User:Doomhammer015/Sandbox2

Kingdom of Kastiya
The Kingdom of Kastiya is a human sub-empire within the Imperium of Man encompassing the Iberus Sub-Sector of the Magnatius Sector which is located to the galactic northwest of Terra.The Kingdom is sworn to serve the Imperium and pays tithes in manpower and resources to the Imperium but is left to rule over itself, maintaining its own military, fleet, and bureaucracy. Ruled over by their Composite Monarchy with the High King of Kastiya at its head and the Kings of each of the lesser kingdoms owing fealty to his majesty. The Kingdom of Kastiya is a nation of billions of humans whose hearts are aflame with religious fanaticism towards the God Emperor of Mankind and are unified by purpose to cleanse the galaxy of taint and corruption.

The Iberius Sub-Sector was once a wealthy and powerful realm within the united empire of humanity during the Golden Age of Technology. It was a hub of trade in the region littered with rich mining and industrial worlds fueled by many agrarian planets. However, with the Age of Strife, the sub-sector fell into chaos. Cut off from the rest of mankind and each other, the planets within the sub-sector fell prey to many of the disasters that befell the various planets of mankind. Plagued by civil war, famine, xenos assaults, chaotic cult uprisings, daemonic invasions, and witch infestations, the sub-sector descended into ruin. Many worlds were lost to humanity, having been overrun by xenos, infested with daemons, or having been destroyed by humanity's own hands. However, a single agrarian world held out against the storm: Kastiya.

Able to feed and supply its relatively small population, the nobles who ruled over Kastiya were able to maintain order upon their world after they rallied behind their charismatic governor. By raising local militias for defense in the fields while the nobility maintained a small standing force of "elite" infantry to hold the key cities of the planet, Kastiya fought off xenos raiders who had expected another human planet ripe for plunder. The nobility also oversaw the eradication of psykers amongst the population after the terrible event known as The Dread Night where rogue psykers attempted to overthrow the planet's government by assaulting the capital in an all out psychic assault. The only reason Kastiya survived this catastrophy was the intervention of the planet's own Navigator Household which directed the city's defense and a Psychic Blank known as Thomas the Black of Torquedos who both hated and feared psykers. The majority of the high nobility were slain in the assault along the with capital's standing arm but the planetary Governor and his closest noble advisors survived by the actions of Thomas the Black. Following this event, Governor Martin Costra founded the Kastiyan Inquisition to root out and purge all rogue psykers and named Thomas High Inquisitor. From hence forth, the only psykers permitted on the planet are those of the Carvel Navigator House.

With the founding of the Kastiyan Inquisition, many things would change over the course of the millennia. Where the population of Kastiya was once atheistic, technologically progressive, and isolationist, slowly but surely the populace became fervent believers in Cato. Cato is a religion of purity which sees mutation, genetic deviance, and any alteration of the human form as the most base and horrific of abominations. The only mutation that was seen as permissible is that of the Navigator Gene due to their role in defending Kastiya and rooting out rogue psykers. Catoism initially began as a philosophy within the Inquisition itself, started by Thomas the Black. However, over the centuries and millennias that would pass, it evolved into the state religion of the Kingdom of Kastiya. It drove the once humble agrarian planet towards industrialization and conquest to unify the lost planets of humanity and bring purity to humanity once again. Similar to the expansion from Terra during the Great Crusade, Kastiya waged a Crusade of Reconquest in the Magnatius Sector, launching punitive strike forces to go forth and reunite, subjugate, and/or cleanse the lost worlds of humanity in the region.

However, the Kingdom of Kastiya's Crusade was much smaller than that of the Emperor's own Great Crusade. Kastiya could not match the manpower, industrial capability, technological edge, nor sheer power of the Legiones Astartes of Terra and relied on unreliable and unsafe warp jumps during the Age of Strife. Many expeditions were lost to the warp and many others lost to xenos, chaos, and other humans. However, slowly but surely, Kastiya began to carve a realm out for itself within the Iberius Sub-Sector. Colonies were established, planets brought to heel, xenos slaughtered, and chaos purged. Before long, Kastiya was at the center of a small inter-stellar empire consisting of numerous star systems.

Military
After its integration into the Imperium of Mankind following the union of Lord Marshal Philip Halfsburg and Queen Sophia Costra, the Kingdom of Kastiya has integrated elements of the Regimental System of the Solar Auxilia into its own military organization. Rather than specialized regiments like that of the modern Imperial Guard, the Kingdom of Kastiya maintains Tercios (regiments) of combined arms formations with armor, mechanized, and artillery assets permanently attached to each Tercio.....

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

Karkadia Sector
The Karkadia Sector is a cluster of planetary systems located to the south of the Ghoul Stars within the Ultima Segmentum. The Sector is a decentralized region with Imperial Governors and Officials vying for control through intrigue, politics, and occasionally outright war. The Karkadia Sector has also been the target of numerous xenos invasions from the Ghoul Stars and has been plagued by piracy, chaotic incursion, and heretical uprisings over the millennia. It is only the presence of the Adeptus Astartes, Astra Militarum, Imperial Navy, and Mechanicum that keep the Sector from descending into full on Civil War and anarchy. The Deathwatch maintain a Fortress here as well as the

Sub-Sectors, Systems, and Planets
The Systems shown below are those with inhabited/colonized worlds. There are a number of systems within the Karkadia Sector that lack any human settlement and therefore have no strategic value to the Imperium. There are also systems that have been wiped out of all life either due to Exterminatus, Tyrannid Invasion, War, or the myriad of other events that can wipe planets clean of life.
 * Volos Sub-Sector
 * Barand System
 * Barand I - (Molten) Death World
 * Barand II - Dead World
 * Barand III (Barand Primaris) - (Barren) Hive World
 * Barand IV (Barand Secundus) - (Temperate) Agri-World
 * Barand V - Frozen World
 * Barand VI - Gas Giant
 * Lyonnel System
 * Lyonnel I - (Molten) Death World
 * Lyonnel II (Primaris) - (Alpine) Mining World
 * Lyonnel III (Secundus) - (Ocean) Agri-World
 * X-79 - Asteroid Belt
 * X-93 - Comet
 * Karkan System
 * Karkan I - Barren World
 * Karkan II (Karkan Primaris) - (Barren) Industrial World
 * Karkan III - Gas Giant
 * Karkan IV (Karkan Secundus) - (Alpine) Civilized World
 * Karkan V - (Frozen) Death World
 * Omnicros System
 * Omnicros I - Dead (Molten) World
 * Omnicros II (Primaris) - (Ocean) Agri-World
 * Omnicros III (Secundus) - (Temperate) Agri-World
 * Omnicros IV (Tertius) - (Temperate) Feral World
 * Omnicros V (Qaurtus) - (Barren) Mining World
 * Omnicros VI - Dead World
 * Omnicros VII - (Frozen) Death World
 * Vyrrel System
 * Vyrrel's World - (Molten) Death World - Iron Morlocks Homeworld
 * Z-36 - Large Asteroid Belt
 * Herakles Sub-Sector
 * Drakona System
 * Drakona I - (Molten) Death World
 * Drakona II (Primaris) - (Desert) Shrine World
 * Drakona III (Secundus) - (Temperate) Agri-World
 * Drakona IV - Dead World
 * Drakona V (Tertius) - (Frozen) Mining World
 * Phor System
 * Phor I - Dead World
 * Phor II (Primaris) - (Barren) Mining World
 * Phor III (Secundus) - (Ocean) Agri-World
 * SB-902 - Asteroid Belt
 * Quarthein System
 * Quarthein I - Dead World
 * Quarthein II (Primaris) - (Alpine) Mining World
 * Quarthein III - (Jungle) Death World
 * Quarthein IV (Secundus) - (Alpine) Industrial World
 * Zathariel System
 * Zathariel I - (Molten) Death World
 * Zathariel II (Primaris) - (Over-Polluted) Hive World
 * Zathariel III (Secundus) - (Jungle) Penal Colony
 * Kleis System
 * Kleis - (Ocean) Agri-World
 * Cyrean System
 * Cyrean I - (Molten) Death World
 * Cyrean II - (Molten) Death World
 * Cyrean III (Primaris) - (Temperate) Agri-World
 * Cyrean IV (Secundus) - (Temperate) Agri-World
 * Cyrean V (Tertius) - (Jungle) Feral World
 * Cyrean VI - Gas Giant
 * Cyrean VII - Gas Giant
 * Cyrean VIII - (Frozen) Death World
 * Cyrean IX (Quartus) - (Frozen) Armory World
 * Agrionnes Sub-Sector
 * Didactus System
 * Didactus I - (Temperate) Civilized World
 * Didactus II - (Temperate) Feudal World
 * Didactus III - Barren World
 * Didactus IV - (Alpine) Mining World
 * Didactus V- Gas Giant
 * Alpherion System
 * Alpherion I - (Temperate) Shrine World
 * Alpherion II - (Ocean) Agri-World
 * Illeria System
 * Illeria I - (Molten) Death World
 * Illeria II - (Desert) Feral World
 * Illeria III - (Jungle) Death World
 * Illeria IV - (Alpine) Penal Colony
 * Ascelon System
 * Ascelon I - (Molten) Death World
 * Ascelon II - Dead World
 * Ascelon III - (Paradise) Pleasure World
 * Ascelon IV - (Temperate) Cardinal World
 * Ascelon V - Gas Giant
 * Ascelon VI - (Barren) Fortress World
 * Hope system
 * Hope I - (Jungle) Feudal World
 * Hope II - (Temperate) Agri-World
 * Hope III - Gas Giant
 * Hope IV - (Frozen) Death World
 * Hope V - (Frozen Alpine) Mining World
 * Minoas Sub-Sector
 * Norvos System
 * Norvos I - (Barren) Mining World
 * Norvos II - (Alpine) Agri-World
 * V-772 - Asteroid Belt
 * C-106 - Large Comet
 * Ketagar System
 * Ketagar I - (Temperate) Agri-World
 * Tytos System
 * Tytos I - (Temperate) Agri
 * Tytos II - (Temperate) Agri
 * Tytos III - Gas Giant
 * Tytos IV Gas Giant
 * Reik System
 * Reik I - (Molten) Death World
 * Reik II - (Alpine) Mining World
 * Reik III - (Jungle) Death World
 * Reik IV - (Temperate) Civilized World
 * Reik V - (Temperate) Feudal World
 * Reik VI - Gas Giant
 * Reik VII - (Frozen) Mining World
 * Reik VIII - Dead World
 * Hellespont System
 * Hellespont I - (Temperate) Knight World - House Livonus
 * Hellespont II - Dead World
 * Hellespont III - (Frozen) Death World
 * Halicrasus System
 * Halicrasus I - (Molten) Death World
 * Halicrasus II - (Jungle) Feral World
 * Halicrasus III - (Ocean) Civilized World
 * Halicrasus IV - (Alpine) Agri-World
 * Novus Alexandria System
 * Novus Alexandria I - (Molten) Death World
 * Novus Alexandria II - (Barren) Mining World
 * Novus Alexandria III - (Overwhelmingly Over-Polluted) Forge World - Meandra
 * Novus Alexandria IV - (Temperate) Agri-World
 * Novus Alexandria V - (Temperate) Cemetery World
 * Novus Alexandria VI - Gas Giant

Thraq's System
Thraq's System is a Planetary System located within the

Skitarii Legion of Meandra
The Skitarii Legion of Meandra are the defenders of the Forge World of Meandra and are the Tech-Priesthood's wrath incarnate, venturing forth and crushing those that are declared enemies of the Omnissiah and the Forge World. Famed for its ruthlessness and flexibility, the Legion of Meandra is large and demand respect by friends and foes alike. Backed by Titans and Knights, the Skitarii of Meandra march into battle as a combined arms formation, utilizing artillery, armor, and infantry in perfect unison as is want with the armies of the Omnissiah's servants. Unique to the Legion of Meandra is the usage of Compound Iota-582 and its extensive deployment of Vanguard class Skitarii warriors. The Legion is dispersed across the North-Eastern Border of the Imperium, defending the interests of the Forge World and laying waste to those enemies of the Imperium and Meandra. Due to its dispersed nature, the Skitarii forces of the Forge World will often fight alongside other Imperial forces in joint campaigns or as supporting elements, acting as an elite reserve or spearheading assaults.

Legion Organization
The Legion is organized and divided just as most other Skitarii Legions of the Imperium. The largest formation is the Macroclade, an army in of itself, the Macroclade is hardly ever deployed as a single formation. Considered to be more of an administrative formation, Macroclades are headed by a Preceptor Tribune; the equivalent to a Lord General in the Astra Militarum. Macroclades are massive entities and a single one of these formations can be entrusted to prosecute an entire military campaign spanning the entirety of a planet alone and without any support from outside elements. Within a Marcoclade are 14,400 Skitarii Hypaspists, with hundreds, if not thousands of specialist Skitarii and hundreds of supporting war machines. For a full Macroclade to be despatched is to warrant the support of Imperial Knights and possibly even Titans. This would mean that the enemies facing this force are considered to be a grave threat to the Forge World or her interests. For multiple multiple Macroclades to be despatched is almost unthinkable, for the threat must be so grave that the very survival of Meandra must be at stake. However, such campaigns are rarely necessary and as such Macroclades are not often deployed as single entities to wage war on such a scale. Meandra is garrisoned by at least 4 full Macroclades at one given time.

More common is the deployment of the War Cohorts of the Macroclades, each being led by a Primus Tribune; the equivalent of a General in the Astra Militarum. There are 4 War Cohorts within every Macroclade and these are large formations of Skitarii still considered more of an administrative formation rather than a battle formation. War Cohorts can be considered to be of similar status as Astra Militarum Battle Groups, consisting of 3,600 Skitarii Hypasists and a multitude of Skitarii specialists, war machines, and supporting elements. These formations maintain enough firepower and personnel to bring a small Hive to heel should it be deemed necessary, though such a feet would be difficult for any but the most strategically gifted of Primus Tribunes. A War Cohort will usually be supported by a Lance of Imperial Knights should such an objective or one equivalent to it be given to the formation.

The smallest and most numerous "strategic" formation of the Legion is the Battle Maniple, of which there are three within each War Cohort. Battle Maniples are regiment sized formations of the Skitarii and are led into battle by a Tribune; equivalent to the Astra Militarum's Colonel. Battle Maniples of the Forge World are 1,200 Skitarii strong and maintain support maniples of specialist Skitarii such as Vanguards, Rangers, Sicarians, and occasionally Praetorians and Herakli. Each Battle Maniple will also maintain a number of war machines such as Dunecrawlers to support its infantry elements. Some Battle Maniples can be entirely mechanized formations and be outfitted with Chimera APCs but such armament is rare. These formations are similar in function to regiments in that a Battle Maniple is "technically" considered a single entity and these formations are often deployed alone to various warzones to work alongside the Imperial Guard or other Imperial forces. However, should the Forge World call upon the War Cohort or even the Macroclade that the Battle Maniple is a part of, the formation will immediately disengage from the conflict it is engaged in and make full haste to its designated rally point to meet with the rest of its formation and wage war in the name of the Omnissiah. Such action is highly disliked by Imperial Commanders due to the strategic loss that such action entails but most are powerless due to the Treaty of Mars and the autonomy of the Mechanicum to do as it wishes with its military might.

Battle Maniples are further divided into 12 sub-formations of 100 Skitarii known as Phalanxes. Each Phalanx is led by a Primus Alpha and these are the highest ranking "non-commissioned" officers of the line within the Legion. This is the highest rank that any Skitarii of the line can hope to reach and is seen as the highest honor that any will ever attain. These formations are the bedrock of any strategy the Tribune of the Battle Maniple will utilize to complete his designated objective. The Tribune will most often remain separate from any one Phalanx, preferring to remain free from the combat and roam across the battlefield, gathering all the data that he can from his troops and relays orders accordingly. Therefore, there is no "Primus" Phalanx of elites, rather the specialists of the Tribune's formation are organized into their own Phalanxes, operating as separate entities from Hypaspists.

Hierarchy
The Legion of Meandra is highly regimented and is a strategically flexible military formation. The Master of the Legion is the Fabricator of Meandra and it is his/her decision where and when to deploy the Forge World's forces. However, the various Magi of the Forge World have significant say regarding the deployment of their forces, for each Forge Temple arms and maintains its own Skitarii Macroclades at the behest of the Magos Dominus of the Forge Temple. It is from the Magi of the various Forge Temples that the Macroclades' Tribunes are selected and so ensures the loyalty of each Macroclade to the Forge Temple of its origin and the Magos Dominus in command of the Temple.

Legion Combat Doctrine
The Legion maintains a highly flexible approach to warfare, ensuring that it maintains the wargear and war machines to match and overcome any foe. The Legion does show a marked tendency to prefer medium to long range engagements where its heavy weapons and advanced targeting matrixes can be used at full capacity but has made certain that its troops can fight effectively in close quarters as well, especially with the increased number of Vanguard warriors within its ranks.

The tradition of the Forge World's armies is to utilize overwhelming firepower to crush an enemy from afar and follow up with a sweeping advance with its infantry to destroy whatever resistance remains. However, should an enemy prove too difficult to dislodge with such tactics, the commanders of the Skitarii will adopt highly aggressive and combined arms approach, smashing the enemy with a wall of cyborg warriors as they attempt to ascertain weak points of the enemy. Once any such weak points are found the commanders of the Skitarii will unleash their specialist warriors to make the foe pay for its weakness. A full blown assault of all the specialist warriors the Skitarii forces contain will be utilized to break the foe at his weakest point and drive a wedge into the enemy formation to allow for the rest of the force to capitalize upon the break and force open the gap until the enemy breaks or is forced to fall back.

On the defensive, the commanders of the Skitarii will adopt mobile defensive maneuvers, utilizing the minimal amount of forces necessary for holding specific positions and holding the remainder of the force in reserve. Reinforcements will be deployed where the enemy is attempting to break through with overwhelming strength and any positions that are being met with light resistance or none at all will take up aggressive stances and counter attack or attempt to flank enemy assaults. Skitarii specialists will often be intermixed with the Hypaspists rather than maintained as a separate force during defensive campaigns, allowing for the combined arms to fend off an array of enemies along the line. In short, the Skitarii attempt to isolate the enemy's primary assaults with mobile and elastic defensive strategies then counter-attack to blunt the enemy's assault and destroy the assaulting forces whilst they are overextended and/or cut off.

War Machines

 * Chimera
 * Ironstrider Engines
 * Onager Dunecrawler
 * Quad Mortar Dunecrawler

Legion Appearance
The Skitarii of Meandra are wear White Robes accented with gold trim and utilize Crimson battle plate underneath.

Meandra
Meandra is a large Forge World within the Novus Alexandria System of Sector Karkadia. Located on the North-Eastern most fringes of the Imperium, Meandra is a world vital to the armament and supply of all Imperial forces in and around the Sector. Producing weapons, vehicles, and other advanced technologies beyond the capacity of any planet within the region, Meandra is considered one of, if not, the most important planets of the Sector and the surrounding territories. Home to a highly militaristic and aggressive branch of the Adeptus Mechanicus, Meandra's Skitarii and Titan Legions fervently venture forth into the unknown realms of space, seeking out lost technologies and destroying any xenos, mutants, or heretics that they encounter.

An ancient Forge World settled during the Age of Strife, Meandra itself is a planet of vast forge complexes and manufactorums, choking on the fumes of industry and the toil of countless billions. Once a world rich in minerals and resources, by the time the planet was reunited with Mankind, Meandra was turned into a barren desert landscape lined with bare and dry mountains from a millennia's worth of over exploitation and the ever hungry forges of the Priesthood. Life would be impossible upon this planet if not for the numerous life support systems around the population centers of Meandra, protecting its inhabitants from the dust storms, acid rain, and thin atmosphere. The ever growing need for resources forced the Tech-Priesthood of Meandra to take an adventurous and aggressive stance, establishing colonies and outposts across the stars to fuel the industry of the planet. Currently, the Forge World of Meandra maintains numerous mining outposts to supplement the tithes it receives from the Imperial World and organizations that require its production capabilities.

Places of Note

 * Aila Hive
 * Borandi Forge Temple
 * Dekia Hive
 * Fabricator Forge Temple
 * Fortress Temple of House Livonus
 * Fortress Temple of Legio Korin
 * Gensis Battle Station (Orbital)
 * Iron Morlocks Chapter Keep
 * Laxium Hive
 * Librarius Meandra
 * Maldoris Forge Temple
 * Naisus Hive
 * Rad Wastes
 * Repositorium
 * Regius Battle Station (Orbital)
 * Salemus Forge Temple
 * Serdica Hive
 * Space Port Odessa
 * Tarentus (Moon)
 * Tarentus Battle Station (Moon)
 * Temple of the Omnissiah

Legiones Skitarii
The Skitarii Legion of Meandra is the primary military force of the Forge World. Deployed by the upper echelons of the Tech-Priesthood of the forge world, the Legion of Meandra is almost always marching to war. If not fighting wars heretics, traitors, or xenos, the Skitarii Legions of Meandra are fighting of pirates, marauders, and raiders. Interestingly, the Legion of Meandra maintains an unusually high number of specialist Skitarii warriors, most notably are the number of Vanguards. The xenos threats along the frontier of the Imperium's North Eastern borders has resulted in a greater need for more close combat specialists and the rad-troopers of the Vanguard Cohorts were deemed to be the answer. These Skitarii are armed just as other Vanguard but have a portion of their number also dedicated to close combat, utilizing blast shields, Arc Mauls, and power weapons to fight off xenos foes that excel in melee combat. Their heavier armor and "vanguard" status made them the obvious choice to bolster in numbers when choosing a specialist formation to deal with enemies of the Omnissiah in close quarters combat. This, however, does not mean that the Vanguard Skitarii warriors are the most numerous, for the Hypaspist is still the bedrock that the Legion is built upon. By the onset of the Plague Wars, the Skitarii Legion of Meandra consisted of 8 Macroclades of 4 Maniples with 3 cohorts within each Maniple.

Arc and Rad weapons have a very high usage within the specialist ranks of the Skitarii Legion of Meandra. They have proven highly effective in slaying all manner of foes, but they lack the en masse killing power of other weapons. With the loss of Phosphex weapons in ages past, the Meandra Tech-Priesthood looked for an alternative to the devastating weapons of wars long ago. Attempts to recreate the ancient weapon all proved to be failures and so instead of looking to resurrect the lost weapon, the Tech-Priesthood looked to replace it. The result was the invention of a weapon utilizing a chemical liquid that is highly corrosive and emits an odor that chokes and burns the lungs of those that inhale it. Known as Compound Iota-582, more commonly as Illithium, it can chew through light body armor with ease and if it were to touch flesh, then the person or creature affected will be in excruciating pain as their flesh is eaten away by the liquid whilst they choke on the odor of their burnt flesh and the fumes of the compound. Highly effective as a weapon in of itself, the psychological effect this compound has on enemies also greatly enhances its desirability amongst those Tech-Priests commanding the Skitarii forces. A single Dunecrawler outfitted with twin-linked airburst mortars can bring devastation to an enemy regiment or formation, causing chaos as the foes of the Imperium can find no escape from the scorching liquid unless heavily entrenched or clad in heavy armor. Unsurprisingly, the Forge World has constructed thick specialized suits of armor for particular Vanguard Skitarii warriors that makes them impervious to the effects of the Compound, allowing them to wade into the enemy's ranks even while under airburst volleys of Illithium, felling their foes with brutal efficiency.

The Skitarii Legion also makes extensive use of Chimera APCs to transport infantry to the battlefield with great haste. Alongside the Chimeras are Ironstriders and Dunecrawlers which provide greater tactical flexibility to the mechanized Skitarii formations. The Dunecrawlers provide mobile heavy weapons platforms to battlefields where traditional vehicles or heavy support squads would find it difficult or impossible to navigate. Ironstriders provide a highly mobile flanking force to the low mobility infantry and act as perfect anti-armor units with their Arc Rifles. Battle Tanks and other heavy and super heavy vehicles are not utilized by the Forge World since doing so would mean that Meandra would be unable to meet its production quotas. This means that the Skitarii must rely upon these relatively light vehicles for the majority of their battles to act as support. Yet, these warmachines are not the mainstay of the Tech-Guard's armored might, that position resides with the Knights and Titans of Legion. These god machines bring devastating fire down upon the enemies of man but their few numbers mean that only the most "high priority" warzones will see these epic warmachines march alongside the Skitarii.

Legio Jerrikas (The Jackals)
The Titan Legion known as Legio Jerrikas or The Jackals is a Tertius grade Titan Legion based upon Meandra. Bound by fealty to serve the priesthood of Meandra, the leaders of Legion Jerrikas are, in fact, not picked from Meandra itself but from the nobility of the Mining Worlds pledged to the Forge World. This is because the Tech-Priesthood feared of any one sect of the Forge World's Tech-Priesthood gaining the allegiance of the Titan Legion and utilizing its unrivaled power to wrest control of the Forge World for themselves. This has resulted in a fairly independent minded Titan Legion which stays out of the petty squabbles between the various factions of the priesthood and focusses on the martial glory of their Legion.

By the outbreak of the Plague Wars, Legio Jerrikas could field some 18 God Machines. Yet, due to the inability for the Forge World to produce new higher grade variants, 14 of these Titans are Warhounds, 3 are Reavers, and 1 is an ancient and venerable Warlord from the Age of the Great Crusade. This has resulted in a far more mobile and indirect approach to warfare by the Legio. Instead of steadily wading into the enemy's ranks and being able to trust that their God-Machines can take the brutal punishment of concentrated enemy fire, Legio Jerrikas has adopted a far more flexible and patient approach. In many battles, the Titans of Legio Jerrikas are withheld until the most crucial points of a battle wherein they are unleashed upon the enemy's flanks or leading a spearhead and breaking the back of the foe with the rapid movement of their relatively highly mobile war machines.

Unlike other Titan Legions, Legio Jerrikas utilizes squads of 3 Warhound Titans instead of 2, allowing the trio to match Titans of greater size with their combined might with the loss of some tactical flexibility. Turbo-Laser Destructors and Vulcan Mega Bolters are the favored weapons the Legio arms its Warhounds with whereas its heavier Titans are all outfitted uniquely. The Reavers and Warlord are rarely called upon to fight, only in the most dire of conflicts will these ancient war machines awaken and stride into battle like gods. This is due to the inability to properly repair or rearm these warmachines, for Meandra cannot reproduce the components of these Titans. The thought of losing such war machines are terrifying for the Legio to even think of and to do so would bring great shame upon them and their predecessors.

Legio Jerrikas maintains its own Skitarii forces to protect their God-Machines from the stragglers of their furious assaults. These Secutarii are no different from those of Mars or other Forge Worlds and operate in a similar manner as their kin. By the onset of the Plague Wars, there were 3 Macroclades worth of Secutarii prepared for combat. These were a mix of Hoplites and Peltasts and work in unison with the Titans of the Legion independent of their Skitarii counterparts.

House Livonus
House Livonus is Knightly Order pledged to the defense and service of Meandra. Unlike Legio Jerrikas, House Livonus is based off Meandra, upon their homeworld of Leandros and their leadership all hail from the nobility of the planet. House Livonus is a very aggressive and proud noble family and their Knights are just so, if not more. They are glory hungry and warmongering, looking for new wars to crush foes underfoot. Luckily for the House, the Imperium is never short on foes to face and so the Knights of House Livonus can be found in battles across the northern and eastern borders of the Imperium. Over the Millennia, House Livonus has established a handful of colonies and created "cadet" dynasties whose households are loyal to them and them alone. This has bolstered the number of Knights available to the household and the resources that the nobility of Leandros can call upon. Interestingly, House Livonus somehow maintains a large number of venerable and advanced Knights despite the inability of Meandra to produce such advanced Knights. None outside the Nobility of Leandros know how this is possible but some in the Imperium whisper that these war machines were stolen or looted from traitor armories and have been repurposed by the household to serve their interests.

At the start of the Plague Wars, House Livonus could bring 86 Knights to the field, including its cadet dynasties. The majority of these knights were of the Paladin class but a number of Cerastus Knights have also been noted to be part of their muster. Also, a venerable Questoris Knight Styrix is famed for being the personal war machine for the Preceptor of House Livonus.

The Knights of House Livonus stride into battle at the fore of the Imperial forces, leading the charge directly into the enemy's ranks. However, should a more restrained approach be required, the Knights will march alongside the Imperial troops providing a steady stream of fire and defending friendly warmachines from enemy knights or smaller titan class foes. However, should allied Titans be on the field, the Knights of House Livonus will be the first to offer their services as defenders of those sacred warmachines for it is seen as the highest honor to give one's life in defense of the Omnissiah's favored creations. A close bond with Legio Jerrikas has been formed over the years and when the two formations fight alongside one another, it is as though the two groups of warriors were bred to wage war together. The fluidity of their actions is difficult to rival despite the difference in scale between the warmachines.

House Livonus also provides large numbers of Men-at-Arms to fight as Auxiliary forces to supplement the Skitarii of Meandra or their own Knights. These are heavily armored infantry clad in partial plate carapace armor and given lasguns and short swords to wage war against the foes of Household Livonus. These men have been noted to be brutal in hand to hand combat and very effective in assault actions. They cannot be compared to the highly advanced Skitarii but will hold their own in a fight and do so with the utmost zeal. In fact, these men see the Skitarii as the ideal infantryman due to their faith in the Omnissiah and many consider it a blessing to merely gaze upon the infantry of the Forge World and even more so to fight alongside them.

Meandra Iconography
A Black skull between the two upper angels of a Gold capital Mu symbol with half a crimson cog hanging above the skull, arched over the cranium, against a bone white background. This symbolizes the tie to Mars with the Crimson yet maintains the proud representation of the Forge World.

Meandra Forge World Colors
The Civilian Personnel of Meandra dress in black robs accented with crimson. The Tech-Priesthood don yellow robes with crimson accents, marking them out as the enlightened ones of Meandra; the students and followers of the sacred mysteries and arts of the Machine-Cult. The Tech-Guard of Meandra where white robes accented with gold with crimson battle plate, the crimson marking them out as holding to the similar martial traditions of Mars, the sacred world of the Omnissiah, whilst the white and gold signifying their allegiance to Forge World of Meandra. The Secutarii wear black robes with crimson trim, they are have the black and white inverted for the iconography of the Forge World upon their uniforms to differentiate them from the Skitarii.

Manufactoria Capabilities
Meandra is Forge World blessed by the Omnissiah, for it holds a copy of the STC for producing the Land Raider Phobos as well as Cataphractii Tactical Dreadnought Armor. Meandra also maintains the production capabilities of the Knight-Paladin and Warhound Class Scout Titans. The Forge World also produces vast numbers of Chimeras and its numerous variants, Leman Russ Battle Tanks, Ironstriders, Dunecrawlers, Carapace Armor, bolters weaponry, las weaponry, specialist weaponry, Macharius Heavy Tank, Rhinos and its variants, suits of Mark VII Power Armor, Valkyries, Thunderhawks, and Light Cruisers. Its Artisans and also produce a number of Power, Melta, and Plasma Weapons, however the number of these is minuscule compared to other Forge Worlds. The most noteworthy and numerous work produced by the Artisans of Meandra is the Panthera pattern Power Armor, a variant of Mark VII Power Armor unique to the Forge World. For the Imperial Navy, Meandra produces the Macro Weaponry for numerous classes of warships and vessels along with all necessary ammunition and components which are then shipped to the shipwrights of ............ to be outfitted upon the new warships or refitting older vessels. Without Meandra, the Space Marine Chapters, Imperial Guard, Imperial Navy, and PDF in and around Sub-Sector Esgarathos would lose their greatest manufacturer of war machines and vehicles which would result in the slow and painful grinding down of Imperial supplies and, therefore, armies as the attrition of war takes its toll.

However, for all its production capabilities, Meandra is no match for Mars or the other more well-known Forge Worlds of the Imperium. The wide variety of Meandra's production means that it cannot mass produce most of the war machines and equipment it is called upon to manufacture. Whereas some Forge Worlds specialize on specific war machines or weapons, Meandra is tasked with arming a vast variety of organizations alone, forcing it to make due with relatively simple equipment and war machines to allow for the easy stream-lining of its quotas. The planet also lacks significant dockyards and shipwrights and is, therefore, unable to produce Capital Ships for the Imperial Navy, its own armada, or the Space Marine Chapters that rely upon it for armament. In fact, the only ships it can produce are of the Light Cruiser class, not even Astartes Strike Cruisers can be assembled in its docks. The Forge World also needed to relinquish the schematics for producing bolters, heavy bolters, chain weapons, carapace armor, autocannons, and lascannons to various industrial and hive worlds since its own forges and manufactorums are needed for more vital arms and war machines.

Jurisdiction
The Forge World of Meandra has a host of organizations and worlds that are designated as its subjects and therefore are under its protection and jurisdiction. At its height of power, Meandra held a small inter-stellar domain before being reunited with the Imperium of Man during the tail end of the Great Crusade. Since the catastrophe that was the Horus Heresy, the domain of the Forge World has been much reduced but still remains an entity of importance within the Imperium's Northern Fringes, fueling the industry and military might of the Forge World.

Leandros - Knight World

Leandros is a Knight World which can trace its origins to Millennia beyond the founding of the Imperium, colonized during the Dark Age of Technology. Ruled over by the proud nobility of House Livonus since the Age of Strife, Leandros is a thriving and wealthy world within the Imperium. Despite the feudal and archaic nature of its administration and hierarchy, Leandros is a technologically advanced world of relatively high capacity of industry. It maintains a strong sense of independence from both the Imperium and Mechanicum, seeing as an ally not a subject to either. However, the House of Livonus is bound by oath to defend the Forge World of Meandra which dates back to the days of the Age of Strife and relies upon the planet for new Knights and special weapons, resulting in Leandros maintaining a much more friendly relationship with Meandra.

The cities of Leandros of fortified and high walled centers filled with large foundries and manufactorums. Plumes of smoke rise from the cities day and night as the peasantry work tirelessly in the forges, producing all manner of goods, weapons and armor for the household's Men-at-Arms, along with weapons, armored plates, ammunition, and other equipment required for the maintenance and repair of the Household's Knights. Yet, these cities are islands within huge swathes of fertile rich land. Fields that extend beyond the eye can see fill the land around each city and millions, if not billions, of humans work the fields harvesting crops suited to the climate and soil of the region they work in. Leandros' oceans also still exist and are themselves large, covering 48% of the planet's surface. These oceans are the source for the planet's drinkable water for, long ago, the Household developed numerous treatment plants that convert the salt water into drinkable fresh water. Leandros can feed its large population without aid but is not considered self sufficient by any means. The once rich mines have long been depleted and the forests that one day used to cover the planet have been felled to fuel the fires of industry. The planet requires fuel, ore, technologically advanced gear and equipment, and an assortment of other goods to maintain itself, most of which come from Meandra or her outposts and mining worlds. So, despite the independent and proud nature of her nobility, Leandros is forever tied to the Forge World.

Vetria - Mining World

Krax - Mining World

Mord - Mining World

Imperial Ties
Meandra has close ties to the Iron Morlocks Space Marine Chapter due to their acceptance of the Machine Cult and have numerous mutually beneficial agreements with the Chapter. A pact of eternal friendship and mutual defense agreements have been formed between the Iron Morlocks and the Tech-Priesthood of Meandra which have been called upon by both sides on numerous occasions. Most notably was the Ork Waaagh! of 938.M41 led by Gruk the Black upon the Iron Morlock's homeworld.

The Forge World also maintains cordial relations with the Lions of Ultramar and the Praetorian Sons Space Marine Chapters. It too maintains a defense pact with the Praetorian Sons which was established during the Nova Terra Interregnum.

It has been noted that such relations with these Space Marine Chapters are seen as beneficial to the Forge World, especially when its forces or territories are under threat by enemies beyond its ability to deal with effectively alone. One such case was the War against Hive Fleet Hydra which threatened to consume the Forge World until it was scattered in the climactic battle of Thoros.

It has been noted to be in the best interests of all Space Marine Chapters to maintain good relations with the Forge World, for Meandra is the Forge World which stores the Gene-Seed tithes of the three Chapters and is the source of extra Gene-Seed should disaster fall upon any one of the Chapters. So, its defense is paramount as is ensuring that the Tech-Priesthood's favor does not run dry.

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.......

Barand Iron Warmongers
The Barand Iron Warmongers are Astra Militarum regiments raised from the Hive World of Barand Primaris. The Guardsmen raised upon Barand Primaris are clad in heavy unadorned carapace plate armor and renowned as highly effective heavy shock troops, especially in sieges. Most commonly deployed as heavy infantry formations, the Barand Iron Warmongers are not uncommonly supported by armored units and artillery. Unlike other elite formations that are used to strike like a swordsmen's blade, the Warmongers are a war hammer used to bludgeon and break an enemy's back through sheer force. The Barand Iron Warmongers also make use of extensive chemical warfare to devastating effect.

Combat Doctrine
The Barand Iron Warmongers are most commonly deployed as infantry regiments which allows their simple approach to warfare shine. They are equally capable of holding a position as well as assaulting one, however the simplicity of their stratagems shine most brightly when on the assault. The overall strategies of the Warmongers are simple and straight forward, assault an enemy head on and break his back through strength and perseverance. Often using APCs to break through enemy lines, the Iron Warmongers are unleashed in the midst of broken enemy lines sowing chaos and havoc in their wake. When extensive APC support is unavailable, infantry formations charge behind heavy armor, supporting the tanks and overwhelming infantry positions once in range. However, when deprived of all support, the Barand Iron Warmongers are valiant warriors but not stupid.

Whereas other zealous and fanatic formations would charge in waves and die in droves, the Warmongers focus on the role of squads, each squad working in unison with the others and employing a vast variety of strategies for their small fights. For, the mentality of the Barand Iron Warmongers is that it is the small battles that each soldier and his squad fights that builds to achieve victory in the overall strategy. Foregoing overly detailed planning, much of a Colonel's strategy is improvised and reactionary based upon the reports from his captains.

Training extensively in marksmanship and melee combat, the Barand Iron Warmongers are crack troops that fight with a unison few other regiments can compare to. Firing teams coordinate volleys of lasfire, pinpointing and suppressing enemy positions allowing for other squads to advance and take said position. The role of the infantryman is supreme in the overall strategy of the Warmongers and it is this focus on infantry that allows for their simple approach to prevail so often.

Regimental Organization
The Barand Iron Warmongers are organized into Regiments of 2,000 troopers, each being led by a Colonel. Colonels of these "Iron Regiments" are not frontline warriors but most often are strategists giving orders and coordinating assaults from the rear where they are able to gather data and calculate the most effective strategies to employ in any given campaign. These regiments are then divided into sub-formations of five 400 trooper battalions each led by a Captain. Captains are the Colonel's chief tools.....

238th Solar Auxilia Cohort (Constantine's Legion)
The 238th Solar Auxilia Cohort was the core of the 281st Expeditionary Fleet and led by the renowned Lord Marshal Constantine who hailed from Terra itself. The majority of the 238th were Terran born soldiers, and ventured from Terra during the latter half of the 1st century of the Great Crusade to the North West of Terra. Renowned for their expertise in void combat and in Zone Mortalis, the 238th was a formation famed for daring boarding actions against xenos or non-compliant human void ships as well as their unstoppable mechanized assaults when deployed planetside. The 281st Expeditionary Fleet had garnered much praise and accolades throughout its service, fighting many campaigns in service to the Imperium that even Malcador the Sigillite was rumored to have praised the Cohort's progress during a one of the Councils regarding the state of the Great Crusade. The most notable campaign the Cohort engaged in was in the Thraq System where the Knuthraq Domains had been broken by the Ultramarines Legion's 18th Chapter. Despite the majority of the xenos' fleet being destroyed and their homeworld in ruins, the Knuthraqi put up fierce resistance. Not only did the Cohort need to fight against the Knuthraqi but a minor Ork Waaagh! also poured into the system and a long and gruelling campaign against both the Greenskins and the Black Insectoid creatures. Taking just about 3 years to completely cleanse the planets of xenos taint, the Imperial War Council sent word to the 238th that they have been gifted the right to settle the Thraq System. Their service and unyielding loyalty to the Imperium was to be rewarded with the full rights to settlement, development, and protection of the Thraq System with Lord Marshal Constantine as Governor of the System. The descendants of the 238th now make up the Imperial Guard Regiments known as the Constantine Solar Auxilia Regiments, who are armed in a reminiscent fashion to that of the Solar Auxilia their forefathers had fought as.

Constantine Solar Auxilia
The Constantine Solar Auxilia are Astra Militarum Regiments raised from the Constantine System in the Northernmost reaches of the Segmentum Pacificus. These regiments are the descendants of the 238th Solar Auxilia Cohort from the Great Crusade and are the System's military tithe to the Imperium. The Right of Settlement granted by the Imperial War Council to the Cohort during the Great Crusade allowed their descendants to arm themselves as they see fit for they are considered a Semi-Autonomous realm within the Imperium. This has resulted in a combined arms approach to warfare and unique organization of its military compared to the rest of the Astra Militarum. Renowned for its mechanized assaults, the Constantine Solar Auxilia make use of numerous mobile artillery platforms, heavy and super heavy tanks, and exclusively heavy infantry.

Organization
The Constantine Solar Auxilia are organized into Divisions commanded by a Marshal hailing from the nobility of the Constantine System. Divisions are large formations of 22,500 infantry, similar in function to the Cohorts of the Solar Auxilia or the Macroclades of the Mechanicum in that the are mostly administrative formations rather than single entity battle formations. Divisions will be deployed when large scale multi-planetary invasions or even larger campaigns are called forth.

Within a Division are 5 Battalions, each being led by a Legate. Battalions consist of 4,500 infantry and are similar in function to Battle Groups and are the most common "Campaign Formation" from the Constantine System. A Battalion as enough personnel, ordinance, and war machines to assault enemy hardpoints and minor fortresses and can easily hold larger defensive positions. Battalions are more commonly deployed as single entities compared to Divisions but mostly during offensive actions.

Battalions are further divided into 3 Cohorts, led by Strategos (plural: Strategoi). Cohorts are the equivalent of Imperial Guard Regiments and consist of 1,500 infantry.

Rheinor Geno Auxilia
The Rheinor Geno Auxilia are Imperial Guard Regiments raised upon the Gas Planet of Vitennia. The Rheinor Geno Auxilia is an entirely vat-grown force; its troopers bred solely for the purpose of war. They are armed and armored as heavy infantry in the likeness of the Solar Auxilia during the Great Crusade. These men are renowned for their unflinching discipline and usage of aggressive defence tactics during combat. Uniquely, these regiments make use of combined arms like the regiments of the Armageddon Steel Legion, much to the dissatisfaction of the Departmento Munitorum. They are armed and armored by the vast resources of the Rhein Sub-Sector and given a vast panoply of war to combat the threats posed against humanity along the Western Fringes of the galaxy. Many organizations and factions of the Imperium seek out these Guardsmen to be seconded into their service but the majority of these troopers fight as the Imperium's finest on the frontlines.

Auxilia Traditions and Culture
These troops share similar appearances with one another and are larger and more heavily built than average humans due to being bred for war with the aid of Genetors from the Forge World of Mornik. This, along with the fact that they were born, raised, trained, and fought together for the entirety of their lives meant that a very strong bond of brotherhood has been built within each and every Cohort of the Rheinor Geno Auxilia. There is an air of arrogance and pride from the troopers of the Auxilia, believing themselves superior to their Guardsmen allies. They see themselves as second only to the Astartes in the perfection that the Emperor sought to bring humanity to, making them revere the Astartes as practically god-like. This brotherhood and pride is fueled by competition in duelling, sparring, training, and other forms of training along with martial competition between various Cohorts and sub-cohorts. However, this is only ever done to the extent that it does not at all compromise the mission at hand and any thought of such hubris immediately dissipates in the midst of battle. This is due to the strict discipline that the officers of the Auxilia maintain, dealing harsh punishments for disorderly conduct or incompetence.

A sense of frugality and efficiency is also a major trait amongst the Auxilia's troopers. The rank and file troopers appear to care little for ornate jewelry, tattoos, the taking of trophies, or claims of booty. They see such desires as unsoldier-like and for the lesser men who are not professionals like themselves. The only trophies taken are usually enemy banners and weapons of note which are shipped back to Vitennia to be added to the vast halls of commemorations and relics that the Rheinor Geno Auxilia have garnered for themselves. The troopers of the Auxilia also keep themselves fully shaved, head and face, seeing the flamboyant hairstyles and waste of time used to maintain them as wasteful. Even amidst a brutal siege or in trenches will the troopers of the Auxilia ensure they are clean shaven.

Most of these traditions and beliefs come from their indoctrination. Every trooper is indoctrinated from their "birth" to believe that their sole purpose in life is to fight for the Emperor and the Imperium of Man, this was their great honor and great burden. They are told that they are the elite of man, bred to defend humanity from the xenos and the traitor because only they, alongside the Astartes, can prevent the coming darkness from engulfing humanity in another Age of Strife. They are taught the necessities of being efficient, obedient, and utterly loyal. Though, despite their indoctrination, the soldiers of the Rheinor Geno Auxilia are not fanatic zealots who will die in droves for some religious cult. In fact, they are taught that the Emperor is a man, just like them, and that they are more useful to the Emperor as warriors than as martyrs so that they must not waste their lives but if death does come for them then they must make the enemy pay dearly for them.

Combat Doctrine
"The Infantryman is the heart and soul of every army. Tanks, guns, and machines of war are nice and all, but it's the infantry that need to slog through the blood and mud, to fight, and to die in the name of the Emperor. We are the first and last line of defense against the heretic, the mutant, and the xeno and there is no greater honor than to serve the God-Emperor of Mankind as an infantryman in the Rheinor Geno Auxilia."

- Introduction to the Rheinor Geno Auxilia Field Manual

The Rheinor Geno Auxilia is built around the infantryman, its deployment and combat style suited to support its foot soldiers to use them to maximum effect. Machines of war are used to supplement the infantry and the majority of the Rheinor Geno Auxilia's regiments are Heavy Infantry, though mechanized, armored, and artillery regiments are also raised based on the Departmento Munitorum's demands. These troopers thrive in infantry on infantry engagements and particularly in close combat situations; tunnel fighting, urban combat, trench warfare, and mountain combat because the Rheinor Geno Auxilia's superior armament compared to most infantry.

The heavily armored nature of these Guardsmen allows for these troopers to thrive in firefights with other infantry in all sorts of environments. Their heavy armor allowing for the trooper to be impervious to numerous small arms impacts before his armor begins to become compromised. The fully sealed nature of their suits also allows for these Guardsmen to act as marines in void combat and fight within the void upon Asteroids or planets without a survivable atmosphere, making them highly sought after when Imperial Commanders need infantry to fight on inhospitable planets or death worlds that would take a heavy toll on other guard regiments.

The Rheinor Geno Auxilia are efficient in both defensive and offensive actions, capable of adapting to a multitude of tactical situations based upon the strategic training and education. However, the Guardsmen of the Auxilia have shown great inability to go beyond their training and education, unable to improvise or go "outside the box". They are stuck with the stratagems and tactics they have learned during training and it makes it quite easy for enemies to foresee the likely assaults and defenses the Auxilia will make use of after a prolonged period of combat. It is unknown if this is an intentional design by the geneticists who bred these warriors or if it was an unforeseen byproduct of the genetic tampering of the human genome, but many a Geno Auxilia Guardsmen have died due to this inability to go beyond their training.

Other tactical weaknesses of the Auxilia is their difficulty to resupply due to their advanced armament. During protracted campaigns with resupply being untenable or sporadic, it is a common problem for the troopers of the Auxilia to be unable to maintain their armor properly due to lack of resources and many Guardsmen will be found scavenging the battlefield and armories; adding mismatched plates and various helms to supplement their damaged or destroyed equipment. However, despite these tactical drawbacks, the troopers of the Geno Auxilia are greatly admired and sought after by Imperial Commanders in the Imperial West and can be relied upon to fight to the bitter end when no others can be relied to hold a position.

Regiment Organization
The Rheinor Geno Auxilia is entirely based upon the ancient structures of the Solar Auxilia Cohorts of the Great Crusade, though the constraints of the orders of Guilliman and the Departmento Munitorum has forced the lords of Vitennia to adapt and improvise with the armament, organization, and usage of the Rheinor Geno Auxilia. These formations are entirely ground based with absolutely no void capable support due to the decrees of the High Lords to separate the Imperial Navy and Imperial Guard. However, due to its relative isolation and autonomy, the Auxilia are capable of enjoying combined arms formations with little interference from the Departmento Munitorum due to the backing of local Imperial Command and organizations.

Divided into units of 8,000 men-at-arms designated as 'Cohorts', these formations will be under the command of a Lord Marshal who will have a support command staff of 400 officers to aid in the administration and command of the cohort. Cohorts will be broken down into units of 1,000 soldiers designated as 'sub-cohorts' commanded by a Legate Commander. The foundation for the Auxilia Cohorts are the infantry Battalions commanded by Lieutenants which consist of four squads of twenty lasrifle armed Auxiliaries and two squads of ten special weapons armed Principes.

Cohorts are designated as self-contained units, expected to fight in all environments and battlefields, but this can only be done with machines of war to support their war effort. The first and second sub-cohorts will usually be fully mechanized with the Dracosan Armored Transport to allow for a lighting assault upon the enemy. These mechanized sub-cohorts will be supported by the 2 armored companies of Leman Russ Battle Tanks and a super-heavy Macharius Battle Tank Company. However, the super-heavy company is uncommon and only the most experienced and revered of Cohorts have the ability to acquire these war machines.

Siege companies of static artillery are only rarely ever attached to an Auxilia Cohort, for just as the Solar Auxilia, the Rheinor Geno Auxilia is seen as too valuable to waste in siege battles of attrition. This is left to other regiments and Imperial forces that are seen as more expendable. The Rheinor Geno Auxilia are far more effective in open field and Zone Mortalis warfare where aggressive defence strategies may be implemented alongside lightning assaults with their mechanized and armored units.

Homeworld
The planet of Vittenia is a large gas giant with vast floating hive cities. Vittenia is ancient, having been home to humans since the Dark Age of Technology and has a huge population of humans well above 200 billion. Vitennia has 5 moons and 3 are home to vast shipyards and a significant population of workers that are born, live, and die on the moons, never having left the small planetoid they call home. The other two moons are home to vast gene-labs and gene-vaults that are the lifeblood of Vitennia's Imperial Guard tithes. It is on these two moons that the Rheinor Geno Auxilia are bred, trained, and armed before being shipped off to go fight in the wars of the Imperium. Upon Vitennia itself are vast floating hive cities with large manufactorum districts and numerous shipwrights. Vitennia is a vitally important world within the Magantius Sector because of its extensive shipyards, docks, and shipwrights and the elite Imperial Guard regiments that it raises from its two moons. The entirety of the lower classes are devoted to the building of new vessels, constructing macro batteries, assembling ammunition, and creating the armaments of the Rheinor Geno Auxilia. The lower classes also make up the crews, ratings, and pilots of the armadas raised upon the planet, many joining to escape the impoverished lives they have working in the underhives. The upper classes of the planet enjoy wealthy and pleasure filled lifestyles; able to attain officer ranks within the Imperial Navy and the freedom to take up any profession they wish, be it a merchant, artisan, writer, musician, or to serve within any branch of the Imperial Administratum.

A significant number of upper class men and women also become inducted into the Vitennian Geneticist ranks; learning the secrets of genetics, improving upon the human genome, and creating "advanced" human warriors that are slightly larger, stronger, and more aggressive than the average human. They also have improved upon the rejuvenation treatments and many of the upper classes can live for over half a millennia before their bodies finally fail them. Vitennia is host to a large Imperial Navy presence and has both an Imperial Navy Officer Academy as well as a Commissariat Training Academy. It has numerous trade fleets that bring foodstuffs, ores, and other goods to the planet in exchange for vessels of various sizes and classes and its manufactured goods. The Inquisition has a small fortress on the each of the Gene-Lab moons to keep a constant watch over the vat-grown troopers to ensure no heretical practices are being conducted and that no mutations are being allowed to persist should any arise. However, it should be noted that the Ordo Magna has taken a particular liking to the troops bred upon these moons and has seconded numerous troopers into the Inquisitorial Stormtrooper ranks. The Imperial Navy has also taken a liking to the vat-grown warriors of Vitennia and has also requested for numerous Auxilia to be transferred into its jurisdiction as elite marines. However, the majority of the Geno warriors bred upon Vitennia are sent to the Imperial Guard to serve as the Imperium's finest.

Traitors, renegades, and xenos understand that Vitennia is of utter importance to the Imperial power in the Magnatius Sector and that to take the planet, its gene-vaults, and its shipyards would cripple the armed forces of the sector. Many attempts have been made to try and take the planet or raid its vital gene-vaults but the strong Imperial Navy presence has seen to it that the planet is kept safe from envious hands. It is considered the single most important planet within the Magnatius Sector and is the seat of both the Lord Commander-General of the Imperial Guard and the Lord Admiral of the Imperial Navy of the Magnatius Sector. This means that multiple battle groups are cycled in and out of the system to protect the planet and ensure its safety from any that would seek to do any harm. Even the Astartes of the Knights of the Grail and Locus Ursa Chapters understand its strategic importance and have moved to intercept and destroy any xenos, renegade, or traitor forces that they can if they should be making their way to the planet. The planet is a hub of trade but is more importantly a world of military value and so extensive Sector assets ensure it is never threatened.

Panoply of War
The Rheinor Geno Auxilia is perhaps the most well armored and well supported Imperial Guard formations along the Western Fringes of the Imperium. They are supplied by an entire sub-sector with the backing of the Inquisitional Ordo Magna, traditionally by both the Lord Commander-General of the Imperial Guard and the Lord Admiral of the Imperial Navy assigned to the Magnatius Sector, and Forge Worlds of Mornik and Tarentia. This has resulted in the Rheinor Geno Auxilia being second only to the Astartes in their panoply of war in the region and are some of the most admired and awe inspiring forces of the Imperium in the West.

Personal Wargear

 *  Kalibrax V-3 Lasgun  -
 *  6 Power Packs  -
 *  Laspistol  -
 *  2 Small Power Packs  -
 *  Rheinor Pattern Void Armor  -
 *  Combat Knife  -
 *  2 Frak Grenades  -
 *  2 Krak Grenades  -
 *  Rucksack  -
 *  2 Week's Rations  -
 *  Basic Tool Kit  -
 *  Mess Kit & Canteen  -
 *  Blanket & Sleeping Bag  -
 * Rechargeable Lamp Kit -
 *  Grooming Kit  -
 *  Dog Tags  -
 *  Imperial Infantryman's Uplifting Primer  -
 *  Rheinor Geno Auxilia Field Manual  -

Optional Wargear
The Rheinor Geno Auxilia is allotted a significant number of special weapons but its most favored are Flamers, Meltas, Plasma Guns, and Lascannons due to their simple maintenance and ease in resupply. Officers will often be found using Charnabal Sabres or chainswords paired with plasma pistols armored in highly ornate Void Armor which is only different in appearance to the standard Rheinor Pattern.

Vehicular Support and Ordnance
The Rheinor Geno Auxilia is granted extensive rights to various machines of war from the Forge World of Tarentia and has been honored to be fully outfitted with (originally baneblades) Rheinor 'Macharius' Battle Tanks of various patterns, the Ancient Dracosan Armored Transports, Leman Russ Battle Tanks and its variants, and Mars Pattern Sentinels.

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. They make extensive usage of flamer, chemical, and virus weapons and are perfect for these kinds of environments. This destructive wargear along with their black gas masks are terrifying in battle and completely contrast their ornate uniforms. The Palatina Guard have beautifully adorned uniforms, making use of extensive crimson and gold. It greatly contrasts with their extensive usage of their intimidating gas masks and their flamer and biochemical weapons.

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 are also known for their high numbers of Commissars and sanctioned psykers, making morale 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.

Regimental Culture
The Palatina Guard are a highly disciplined, extremely loyal, and well drilled Imperial Guard force. These guardsmen were broken down and built back up during training that they endured. The Palatina Guard are recruited from all walks of life on Romania and the most are from the underhive trying to escape the misery their lives consisted of. This makes it so these men have very little sympathy for the underhive scum of their planet and they are more than willing to slaughter hive gangers, criminals, and rioters without a second thought. This is because the Palatina Guardsmen see these Imperial citizens as thwarting their duties to the Imperium by not fighting for the Emperor. Their indoctrination and constant drill has only cemented this ideology with their Commissar drill instructors. The Palatina Guard are without any mercy for those who are seen as traitors or rebels and are extremely brutal and savage when fighting such foes.

The men within the Palatina Guard are hard and cold off the battlefield. They hold little regard for any humans other than the natives of Romania and even then, they only care about those who serve the Imperium on the battlefield, manufactorums, or the administration. However, with one another the Palatina Guardsmen are much more relaxed and willing to partake in fun. They gamble, compete, wrestle, drink, and whore together, sharing in the pleasures of life just as they share the glory and pains of combat. The mindset of the Palatina Guardsmen is the idea that the individual does not matter; the Imperium matters and that means that they must be willing to do anything to achieve victory for the Imperium of man. Xenos are the natural enemies of mankind according to the training manuals of the Palatina Guard and every trooper has this fact burrowed into their minds during training. No treaties, negotiations, or mercy are to be given or received from xenos, only the complete annihilation of either humans or xenos is the only possible end of any meeting. This makes it so that the Palatina Guardsmen hold Rogue Traders in particular disdain and any who associate with xenos, xeno tech, or xeno culture.

The Palatina Guardsmen are trained and indoctrinated to believe that every trooper is part of something greater than themselves. They fight for their brothers, their planet, their Praefector, the Imperium, and most of all the Emperor. The successes of their Maniple are celebrated by every man who is part of it, while any failures or dishonor is laid upon the Maniple as a whole. Any signs of cowardice or disloyalty result in the summary execution of troopers by the Commissar and if the Maniple retreats without orders or dishonors itself in any other way, the Maniple will be forced to endure decimation, one man of every squad will be randomly chosen to be beaten to death by his squadmates. So a maniple of 6,000 men will have 600 men immediately brutally murdered by their brothers. This is the greatest fear for any Palatina Guardsman and for a Maniple to endure a decimation is a great dishonor. In the minds of the Palatina Guardsmen, it would have been better to fought to the last man than to endure such a dishonor. Maniples that have been decimated will bear a stain upon their honor for the entirety of its existence and will be forced to bring into battle the Black Eagle instead of the Golden Aquila, for they must give up the Golden Aquila upon being decimated. All troopers who were in the Maniple during the decimation will be forced to receive a tattoo below their left eye and on their left pectoral of a Black Aquila, marking them out as having been decimated. No reinforcements will be granted to the Maniple until its honor has been restored. The only way for a Maniple to remove the stain of decimation is through the Maniple's complete destruction in glorious combat. This allows the banner of the Maniple to be raised anew by a new regiment and have their honored-legacy be carried on by new and fresh warriors who are not stained by dishonor, to fight and bestow more honor and glory to the Maniple.

Combat Doctrine
The Palatina Guard are renowned as highly disciplined and highly motivated soldiers with no thought of mercy. These Guardsmen fight similar to Skitarii, thorough and mechanical; following every order to the letter without hesitation. The Palatina Guard are excellent in urban combat, fighting in a slow methodical fashion as they clear the enemy presence from every corner of their front. This is not to say that the Palatina Guard's progress during a campaign is excessively slow, rather, the Palatina Guard are renown for their combat efficiency and capability to dig out any enemy that has entrenched himself in a fortified position. The Guard merely takes great measures to ensure its thoroughness in planning and execution of strategies. When possible, the Palatina Guard makes use of chemical and biological warfare extensively alongside the high numbers of flamer troopers within their ranks. Due to their heavy usage of close quarters combat and firefights, artillery is, in fact, not a tool the Palatina Guard favor but, rather, armored units of battle tanks and APCs are preferred for heavy weapons support. Warfare on a large front in urban environments is where these men excel when supported with armored units. However, wars of attrition and trench warfare are a state that the Palatina Guard tries to avoid. They prefer the solid and hard hitting assault and value the lives of their men far too highly to willingly go to a warzone of attrition like the Death Korps of Krieg. They are best utilized as mobile, hard hitting, heavy infantry that can breach enemy lines with armored support and clear them out of their entrenched positions in one fell swoop.

Deployment
The Palatina Guard Maniples are not raised often like other regiments but are long standing formations that receive reinforcements from their homeworld of Romania. New Maniples being raised upon Romania is rare, rather, older Maniples that have destroyed on the field of battle will be raised once again is a far more common occurrence due to the traditions of Romania. According to the Edicts of the Departmento Munitorum, the Palatina Guard's formations vary according to the strategic needs of the Imperium, but each Maniple, once raised, maintains its historical designation even after it has been destroyed and raised once again. The Palatina Guard is mostly stationed along the Western Fringes of the Imperium in the Segmentum Pacificus, guarding against the ever growing raids and invasions from the Halo Stars and the Lucius Anomaly. These soldiers of Romania are organized into various regiment types, but the most common are heavy infantry, mechanized infantry, and armored regiment types.

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 of the planet answer to the Legatus alone when stationed upon Romania. These regiments, the Palatina Guard, 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.

Recruitment
The Palatina Guard recruits from all walks of life in of Romania, the middle and lower hives making up the rank and file while the upper hives contribute to the officer corps. Every first born son in the noble families and the middle hive families must serve in the Palatina Guard. Whereas, because of the inability to keep records in the underhives, press gangs, conscription of criminals and hive gangers, and a large number of volunteers are relied upon to make up the lower hive contribution.

Every trooper, high born or a hive ganger, must endure basic training together, 8 months of hell in the fortresses throughout the hives of Romania. After basic training, the highborns are sent to officer school and every other trooper is sent to drill and tactical training. Officer School lasts for 2 years whereas the second round of basic training for standard troopers lasts for 1 year. This is where candidates for the Comitatense ranks are chosen and those who fulfill the requirements are given special training for the 2 year of training while the rest are subject to another year of standard training.

Training will be run by veteran sergeants and Commissars for the rank and file infantry while officers school will be run by retired officers and veteran commissars. During this period of training, hours of study, physical exercises, weapons training, tactical drill, and parade drill are all forced upon the troopers. Troopers must memorize various passages of the Imperial Creed, memorize important Imperial heroes and saints, recite their pledges of loyalty to the Imperium and the Praefector 4 times throughout every day, and endure brutal physical and mental abuse. Beatings, starvation, and isolation are used to punish those who fail at certain tasks, act dishonorably, cheat, disrespect authority, or for no reason at all. Discipline, drill, and loyalty are literally beat into these troops during training and these men will have been broken within the first few weeks of their real training.

By the end of their training, every soldier will come out as cold, hard, and humorless men who will obey any command without a second thought. Officers will have a good grasp at strategy and command along with their special weapons and combat training, Limitanei will be good line infantry; willing to charge to their deaths with a grim smile on their faces, and Comitatenses will be prepared for special missions and to act as heavy infantry; ready to face chaose daemons should they be given the task. Should any trooper appear to forget his training and drop his weapon and flee or simply disobey orders, he will be summarily executed by either his commanding officer or the Commissar, reminding the rest of the Palatina Guardsmen around about what happens when orders are not followed and cowardice is shown in the face of the enemy.

For the next 25 years, these soldiers will serve in the Palatina Guard and those that survive their deployment can take a farm on one of the agri or civilized worlds within the Ianthros sub-sector or receive a bulk sum of 25,000 denars. Officers will receive anywhere from 30,000 - 100,000 denars based on their rank and will also receive anywhere from the same farm plot to a farm 4 times the size of the standard trooper.

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 designated Maniple. Like the Colonel, the Praefectors have very few superiors and will only answer to such men during campaigns when 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 from their superior, 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 who is usually a veteran of said squad.

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 to keep the troops fury and fervor in battle restrained. 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 the Commissars' higher numbers allow for multiple psykers to be deployed alongside them.

Unlike most Regiments, the Palatina Guard's Maniples are constantly being reinforced with full strength cohorts. Should a Maniple be understrength, cohorts will merge but the maniple will remain an autonomous entity from other regiments until reinforcements are brought in or until the Maniple is destroyed. Maniples will occasionally "merge" into Great Maniples wherein the various understrength maniples will fight together as a single unit until reinforcements arrive. Similarly to the Vostroyan Firstborn, the Palatina Guard has familial roots in every Maniple, though this is mostly for nobles serving as officers, and new officers will find that they serve in regiments that uncles, cousins, fathers, and grand fathers have served or currently serve in. Full Maniples are usually only ever raised when a Maniple has been completely annihilated on the field of battle, so the standard unit raised upon Romania are the Cohorts which are dispatched to reinforce the various understrength Maniples throughout the Imperium. However, new Maniples will occasionally be raised when 'special orders' from the Departmento Munitorum arrives for specific regiment types.

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 golden Lorica carapace plate over their ornante crimson coats that contrasts greatly with their intimidating gas masks.

Standard Issue Wargear

 * 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 pack 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, about 150 per 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 leaf 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 gold in color 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. There are also cheek guards that wrap around the jaw and meet below the bottom of the mouth.
 * Lorica Carapace Armor - The Lorica Carapace Armor is the standard issue armor of the Limitanei troopers. This armor is made solely upon Romania and is created by using multiple gold carapace plasteel plates overlapping one another, protecting the torso and shoulders of the wearer. This usage of overlapping but separate plates allows for the quick repair of this armor by simply replacing the damaged plates rather than having to scrap the whole piece in exchange for a new one. However, the arms, armpits, and neck are still greatly exposed. There are also leather faulds the hang from the bottom of the Lorica that cover the groin but it is more of a fashionable and traditional addition rather than one of protection. This armor can stop small arms ballistic rounds and numerous las-bolts (not if they hit the same plates repeatedly however) but will not stop bolter or other special or heavy weapon impacts. The Lorica is further reinforced by a small flak vest underneath, covering the torso and shoulders, which helps protect the Guardsmen from the concussive force of rounds or blows hitting the armor.
 * Palatina Guard Uniform - The Uniform of a Palatina Guardsman is similar to Vostroyan Firstborn because of the extensive usage of crimson and gold, yet the uniform is still entirely functional. Each guardsman is issued a standard white undershirt and along with a crimson coat with gold and black trim that reaches their knees. The coat's sleeves reach all the way to the trooper's wrists and fits tightly around his arms and are cuffed at the end with a golden button. The cuffs are black and the collar of the coat is also black with golden trim and buttons. He is given crimson breeches and both the breeches and tunic are held firm onto the trooper's body with a black leather belt with a golden buckle, which is sturdy enough to hold 4 pouches, laspistol holster, Gladius Sheath, and 4 grenades. he belt will also have a strap attached to it which go over the right shoulder and across the guardsman's torso to ensure the belt is fashioned tightly. He is issued knee-high black leather combat boots that go over the breeches. He is also issued a pair of black gloves that go halfway up the forearm under the sleeve of the tunic. It is rumored that extensive crimson has been chosen because the Palatina Guard do not want their enemies to know when they are bleeding, however it is more commonly accepted that crimson was chosen because of the royal colors of the Caesarian Dynasty's coat of arms.
 * Gas Mask - The gas mask, when combined with the Lorica Pattern Helmet, fully encloses the head of the trooper wearing it. It makes use of a side-faced rebreather with a cylindrical canister on the left cheek. The gas mask is entirely black and has tinted eye lenses. Warzones with toxic environments, biohazard weapons, or wherein the Palatina Guard believe extensive flamer weapons will be used will Palatina Guardsmen be found wearing these. When deployed, the Palatina Guard will more often than not be wearing their gas masks, creating an inhuman feel to their ways of war, similar to the Death Korps of Krieg, but which greatly contrasts with their ornate uniforms.
 * 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 - The Palatina Guard does not allow for any facial hair or hair longer than a inch on one's head. This is to remain the rule for all Palatina Guardsmen who have served for less than 15 years. Veteran Guardsmen who have served 15 years or more are allowed to grow out beards up to an inch long but no longer and their hair much remain an inch short. Should a guardsman break this rule they will be beaten and forced to shave or cut their hair immediately.
 * Dog Tags - These take the form of twin golden aquilas with his ID imprinted along the sides of the aquilas.
 * Imperial Infantryman's Uplifting Primer

Optional Wargear

 * Hasta Power Sword - The Hasta Power Sword is a favored weapon for the officers of the Palatina Guad. These swords are 3 feet in length, are straight double edged blades, and sport a circular guard. They are light and reliable weapons, allowing for quick stabs and slashes with the ability to pierce most armor with relative ease. They are not well suited for blocking but more for parries due to their light and nimble nature.
 * Scutum Combat Shield - The Scutum Combat shield is a "tower shield" that stands at 5 feet high and 2 feet wide. These shields are commonly used by Commitatenses due to their built in refractor shields that greatly reduce to impacts of incoming fire. These shields were designed by artisans of Romania to be used as the Boarding Shields that the Adeptus Astartes make use of and has a portion of the right side of the shield taken out so that a weapon may be rested upon it and fired from the safety of the shield. However, because the user will be a mere man, the shield has a lock that will attach to the Hellgun and hold it in place so that the user can fire with greater accuracy than if he tried to both balance and fire the weapon with one hand. Scutum Combat Shields are effective when the Palatina Guardsmen are charged with advancing upon an enemy fortified position under a hail of fire, protecting the user while also allowing him to return fire with relative safety. It will not protect against larger calibre weapons such as bolter, plasma, or lascannon impacts, but it is very durable against small arms fire.
 * Hellgun - Commitatense use only
 * Mk 2 Lorica Carapace Armor - The Mk 2 Lorica Armor differs from the standard Lorica Armor in that this does not use multiple plates and covers much more of the wearer's body. Instead, a thick single solid carapace breastplate is used with separate rounded pauldrons, armored gauntlets, and vambraces are also added. This is to be worn with the same uniform as the standard armor. This is the standard issue armor of the Comitatenses and has proven effective but is more costly to repair and is much easier to simply replace when damaged.
 * Mk 3 Lorica Carapace Armor - This armor is issued with a black body glove, a single thick and sculpted breastplate with a neck guard, rounded pauldrons, armored gauntlets and vambraces, thigh plates, and armored boots and greaves. When the gas mask is attached to the helmet, the wearer is fully enclosed within his body suit and only the the gaps between the plates that are usually around the joints are not protected by carapace plate. This has only barely been produced on Romania during the latter part of M41 and only officers and a select few Comitatenses have been issued this armor, for it is far more time and resource consuming compared to the other Marks of Lorica armor. It has been noted that the thicker breastplate and other armor plating additions have proven to be far more effective and the enclosed body suit is a welcome addition for the wearers.
 * Plasma Pistol - Officer use only
 * Plasma Gun - Officer or Commitatense use only
 * Bolt Pistol - Officer use only
 * Flamer - common
 * Combat Shotgun - common
 * Missile Launcher - common
 * Melta Gun - Comitatense use only
 * Grenade Launcher - common
 * Toxic Grenade - Uncommon
 * Virus Grenade - Comitatense use only

Vehicles
Chimeras, Leman Russ Battle Tanks, and Praetor Armored Missile Launchers are common sights alongside these guardsmen. Praetor Armored Assault Launchers are preferred over Basilisk Guns because of their fire spread and greater ability to demolish large sections of urban environments into rubble compared to the concentrated fire of the large artillery pieces. Full scale assaults will be preceded by extensive Praetor missile fire that is meant to soften up the enemy's positions which will be followed by the tanks and infantry to clear whatever else remains. These vehicles are also extremely effective against enemy hordes and allows for extensive damage to be wrought before the Palatina Guardsmen ever need to fire a shot. However, rearming these machines of war takes longer than most artillery and so one vast volley will usually have quite the gap until the next, allowing for enemy forces to better prepare for the next missile volley.

The Palatina Guard also does its utmost to acquire super heavy vehicles, but the Mechanicum is reluctant to grant them any of these weapons due to their "low priority" assignments in the Western Fringes. This does not stop the nobility of Romania and so a handful of industrial worlds are contracted to build "counterfeit" or Second Generation Baneblades to supply the armored Maniples of Romania making these semi-super heavy tanks not an uncommon sight within their ranks but they are far inferior to the "Real" Baneblades. These counterfeits are no where near as effective as the true machines of war and a "Real" Baneblade can take on 2 to 3 "Counterfeit" Baneblades and come out on top. This is because of the smaller calibre of rounds used by the counterfeits along with their weaker and thinner armor. However, against standard leman russ battle tanks, these counterfeits are capable of outmatching due to their sheer size and power compared to the relatively small battle tank. The "pattern" of Baneblade that the Palatina Guard use is designated as the "Twinblade".

One true super heavy tank that can be acquired by the Palatina Guard are Stormlords, which are used as the armored fist for frontal assaults, leading the attack into urban and street fights. These Stormlords are produced on the Forge World of Tarentia, a Forge world specialized in building super heavy tanks, titans, and knights. Due to the Palatina Guard's participation in numerous explorator and "colonial" missions for the Magi of the planet, the Forge World of Tarentia agreed to supply a small number of Stormlords, about 10 of these Super Heavy Tanks, a year along with spare parts, ammunition, fuel, and a tech priest to keep them in full battle readiness. This may appear to be a small amount but these machines are war are dispersed throughout the various mechanized and armored Maniples of Romania and aren't "officially" part of the formation and are considered an auxiliary unit by the Departmento Munitorum. This allows for an armored regiment of leman russ battle tanks to be supported by a stormsword when, if left up to the Departmento Munitorum, would not be allowed due to the restriction of super-heavies to more vital warzones. Many a battle has been turned in the favor of the Imperium because of the presence of these behemoths which can go toe to toe with Traitor or xenos super heavies and titans when no other Imperial assets could.

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.

Bloody Reavers
The Bloody Reavers are a Loyalist Astartes Chapter of an unknown founding. Their primogenitor is unknown but rumored to be descended from the White Scars, though such claims can not be proven and such links have been denied by the Venerable Chapter. They are partially a Codex-Compliant Chapter, utilizing the Codex as a basis for organization, hierarchy, and strategy but have added their own culture to each portion of the Codex. The Chapter is infamous for its unrestrained and savage assaults wherein its Astartes seem to lose themselves to a bloodlust which is only exasperated by the Chapters tendency to favor the usage of fast attack craft, infantry assault actions, and chain weapons. Unlike most Loyalist Chapters, the Bloody Reavers make use of Chain Axes in large quantities, many Tactical and Assault Marines armed with such weapons rather than the typical Chainsword. Yet, despite such a reputation, the Bloody Reavers are a strategically adept force capable of employing devastatingly effective decapitation strikes against a myriad of enemies.

Chapter Organization
The Bloody Reavers are a Chapter whose origins are unknown and whose early history has been long forgotten. Divided into 10 Companies as the Codex demands, the Chapter follows the tenets of the Codex regarding troop organization due to their agreement with the tactical soundness of Guilliman's legacy. However, the Chapter has implemented numerous

Special Formations

 * Slayer Company - The Slayer Company is an unofficial formation outside of the Bloody Reaver's Order of Battle. Slayers are a sub-formation of warriors whose ranks are filled entirely by melee specialists of the Chapter who lack the restraint and discipline of their betters. These warriors are picked out from the Chapter's scouts, these pre-Astartes showing an almost unhinged mindset which is likely the result of the chapter's rapid induction process to refill its ranks. Whereas the Chapter's Honor Guard and Champions show grace and honor in their fighting styles, the slayers are brutal, merciless, and savage in their approach to combat. Clad in modified suits of power armor to afford better frontal protection, the Slayers are unleashed upon enemy formations to ravage and break their lines in frontal assaults. The extreme shortage of Terminator armor means that such relics must be utilized sparingly and only in the most dire of situations. This leads to the usage of the Slayers as the speartip in operations that will inevitably result in high casualties since the loss of such warriors is inconsequential compared to the loss of the Chapter's veterans and relics. Yet, such warriors are gifted a crude looking blade forged by the Chapter's Techmarines to the specifications of the wielder. Such blades are named Blades Macellus. They are power blades and can take the form of short swords, axes, halberds, and many others depending on the preferred fighting style of the Slayer in question. They bare a dark bronze tint to them and crackle with a orange-like power that reflects off the pitch blade armor of the slayers, creating a menacing appearance that is only capitalized on by the excessive savagery the Slayers fight with. The number of Slayers varies throughout time and can range from a single squad to half a company.

Chapter Combat Doctrine
The Chapter is renowned for its ruthless approach to combat which has manifested itself as a highly aggressive doctrine that exploits enemy weaknesses to the utmost degree. Where other Chapters seek to fight a foe head on and breaking their backs through sheer force or bleed an enemy dry before crushing them in a devastating final assault, the Bloody Reavers Chapter uses precise and calculated deployments of overwhelming force against the weakest portion of an enemy's strategy. On a personal level, the Astartes of the Bloody Reavers Chapter may fight and look like little more than blood crazed barbarians, yet when one looks beyond the barbarous exterior and into the spirit of the Bloody Reavers as a whole they find something not quite unexpected below the rough exterior. Within each warrior of the Chapter, there is a deep level of understanding when it comes to tactical disposition and deployment, even for an Astartes, and there is a ruthless cunning unexpected from such warriors. Imperial scholars have debated whether their barbarous appearance is simply a facade and that there truly is nobility within the hearts of the Bloody Reavers, whereas others point to the bloody fields of carnage and devastation arguing that whatever nobility the Chapter once held has been drowned away in the tides of blood they have bathed in. Whatever the truth of the matter is, the Chapter is highly effective in the usage of spearhead assaults and decapitation strikes.

Like a spear driving a wedge through a gap in the enemy's armor, the Bloody Reavers assault an enemy where they are most vulnerable and capitalize on their assaults by driving the wedge of their spearhead further into the heart of an enemy until the spear shatters the back of their foe. This is done by striking at targets that are of vital strategic importance to an enemy that may or may not be fairly well defended. However, those targets chosen by the Chapter to strike against are often under-strength in terms of what should have been deployed to protect the target compared to the actual defensive deployment. The enemy might believe certain command structures, logistical positions, and points in an enemy line thought to be 'safe enough' but the Bloody Reavers show them the folly of their miscalculation.

The Chapter favors the usage of three different spearhead strategies named collectively as the "Killing Blows". The first and most commonly used of the three is the stratagem known as "Shatter-point". Shatter-point involves the deployment of a large number of Astartes and war machines at the designated target with the Chapter's elite forces held in reserve. This takes the form of an armored spearhead or large scale drop pod assault supported by Thunderhawk gunships and transporters. This first wave is ideally capable of breaking the enemy's primary lines of defense and is meant to soften the enemy's defenses for the elite reserve to be most effective. Once the enemy is weakened enough and is on the verge of regaining their footing, the Chapter unleashes it elite warriors, often via teleportation, to utterly break the backs of their foes in a renewed second assault, shattering the enemy's resolve and often sweeping whatever resistance remains with little effort as they become cut off, isolated, and overwhelmed by superior numbers, firepower, and martial strength. This strategy is the most commonly utilized of the Killing Blows but cannot always be utilized.

Where terrain or circumstance makes it untenable to launch large scale offensives as is required for the first stage of Shatter-point, the Chapter adopts the strategy known as "Blinding-Strike". The Blinding-Strike strategy relies heavily on specialist troops and the Chapter's elite warriors. A series of raids and hit and run tactics are utilized to draw enemy forces away from an intended target, hitting enemy camps, supply routes, and other targets of some strategic importance. The Blood Reavers will deploy Assault and Scout Squads to ravage other weak portions of the enemy's lines, not only to draw away potential strategic resources from defending the designated target but to also keep an enemy's attention elsewhere. After a variable period of time and numerous minor strikes against enemy positions, a notably larger attack is launched against a minor enemy position with a sizable number of Bloody Reaver Astartes. This strike is a feint, meant to draw in enemy resources as they assume this to be the final blow of the Bloody Reavers' strategy. In truth, the Bloody Reavers Chapter will launch a second assault with either their terminator elite or their specialist squads at the primary target after the primary assault in fully engaged with the enemy. This assault is often utilized to decapitate an enemy's leadership or strike at enemy ordinance or logistical positions vital to the foe's war effort. By the time the enemy realizes what has occurred, it is too late for the Chapter's elite warriors will have completed their task.

The final strategy of the three "Killing Blows" is the "Crippling-Strike". The Crippling-Strike is essentially what is commonly referred to as "going for the throat" of an enemy and is, in essence, a decapitation strike. The Blood Reavers launches an all-out assault upon an enemy with its full martial might. Leading this spear-tip assault is the Chapter's elite warriors who butcher their way through enemy lines to reach the enemy's leadership in a blindingly fast and surprise attack. This assault is launched without warning, forcing the Chapter to relinquish its heavy armor, heavy weapons, and terminator suits in favor of light attack vehicles and aircraft as well as lighter suits of power armor and light weaponry. This strategy is perhaps the most risk filled of the Killing Blows for it demands complete trust in the Chapter's ability to launch such as assault quickly enough so that the element of shock and surprise is not lost and their 'lightly' armed forces don't become bogged down and taken apart piecemeal as they become overwhelmed by greater enemy numbers and/or firepower. This strategy relies heavily on surprise and speed, yet despite its ability to go horribly wrong the Chapter considers this to be one of its favored strategies because such maneuvers require great deals of confidence in one's own ability and that of his brothers, which is in no short supply within the Chapter.

Chapter Homeworld
Phaeros, the sole recruiting world of the Bloody Reavers, is a small civilized arid planet in the northern most reaches of the Imperium. The Bloody Reavers Chapter leaves governing to the mortals of Phaeros, only interested in harvesting the most promising and skilled gladiators of the pits for recruitment. This means that Phaeros is a planet ruled over by the Planetary Governor, the hereditary seat of the most prominent noble family upon Phaeros, descendants of a disgraced Rogue Trader dynasty which lost its fortune and license after dealing with secessionists during a long forgotten war. Phaeros itself is a backwater frontier world is an unremarkable planet that boasts no great predators, special technology, nor even a large population. The majority of the planet is covered in scorching desserts, inhospitable mountains, dry canyons, and barren wastelands where the heat is unbearable during the day and freezing at night. Only it's equator is home to savannas, a small ocean, a number of oasis', and sparse jungles. It is in this equatorial belt that the majority of the population resides in cities of mud huts and stone buildings.

The people make a living through a relatively simple inter-city trade network where farming, grox herding, pottery, and leather works are the mainstay of the majority of the planet's population. The only resource of worth comes from the large deposits of salt in the north and it is this salt that brings traders to the planet who either trade off world goods for salt or buy in bulk with Imperial Credits. However, not only do these off-worlders come to Phaeros for its salt but also for the Gladiatorial Games hosted in the planet's 'capitol'. Held within a great Colosseum, the Gladiatorial Games are thrown yearly where champions that have arisen from the native population or brought from off world are thrown into the arena to fight to the death. Using crude weapons such from spiked clubs to chain hooks to wicked curved blades or even nets and spears, the gladiators fight in whatever manner they prefer, often as brawlers without any grace or proper skill. Occasionally nobles enter the arena, wielding embellished weapons and ornate armor, fighting with a specific and disciplined fighting style. Sometimes such nobles win themselves a number of great victories and become beloved champions. However, more often than not, such nobles are butchered by the savage and brutish gladiators who are raised in the filth and muck of poverty and have lived hard lives and fought for survival. It is these Gladiatorial Games, the revenue brought through the feeding and housing off world crews, the betting and tickets for entry, and the selling of gladiator slaves that bring the people of Phaeros' capitol some wealth but never reaches the poor of the planet's hinterlands.

Palatine Scions
The Palatine Scions are a Chapter renowned for their pursuit of perfection and beliefs in their own superiority above all others. The Chapter is Non-Codex Complaint and maintains a unique organizational structure and combat doctrine. Records regarding the founding of the Chapter have been lost to the winds of time and so too is the information regarding which of the Primarchs their Gene-Seed is descended from. Though this might be cause for concern amongst other Chapters, the Palatine Scions see this as a fact to take pride in, for they are free from the shadow of any Primarch or Primogenitor Chapter and are capable to forge their own destiny.

The first records of the Chapter emerge during the War of the Beast where it first made a name for itself in fending off an Ork invasion upon the Hive World of Dagon. Since the War of the Beast, the Palatine Scions have achieved countless victories for the Imperium against xenos and heretics across the galaxy. Yet, the Chapter seems to hold heretics as the most base and vile of all the foes of the Imperium and have been noted to make it their priority to purge the Imperium clean of all traitorous taint, seeing it as their duty to keep the Imperium pure of the corruption of traitors, chaos, and mutation.

Chapter Organization
The Chapter is organized into 10 Companies of 100 Astartes each but the role and makeup of each Company differs greatly from the Codex-Astartes. The 1st Company is made up by the Chapter's veterans, each having fought for centuries against the enemies of man and having proven their mettle as the Chapter's elite warriors. Interestingly, the Chapter's Veteran Company does not utilize its Heavy Armor like other Chapters but is entirely dedicated to Rapid Assault. It maintains numerous Land Speeders, Assault Bikes, and Rhinos to get its warriors into position as quickly as possible and allow these veteran warriors to strike hard and true where they might do the most harm to an enemy. Interestingly, most of the Veterans are equipped with a Jump Pack, whether they are Sternguard or Vanguard Veterans unless they are mounted upon an Assault Bike, this allows the Veterans of the 1st to deploy and reposition with ease and speed beyond many of their cousins' capabilities.

The 2nd to 5th Companies are regarding as Battle Companies, however they are entirely manned by Tactical Marines akin to the Tactical Reserve Companies of the Codex. These companies are considered the line companies, expected to be the primary companies deployed as strike forces supplemented by warriors of other Companies. Attached to each Company is a host of Rhinos, Land Speeders, Assault Bikes, and Dreadnoughts, providing tactical flexibility to these formations that can transport the entirety of the company should it be deemed necessary. The flexibility of the Tactical Marine is seen as the greatest strength of these companies. The inability for Devastators to operate with flexibility or speed is seen as detrimental whereas Jump Assault troops are seen as too inflexible in their deployment as a purely melee force.

The 6th and 7th Companies are dedicated Drop Companies. These Drop Companies are specialized as aerial formations where each Company is outfitted with more than enough Thunderhawks to transport all 100 Astartes quickly across a battlefield and provide aerial superiority. Large numbers of Fury Interceptors are also attached to the Companies to provide a rapid escort to the Thunderhawks. Each Astartes within these Companies is also equipped with a Jump Pack and are a mixture of Assault Marines and Tactical Marines. This allows these companies to operate as highly mobile reserves as well as rapid strike formations that can deploy from Thunderhawks without having to land their transport.

The 8th Company is the standard Assault Company wherein every warrior is a dedicated Jump Assault Marine. This company is considered a reserve and supplementary force to the Battle Companies and is only rarely deployed as a single cohesive unit.

The 9th Company is the Chapter's Armored Reserve Company. Made up by entirely newly raised Tactical Marines from the Scout Company, this formation is a Tactical reserve for the Battle Companies as well as the Drop Companies. Though not deployed as a single unit often, when necessity for an Armored Spearhead is required by the Chapter, the 9th is deployed. However, most often the 9th is seconded to the Battle Companies, the Predators and Land Raiders in its arsenal providing a solid punch when enemy resistance is capable of resisting the rapid strike forces of the Battle Companies. This also is a valuable training formation of the newly promoted Battle Brothers in the ways of the fully fledged Astartes.

The 10th is the Chapter's scout company and almost never operates as a single unit, but as a supplementary force to the Battle and Drop Companies like the Assault and Armored Companies. The scouts of the 10th act as saboteurs, spies, infiltrators, and assassins for the Chapter as well as being specialized for hunting down enemy leaders in the midst of combat. Of all the companies, the 10th follows to Codex the closest. However, it has its own Land Speeders and Assault bikes permanently attached to it which is uncommon for most Scout Companies.

Chapter Combat Doctrine*******
The Palatine Scions hold speed and mobility as the most crucial of traits in their overall strategies as well as their individual martial abilities. No matter the strengths of an enemy, to strike first, hard and fast, forces the foe on the defensive and grants the Chapter the initiative to wage war as they see fit. This means that the Chapter holds offensive strategies as the most important and will always attempt to take the initiative during a conflict if it is deemed possible. To this end, the Chapter favors the usage of highly mobile and rapid vehicles over the typical super heavy or heavy war machines. Land Speeders, Assault Bikes, Thunderhawks, and Storm Eagles are the most common war machines deployed by the Chapter and large quantities of Jump Pack equipped troops have also been noted to take the field well above the standard number dictated by the Codex. This results in a highly mobile force which is capable of striking hard and fast against a foe.

******

This also translates into the Chapter's combat doctrine in the void, for a marked favor for the Strike Cruisers over the powerful but slow Battle Barges has been noted. Whereas many Chapter rely heavily on boarding actions and powerful broadsides, the Palatine Scions utilize their rapid strike doctrine with the usage of lighter and faster vessels like they do with their lighter war machines on the ground. Modified vessels that sacrifice armor and troop capacity for increased speed and fuel are most common as well as the high usage of Nova Frigates and Fury Interceptors as rapid strike elements. A variant of the Strike Cruiser deployed only by the Palatine Scions is the Sword-Class Strike Cruiser, similar in size to the standard Strike Cruiser but sacrifices half of its troop carrying capacity for greater Hangar Space where 5 squadrons of Fury Interceptors are held alongside the 2 squadrons of Thunderhawks. In the void, swarms of Fury Interceptors piloted by the Chapter's serfs are unleashed to gain void superiority wherein Thunderhawk gunships go on bombing runs with Interceptor Escorts to punish their foes without risking the Cruisers to counter-boarding actions or powerful broadsides.

However, this kind of rapid assault doctrine has resulted in the Chapter being unwilling to participate in Zone Mortalis and Siege Warfare. A lack of heavy armor and powerful warships means the Chapter struggles to stay on par with other Chapters in fully fledged naval battles and siege battles. In the Void, the Chapter excells on the flanks of a battle and skirmishing against enemy fleets but cannot match an armada pound for pound with thier lighter cruisers. In sieges and zone mortalis, the lack of heavy armor and terminators results in the Chapters struggle to overwhelm enemy fortifications or storm well defended breaches. This has resulted in a disdain for such combat for the casualties sustained by the Chapter when prosecuting such battles is extensive and seen as wasteful.

******

The officers of the Chapter are the most fervent in their pursuit of perfection, seeing themselves as exemplars for their brothers to follow. They seek perfection in all aspects of their lives, as artisans, administrators, warriors, scholars, and strategists. When planning out a campaign, battle plans, troops movements, assaults, and all other aspects of warfare are painstakingly detailed, every eventuality and possibility prepared for with a an adequate response. Nearly as methodical in their approach to war as the Tech-Priests of Mars, the Palatine Scions are master strategists and construct highly detailed plans for war before any engagement. Numerous moving pieces in complex maneuvers that are highly detailed and interdependent on success are common and extremely difficult for enemies to counter. The armies of the Palatine Scions operate like a well oiled machine, fighting with such cohesion and fluidity that few foes can match their ability to fight as one. Their execution of their strategies are flawless, however their planning is not always as flawless as their execution.

Such painstaking detail and reliance on their ability to foresee all eventualities has resulted in an very confident as well as arrogant approach to war. The warriors and officers alike have been noted to be unable to properly improvise or adapt to situations that unfold unalike their briefings and plans had expected. Should their extensive plans have overlooked a threat, underestimated a foe, or vital pieces of their strategy be taken off the field, the Palatine Scions have been noted to have faltered and their inability to adequately adapt or improvise has costed them dearly. Against foes whose strategies are unknown or impossible to predict, the Palatine Scions have struggled greatly to fight against, such as against the Tyranids and daemons, their plans unable to predict their foes' next move or properly estimate their strengths and weaknesses.

Chapter Recruiting World
The Hive World of Dagon is a densely populated and heavily polluted world whose industrial output matches even minor Forge Worlds. Once a temperate world filled with life, vast forests, and numerous oceans with large numbers of underwater creatures. The planet is now a barren husk, its resources exhausted many millennia ago, its oceans densely polluted and toxic, and now a vast arid landscape covers the entirety of its curst. Its surface littered with 9 expansive Hive cities, the ozone of the planet is thick with pollution and the people of the world toil under dark brown skies endlessly, their efforts being utilized to forge vast quantities of weapons, munitions, and vehicles to feed to ever hungry Imperial War Machine. While the people of Dagon suffer from poverty, pollution, crime, and starvation, the nobility of Dagon prosper. The planet is a major producer of supplies for the Imperium's armies and has become vital for its supply of supplies and wargear to the Imperial Guard Regiments raised on the planet as well as those off world. This has resulted in the planet's aristocracy becoming very wealthy and powerful, able to manipulate the events and policies of those planets near to Dagon in the Orion Sector.

Long ago, the planet became the sole recruiting world for the Palatine Scions Chapter. This was the result of the Chapter saving the planet from an Ork invasion during the War of the Beast. Up until then it is guessed that the Chapter was a Crusading Chapter that recruited from multiple worlds but no records exist to bring such a claim beyond the realm of mere rumor. Whilst not considered a fief of the Chapter, the planet's manufactorums provide numerous weapons and war machines to the armory of the Palatine Scions. It is also tradition for all the Aristocratic families to provide the Chapter with all of their firstborn sons in devotion to the Chapter's 1st Company sacrifice during the War of the Beast. The Chapter maintains a large Fortress upon the planet with a significant garrison. It is here the Chapter brings the firstborn sons of the aristocracy to be examined by the Apothecaries and begin their training as neophytes should they be deemed genetically pure.

Besides the arming of the Chapter with weapons and machines of war as well as the tithe of firstborn sons, the planet is left to rule itself. Before becoming the sole recruiting world of the Chapter, Dagon had a high grade tithe it needed to pay to the Imperium, however after the War of the Beast its tithe was cut in half since it needed to dedicated a significant portion of its production capability to the Palatine Scions Chapter. However, it still provides numerous Imperial Guard Regiments as well as a large quantities of war machines and supplies as do many other planets of the Imperium.

Chapter Gene-Seed
The Palatine Scions Chapter hold purity in the highest regard, in mind and body. This has carried over into their treatment of the Chapter's Gene-Seed. It is unknown as to which Primarch the Chapter's Gene-Seed stems from however it is highly stable and shows not a single mutation. In fact, it has been noted to create Astartes of noble stock, with features akin to the sons of Sanguinius in their beauty and strength but lacking in the genetic curse that plagues the Blood Angels and their descendants. It is believed that it is from their almost perfect Gene-Seed that the ideals of perfection have emerged, though it cannot be said for certain. What is known is that the Apothecaries of the Chapter are fanatical in duties to ensure that the Gene-Seed of the Chapter is maintain in its utmost state of purity. The Apothecarium is always manned, the Gene-Seed constantly being monitored and tested, ensuring no mutation or taint affects it. Large stores of Gene-Seed are kept in stasis, locked away in the vaults of the Chapter and held in the utmost reverence by all Battle Brothers until necessity forces the Gene-Seed to be utilized to replenish the ranks of the Chapter.

The Chapter will not suffer any mutants within its ranks and therefore any Gene-Seed that is discovered to be impure is immediately destroyed. Luckily, the scrutinizing watch and monitoring of the Gene-Seed by the Chapter's Apothecaries makes so that rarely does Gene-Seed mutate and rarer still do Battle Brothers suffer mutation during their lives. However, this does not mean that the Chapter is immune to mutation and there are cases where a Neophytes' DNA may cause an unforeseen mutation with the Gene-Seed or exposure to the Warp may corrupt a Battle Brother's genetic makeup. Such mutations are seen as tragedies but cannot be suffered for it is an affront to the genetic legacy of the Chapter. Those Battle Brothers and Neophytes that suffer such mutations are exiled, forced to serve the remainder of their lives as part of the Deathwatch as a Blackshield, renouncing their ties to the Chapter and undertaking a lifelong penance for their bodily failure.

This fanaticism in their genetic purity also translates into how Psykers are treated by the Chapter. Psykers are seen as the most vile of all mutants and the Chapter holds them in utter contempt similar to the Black Templars. This means that the Chapter does not utilize Librarians nor does it maintain a Librarium, the duties of the Librarians being replaced by the Chapter serfs known as Chroniclers who are overseen by the High Chronicler, an Officer of the Chapter whose duty is to maintain and guard the vast stores of knowledge and tradition within the Library of the Chapter within Fortress Monastery. The Chapter's ranks very rarely ever develop any psychic Battle Brothers due to the strict oversight of the Chapter's Gene-Seed however, just like other mutants, chaos taint and random mutation sometimes cause some Battle Brothers to develop psychic talent to the dismay of all within the Chapter. Such Battle Brothers must also take the black and serve as a Blackshield within the Deathwatch, their ties to the Chapter severed and lifelong penance being carried out in service to the Imperium as a man without a history or name.

Chapter Armory
The Palatine Scions maintain a large quantity of fast and mobile vehicles within its armory. Fleets of Land Speeders, Thunderhawks, Assault Bikes, and Fury Interceptors fill the Chapter's hangars and halls. However, the Chapter severely lacks in Super Heavy and Heavy armor, its number of Land Raiders and Predators beyond scant. There are barely enough heavy war machines to arm the 1st Company fully. This is due to the rift between the Chapter and the Mechanicum, resulting in very few heavier war machines left "available" to the Chapter. The Chapter also severely lacks Terminator armor, only possessing enough suits for the Chapter's Honor Guard. However, despite the lack of heavier machines of war and armor, the Chapter is a more than capable fighting force, utilizing its abundance of rapid strike vehicles to hit the enemy hard and fast with quick and often overwhelming results. This also allows the Chapter to easily replace their lighter war machines as well as repair them in the midst of battle since they are much easier to maintain and require far fewer resources to produce.

The One Thousand
The Chapter known as The One Thousand is a Loyalist Astartes Chapter operating along the border of the Storm of the Emperor's Wrath in the Segmentum Obscurus of the Gothic Sector. Little is known about the the Chapter other than it is non-Codex Compliant. Details regarding its Founding and Primogenitor are missing in their entirety and the Chapter maintains a high level of secrecy about its inner-workings, making estimations about its strength a guessing game. The Chapter has garnered infamy in the Imperium as a force that strikes from the shadows, operating like the Raven Guard but utilizing more terror tactics and misdirection than those of the Sons of the Raven. They excel in crushing rebellious worlds and putting down insurrections through such tactics and are equally efficient in prosecuting wars against enemies such as Eldar Corsairs and Dark Eldar. They are renowned marksmen and highly adept in infiltration and sabotage, making them an unusual Chapter compared to their kin who operate solely as elite military forces and tend to prefer more direct approaches to warfare.

Chapter Organization
The One Thousand are a non-Codex Compliant Chapter and are not organized in a way that is similar to other Chapters. In fact, The One Thousand do not appear to have any concrete formations like those of other Chapters. Companies and Squads do not officially exist within the Chapter, at least to an outsiders' eye, for no Astartes bears any markings or designations that would mark them out as belonging to specific squads or companies. Groups of Astartes appear random yet when on the battlefield the warriors of the Chapter operate with near mechanical precision and fluidity, fighting as though they share one mind. No warrior within the Chapter shares his own identity to anyone outside the Chapter, only referring to themselves as "One of many". This makes it very difficult for any outside the Chapter to attain any information regarding the Chapter's inner workings and organization. The Chapter appears to revel in this secrecy and misdirection, even amongst their allies, often forging reports, utilizing false names, and completely lying about their intentions and actions. When one speaks to any Astartes of The One Thousand, one wouldn't know whether he or she is speaking to a simple Tactical Marine or the Chapter Master.

Hierarchy
As with their organization, none outside the Chapter can ascertain or understand the hierarchy of the Chapter of The One Thousand. Officers of the Chapter bear no special markers to differentiate them from their brothers. Most warriors bear plain armor with occasional markers and symbols that are common in the Chapter's tradition. It is impossible to discern which Astartes are officers and which are the rank and file except by the most keen of eye in battle. One might be able to mark out an officer during battle whilst witnessing the Astartes in question utilize combat signs and giving orders to others, but this is also commonly a ruse utilized by the Chapter. For even in combat when enemies of the Chapter have killed the Astartes suspected of being an officer, the remainder of the Chapter's forces fight on without faltering for even a second. It might be that these Astartes are decoys, marking themselves out personally with such obvious movements so as to hide the true officers who would be giving these Astartes order over a secure vox channel. In fact, some outside the chapter have noted that within the same group of warriors, different Astartes will be giving orders to the formation at different times, from full company sized formations to groups little larger than squads.

Special Formations

 * The Hammer - The Hammer is an unofficial formation within the Chapter of The One Thousand. This formation has been noted by allies serving alongside The One Thousand during particularly arduous campaigns. Whilst the majority of the Chapter's warriors utilize various standard Marks of Astartes Power Armor, only a handful of the Chapter's warriors are armored in the elite Tactical Dreadnought Armor. These Astartes only ever join battle during the highest pitch of a conflict, teleporting into combat amidst the enemy's elite units or high command to lay waste and slaughter all in their path. These warriors, having garnered the nickname of "The Hammer" by those outside the Chapter to have witnessed their brutal entrance into battle, fight with little finesse, simply butchering their foes with brutal efficiency before they teleport away to another portion of the battlefield to likewise slaughter their enemies in an equally brutal fashion. It is unknown whether these warriors are the Chapter's Honor Guard, Veterans, or some kind of special formation like that of the Blood Angels Sanguinary Guard but what is known is that those warriors that fight as the Chapter's Terminators show absolutely no mercy and are efficient in the extreme in decapitation strikes and frontal assaults.

Special Ranks

 *  Infiltrator  - The Chapter is renowned for their usage of single Astartes operatives throughout campaigns. These warriors strike from the shadows, utilizing specialized weapons and gear to ensure their complete and utter silence during missions but not compromising their combat abilities. Saboteurs, Assassins, Infiltrators, Spies, and Sleeper Agents are all utilized by the Chapter during campaigns and have been clumped together and designated as "Operatives" by those who hear or, rarely, witness their actions. These warriors do not utilize their Chapter's Iconography or color scheme but paint their armor in camo suited for their missions, should they be wearing armor at all. These warriors do not utilize the standard combat doctrines of the Astartes but have adapted to their specific mission, often utilizing unorthodox weapons or highly modified gear to suit their objective. Some have been noted to wear Terminator Armor, teleporting into a room full of enemy officers and slaughtering every man and woman within before disappearing. Others are only known to have been at a location after their targets has burst into bits of flesh after the detonation of a bolter round finds its mark. Some are simply guessed at having been at a location when officers or key personnel go missing or reports of accidents and contradictory data begin to pour into the enemy's high command. None outside the Chapter are sure whether these are, in fact, specialists of the Chapter or if these warriors are simply of the line and have been trained to operate as specialist agents as well. No Operative has ever been taken alive and should an Operative fail in their mission, they will either commit suicide or disappear rather than be caught. There has only been two instances of failed missions where one of the Chapter's Operatives have committed suicide and these were with high explosive weapons that left nothing for those who would have caught them to work with.

Chapter Combat Doctrine
The One Thousand utilize Terror Tactics, Misdirection, Infiltration, Assassination, and Sabotage with the utmost efficiency during conflicts and appear to enjoy utilizing such tactics when possible. Before battle is joined, enemies of the Chapter will find their leadership being picked off, supplies and weapons destroyed or missing, and their information either completely wrong or contradictory. Their men would be terrified by acts of extreme brutality committed against their comrades and left as a display for all to see or the usage of terror propaganda. Vox broadcasts of screams or live torture or merely the dying wet screams of their comrades being heard in the alleys or in unknowable parts of their camp. Chapter infiltrators will do all in their power to utter destroy the enemy from within, working in small squads or acting as single agents. By the time the Chapter reveals itself in full strength to crush their foes, their enemies will be completely disheartened and utterly unprepared for battle, usually resulting in the engagement being more of a slaughter than battle.

The Chapter should not be underestimated when it comes to pitched battles. The One Thousand are capable warriors, they are Astartes after all, and operate with an almost unparalleled amount of discipline and fluidity in combat. They may not be the most expert assault troops, best siege breakers, or armor specialists but they show a great proficiency as marksmen and are capable of adapting to their foes with ease. Foes such as Orks that can overwhelm the Chapter in melee in a frontal assault will find that the Chapter's warriors will begin a fighting retreat before be engaged in melee: be dragged out, picked off by skirmishers, and ambushed to the point that the threat they had once posed is gone and will find themselves exposed and weakened as they hear the roar of bolter fire and the cries of Jump Packs descend upon them and slaughter their number before they understand what is occurring. The Chapter's weaknesses in certain aspects of war and their enemy's strengths are utilized in a manner to turn their enemy's strength into weaknesses and their own flaws as strengths. Despite the utter abhorrence their kin show the Chapter, the Chapter's effectiveness is noted and bears grudging respect due to the results.

Chapter Homeworld
The One Thousand maintain the dead world of Krate as their Homeworld and base of operations. Krate is located within a desolate system orbiting a dying blue and highly radioactive star. Krate itself orbits the gas giant Rudus and has a small moon in its own orbit which has been converted into a large battle-station. Krate was once a thriving temperate world filled with life and a thriving human colony once flourished here during the Dark Age of Technology. However, during the Age of Strife the colony was cut off from the rest of humanity and fell into infighting and emerged from the Age of Strife as an extremely militant planetary empire. An Expeditionary Fleet, of which no concrete information survives to this day, discovered the planet and were met with open hostility. A brief but brutal campaign was launched to bring the world into compliance, however, the Tyrant of Krate decided that rather than face total capitulation he would rather have his world burn. Launching the planet's nuclear and virus weapons upon the major population centers claimed by the Imperium and those still fighting defiantly, nothing would be left of the once thriving planet except for a lifeless husk. It is unknown what Imperial Forces survived or what the reaction to such a devastating loss was but by the end of the Horus Heresy, Krate had been repurposed into a patrol post along the fringes of the Imperium. Now, the planet is host to numerous Chapter fortresses, listening posts, and armories as well as the Chapter's Fortress Monastery, the Aeternus.

Aeternus

The Aeternus is a large fortress built atop the ruins of the former mountain capital hive of Krate. Aeternus can hold the might of the entire Chapter and is maintains numerous levels of defense, both above ground and within the mountain. Anti-Air weapons, artillery batteries, macro-turrents, an point defense systems all line the fortress and ensure its defense. In the atmosphereless planet of Krate, the Aeternus appears like a shining beacon with its plasteel and rockrete ramparts and ......

Warriors Penitent
The Chapter of the Warriors Penitent are a descendant of the Black Templars of an unknown Founding. A Codex-Compliant Chapter, the Warriors Penitent are Astartes renowned for their piety, zeal, and faith in the God Emperor of Mankind. Not favoring any style of warfare in particular, the Warriors Penitent maintain a versatile panoply of war and are capable of utilizing various tactics with great efficiency. Not only is the Chapter renowned for their combat prowess, they are preachers with few equals in spreading the Cult of Mortis. They see the Imperium's failure to protect the God Emperor as the greatest crime humanity could have committed and believe that their sacrifices and suffering is the only way to repent for their sins. They believe this failure has led to the Emperor's grace to have forsaken humanity and that it is only through faith, sacrifice, and suffering will the Emperor's light and guiding hand once again rest upon humanity's shoulder. They have founded the Cult of Mortis and many mortal disciples follow their creed within their domain. Their cult is seen as one of barbarity and superstition by the wider Imperium but is allowed to persist because of the Chapter's contributions to the Imperium's defense. It has been noted that because of their religious beliefs, the Chapter is more willing to fight in wars and battles of impossible odds, more than willing to take grievous casualties for their perceived sins. The Warriors Penitent have many detractors for their radical views and practices but few would ever question their loyalty or combat ability and therefore no action has been taken to end their cult or traditions.

Chapter Organization
The Warriors Penitent are a Codex-Compliant Chapter that organizes itself according to the 10 Companies laid out in the Codex-Astartes. Their are a few variations that the Chapter maintains due to its ties to the Mortis Cult. However, despite these variations, the Chapter is divided into one Veteran Company, four Battle Companies, two Tactical Companies, one Assault Company, one Devastator Company, and one Scout Company. The Chapter's 1st Company maintains a mixture of Terminators, Vanguard, and Sternguard Veterans armed with the Chapter's finest weapons and armor. The 1st is utilized as the Chapter's elite and will be found in where the fighting is hardest in any battle they are deployed. The Chapter's Battle Companies are the "Companies of the Line" and are the backbone of the Chapter's fighting strength. These Companies will be deployed across the various war-zones the Chapter's forces are participating in. The Battle Companies will rarely be deployed together, the Chapter's leadership sees such deployments of the Chapter's resources only necessary in the most dire of campaigns. The Reserve Companies will be used as support for the various Battle Companies, hardly ever fighting as single formations. In certain war-zones, a Battle Company can be noted to be supported by hundreds of Astartes from the reserves when such a number of Astartes is the only way victory can be attained. The Chapter's Scout Company, like the Reserve Companies, will also be deployed alongside the various Battle Companies. The Scouts will act as light infantry and skirmishers for their brothers during battle, hitting the enemy's line where it is weakest while fully fledged Astartes battle in the heart of the fight.

The Chapter maintains a formation known as the Flagellant Host which is similar to the Blood Angels's Death Company. The Chapter's Gene-Seed, though highly stable, appears to have mutated and warriors of the Chapter appear to suffer from Dorn's Darkness to a much greater extent than their cousins in other Chapters descended from the lineage of the Emperor's Praetorian. However, there is a second phenomena that plagues the Chapter known as the Zealot's Charge. The warriors who have fallen to Zealot's Charge seek the most radical of repentance and when such phenomena occurs in battle the Astartes in question appear to undertake suicidal actions with great fervor. It is the duty of the Chapter's Reclusium to single out the Battle Brothers most likely to fall to the Zealot's Charge and do all in their power to keep this curse from befalling their brother. However, those who do fall to the curse must be seconded to the Flagellant Host and will be watched over by the Chapter's Mortuary Priesthood. These warriors will forever be kept under the watchful eye of the Mortuary Priests fighting as suicidal zealots which can only be restrained by the most pious of brothers. They are utilized as little more than meat shields by the Chapter's leadership seeing the deaths of their brothers as their last possible contribution to the Chapter's eternal penance. This formation varies in size and will have a constant influx of warriors, for the curse of the Zealot's Charge runs in the blood in all battle brothers and can take hold of any Astartes at any time.

Hierarchy
The Chapter is commanded by the Chapter Master who rules with absolute power. Below the Chapter Master are the Chapter's Captains, the Master of the Forge, the Reclusiarch, and the Master of the Apothecarium. The Officers advise the Chapter Master and aid in the running of the Chapter as a whole. Unique to the Chapter is the importance of the Reclusium wherein the Chaplains of the Chapter are the first among equals amongst the officers of the Chapter. The Apostles, Chaplains, and Mortuary Priests are always part of the strategic planning Chapter campaigns and maintain large amount of influence in all matters of running the Chapter. Few officers will ever act contrary to the wishes of the Chapter's Priesthood.

Special Formations

 *  Flagellant Host  - The Flagellant Host is a formation within the Warrior's Penitent Chapter that is not formally part of the Chapter's order of battle. This formation is made up by those battle brothers who have fallen prey to the curse of the Zealot's Charge, a curse similar to that of the Blood Angels Black Rage. The warriors of the Flagellant Host are recognized as Flagellants and these Battle Brothers are suicidal warriors utilized by the Chapter's officers as meat shields and front line warriors to sacrifice themselves in the name of the Chapter. The Flagellant Host is an entirely melee focused formation and the warriors of the formation will be armed and armored in the traditional arms and armor of the host. The numbers of the Flagellant Host are ever changing as the tides of fortune and war vary over the course of history but there is never a shortage of warriors that fall to the curse of the Zealot's Charge.
 *  Mortis Guard  - The Mortis Guard are the Chapter's Elite Honor Guard tasked with the defense of the Chapter Master. Clad in the Chapter's relic Terminator Armor, the Mortis Guard wield two handed power scythes and under-arm bolters. The Mortis Guard are both warriors and agents of the Chapter Master, acting as his extended will both on and off the battlefield. In the field of battle, the Mortis Guard will scythe their way through their enemies with blade and bolter with ease as they recite litanies from the Mortis Cult in defiance towards their enemies and as reverence towards the God Emperor of Mankind. As agents, the Mortis Guard are stern and unmoving servants of the Chapter Master, doing everything in their formidable power to see that their master's will is done. These warriors rise from the veteran ranks of the Chapter's 1st Company after having proved themselves as warriors of unmatched valor and skill in close combat but also maintain an unswerving devotion to the Chapter and to their Chapter Master
 *  Honor Guard  - The Chapter's most renowned and greatest Officers will always be found with a veteran Honor Guard accompanying them. Hailing from the Chapter's 1st Veteran Company, those warriors seconded to the role of Honor Guard are still warriors of the 1st but are relegated to defending their charge with their lives if need be until they are relieved of their Honor Guard duties. To be part of the Chapter's Honor Guard is a great honor and those warriors within the 1st who have served as Veterans for many years will have likely served as an Honor Guard to a number of Officers within the Chapter. Armed with the weapons most suited to their charge's style of combat, Honor Guards will show great variation depending on the officer they are bound to protect. In some cases, the Honor Guard may be an entirely close combat unit, armed with combat shields and power weapons. In other cases, the Honor Guard may be outfitted with Heavy Weapons, advanced targeting matrices, and have heavy ordinance support. The Honor Guard are a versatile formation, for the veterans that make up its ranks have served in all roles during their lifetime and have mastered the various arts of war. Techmarines, Apothecaries, and Chaplains can also be found in an Honor Guard of specific Officers. Within the Honor Guard, an especially skilled warrior will be granted the honor of being the Company Champion for the duration of their service and another will have the honor to be the Company Standard Bearer.

Special Ranks

 *  Mortuary Priest  - The Mortuary Priests are a second branch of the Chapter's Reclusium, warrior monks entirely dedicated to the Mortuary Cult. Considered to be second only to the Chapter Master and the Masters of the Chapter, the wisdom and counsel of the Mortuary Priesthood is always sought after by those officers and warriors of the Chapter when pressing decisions fall on their shoulders. Whereas Chaplains oversee the spiritual well being and purity of the Chapter's Battle Brothers, these warriors are tasked with the maintenance of the Mortis Cathedral upon the Chapter's Homeworld of Rax Prime along with their service as the officers of the Flagellant Host. Acting as preachers upon their homeworld and those planets loyal to the Chapter, the Mortuary Priests preach the word of the Mortuary Cult to those Imperial Citizens who would listen. Holding religious services, these Chaplains are cold and grim as their religion is not one of hope but of Penance and so they are neither benevolent nor merciful. They preach of self-sacrifice, penance, and servitude to the Emperor and that only in death can any man claim to have served the Emperor to his fullest. They maintain large hosts of Apostles, human acolytes in service to the Priesthood, and task their minions to spread the word of Mortis across the Imperium. These Battle Brothers are also given the sacred duty of giving the souls of their cursed brethren guidance and peace, tempering their rage and zeal until their longing for death can be unleashed upon the foes of mankind. Mortuary Priests are armed with Power Mauls or Power Flails and clad in Artificer Armor with engravings of Litanies from the Cult of Mortis and depicting various images of death or ancient religious iconography depicting angels of death. In battle, a Mortuary Priest fights as only a fanatic can fight, crushing foes underfoot as their weapons smash aside those unbelievers and heretics who stand in their way, all the while reciting litanies of fury and anger inspiring their kin and demoralizing their foes. It has been noted that the Mortuary Priesthood have shown particular effectiveness against the forces of Chaos, for their zeal and fanaticism appears to provide some manner of protection against the malign nature of the Warp.
 *  Apostle  - Apostles are those mortals in service to the Mortuary Priesthood of the Warriors Penitent Chapter. Apostles act at the agents of the Priesthood, working as preachers, spies, ambassadors, assassins, and informants for their masters. Branded with the mark of Mortis, these acolytes of the Mortis Cult are fanatics in the extreme and do the bidding of their masters without question or complaint. Like Chapter Serfs, these mortals clean the weapons and gear of the Priesthood, as well as maintain the Cult's properties; protecting, cleaning, and overseeing their administration. Though they see their masters as lords and the Emperor's Angels, the Mortuary Priests see these servants as little more than tools to advance their agenda and that of their Chapter. Little head is taken regarding their well being or lives for that matter, for should they die, they die in service to the Emperor and have finally given themselves fully to the Cult of Mortis, for death in service to the Emperor is the greatest act of devotion one can commit.

Chapter Combat Doctrine
The Warriors Penitent maintain a flexible style of combat but maintain a notable preference for the usage of infantry. Their zeal and belief in the Mortuary Cult plays heavily upon their strategic disposition, for they see death as their greatest act of Penance to the Emperor, however pointless death is considered sacrilege. The Chapter maintains the ideal that losses are acceptable and that an objective should never be shied away from due to causalities or even the possibility of grievous losses. Yet, this does not mean that the Chapter will fight like mindless berserkers throwing themselves at the mercy of enemy guns and blades. The most efficient strategies for particular battles and campaigns will be adopted but where other Chapter would give up ground or find that certain strategic positions would be too costly to take, the Warriors Penitent will gladly shed their blood to take or hold such objectives in the name of the Emperor. This means that campaigns like sieges and wars of attrition along with the assaulting of enemy fortifications and hard points are the most common war zones and battles that Imperial Commanders will call upon the Chapter to aid them in. For, unlike other Chapters, the Warriors Penitent are more than willing to fight wherever they are called and will not likely refuse a call to arms unless more pressing campaigns or calls for aid take priority.

The most common style of combat is the usage of the Chapter's tactical marines are the core of any strategy while being supported by heavy weapons, war machines, and heavy ordinance. This combined arms approach usually results in relatively steady advances on the assault whereas on the defense will manifest in an unyielding line of guns. However, where the fanaticism of the Chapter most prevails is in close combat and many battles will come down to glorious melee at its most pivotal point. When such is the case, fury and zeal overtake many of battle brothers of the Chapter as they unleash the Emperor's fury upon their foes. Chainsword, combat knife, or armored gauntlet will do for a warrior of the Chapter as they seek to slaughter their enemies, cries of rage are mixed with confident and unified litanies of the Lecticio Mortis. Yet, when melee is begun, the forces of the Chapter do not become berserkers and ignore their duty. Those warriors in the front ranks will fight with great fervor in melee, supported by the Assault Marines of the Chapter as they fend off the enemy or drive them back, erstwhile the Chapter's Devastators and rearguard Tactical Marines continue to unleash volleys of Bolter, Lascannon, and Special Weapons munitions into the enemy ranks. In fact, many foes have underestimated the discipline and strategic acumen of the Chapter which has led to their downfall as the Warriors Penitent make them pay dearly for such poor judgement through outmaneuvering and outwitting their enemies and being more willing to see their strategies through even to the death.

Chapter Homeworld
Rax Prime is the homeworld of the Warriors Penitent Chapter. Equivalent to a Cardinal World of the Ecclesiarchy, Rax Prime is the bedrock for the Mortuary Cult and the strategic gathering point of the Chapter. Rax Prime is a world of bustling hives, manufactorums, and huge cathedrals ornamented and decorated with extensive iconography of those symbols of Mortis. Billions reside upon the planet and are the subjects of the Warriors Penitent Chapter, serving as their flock and recruitment pool. A highly fortified and militarized world, Rax Prime can match even minor Fortress Worlds in its ability to weather assault. A desert world of broiling heat and unbearable conditions, life upon the planet is harsh and many die under the uncaring gaze of the system's twin stars. Where hives and urban centers end, lies harsh deserts or barren wasteland filled with the corpses of those foolish enough to venture out. Rax Prime is the site of the Chapter's Fortress Monastery, the Castellum de Fidelis Ferrum or "The Fortress of Iron Faith". It is here the Chapter's greatest assets are hidden away and sealed for only those within the Chapter access. Rax Prime is also host to the Mortis Cathedral, the planet's capital building and chief house of the Mortis Cult. From these two massive fortresses do the Chapter rule over the Rax System and those planets dedicated to the Mortuary Cult. Despite the brutal nature of life both within the hives and manufactorums and under the harsh climate of the planet, those Imperial Citizens and the millions of pilgrims that find themselves on the world are dedicated wholly to the Chapter and the faith of Mortis. Few Chapters can rival the dedication the Warriors Penitent are blessed with from their subjects.

Aegean Companions
The Aegean Companions are a loyalist Astartes Chapter descended Crimson Fists Chapter established during the 6th Founding, sometime in the latter half of M33. Formerly a Crusading Chapter known as the Scarlet Crusaders, the Aegean Companions were granted the fiefdom of Kronos after their efforts during the Pale Wasting and the Ghoul Crusade in mid-M34. A Codex Compliant Chapter, the Aegean Companions are a force renowned for their use of power spears and large circular combat shields, charging headlong into the enemy's ranks as enemy fire patters against their shields and armor. They are also known as an honorable Chapter, they consider oaths and fealty to be sacred bonds that bind them to one another and their allies. This bond has made them an admired ally amongst many in the Imperium and their self-sacrificing nature has marked them as heroes and martyrs across countless Imperial worlds where they have shed their blood in the defense of humanity. However, a Chapter Civil War led by the traitor known as Olympius would drive the Chapter to near extinction and lead to the creation of the Infernal Krakens. Since the Civil War, the Chapter has been under the scrutinizing watch of the Inquisition and fellow Astartes Chapters.

Chapter Organization
The Aegean Companions are a Codex-Compliant Chapter, organized into 10 Companies whose roles generally follow the dictates of the Codex. The 1st Company's ranks are filled with the Chapter's Veteran warriors with full access to the Chapter's armory. The 1st is the Chapter's iron fist; utilized as a vanguard, spear-tip, and cleansing fire. These warriors are the greatest the Chapter has to offer and are deployed when only such heroes could be relied upon to see victory through. The Companies of 2nd - 5th are the Chapter's Battle Companies, the backbone and main fighting force of the Aegean Companions. They are combined arms forces and are the companies utilized to strike at foes or aid beleaguered Imperial forces. The 6th to 10th Companies are those of the Reserve forces. Divided just as the Codex dictates, these formations are utilized to reinforce and support the Battle Companies in combat. They are also the guardians of the Citadel of Thunder, the Hallicrasus, and keep vigil over the world of Kronos whilst the Battle Companies wage war across the stars.

Special Formations

 *  Sacred Band  - The Sacred Band is the Chapter's Honor Guard whose duty is to defend the Strategos (Chapter Master) and act as his will incarnate. These warriors are the Chapter's oldest and most skilled veterans, having honed their combat abilities over the course of centuries and hundreds of battlefields. Clad in the Chapter's finest Artificer Armor known as Ecthelion Armor and armed with mastercrafted power Halberds, Xysterian Spears, that are pale shadows of the Adeptus Custodes' Guardian Spears which have upon them integrated bolters. These warriors fight with a grace, speed, and agility matched by only the greatest warriors of the Imperium. When wading into battle, the Sacred Band fight as one, their halberds swinging in unison as they carve a bloody path through their foes. Their strokes appear effortless during their dance of death due to the many years of training and usage of such masterworks. Yet, their blades pierce the toughest armor and they fight toe to toe with the greatest enemies of mankind. Their bronze armor is a sight that inspires all around them as the flash of bolters and the radiance of the sun they fight under reflects an aura around their person. The presence of the Sacred Band can tip the scales of a battle in favor of the Imperium's forces despite the most dire of odds.

Chapter Combat Doctrine
Following in the footsteps of their Gene-Fathers, the Crimson Fists, the Chapter follows a flexible approach to warfare as the Codex-Astartes demands. Before the basing of the Chapter upon the world of Kronos, the Chapter followed a textbook approach to warfare that relied upon the teachings of Guilliman. Recruits were trained in all aspects of war and expected to master them without fail. This allowed for the Chapter to adopt various strategies during war and counter all manner of foes. Yet, with the settling of the planet of Kronos, the feral traditions of the human population of the planet began to creep into the Chapter. The Aegean Companions would become a noble and honorable Chapter and begin to see melee as the most noble of martial stratagems. They over the millennia, the strong traditions of the world of Kronos intermixed into the Chapter's own doctrines and resulted in a honor-bound warrior culture where skill with blade and spear are seen as the most honorable weapons of war. When possible, the officers of the Chapter will adopt aggressive strategies that will likely result in close combat should it be prudent in the overall scheme of a campaign. However, they will not do so should it pose the risk of excessive casualties or a threat to the overall strategic plan, for despite the influence of Kronos the Chapter's lineage maintains its hold over its combat doctrine.

In general, the Aegean Companions operate in about Company sized formations and their campaigns will not often surpass the deployment of at most two full companies. The favored of strategies Chapter utilizes is the Drop Assault, unleashing Astartes atop the enemy in a rapid and surprise assault. However, this is not always possible and during protracted campaigns, the Chapter's forces utilize a number of aggressive strategies to dislodge and crush their foes. Armored assaults led by Land Raiders and the utilization of rapid airborne deployment through Thunderhawk gunships and transports are the other favored strategies of the Chapter. Siege and urban combat along with other forms of attrition warfare are not the Chapter's preferred warzones and are avoided when possible. These dirty conflicts are seen as below the Chapter's honorable way of war and are to be carried out by others more specialized for such operations.

When on the offensive, extensive usage of orbital bombardment and probing assaults are utilized when possible, testing enemy defenses and ensuring their own forces are not pinned in prolonged fights that would require the deployment of further reinforcements. Skirmishes are common and both fully fledged Battle-Brothers and scouts are utilized for such missions, savagely striking isolated elements when possible and gathering as much data as about the enemy as they can. Such tactics are to test the enemy's strength and so as to find weaknesses to exploit for the greater part of the Chapter's forces to pinpoint their wrath. When such weaknesses are found, the Chapter deploys its full strength to exploit it in a rapid assault, be it by Thunderhawk, Drop Pod, or Land Raider. Should an enemy be able to repel the assault, the forces of the Chapter will retreat and regroup, avoiding any unnecessary casualties from a prolonged assault and begin to reevaluate the enemy's strengths and weaknesses before launching another attack.

The Honor of the Chapter is not such that the warriors of the Aegean Companions must waste their lives like that of many of their kin in pointless and bloody battles. The honor of the Chapter is found in the personal fights that each warriors must engage in on the battlefield as well as the overall victory of the Chapter in a campaign. To retreat from the enemy to regroup and re-consolidate is not seen as dishonorable but is seen as prudent, for where is the honor in pointless defeat? To waste one's forces in hopeless battles is seen not as just wasteful but dishonorable, for the warriors of the Chapter have now died in vain for the personal glory of an officer who put his pride before the lives of his men. What is dishonorable is to retreat without putting up a fight and doing one's best to salvage victory from harsh odds, however should all the signs point to an upcoming battle being one that cannot be won, then the honor-code of the Chapter dictates that it is an officer's duty to preserve the lives of his men and the resources of his armory to fight another day. This Chapter based code of honor is the driving force of how the warriors of the Aegean Companions must wage war and it is intermixed with the teachings of Guilliman's Codex-Astartes extensively.

Chapter Homeworld
Kronos, a Feral Ocean World found on the fringes of the Imperium, is home to the Aegean Companions Chapter. The planet is 95% Ocean with a small continent and a multitude of islands scattered around it. Humanity discovered the planet during the Dark Age of Technology and a human colony was established upon the fertile continent. Plagued by xenos creatures of the sea, the human population is in a constant state of conflict with these creatures. Though the people are not barbarians, their technology has reverted to the level of the Ancient Age of Terra, a bronze age. They developed fairly advanced ocean fairing vessels with their limited technology and a remarkably ocean-centric society has sprouted. Port cities rule over islands and the main continent is divided by cities-states who quarrel over resources and land. In all, the planet is host to a few million human inhabitants who wage minor wars against one another and those creatures that plague the oceans.

It is unknown why the planet had not been developed into some kind of Agri-World, its water and fertile lands utilized for the rest of the Imperium. Yet, the planet would become the designated homeworld of the Aegean Companions. Kronos is a world on the fringes of the Imperium, isolated from any vital planets. Yet, its proximity to the Karkadia Sector and the constant plague of Greenskins and Arukai resulted in the High Lords gifting the planet as a fief to the Aegean Companions, which is unofficially known as the Kraken's Refuge. The planet was deemed to be a strategic position for an Astartes Chapter to call home and was considered to be the best location to defend the region from xenos and traitors. The Aegean Companions would erect the fortress named Hallicrasus, the "Citadel of Thunder", at the Peninsula called Xaxos Point. The citadel is found on a large cliff. Its only gate is along the western wall where the citadel's one and only connection to land lies whereas the northern, eastern, and southern walls are found atop steep cliffs battered by the stormy seas. From here the Chapter of the Aegean Companions rule over the planet as distant lords, solely collecting tithes of aspirants and serfs.

Chapter Recruitment
The Chapter recruits from the feral world of Kronos on which they have their Fortress Monastery, the Hallicrasus, erected. The warring City-States of the planet and the threat of dangerous predators produces strong warriors amongst the humans of Kronos, their minds sharp and bodies tough. Young boys of the City-States are often hunting the predators of the planet alongside their elders and join in battle against the armies of rival City-States. Of these youths, the Chapter's officers look for the strongest of their number, those boys who show a natural ability to fight and kill. Every 10 years, the Chapter will send out Battle-Brothers to the various City-States and gather to them the strongest and most deadly of youths the city has to offer and the people of Kronos willingly give up their children to the Chapter because they are viewed as the Divine Emissaries of the God-King Deanos, the Lord of Thunder and Lightning, the native population's attempt to understand the God Emperor.

Of the youths chosen from the native population, the Chapter's Apothecaries and Master of Recruits will begin the Three Rights of the Aegeas; The Right of Strength, The Right of the Hunt, and The Right of the Warrior.

Right of Strength
The Right of Strength is the first of the three phases of the inducting of new recruits into the Chapter. The various youths from the different City-States of Kronos are gathered infront of the Fortress Monastery of the Chapter. The number of youths can range from hundreds to a mere dozen, depending on the needs of the Chapter and the number of worthy recruits. It is here that the boys will come face to face with the Master of Recruits and Captain of the Scout Company. He will speak of their coming trials and how they must forget their homes and past lives, for now they are servants to the God-Emperor and it is through pain, suffering, and service that they honor the Lord of Mankind. By the end of his speech, the hearts of the youths gathered around him will be stirred and filled with such pride that they readily await the trials to come. From hence, the Master of Recruits will task the youths around him with their first trial, the Right of Strength.

The Right of Strength entails the recruits needing to scale the great mountain known as the Mount of Aegeas, the largest peak of the mountain range to the far north of the great continent of Kronos. Hundreds of miles there and back do mountains range and it is there that the Captain of the 10th will await for those boys you have proven their strength of mind, body, and spirit. The path along the way is treacherous and harsh, the jungles and mountains filled with predators, disease, and hostile wildlife. Many will die before they even reach the base of the mountain, having been slain by either the elements or the predators that stalk them. Only the strongest and smartest of their number will even reach the base of the mountain and then they must climb. Many more will falter in spirit or courage, seeing the task ahead of them as impossible but there are those that still carry on, determined to become part of the sacred brotherhood that the Master of Recruits spoke of. They climb and ascend the mountain, some dying of the cold, others falling to their deaths from a slip of their footing, and yet more from a number of other causes. However, those who do survive and make it to the top will find that the peak has been carved into a small keep wherein food, shelter, and a warm bed awaits them along with the Master of Recruits. They are given all that they need to recuperate from the arduous journey and once their strength is regained and their bodies healed from the task, they are transported back to the Hallicrasus to begin the next phase of the recruitment rights.

Right of the Hunt
The Right of the Hunt is the second phase of the recruitment process of the Aegean Companions and its takes place in the dense jungles of the continent's southern inlands. Herein lies the most dangerous predator on land that lives upon Kronos, the Manticore. The Manticore is a large feline-looking creature with a barbed tail, scaled armor, barbed man, and bat-like wings and is armed with giant claws and large sharp fangs. Those survivors of the Right of Strength are tasked with hunting one of these creatures down as a team and bring back the head of the creature. They are each granted a ceremonial combat blade from the Chapter's armory and nothing else. This Right is meant to teach teamwork and thinking outside of the norms, for the Manticore cannot be cornered like other beasts and is highly aggressive and intelligent, often becoming to hunter of the initiates who have been tasked to hunt it down. Most initiates die during this phase, for the beasts' scales are almost impenetrable for the simple bows or slings that many initiates fashion from the forest. It is with spears, javelins, and cunning traps that successful youths can hope to defeat these creatures, having to bait the creature or surprise it in some way or risk being picked off and hunted themselves. Only those who are smart, strong, and courageous enough are able to come out victorious from this trial and bring back the head of the beast. There has only ever been two cases where a single hunter has slain a Manticore, these being the hero of old, Aegeas, and the fallen Olympius.

Right of the Warrior
The Right of the Warrior is the final stage of the recruitment process. It is here that the aspirants are directly overseen by the Master of Recruits in grueling training regimes and numerous physical and psychic tests by the Apothecaries and Librarians of the Chapter. Each aspirant's DNA is analyzed and scoured for taint or mutation whilst the Librarians prod the minds of these youths, ridding them of the memories of their past lives and rooting out any undesirable qualities that they can. By this point, most of the aspirants would have proven their strength of mind and body making this stage not so much a test of either but to begin their basic training as warriors. The most common reason an aspirant might fail this phase is due to his DNA being unacceptable for Gene-Seed implantation and is offered to become a serf of the Chapter instead. Those that do prove to be genetically fit for implantation will complete their basic training and be presented their Astartes Combat Knives at the foot of the Chapter's Reclusium, thereby marking their completion of the Right of the Warrior and be inducted into the ranks of the Chapter's Scout Company.

Deathwatch Service
The Aegean Companions hold service within the Deathwatch to be one of the highest honors that a Battle Brother of the Chapter can be graced with. To be singled out by the officers of the Chapter to serve within the Deathwatch is to be recognized as a master at arms and bane of xenos. Only Captains, Sergeants, and Veterans are ever singled out to serve in the Deathwatch, for it is their centuries of experience and renowned ability as warriors and leaders which gives them the credentials self-imposed by the Chapter to serve in such an esteemed brotherhood as the Deathwatch. When a warrior is honored with such a chance to prove his worth in the Deathwatch, a ceremony of those warriors from his Company is assembled to bid their brother farewell. If possible, a spartan banquet will be held where warriors who have served alongside the honored brother will tell tales of his triumphs as well as his skill at arms in the midst of battle. Once the banquet has finished and the Battle-Brother in question is set to leave, the warriors gathered will begin reciting hymns of glory and triumph, expecting their brother to bring nothing but glory upon himself and the Chapter. It is a time of celebration and joy when a warrior departs upon the black Thunderhawk of the Deathwatch to begin his time in the sacred brotherhood.

The Chapter has contributed numerous heroes to the ranks of the Deathwatch, seeing their duty to provide only the best to the Ordo Xenos in their endless war against the alien. Being charged to keep vigil over the isolated fringes of the Imperium, the Chapter is in constant war against various xenos and such is the burning hatred within the Chapter that the Ordo Xenos is seen as one of their closest allies in their eternal war. Battle Brothers of the Aegean Companies make fine melee specialists in a Kill-Team, their skill at arms with a blade and spear proves extremely effective against xenos that prefer close combat. Yet, the Chapter's warriors not only provide skilled swordsmen or assault troops. Their experience in fighting against xenos lends heavily to their contribution to the Deathwatch Fortress found in Sector Karkadia and many of their number have risen to take their place as Shield Captains over the long millennia of the Chapter's contributions. There have been noted to have even been a handful of Watch Commanders to have risen from the Chapter's ranks who have brought such glory to the Chapter that the Deathwatch Fortress of Sector Karkadia holds the Aegean Companions in such high regard that an unofficial alliance between the two Astartes organizations.

Chapter Armory
The Aegean Companions Chapter maintain a numerous host of warmachines at their disposal. They posses a significant amount of Land Raiders which are kept in a pool for usage by the various Battle Companies as well as the Veteran 1st rather than having all concentrated within the Veteran Company's own armory. This allows for the Chapter's forces to adopt armored assaults more frequently with these venerable machines of war even without the 1st Company. The Chapter also maintains a large quantity of power spears which have become the preferred weapons of the Chapter's Vanguard and Assault marines over the usage of chainswords. Yet, for its quantity of power weapons and Land Raiders, the Chapter lacks plasma weapons entirely and only possesses a handful of venerable suits of armor and ancient weapons. Most of their wargear is "modern", which allows for easy replacement and resupply but lacks the devastating power of the venerated weapons of old.

Chapter Wargear

 * Xysterian Spears - Xysterian Spears are weapons utilized by the Chapter's Sacred Band Honor Guard. Mastercrafted weapons of immaculate beauty and artistry, each spear is 3 meters long from the blade's point to the haft's butt. The haft is beautifully decorated with engraved mottos and scenes of mythical battles drawn from the archaic religions of their homeworld's native population. Named after the spear wielded by the native's God of War, the Xysterian is the fabled spear that killed the Great Kraken of the sea which plagued the peoples of Kronos. Now the greatest champions of the Chapter wield the spears of legend and have adopted the Kraken as their formation's personal sigil. The blade of the spear itself is a single edged power weapon which is similar to that of an Adeptus Custodian's Guardian Spear in appearance, though are not nearly on par with the weapons of the Emperor's Lions. These weapons are top heavy, allowing for swings to deliver a heavy kinetic punch to bite deep into the target, if not cleaving it into two, whilst also allowing a thrust to dig deep into the target. These weapons grant reach to the warrior of the Sacred Band wielding it whilst also providing tactical flexibility in that it can be used to swing, thrust, parry, and even be thrown like a javelin should such a desperate action be deemed warranted. The warriors wielding these weapons are expected to be masters in melee combat and experts in the usage of these relics. Despite lacking any ranged ability, the Sacred Band is not expected to fight from afar but get into the thick of battle and carve a bloody path with these sacred weapons.
 * Ecthelion Armor - Ecthelion Power Armor is a categorization of the Chapter's most finely wrought Artificer Armor. It is a not a uniform pattern of power armor, for each suit of Ecthelion Power is the work of only the most gifted Artificers of the Chapter. Each suit is unique but across the board they bear some basic similarities. Each is highly agile, being based on the Mark VI Corvus Pattern Power Armor, allowing for the wearer to run, fight, and jump with great flexibility and with little to no constraint. Each suit is also covered in engraved scenes of Kronosian Myth, the gods and battles of the tribal religions.
 * Korpian Spears - Korpian Spears are 2.5 meter long power spears utilized by the Chapter's melee specialists. Crafted by the Chapter's own Techmarines, each spear is a finely wrought weapon which provides the wielder great reach and the ability to fight with a speed and agility that more brutish weapons like the power axe or power maul would disallow. When powered by their wielders, the Korpian Spear's half meter leaf blade shimmers with a golden light and can pierce most forms of armor with little effort. The weapon can be paired with a bolt pistol, though it would reduce the wielder to utilize the spear as primarily a thrusting weapon with little chance to defend oneself. This usually means that Assault marines will take a combat shield paired with the spear whilst Vanguard marines can be seen wielding Storm Shields or wrist-mounted Korpos Bolters.
 * Korpos Pattern Bolters - Korpos Bolters are wrist-mounted combi-bolters most commonly found on either the Artificer Ecthelion Power Armor or the Heavily Modified Mark VI Corvus Power Armor. The Korpos Bolter is capable of firing the Standard Bolt rounds as well as Kraken Penetrator Rounds, though the Kraken Rounds tend to be utilized by veterans rather than assault marines. Based on the Angelus Pattern Bolters, these bolters utilize a double drum feed which connect to the double barrels of the combi-bolter from either side of the forearm. This allows the Korpos Bolter to carry 80 Bolt Shells and be fired with one hand, granting the wielder a large reserve of ammunition and tactical options. These weapons are favored by warrior who wield Korpian Spear due to allowing the wielder to use a two handed fighting style with the spear whilst still allowing him to fight effectively in a firefight. Unfortunately, the usage of drum magazines leads to jams to a greater degree than standard bolters. To combat this issue, the designers of the Korpos Bolter decided to have two drum magazines to a combi-bolter rather than a single magazine for a storm bolter. Therefore, should one of the magazines jam, the wielder still has one barrel and magazine functioning. Though, this does mean the wielder must give up some room to maneuver his left arm do to the extra bulk that two drum magazines bring with them.

Varanus Guard
The Varanus Guard are a rumored descendant Chapter of the Salamanders and were formed during the 23rd Founding as sentinels of the Imperium's nothern most borders. They are a non-Codex Compliant crusading chapter with a large fleet and vast array of super heavy tanks and heavy weapons. They are renowned for their skill as artisans and blacksmiths along with their heavy usage of tactical dreadnought armor, meltas, and flamers along with large numbers of missile, autocannon, and assault cannon heavy weapon systems. The Chapter believes that they, the Astartes, must shoulder the hardest and most grueling of campaigns humanity finds itself fighting in, acting as the sentinels of humanity and standing as the stalwart shield against the horrors of the galaxy. They are renowned for their rearguard actions and defensive capabilities which has resulted in their extensive deployment as a relief force for beleaguered Imperial forces on the defensive. Yet, where the Chapter is best suited is in siege warfare, utilizing their heavy armor and close range weapons with great effect. However, this code of honor is intermingled with a stubbornness that rivals that even of the Imperial Fists which has resulted in numerous battles that have cost the Chapter dearly, forcing the Varanus Guard to fight severely under-strength. Highly independent from outside authority, the Chapter holds the Inquisition, Deathwatch, and High Lords of Terra in low regard and view the Iron Morlocks and Bloody Reavers Chapters as aborations of what Astartes should ideally be. The Chapter maintains good relations with the Angels of the Grail Chapters due to a similar nobility found in both Chapters.

Organization
Originally founded as a Codex-Compliant Chapter, the Varanus Guard Chapter maintains a highly unusual organization and order of battle compared to other Chapters. Having served alongside numerous Imperial Guard regiments and fighting defensive wars to protect civilian populations from xenos and traitors alike, the culture of the Chapter became one that held aloft the ideals of self-sacrifice, loyalty, and stubborn resilience. The Chapter developed the belief that Astartes are the bulwark of humanity and it is their duty to shoulder the burden of humanity's defense rather than the mortals of the Astra Militarum. Rather than trying to fight large scale and decisive battles, the Chapter has adopted a culture that believes they should fight across various fronts whenever and wherever they can, alongside their comrades in the Astra Militarum. This made the 10 Company divisions and Codex rules to be unacceptable to Chapter Command and the Chapter's Command Staff reformed the Chapter into a more refined and decentralized force.

With the reforms of Chapter Master Cassian sometime in the early portion of the 38th Millennium, the Chapter no longer followed the Codex-Astartes but was reformed into a force that operated at a much smaller scale than other Chapters. The Chapter is organized into 8 Battalions of 120 Astartes, each divided into 3 line companies; each made up of 40 Astartes. Battalions are led by Lord Commanders and each line company is led by a Captain. This added hierarchy was created so that each Battalion made be deployed in bulk to a single theater of war or divided "evenly" amongst three theaters should it be deemed necessary to do so. This organization was seen as a required change so as to allow the Chapter the greatest amount of tactical flexibility to deploy its assets across the frontier in numerous wars simultaneously.

The Chapter's squads are also unique in that every Astartes of the line in the Chapter is what the Chapter refers to as simply Marines. Marines are armed as Tactical Marines, the majority wielding bolters and combat knives. Each squad then has two heavy weapons specialists and two specialist weapons marines along with a Sergeant. This is because the Chapter believes in the importance of flexibility and autonomous action of it's squads. This enables each squad to deal with a variety of threats on its own without needing to requisition other forces of the Chapter for assistance in dealing with enemy armor or fortifications for example.

.............

This organization made it so that the Chapter does not maintain a Scout Company but, rather, initiates are deployed as Assault Marines led by a Sergeant who has served within the Tactical Squads for at least a century. This makes it so that the rash and overzealous young initiates of the Chapter may unleash their rage and righteous fury against their foes in ferocious melee with their newfound strength and abilities. It is after decades of service as Assault Marines that initiates will be promoted to the rank of Devastators and then later Tactical Marines so that experience may temper the fury of the majority of initiates. Unlike the Space Wolves, the Varanus Guard do not simply throw their initiates headlong into battle but utilize them as a mobile reserve, deployed where they may do the most damage to the enemy with minimal threat to themselves. This is so that these initiates may taste combat and learn the Chapter's ways of war without wasting their lives in pointless and bloody assaults as the Blood Claws of their wolf-kin do.

..............

The Chapter seems to have developed a taste for close combat, utilizing devastating close range but powerful weapons such as melta guns, flamers, autocannons and heavy bolters. The Astartes of the line are also fervent users of Boarding shields paired with their bolters, allowing them to breach buildings, board vessels, and advance on fortified positions with greater protection. Though preferring to utilize their overwhelming short range firepower, the large Astartes of the Chapter are also adept in close combat where they prefer to wield power mauls and thunder hammers to compliment their great strength. This also developed alongside the Chapter's high usage of Land Raiders which it has attained via the friendly relations the Chapter maintains with various Forge Worlds. The combination of such devastating close quarters weapons, effective melee, and the number of super heavy tanks has resulted in the Chapter becoming extremely adept at siege and urban warfare, cleansing hab-blocks and smashing through fortifications with ease.

The Chapter also maintains a high number of Indomitus Pattern Terminator suits of Power Armor. This has allowed the Chapter's veterans to all be armored in these venerable suits of armor and develop the elite formation of Hellstorm Terminators. These suits are most often utilized as heavy weapons platforms, the wearers armed with autocannons, heavy flamers, assault cannons, or cyclone missile launchers. Often providing support to their less heavily armored brothers, Terminators are mobile heavy weapons teams which can bring even heavier firepower than their Devastator kin. They will most often be leading the vanguard of an assault or holding the line where the enemy is strongest. These troops will almost always be deployed via teleportation or Land Raider, utilizing surprise or their overwhelming firepower to bring down any foe or fortification.

The Battalions all maintain at least one squad of Terminator Veterans and a number of Land Raiders, along with a small fleet of other track-based vehicles and Thunder Hawks. For, each Battalion is designed to be a semi-autonomous force, maintaining its own armory, void assets, and recruitment. This is due to the Chapter being a crusading fleet-based force, utilizing Chapter Keeps to recruit from various worlds within the Imperium. This means that Chapter has a large naval presence, divided into 8 strike forces. Each strike force varies in size but has at least one Strike Cruisers and a handful of frigates. Despite its good relations with the Mechanicum, the Chapter maintains only a single Battle Barge, its mobile Fortress Monastery the Implacable Advance which is home to the Chapter's Reclusiam, Reliquary, Gene-Vaults, and is the seat of the Chapter Master and his Honor Guard of Infernus Immortals. This vessel is a massive beast, easily 50% larger than similar vessels of its class and capable of hosting the entirety of the Chapter should it be deemed necessary. This vessel is escorted by a host of frigates and is a mighty vessel of war but is rarely ever deployed in combat. Rather, the strike forces are the primary means by which the Chapter wages war and most often the Chapter will avoid large scale void combat, preferring to fight in the brutal foot slogging campaigns its Astartes excel at.

Special Formations

 *  Hellstorm Terminators  - The Hellstorm Terminators are an elite formation of Veterans clad in the rare Tartaros Pattern Terminator Armor. Rising from the ranks of the Chapter's veterans, these warriors are those veterans who have shown themselves to be experts in siege warfare and have therefore been granted the greatest weapons and armor available to the Chapter. Each Terminator is armed with a Cyclone-Missile Launcher, reaper autocannon, and chainfist, making them the perfect siege troopers. When deployed as a full ten man squad, the Hellstorm Terminators are capable of easily punching a hole through most enemy lines or can hold a fortress against countless foes. Each Terminator is also given an Omni-Scope which is integrated into their Cyclone-Missile Launcher. The missile launchers are also unique in that they have the option to utilize specialized missile ammunition nicknamed "Diggers" which burrow into the target with it's diamond tip and then explode with a two second delayed fuse, allowing the missile to deal greater damage to targets like bunkers and vehicles. The Squad Sergeant is also given an advanced targeting array, one of the rare Peritarch Targeters of the Ultramarines. The Hellstorm Terminators are not only elite warriors, they are veteran Astartes who have served as officers within the ranks of the Chapter, as either Sergeants or Captains. When not deployed as a squad, the Hellstorm Terminators are advisers to Captains and even Praetors in matters of warfare, often serving as a member of a commander's Honor Guard. In some cases, the Hellstorm Terminators take command of an entire Battalion or theater of war should the leading officer die or, rarely, relinquish command over to the Astartes in question.
 *  Infernal Dragons  - The Infernal Dragons are the most skilled champions of the Chapter and are tasked with guarding the Chapter Master with their lives. Like the Hellstorm Terminators, the numbers of the Infernal Dragons fluctuates depending on the number of worthy Astartes within the Chapter but the squad will never exceed more than 6 individual Astartes. They are each a hero in their own right, having slain countless enemy champions, war leaders, and other infamous foes in single combat. Each is armed with a melee weapon of their choosing, master-crafted artificer armor, and Varanian Bolters. Only Champions may rise to the rank of Infernal Dragons, making them elite warriors but not strategists like the Hellstorm Terminators. These are dedicated

Specialist Personnel

 * Apothecaries
 * Chaplains
 * Forge Captain - (A Captain of the Chapter's Forge Ships)
 * Librarians
 * Praetors
 * Techmarines

Unique Wargear

 * Varanian Bolters - Varanian Bolters are mastercrafted Combi-Weapons wielded by the Infernal Dragons. These Combi-Weapons are wrist mounted machines based off the design of the Blood Angels' Angelus Pattern Bolters. Each gun being a combination of flamer and bolter, these weapons are devastating in close quarters. The bolter is drum fed and the flamers is fed by a canister with half of a standard flamer's pressurized promethium. These weapons allow the Dragons to fire at enemies while still retaining the ability to utilize both hands in combat. Often a Dragon will be in the midst of melee and, without pause, will unleash a torrent of bolter fire and jets of flame before returning to melee.

Iron Morlocks
The Iron Morlocks are a descendant Chapter of the Iron Hands formed during the 10th Founding. A Chapter with close ties to the Iron Hands, the Iron Morlocks maintain the same fervent disdain for weakness of flesh and mind as their primogenitors. They maintain a zealous tradition of dramatic bionic replacement and enhancement to bolster their strength and purge themselves of their perceived weaknesses. They are known as masters of siege and armored warfare, excelling in Zone Mortalis battlefields bringing devastatingly precise heavy firepower and unleashing their famed Line Breakers to destroy their enemies. They are a highly reclusive Chapter, despising their kin and mortals they view as weak or timid in any way. However, they maintain close ties to the Mechanicum and the Forge World of Meandra in particular, allowing great access to advanced weapons, armor, and vehicles. Having been in direct conflict with other Loyalist Chapters and garnered infamy for refusing to listen to any authority outside of their Chapter, most disdain and some hate the Iron Morlocks outright but their skill and abilities in Zone Mortalis and their ties to the Mechanicum have kept the Inquisition's and the High Lords' wrath at bay.

Organization
The Iron Morlocks are a non-Codex compliant Chapter. They are not divided by companies but, rather, are organized into 6 clans commanded by the Iron Lords, the eldest of the Iron Fathers. Clans, though primitive sounding, are organizational formations much like the companies of Codex-Compliant Chapters. Each Clan maintains its own weapons, gear, armor, and vessels like the Iron Hands but must rely upon the Iron Council to provide specialist marines to serve amongst their ranks and to provide the clan with recruits to replenish their losses. Clans are self-contained fighting formations and maintain a host of Tactical, Devastator, and Assault Marines alongside their own Dreadnoughts and officers. They prosecute entire campaigns alone, fighting for months, years, or even decades without contact with other elements of their Chapter. However, the Zone Mortalis specialization of the Chapter leads to high Astartes casualties and forces each Clan to return to the Chapter Homeworld to rearm, resupply, and restock its pool of manpower. Despite the attempts to prevent the divisive nature of the clan structure, the long periods of isolated prosecution of campaigns has led to a notable divide between each clan of the Chapter where political and military rivalries have grown fierce throughout the millennia.

Clans are further divided into "Septs". Septs are formations of Astartes which are organized to fight as "Line Companies" on the battlefield. They are, in essence, large squads and can vary in size ranging from four full strength squads to a single undermanned squadron. Each Sept is led by a Captain, the highest rank an Astartes not of the Iron Father specialization can attain, who is subordinate to the Clan's Iron Lord. These formation are often deployed alone to secure objectives on the battlefield, though, Septs do work in concert with one another when necessity demands. However, just as the Clans have great tensions between each other, so too do the Septs have a deep rivalries. Most attempt to outdo one another in the prosecution of campaigns and combat accolades. These organizational structures are, interestingly, not divided by Astartes specialization but are combined arms formations which are able to deal with all manner of foes it encounters in battle.

Septs are then divided into squads of ten Astartes led by a veteran captain of the Chapter. Squads in the Iron Morlocks are not divided into Tactical, Devastator, or Assault specializations but are mixed formations where each marine fights in concert with one another. However, the number of each Marine "type" varies from squad to squad. Some squads will operate as specialized assault formations with only Assault and Tactical Marines whist other squads will operate as a heavy weapons support squad with Devastator and Tactical Marines whereas others may include a mix of all three or only a single Astartes type. There is no uniformity between squads, allowing the Sergeants to outfit their units according to his own fighting style. For, it is not the individual marine that determines what role he will fill on the battlefield but the Sergeant that determine his specialization for the campaign. This also determines the load-out of the Sergeant, for all officers, including Sergeants, are granted a suit of Terminator Armor. How a Sergeant will outfit his squad most often depends on his choice of fighting style and armament.

The Chapter as a whole is a strictly regimented and hierarchical organization. Officers are the arbiters of life and death for those below them, just as Ferrus Manus had the Iron Hands Legion function during the Great Crusade. Iron Lords arise to their position actical aptitude,

Interestingly, numerous Dreadnoughts act as Sergeants, leading their brothers into combat rather than acting as a supporting unit.

Hierarchy
Interestingly, the Chapter is not led by a single Chapter Master but by a council analogous to the Iron Hands' own Iron Council. The Chapter's Iron Council is made up of the Master of the Forge, Master of Recruits, Chief Apothecary, Chief Librarian, Master of Relics, and Chief Envoy to the Mechanicum. These five masters act as the high council of the Chapter administrating the Chapter's resources, manpower, and influence where they deem it most necessary. The Master of the Forge is lord of the Chapter's armory and the forge temples of their homeworld, overseeing the production of the Chapter's war machines, void craft, and heavy ordinance and it is through him that each clan must petition for new machines of war. The Master of the Forge is perhaps the most politically powerful of all the Masters for the Iron Fathers are under his authority when they utilize the Chapter's forges and all production of war machines must be approved by him first. The Master of Recruits is the Astartes whose duty it is to raise and train the boys of their homeworld and turn them into Astartes. It is through the Master of Recruits that the Clans must petition for fresh bodies to fill their ranks.

The Iron Council is supported by the administrative body known as the Iron Convocation, a body of Astartes which is made up of all the Iron Fathers of the Chapter. This body acts as the bureaucratic organization of the Chapter which determines what campaigns the Chapter's forces will engage in and which Clan will have the honor to do so. For every petition or plea for aid, the Iron Convocation decides whether the Chapter shall commit its forces to the engagement or not. For, despite the Iron Council 's authority over the disposition of the Chapter's recruits and specialist marines, it was decided long ago that the Chapter's Masters are too few to decide on such matters and that through the debate, logical argument, and arithmetic of the Convocation of Iron Fathers can the Chapter truly choose the correct course of action. Such councils last anywhere between an hour long debate to months long back and forth between the various factions within the Convocation, for 60% of the Council must agree to a certain course of action or else the Convocation will not be ended. The reason this can take so long is that the number of Iron Fathers can reach up to 100 Astartes and to sway 60 of these men is not an easy task for even the most skilled of rhetoricians.

For, despite the Maniples supposedly being self-sufficient forces, they rely on the Iron Council for the deployment of specialist Astartes and Chapter resources for their combat deployments. However, within their Maniple, the Praetors act with complete and unquestioned authority. The Cohorts within each Chapter are led by a Lieutenant which is subservient to the will of their commander. The three Lieutenants within each Maniple act as advisers and aids to the Praetor in running the Maniple, similar to how the Iron Council aids the Chapter Master. It is this hierarchy which allows for the Chapter maintain a very strict and organized deployment of its resources.

Special Formations

 *  Gorgon "Line Breakers"  - The Gorgons, also known as the Line Breakers are the Chapter's Terminator Elite acting as the Honor Guard to the Chapter Master. The Gorgons are outfitted in the Mark II "Gorgon" Pattern Terminator Armor. It is unknown how the Chapter attained the schematics of the prototype armor from the Great Crusade, but what is known is that the Forge Fathers of the Chapter have created a version similar to their Primarch's own work from that ancient era. The Line Breakers are a greatly feared foe, marching into battle in perfect ranks unflinching in the face of enemy fire. They wield power mauls paired with storm bolters or simply Thunder Hammers into battle, charging headlong into the enemy's center to break the back of their foes. They maintain built in teleporters and the experimental conversion fields first produced by Ferrus Manus himself. Though the armor is very painful to don and secretes toxins into the bodies of its wearers, the Gorgons are a revered and honored position within the ranks of the Iron Molocks and their Dark Green and Silver armor is a grand sight for any battle brother fighting alongside these heroes of the Chapter. Despite having suppressed and even removed much of their emotions, an Iron Morlock will still feel the slight sense of pride and awe when these warriors march in to battle.


 *  Immortals  - The Immortals are a sub-formation within the Chapter similar to that of the Blood Angels Death Company. The Immortals are aspirants who failed in the initial Trial of Resolve but were able to redeem themselves after a bloody duel to the death with their fellow failed aspirants. These warriors are part of the Chapter's cannon fodder in battle and are deployed alongside the Legio Cybernetica to act as meat-shields and take the full brunt of the enemy's assault during highly costly engagements. To be an Immortal is the be the lowest of the Chapter's ranks, scorned and avoided by their brothers. The Immortals are a somber and grim lot, hey fight with a fervor of madmen seeking to attain redemption for their distant failures as aspirants. The number of Immortals varies greatly over the course of history, depending on what fortune has in store for these dishonored sons of Ferrus Manus. They maintain a close-knit brotherhood amongst themselves and are given access to the Chapter's armories of Mark III power armor, Combat Shields, bolters, chainswords, and a handful of special weapons. The Immortals are only deployed on the Chapter Master's orders and this is usually to aid in the fight against odds that are deemed too risky or costly for standard battle brothers. They are also utilized as rearguard troops, holding against overwhelming odds while the rest of the Chapter's resources and manpower are pulled from the battlefield. Immortals usually have short and painful lives, but those that prove themselves in the eyes of the Chapter Master may rise to become Immortal Terminators who are gifted a suit of Terminator Armor in recognition of their service and dedication, being entrusted with command of their kin. This is the highest honor an Immortal can hope to attain and is what all Immortals strive to achieve.

Special Ranks

 *  Chaplain  - Chaplains within the Chapter hold a unique position because they are no longer the spiritual bedrock of the Iron Morlocks like other Chapters because of the special regard that the Forge Fathers hold within the Chapter and the faith of the Omnissiah. Rather, the Chaplains of the Chapter are charged with the care of the Chapter's relics of religious sentiment as well as ensuring the purity of mind within each warrior. They are the enforcers of the Omnissiah's message and whilst the Forge Fathers preach his word and oversee the maintenance of the sacred warmachines and wargear, it is the Chaplains that keep a vigilant eye over their brothers. Any signs of false interpretations or teachings are quickly pointed out and corrected but should any hint of heresy be suspected, it is the Chaplains that deal with the perpetrator(s). Unlike their Primogenitors, the Iron Hands, the Iron Morlocks do not suffer heresy within their ranks and have executed a number of their brothers for their heretical ways without remorse or ceremony. In battle, the Chaplains are a source of tempered and calculated rage, leading their brothers into the fray with a grim resolve and only unleashing their rage when such engagements require it. Their rage then floods their brothers around them and those warriors under the shadow of their Chaplain fight with an almost unstoppable force that only fanatics can match. While a Forge Father is the calm calculating preacher of the Omnissiah, his priestly voice and caretaker of the sacred machines, it is the Chaplains that are his incarnate rage and unleashes his wrath against those that would turn away from the Omnissiah's enlightened teachings or threaten his human flock.
 *  Apothecary  - Apothecaries hold a similarly strange position within the Chapter like Chaplains. As with all Astartes Chapters, the Apothecaries of the Iron Morlocks oversee the Chapter's Gene-Seed and ensure no mutations or deficiencies arise. They are also tasked with overseeing the development and implantation of Neophytes along with tending to the wounded brothers of the Chapter. However, with the overwhelming desire of most Astartes of the Chapter to rid themselves of their weak flesh with machine and cybernetics, the Apothecaries are held with minor contempt by their kin. All understand the necessity of the Apothecaries and know that without such specialists the Chapter would slowly be ground down and die out. Yet, their focus on the flesh and lack of bionic enhancements (for only the Apothecaries and Librarians are, mostly, free of bionic enhancement unless entirely necessary from battle wounds) marks them out as outcasts. Where in other Chapters Techmarines are held in contempt and are not trusted, so it is that the Apothecaries find themselves in such a position within the Iron Morlocks. There is no real hostility between these specialists and their kin but few would consider their brother Apothecaries friend or even converse with them outside of necessity.
 *  Immortal Terminator  - Immortal Terminators are warriors of the Immortal ranks that have survived numerous engagements and proven their ability to lead their brothers in warzones that take a heavy toll upon even Astartes. Also known as Chieftains, the Immortal Terminators are the officers of the Immortals of the Iron Morlocks and lead their brothers as they see fit. Their number and rank vary according to the needs of the formation and how fortune has treated their ranks. Though not having any official authority over one another, those more venerable of the Immortal Terminators will have a defacto higher rank amongst their number and act as senior officers to their younger kin of the same rank. These warriors are the equivalent of veterans, having served for decades or even centuries and survived the most brutal and unforgiving engagements the Chapter fights in. These men are heroes to their Immortal kin and every warrior that joins their esteemed ranks have their names etched into the Scrolls of the Honored Dead of the Immortals. Armored with wargear similar to that of Terminator Veterans of other Chapters, these warriors are some of the fiercest foes that enemies of the Chapter will face in battle.
 *  Forge Father  - Forge Fathers are the Iron Morlocks' Techmarines. These warriors of the Chapter are not held at arm's length like many of their kin in other Chapters, but are instead held with respect and honor. They are the preachers of the Omnissiah within the Chapter and hold sermons within the Fortress Monastery and while on campaign about the Omnissiah' ways and his will. They oversee the maintenance of all wargear and vehicles within the Chapter, manufacture weapons and ammunition within the Chapter's vast forges, and work alongside the Tech-Priesthood of Meandra often to further the Chapter's and the Forge World's goals. They also oversee the defenses of the Fortress Monastery, oversee the outposts and fortress of the Chapter on and off planet, and are charged with ensuring the Chapter Fleet is maintained and properly outfitted and armed. Their number is unusually high for Astartes and they are by far the most numerous of the Specialist Astartes within the Chapter.
 *  Praevian  - Praevians are Forge Fathers that have dedicated themselves to the maintenance and command of the Chapter's Cybernetica Forces. Inspired by the ancient position once part of the Astartes Legions of old, the Praevians of the Chapter have similar if not the same roles as their predecessors. Commanding the Imperial Robots and Skitarii manufactured upon Vyrrel's World, the Praevians are instrumental in the Chapter's prosecution of war and the defense of the Chapter's Homeworld. The number of Praevians entirely depends upon the volunteers from the Forge Father ranks and the number of robots and Skitarii they command depends on the needs of the Chapter and the skill of each Praevian.

Combat Doctrine
The Iron Morlocks are a cold and calculating Chapter when it comes to warfare. They view war as arithmetic and a science, not an art like so many of their cousins would believe. The brute and overwhelming application of force is the preferred style of warfare for the Iron Morlocks where resolute and unflinching ranks of Astartes march alongside a vast array of warmachines and methodically destroy an enemy piecemeal. Fanciful and unorthodox ways of war are seen as wasteful and unpredictable whereas the simple brutal methods of frontal assaults can be easily calculated and won based on the precise and determined application of force alongside the precise allocation of resources. This belief makes them an especially effective fighting in protracted sieges as well as in the most brutal and slow progressing campaigns the Imperium is fighting. This is not to say the Chapter is entirely lacking in flexibility, for the Iron Morlocks can adopt various strategies in a conflict but these are based on the cost-benefit analysis the officers of the Chapter deem most efficient regarding time, resources, and lives. The Iron Morlocks appear to hold a blatant disregard for the lives of mortals, both Imperial Guard and civilian, and see them as merely cannon fodder to be utilized in the grinding and unforgiving arithmetic of war. Not even the lives of allied Astartes are held in much higher regard by the Chapter.

Yet, like their Primogenitors, the Chapter is highly selective in what wars it chooses to participate in for the loss of precious Astartes lives and resources of their own Chapter must be outweighed by what is to be gained/saved for the Imperium. There have been many cases where Imperial Forces have called upon the Chapter for aid but been met with either deafening silence or flat out denials of aid where they are told that they are not worth the resources to help. This makes it so the Chapter wages war entirely on its own accord, usually offensive in nature against rogue or rebellious forces or to aid Forge or Hive Worlds against invading threats. This mentality has garnered many detractors and vocal critics of the Chapter but the Chapter merely sights its authority as Astartes and the autonomy granted by the Emperor and the High Lords to wage war as they see fit as justification for their actions. Despite the many vocal enemies of the Chapter, they are protected by their status as Astartes and by their close connection to the Mechanicum, which further solidifies their belief of self-righteousness regarding their combat doctrine.

Librarium
The Librarians of the Chapter are tasked with the collection, storage, understanding, and safekeeping of all the Chapter's history, traditions, beliefs, sacred texts, and teachings. Where the Forge Fathers are the voice and conduit of the Omnissiah and the Chaplains are the Omnissiah's executioners and wrath, the Librarians are the keepers of knowledge specifically pertaining to the Chapter. They are experts in all knowledge and lore that the Chapter has gathered, written, and collected over the years regarding anything not of the Omnissiah's domain.......

Librarians
The Librarians of the Iron Morlocks Chapter are unique and strange amongst their brothers not because of their innate psychic abilities but their lack of bionic enhancement like their kin. The Librarians of the Iron Morlocks have created a tradition that amongst their ranks, as a way to test and hone their discipline and ability to control their abilities. The Librarians of the Chapter must refrain from ridding themselves of flesh and replacing it with bionics. This is seen as a test of one's own mental strength to embrace their weak flesh despite their hatred of it. For Librarians to need bionic replacements are seen as failures on their part to

Homeworld
The homeworld of the Iron Morlocks is the the planet designated Vyrrel's World. Vyrrel's World is a small volcanic planet rich in various high grade metals under the crust of the planet's surface. Despite being a landscape riddled with volcanic activity, there are scattered zones within the planet that are not afflicted by the magma and ash of the volcanoes and herein lie the human settlements founded by the Rogue Trader Vyrrel. These are small and enclosed cities with built in life-support systems, filled with Imperial citizens that work hard within their cities to manufacture public goods they use and trade with off-world buyers. It is from these relatively technologically advanced cities that the Chapter recruits from in exchange for their aid in maintaining the machines of their cities along with the protection the Chapter provides from external threats.

When the Chapter was founded, they decided to erect a vast Fortress Monastery within a dormant volcano both because it provided a great bulwark wherein they could build a mighty fortress and it was away from the various human settlements, allowing for an isolated and monastic life for the warriors of the Chapter. The Fortress Monastery, which is called the Tower of Iron, maintains a whole host of life-support systems and failsafes to ensure the livable atmosphere within the fortress cannot be compromised by all but the most powerful of assaults. The reason both the Chapter and the human settlers built cities and fortresses that maintain life-support systems is because the planet's atmosphere is non-existent and therefore is uninhabitable unless such settlements are built. The only reason the planet is inhabited in the first place is its richness in high grade ore which was discovered by the Imperium during the Great Crusade and colonized before the Mechanicum could take the planet for itself.

Various forges and mines are located on the planet with numerous cybernetic thralls controlled by Forge Fathers of the Chapter to extract the minerals from their planet and manufacture weapons of war for the Chapter's armory. In fact, no servitors serve the Chapter, solely cybernetic thralls and thousands of such machines exist to serve the Iron Morlocks. These machine servants can be found throughout the surface of the planet working tirelessly at their master's behest. This lack of life and life-sustaining atmosphere meant that the Chapter needed robotic servants that could both survive the harsh life as servants and thralls of an Astartes Chapter as well as capable workers to man the mines and forges that would be far too deadly for normal humans to work. In fact, multiple garrisons and Chapter Keeps that have been built to defend the settlements of the human settlers are entirely manned by Legio Cybernetica with only a Chapter Praevian overseeing their ranks. These Chapter Keeps are host to anti-air guns, small armories, repair stations, vehicles of varying classes, and artillery. Despite its lack of a large population and the planet's small size, Vyrrel's World is a very well defended planet with thousands of Imperial Robots and an entire Astartes Chapter dedicated to its defense.

Recruitment
The Iron Morlocks are renowned for despising mortals and those they find weak. However, this does not apply to the Vyrrelian peoples of their homeworld. The Vyrrelians are highly adept in the ways of the machine, having been heavily influenced by their contact with the Mechanicum to adopt the Machine Cult. This has resulted in many of the settlers being inducted into the Mechanicum's Priesthood, though they still maintain their independence from Mars and Meandra. This fact has made it so the Iron Morlocks solely recruit from Vyrrelian stock, seeing them as 'pure' in the eyes of the Omnissiah and worthy of joining the esteemed ranks as scions of Ferrus Manus.

The recruitment process of the Iron Morlocks is gruelling and deadly, claiming the lives of many aspirants in the process. The first half of the recruitment process is one that test's strength, will, resolve, and endurance of aspirants. This will be done with the Trial of Iron Resolve. Those that pass the Trial of Iron Resolve will then begin the Omnissiah's Tutelage, the second half of the recruitment process. This is to test the aspirant's intellect, examining their ability to problem solve, multitask, adapt, and test their technological affinity. They look for aspirants that seem to have the natural skills that would make them skilled in calculation, mathematics, physics, and ability to work with machines with ease. Those that fail either of the two tests are sent back home, branded with hot iron upon their left cheek to mark them out as failures of the Chapter. These failed aspirants are ostracized by their fellow Vyrrelians and ensure that only the strongest and most gifted of Vyrrelians will attempt to gain entry into the ranks of the Iron Morlocks Chapter.

Those aspirants that do pass both tests are finally allowed entry into the Chapter's Fortress Monastery. Most aspirants that pass both sets of tests pass with average scores, destined to become Astartes of the line within the Chapter's ranks. However, those that pass with above average are marked out by the Chapter's Apothecaries and noted by the Chapter's Forge Fathers as potential officers of the Iron Morlocks. For, only those gifted in the way of the Machine Cult ascend the ranks of the Chapter to attain any inkling of power. Having ascended to the ranks of Neophytes, these young men will begin their implantation process of the Chapter's Gene-Seed, all the while they will be taught the way of the Machine Cult, trained to exhaustion to build their strength and character, inducted into the ways of war, and taught the Chapter's beliefs, doctrines, and traditions as well as its history and the history of the Iron Hands. No Neophyte is allowed to undergo any bionic enhancement and are thereby forced to endure the frailty of their flesh until finally deemed worthy by their senior officers to ascend to the ranks as a fully fledged Battle Brother.

Trial of Iron Resolve
This first trial that aspirants must undertake is a test of the aspirant's strength, endurance, and resolve. Having been gathered outside the gates of the Tower of Iron, the Master of Recruits will lead the aspirants to across the planet's surface in a week long journey through molten rivers, charred landscapes, and obsidian covered mountains, resting for only four hours a night before moving on once again. Aspirants are given enclosed rebreathers that encompass their heads and have tanks that carry a day's worth of oxygen which is refilled once a day by the Master of Recruits. However, aspirants must be stripped down and travel with only sandals and a loin cloth while carrying their large oxygen tanks by hand. This exposes the aspirants to the brutal environment of the planet, scorched by the blue sun, the heat from the magma, and the freezing nights. This challenge, though not being bloody, does claim the lives of many aspirants should they be careless or too weak. The elements kill many, both day and night and their bodies will be left to rot and burn in the wastes while the Captain and the Battle Brothers accompanying the group take their gear and carry on. Those few that decide they give up, deeming the challenge too difficult are told to return to their homes. They will given a full tank of oxygen and branded by the Master of Recruits with hot iron, left with a life-long black cog on their cheek marking them out as failures to the Chapter. These failures are few and far between for most of those aspirants that make the trek to the Chapter Fortress Monastery are usually very devoted and entirely of the mind to dedicate themselves to the Iron Morlocks. However, flesh is weak and so too is the mind of some, making it so even the most devoted may become disheartened and falter in their quest to join the esteemed ranks of the Chapter.

Those that survive and finish the journey will arrive at a large abandoned forge designated the Obsidian Forge by the Chapter. It is a large archaic foundry that is only ever worked by aspirants of the Chapter who have completed the long trek from the Tower of Iron. Here the aspirants will be tasked to forge a weapon from the metals that have been stored in the forge. In another week's time, the aspirants are tasked with forging a weapon that is deemed a worthy tool in the hands of a warrior with simple hammer, anvil, furnace, and grindstone. Aspirants are expected to work day and night, smelting down iron, battering the metal to their liking, and forging it into a tool that could effectively be used in battle. For most other Chapters, the aspirants would almost always fail but the people of Vyrrel's World are a hardy and intelligent lot, having been raised in environments surrounded with foundries and forges, having themselves been taught how to forge simple tools and weapons by their parents before having been sent off to the Chapter. The weapons forged by the aspirants can vary from swords, maces, spears, axes, or even great weapons. It matters not what kind of weapon an aspirant makes, only the quality matters. Balance, temperament, weight, sharpness, and killing power are what the Master of Recruits inspects and every aspirant will be questioned in private about their weapon and asked why they made the decisions they made about the choice of weapon they forged and how they went about it.

After the inspection of their weapons and the explanations they given, the aspirants will be guided into the inner sanctums of the Obsidian Forge where they will find themselves within a small arena. The Master of Recruits and the battle brothers that attended the group of recruits will take their seats along the rim of the arena while the aspirants await their next trial. The Master of Recruits will then list the names of all those aspirants who pleased him with their workmanship and explanations and order them to take a seat at the feet of the battle brothers around the Captain. Those aspirants left standing in the middle will be those that failed the challenge. However, they are not immediately outcasted by the Master of Recruits but rather given a chance to progress to the next challenge by undergoing the Dance of the Immortals. Those aspirants who failed in the Obsidian Forges must fight in a duel to the death against one another, using the weapon their opponent has forged to fight. Those that come out victorious are marked out as future Immortals, a special rank within the Chapter that only those that survive the Dance of the Immortals attain. It is a rank not of honor but of shame, their failing as an aspirant being their eternal dishonor and the blood of their fellow aspirants upon their hands. They continue the same training and tutelage as their fellow aspirants but once ascended to full battle brother will be tasked with a very different assignment.

Omnissiah's Tutelage
After completing their initial Trial of Iron Resolve, the Master of Recruits and the Battle Brothers of the Chapter will begin testing the intellect of the aspirants for three month's time. Hours will be spent making the aspirants undergo trials of the mind, examining their skills with problem solving, puzzles, and mazes. This is to ensure that their aspirants are men of not just strength and iron will but of intellect and capability. Days will be spent in meditation, testing their patience and ability to clear their mind. During this trial, bread and water is all that is given to the aspirants, which is to test their ability under strain and exhaustion. For the most part, aspirants pass the Omnissiah's Tutelage, for the Trial of Iron Resolve would have already weeded out the weak. However, there are some whose minds just cannot withstand the pressure and lack of sustinance and crack under the intense mental strain that the Chapter makes its aspirants undergo. These failed recruits will be branded just as the failed aspirants of the first Trial and ordered to leave the premises immediately, to be outcastes like those who failed before them.

Those who pass the Omnissiah's Tutelage, they have successfully completed the trials of the aspirants. A ceremony will be conducted by the battle brother present in the Obsidian Forge to honor those aspirants that have completed their tests. Once this ceremony is complete, a number of Thunderhawks will arrive to transport the aspirants and battle brothers back to the Tower of Iron where the newly promoted neophytes will begin the long and arduous journey of training and implantation to become fully fledged battle brothers. This time as neophytes will be spent in the forges, the librarium, and the sparring fields to temper their will, minds, and bodies and forge them in the image of the Chapter.

Gene-Seed
The Chapter's Gene-Seed is considered quite stable, with little deviance from their primogenitor's own. In fact, it appears as though the Gene-Seed of the Iron Morlocks is highly compatible and accepts most of the hosts it is implanted within, allowing for the chapter to maintain relatively high numbers of battle brothers and reduced mortality rates of its neophytes during the implantation process. However, the Chapter suffers from the same hatred of weakness and frailty as their primogenitors and appear to be obsessed with replacing their limbs and organs with bionic replacements. Only fully fledged battle brothers may begin this bionic enhancement and it is very common for battle brothers of the Chapter to be more machine than man. Most of the Officers and veteran warriors of the Chapter are little more than brains encased in machine bodies, their massive forms much more powerful and resilient than their kin's enhanced form.

The actual Gene-Seed itself lacks any mutation besides this inherent obsession with mechanization of their bodies. Interestingly though, the Chapter's aspirants also appear to be far more attune to the secrets of the machine and seem to have an inherent understanding of machines and weapons of all sorts. It is unknown whether this is due to a Gene-Seed mutation or if it is merely a side-effect of their recruitment from a relatively technologically advanced human society. In either case, the Chapter is capable of maintaining a very large number of Forge Fathers.

Fleet
The Iron Morlock Fleet is known to currently consist of the following number of vessels: The following are the named vessels of repute owned by the Chapter throughout the millennia:
 * 1 Battle Barge
 * 8 Strike Cruisers
 * 1 Forge Ship
 * 138 Thunderhawk Gunships
 * Glory of the Gorgon (Battle Barge) - (Active)- Current Flagship of the Iron Morlocks Chapter.....
 * Pillar of Iron (Battle Barge) - (Destroyed) - Lost at the Battle of Krait
 * Undying Hearth (Forge Ship) - (Active) -
 * Onyxus (Strike Cruiser) - (Destroyed) - Lost at the battle of Krait
 * Iron Resolve (Strike Cruiser) - (Active) - Participated at the battle of Krait
 * Resolution (Strike Cruiser) - (Active) -
 * Vyrrellian Pride (Strike Cruiser) - (Destroyed) - Lost in the Warp, became part of Spacehulk Jorgund which entered realspace near Vyrrel's World.

Chapter Relics

 * Gorgon's Wrath - (Gorgoth 'Blade' fashioned as a Thunder Hammer, wielded by the Chapter Master as a Badge of Office. It can be effectively wielded in a single hand but is most effective as a two handed weapon.)
 * Krugar's Grace - (Relic Artificer Power Armor of black paint and gold trim. Auramite-alloy reinforced. sculpted, and bears a refractor field generator.)
 * Iron Fist - (Power Fist with belt felt stormbolter built in)
 * A Son's Burden - (Black Ceramite Chains of Devotion worn by every Chapter Master of the Iron Morlocks, representing the shame of the Chapter's lineage to defend their Primarch)
 * Iron Made Flesh - (Blood Red Artificer Bionic Arms housing digital weapons. Harder and tougher than even Astartes Power Armor, these Bionic Arms replace those worn by the Master of the Forge as a Badge of Office and literally grants him great power at his very fingertips.)
 * Omnissiah's Envoy - (An Imperial Knight Crusader, an ancient warmachine of the Chapter with unknown origins. This warmachine bears a wifull yet calculating Machine Spirit and only the most strong of mind and holy heroes of the Chapter may ever be blessed to pilot this Warmachine. Striding into battle alongside the other machines of war of the Chapter, the firepower this warmachine brings to bear can match the arsenal of an entire armored battalion. This warmachine is considered to be holiest relic amongst those within the Chapter and therefore only a Master of the Forge or those rare Forge Fathers considered worthy to pilot such a machine of war will ever be able to unleash the fury of this warmachine.)
 * Drell's Fury - (Artificer Power Maul wielded by Forge Father Drell against a horde of Chaos Daemons, he died atop a mound of broken and lifeless corpses of his foes, his bionic hand still firmly grasping his weapon even after the last breath of life had left his body.)
 * Omnissiah's Rage - (Artificer Relic Combi-Bolter gilded in gold and rumored to be gifted to the Chapter by the Fabricator General himself in ages past. This weapon never jams and holds within it an ancient Machine Spirit, for it can interface directly with the wielder and the wielder appears to have impossibly accurate aim even for an Astartes. This weapon is wielded by the Chapter Master or by an Astartes of the Chapter that the Chapter Master decides to bestow the honor of wielding.)

Unique Wargear

 * Artificer Bionics -
 * Artificer Maniples -
 * Chains of Devotion -
 * Blades Gorgoth - The Artificer Power Weapons are wielded by the Gorgon Line Breakers into battle. Forged by the most skilled Artisans and Smiths of the Chapter, these weapons utilize a rare metal unique to Vyrrel's World known as Gorgotheil Ore, a naturally white ore which can dissipate heat and energy with extreme proficiency and is more durable than even Ceramite. These weapons not only come in the form of blades but also axes, hammers, and mauls. Built with generators to convert them into specialized power weapons, the Blades Gorgoth are all unique and their owners wield them with such efficiency and might that many a Gorgoth Blade has broken a foes' power weapon in the midst of combat and either skewered or crushed them before they could truly appreciate the masterwork weapons the Gorgon Line Breakers were wielding. Should a Gorgon fall in battle, the Gorgoth Blade will be fought for by the Astartes of the Chapter just as ferociously as the body of their fallen kin.

Chapter Colors
The Iron Morlocks armor is painted Black with Silver trim, Silver Helmets, Silver Gauntlets and forearms, and a silver double headed Aquila. This goes for those brothers who have also undergone extensive Cybernetic enhancements for the Chapter does not openly show their bionics but encases their bionic limbs in power armor, making it indiscernible which brothers have flesh or metal.

Chapter Badge
The Chapter's Heraldry is that of a Bone White Half Human Skull with a Bone White Half Cog mirroring it against a Black Background, representing the marriage of flesh and machine in the Chapter. The Chapter Badge will be found of the left Pauldron of the Chapter's Astartes whilst the Right Pauldron Indicates which Maniple the Astartes belongs to. Each Maniple maintains its own Heraldry which differentiates them from their kin.

The warriors of the Chapter's Gorgon Line Breakers bear the unique Greenish Brown Armor reminiscent of the ancient Gorgon ranks from the Iron Hands Legion. This is the only variance from the Chapter's greater color scheme that is noted amongst its warriors besides the Astartes Specialists.

Storm Eagles
The Storm Eagles are a Loyalist Astartes Chapter of an unknown founding and unknown gene-seed origin. Nearly all of their early history has been lost and the earliest mention of the Chapter is during the Nova Terra Interregnum leading to the conclusion that they were founded during the 13th Founding. However, the Chapter relics and armories maintain a large stock of gear that implies the Chapter is much older but without evidence such claims are unable to be proved. The Storm Eagles are a highly aloof and secretive Chapter, leading to rumors of the Chapter being of Dark Angels descent but such rumors are unfounded for the Chapter holds little regard for the descendents of the 1st Legion. In fact, they maintain few ties within the Imperium and will only rarely fight alongside other Imperial Forces and even when they do wage war alongside Imperial forces, the Chapter keeps its own council and fights outside of Imperial High Command. Interestingly, the Chapter crusades quite often and is zealous in its pursuit of traitors and heretics. Xenos are of little consequence to the Chapter for they consider traitors and heretics to be the greatest threat to the Imperium and will often be found prosecuting wars against any rebellious humans or Astartes Chapters.

The Storm Eagles are a Chapter dedicated to mobile and rapid assault, making extensive usage of attack bikes, land speeders, and Thunderhawks whilst having few heavy armor assets. They are renowned for their usage of guerilla and hit and run tactics, infiltration, and rapid surprise assaults. This also translates into their void combat wherein they make use of highly mobile vessels for hit and run assaults. The Chapter has no homeworld whose Fortress Monastery is the ancient Battle Barge Aquillion. The Chapter was recorded to once have a small domain near the Maelstrom but a Chaos uprising and following invasion led to the total destruction of its Homeworld and the other planets it once called its own. When this event occurred is unknown and some even question whether there is any truth to the tale for with the scattered nature of Imperial records and the lack of documentation about the Chapter means much speculation takes place with little ability to prove or disprove various rumors or theories. What is known is that the Chapter maintains numerous recruiting worlds which are spread throughout the Imperium on which they maintain a Chapter Keep to recruit, train, and induct neophytes into the Chapter's ranks. Few would consider the Storm Eagles friends but they are warriors of great renown and are lauded as saviors upon numerous worlds. They have the eye of the Inquisition due to their secretive and aloof nature along with their lack of records but they have done nothing to provoke any accusations of heresy or treason but have instead proven their worth to the Imperium time and time again.

Chapter Gene-Seed
The Astartes of the Storm Eagles Chapter are descendants of an unknown Primogenitor. Their Gene-Seed does not match up with any of the 1st Founding Chapters and officially this is noted as perhaps their Gene-Seed having mutated in such a way that it would not bear a single 'primary' link to any one Chapter. The warriors of the Chapter do bare some mutations that appear to point to some Chapters. Such examples of mutation are their black hued hair and ashy pale complexions point to the Raven Guard. However, they do not bare the same pitch black eyes but rather a strange orange hue, becoming darker and fuller to more closely resemble crimson when enraged and more golden and brighter when at ease. Also, their skin is not the simple albino like appearance as the Raven Guard but ash-like, akin to a light gray. Some view this as the Chapter having descended from perhaps the Salamanders both because of their strange eyes and strange pigment but also because the warriors of the Chapter are notably larger than the Raven Guard, though not as mighty as the Salamanders themselves.

After much fruitless debate, the most logical conclusion is that perhaps the Chapter's Gene-Seed had been tampered with during its inception and therefore their mutations were not from their parent Chapter but due to genetic manipulation. This view is accepted by most of the Imperium's upper echelons and the question had been put to rest. One Inquisitor did not believe this theory though and during the Age of Apostasy sometime in Mid M36 this Inquisitor decided to reopen the case after finding a long lost tome of the histories of a system near the Maelstrom that had mentioned the Horus Heresy and a group of Rogue Astartes neither aligned to the Arch-Traitor or the Emperor. Lord Inquisitor Elion Karuvas found a name that was directly linked to the Storm Eagles within the tome, Osirus Ekvilon, a man of legend within the Chapter's earliest histories who was recorded to serve under an enigmatic figure known only as the 'Nemean'. Karuvas was of the belief that the Chapter utilized a blasphemous Chimeric gene-seed of numerous Chapters and to obscure this fact the Chapter destroyed their early records and that their origins lie in treachery as base as that of the Traitor Legions. However, few learned of his beliefs and none believed or understood his claims without definitive proof. Before Elion Karuvas could prove his theory, he had died in unknown circumstances in an unknown system by the Maelstrom.

Genetic Legacy
As for the genetic flaws that afflict the Chapter, the cosmetic changes are hardly noteworthy in comparison. Warriors of the Chapter are known to be paranoid, stubborn, reclusive, brooding, and ever ready to commit violence. They despise other Chapters they consider inferior, which are many, and will refuse any orders they receive from outside authorities offhand. Yet, despite these poor qualities, there is a nobility that seems to permeate through these dark traits. The warriors of the Chapter will always fight to support beleaguered allies who are in threat of being overrun even if it means they must throw aside their combat doctrines and charge headlong into the jaws of death to do so. They also see it as their duty to defend the weak and innocent whom are loyal to the Imperium, utilizing their skirmishing and rapid assault abilities to draw away enemies or holding a desperate defensive rearguard action to allow for civilians to escape. However, this nobility also comes with a dark side effect wherein the warriors of the Chapter are also highly arrogant, seeing themselves as what Astartes are meant to be.

Their Gene-Seed is also highly unstable, leading to high numbers of deaths during the initiation and implantation stages of recruitment. Fewer than 10% of initiates implanted through traditional means ever survived. This forced the Chapter to adopt a similar tradition to that of the sons of Sanguinius and use the capsule method of implantation, but without a Primarch's blood like the Blood Angels, initiates are fed Astartes blood with the Gene-Seed which is far less effective than a Primarch's. 100 Gestation Capsules are located on the Aquillion to house the 100 Initiates during their transformative period, yet by the end of the 3 year hibernation, fewer than 20 emerge from their capsules alive. Yet, this is an improvement compared to the traditional implantation process and therefore is considered a sacred process by the warriors of the Chapter. This has led to the Chapter usually being under-strength and only rarely ever being above 80% strength.

Notable mutations to the Gene-Seed of the Chapter itself is the lack of the Omophagea, Sus-an Membrane, and Mucranoid. There is also a mutation of the Occulobe and Melanochrome. The Occulobe of the Chapter's Astartes has mutated to create a strange coloring of the eyes of the Astartes to an Orange-like tint which often appears to change from a lighter golden to darker crimson depending on the Astartes' mood. The Melanochrome has also mutated turning the skin of the Astartes within the Chapter a ash-like gray no matter what the radiation levels of the sun they are under is like. These mutations are not directly threatening to the Chapter's survival but their strange appearance is unnerving to mortal allies. Also, the lack of the Sus-an Membrane and Mucranoid are major losses for now the Astartes are unable to sustain mortal wounds and still survive by entering into their trauma-induced suspended-animation. This makes it so that far fewer warriors of the Chapter are able to survive long on the battlefield after being seriously wounded unless there is a nearby Apothecary. This means fewer Astartes have bionic limbs due to losses of limbs or major wounds to the chest or abdomen are unable to be 'shrugged off' by entering into the suspended animation, making such wounds practically a death sentence for the Astartes when his power armor and Larraman's Organ are unable to prevent such major wounds from bleeding profusely.

Chapter Organization
The Storm Eagles are a non-codex Compliant Chapter but utilize the 10 Company organization like many other Chapters. The warriors of the Chapter are divided into Companies of 100 warriors but unlike their kin, their Companies each organized differently.

The Chapter's 1st Company is made up of the Chapter's most veteran warriors of the line but are not clad in Terminator plate or heavy armor like that of other Companies. The warriors of the 1st are renowned for utilizing a modified version of the Mark VI power armor and are the Chapter's elite rapid assault and skirmishing force. They are granted access to the Chapter's greatest weapons as well as the Chapter's custom Cataphractii Assault Bikes, each being handled as a relic in of itself. These warriors are the most renowned warriors of the Chapter are are adept infiltrators, assault troops, and skirmishers. Each would have served in the Line and Lance Companies for centuries before being promoted to the 1st Company.

The 2nd, 3rd, and 4th Companies are designated as Lance Companies. These Companies are outfitted extensively with Attack Bikes, Land Speeders, and Thunderhawks so as the act as the Chapter's rapid assault forces. These Companies are composed of warriors who have been tried and tested in the crucible of war for decades in the Line Companies and have proven themselves. These formations are considered the Chapter's Battle Companies and are usually the forces deployed by the Chapter to lead the warriors of the Chapter into battle during a campaign. Though not given access to the special weapons and gear of the Chapter like the 1st these Companies are given a greater selection of vehicles and supporting elements than other Companies. They are also allotted access to Stalker bolters and high numbers of snipers as well due to not only being assault focused companies but also used as infiltration units and skirmishers.

The 5th and 6th Companies are the Chapter's Combined Arms forces, mixing the Chapter's Tactical, Assault, and Devastator Marines like that of other Chapter's Battle Companies. These companies are complemented with numerous Predator, Whirlwind, and Vindicator vehicles due to their more direct approach to warfare than those of the more veteran companies. These are often deployed in more conventional roles, both to train these warriors so that they may ascend into the veteran ranks through the crucible of war and to allow for these companies to act as an anvil so that the veterans can act as the hammer.

This leaves the 7th and 8th Devastator and Assault Companies. These are utilized as training companies, teaching the newly promoted battle brothers how to utilize their fury in battle as Assault Marines and how to temper such fury as a Devastator. These companies are rarely deployed as single units but are rather dispatched by squad to support other Companies in battle wherein extra Battle Brothers are deemed necessary. Most commonly the warriors of these Companies will support the 5th and 6th Line Companies and provide either extra fire support or zealous fury in battle.

The 9th and 10th Companies are particularly unique because these companies are utilized to train both Scouts and Tactical Marines. Being divided into 50 Tactical Marines and 50 Scouts each, the Storm Eagles see this as both the final tempering of a fully fledged Battle Brother and the beginning of the journey for a Scout. The Tactical Marines in these companies are expected to fight as both warriors of the line but also as infiltration units, capable of fighting both behind enemy lines and in direct assaults. It is the infiltration aspect of these companies that are seen as the final test for an Astartes to ascend to the Battle Line after having mastered the the arts of melee, overwhelming firepower, and subtle infiltration. Though they are taught the importance and arts of stealth and infiltration as a scout, the Tactical Marines were only scouts and did not have the martial might of fully fledged Astartes which forced them to be cautious yet cunning hunters before. Now, they are forced to restrain themselves, hide in the shadows when commanded and strike with silenced weapons just as easily as fighting on the line as Battle Brothers head on against an enemy. Unlike many Chapters, these companies will often be deployed fully and autonomously with occasional support from the 7th and 8th.

Hierarchy
The Chapter Master of the Storm Eagles is the highest ranking authority within the Chapter, his will undisputed. The Astartes honored to ascend to the rank of Chapter Master must be highly skilled warriors in all disciplines of war, gifted with a charisma to be capable of leading their brothers into battle, and most importantly they must be masters of strategy capable of utilizing the various strengths of the Chapter and circumvent the weaknesses it posses. The Chapter Master is the sole authority within the Chapter but similarly to other Chapters there is a council of the High Officers made up to both advise the Chapter Master as well as help with the administration of the Storm Eagles as a whole. This council is made up by warriors known as the Storm Lords and there are Eleven Storm Lords in total. These positions are held until death. The candidates for the position of Storm Lord are chosen by the Chapter Master and presented to the Storm Council. The candidates must then undergo an Inquisition by each member of the Council. Once they have completed their Inquisition, there will be a vote held by the Storm Lords to determine the fate of the candidate. The only way a Storm Lord will ascend is the Storm Lords vote unanimously in favor of the candidate. The same is done for the decision of a replacement for a Chapter master but it is the Reclusiarch, Chief Apothecary, and Master of Shadows that provide a candidate for the position. An Inquisition will be undertaken to decipher the purity, the capability, and the fortitude of the candidate to ensure he is fit for the position to lead his fellow battle brothers. Storm Lords are not necessarily chosen from the ranks of the officers within the Chapter but the Chapter Master will usually be chosen from amongst one of the Storm Lords or of the Captains of the Chapter's Companies. Yet, for all the reverence to the Storm Council, the Storm Lords have no official authority over the Brother Captains of the various companies unless it is a matter that directly pertains to their office's jurisdiction. Only the Chapter Master may command his brothers in all aspects of the Chapter's being. However, merely because the Storm Lords have no official power over their brothers does not mean their advice or orders are not followed. Brother Captains will almost always adhere to the council of a Storm Lord for the Storm Lords will be chosen from amongst the most veteran, skilled, and capable warriors of the Chapter. The following are the positions of the Storm Lords: Master of the Forge, Chief Apothecary, Chief Librarian, Master of the Fleet, Reclusiarch, Master of Recruits, High Executioner, Master of Shadows, Master of Ordnance, High Warden, and The Cerian.

Special Formations

 * Requiary Guard - The Requiary Guard are the Storm Eagles' elite Honor Guard led by their captain, the Cerian. The Requiary Guard are specialist jump assault troops armed with Eagle Talons, black artificer armor paired with their bone white skull helms, and Bladed Jump Packs. The Requiary Guard are the pinnacle warriors of the Chapter, masters of melee combat whom fight with ruthless efficiency and speed that few can match. They act as the personal bodyguard of the Chapter Master as well as his emissaries. They are deployed as a fighting force in the most dire of combat situations wherein the killing prowess of such warriors is needed to turn the tide of battle. They strike with cold and brutal efficiency with their talons, carving their way through their foes with ease as they do all in their power to complete their objectives. The sound of their Jump Packs and the war cries they unleash as they descend into battle are an inspiration to allies and a dreadful portent to their enemies. Battle brothers fighting under the shadow of the Requiary Guard are driven on with greater fervor to try and match their veteran brothers with their own fervor and fury. Their talons are wielded as though they are extensions of their very being and during battle they appear as incarnations of death itself, unleashing a torrent of mesmerizing strikes that leave a bloody trail in their wake.
 * Shadow Blades - The Shadow Blades are warriors dedicated to the art of infiltration, assassination, and sabotage. Personally chosen by the Master of Shadows himself from the ranks of those battle brothers of the Chapter who have proven to be more at home in the shadows than on the field of battle, these warriors are tasked with being the hidden blades and bolters of the Chapter, fighting a war in the shadows whilst they leave the glory of the battlefield to their more rash brethren. Dispatched as single operatives or as small squads, the Shadow Blades operate in the shadows in their pitch black mark VI armor, stalker bolters, and combat knives, hunting down enemy leaders and officers, destroying enemy weapons caches and supplies, and murdering enemy elites before they can reach the field of battle. The Shadow Blades are a group of warriors completely unknown outside of the Chapter and operate independently from the Lance and Line Companies. On numerous occasions, the Chapter has dispatched a squad or even a single Shadow Blade to a planet to aid Imperial forces combating a heretical cult of one kind or another when the deployment of Astartes warriors is deemed overkill or are unavailable. These warriors operate across the galaxy according to their master's will and the number of these warriors is unknown to all except the Chapter Master and Master of Shadows. Many a warlord, ork warboss, renegade leader, false prophet, and xenos officers have fallen to the Shadow Blades' knives before they could pose a serious threat to the Imperium at large.
 *  Storm Wardens  - For a Chapter which is fleet based, the Storm Eagles understood they needed warriors who were specialists in Zone Mortalis and the battlefields within ship to ship combat. To ensure the Aquillion never falls, the Storm Eagles formed a terminator elite to act as a specialist formation in void combat. These terminators, the Storm Wardens, are a small formation of veterans who have taken the Warden's Vow to defend the Chapter's flagship from that point until their very last breathe. Ideally, the Storm Wardens would be entirely outfitted in Terminator armor as they were intended during their inception, however, without a Forge World supplying this armor the Chapter is unable to arm all its Storm Wardens in these powerful suits. So, despite officially being recognized as a Terminator force, the Storm Wardens are a mix of Terminators and Astartes armored in heavier marks of power armor such as Mark III and Mark VIII. These warriors make extensive use of the Chapter's flamers, meltas, and exotic weapons, making them similar to the Destroyer squads of the Legions of old along with numbers of Storm and Boarding shields. Whilst the Requiary Guard are the Chapter's warriors that strike from the sky in all their glory, the Storm Wardens are the unsung heroes fighting in the cramped and brutal arena within the bowels of vessels and spacehulks. They are a somber lot but are ever dutiful in the prosecution of their duties.

Special Ranks

 * Storm Seer - Librarians utilized as Navigators and Astropaths, also precognitive
 *  Techmarines  - The Techmarines of the Storm Eagles are a unique group within the Chapter because they are no longer sent to Mars as aspirants to train under the tutelage of the Tech Priests of the Mechanicum. The war with Meandra and the Iron Morlocks saw to it that the Storm Eagles Chapter no longer bears the privilege of considering the Mechanicum allies and therefore their Techmarines must be trained by the senior Techmarines of the Chapter. The Techmarines of the Storm Eagles do not hold any reverence for the Machine Spirit or the Omnissiah like their cousins in other Chapters. Rather, they are pragmatic and experimental in their usage of technology, adapting to the situations that the Chapter finds itself in with great efficiency. The lack of any reverence towards technology allows for the Techmarines of the Chapter to intermingle far more with their brothers and be highly respected for their ability to keep their brothers armed even without the aid of the Mechanicum. They no longer bear the red armor of Mars but an inverted color scheme of the Chapter, showing their dedication and fealty being entirely placed in their Chapter. Due to the severing of ties from the Mechanicum, the Techmarines of the Chapter have been able to develop a modified Mark VI suit of armor that is now the standard armor of the Chapter which is more agile, easier to manufacture and repair, and quieter than even the Mark VI, though its armor value is slightly less than the Mark VI. It also does not bear the same 'beaky' helm but rather one reminiscent of the Mark IV helmet. This development among others is common for the Techmarines of the Chapter and it is through their skill that the Chapter has not been bled dry after the War of the Cog.
 *  Head Hunter  - Shadow Blades are often deployed on very dangerous and high risk missions, with numerous Shadow Blades not surviving for long if they are found out. However, those warriors who are particularly gifted and capable of overcoming any obstacle in their way in prosecuting their missions are destined to become leaders of their dark brotherhood. When the Shadow Blades are deployed en mass ' they are led by a veteran of their ranks. These veterans are the Head Hunters, warriors who have been a Shadow Blade for decades, if not centuries, and have perfected the art of shadow warfare and are usually gifted with an unparalleled expertise in such missions. The Head Hunters are masters of the warfare the Chapter wages in the shadows and are the architects of large scale shadow wars when the Master of Shadows is occupied or unable to do so himself. These warriors are the most feared weapons of the Chapter for he can see and exploit a weakness of the enemy that none other can see. Head Hunters are notoriously a brooding and isolationist group but due to their responsibility to lead their brothers in larger scale operations, they end up creating close bonds with their younger kin within the Shadow Blades.

Chapter Homeworld
The Chapter does not have a homeworld but is a fleet-based Chapter using the Battle Barge Aquillion as their mobile Fortress Monastery. The Chapter maintains numerous recruiting worlds though they do have a favored word from which they recruit: Danika. Danika is a industrialized moon orbiting the planet of Norvus, which is currently suffering from a Nuclear WInter, and it is from Danika that the largest number of aspirants are raised. Danika is clearly the Chapter's favored recruiting world serving a dual purpose: providing recruits for the Chapter as well as giving a significant portion of its industrial ability to the Chapter. Danika is considered a relatively large moon and is inhabited by millions of Imperial Citizens who are entirely devoted to the Chapter after the Storm Eagles saved them from a devasting Waaagh that destroyed their of Norvus. The Imperial citizens living upon Danika are a hard working and devoted people, living in poverty but not in despair but rather seeing their lives as gifts from both the Emperor and his avenging angels the Storm Eagles.

Danika does not have a very significant industrial output but because of its small population and the spartan life-style of the citizens the manufactorums have been able to be converted into constructing arms and ammunition for the Storm Eagles who in return provide security and hope for the populace. Danika is fairly well fortified with its small underground hives and manufactorums defended by a Chapter Keep upon the service. The starport also is host to numerous flak gun and ground to air missiles which are further bolstered by the Chapter's Thunderhawks, Stormhawk Interceptors, and Stormtalon Gunships permanently stationed upon the moon. The populace also maintains a citizen militia which man the defenses of the Starport and act as a garrison upon both Danika and the colonies of Norvus for the citizens of Danika have sent numerous colonizing missions to the poles of Norvus to begin resettlement of their homeworld. These expeditions have proved very successful due to the minor starport located upon the moon which allows for the various merchant and civilian vessels to ferry resources and colonizers from the moon to the planet below. Despite the nuclear winter, the poles of Norvus are capable of sustaining life and the atmosphere is breathable with a relatively cheap and easily produced rebreather. The Storm Eagles have erected another Chapter upon the North Pole of Norvus and the largest colony of Danika's citizens is sprawling outward from the keep.

The Storm Eagles also have a few other Feral and Death Worlds from which they recruit but these are kept secret by the Chapter and there are no records of any other Chapter keeps being found on any other worlds.

Deathwatch Service
The Storm Eagles consider service in the Deathwatch a great honor and a host of their veterans have served in the renowned brotherhood of the Ordo Xenos. Despite their devotion to the purgation of heretics and traitor, the Storm Eagles understand that the Imperium needs its finest warriors in the fight against the xenos that assail the Imperium's borders from all fronts. The Chapter's veterans serve as both great assault troops or as skilled marksmen, their focus of both rapid assault and covert operations allowing for their dual role in the Deathwatch. This allows the warriors of the Chapter to garner numerous honors as assassins, bodyguards, and assault troops in service to the Ordo Xenos. Many veterans in the Chapter's 1st Company bear the mark of the Deathwatch and these brothers are deemed the most worthy of the Chapter. For any candidate for ascension as Chapter Master or one of the Storm Lords the Battle Brother in question must have served in the Deathwatch to be even considered for the position. For, to have served in the Deathwatch is seen as the greatest and final tempering of a warrior's spirit. This has led to a very good relationship between the Ordo Xenos and the Chapter, resulting in their Battle Brothers being favored for secondment into the Deathwatch and also being granted greater 'authorization' to use xeno tech to compensate for their lack of advanced weapons. This comes at a cost of causing great ire in the Tech Priesthood of the Mechanicum upon the Forge World of Meandra but the tech-priests dare not go against the Inquisition.

Chapter Equipment
The Storm Eagles Chapter is considered to be under strength and lacking in regards to their machines of war and access to advanced weapons. This is in part due to their lack of a homeworld and the forges that a Fortress Monastery tends to have associated with it. However, the major reason is their disdain for the Priesthood of Mars and the Mechanicum as a whole which is shared by the Mechanicum in return regarding the Chapter. Numerous slights and insults have been exchanged from both sides throughout the millennia. However, the worst crime was a botched assassination of the Archmagos Intendant suspected of heresy by the Chapter who then was proven innocent of the crime. A war between the Forge World of Meandra and the Chapter broke out and only ended after the direct intervention of the Lord Commander-General and Lord Admiral of the sector along with Lord Inquisitor Formund Hurst and his retinue. This resulted in the cutting off of relations between the Mechanicum and the Chapter wherein they had traditionally received most of their advanced wargear and machines of war.

The reason the Chapter has not been bled dry of munitions and wargear is the acquisition of a Forge Ship during the war that had once belonged to Meandra and the fealty of the moon of Danika which is host to a notable manufactorum district. The planet of Norvus which Danika orbits was once a thriving hive world but an Ork Waaagh engulfed the planet and the intervention of the Chapter saved the lives of millions of Imperial citizens but at a great cost to the Astartes and Norvus itself. Ravaged by a nuclear winter, the citizens saved by the Chapter were transported to the manufactorums of Danika to survive. Despite the harsh and cramped nature of their existence, the Imperial citizens understood they were alive because of the Storm Eagles chapter and pledged their allegiance to the Chapter directly due to having felt abandoned by the rest of the Imperium. Danika is the defacto Homeworld of the Chapter but they have not constructed a Fortress Monastery and instead still make use of the Aquillion as their home. However, a small Chapter Keep has been erected upon the moon to recruit from the populace as well as to collect the tithe the Chapter requires of the population from the manufactorums. Danika's manufactorums and their Forge Ship allow for the production of necessary wargear and munitions to maintain their basic necessities, though they are lacking in advanced wargear such as plasma weapons, super heavy and heavy war machines, advanced marks of power armor, and the creation of additional warships.

This fact has forced the Chapter to maximize the gear they do have and created a sense of frugality and logistical prowess by the Chapter. This has also led to a very self-sustaining mentality and culture within the Chapter along with the dismissal of any superstition that once existed within the ranks of the Techmarines of the Storm Eagles. This has developed the martial tradition and almost exclusive usage of bolters with the relatively high deployment of meltas due to their ease of production and resupply. As melee weapons, chain weapons are still highly prevalent but the Chapter decided to repurpose the Forge Ship Ferra Astra to have about half of its production dedicated to the production of lightning claws, power swords, and power fists allowing for their weapons to be found in large numbers within the Chapter's armory. The other half is dedicated to the production of the Artificer Power Armor of the Chapter's elite warriors. The Ferra Astra is the Chapter's 'Forge' and is the headquarters for the Techmarines of the Chapter.

Relics

 * Claws of Kosak - (Pair of Lightning Claws on power fists)
 * Black Wings - (Jump Pack)
 * Nemean Cloak - Golden Fur of a lion (one of a pair), gifted from the Lions of Ultramar Chapter which is practically indestructible.
 * Thanatos Blade - (Sword made to resemble Fireblade)
 * Samaelion Axe - (Power Axe)
 * Nakira - (Jetbike)
 * Multiple suits of Mark II, III, and IV power armor

Wargear

 * Bladed Jump Pack -
 * Cataphractii Assault Bike -
 * Eagle's Talon -
 * Imperial Thunder Lance -
 * Requiem Armor - (Requiary Guard Armor)
 * Shadow Armor - (Standard modified Mark VI)

Locus Ursa - Space Bears
The Locus Ursa Chapter is one of the many Astartes Chapters that were founded in the 21st Cursed Founding in M35. The Locus Ursa is a Non-Codex Compliant Chapter and they are infamous as berserkers upon the field of battle, charging headlong against enemies with little regard for complicated strategies or their own safety. They are successors of the White Scars but have no love for their primogenitors or any other Astartes other than the Knights of the Grail and the Space Wolves. Few Imperial Commanders ever wish to fight alongside these warriors due to their barbarity and refusal to obey most orders, but their unabating wrath and bloody efficiency on the field of battle make them a tolerable tool at their disposal. These warriors are larger, stronger, and much more resilient than the standard Astartes but have a rage that fires within them that can barely be controlled. Once unleashed onto the field of battle, these warriors enter into a trance of blood and wrath, comparable to that World Eaters and the Blood Angels Death Company. Wounds that would lay other Astartes low are shrugged off by these warriors but so to does reason appear to be lost to them during battle. The Locus Ursa are infamous for their suicidal charges and bloody last stands that many Imperial Commanders have seen as wasteful and unnecessary, but the Chapter sees it as a great honor and their duty to die in glorious and bloody battle.

They are barbaric to most and only the White Scars and Space Wolves can be equated in their own barbarity in appearance and customs. Many within the Imperium have voiced their dissent about the Chapter but the Inquisition has turned a blind eye to the Chapter for they are very effective as "attack dogs" against traitor and renegade Astartes as well as quelling rebelling Imperial Worlds. Somehow, the Chapter has garnered high regard by the Inquisition and many within their number have been seconded to fight alongside Lord Inquisitors as well as the Chapter accepting missions to subdue and crush other Astartes Chapters.

Strangely enough, despite their genetic tampering, the gene-seed of the Chapter is quite stable and has a highly above average acceptance in initiates. Honor is something that the Chapter cares little for but glory is the pride of the Chapter. War is war, and they will butcher their way through their enemies in any way they see fit. Melee is their preferred way of war but unlike the Blood Angels, they prefer to fight firmly on the ground and so Jump Assault Marines are not common. Simple infantry assaults are seen as the most glorious form of combat as is the usage of Shamanic Runesmiths to unleash devastating psychic attacks against their foes. Direct assaults are seen as the only proper way to crush a foe and so the Vulka Fenrika have found that these warriors can be counted as proper Astartes and the Locus Ursa reciprocate the admiration. Other Chapters such as the Black Templars, Teuton Brotherhood, and other assault focused Chapters find the barbarity and berserk nature of the Chapter too savage and untrustworthy and despite their similarities in strategy have distanced themselves from Locus Ursa. However, the Chapter counts the Knights of the Grail as friends for both Chapters have fought for the other on many occasions and with so much blood being shed together, an honorary kinship has formed between the two, despite their polar opposite customs and beliefs.

Chapter Gene-seed
The Locus Ursa were formed during the 21st Cursed Founding and are therefore one of the many Astartes Chapters that had their Gene-seed tampered with by the Mechanicum and Imperial scientists. It is unknown what Gene-Seed was used as the base for the creation of the Chapter but what is known is that the Imperial scientists attempted to create a Chapter of highly aggressive and powerful warriors beyond the standard Astartes. It is not known whether the Chapter's gene-seed is chimeric but the Chapter's Vate Priests (Apothecaries) have found traces of Ursidae genetic material as well as unknown strains of Astartes' genomes. The result of this tampering created Astartes of similar stature as the Salamanders, the barbaric nature of the Space Wolves, and the berserk fury that could only be compared to the Blood Angels Death Company. These warriors are larger than the standard Astartes, hardier and stronger, and capable of enduring crushing blows whilst dealing strikes back in kind. Few can compare in their physical might and in this their creators have succeeded but with unforeseen consequences.

Their eyes are a bright yellow and glow in the dark like those of canines and felines of old terra, their skin leathery and pale, their hair thick and unruly, their teeth become larger and more jagged; akin to the carnivores of ancient terra, but most notable is their massive size. Standing, on average, around 8ft tall, these warriors are some of the larger Astartes in existence. The Chapter's warriors are noted to be highly aggressive and completely devoid of any sense of honor or restraint. The Astartes of the Locus Ursa are berserkers in the strictest usage of the term and are completely driven by their lust for battle. Only the most venerable of their number have some modicum of control but even then they are savage warriors upon the field of battle. When unleashed onto the battlefield, these warriors unleash an unrelenting torrent of chaos and slaughter upon their foes, reveling in crushing their opponents with their sheer strength and tearing others apart with sword and axe. Many in the upper echelons of Imperial Command fear that the Chapter isn't so much loyal to the Imperium but that they are loyal because the Imperium is always in a state of war and war is the Chapter's greatest delight. However, others do not see this as a problem but rather as a boon and that the Chapter is perfect for combating many of the foes that the Imperium is faced with.

The Locus Ursa Astartes are not only berserkers on the battlefield but have a pent up rage that fires within them continuously. Slights or insults, no matter how trivial, are met with anger and violence no matter who the perpetrator. Cowardice is seen as the most base of emotions and any Imperial soldier or servant that flees from battle is brutally murdered by the Astartes of the Chapter. Authority is also something of an anathema to the Astartes of the Locus Ursa. The young and hot headed warriors of the Chapter even disobey their own leaders' commands but such disobedience is met with savage and painful deaths by the very hand they opposed. Violence is used by the leaders of the Chapter to keep the young bloods in line and any kind of rebelliousness is met with merciless brutality. Conflict between brothers of the Chapter is common and so too is the tradition of blood duels, ranging from fights till first blood to duels to the death. It is unknown what the cause of such aggression but it is guessed that such violence, even towards one another, is caused by the Chapter's modified gene-seed. However, the commands of the Hersir and Long Claws are almost always obeyed, for it is mostly between Ulfsarks and Iron Claws that such trivial violence and disputes break out. The older and venerable warriors of the Chapter are capable of more self-control than their younger kin and are sources of envy and admiration for the younger warriors of the Chapter. However, these elders do nothing to stop the violence of their younger brothers because it is seen as another form of training for their kin to fight with one another, the only true tests of their martial ability. Strength and martial prowess are the only true noteworthy qualities within the warriors of the Chapter. Internal violence is a way of life for the younger warriors of the Chapter and such aggression is manifest tenfold to outsiders and enemies.

Despite the genetic tampering of the Imperial scientists and the highly aggressive and violent nature of the Chapter, the Locus Ursa's Gene-seed is highly stable and has not developed further mutations other than those that have affected their appearance and personality. In fact, their gene-seed has a much higher acceptance rate amongst initiates and therefore allows for far more neophytes to be trained and inducted into the ranks of the Chapter. This allows for the Chapter to replenish its losses in battle, which are extensive, with ease. It is unknown whether this was an intentional development by the Imperial scientists that created the Locus Ursa Gene-Seed but it suits the fighting style of the Locus Ursa very well due to the constant need for new warriors.

Chapter Organization
The Chapter of the Locus Ursa is completely divergent from the Codex-Astartes and is more akin to a combination of the Space Wolves and Black Templars organizations. Divided by age rather than by specialization, the warriors of the Locus Ursa maintain a traditional organization that originated from the feral tribes of their recruiting world of Feldheim, where they maintain a Chapter keep called Jorgandhel. The numbers of the Chapter are unknown to any outside of the Astartes of the Locus Ursa but it is assumed they are training enough neophytes at one time to maintain full Chapter strength despite the ravaging affects of their combat doctrine. It is guessed the chapter is organized into companies but it is unclear, for the Chapter refuses to share any information about its internal organization to outside sources. No further information is known about the make up of the Chapter's warriors other than the hierarchy of age and experience.

On campaigns, it has been noted that the Chapter is organized into warbands that consist of all kinds of warriors of the Chapter; Iron Claws, Ulfsarks, and Long Claws. These warbands are large, consisting of anywhere between a quarter to half of the Chapter's strength. These warbands are mostly made up by the younger warriors of the Chapter but with Long Claws leading surgical strikes and acting as officers of the strike force. It is not known whether the Chapter maintains any official organization because it appears that these warbands are more ad-hoc rather than stringent unit organizations. These formations are host to extensive numbers of Dreadnoughts and have a whole host of heavy armor at their disposal, used to support the infantry of the Chapter with overwhelming heavy fire. Firestorm Dreadnoughts are the most common machine of war within the Chapter's arsenal but Rhinos and Predators are also quite common sights amongst the Chapter's war hosts.

The Chapter is also known for maintaining small patrols along the Western Fringes, hunting for pirates and xenos corsairs. These small fleets are called a Hunting Packs and usually consist of a single Strike Cruiser with two or three support craft. Hunting Packs are about a standard Astartes Company in strength and are the rapid response formations of the Chapter that answer calls for aid in minor campaigns. When multiple Hunting Packs are sent to a warzone, they then merge and become a warband, being led by the most senior Jarl of the Locus Ursa warhost. Hunting Packs will not have many warmachines but will still have a number of Firestorm Dreadnoughts to act as mobile heavy weapons platforms if the Locus Ursa engage enemies upon a planet's surface where such fire support is necessary.

Ursan Formations
 Iron Claws  - The Locus Ursa Chapter does not maintain any scouts, but, instead they induct their neophytes into the ranks of the Iron Claws. Iron Claws are the Chapter's youngest warriors that have ascended from the rank of neophyte to full Battle Brother. The Iron Claws are the most rash and headstrong warriors of the Chapter, similar to the Blood Claws of the Space Wolves. These warriors make up the majority of the Chapter's strength and charge into battle with chainsword and bolt pistol, acting as the Chapter's Assault Marines, though Jump Packs are not allotted to their ranks. They make up the frontline of the Locus Ursa's assaults, charging into battle roaring warcries as they wade into the enemy's ranks. Most of the Chapter's Iron Claws never surpass this rank and many die alongside the broken bodies of friend and foe alike. It is also a strange custom for these warriors to not wear their helmets and letting their thick long beards and manes flow freely, as if tempting fate as they roar in defiance against the threat of Danaan (the servants of the goddess of death). Those that survive and progress from the Iron Claw ranks are usually the strongest and most skilled warriors of the Iron Claws and will become Ulfsarks. Iron Claw squads are 20 Astartes strong and are led into battle usually by Ulfsark sergeants.  Ulfsarks  - The Ulfsarks are the veterans of the Iron Claws and act as the Chapter's Tactical and Devastator Marines, providing the heavy and special ranged support to their Iron Claw brethren. Ulfsarks are also the officers of the line for the Iron Claws and those that have proven their ability to lead are honored with the task of leading the Chapter's youngest Battle Brothers into battle. The Ulfsarks are still warriors of great wrath and fanaticism, favoring the bolter and blade over the ranged warfare of heavy support but have been exposed to enough years of brutal combat to understand that even warriors of the Locus Ursa need specialized ranged troops. Despite not being the Chapter's Assault troops, the Ulfsarks will still be found in the thickest fighting of most battlefields supporting Iron Claw assaults. However, on numerous occasions that Chapter's Ulfsarks have discarded their bolters of heavy weapons and charged headlong into the enemy's ranks alongside the Iron Claws to butcher their enemies with chainsword and chainaxe. It is the Long Claws and Druids that are tasked with keeping these warriors in line. Ulfsark squads and packs are anywhere from 10 to 15 Astartes strong and will usually have a Druid or Long Claw sergeant leading them into battle.  Long Claws  - Long Claws are the Veterans of the Chapter, having served for centuries as both Iron Claws and Ulfsarks. These warriors are far more restrained than their younger kin and make up the Chapter's Tactical Sergeants and Devastator Squads due to their ability to keep their wrath in check. Long years of war have hardened these Astartes, tempering their berserk rage with a modicum of wisdom and extensive experience. However, one must not delude oneself to believe that these warriors are any less terrifying in the midst of battle. Their rage has been tempered through sheer force of will and is directed in a skillful manner that their younger kin cannot. From range, these warriors lay down deadly accurate fire and in melee they cut through their foes with remarkable efficiency. They do not howl and roar like their younger kin but are far more reserved; fighting with ruthless efficiency; sweeping aside enemy blows and returning the gesture with a savage but precise strike. These warriors are equally efficient heavy weapon specialists and assault troops and are the Chapter's most venerable warriors of the line. The Long Claw squads are 5 Astartes strong due to their elite status and more precise nature compared to their younger kin.  Ursan Guard  - The Ursan Guard is an elite sub-unit within the Chapter's ranks. These warriors are the Chapter's most venerable and experienced warriors, having fought for decades if not centuries as Long Claws. The Ursan Guard are the Chapter's elite bodyguards for the Chapter Master and act as both guardian and advisor to the Hersir. Numbering around 20 to 30 warriors, the Ursan Guard are the Chapter's fiercest melee fighters and make use of the Chapter's greatest weapons and artificer armor. They act as extensions of the Hersir's will; being used as envoys to treat with other Imperial forces or agents.  Huskarls  - Huskarls are a specialized for ship to ship boarding actions. They are the guardians of the Chapter's Mobile Fortress Monastery; The Gulac Ursa - Bear's Maw. These warriors are of similar experience and prestige as their Ursan Brothers but are oath bound to never lay foot upon the surface of any planet and to defend the Gulac Ursa to their dying breath. Standing at about 20 - 40 Astartes strong, these warriors are given the Chapter's heavy armor; be it tactical dreadnought armor, mark III, or mark VIII.
 * Iron Claw Assault Squad - The Iron Claw Assault Squad is a specialized squad of Iron Claw warriors given Jump Packs and expected to act as a mobile strike force upon the field of battle. These squads are uncommon within the Locus Ursa Chapter due to the Astartes' preference to fight on foot but are a necessary addition. These warriors, unlike their kin in the standard Iron Claw Squads, are used to dispatch targets that would prove unreachable for their grounded kin or as flanking troops to crash down upon their enemies whilst their focus is upon the main Imperial thrust. The warriors within the Iron Claw Assault Squads are particularly foolhardy and arrogant, much to the disdain of much of the Chapter, but they are tolerated due to the tactical flexibility they provide to the Chapter's arsenal.
 *  Ulfsark Ground Assault Squad  - The Ulfsark Ground Assault Squad is consistent of Ulfsarks who had served as part of an Iron Claw Assault Squad. These warriors have specialized in the melee combat to a further extent than their brothers and are used as specialized Assault Troops against enemy lines. These warriors are clad in Ursan Pattern Power Armor, a heavier variant of the Mark VII with greater frontal, joint, and cable protection, so that they may act as breachers and specialized siege troops. Along with the Ursan Armor, these warriors are usually given a boarding shield to pair with their melee weapon and a side arm along with numerous grenades. These troops are also very effective boarding troops during naval engagements, both in repelling and boarding actions.
 *  Ulfsark Bjern Handlers  - The Locus Ursa Chapter's recruiting world of Feldheim is a Death World with deadly native creatures. A species that inhabits both worlds is the Bjern, a mammalian from the Ursidae genome that was gene-crafted during Humanity's expansion across the galaxy in the Dark Age of Technology. These creatures are 7ft tall from paw to shoulder, 11ft in length from head to rear, and weigh around 870lbs; they are massive compared to the creature its genome is based on. These creatures were created for war and are loyal beasts to their masters. An Ulfsark Bjern Handler will care for a single of these creatures and will usually be grouped into squads of 3. During battle, these handlers will unleash their war beasts and charge with reckless abandon alongside them, carving a bloody path through any enemy foolish enough to stand in their way. Many of the Bjerns will be host to numerous bionic limbs or jaws due to battlefield injuries, only making them even more fearsome.
 *  Long Claw Devastators  - Long Claw Devastator Squads are the most deadly warriors of the Chapter from range. Their long years of service have honed their skills to such a degree that they can match even Imperial Fist heavy support squads in their precision. These squads are the most common deployment of Long Claw warriors for the severe lack of proper ranged firepower amongst the Astartes of the Chapter makes it imperative that the veterans be given the vital tasked of supporting their younger kin. Yet, despite their armament as Devastators, these warriors can caste aside their heavy weapons and even unarmed cause chaos and mayhem amongst their foes through sheer strength and focussed rage. The most common weapon utilized by these squads are Heavy Bolters but Lascannons and Plasma Cannons are not uncommon.
 *  Long Claw Vanguards  - Long Claw Vanguard Squads are the most fearsome warriors "of the line" within the Chapter.......
 * Ursan Woad Warriors -

Special Ranks
Hersir - Chapter Master

Jarl - High Captain

Chieftain - Captain

Shaman - Librarian

Mystic - Tech Marine

Druid - Chaplain

Vate Priest - Apothecary

Ursan Envoy -

Guardian Dreadnought -

Firestorm Dreadnought -

Chapter Combat Doctrine
The bears of the Locus Ursa believe that the complete and utter destruction of one's enemies is the only true way to win a war. The Chapter believes the most important part of any battle is to break the enemy's back through sheer force and determination. Direct assaults are the only true way the Chapter believes a battle should be fought and their tactics are thus simple and direct; overwhelming frontal assaults. These assaults are led by the Chapter's youth; the Iron Claws, who are the most vainglorious and headstrong warriors of the Chapter, and with chainweapon and bolter they charge headlong into the enemies ranks roaring fiercely. They are the most numerous warriors in the Chapter and are considered the most expendable by their elders. Supporting these youths are the Ulfsark Tactical Squads and the Firestorm Dreadnoughts, which provide the younglings their ranged support with a mixture of bolters and heavy weapons. Long Claws and Ursan Guard are the Chapter's "precision" warriors, striking at strategically vital enemy leaders and elite units whilst their brethren ravage the rest of the enemy's formations. This strategy is simply known as the Mauling and is the basis for the Chapter's overall strategy to warfare.

Drop Pod Assaults are the favored way for the Chapter's warriors to enter a battlefield, dropping on top of an enemy formation to get into melee as quickly as possible. It is only after the initial slaughter that the Chapter will deploy its more vulnerable assets and logistical support to continue the onslaught of the enemy. To wait and create forward command bases or fortified positions are a tactic abhorred by the Chapter, for the Bears of the Locus Ursa wish to take the battle to the enemy rather than await to have the battle brought to them. Only in the most dire of situation will the warriors of the Chapter decide to dig in and fortify a position, but these are few and far between and only the most overwhelming of enemy armies can force the bears into such a defensive posture. However, once forced to dig in, the bears will fight ferociously to keep the enemy from gaining any ground like a carnivore cornered by hunters. To force the bears into a corner and try to dig them out is a task only the most determined of foes can hope to achieve with great effort.

Uniquely to the Locus Ursa, the Chapter maintains a very large quantity of Dreadnoughts in its arsenal due to the high number of casualties the Chapter endures with its highly aggressive and direct approach to warfare. Many of the Chapter's Astartes endure mortal or crippling wounds that prove to make them incapable of fighting as the berserk warriors that they had once been. Those struck down during the most glorious acts of violence and murder are honored with internment in the Chapter's dreadnoughts. These walking machines of war are the most common support units of the Chapter; being outfitted as mobile weapons platforms that only a humbled warrior interred in a dreadnought can hope to use. These warmachines are supporting elements to the Chapter's assault forces and march alongside their brethren; unleashing torrents of fire upon the enemy before their kin crash upon them with blade and bolter.

Chapter Homeworld
Feldenheim is the Chapter's sole recruiting world. A Feral World covered in dark and dense forests filled with deadly fauna and wildlife, the humans living upon the planet have become hardy and fierce. A failed colonial effort during the Dark Age of Technology resulted in the colonists reverting to a bronze age level of technology and organized themselves into numerous warring tribes. A mixture of nomadic and settled tribes, the people of Feldenheim are in a constant battle against the planet itself and one another. Large carnivores such as the Bjern stalk the forest floors capable of butchering entire hunting parties with ease. Large birds of prey and smaller pack hunting carnivores hunt lone hunters or stragglers, picking away at weaker humans or herbivores. Yet, interestigly the Grox thrives upon the planet as well as a host of other resilient beasts of burden and other kinds of herbivores. Despite this though, the humans upon the planet cannot establish large and thriving cities because of the lack of arable land and the dangers of the forests where most of the food therein lie.

The planet itself is host to a single pangea-like continent where numerous volcanoes, extensive forests, and great plains. To the north of this continent, which is named Fjorhald, is the frozen wasteland that the Chapter maintains its Chapter Keep. Here the Vate Priests store the Chapter's Gene-Seed and also handle the recruits from the tribes. To the south is an arid and barren land unable to sustain life due to the extensive volcanoe activity in the region. It is at the center of the continent that the majority of the creatures and plantlife survive, including the humans. Some human settlements have been established along the coast but they are targets for the more aggressive minded tribes to raid and pillage, making it extremely difficult for these settlements to grow any larger than small towns. As a result of the climate and reality of the planet, life is very difficult and only the most resilient humans can survive against the elements, predators, and other humans they share this planet with. The Chapter maintains a very distant relationship to the tribes people of Feldenheim and they only ever interact with them when the Vate Priests and Druids go to the various tribes to collect the tithe of children, which they refer to as The Great Offering, for they see the Astartes as the warriors of their God Eror, the maker of all things and the one who gifted humanity with the ability and pleasure to wage war. They have no understanding of the Imperium or that their children are to be transformed into superhuman killers of the Imperium of Man.

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.

Notable Campaigns

 * Cleansing of the Arukei M34
 * Purification of Ogrollar (Ork Empire North of Terra) M34
 * The Dragon and the Angel M34
 * Age of Apostasy M36
 * Wolf's Rampage M36
 * Space Hulk Orias (Tijati Infestation) M36
 * 7th Black Crusade M37
 * Vengeance of the White Wolf M38
 * Sanctus Crusade M38
 * Space Hulk Ephialtes (Explorator Fleet VX-7742.II - Genestealer infestation)
 * 13th Black Crusade M41
 * Devastation of Baal M41
 * Plague Wars M42

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 brothers 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.

Red Thirst
The Red Thirst is a curse that precedes even the Black Rage. Afflicting the sons of Sanguinius since before the reunion with their Primarch, the sons of Sanguinius were forced to endure the craving of blood and flesh that is strong within their genome. The Chapter's Sanguinary Priests are the bulwarks against this desire; preaching, comforting, and giving sermons of temperance, self-control, and redirection. In an attempt to quell this affliction, the Chapter practices the constant consumption of the Blood of Sanguinius in elegant and long ceremonies that are of great spiritual importance to the Chapter. Drinking deep of their Primarch's life essence, the warriors of the Chapter are not ashamed of their ceremonies and do not keep such rituals secret, but do hide the reasons why they conduct them in the first place, for the Red Thirst would surely draw the ire of the Inquisition should they gain wind of the full extent of the children of Sanguinius' afflictions.

The Red Thirst is greatly reduced in its affects upon the Battle Brothers of the Angels of the Grail Chapter as long as they are able to consume their Primarch's essence but should Astartes of the Chapter be unable to quench their thirst for long periods of time; the curse will come to the fore with much greater ferocity and is near impossible to withhold from sating. Strike forces whose Sanguinary Priests have been slain and were forced to continue fighting for long periods have been noted to go berserk in the midst of battle; Astartes fighting with such savagery and ferocity that is not normal for even the successors of the Angel, striking terror in friend and foe alike. Warriors who have been overcome by their curse will feast upon the flesh of the fallen, drinking deep from the blood of friend and foe alike and consuming their flesh with great barbarity. Most cases of the Red Thirst overtaking the Battle Brothers of the Chapter result in their falling to the Black Rage as well, forcing their reassignment to the Death Company, making it paramount that the Chapter's Sanguinary Priests are protected at all costs to ensure this fate does not befall large numbers of their brothers in such a short span of time.

Combat Doctrine
The Angels of the Grail fight in a very similar style to their primogenitors and favor the usage of mobile infantry tactics and rapid assault actions. 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 often 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 inner rage takes 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 'Strike' Companies, the 4th and 5thBattle Companies, 6thand 7thare Tactical Companies, and the 8th Company is the Devastator Company, 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 of campaigns and most 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" forces and are deployed wherever the 1st Company is not. This is either because the 1st is already deployed or the mission does not require the Chapter's elite but does require veteran warriors of the Chapter. For most missions, these Strike Companies will be dispatched and are considered the backbone of the Chapter's forces. Strike Companies are composed entirely of Assault Marines because within the Angels of the Grail Chapter, Assault Marines are grizzled warriors who have served for decades, if not centuries, fighting for the Imperium. These warriors have served on the line as the "anvil" as Tactical and Devastator Marines and now they are the "hammer", crashing upon their foes from the sky in a rain of bolter shells and roaring chainswords. To "earn one's wings" as an Assault Marine is a great honor and is an honor every warrior within the Chapter strives to attain.

The Companies of the 4th and 5thBattle Companies perform the same role as Battle Companies of other Chapters, though these Companies are 2nd line of warriors. They are trusted by the Chapter command to see difficult campaigns through but are not expected to perform nearly as well as the warriors of the first 3 companies. They will often be deployed in their entirety on minor campaigns where the Chapter is either expected to help or wishes to contribute support but is unwilling or unable to send its more veteran warriors. It is from these ranks that the veteran warriors of the Strike Companies are raised after exemplary service.

Whenever the 1st, 2nd, or 3rd Companies are deployed, supporting elements from the Tactical, Devastator, Death Company, and Scout Companies will also be sent. These supporting elements, despite being considered support companies, will be at the forefront of the fight whereas the elite companies will either lead in the vanguard of an assault or be held in reserve find the weakest point in the enemies' battle line and punch through. For, the 8th is a standard Devastator Company where new fully fledged Astartes are sent to serve as escorts to the heavy weapons specialists of the Devastator Squads they are assigned to. This company, like the Scout Company, is almost never deployed as a single entity but dispersed amongst the various campaigns and strike forces of the Chapter, bringing heavy weapons to bear where needed. The wielders of the heavy weapons within the Devastators are veterans from the Battle Companies that have shown distinctive expertise as long and heavy ranged support. These veterans serve as either Devastator Squad Sergeants or heavy weapons bearers, pumping streams of heavy ordinance into enemy ranks while they are supported by their young kin with blade and bolter. These veterans will induct their new brethren in the ways of restraint and self-control, holding back the urge to throw themselves into melee with reckless abandon as is want with the newly raised sons of Sanguinius.

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 more 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. Though, despite the honor of the Death Company, it is a fate no battle brother of the Chapter hopes to befall him. Yet, every battle brother 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 Order of Battle. 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 an 8th Assault Company 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.

Chapter Command
The Chapter Master, whose title within the Chapter is Blood Prince, wields ultimate authority within the Chapter. A council of the Chapter's officers also exists to support the Blood Prince to ensure the smooth running of the Chapter. The battle brothers of the Chapter that have a seat in the Council are the Forge Master, Reclusiarch, Chief Sanguinary Priest, Captain of the Sanguinary Guard, Chief Librarian, 1st Company Captain, 2nd Company Captain (Master of the Fleet), 10th Company Captain (Master of the Recruits). These eight officers ensure the Chapter is running smoothly and efficiently, ensuring that all the needs of the Chapter are met. They complete the tasks entrusted to them by their position of office with great pride, seeing themselves northbound to see their duties completed to perfection. The Blood Prince takes advice from these officers but has the final say on any matter, internal and external, that involves the Chapter. Like their primogenitors, great precautions are taken when choosing a new Blood Prince and when the current Blood Prince falls in combat, the Chapter's Reclusiarch, Sanguinary High Priest, and Chief Librarian will hold a tripartite regency until a new Blood Prince is chosen who is considered worthy by these three.

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; 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 when 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 Silver Artificer armor, Death Masks, and Winged Jump Packs while wielding their Glaive Encarmine blades and Angelus Bolt Guns. Every one 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. Not only are they tasked with defending the Chapter Master, but so too are they charged with the defense of the Silver Chalice. A complement of these esteemed warriors will always watch over the revered relic of the Chapter. Every warrior who enters their ranks has their name etched upon wall of the Silver Plaque of the Archangels; all their deeds recorded in the Chapter's histories and annals. 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.
 *  Erelim  - Rising from the ranks the Chapter's Chaplains, the Erelim are silent guardians of the Chapter's Reclusiam. These Angels are armored in pitch-black artificer armor and jump packs wielding their Death-Black Glaives 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 uncorrupted. 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 that these heroes will rise with their Primarch and fight alongside him.
 *  Honor Guard  - The officers of the Chapter are always accompanied by a unit of honor guard. These warriors are chosen from the ranks of the veteran 1st Company to defend the 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 but they will adjust their armament according to the fighting style of their charge and the mission at hand.

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 oversee 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 savage 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. It is this same cup that the Priests utilize in the Sanguine Sermon serve to their battle-brothers the revered blood of Sanguinius 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 to a full Battle-Brother, turning these young mortals into the Emperor's Angels of Death.
 *  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 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 when such discipline does disappear. 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.
 *  Blood Prince  - The Blood Prince is the Chapter's equivalent of Chapter Master but is unique. For, when a Battle Brother ascends to the rank after being deemed worthy by the Reclusiarch, Sanguinary High Priest, and Chief Librarian, he will be infused with a large quantity of the Blood of Sanguinius and will undergo the Trial of Blood wherein he is locked away for 7 days and nights within the Hall of the Honored Dead. This large infusion of the Primarch's own essence is dangerous, to say the least, but is necessary for the next Blood Prince to take the mantel of his predecessor. After the Trial of Blood is complete, the Battle Brother honored to undergo the dangerous ritual will be released from his meditation; if he has failed he will have been completely overtaken by the Black Rage and gone mad, marking him to join the ranks of the Death Company. If he is successful; the battle brother that went in will not be the same man he was when he exits. Even with their features already resembling that of their Primarch, the new Blood Prince will have the appearance of a "Little Sanguinius", looking almost identical to the Primarch like "true sons of Horus" had with Horus in the XVI Legion. He will be larger and stronger than his brothers, a pale shadow of the Angel himself. His character will not be the same as before; for he will have a larger shard of the Primarch within his own soul than the rest of his brothers, even the Sanguinary Priests. It is from his own blood that the Aspirants of the Chapter must drink for it is considered the "purest" due to its large quantity within his veins. He will be stronger, faster, and better able to calculate various situations than his brothers but at a cost. Every Blood Prince becomes far more susceptible to the Black Rage and Red Thirst than their brothers and when not leading or commanding his Chapter, will be found in constant meditation within the Temple of Sanguinius. He is tormented with the nightmares that so commonly plague the Chapter's battle brothers with far greater degree and feels the pain of betrayal and hatred within his heart during his Primarch's last moments as he relives the traumatic death he endured aboard the Vengeful Spirit. This sacrifice of one's old self to endure this constant trial of self is deemed the greatest honor within the Chapter, for only the most pure and noble spirited of Astartes could hope to endure such a trial. His greater capacity of logical clarity and understanding is also a great boon for he can calculate and see things in ways that his brothers could never have done. The Blood Prince also wields the Spear of Ekthelion, which is the Blood Prince's "badge of office". It serves a dual purpose for to wield the weapon with any real efficiency requires much greater skill in battle than most weapons within the Chapter, forcing the wielder to use precise and controlled piercing and slashing blows that are required of spearmen of considerable skill. It is a tool that helps the Blood Prince not become lost to the Black Rage as easily in the midst of battle such as might occur with less elegant weapons such as axes or two-handed greatswords.

Chapter Librarians
The Angels of the Grail, like their fellow Astartes Chapters, maintain a Librarium of powerful and talented psykers whose powers are used both on and off the battlefield. The Chapter, unlike many of their kin, hold Librarians in very high regard for they are the helmsmen which steer the Chapter to victory through their great wisdom and power. Through the usage of divination and the Emperor's Tarot, the Librarians of the Chapter have foreseen calamities that would have befallen the Chapter long before it was too late to prevent them from befalling the Chapter. However, there has been a notable increased reliance upon the Librarians to foresee the future and advise on what courses of action to take. When the warp is tumultous and the Libarians are unable to scry the strands of fate, the Chapter's leadership ends up becoming hesitant due to the fear of not being certain which actions are most likely to bring about certain fates. Despite this, the Chapter is not in any way crippled when unable to rely upon their Librarians, however, it has been noted that the powers of the Librarium has become a crutch the Chapter tends to rely upon.

When unleashed upon the battlefield, the most gifted of Librarians use their power in terrible displays of psychic mastery, slaughtering swathes of enemies with but a thought. Biomancy and Divination are the Chapter's favored psychic disciplines but it is the Chapter's unique psychic powers are the most commonly used despite the much riskier nature of these "undisciplined" powers. On the field of battle, the Chapter's Librarians turn the enemy's own bodies against themselves when on the offensive or diving their strategies through the scyeing of fates and countering them as one would riposte a blade. They also act as support, shielding allies, hardening their brother's bodies to be as tough as iron, or mending their wounds. They may not unleash the mighty powers of pyromancy or geokinesis but they are still terribly deadly.

When not on the battlefield, the Librarians tend to the Chapter's various Librariums. In silence they place all their effort and concentration into safekeeping their Chapter's legacy. Over the millennia, thousands of tomes have been written and copied on the Chapter's history. The great deeds of heroes long dead, the famous victories hard fought to attain, and the traditions of the Chapter that have developed of the thousands of years it has existed are all recorded within the Chapter's Librarium. Psychic weapons and artifacts are also in the Librarians' care, locked away deep within the vaults of the Librarium. Some are to be studied and recorded for posterity, others too dangerous to be left in the armory and only wielded in times of great need by the most powerful of Librarians, and others to be sealed away forever, never to be seen or spoken of again. The Librarians must also keep the Chapter's most shameful and infamous deeds recorded, for in defeat, be it defeat against a foe or their gene-seed's curse, the Chapter can learn to never lapse similarly again.

Librarians of the Chapter are also tasked with aiding the Chaplains and Sanguinary Priests in keeping the Black Rage and Red Thirst away from their brothers. With their witchsight, the Librarians can see the auras of their brothers and can sense when either curse is threatening to overwhelm their kin. Either by soothing their aura or manipulating their body's biological functions, the Librarians can aid their kin in keeping their curses at bay. Yet, this is a double edged sword, for the Librarians must also be wary to not fall to either curse as well. For, to have a Librarian fall to either curse would risk a horrifying display of uncontrolled psychic might which would then, almost inevitably, lead to possession. Only once has a Librarian been able to withstand falling to the Black Rage and not fall victim to daemonic possession. The Librarian's name is Baeltas Fulgor and he serves in the Death Company as the only Death Company Librarian.

Abilities
As descendants of the Blood Angels, the Angels of the Grail Chapter have access to the same psychic abilities as their primogenitors: In addition to being scions of Sanguinius and having the ability to utilize the same powers as their primogenitors, the Angels of the Grail have developed a handful of unique abilities of their own through experimentation with already existing psychic powers.
 * Blood Boil - With a blast of psychic power, the Librarian drives his enemy's blood into a seething frenzy, superheating the target's blood, flash-boiling it and causing it to burst from their eyes, mouth, and ears with explosive finality.
 * Blood Lance - The Librarian conjures a mighty psychic lance, glistening with gore. On a single word of command, the lance flies from his hands, hurling a blazing crimson lance of psychic power that skewers everything in its path.
 * Fear the Darkness - Casting a psychic shadow across the battlefield, the Librarian summons the indescribable malice of the Warp, unleashing it in a mighty wave of sheer terror, assailing his foe's soul with nameless torment.
 * Might of Heroes - Focusing his will, the Blood Angels Librarian utilizes the deadly powers of the Immaterium to flow into him, heightening his speed and strength to unimaginable levels and summoning up a deep well of rage to smite the foes of the Emperor.
 * The Sanguine Sword - The Librarian's Force Weapon takes on a violent crimson hue as he infuses it with a sliver of his inner rage.
 * Shackle Soul - Reaching into the soul of his foe, the Librarian binds it in powerful bands of psychic energy. This power affects a single creature chosen by the Librarian. The Blood Angels Librarian can prevent those affected by this power from moving, attacking from a distance or making a melee attack or using a psychic power.
 * Shield of Sanguinius - The Librarian wills a shimmering golden barrier of psychic energy into existence, preserving his companions from harm.
 * Smite - Lethal bolts of ruby lightning leap from the Librarian's fingertips, tearing his enemies apart.
 * Unleash Rage - Reaching into the minds of his fellows, the Librarian unleashes the savagery within the Blood Angels' psyche.
 * Wings of Sanguinius - The Librarian sprouts a pair of blood-red wings of psychic energy from his back that can bear him aloft, allowing him to fly over the battlefield.
 * Hands of Sanguinius - The Librarian's hands emit a golden radiance as he outstretches them over the wound of fallen battle brother. The flesh of the wounded battle brother slowly begins to mend; blood loss slows, flesh begins to knit itself back together, and vitality slowly returns to his brother's body.
 * Primarch's Blessing - Raising an open hand towards the heavens, storm clouds begin to form high above the Librarian, circling around with increasing intensity. In a few moments the clouds will part at their center, unleashing a golden beam of light which rests upon the outstretched hand of the Librarian forming a shimmering golden bubble around himself and those close to him. The battle brothers are reinvigorated and those too wounded to fight find renewed strength in their limbs. All find their minds cleared of doubt, filled with a new sense of courage and vengeance in their hearts.
 * Soul Reaping - The Librarian's eyes will burn with a golden flame as a deathly aura encompasses his body. With the muttering of an incantation in a language long forgotten by humanity in conjunction with a pull from his gnarled hands, the Librarian tears the souls of lesser beings in front of him out from their bodies, sending their souls screaming into the warp as their now lifeless bodies collapse onto the floor before him.

Psychic Disciplines
The Angels of the Grail Chapter utilize the Biomancy and Divination psychic disciplines extensively. Biomancy is a discipline that seemed most pragmatic in the early days of the Chapter to focus upon, not only because it is effective as an offensive and defensive doctrine but because of the aid it can provide the Battle Brothers of the Chapter in fighting off the curse of their gene-seed. Divination was a psychic discipline that was adopted later in the Chapter's history following many pyrrhic campaigns and heavy losses. Now, the Librarians often utilize the Emperor's Tarrot and the scry the webs of fate to determine the best route for the Chapter. These, in conjunction with the chapter's unique abilities, are tools to use in battle to destroy their foes and aid their allies. With righteous fury and cold calculation do the Libarians of the Chapter unleash their psychic might, be it to slaughter their foes or to heal their fallen brethren. Whereas in other Chapter Libarians are seen with hostility or even outright banned, the Angels of the Grail show a great deal of respect towards their Chapter's psychically gifted warriors.

 Biomancy   Divination 
 * Smite - Lethal bolts of bio-lightning leap from the psyker's fingertips, tearing his foes apart.
 * Iron Arm - By transmuting his flesh into living metal, the biomancer can wade through enemy fire unscathed and pulp skulls with his bare fists.
 * Enfeeble - As the psyker channels his powers, tendrils of Warp energy lash over his victims, every caress sapping vitality from their bodies.
 * Endurance - Reaching into the essence of his allies, the biomancer knits together bones, heals flesh and banishes fatigue so that they carry on the fight.
 * Life Leech - With a twist of his gnarled hands, the wrathful psyker rips the life force from his enemy, hoarding the stolen essence and using it to reinvigorate and restore his own injured flesh.
 * Warp Speed - The powers of the Immaterium flow into the psyker, heightening his speed to supernatural levels. A blur is he amongst his enemies, felling the unrighteous with blows too swift to see.
 * Haemorrhage - Focussing his mutant mind, the psyker reaches forth and sets a fire within his victim's flesh. Within moments, the unfortunate foe's blood begins to boil in its own veins, tearing him asunder as it bursts from every pore.
 * Prescience - The psyker can effortlessly predict the paths of bullets and swords. By focussing his Warp-sight even more closely, he can guide his allies' aim, bringing a swift and merciless death to their foes.
 * Foreboding - Thanks to his Warp-gifted insights, the psyker and his allies are aware that their foes are about to charge, even before the foes themselves have realised it.
 * Misfortune - With a click of his fingers, the diviner twists fate so that his followers' blows punch through the weakest points in their opponents' armour.
 * Perfect Timing - As soon as his consciousness pierces the veil of the Warp, a rush of images floods the diviner's mind, foretelling the actions of his enemies, down to the merest microsecond. Armed with this information, the diviner's allies can predict exactly when their foes will peer out from behind cover and expose themselves to a lethal head shot.
 * Precognition - Having already witnessed the one true path to victory, the diviner strides across the battlefield like an avenging god of war. Whilst the premonitions run true, he is all but undefeatable, proof against bullet and bolt, blade and bombardment. However, should his self-wrought prophecies fade, or turn false, he will surely be doomed to ignominious defeat.
 * Scrier's Gaze - The diviner can see the battlefield clearly in his mind's eye, with the vantage point of a hunting hawk and the precision of a laser. The to and fro of armies and war machines is but the scurrying of ants beneath his omniscient gaze. Thus can the diviner direct exactly when and where they are most needed, leaving no clue behind as to how this trickery was achieved.

Librarian Dreadnoughts
Like their primogenitors, the Angels of the Grail utilize Librarian Dreadnoughts. Entombed into the Furioso Dreadnought Sarcophagi, the Librarian Dreadnoughts are veterans whose bodies have been broken but their minds still remain intact. Now armored in the thick plating of a dreadnought, Librarian Dreadnoughts unleash their terrible psychic might through the Chapter's unique Force Claws. Often, these Dreadnoughts are armed with a Frag Cannon and Force Claw, allowing them to shower their enemies in volleys of frag shells and psychic power. These veterans are revered by their brothers, often the oldest members of the Chapter, the Librarian Dreadnoughts' counsel is heeded by even the Blood Prince himself.

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 will be awed by the sight of the sons of Sanguinius, which is like looking at the divine beauty of the angels of old. Unlike their primogenitors, these aspirants aren't mutated, rad-poisoned, or malformed in any way but are rather tall and strong, similar to the build of catachan jungle fighters.

These aspirants are led by the Chief Sanguinary Priest and Reclusiarch of the Chapter to the Temple of Sanguinius and find themselves faced with the Chapter Master who is holding in both hands the Silver Chalice and is flanked by the full complement of Sanguinary Guard in full wargear. 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 despite their already strong physiques.

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. The noble, charismatic, and rash nature of their primarch will shape the aspirant's own personality to be like the Angel. They will 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 that survive the process 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, a bond that lasts until death.

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 Relics

 *  Armor of Nuriel  - An artificer suit of power armor whose creator has been lost to the ages which resembles that of the Sanguinary Guard but is eternally wrought in flame that only does harm to those corrupted by Chaos. Those who are not tainted will feel a cold flickering flame that merely licks the hand that touches it, but despite the cold the one who touches it will feel a certain clarity and purpose and their soul shall feel cleansed of all temptation or evil thought. The one who dons this armor gains a great immunity to the touch of chaos and nullifies any psyker within a few meters of himself, making it a very effective tool against Chaos and the Aeldari. The armor is painted black and the flames that emit from the armor are an electric blue mixed with white. This armor is worn by the Reclusiarch and when paired with the Black Winged Jump Pack and Azrael's Grace, the Reclusiarch appears like the Angel of Death come to wreak havoc upon the foes of the Imperium.
 *  Azrael's Grace  - This relic power scythe was wielded by the Second Captain Azrael during the Age of Apostasy and was used to purge countless heretics and traitors during that time of Civil War. It is a fairly unadorned weapon but does have a few Honor Scrolls and so too does it sport two Blood Drop Pendants at the rearmost section of the blade itself, one on each side of the blade. It is said that Azrael was so enraged by the heresy of Goge Vandire and that he was so driven to cleanse the Imperium of the taint of Vandire's heretical teachings and those of his followers that the Blood Drop Pendants turned to a Blue Crystaline Color. At first it was not understood why the gems turned blue but soon a connection between the zealous rage that filled Azrael was similar to that of the Armor of Nuriel and its blue purifying flames. Azrael's Grace is now customarily wielded by the Reclusiarch in tandem with the Armor of Nuriel.
 *  Cloak of Amontok  - This cloak's origins are unknown to the Chapter but is one of great importance to the Chapter, particularly the 1st Company. The material the cloak is made of is silk found only upon Eden and covered in oils that make the cloak completely flame resistant. It is very tough and durable, tearing only under great strain. It is a white cloak with a silver trim and silver metallic clamps that magnetically clamp onto power armor. These clamps are also conversion field emitters and provide the wearer a significant amount of protection. This cloak is the traditional badge of office for the 1st Company Captain of the Chapter since beyond the Chapter's own historical records.
 *  Silver Grail  - A relic older than the Chapter itself, it is rumored to be the twin of the Red Grail but no evidence of such a connection can be found. It has an inbuilt conversion field emitter and is entrusted to the Chief Sanguinary Priest for protection. All aspirants must drink the Blood of Sanguinius from the Chalice during the recruitment process and has been used to do so for thousands of years. This is the most sacred relic of the Chapter and every battle brother would give their life to ensure its protection.
 *  Spear of Ekthelion  - This Relic Power Spear was the weapon that the first known Chapter Master of the Angels of the Grail, Blood Prince Ekthelion, wielded in battle. It is a long polearm, the blade itself being two feet in length while the haft is about eight feet, making the full length of the weapon ten feet. To any human this would appear to be a pike but to the large Astartes of the Angels of the Grail Chapter this is a good sized polearm. It is the Badge of Office for the Blood Prince and is currently wielded by Blood Prince Mikael.
 *  Sariel's Rage  - This blade is a relic of the Chapter's Death Company and is a relic glaive encarmine. This blade is six feet long and is wielded by the Death Company Captain Chaplain with a Angelus Boltgun paired with it. It was the blade of Sariel, a Sanguinary Guard Captain of the Chapter who died in combat against the Daemon Prince Ul'Karan but before his death he was able to banish the Daemon before finally breathing his last breathe. Sariel's broken body was found amidst a pile of daemonic corpses, multiple mortal wounds on all sides, while his blade was found buried hilt deep in the chest of the corpse of Ul'Karan. Sariel had been cut off from his brothers after a swarm of daemons had flanked the Chapter's forces. The Chapter fell into a fighting retreat after the daemons had broken upon their lines and it is said that Sariel had given into both the Black Rage and Red Thirst voluntarily so that he could bring down the daemon prince and spare the lives of his battle-brothers would he knew would sacrifice themselves to bring down this daemon without a second thought and so allowed the curses of the Chapter to overtake him and give him the strength he needed to defeat his foe. Many warriors of the Chapter rushed to aid the Sanguinary Guard Captain as he battled atop a hill against the daemons but could not reach him before Ul'Karan's sword was plunged into the gut of the silver angel right before Sariel plunged his own sword into the heart of the Daemon. So the Death Company honors Sariel's sacrifice with the veneration of this weapon. The weapon itself, after the battle with Ul'Karan, has a bright red flame that engulfs it eternally which is host to the same properties as the Armor of Nuriel and is a weapon of particular effectiveness against Daemonic foes. It is rumored that the sacrifice of Sariel had caught the eye of the Emperor and he blessed this weapon with the same flame as that of The Emperor's Sword.

Unique Wargear

 *  "Angelus Pattern" Bolter  - Wielded by on the Sanguinary Guard and high officers of the Chapter, the Angelus Bolter is a wrist mounted drum fed boltgun that is very effective in close range and allows the wielder to keep his two hands free while firing the devastating Bloodshard Shells.
 *  Blood Chalice  - The Blood Chalices of the Angels of the Grail Chapter are relics of the exact nature as that of their primogenitors. They have far fewer than their primogenitors and carry an even greater significance because of their few numbers. Many more used to exist but with the many disasters that have befallen the Chapter, many of these relics have been lost or destroyed. It is said that Sanguinius instilled a part of his own essence into each and every chalice thereby making these vessels of his own mighty power. The Sanguinary Priests shed their own blood into these vessels and those that drink from them are instilled with strength, vitality, and increased healing abilities, but like their primogenitors, the Astartes of the Chapter also bear the risk of falling to the Red Thirst when they drink from these scared vessels. However, the risk is much reduced compared to the Blood Angels and other Successors because the Angels of the Grail drink from the Blood Chalices often; before battle, during sermons, while praying, after battle, and many other occasions. It is traditional for the Chapter to drink consume the Blood of Sanguinius because the constant exposure to the essence of the Angel has helped to quench the hunger of the Red Thirst, but at a cost. Battle Brothers who go for long periods of time without drinking from the Blood Chalices are in far greater risk of falling to the Red Thirst than their brothers, for the Astartes of the Chapter have become dependent on its divine power and its ability to quench their thirst.
 *  Blood Drop Pendants  - Representations of the Blood Angel's Chapter Symbol and the blood they share with their primogenitors, the Angels of the Grail make extensive use of this symbol to honor their parent chapter as well as to honor Sanguinius. However, unlike their primogenitors, every pendant contains the blood of a long dead brother of the Chapter and thousands of such relics exist for a Pendant is fashioned for every Battle Brother initiated fully into the Chapter. Every warrior within the Chapter wears a Pendant around their neck, each being filled with his own blood, a reminder of the curse that afflicts them so as to humble to Astartes of the Chapter. Strangely, each Pendant is warm to the touch and it is rumored that the fiery spirit of the battle brother is transferred within the capsule when his blood is poured into it. When a battle brother falls in battle, his progenoid glands and the Pendant will be removed if possible so as to preserve the life essence of this fallen hero along with his contribution to the future generations of the Chapter.
 *  Bloodshard Shells  - Bloodshard shells are bolter rounds that are filled with monofilament tips that which cut through most armor with great ease upon impact. These shells are utilized by Angelus and Grail Bolters of the Chapter and are the standard shell used by the Angels of the Grail. For, the Chapter's forges manufacture large numbers of these shells rather than the standard bolt shells of the more common bolter patterns.
 *  Death Mask  - The Sanguinary Guard don their silver Death Masks, which are of the likeness of the honored dead of their ranks, to honor their dead brothers and to strike fear in their enemies and awe in their allies. Each Death Mask is a masterful piece of art, ornate and sculpted with such precision and beauty that it draws both awe and amazement by those who lay eyes upon it. Each has three Blood Drop Pendants upon the forehead like that of the Blood Angel's own. Worn only by the Sanguinary Guard, the machine spirit that is within each of these venerable relics bonds with its wearer intimately and is completely loyal to him unto death. When worn, the mask shines with a silvery brilliance with white light crackling across the surface of the mask and the power armor of the wearer. When a Sanguinary Guard dies, the Death Mask is not removed but interred into the Hall of the Dead in the Reclusiam for seven days and nights. On the eighth day the body of the Sanguinary Guard will be revealed and his Death Mask will have miraculously taken on the form of his face. The Death Mask will then be reverently and ceremoniously removed from the honored dead, who will then be buried within the Reclusiam, and placed with the relics of the Chapter, awaiting for a new master.
 *  Glaive Encarmine  - These blades are replicas of the same blades that the Blood Angel's own Sanguinary Guard wield into battle. Broad two-handed blades forged of "Angelsteel", these power swords are masterfully crafted by the smiths of the Chapter whilst decorated by its most skilled artisans in millennia past. Each blade is a relic and each is handled with great reverence and care. Wielded in battle by the Sanguinary Guard, these weapons will never break, warp, or even scratch in combat, even when subjected to great amounts of punishment. Most glaive encarmine take on the form of the renowned two-handed blades most commonly wielded by the Sanguinary Guard but there are also some axes, polearms, or other weapon types. The Sanguinary Guard wield these weapons with an amazing amount of ease and precision, each being masters with the weapon they wield. They rain down blows of great violence and strength but with astounding grace and fluidity with seemingly no effort.
 *  Golden Icons  - Golden Icons are are handcrafted golden icons that are embedded within or hang from the armor of the Battle Brothers as signs of devotion to the Emperor, Sanguinius, and their duty as Astartes to Mankind. Warriors take great pride in these icons, second only to the Blood Drop Pendants that are commonly found throughout the armories of the Chapter as well.
 *  "Grail Pattern" Bolter  - The Grail Bolter is the standard bolter pattern wielded by the Battle Brothers of the Chapter. Developed during the "Sanctus Crusade" when the Chapter was faced with overwhelming xenos numbers of heavily armored infantry. The Bolter is similar in appearance to the standard Godwyn Pattern Boltgun, however, it has been specialized to uses drum magazines of Bloodshard Shells. Usually painted Maroon for the Tactical and Assault Marines, sergeants and officers will have the gun gilded in either brass or silver according to their rank.
 *  Winged Jump Pack  - The Winged Jump Packs are used by the officers of the Chapter and Sanguinary Guard. These are mastercrafted pieces of technology that are fashioned to resemble the wings of the Primarch Sanguinius' own. When the wearers take flight with these, they appear like avenging angels soaring into the sky and crashing down with unbound fury into the enemy's ranks.

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
Each class of marine has a uniquely colored helm, the same as their Primogenitors. Devastators have blue helms, Tactical Marines have standard Maroon Helmets, Assault Marines sport white yellow helms, and veterans have white helms.

Honor Scrolls
Upon their power armor, Angels of the Grail 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 are painted black, the handcrafted weapons of the Chapter 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 often supporting the Angels of the Grail in offensive campaigns to weaken the traitors before they can strike at the Sector. They maintain numerous strongholds throughout the Sector and as well as 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.