Hidden 10 yrs ago Post by Omega
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Omega

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It is the 42nd Millennium and in this age war is eternal. For over 10,000 years the Emperor sat on the Golden Throne immobile after the betrayal of his greatest son, Horus, who fell to the powers of Chaos.

The throne now lies empty.

The Emperor arose from his throne at last when the greatest threat humanity had ever faced appeared on the horizon. A hive fleet a hundred times greater than any yet had seen was found and began to consume worlds with impossible ease. The entire Imperium bent itself to the task of destroying this hive fleet but it was obvious even from the beginning in the futility of it with quadrillions turning to the Emperor as the only possible salvation. Sacrifices and prayers in his name increased a thousand fold with little difference seen.

At least there was none until a cadre of Inquisitors felt that this was their last chance to act to save humanity and launched an assault on the throne with a single goal, to kill and at last free the Emperor. They succeeded, a blade buried into his chest slew The God Emperor of Mankind. His powers no longer bound to the Golden Throne in an instant a psychic blast of such power not seen since the birth of Slaanesh was unleashed obliterating the hive fleet and removing it from existence. Such force slew countless Tyranid bioforms and broke the hivemind which had once connected them. In a moment the Imperium went from damnation to salvation but at a horrific cost. All across the galaxy psykers cried out in horror then died as they could not withstand such power. It also caused the eruption on a powerful warp storm cutting off Holy Terra and all of Sol from the rest of the Imperium with none even knowing if the planet remains.

Those psykers who survived the shockwave told tales of seeing a fiery brilliance within the Immaterium surrounded by champions fighting 4 dark energies with their own champions as well. Such visages could be naught but the God Emperor and the Gods of Chaos battling now in the Immaterium. The followers of Chaos rapidly found how true this was as the attention of the gods was consumed nearly completely by the God Emperor and their greatest daemons and followers were pulled to their side.

The Eldar were decimated with entire craftworlds rendered lifeless or outright destroyed while their brethren in Commorragh faired scantly better. The entire city was ravaged with many including the most powerful lords forced to leave to search out new worlds.

A trillion petty dictators have now arisen that the Imperium’s central authority is broken and long range travel is a thing of the past. Adeptus Astartes, Lord Generals, Magos of the Mechanicus have all declared themselves rulers of their own domain with none to challenge them but each other.

This is now a time where chaos rules, and as such the forces of Chaos now thrive at last. Arising across the Imperium even without the guidance of their gods in the way they once received they act with champions leading new warbands and old against any who oppose them. Such changing times are where such forces truly thrive though for now are far smaller than their Imperium enemies and now lack the full attention of their deities.

It is a time of chaos, a time of opportunity, a time, once more, of war.

Map of The Fallen Imperium
This is a nation RP in the Warhammer 40k universe. It will be at least initially set in Ultima Segmentum. Basically any faction from 40k is available though ultramarines, the main Tau nation, and Black Templars will be NPC major powers used to advance the plot and as needed.

You start with around 3-5 worlds with only like 1 or maybe 2 main worlds depending on things like population and industry with a few supporting worlds for things like agriculture, mining, and maybe recruitment.

Ships will be the main limitation I put in place besides how many planets you start with. For Imperial and Chaos factions as well as those with equivalent ships you start with around:
3 Battleships, 15 cruisers, 50 escorts.

Factions that are heavily mobility focused or are coming from being completely fleet based will have 1.5x as many ships due to not having the established planetary bases while completely fleet based factions can have up to 2x as many vessels. These are maximums, you do not need to reach the maximum of course. Those numbers are also basically rule of thumb for firepower seeing as how there are 3 kinds of cruisers not even mentioned. There is also the many support vessels that come with a fleet which the rules for are basically just be reasonable.

Generally just keep common sense in mind in all things. This is not an RP about trying to win or anything like that so do not be a dick and just have fun.

The OOC is not quite complete, I will update it tomorrow when I wake up.



Nations
Tar'doven Sept - Enalais
Leadspittas - Honored Brother
The Terran Initiative - Gowia
The Reliquary of Metamorphisian Mysteries - Templar Knight
Seekers of the Emperor - Fallen Muse
The Black scorpions - caliban22
Craftworld Eldar - Ollum
The Grand Empire of Man - GranoxFirewind
Mechanicum ex Varousia - Omega
New Macarthans - Eisenhorn
Hidden 10 yrs ago Post by DELETED324324
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DELETED324324

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Name of Faction: Tar'doven Sept
Species:Tau






Background:This Sept came to be during the 41st MIL, after a lengthy battle with Imperial forces Tau forces won a Pyrrhic victory, at Ithicka. After the Imperial Government surrendered, the empire automatically switched to boosting their economy, in return many switched over to The Greater Good, and it's beliefs, after that was out of the way The Empire focused on rebuilding their forces and many people were sent from septs all over the empire to help this new fledgling government grow, it wasn't until some year later where the new formed sept would be put to the test.

What came was a Hive Fleet so massive scouts were still detecting parts of it for a week, but luckily only a small part of it splintered it off to combat Tau forces, the battling went on for 5 months and it was only won, when commander Darkstrike resorted to hit and run tactics as well as the heavy use of drones, after the battle was won Commander Darkstrike earned the moniker Mont'yr meaning bloodied in their language there they had a short time of peace and rebuilding.

But It didn't last long until a Waaagh descended upon them and things seemed desperate but with the aid of the newly formed Gue'Vesa guard regiments to act as cannonfodder, and the hit and run tactics that won them their victory against the Tyranids, that things changed and the fire caste had their victory, and things settled down, and have stayed that way.[/hider]
Hidden 10 yrs ago Post by Honored Brother
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Honored Brother

Member Offline since relaunch

Name of Faction: Leadspittas
Species: Orks
Leadership:
Planet:
-Name: Nibullus II, renamed by the native Orks as the "Da Gul'yard.
-Type: Fully infested Ork world.
-Population: 22 billion.
-Industry: Weapons, ammunition and armor manufacture, vehicle and vehicle parts manufacture.
-PDF: 900 million (although cannot be technically called the Planetary Defense Force as they fight amongst themselves. Although if anyone would try to invade the planet, they would face stiff resistance).
-Garrison: Same as above.
-Orbital Defenses: Several Anti-Air batteries on flying platforms that the Leadspittas can use against enemy fleets if they fly close enough to the planet's surface.
Fleet:
(The fleet is currently unaligned with Warboss Khran Gul'smasha and at war with one another.)
One general Ork transport Space Hulk transport ship, the Boss Ulk.
Two Ork Battleships:
-The Manik Shokka.
-PanzeeKilla.
Five Battlekroozers:
-The Bugeyegul.
-The Slugga Stash.
-The Humieduff.
-The Orky Garg.
-The Shottydur.
35 Escort Ships:
-10 Brute Ram Ship.
-Five Onslaught Attack Ship.
-Five Ravager Attack Ship.
-Five Savage Gunship.
Army:
- Numbers: The number of Orks under the command of Khran number about 22 million.
- Hardware: The Leadspittas Clan prefer to apply extreme use of "slugga"(bullets), "shootas"(firearms) and "dakka"(firepower) to achieve victory. That is why the Leadspittas employ a huge amount of sluggaboyz and shootaboyz, far greater than any other Ork clan in their ranks. The Leadspittas also have significantly less "choppy" or melee weapons than other Ork clans. It also very common to see Flash Gitz among the Clan with Snazzguns. Among this, the Leadspittas also have a staggering amount of looted Imperial technology, such as looted Chimeras, looted Leman Russ and even a looted Baneblade that they had turned into a Battlewagon. All of the said looted vehicles have been outfitted to become more "shooty" and have move turrets for Ork guns to be placed.
Background:
The Leadsluggas started out as a break off clan from the the bigger Death Skulls clan. The first reports of them from the Imperium comes from M39 when the clan began to invade the forge world of Nicos on eastern fringe of the Segmentum Tempustus. As they made planet fall, they began to immediately horde as much ammunition and firearms as they could. They discarded the lazguns and went for autoguns as they began to loot more Imperial Weaponry. The Skitarii began a swift defense and repelled the Orks while an Imperial Guard regiment hurried to reenforce them. The orks were taking more and more ground however and slowly pushed the Skitarii back. The overwhelming amount of sheer firepower the Orks were using was enough to push back the Skitarii. In a desperate attempt to hold off the Orks, the tech priest apologized to their Omnissiah and began blowing up manufactorum after manufactorum to delay the enemy advance. In the span of a month, the Orks had managed to capture 45% of the entire planet. A stalemate was reached by the Orks and the Skitarii however has they found they couldn't advance beyond the positions they had. The infestation was growing worst and worst and the Skitarii desperately called out for any help. The Imperial Guard regiment sent to help them, The 1st Cronne Ironborn regiment, finally arrived on the planet to aid the Skitarii and push back the Orks. They Commander of the Forces, General Lee-man Fields, decided that they should strike swift and hard. This would give the Guardsmen the advantage of surprise and would leave little time for the enemy to regroup and recuperate. However, as the Guardsmen and their armored divisions blitz into the enemy fronts, they found themselves under heavy fire from the Orks. As they pushed deeper and deeper, the resistance began stiffer and stiffer. The Guardsmen were forced to surrender, leaving behind a lot of scraps for the Orks to loot. All of the Orks the Guardsmen killed also worsened the already dire infestation. With new wargear and and a new amount of soldiers to fight, the Orks pushed back the defenders with ease. The Skitarii and the Guardsmen were overwhelmed with three months. No word was ever heard from the planet again until a Mechanicus fleet came to check on the planet, finding it infested with feral Orks. The planet had to be retaken by hand as important patterns were kept on the planet, patterns the Mechanicus hoped the Orks didn't loot.

The Leadspittas were then once more found on the Planet of Seonis II, in the Ultima Segmentum, that had turned heretical from the last reports during M1. The Ordo Hereticus of the Inquisition sent there were supervised when an Ork Battleship began bombarding their ship. The planet had been fully infested by the Orks. The heretics were dead and the churches dedicated to the ruinous powers as well entire cities were up in smoke. The Ordo Xenos was there to try and dislocate the Orks. A small Imperial fleet was then sent to take care of the Ork Battleship. The Imperial fleet was led near the planet's atmosphere by the Battleship where several Anti-Air batteries were placed by the Orks. The Orks began to pelt the fleet with heavy fire while the Ork Battleship swung around and began shooting at the Imperial ships. The Imperial fleet was overwhelmed and two cruisers fell to the planet's surface while one more escaped along with a number of cruisers. The Orks were quick to salvage the ship and repair it to operational status. The Ork battleship along with it's two Kroozers chased off the Inquisition who was forced to make a hasty retreat.

From there, the Leadspittas clan began to grow bigger and bigger. Infesting more and more nearby planets. Soon they were growing into a WAAAGH! of epic proportions. The Burning Standard chapter as well as the Ysmor 24th Mountaineer Imperial Guard regiments were deployed to stop them from advancing further. On one of the attacks by the Ysmor 24th, their commissar rallied his men by shouting "Let not the lead spitting, barbarian green skins take another step into Imperium soil!" on his vox caster. The Warboss of the Leadspittas, Warboss Rukbar 'ead'crusha, decided to take the name of "Leadspittas" for his clan. The Orks eventually overwhelmed their foes and even looted a Baneblade from the Mountaineers. The Orks then captured the entire sub-sector of Kollen, where the planet of Seonis II is located.

The WAAAGH! was strong enough to take on anything the Imperium could throw at it but unfortunately, it was not the Imperium they would face. Within only months of their victory, a Tyranid hive ship, part of a bigger tendril, arrived in the Kollen sub-sector. The Tyranids swept through every planet on their path. The Orks held off pretty well enough, using their superior fire to hold off the Tyranid advance, but the Tyranid simply outnumbered them. On the planet of Nibullus II, the second nearest planet to their star, Warboss Rukbar decided to make his last stand with his clan. He fortified the entire planet as well as placed all of his fleets on the planet's orbit. When the Tyranids arrived, they assaulted the hive ship while the Orks on the grounds fired Anti-Air batteries at the skies and shot any Tyranid force that landed. Even with the overwhelming amount of firepower used, the Tyranids kept coming. Warboss Rukbar then decided to ram his battleship, the Deadboy, at the Tyranid hive ship and then board it to plant explosives and destroy it from the inside. A fierce battle took place when the Orks rammed the Tyranid Hive ship and boarded it. They fought every inch and fought countless waves of Tyranid bio-warriors. They planted as much explosives as they could inside the hive ship. Eventually though, Warboss Rukbar and his right hand Nob Khran, encountered the Hive tyrant of the ship. Warboss Rukbar and Khran fought the tyrant fiercely while their boyz shot at the Tyranid warriors. The tyrant was defeated however Warboss Rukbar was killed when the tyrant impaled him with a bone sword. The killing blow came from Khran as he broke of one of the tyrant's scything talons and slammed it deep into it's skull. From this came Khran's title of Gul'smasha, after she smashed the tyrant's talon along with its bones. The explosives were set off and the hive ship lost control and began heading for the surface of the planet. When it landed, it gave off a huge blast that blew everything in sight. Khran and the Orks inside where able to survive. They then prepared for the attack of the other hive ships coming to their location but it did come. The Orks then resorted to going to war with each other.

Now Khran, the self proclaimed new Warboss of the clan, wants to unite all of the Orks on the planet for another WAAAGH! against the Tyranids. He hungers for the joy and excitement he felt as he battled the Tyranids inside the Hive fleet. He will stop at nothing to achieve this goal and will destroy anybody who wants to stop him.
Hidden 10 yrs ago Post by gowia
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gowia Buried in a Book

Member Seen 8 mos ago

Name of Faction: The Terran Initiative

Species: Human

Leadership:
Lord-General Titus Maxim
Colonel Augustus Pean
Colonel Francois Taske
Colonel Fredrick Stom







Hidden 10 yrs ago Post by Templar Knight
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Templar Knight

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Name of Faction: The Reliquary of Metamorphisian Mysteries aka: The Metamorphisians, The Relic Hunters, or The Servants of the Indiscernible
Species: Humans and Mutants (Mostly human-based, though they often do accept Mutants of various Xenos Species)
Leadership: Sorcerer-Lord Dionysos Xanthous of the Thousand Sons, Cult Pyrae


Seer Uriel Gant of the Thousand Sons, Cult Corvidae


Magos Athir Orpheus of the Dark Mechanicus, Currently employed by the Thousand Sons


Grandmaster Morpheus Malthian of The Reliquary of Metamorphisian Mysteries


Seeker Carnelian Borion of The Reliquary of Metamorphisian Mysteries


Taskmaster Gorgos Halson of the Reliquary of Metamorphisian Mysteries


(Note on Arithmetic: Company/Regiment= 1,000 soldiers. Armoured Divisions= 100 Vehicles[25 Leman Russes, 20 Chimeras, 10 Basilisks, 30 Hellhounds, 15 Sentinels]. War band/Swarm= 500 Units
Planets:
- Name: Sagarius
- Type: Hive-World
- Population: 200 Billion (500 Billion prior to the Reliquary's uprising)
- Industry: War Materia manufacturing is the major industry, though many people are busy with esoteric learning and rituals of transformation and psychic training.
- PDF: 100 Million
- Garrison: 3 Rubric Companies of the Thousand Sons, 14 Regiments of Traitor Guardsmen, 3 armoured divisions, 3 Chaos spawn war bands, 16 war bands of Cultists, 5 Swarms of Horrors, 12 Burning Chariots of Tzeentch, 18 Discs of Tzeentch, 14 Flamers of Tzeentch over 100 Unsanctioned Psykers.
-Orbital Defences: 2 Planetary Defence Lasers, 12 Sabre Gun Platforms, 12 Defence Monitors

-Name: Sobebek
-Type: Shrine-World
-Population: 10,000 (Officially it has been wiped clean of all of its original population, which is either imprisoned or dead. The 10,000 were brought from Sagarius)
-Industry: Unbridled Esoteric experimentation. Daemonology and techniques of harnessing and utilizing the Warp are now studied here under the guidance and supervision of the Thousand Sons who ensure nothing too dangerous is attempted without proper precautions. It is also the Reliquary's largest single holding area of their stolen relics, texts, artifacts, and items.
-PDF: 10 Million (again, mostly brought from Sagarius)
-Garrison: 2 Companies of the Thousand Sons, 8 Regiments of Traitor Guardsmen, 1 armoured division, 2 war bands of Chaos spawn, 10 war bands of Cultists, 4 swarms of Horrors, 18 Burning Chariots of Tzeentch, 26 Discs of Tzeentch, fifteen Flamers of Tzeentch and two dozen unsanctioned psykers.
-Orbital Defences: 1 Planetary Laser, 7 Sabre Gun Platforms, 10 Turret Emplacements with Hydra Flak Cannons, 5 Defence Monitors

-Name: Lorian III
-Type: Agri-World
-Population: 20 million
-Industry: Agricultural Production
-PDF: 2 Million
-Garrison: 2 Regiments of Traitor Guardsmen, 5 war bands of Cultists, a handful of Unsanctioned Psykers.
-Orbital Defences: 6 Sabre Gun Platforms, 1 Defence Monitor

Fleet: (Note on fleets: Battleships have been scavenged or were stolen and were repurposed and renamed from prior Imperial Naval forces due to it being unrealistic to build them on site at the present time or obtain them from the Eye of Terror. Cruisers and Attack craft were built by Thousand Son's Chaos Fleet specs.)
Battleships: -Oberon Class Battleship Malachi
-Invincible Class Battleship Memory of Prospero
-Emperor-Class Battleship Magnus's Fury
Cruisers: -Acheron-Class Heavy Cruisers x 2
-Hecate-Class Heavy Cruisers x 4
-Devastation-Class Cruisers x 3
-Murder-Class Cruisers x 2
-Slaughter-Class Cruisers x 4
Escorts: -Apostate-Class Heavy Raider x8
-Iconoclast-Class Destroyers x 12
-Idolator-Class Raider x 5

Army: War host of Sorcerer-Lord Dionysos Xanthous
- Numbers:
5 Companies of the Thousand Sons Legion: 5000 Rubicon Space Marines, 50 Sorcerers[Of the 5000, there are 500 Heavy Weapons Specialists]
400,000 Unsanctioned Psykers
1000 Regiments of Traitor Guardsmen: 1,000,000 Infantry
100 Warbands of Chaos spawn: 50,000 (Not to be confused with actual Daemons, these are the Mutated and Sorcerously twisted humans of the Reliquary, resembling more beasts than men now.)
1500 Warbands of Cultists: 750,000 Infantry
60 Swarms of Horrors: 30,000 Daemons
50 Discs of Tzeentch
100 Flamer Daemons of Tzeentch
3 Armoured Divisions: 300 Vehicles (See Arithmetic for specifics)

- Hardware: For the Thousand Sons Companies, the Rubric Marines still wear the same Mark V Heresy Pattern Power Armour their souls were bound to when the Sorcerer Ahriman cast his Rubric over ten millennia ago, with their Crusade-Pattern Bolters. Their Heavy Weapons are similarly ancient Plasma Guns, Autocannons, and Frag and Melta bombs. The Sorcerers bear the same armour type as their Rubric brothers, though they've adapted it and adjusted it for their desires as sorcerers, and are equipped with Staffs or Power Swords, and Bolt Pistols.

The Traitor Guardsmen are equipped with standard Lasrifles, Combat knifes, Swords, and Las pistols and Flak Armour of the Sagarius Imperial Divisions, though their armour has been defaced with icons of Tzeentch and other symbols of the Warp and Chaos. Some specialists among them wield Hell-guns, though they make up 1-2% of the force.

The Cultists wield a wide variety of weapons and armour, though most of it is patchwork. Their arsenal includes Lasrifles, Shotguns, Hesery Pattern Bolters (less than a handful of these to go around), Stub Pistols or Rifles, Clubs, Picks, Swords, Hammers, Lances, Sickles, Torches, and Crude explosives like Molotovs or IEDs. As for armour, most are wearing nothing to speak of besides robes or crude sheets of metal strapped together. Though some of them do wear scavenged Flak Armour from the murdered Loyalists, the majority do not, or at least not in complete sets.

The Armoured Divisions are a mix of Traitor vehicles and those which have been scavenged from the wrecked vehicles of the Loyalists during the uprising. Under Magos Orpheus, many were repaired or rebuilt and made fit for war, though now covered with icons of Tzeentch and blessings of the Lord of Change inscribed upon their hulls.

Background: The Reliquary of Metamorphisian Mysteries started as a back alley Cult of one of the many habs within the Hive world of Sagarius. Founded by a handful of low level pyskers and Mutated outcasts fearful of their fate at the hands of the Black Ships of the Inquisition, the agents of the Ecclesiarchy, or simply the scorn of their neighbours, they sought to improve their pitiful situation. Through their dreams and desires of something better for themselves, they garnered the attention of one of the ancient deities of the Warp, Tzeentch, the God of Change, Transformation, and Sorcery just to name a few of his aspects. He spoke whispers into their dreams, tempting them with the promise of a better future for themselves, one which lay within the ancient arcane and esoteric artifacts, texts, and inscriptions kept far and locked away from the prying eyes and ears of those deemed unworthy of them. He told them that within such things which held fragments of the Warp, or knowledge of the quintessential truths of the fabric of the universe lay the power and the ability to alter anything one desired. Their physical forms, their fortunes, their fates, anything could be within their reach if they obtained these things.

The Lord of Change's whispers did not go without result, the members met to discuss what course their little group should take, and several members broached the idea of trying to find these various forbidden texts, artifacts, inscriptions or items which may hold some promise. Each member felt likewise, though they could scarcely believe at the time that they had all reached a common purpose despite how heretical it was, and despite not having consulted one another on their dreams before hand. Tzeentch is the Great Manipulator, and these desperate psykers and mutants were but clay for him to mold to his designs, whether they succeeded or failed made little difference to him, for either way it opened new opportunities for his machinations and schemes to take root, but even he may have been pleasantly surprised at the results of this little ploy of his, or he may not. The mind of Tzeentch is impossible to discern to any but himself.

Regardless, the Reliquary set out on its mission, using guile, subterfuge, manipulation, and many underhand tactics, they slowly gathered a stockpile of forbidden lore and artifacts, starting out small with merely warp-touched bits of junk or scraps of heretical manifestos on Mutation and Transformation, and kept them hidden in their lair far in the depths of the Hive. There, they examined and poured over what they found, seeking enlightenment and knowledge as to what they could do to improve their lot. Throughout this time, they also slowly expanded their numbers, taking in more mutants, latent or rogue psykers, or simply those down on their luck and miserable for a better existence. They took anyone, Hobos, Drunks, Orphans, Prostitutes, decommissioned Clerks, Adepts, Arbites or Guardsmen, anyone who believed in their goals. Slowly, their position of power began to grow throughout the Hive.

As years went by, they became more organized, forming sections within their cult with everyone being assigned specific roles and ranks, with each being privy to different things, and most not knowing enough to compromise the whole cult. Their collection also began to grow, with more significant pieces coming into their possession via thievery, black market bartering, or outright taking (though the Reliquary was careful in using intermediaries more often than its own forces to try commit such acts in these days still), though it was still nothing that would earn them a Witch-Hunt from the Ecclesiarchy or draw the suspicions of the Inquisition, they were making progress. Their psyker members began trying to use what they acquired, to understand and awake their powers, and to try and make their fellow members' lives easier (though at this stage, this meant blocking out pains, depression, and other small issues), later this would take a darker turn.

For Tzeentch whispered more temptations into the ears of his mostly unknowing devouted, ones which promised them freedom from their existence in the process of transforming their human forms into something greater. He utilized the examples of the Emperor's Astartes, who were not human themselves and what they had become through the process of transformation, undergoing a metamorphosis into something greater than the pathetic things they once were. Unable to resist the suggestions of a God, the Reliquary began attempting various minor experiments on voluntary members of their cult. They sought to heal mutants at first, returning sight to those who were blind, giving great strength to the weak, and mending those who bodies were broken, simple things. The results were terrifying to behold, but the Mutated, or in many cases further mutated humans obtained that which they desired, which was more than what could be said about the Imperium which had cast them away.

Utilizing their mutated brethren and sisters along with their growing range of intermediaries and forces, the Reliquary became bolder, pulling off even greater robberies and heists of forbidden items, the investigations into them reaching dead-ends or contrived conclusions on behalf of the Reliquary's manipulations. This of course, all built up to their biggest achievement, a attempted communion with the God whom they now understood to be speaking to them. Conducting the most elaborate ritual they'd contrived yet from the lore, artifacts, and knowledge they had obtained, they managed to open a tear in the fragment of reality, a portal to the Warp, no bigger than a doorway, but a portal nonetheless. Through that door walked a blue and gold Astartes from millennia long past, robed with symbols of Tzeentch, wielding a runed blade which dripping eldritch power, and whose psychic radiance made the gathered psykers of the Reliquary tremble, he introduced himself as Dionysos Xanthous, Sorcerer-Lord of the Thousand Sons Legion, the sons of Magnus the Red and greatest mortal servants of Lord Tzeentch.

He informed the Reliquary of their Lord's pleasure at their success in opening the way for this moment, where they would crawl out of the shadows and throw down those who sought to keep the knowledge and artifacts they sought locked away, the Imperial Administration. For Dionysos convinced them that the Imperials would never change in their ways unless forced to, and it was their task to fulfill Tzeentch's will and bring about this change now, and turn the worlds over to their Lord as gifts. He said that in exchange, Tzeentch would grant them power and illumination beyond reckoning. Dionysos was manipulating the Reliquary of course, just as the Reliquary manipulated their intermediaries, but it wasn't entirely false, they would be rewarded for their loyal service, if they lived and proved their worth.

For now dozens of Rubicon Marines and fellow Sorcerers made their way through the portal over the weeks, Dionysos's war band, and with them came the experience of centuries of arcane mastery and occult knowledge, let alone warfare. In less than 3 months multiple portals were active, bringing in many of the Thousands Sons daily from The Planet of Sorcerers, which was apparently where the portals linked to. Once they reached critcal mass, Lord Dionysos led the charge, with his cadre of brother Sorcerers and mass of thoughtless, obedient Rubicon brethren, they lead the masses of Reliquary cultists, a menagerie of twisted mutants, rogue psykers and heretics among them out into the light and across the Hive. Their attack was so sudden, precise, and unexpected that the Imperial administration had barely any time to coordinate a defence, pitiful as it was. The planetary governor was sacrificed publicly within three weeks of the initial assault and the planet was mostly subdued within a few months, thanks to The Thousand Sons, and the rapid conversion of many people over to the Reliquary in the face of the swift destruction of the Imperium's forces.

Their uprising turned out to be even more fortuitous, for shortly after Sagarius fell, the Emperor of Mankind was assassinated by radical Inquisitors. The news itself hit the planets in a psychic wave as a new God was born out of the physical death of such a mighty psyker whom had had uncountable trillions of souls sacrificed to him over millennia. Such a shockwave of raw power burnt out hundreds, if not thousands of psykers within the swelled ranks of the Reliquary's forces, even killing several of the Thousand Sons' own Sorcerers, though most of theirs were able to ride out the storm through their greater skill at protecting themselves. Lord Dionysos himself was indisposed for a couple months as his mind recovered, several last revelations apparently being given to him by Tzeentch before the God's attention turned to deal with the new player in the Great Game, but that didn't mean the Reliquary was idle. For Dionysos, along with his cadre of Sorcerers and the Grandmaster of the Reliquary knew that if they were suffering from the psychic backlash, then the Imperium was suffering even more.

Thus, they took control of what ships they could obtain and struck the nearby worlds within the system in a blitz of mutated followers and fanatical heretics. The fighting was intense and lasted over four years, but as more sorcerers and psykers rejoined the fighting, the war swiftly turned over to the Thousand Sons and the Reliquary's forces, while the Imperials, despairing at the loss of their capital, communications beyond the system, and dealing with anarchy within its own streets simply fought as valiantly as they could. With the last visible fronts of resistance in the system quelled, the Reliquary and the Thousand Sons set about turning the worlds to the purpose of Tzeentch's worship, where billions of devotees praised him and conducted rites in his honour. Psykers were given free reign to do as they wished, mutants of all kinds filled the streets, and the entire planets were set to the task of preparing for the next phase of their plans. New artifacts and texts awaited in the worlds beyond their system, waiting to be turned back to the service of Tzeentch and his followers, and the Thousand Sons yearned to make carve out their place again in this time of change in the galaxy.
Hidden 10 yrs ago Post by Fallen Muse
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Fallen Muse Where's my Obi Wan?

Member Seen 2 yrs ago

Name of Faction: Seekers of the Emperor
Species: Human
Leadership:
Order of the Fiery Faith: Cannoness Superior Lilian Kesper

Hospitalar Order of the Weeping Hands: Sister Superior Alarice Kupon

Kassian Raiders Regiment: Commander Anthony Cordo

Praetor Aurum Argentum: Chapter Master Cade Falgot

Inquisitor Ashei Kalvos

Admiral Gene Chives

Planets:
- Kaliphas 1
- Civilized World (Shrine World)
- 5.9 Billion
- Able to Make Small Arms, Repair Vehicles, and PDF at an average rate.
- 5.9 Million PDF Troops
- Garrison: Astartes 2nd Company, 100 Battle Sisters, 10 Penitent Engines, 1 Exorcist, 1 multimelta immolator, 1 heavy flamer immolator,100 Guard Infantry
- Defenses: 6 Defense Lasers
-- Orbital Defense Station: 12 Macrocannon Batteries, 7 Lances, Point Defense Systems, 1 Fury Interceptor Squadrons

- Durandan
- Hive Planet (Fortress World)
- 55 Billion
- Weapons, armor, vehicles, vehicle components, ship components.
- 55,000,000 PDF
- Garrison: 27,500,000 Guard
- Defenses: 10 Defense Lasers, 4 Orbital Defense Stations
--Orbital Defense Station: 24 Macrocannon Batteries, 14 Lances, overlapping Point Defense Systems, uparmored frame, 1 Fury Interceptor Squadrons

- Kaliphas 2
- Agricultural World
- 22 Million
- Able to produce vast amounts of food at extremely high rates.
- 220,000 PDF Troops
- Garrison: 200 Battle Sisters, and 100 Guard Infantry
- Defenses: 2 Defense Lasers
-- Orbital Defense Station: 8 Macrocannon Batteries, 3 Lances, Point Defense Systems, 1 Fury Interceptor Squads

Fleet:
Emperor Class Battleship: The Flaming Swarm (2 Virus bombs)
Retributor Class Battleship: The Call Of War
Battle Barge: Icy Death
Grand Cruiser: Victor's Grace
Dictator Class Cruisers:
-The Revenge
-Core Soul
-Heretic's Dread
-Poor Son
-Banshee's Wail
-Gorm's Folly
-Devil Slayer
-Mandel's Hammer

Dauntless Class Cruisers:
-The Serpent's Coil
-The Holy Seat
-Stones Throw
-The Bloody Day
-The Xenos Scorn
-Lady's Kiss
-Relic of the Sun
-Siege Slayer
-The Compliance
-Holy Sister
-Penitance
-Graceful Lights

74 Escorts

Army:
2800 Sisters of Battle: 1800 Sisters, 200 Retributors, 100 Seraphim, 200 Dominions, 100 repentia, 200 Celestians, 150 Retributors, 50 Penitent Engines
Sororitas Vehicles: 6 heavy Flamer immolators, 5 Multi Melta Immolators, Six Exorcists, 8 Rhinos
Sisters Hospitaler: 200 Sisters
Sisters Diagolus: 32 Sisters
Minostorum: 22 Minostorum Priests

Astartes: 400
Chapter Master and 10 Honor Guard
First Company: Captain, Apothecary, Chaplain, 20 Terminators, 40 Tactical Marines, 10 Devastators, 10 Assault Marines, 10 Scouts.
2nd Company: Captain, Apothecary, Chaplain, 10 Techmarines, 40 Tactical Marines, 10 Devastators, 10 Scouts
3rd Company: Captain, Apothecary, 5 Terminators, 60 tactical Marines, 5 Tech marines, 20 Devastators.
4th Company: Captain, Apothacary, 10 Sternguard Vets, 5 Terminators, 60 Tactical Marines, 10 Devastators, 10 Assault, Misc Marines 20 Tech Marines, 1 Forge Master, 14 Apothacaries
Astartes Vehicles: 7 Land Raiders, 8 Predators, 4 Whirlwinds, 16 Rhinos, 4 Storm talons, 4 Dreadnoughts, 4 Thunderhawk Gunships

Inquisition: 1 Inquisitor, 20 Stormtroopers

Kassian Raiders: 200 Calvary, 400 Infantry, 100 Heavy weapons, 100 Veterans (this including voxmen and command squad etc.)
Kassian Raiders Vehicles: 1 Leman russ, 2 Earth Shakers, 1 Manticore, 6 vendettas, 4 Chimeras, 4 Sentinels, 1 Hellhammer

Durandan Shock Troops 1st-270th: 50k Line Infantry, 10k paratroopers, 1k Ogryn, 10k Heavy Weapons Teams, 20k Veterans, 5k Support and Command, 4k Miscellaneous support (Pilots, armored technicians, ect ect)
Durandan Vehicles per Regiment: 100 Vendettas, 100 Chimeras, 20 Hellhounds, 5 Lemen Russ Battle Tanks, 1 Dominus

Other: 1 Eversor Assassin

Background: The Seekers of the Emperor, for being such a diverse group of Imperial servants, started out very focused, very precise. The Adeptus Astartes of the Praetor Aurum Argentum Chapter, Marines clad in black power armor, with trim of gleaming gold, and bearing silver helmets and gauntlets that hold their Bolters and other weapons of choice. As successors of the Iron Hands, they are a naturally mechanically inclined Chapter, fielding a larger number of Techmarines, with the added talent in the construction, and demolition, of fortifications. It is such that this Chapter of Space Marines would find themselves fighting alongside a regiment of the Imperial Guard against an Ork incursion, one that would have the foundation of the Seekers of the Emperor created out of the fires of war.

The Imperial Guard that stood alongside the Praetor Aurum Argentum were known as the Kassian Raiders, a rather mobile group that relied greatly on the unusually large number of horse mounted Rough Riders, and also notable for the lack of gender inequality, the regiment split about even among the number of male and female members amongst their ranks. It was this regiment that had made the initial response actions against the Orkish incursion, and would suffer the greatest losses while they held the line, countless numbers of Guardsmen and women getting hauled off horseback, getting blown apart, and incinerated by crude burna's while Orks fell to explosive tipped hunting lances, volleys of las fire, and concentrated strikes from Vendetta's and Earth Shaker cannon. The Orks would have eventually overrun the Kassian Raiders if not for Astates intervention.

Fortifications built by the Praetor Aurum Argentum before were being manned by the Imperial Guard presence, and had held long enough for their builders to arrive, screaming down in Drop pods, Thunderhawk gunships tearing great gashes in the Ork forces besieging the fortress, Assault Marines leaping from the pods, jump packs carrying them into the fray, whilst Tactical Marines and Devastators reinforced the emplacements along the fortress wall, accurate volleys of Bolter and heavy weapons fire tearing apart the remaining Ork forces. The Kassian Raiders would now have their revenge, the fast moving cavalry units more than able and quick enough to run down orks as they fled, slaughtering them and decimating their forces. In time, the planet would be cleansed of the Ork presence.

Attention then turned to the Kassian Raiders themselves, and what was to be done with them. The Orks had destroyed any void travel they could have used, and they themselves were decimated and injured still. However, they had served with the utmost courage, valor, and ferocity, even when facing apparent death in the face of the Orkish horde during their stand within the Praetor Aurum Argentum built fortress. So the Chapter Master met with their surviving command structure, and a decision was made. The remaining Guardsmen and their equipment was embarked upon the Space Marine transports and would travel with their forces, acting as an auxiliary force to the Praetor Aurum Argentum Chapter, and would prove their valor and talent in the years to come.

It was when this coalition force of Guard and Astartes were underway in the warp, travelling to their next destination in the glory of the Emperor of Mankind, that the Emperor himself was assassinated, and so fell dark the guiding light to their travel. They would readily fall out of the warp at this case, and the first of several emergency meetings were had between the Chapter Master, Commanding officer of the Kassian Raiders, and the head admiral of the current assembly of ships. They were several days travel from a planet that was known to have a covenant of the Adeptus Sororitas, the Sisters of Battle, and it was decided they could head there, and figure out between the three groups, what the next course of action would indeed turn out to be. And it was with this in mind that the fleet set out to rendezvous with the Sisters.

Upon their arrival at the planet, they would find an interesting situation. The Sisters had already met with another servant of the Emperor, an Inquisitor of all things, and they had made quite the plan for the future, now that the Emperor was indeed assassinated. They were going to head out into the Galaxy, and begin searching for the Emperor reincarnate, and in finding this savior reborn, they themselves would be saved. Whether this was the same opinion as the Inquisitor or not, was unknown, but the overall goal was clear. After deliberation and talks between the assembled forces of the Imperium, it was decided by the Astartes and Kassian Commanding officers that they would indeed accompany and aid the Sisters in a noble task such as this. But, they had not the ships, alone, to transport all the now assembled forces, so aid was sought elsewhere.

Calling for a meeting with the Imperial Governors and ranking Admiralty within the system, the Cannoness, Chapter Master, Inquisitor, and Commander of the Kassian Raiders met with the civilian authorities of the planets and put forth their plans before them, and explained the cause and reasoning behind such things. After more time spent talking, debating, and the like, an accord was reached. The Admiralty provided all their ships to the cause, while the Imperial Governors agreed to begin raising supplies, manpower, and other things required for a new Grand Crusade of this undertaking. This was precisely what the assembled forces desired, and in time, the preparations to get underway were nearly finished. But, not all things go as planned, as the assembled leaders noted quickly.

The PDF forces upon the planets were in disagreement with the plan for a Great Crusade, specifically the Commanding Officers of the PDF regiments on each planet, claiming that beginning a search so soon was foolhardy and bold, at best, wasteful and suicidal, at worst. Not tolerating such heresy, they were executed to the man, and while his did quell rebellious talk and the like, other uprising and outbreaks of violence had to be put down as well. But such things would not stall the plans for long, after all, the newborn Emperor was out there somewhere, and the Seekers of the Emperor, as the coalition force was now known, were determined to find him and bring salvation and the Emperor's light back to the galaxy.
Hidden 10 yrs ago Post by caliban22
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caliban22 King of the badgers

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done
Hidden 10 yrs ago Post by Ollumhammersong
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Ollumhammersong

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So as a craft world, How many ships am I looking at?
Hidden 10 yrs ago Post by Omega
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Omega

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Ollumhammersong said
So as a craft world, How many ships am I looking at?


1.5x standard for craftworld Eldar. That means about 4-5 battleships, around 20 cruisers, and like 75 escorts.
Hidden 10 yrs ago Post by Honored Brother
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Honored Brother

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By the way Omega, I hope you don't mind that the entire population of my planet can defend themselves. Beings orks and all. Also I hope you don't mind that we don't have a fleet and only controls one planet.
Hidden 10 yrs ago Post by Fallen Muse
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Fallen Muse Where's my Obi Wan?

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Name of Faction: Seekers of the Emperor
Species: Human
Leadership:
Order of the Fiery Faith: Cannoness Superior Lilian Kesper

Hospitalar Order of the Weeping Hands: Sister Superior Alarice Kupon

Kassian Raiders Regiment: Commander Anthony Cordo

Praetor Aurum Argentum: Chapter Master Cade Falgot

Inquisitor Ashei Kalvos

Admiral Gene Chives
Planets:
- Kaliphas 1
- Civilized World (Shrine World)
- 5.9 Billion
- Able to Make Small Arms, Repair Vehicles, and PDF at an average rate.
- 5.9 Million PDF Troops
- Garrison: Astartes 2nd Company, 100 Battle Sisters, 10 Penitent Engines, 1 Exorcist, 1 multimelta immolator, 1 heavy flamer immolator,100 Guard Infantry
- Defenses: 6 Defense Lasers
-- Orbital Defense Station: 12 Macrocannon Batteries, 7 Lances, Point Defense Systems, 4 Fury Interceptor Squadrons

- Kaliphas 2
- Agricultural World
- 22 Million
- Able to produce vast amounts of food at extremely high rates.
- 220,000 PDF Troops
- Garrison: 200 Battle Sisters, and 100 Guard Infantry
- Defenses: 2 Defense Lasers
-- Orbital Defense Station: 8 Macrocannon Batteries, 3 Lances, Point Defense Systems, 2 Fury Interceptor Squads

Fleet:
Emperor Class Battleship: The Flaming Swarm
Retributor Class Battleship: The Call Of War
Battle Barge: Icy Death
Grand Cruiser: Victor's Grace
Dictator Class Cruisers:
-The Revenge
-Core Soul
-Heretic's Dread
-Poor Son
-Banshee's Wail
-Gorm's Folly
-Devil Slayer
-Mandel's Hammer

Dauntless Class Cruisers:
-The Serpent's Coil
-The Holy Seat
-Stones Throw
-The Bloody Day
-The Xenos Scorn
-Lady's Kiss
-Relic of the Sun
-Siege Slayer
-The Compliance
-Holy Sister
-Penitance
-Graceful Lights

74 Escorts

Army:
2800 Sisters of Battle: 1800 Sisters, 200 Retributors, 100 Seraphim, 200 Dominions, 100 repentia, 200 Celestians, 150 Retributors, 50 Penitent Engines
Sororitas Vehicles: 6 heavy Flamer immolators, 5 Multi Melta Immolators, Six Exorcists, 8 Rhinos
Sisters Hospitaler: 200 Sisters
Sisters Diagolus: 32 Sisters
Minostorum: 22 Minostorum Priests
Astartes: 400
Chapter Master and 10 Honor Guard
First Company: Captain, Apothecary, Chaplain, 20 Terminators, 40 Tactical Marines, 10 Devastators, 10 Assault Marines, 10 Scouts.
2nd Company: Captain, Apothecary, Chaplain, 10 Techmarines, 40 Tactical Marines, 10 Devastators, 10 Scouts
3rd Company: Captain, Apothecary, 5 Terminators, 60 tactical Marines, 5 Tech marines, 20 Devastators.
4th Company: Captain, Apothacary, 10 Sternguard Vets, 5 Terminators, 60 Tactical Marines, 10 Devastators, 10 Assault, Misc Marines 20 Tech Marines, 1 Forge Master, 14 Apothacaries
Astartes Vehicles: 7 Land Raiders, 8 Predators, 4 Whirlwinds, 16 Rhinos, 4 Storm talons, 4 Dreadnoughts, 4 Thunderhawk Gunships
Inquisition: 1 Inquisitor, 20 Stormtroopers
Imperial Guard: 200 Calvary, 400 Infantry, 100 Heavy weapons, 100 Veterans (this including voxmen and command squad etc.)
Imperial Guard Vehicles: 1 Leman russ, 2 Earth Shakers, 1 Manticore, 6 vendettas, 4 Chimeras, 4 Sentinels, 1 Hellhammer
Other: 1 Eversor Assassin

Background: The Seekers of the Emperor, for being such a diverse group of Imperial servants, started out very focused, very precise. The Adeptus Astartes of the Praetor Aurum Argentum Chapter, Marines clad in black power armor, with trim of gleaming gold, and bearing silver helmets and gauntlets that hold their Bolters and other weapons of choice. As successors of the Iron Hands, they are a naturally mechanically inclined Chapter, fielding a larger number of Techmarines, with the added talent in the construction, and demolition, of fortifications. It is such that this Chapter of Space Marines would find themselves fighting alongside a regiment of the Imperial Guard against an Ork incursion, one that would have the foundation of the Seekers of the Emperor created out of the fires of war.

The Imperial Guard that stood alongside the Praetor Aurum Argentum were known as the Kassian Raiders, a rather mobile group that relied greatly on the unusually large number of horse mounted Rough Riders, and also notable for the lack of gender inequality, the regiment split about even among the number of male and female members amongst their ranks. It was this regiment that had made the initial response actions against the Orkish incursion, and would suffer the greatest losses while they held the line, countless numbers of Guardsmen and women getting hauled off horseback, getting blown apart, and incinerated by crude burna's while Orks fell to explosive tipped hunting lances, volleys of las fire, and concentrated strikes from Vendetta's and Earth Shaker cannon. The Orks would have eventually overrun the Kassian Raiders if not for Astates intervention.

Fortifications built by the Praetor Aurum Argentum before were being manned by the Imperial Guard presence, and had held long enough for their builders to arrive, screaming down in Drop pods, Thunderhawk gunships tearing great gashes in the Ork forces besieging the fortress, Assault Marines leaping from the pods, jump packs carrying them into the fray, whilst Tactical Marines and Devastators reinforced the emplacements along the fortress wall, accurate volleys of Bolter and heavy weapons fire tearing apart the remaining Ork forces. The Kassian Raiders would now have their revenge, the fast moving cavalry units more than able and quick enough to run down orks as they fled, slaughtering them and decimating their forces. In time, the planet would be cleansed of the Ork presence.

Attention then turned to the Kassian Raiders themselves, and what was to be done with them. The Orks had destroyed any void travel they could have used, and they themselves were decimated and injured still. However, they had served with the utmost courage, valor, and ferocity, even when facing apparent death in the face of the Orkish horde during their stand within the Praetor Aurum Argentum built fortress. So the Chapter Master met with their surviving command structure, and a decision was made. The remaining Guardsmen and their equipment was embarked upon the Space Marine transports and would travel with their forces, acting as an auxiliary force to the Praetor Aurum Argentum Chapter, and would prove their valor and talent in the years to come.

It was when this coalition force of Guard and Astartes were underway in the warp, travelling to their next destination in the glory of the Emperor of Mankind, that the Emperor himself was assassinated, and so fell dark the guiding light to their travel. They would readily fall out of the warp at this case, and the first of several emergency meetings were had between the Chapter Master, Commanding officer of the Kassian Raiders, and the head admiral of the current assembly of ships. They were several days travel from a planet that was known to have a covenant of the Adeptus Sororitas, the Sisters of Battle, and it was decided they could head there, and figure out between the three groups, what the next course of action would indeed turn out to be. And it was with this in mind that the fleet set out to rendezvous with the Sisters.

Upon their arrival at the planet, they would find an interesting situation. The Sisters had already met with another servant of the Emperor, an Inquisitor of all things, and they had made quite the plan for the future, now that the Emperor was indeed assassinated. They were going to head out into the Galaxy, and begin searching for the Emperor reincarnate, and in finding this savior reborn, they themselves would be saved. Whether this was the same opinion as the Inquisitor or not, was unknown, but the overall goal was clear. After deliberation and talks between the assembled forces of the Imperium, it was decided by the Astartes and Kassian Commanding officers that they would indeed accompany and aid the Sisters in a noble task such as this. But, they had not the ships, alone, to transport all the now assembled forces, so aid was sought elsewhere.

Calling for a meeting with the Imperial Governors and ranking Admiralty within the system, the Cannoness, Chapter Master, Inquisitor, and Commander of the Kassian Raiders met with the civilian authorities of the planets and put forth their plans before them, and explained the cause and reasoning behind such things. After more time spent talking, debating, and the like, an accord was reached. The Admiralty provided all their ships to the cause, while the Imperial Governors agreed to begin raising supplies, manpower, and other things required for a new Grand Crusade of this undertaking. This was precisely what the assembled forces desired, and in time, the preparations to get underway were nearly finished. But, not all things go as planned, as the assembled leaders noted quickly.

The PDF forces upon the planets were in disagreement with the plan for a Great Crusade, specifically the Commanding Officers of the PDF regiments on each planet, claiming that beginning a search so soon was foolhardy and bold, at best, wasteful and suicidal, at worst. Not tolerating such heresy, they were executed to the man, and while his did quell rebellious talk and the like, other uprising and outbreaks of violence had to be put down as well. But such things would not stall the plans for long, after all, the newborn Emperor was out there somewhere, and the Seekers of the Emperor, as the coalition force was now known, were determined to find him and bring salvation and the Emperor's light back to the galaxy.
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caliban22 King of the badgers

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(Computer is bugging out so just gonna re post my updated stuff)

(WIP)
Name of Faction:The Black scorpions
Species: Traitor Marine chapter
Leadership: Highlord Carolus Rex,
Planets: 5: 1x Capital/hive world 1x Minor forge world 1x Agri world 1x mining world 1x recruitment/death world
- Name









Fleet: Rapid response fleet (RRF)
2 battle barge, 1 Retribution Class Battleship,two strike cruisers, 13 imperial guard assorted cruisers,3 Nova Class Frigate, 12 Gladius Class Frigate, 15 Cobra Destroyer, 35 Imperial Transports, 5 Escort Carrier (freighters whose cargo bays have been converted into makeshift carrier decks), dozen Fuel Transports

Army:1st army group (this lists the number of Units not used for garrison duty and counts as the offensive capability of the mini empire)
- Numbers: 1200 marines 320,000,000 of all combined planets
-Fleet:
- Hardware: Marines: various types of tanks and vehicles Mark 4 armor painted a sandy tan with their shoulder guard painted with black scorpions tail.,Phobos pattern bolter Guardsmen: regular guardsmen: the men and women of the first army along with their PDF and garrison forces use a standardized universal camouflage able to do the jobs in all environments but less effective then theater specific camo,with carapace armor chest plates and flak armor the rest. The commando units are equipped with fully sealed carapace armor with the paint on them changing depending on the mission.

Background:The black scorpions originally from the salamanders legion the Black scorpions were created in the second founding. Sadly before they could even see battle the entire chapter was lost to warp storm. The chapter seems to have grown from the 1,000 marines it started out with, it is unclear how many black scorpions exist, but more then 1,523 confirmed marines are counted. From recovered Imperial records Reports of the chapter appearing fighting both loyalist and chaos alike through out history. In the early years of M40 A major Assault lead by The black scorpions and rebel guardsmen took and Held Jericho without a single shot being fired, by taking the leaders of the planet and having them Feign loyalty to the emperor. When the warp storms arrived the planet received little to no damage. Currently The Black Scorpion forces have engaged in a cold war The Terran Initiative, with a few skirmishes going the Scorpions way. The Chapter it self is very secretive and before their discovery would allow ships to pass close to their planets without the passing ships to its inhabited. With few even landing on their planets before action would be taken. of the few they would let live would speak of haunted planets that the Damned had claimed for themselves. They way they do this is they hide their fleets and stations in the debris and asteroid belts that orbits the planets.

The Regular soldiers while still legion are trained to a higher degree then their previous guards forebears.Called Guardsmen they retain only the guard name due to their oaths to protect this free federation of planets. as part of the agreement between the planets the marines vowed to protect the planets and in return the planets will give volunteers and material to bolster the marine forces. over the many years of this agreement military service is held as the single most honorable and valued part, with working in the factories to keep the guard alive. after signing up the volunteers go through a brutal training regime designed by the marines. For the Best and brightest there is the option to go to the camp. A secretive military installation located in the high mountains of the dead kings to become commandos, and join one of the special activities regiments.

The black Scorpions a word once almost synonymous with the words Loyal,strong and faithful. consisting of many of the salamanders who had fought in the great crusade and the heresy, they were made up of a thousand strong veteran force under the command of High lord Carolus Rex a relatively young chapter master at the time. Granted access to the STC for the mark 4 armor Imperial Maximus Suit, and the Phobos Pattern Bolter. Within the first year the entire fleet of the Black scorpions, along with all their full fledged marines were lost in the warp en route to their new planet Jericho leaving behind only a company of scouts to fill the void left. The scouts would become the basis for the second generation of marines known as the the rust scorpions(rust marines due to the color of their armor) a small chapter of only 400 marines. over the next ten centuries the Scorpions would make returns. At first to assist loyalist forces in trouble,their arrival was considered a good omen. They would appear from the warp and obliterate any non Imperial forces before being sucked back into the warp. as time went on These marines began to fire on loyalist vessel. The first and most notable being the Salamanders chapter in 32m causing them to be branded traitors. Disgusted by the Imperium's worship of the emperor and the fact it has fallen so far from the greatness they fought for the scorpion marines sought vengeance for the weakness of the marines currently fighting in vain for a long dead empire, for the inability to do anything other then protect what little is left.

Having finally returned to real space in m42 The Scorpions arrived at the Planet Jericho. At first The Marines known as the Rust scorpion attempted to engage the Black scorpions. Before any shots were fired The Chapter master Carolus teleported onto the flag ship "Eternal judgment" The single battle barge the Rust marines had. little is known as to what happened on board but the results were clear, the two chapters of marines were merged into one, The rust marines being treated as brothers and bolstering the ranks of the scorpions.Changing their armor color from the Red armor with the black scorpion tail to rust colored armor with the same emblem. While still counted as a chapter the marines call themselves a legion and soldiers of this legion are legionaries.

Carolus Rex: A terran, born 13 years before the the great crusade. He was there when the Primarch arrived to save the remaining marines in the Taras Division.He was there at the heresy's end where he was granted command of the black scorpions. He now leads the "True sons of the empire" as they create a free empire untouched by the lies the imperium says and by the tainted touch of chaos.
(will update later numbers of pdf and garrisons will change as of now i placed down only a few, and the hive world may grow some.)
Hidden 10 yrs ago Post by Ollumhammersong
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Ollumhammersong

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Name of Faction: Craftworld Eldar

Species: Eldar

Leadership: Seer council

Planets: 1
- Name Tauth-Maen
- Type Craftworld
- Population 1 billion
- Industry
- PDF – Entire adult population is capable of serving as Guardian defenders, With a small but solid core of Storm Guardians if needed. The Zhar-Tann craftworld relies on guardians morso than many of the larger craftworlds would. Between it's small population and those few who decide to tread the warrior paths split between the aspect shrines and the Fleet. Their core military is relatively small in number. But their guardians are impeccibly trained and more than a match for any common soldier of the lesser races.
To this degree they keep three extra divisions of guardians. One called the Lancer Guardians are trained specifically to use the Jetbikes and Vipers, instead of relying on very rare aspect warriors of the shining spear. Star guardians are trained specifically to augment the fleet in times of dire need and to pilot the various fighter craft needed to support the core vessels. Trained and usually led by the few members of the Eagle pilots present in the craftworld.
- Garrison – Aspect warriors of the Dire avengers shrine of the Rising Star, The shrine of the Pierced veil of the howling banshee's aspect, Swooping hawks shrine of the Silver Talon, Fire dragons of the Blazing sword shrine, Razor-feather shrine of the eagle pilots.

Fleet: 3 void stalker Battleshipa , 5 eclipse class cruisers, 3 shadow class crusiers, 8 Aurora class light cruisers, 4 Solaris class light cruisers, 15 Arconite frigates, 20 hellbore frigates, 20 nightshade destroyers, 20 hemlock destroyers.





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Hidden 10 yrs ago Post by GranoxFirewind
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GranoxFirewind

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Name of Faction: The Grand Empire of Man
Species: Imperial Guard
Leadership: Under the full command of Damon Black, and a small council of the Civilian and Military Sectors.







Hidden 10 yrs ago Post by caliban22
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caliban22 King of the badgers

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All we missing is omega now right?
Hidden 10 yrs ago Post by Omega
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Omega

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Name of Faction: Mechanicum ex Varousia

Species: Human

Leadership:



















Planets:
- Name: Varousia I
- Type: Agri-world
- Population: 2.5 Million
- Industry: Minimal civilian industry to aid in agriculture
- PDF: None
- Garrison: 10 Million Augmented Soldiers
- Orbital Defenses: 5 cruiser strength defense monitors

- Name Varousia II
- Type: Forge World
- Population: 10 Billion
- Industry: Major industry of all kinds including titan foundry and the capability to produce battle tank en masse. Production capabilities are highly sophisticated allowing for advanced designs including plasma weapon production. Capable of production of escorts as well as cruisers.
- PDF: none
- Garrison:
100,000 Electro-priests
10 Million Skitarii
40 Million Augmented Soldiers
100 Million Combat Servitors
40 Titans
- Orbital Defenses: 4 battleship strength defense monitors, 12 cruiser strength defense monitors, 48 surface to orbit missile launchers, planetary void shields.

- Name: Varousia System Asteroid Field
- Type: Mining Asteroids
- Population: 500,000
- Industry: None
- PDF: None
- Garrison: None
- Orbital Defenses: None

- Name: Varousia III
- Type: Feudal World
- Population: 250 Million
- Industry: None
- PDF: None noteworthy
- Garrison: 83 Knights
- Orbital Defenses: 2 Cruiser strength defense monitors

Fleet:
Apocalypse Class
Nemesis Class

2 Mars Class
2 Overlord Class
4 Lunar Class
6 Dominator Class
3 Gothic class

25 Sword
15 Firestorm
10 Cobra

Army:
Numbers:
100,000 Electro-priests
10 Million Skitarii
50 Million Augmented Soldiers
100 Million Combat Servitors

Hardware:
40 Titans
13 Warhound Titans
11 Reaver Titans
16 Warlord Titans

83 Knights
37 Knight Paladins
17 Knight Errant
16 Knight Lancer
12 Knight Crusade
11 Knight Castellan

Skitarii regiments for ranged combat are armed predominately with hellguns though boltguns are common among the more elite regiments as well as higher ranked individuals. Integrated carapace armor is the primary defense measure as well as though officers utilize integrated power armor in place of carapace armor. The Skitarii favor close combat though where their augmetics and superior equipment give them the biggest advantage. Power weapons are not uncommon to see though the predominate weapons are of course chain and mono edged blades.

Predominately mechanized and heavy infantry Skitarii in armored vehicle formations generally utilize highly specialized mainstay combat vehicles. These generally include units such as Leman Russ Executioner and Punisher models. They currently operate 4 active super heavy tanks per regiment of 10,000 skitarii

Augmented Soldiers are normal humans akin to Imperial Guard though given minor implants or mechanical augmentations to make them more capable combatants and act as supporting forces to the mainline Skitarii. Equipped very well for their station their mainstay arm is the hellgun and carapace armor with a large percentage of heavy weapons teams in line infantry formations. They operate a large number of specialist formations such as drop troops, tank hunters, siege formations, and infiltration specialists. They also make up the bulk of the support units such as artillery and aerial forces supporting the ground forces. Utilizing large numbers of general purpose armored vehicles they are the main armored force of The mechanicusm and currently have 3 super heavy tanks per regiment of 10,000 soldiers.

Background: The foundation upon which the Mechanicum now rests was set well before the Emperor's demise by ArchMagos Prime Harakonie. A strong proponent of the Mechanicus returning to their days before their treaty with Terra he was naturally not alone in his views but generally was in the minority at least overtly anyway. There were and always would be rumors of major members of the Mechanicus chaffing under the rules imposed when negotiations with Terra had been completed centuries ago. Those who wished to climb high enough in the ranks could not be allowed to express such views though and those who were competent and capable with such outspoken views were generally shipped far from Mars.

This was the fate of Harakonie as he was sent far from Mars as he gained rank due to his capability within the Mechanicus. Sent over 60,000 light years away to the Varousia system to take charge of the forge world Varousia II. It was expected he would do well in such a position overseeing the production and survival of the forge world. It was also expected his beliefs would ensure he never became a major problem for even should he turn heretek it would be a simple matter to deal with him as it had been in the past for others.

From his position Harakonie did what he could to stay in the politics of the Mechanicus but distance alone removed him from the center of influence and thus made it difficult to have any hope of affecting events even as the Magos of a world. With this set in stone for now he set himself to a new task of acquiring like minded individuals. With contacts on Mars and elsewhere he found capable tech-priests and had requested their transfer to work under him. As these tech-priests had often made attempts to upset the status quo in their own small was it was almost universally accepted.

This allowed him to build a substantial cadre of tech-priests who did not support the current Mechanicus methodology but as he knew the Mechanicus would always be there to watch him he was forced to ensure their survival by disallowing innovation outside the confines of current Mechanicus doctrine. He did what he could to bend the rules but could never break them with Mars always ready to remove him and purge the ranks of the system which he occupied.

When the Tyranid hive fleet approached the Imperium Varousia became a hub for the preparing defense with soldiers and weapons shipped through constantly and an explorator fleet placed temporarily as added support to the system. When the Emperor awoke and annihilated the hive fleet the face of Varousia II was forever changed as information crossed the world at lightning speed. Such an opportunity was precisely what Harakonie had been seeking for his entire life. Temporarily suspending the data network to broadcast his message to all locations. With the Astronomicon dark there were few situations that could be theorized but almost all favored him he felt.

The first declaration was that the Adeptus Mechanicus was abolished in the system. The Mechanicum of old was to be reformed with Varousia II at it's heart. Harakonie instated himself as ArchMagos of The Mechanicum and that the Synod was to be reinstated as well. With many of the tech-priests of the world feeling themselves indebted to Harakonie or opposed to Mechanicus rules opposition was nearly non-existent with the only potential risks coming from the military arms on planet such as the Skitarii, Titan Legion, and Explorators in orbit. Naturally Craise of the Skitarii and Tarvanna of the Titan Legion largely disinterested in such changes both largely apart from much of Mechanicus inner conflicts taking easily to the minor changes in roles and new titles. Lord Baron Ollius Markariad had been the first of the military sects to ally with the Mechanicum having been personally asked to join and seeing an opportunity to elevate his knights to a level concurrent with the titans took it securing a position in the ruling Synod. Kerrod had been the last to join with the Mechanicum, an explorator he had never been closely tied to Mechanicus doctrine and it is still unknown what took him a full day cycle to decide on but in the end he joined with the Mechanicum taking his seat within the Synod.

After this was decided many expected reprisal from Imperium forces of a great crusade to secure nearby worlds but Harakonie authorized no ships to leave the system and no forces came. A communication blackout was enforced and all things became quiet in the Mechanicum. Some questioned Harakonie for making a bold move to declare secession and follow it with inaction. The quiet now eats at many and minor political divides now exist throughout the Mechanicum with the great debate being if they should strike out at the Imperium to bring worlds under Mechanicum control, try to communicate with nearby worlds, or simply continue to try and live in peace.

The most hawkish tech-priets now point only to the supplies of the system and how they can barely sustain what they have and that they need more to survive and avoid stagnation. With so many tech-priests pushing now for innovation the point of imminent stagnation is tantamount to death for them all. This leaves Harakonie n the difficult position as more and more look to him and ask directly, no longer if they will attack, but whom.
Hidden 10 yrs ago Post by gowia
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gowia Buried in a Book

Member Seen 8 mos ago

I have now finished my sheet (I believe) If anyone wants to be part of my history/background please PM me.
Hidden 10 yrs ago Post by Honored Brother
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Honored Brother

Member Offline since relaunch

Done with mine too.
Hope it's okay.
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