It is the 41st millenium of the Imperium of Man. Cadia has fallen, destroyed by Abaddon the Despoiler in his 13th Black Crusade. It's destruction has ultimately led to the opening of the Cicatrix Maledictum, the Great Rift, a giant warp storm that has cut the dominion of the Imperium in half. In their quest to restore what they wrought, the strange trio of Archmagos Belisarius Cawl, living saint Catherine, and the Inquisitor Greyfax allied with the new Eldar faction of the Ynead to resurrect Roboute Guilliman, Primarch of the Ultramarines. He has in turn unleashed the Primaris project, Cawl's magnum opus for the last 10000 years, the mass production version of the Raptors Corax had worked on during the Heresy. Using these new space marines, Guilliman has ventured forth into the galaxy, spreading wide reform while reinforcing important Imperial bastions. For a time, it looked like the Imperium might turn the tides against the resurgent Chaos offensive.
However, it is not enough. With each passing day, new flaws are revealed in the Primaris geneseed as the failures of their predecessors seem to manifest in their new brethren. Worst still, dissent and in some cases, outright rebellion, is growing among the Imperium's higher ups, resistant to change and fearing the loss of their power. The whispering corruption of Chaos is an ever present threat, even as the Necron, Ork, and Tyranid menace grow by the day. Simply put, the Imperium's end has just been delayed, not prevented. A further push is required to save the God Emperor's once glorious domain from its impending doom.
You are that push. You are one of the 2 missing primarchs, primogenitor of the 2nd Legion of the Emperor's Legiones Astartes during the Great Crusade. Lost before the Horus Heresy began, you have spent the time since then…
[] Journeying through the far reaches of the Galaxy, and even further beyond, avoiding any and all contact with human forces and scavenging to survive. Your legion underwent a diaspora, going renegade until all that was left was a loyal core of survivors, and even they couldn't survive 10000 years. When you heard of the trouble the Imperium is facing, you've finally been compelled to return to the empire you were exiled from. (Gain the Explorator trait - You are adept at navigating interstellar systems.)
[] Trapped in the warp by a warp jump gone wrong. For 10,000 years, you and your legion battled to reach a stable warp portal, your forces steadily dwindling until all there was left was you, fighting an eternal crusade against the darkness. With the opening of the Cicatrix Maledictum, you can finally re-enter the field, wisened and a veteran of fighting warp spawn. (Gain the Warp Specialist trait - Your legion is more adept at both traversing the warp and fighting against creatures born from it, chaotic or otherwise.)
[] Sleeping in Cryo-stasis, deep within the Golden Throne. Only the Custodes Captain-General knows of your continued existence, and has chosen to share it with the Lord Commander Guilliman upon seeing how bad the Imperium has become through the Eyes of the Emperor. After 6 months, Belisarius Cawl worked out the method to deactivate the stasis safely, and revived you from your slumber. (Gain the Trusted trait - Guilliman and the Imperium are much more likely to trust you and their relationship with them will grow faster than normal.)
Character Sheet:
Basic Stats
Dexterity 66 - How skilled you are at handling things in your, well, hands. Also measures how adept you are at moving on your feet - Note: This is different from agility, which is the measure of how fast you can move your entire body.
Strength 72 - How strong you are. Should be self explanatory.
Agility 40 - How good you are dodging shit, both literally and figuratively. See note under dexterity.
Fortitude 75 - How good you are at taking damage on the chin. Also measures how well you can hold your stomach when poisoned or otherwise inhibited.
Intellect 85 - How smart you are. Again, straightforward.
Willpower 70 - A measure of your willpower. Also contributes to how strong your mental defenses are.
Derived Stats
Initiative 6 (Average of Dexterity, Fortitude, and Agility divided by 10, round down)
Diplomacy 78 (Average of Intellect and WIllpower)
Psychic 73 (Average of Willpower and Fortitude)
Reflex 56 (Average of Strength and Agility)
Perception 74 (Average of Dexterity, Intellect, and Strength)
Traits Primarch - You are one of the Emperor's 20 sons, personally gene-crafted by him to lead the Imperium into a new dawn. After the Chaos Gods scattered you and your brethren, the Emperor embarked upon the Great Crusade to find you, and the rest is, as they say, history. You get bonuses to your stats during character creation and lead a legion of Astartes, genetically modified post human super soldiers, in both war and peace. Lost and Forgotten - ???. Warp Specialist - You gain a +10 bonus to hit rolls and may reroll damage rolls against characters with the Daemon trait in personal combat, and you may double the AV for formations participating in a skirmish with a formation with the Daemon trait in strategic combat.
Personal Combat System
Core Rules
Dice
Rolls in this system are made using percentile dice, which are rolls using two ten-sided die, or D10s, are rolled together, one representing the 10s digit of the result and the other representing the 1s digit. This is often referred to as a D100.
For example, here a 5 was rolled for the 10s dice and a 7 for the 1s dice, resulting in a 57.
Unless otherwise noted, a single dice roll may not be rerolled more than once, and the final result must be taken whether it is better or worse. When using percentile dice, a roll of a 1 is always a success and a roll of a 100 is always a failure.
Characteristics
DEX - Dexterity. A character's ability to control his body.
STR - Strength. How physically capable a character is.
AGI - Agility. A character's ability to both avoid attacks and maintain his footing.
FRT - Fortitude. How much punishment a character can take before being injured.
INT - Intellect. A measure of the character's intelligence.
WIL - Willpower. The ability of a character to stay cool under pressure.
Characteristic Bonuses
Certain rules or abilities may reference a character's characteristic bonus, such as a STR bonus or AGI bonus. This is simply the 10s digit of the characteristic in question.
For example, a character with an INT of 69 has an INT bonus of 6.
Characteristic Tests and Degrees of Success/Failure
To make a characteristic test, a character makes a percentile role and compares it to the characteristic in question. If the result is equal to or below the characteristic, then it is a success. Otherwise, the test has failed. Characteristic tests are normally used to determine actions with varying results, such as if an attack hits, a character manages to dodge a blow, or if they can hack an encrypted keypads. To facilitate this, in addition to just passing a characteristic test there are degrees of success and failure. Passing or failing the test automatically grants one degree of success or failure respectively, and for every full difference of 10 above or below the characteristic being tested against, an additional degree is gained.
For example, here a character's DEX of 79 was tested against. The roll of 48 grants 4 degrees of success.
Modifiers
Characters have two sets of characteristics - their base and current characteristics. A character's base characteristics are the ones represented on their profile, while its current characteristics are its stats after all modifiers in the current game. If one of more abilities causes a character's current characteristics to change to a set value, the lowest of these values is applied first. Afterwards, any modifiers follow order of operations. If two modifiers of the same type (IE, two multipliers,or a multiplier or divider) than the one that was applied first has priority.
Opposed Tests
Opposed tests are different than other tests in that it is a direct contest between two characters. One example of a opposed test would be two characters trying to throw each other off a platform, or a character attempting to stop an opposing character from hacking a power node. The characters in question each roll a D100 and add the stats in question - these do not have to be the same stat. The rule that called for the contest will specify which stats to use. Whoever gets a higher total result wins the contest.
Round Structure
Each round is broken into a preparation phase, an activation phase, and an end phase. In the preparation phase initiative is rolled for each character and other effects are resolved that say they take place in the preparation phase. In the activation phase characters are activated one by one based on the initiative they rolled and take actions. In the end phase both sides of the conflict test to see if they will rout, the results of any injuries inflicted during the activation phase are discovered, and other effects that say they take place during the end phase are resolved.
Preparation Phase
Initiative
At the beginning of each preparation phase each character must roll their initiative by rolling a D10 and adding their Initiative. During the activation phase characters activate based on their rolled initiative in steps, starting from the highest and counting down to the lowest, or 0. When it comes time for a character's initiative they can choose to delay their activation, dropping their initiative to the lowest step where no one else will be activating. If there are no more "empty" initiative steps then the character must activate at initiative step 0. If two characters are activating at the same initiative step, then do not make any rolls until both of the characters have declared what actions they will take, and any modifiers made due to actions in that step are not applied till the end of the initiative step.
Activation Phase
Activations
Each turn characters activate in terms of initiative order rolled during the preparation phase and perform actions. Certain actions include moving, shooting, charging, reloading weaponry, and performing special mission-specific actions. Most actions are automatically successful and do not require a test, but some do such as shooting an enemy or moving across particularly rough terrain. If a test is required for an action, perform it immediately to see what the results are. Each activation, characters can perform a number of actions equal to half of their AGI bonus, but doing so strains their ability to focus on each individual actions. A character can only take 2 actions unburdened - after that, they take a cumulative -10 modifier to all tests.
Actions
All characters have a actions available to them universally, which are listed below.
- Advance - The character moves a number of ranges equal to their movement. Covered under movement.
- Attack - The character uses one of the weapons available to them. Covered under attacking.
- Hit the Ground - The character is automatically pinned and cannot make any further actions this turn but gains a +20 bonus to all Dodge tests.
- Stand Up - The character immediately recovers from being pinned.
- Overwatch - The character reserves any further actions and their activation immediately ends. Whenever an enemy character ends an action within short range, this character may immediately take an action as if it was still in its activation. Covered under reactions.
Movement
When a character makes a Advance action, they may move one range if they have an AGI bonus of 3 or less, up to 2 ranges if they have an AGI bonus of 5 or less, 3 ranges if they have an AGI bonus of 7 or less, or 4 ranges if they have an AGI bonus of 8 or more. If they choose so and they have enough movement, the character may move up vertical surfaces with a ladder or other way of going upwards. Going upwards is no problem, but falling downwards can quickly lead to injury. If a character voluntarily or involuntarily moves such that half or more of their base is not on solid ground, they fall to the depths below. The character must make an AGI test. If they pass, they regain their balance at the last second - move the character so that they are no longer in danger of falling. If they fail, measure the distance to the ground or nearest platform to the character - they must make a number of FRT tests equal to the number of inches they fell, and for each degree of failure they take one point of aggravating damage that cannot be reduced by armor.
Attacks
Shooting Attacks
To make a shooting attack is simple. The attacking character declares a target, and then measures to check how far they are from their target - this determines if they are within short range, long range, extreme range, or out of range. If the target is not at extreme range or out of range, the target character becomes pinned and the attacking character and the target character make a DEX vs AGI. This is known as the hit test for the attacking character, and the dodge test for the target. If the attacking character loses the contest, the attack misses. Certain attacks may have additional steps to perform on a miss, such as AOE attacks. Otherwise, if the attacker wins or ties the contest the attack hits.
Next, if the attack hits, then determine the attack's hit location by taking the result of the DEX test and comparing to the target's hit location table on their character sheet. If they wish, when an attacker declares a target they may also take a -15 malus to their hit test to make a targeted attack. Don't check hit locations for targeted attack - if the attack hits, the attacking character selects the hit location instead. Melee attacks suffer no malus to targeted attacks.
After determining if and where an attack hits, the target makes a FRT test in attempt to mitigate some of the damage done. This is the save test. On a failure, the character failed to protect themselves and takes the full amount of damage the weapon inflicts. Certain attacks may have additional steps to perform on a failed FRT test, such as melee attacks. On a success, the character reduces the damage done by the weapon using the following steps for each degree of success.
1) If the weapon still deals grievous damage, each degree of success reduces one point of grievous damage to aggravating damage.
2) If the weapon still deals aggravating damage, each degree of success reduces one point of aggravating damage to surface damage.
3) If the weapon still deals surface damage, each degree of success removes one point of surface damage.
Rate of Fire
Most shooting attacks do not fire a single shot at a time, but multiple. Weapons typically have one or more of the following fire modes: Single, Semiauto, and Fully Automatic. A single fire weapon such as a sniper or bolt action rifle shoots only one round per action used to fire it. A semiauto weapon will have a series of numbers in parentheses after its fire rate - this is the variable fire rate of the weapon. Make a single hit test for the weapon and count the number of degrees of success on the test if hits. If there is only one DoS, use the first value. If there are 2 or 3 DoS, use the second value. If there are 4 or more DoS with the hit test, then use the final value in the parentheses. Fully automatic weapons are similar to semiautos in that they shoot multiple rounds with a single action, but unlike semi-automatics it is very hard to stop firing before the clip is emptied. For each action used to fire a fully automatic weapon, roll a D10 equal to the number in parentheses after the fire rate. Next, make a hit test for the weapon - for each DoS, select one of the D10s you rolled - the weapon makes that many additional attacks. If any of the dice results chosen match one of the digits of the hit test, the weapon jams.
Jams
Firing weapons at high rates of fire without proper maintenance often leads to problems down the line. Whenever a character rolls doubles on a DEX test for a shooting attack, their gun has jammed. They cannot make further ranged attacks with that weapon until the jam is cleared. To clear a jam, a character may use an action and make a INT test. If the test is failed, nothing happens. Otherwise, the jam is cleared and they may fire normally.
Melee Attacks
Melee attacks are special attacks that can only be used when a character is in base contact with an enemy character. Melee attacks cannot Jam, do not suffer malii for targeted attacks, and gain a +20 bonus to hit tests against pinned characters, making CQC quite deadly.
If a melee attack hits and the target character fails to pass their save test, then in addition to the other effects of the attack, the character becomes stunned. Stunned characters suffer a -10 malus to tests and can make only two actions during each of their activations. Stunned characters may make a FRT test at the end of each of their activations - if passed, then they recover and the character is no longer stunned.
Cover
Targets behind cover are harder to hit at a distance. Characters have either no cover, partial cover, full cover, or are obscured. Characters in partial cover gain a +20 bonus to dodge tests against ranged attacks firing through the cover. Characters in full cover gain a +40 bonus to dodge tests against ranged attacks firing through the cover. Obscured characters cannot be targeted by ranged attacks.
Armor and AP
Some characters may wear armor over certain body parts, helping to protect against attacks. If when a character is hit by an attack, the attack strikes a hit location with armor, reduce all damage the attack would deal by the Armor in that location. If an attack hits a location with armor and the damage of the attack is reduced, roll a D10 for each prevented point of damage - on a 4+ the Armor in that location is reduced by one until the end of the game. Grievous damage counts as three damage and aggravating two for the purposes of amor calculation.
In addition, some attacks have the Armor Piercing (AP X) quality, followed by a number. If it does, then the attack gains a bonus to its damage equal to the number in the quality against hit locations with armor, essentially negating part or all of the armor's effectiveness.
Pinning
When a character is successfully hit by a ranged attack, they become pinned - lay their model face up. Pinned characters cannot advance and melee attacks targeting a pinned character gain a +20 bonus to hit tests but pinned characters usually have a lower profile, making it easier for them to benefit from cover.
Injury States
Characters have a number of damage boxes of each type equal to twice their FRT bonus. As a character's damage boxes are filled, their health deteriorates and their performance begins to falter. There are 4 states of injury: stable, injured, downed, and incapacitated. At the beginning of the game, all characters are stable, and suffer no malii. When all of a character's surface damage boxes are filled, they become injured. Injured characters get a -10 malus to tests and if playing in a campaign game must roll on the Lasting Injury table at the end of the game.
When all of a character's aggravating damage boxes are filled, they become downed. Downed characters immediately become pinned, may only take two actions in each of their activations, and suffer a -20 malus to all tests.
When all of a character's grievous damage boxes are filled, they become incapacitated. Incapacitated characters no longer are able to participate in combat and can effectively be ignored.
Adhoc vote count started by Cryptix on Nov 20, 2018 at 9:39 AM, finished with 23 posts and 21 votes.
[x] Trapped in the warp by a warp jump gone wrong. For 10,000 years, you and your legion battled to reach a stable warp portal, your forces steadily dwindling until all there was left was you, fighting an eternal crusade against the darkness. With the opening of the Cicatrix Maledictum, you can finally re-enter the field, wisened and a veteran of fighting warp spawn. (Gain the Warp Specialist trait - Your legion is more adept at both traversing the warp and fighting against creatures born from it, chaotic or otherwise.)
[X] Sleeping in Cryo-stasis, deep within the Golden Throne. Only the Custodes Captain-General knows of your continued existence, and has chosen to share it with the Lord Commander Guilliman upon seeing how bad the Imperium has become through the Eyes of the Emperor. After 6 months, Belisarius Cawl worked out the method to deactivate the stasis safely, and revived you from your slumber. (Gain the Trusted trait - Guilliman and the Imperium are much more likely to trust you and their relationship with them will grow faster than normal.)
[X] Journeying through the far reaches of the Galaxy, and even further beyond, avoiding any and all contact with human forces and scavenging to survive. Your legion underwent a diaspora, going renegade until all that was left was a loyal core of survivors, and even they couldn't survive 10000 years. When you heard of the trouble the Imperium is facing, you've finally been compelled to return to the empire you were exiled from. (Gain the Explorator trait - You are adept at navigating interstellar systems.)
[X] Journeying through the far reaches of the Galaxy, and even further beyond, avoiding any and all contact with human forces and scavenging to survive. Your legion underwent a diaspora, going renegade until all that was left was a loyal core of survivors, and even they couldn't survive 10000 years. When you heard of the trouble the Imperium is facing, you've finally been compelled to return to the empire you were exiled from. (Gain the Explorator trait - You are adept at navigating interstellar systems.)
[X] Trapped in the warp by a warp jump gone wrong. For 10,000 years, you and your legion battled to reach a stable warp portal, your forces steadily dwindling until all there was left was you, fighting an eternal crusade against the darkness. With the opening of the Cicatrix Maledictum, you can finally re-enter the field, wisened and a veteran of fighting warp spawn.
[x] Trapped in the warp by a warp jump gone wrong. For 10,000 years, you and your legion battled to reach a stable warp portal, your forces steadily dwindling until all there was left was you, fighting an eternal crusade against the darkness. With the opening of the Cicatrix Maledictum, you can finally re-enter the field, wisened and a veteran of fighting warp spawn. (Gain the Warp Specialist trait - Your legion is more adept at both traversing the warp and fighting against creatures born from it, chaotic or otherwise.)
[x] Trapped in the warp by a warp jump gone wrong. For 10,000 years, you and your legion battled to reach a stable warp portal, your forces steadily dwindling until all there was left was you, fighting an eternal crusade against the darkness. With the opening of the Cicatrix Maledictum, you can finally re-enter the field, wisened and a veteran of fighting warp spawn. (Gain the Warp Specialist trait - Your legion is more adept at both traversing the warp and fighting against creatures born from it, chaotic or otherwise.)
[X] Sleeping in Cryo-stasis, deep within the Golden Throne. Only the Custodes Captain-General knows of your continued existence, and has chosen to share it with the Lord Commander Guilliman upon seeing how bad the Imperium has become through the Eyes of the Emperor. After 6 months, Belisarius Cawl worked out the method to deactivate the stasis safely, and revived you from your slumber. (Gain the Trusted trait - Guilliman and the Imperium are much more likely to trust you and their relationship with them will grow faster than normal.)
[X] Journeying through the far reaches of the Galaxy, and even further beyond, avoiding any and all contact with human forces and scavenging to survive. Your legion underwent a diaspora, going renegade until all that was left was a loyal core of survivors, and even they couldn't survive 10000 years. When you heard of the trouble the Imperium is facing, you've finally been compelled to return to the empire you were exiled from. (Gain the Explorator trait - You are adept at navigating interstellar systems.)
[X] Sleeping in Cryo-stasis, deep within the Golden Throne. Only the Custodes Captain-General knows of your continued existence, and has chosen to share it with the Lord Commander Guilliman upon seeing how bad the Imperium has become through the Eyes of the Emperor. After 6 months, Belisarius Cawl worked out the method to deactivate the stasis safely, and revived you from your slumber. (Gain the Trusted trait - Guilliman and the Imperium are much more likely to trust you and their relationship with them will grow faster than normal.)
Actually Ilike this more lets not have to deal with Dipshits being as Dipshitty
[X] Journeying through the far reaches of the Galaxy, and even further beyond, avoiding any and all contact with human forces and scavenging to survive. Your legion underwent a diaspora, going renegade until all that was left was a loyal core of survivors, and even they couldn't survive 10000 years. When you heard of the trouble the Imperium is facing, you've finally been compelled to return to the empire you were exiled from. (Gain the Explorator trait - You are adept at navigating interstellar systems.)
[x] Trapped in the warp by a warp jump gone wrong. For 10,000 years, you and your legion battled to reach a stable warp portal, your forces steadily dwindling until all there was left was you, fighting an eternal crusade against the darkness. With the opening of the Cicatrix Maledictum, you can finally re-enter the field, wisened and a veteran of fighting warp spawn. (Gain the Warp Specialist trait - Your legion is more adept at both traversing the warp and fighting against creatures born from it, chaotic or otherwise.)
[x] Trapped in the warp by a warp jump gone wrong. For 10,000 years, you and your legion battled to reach a stable warp portal, your forces steadily dwindling until all there was left was you, fighting an eternal crusade against the darkness. With the opening of the Cicatrix Maledictum, you can finally re-enter the field, wisened and a veteran of fighting warp spawn. (Gain the Warp Specialist trait - Your legion is more adept at both traversing the warp and fighting against creatures born from it, chaotic or otherwise.)
So is this 10,000 years real time or 10,000 years to us while in the warp. so we could end up coming out, just as we were taken by chaos as a baby. that would be pretty badass if it's the case.
[x] Trapped in the warp by a warp jump gone wrong. For 10,000 years, you and your legion battled to reach a stable warp portal, your forces steadily dwindling until all there was left was you, fighting an eternal crusade against the darkness. With the opening of the Cicatrix Maledictum, you can finally re-enter the field, wisened and a veteran of fighting warp spawn. (Gain the Warp Specialist trait - Your legion is more adept at both traversing the warp and fighting against creatures born from it, chaotic or otherwise.)
[X] Journeying through the far reaches of the Galaxy, and even further beyond, avoiding any and all contact with human forces and scavenging to survive. Your legion underwent a diaspora, going renegade until all that was left was a loyal core of survivors, and even they couldn't survive 10000 years. When you heard of the trouble the Imperium is facing, you've finally been compelled to return to the empire you were exiled from. (Gain the Explorator trait - You are adept at navigating interstellar systems.)
[X] Trapped in the warp by a warp jump gone wrong. For 10,000 years, you and your legion battled to reach a stable warp portal, your forces steadily dwindling until all there was left was you, fighting an eternal crusade against the darkness. With the opening of the Cicatrix Maledictum, you can finally re-enter the field, wisened and a veteran of fighting warp spawn.
[X] Sleeping in Cryo-stasis, deep within the Golden Throne. Only the Custodes Captain-General knows of your continued existence, and has chosen to share it with the Lord Commander Guilliman upon seeing how bad the Imperium has become through the Eyes of the Emperor. After 6 months, Belisarius Cawl worked out the method to deactivate the stasis safely, and revived you from your slumber. (Gain the Trusted trait - Guilliman and the Imperium are much more likely to trust you and their relationship with them will grow faster than normal.)
[x] Trapped in the warp by a warp jump gone wrong. For 10,000 years, you and your legion battled to reach a stable warp portal, your forces steadily dwindling until all there was left was you, fighting an eternal crusade against the darkness. With the opening of the Cicatrix Maledictum, you can finally re-enter the field, wisened and a veteran of fighting warp spawn. (Gain the Warp Specialist trait - Your legion is more adept at both traversing the warp and fighting against creatures born from it, chaotic or otherwise.)
[X] Sleeping in Cryo-stasis, deep within the Golden Throne. Only the Custodes Captain-General knows of your continued existence, and has chosen to share it with the Lord Commander Guilliman upon seeing how bad the Imperium has become through the Eyes of the Emperor. After 6 months, Belisarius Cawl worked out the method to deactivate the stasis safely, and revived you from your slumber. (Gain the Trusted trait - Guilliman and the Imperium are much more likely to trust you and their relationship with them will grow faster than normal.)
[x] Trapped in the warp by a warp jump gone wrong. For 10,000 years, you and your legion battled to reach a stable warp portal, your forces steadily dwindling until all there was left was you, fighting an eternal crusade against the darkness. With the opening of the Cicatrix Maledictum, you can finally re-enter the field, wisened and a veteran of fighting warp spawn. (Gain the Warp Specialist trait - Your legion is more adept at both traversing the warp and fighting against creatures born from it, chaotic or otherwise.)
[x] Trapped in the warp by a warp jump gone wrong. For 10,000 years, you and your legion battled to reach a stable warp portal, your forces steadily dwindling until all there was left was you, fighting an eternal crusade against the darkness. With the opening of the Cicatrix Maledictum, you can finally re-enter the field, wisened and a veteran of fighting warp spawn. (Gain the Warp Specialist trait - Your legion is more adept at both traversing the warp and fighting against creatures born from it, chaotic or otherwise.)
[X] Sleeping in Cryo-stasis, deep within the Golden Throne. Only the Custodes Captain-General knows of your continued existence, and has chosen to share it with the Lord Commander Guilliman upon seeing how bad the Imperium has become through the Eyes of the Emperor. After 6 months, Belisarius Cawl worked out the method to deactivate the stasis safely, and revived you from your slumber. (Gain the Trusted trait - Guilliman and the Imperium are much more likely to trust you and their relationship with them will grow faster than normal.)
[X] Trapped in the warp by a warp jump gone wrong. For 10,000 years, you and your legion battled to reach a stable warp portal, your forces steadily dwindling until all there was left was you, fighting an eternal crusade against the darkness. With the opening of the Cicatrix Maledictum, you can finally re-enter the field, wisened and a veteran of fighting warp spawn.
[X] Trapped in the warp by a warp jump gone wrong. For 10,000 years, you and your legion battled to reach a stable warp portal, your forces steadily dwindling until all there was left was you, fighting an eternal crusade against the darkness. With the opening of the Cicatrix Maledictum, you can finally re-enter the field, wisened and a veteran of fighting warp spawn.
[x] Trapped in the warp by a warp jump gone wrong. For 10,000 years, you and your legion battled to reach a stable warp portal, your forces steadily dwindling until all there was left was you, fighting an eternal crusade against the darkness. With the opening of the Cicatrix Maledictum, you can finally re-enter the field, wisened and a veteran of fighting warp spawn. (Gain the Warp Specialist trait - Your legion is more adept at both traversing the warp and fighting against creatures born from it, chaotic or otherwise.)
If our main focus is fighting chaos then this trait is essential.
[X] Trapped in the warp by a warp jump gone wrong. For 10,000 years, you and your legion battled to reach a stable warp portal, your forces steadily dwindling until all there was left was you, fighting an eternal crusade against the darkness. With the opening of the Cicatrix Maledictum, you can finally re-enter the field, wisened and a veteran of fighting warp spawn. (Gain the Warp Specialist trait - Your legion is more adept at both traversing the warp and fighting against creatures born from it, chaotic or otherwise.)
This is the most realistic option based on the setting as far as I know. I don't believe in the exile option and freezing a perfectly fine Primarch in Stasis is just... odd.
[X] Sleeping in Cryo-stasis, deep within the Golden Throne. Only the Custodes Captain-General knows of your continued existence, and has chosen to share it with the Lord Commander Guilliman upon seeing how bad the Imperium has become through the Eyes of the Emperor. After 6 months, Belisarius Cawl worked out the method to deactivate the stasis safely, and revived you from your slumber. (Gain the Trusted trait - Guilliman and the Imperium are much more likely to trust you and their relationship with them will grow faster than normal.)