Solar Auxilia Officer Quest. A 30k Early Great Crusade quest.

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The Age of Strife has ended, and the battered remnants of humanity have been united by the Emperor of Mankind to start a war that promises to see humanity return to ascendancy in the stars.
Cohort Creation
Location
Netherlands
Welcome to Solar Auxilia Quest.

You are no Legionnes Astartes, No Primarch, no great leader, you are an officer of a Cohort of elite human footsoldiers that is nevertheless destined to play a secondary role to the Space Marine Legions.

You will command no great battlefronts, and you are destined to follow orders and try to make your way through the Great Crusade with as many of your people as possible, for the promises of gaining a world for your Regiment once it is finally disbanded. your story starts at the very beginning of the Great Crusade, having joined at the very start of the greatest military undertaking in human history.

This is not the Imperium at its height, this is the Imperium at is weakest in a galaxy still teeming with untold horrors and foes that are more than capable of resisting if not crushing it.



The Solar System, birthplace of humanity, and the place where its hopes and dreams died. For millenia it suffered.

Terra, the birthworld of humanity, lies ravaged by Nuclear Holocaust and Eugenical Gene Wars, its surface pitted with craters and its nation-states reduced to fractured realms under the thumbs of priest-kings, vivisector covens, alchemical gene-sorcerers, and techno-barbarians.

Luna, Terra's natural satellite, has been controlled by the Selenar Gene-Cults for millenia, its matriarchs selectively producing a planetary population and labour force that is enthralled to their whims.

Mars, the second great world of the Solar system, fell to psyker-covens and nuclear war as these new rulers established control, a green paradis returned to a red hell. Then the worshippers of the Machine God emerged from the depths and destroyed their Psychic overlords in a thousand year war.

Venus, once a garden, now finds itself fiefdom of the War Witches, its billions little but fodder for feuding cabals, fresh parts for armies of Litho-Golems and Osseo-Titans.

On the cobalt-saturated surface of Mercury, Scavenger Clans and mutant tribes fight for survival and control of ruined crawler-citties , even as the world shakes as ancient antimatter refineries tear apart in white blasts of annihilation. Humanity endures in the warrens beneath its surface, underground cities where the rule of law still exists, and who provide the system's precious antimatter supply.

Jupiter, once home of the greatest shipyards in human history, is now home to the Jovian Void Clans, shipbuilders whose ancient art is all that allows them to resist invasion, even as their holdings shrink each generation in the face of pirates and alien invasion.

The False Moon's yoke has established footholds throughout the outer planets, the humans under their yoke bred into mewling stunted things to bear their larvae. Even as this happens, other Xenos continued to attack the Solar System,

The Saturnyne Ordos are the only civilization within the Solar System to endure Old Night without suffering a complete collapse. But this survival came at a cost, and the soldiers who'd found the Ordo only endured through ruthless psyker-culls and merciless rationing of resources. Saturn is beset however, with the Khrave forming a cancerous incursion around the moon of Enceladus that has resisted every attempt to destroy it.

Uranus is a shadow of its former glory as the great fuel station of human expansion, reduced to scattered outposts of civilization in a void teeming with mutant pirate fleets, including what rumours claim to be remnant Artificial Intelligence constructs that endured after the Age of Strife, their minds rendered incapable of self-replication.

Within the depths of Neptune's moons, genetic engineering meant to ensure survival has turned the inhabitants of these worlds into horrific mutants utterly devoid of their humanity, their ability to adapt to any environment forced to change them to live in polluted warp-tainted caverns and habitats. These creatures ferociously defend their environments, using scavenged warships from the Dark Age of Technology to launch attacks on humans in their endless hunger for flesh.

And beyond the light of Sol, the False Moon of Sedna stirs, spewing forth swarms of horror, its full awakening promising the end of all things.

But this status quo has been shattered, and the deeds of one man are on everyones lips, the one who promises to put an end to this madness.

A new warlord has united Terra and Mars, a Golden being of incomparable Psychic Might, leading twenty legions of transhuman warriors. Luna has been conquered by the Luna Wolves Space Marines, and its gene looms put to work producing Astartes. Mars has bent the knee to this leader, recognizing him as the avatar of their god, while the Saturnyne Ordos has sworn itself to his service. Vast armies are mustering and setting out from Terra across the Solar System to liberate it.

The Void Hoplites of the Saturnyne Ordos have already proven themselves as an excellent highly-adaptable template of void-capable soldiery, one which the Emperor is already seeking to expand. Across the solar system, the call is going out for men and women to enlist in the Solar Auxilia and take up the banner of Unity, to prepare for the greatest military undertaking in human history.

The pay is good and the perks are extensive. All who serve a tour of duty for twenty five years will be given noble titles, land, and wealth, with the option of gaining whole worlds dangling above the heads of some.

The Age of Strife is over, and your story begins here.

The Cohort you will join was raised among the following people sworn to the Emperor:

The disparate tribes and people of Terra that endured the horrors of Old Night still bear the brutal scars. The people have endured much, possessing a strong resilience towards radiation and pollution. Terra is a world of feral tribes, decrepit Hive Cities and ravaged nation states on the periphery.

[][ORIGIN] Terran Tribe:
Parts of terra destroyed early on in the Age of Strife eventually became home to hardy tribes that livee hand to mouth with an eclectic mixture of primitive tribes with scatterings of high technology. These are peoples ruled and controlled through violence. Many of these tribes were quick to swear loyalty to the Lord of Lightning, although the degree of reverence towards him veers on the deific among some.

Examples include the Texii gun tribes of the Merician continent, the Albian and Highland tribes of Old - Europa, the Mapuktche of Hybrasil, and the myriad peoples of the Gobi chem-wastes.

Your Cohort is recruited from one of Terra's tribes, with the promise of your tribe resettling to a new world if your Cohort wins one.

[][ORIGIN] Terran Nation:
Some bastions of sanity and civilization endured upon Terra, be they decrepit hives, or remote cities of brick and concrete. These nations carefully guarded the remnants of the cultural legacy of mankind, fielding haphazard armies equipped with what industry and archeotech that humanity had managed to preserve.

Examples include:
The Anzak hives, Nordafrik communes, the Merician city states, Belux dome cities, the Dragon Nations of the pan pacific and more.

Your Cohort is a retrained army from one of Terra's nation states, bulked out with a mixture of gutter trash, idealists, patriots, and ambitious fools.

[][ORIGIN] Terran Techno-Clan:

The Techno-Clans of Terra are groups that managed to hold onto the secrets of technology, many of them coming from ancient corporate cartels. Within hidden citadels these groups survived the Age of Strife, trading advanced technology for influence. With the proclamation of unity, these Techno-Clans no longer needed the large masses of serfs and menials to support them, due to the reintroduction of a global currency and the Adeptus Arbites.

Examples include the Terrawatt, Rii-thyon, and Yendainam clans,

Your Cohort is made up of the former menials and serfs of a Techno-Clan that were no longer needed to support a clan.

[][ORIGIN] Jovian Void Clan:

The people of Jupiter endured much during the Age of Strife, the Void Clans forming tight bonds in the face of adversity. The people of the Jovian Void Clans adapted to a space-based existence, maintaining a fleet and the limited trade lanes of the Solar System. Spread out among familial clan-ships holding small communities, to massive multi-clan fortresses.

Your Cohort was recruited from several consanguineous Void Clans, primarily made up of young men and women with little prospects.

[][ORIGIN] Saturnyne Ordos:

The Saturnyne Ordos are the only civilization within the Solar System to endure Old Night without suffering a complete collapse. But this survival came at a cost, and the soldiers who'd found the Ordo endured through ruthless psyker-culls and merciless rationing of resources. Saturnyne society is strict, Saturnian space patrolled at all times and protected without mercy for any xenos or mutants that attempt to intrude.

Your Cohort is an existing Void Hoplite Cohort that has been rebranded as Solar Auxilia.



Cohort Specialization and equipment:

Although your Cohort has all the equipment of one of the Early Solar Auxilia regiments, yours is slightly focused upon a specific purpose, a purpose for which you'll be a Sub-Tercio officer. As the Great Crusade progresses, the equipment and weapons of the Solar Auxilia will change.

Void war:
Your Cohort specialises in naval boarding operations and operates a dedicated voidship instead of being moved around as needed. You primarily deploy in the void, fighting boarding actions, seizing enemy orbitals, and opening the way for other Auxilia to attack planets. This Cohort has been reinforced by a core of elite Saturnyne Veletaris.
You start commanding a Sub-Tercio of:
4 Solar Auxilia Lasrifle Sections
1 Veletaris Volkite Section
(Can only be taken by Saturnyne or Jovian Cohorts)

Planetary Landing Cohort:

Your Cohort has the numbers to engage in planetary landings and either advance behind the Astartes to take the ground they secured, or to give their mobile strike forces existing fortifications to attack from. They are not expected to launch attacks beyond securing landing sites.
You start commanding a Sub-Tercio of:
3 Solar Auxilia Lasrifle Sections
2 Solar Auxilia Veteran Lasrifle Sections
1 Solar Auxilia Rapier Section

Siege:

This Cohort has been equipped for laying siege to alien fortifications and breaking them down. Their purpose is to surround the enemy and lay down supporting fire on an enemy fortreess, grinding them away from a comfortable distance.
You start commanding a Sub-Tercio of:
4 Solar Auxilia Lasrifle Sections.
1 Solar Auxilia Flamer Section.
1 Solar Auxilia Rapier Section.

Chemical Warfare:

Your Cohort is authorised to deploy Phosphex and Chemical weaponry. Your Cohort is deployed when an enemy is to be destroyed so utterly that the destruction of the world on which you fight is not just accepted, but expected.
You start commanding a Sub-Tercio of:
3 Solar Auxilia Lasrifle Sections
1 Solar Auxilia Destroyer Support Section.
(Can only be taken with a Terran Cohort due to generational adaptations to Phosphex and Chemical weaponry.)

Marine Support:

It has been learned that several of the Space Marine Legions are unstable and prone to uncontrollable rages. Your Cohort has the unenviable task of clearing out foes the Astartes ignored for the sake of easier kills, and aiding the field police of the Consuls Opsequiari in maintaining order and discipline over their brothers. This is known to involve lethal force
You start commanding a Sub-Tercio of:
3 Solar Auxilia Lasrifle Sections
2 Ogryn Charonite Sections




The Solar Reclamation:
The fighting within the Solar System is a war fought on multiple fronts, as the Legionnes Astartes are sent out in all directions as fast as new ships can be built, or old ships refurbished, while the Jovian and Saturnyne fleets fight a brutal omni-directional campaign to secure their own holdings. The Khrave infestation on Enceladus is little more than pools of bubbling Phosphex, while the Orkoid incursions around Pluto burn in the void, their corpses picked over by the Fifth Saturnyne Hoplite Fleet, even as The Warborn and Sentinels of the Void fight to restore the Solar System's trade networks.

Your cohort's first battle although not permanently bonding you to a Legion, would permanently change the Cohort's outlook and identity.
(Not every legion is involved in the battle for the Solar System, or was the type to cooperate with regular human troops.)

[] [LEGION] March on the False Moon:
At the edge of the Solar system lies the False Moon, the hive of an alien invasion that has been consuming the solar system for nigh-on three thousand years. The worst inhumanity the Xenos can muster waits upon the moon, ready to bring all the horrors of Old Night to bear. Psi-Constructs, thrall hosts, flesh golems, looted xeno-archeotech from the depths of their lair, void wraiths. You are assigned to follow in the footsteps of the First Legion on the long march to Sedna, clearing out the Kuiper Belt of Xenos nests in anticipation of an Emperor-led assault on Sedna after the Solar System has been reclaimed for humanity.
You are assigned to an expeditionary fleet of the First Legion of the Space Marines.

[] [LEGION] The Antarctic Campaign:

The Antarctic is a hub of Anti-Imperial sentiment that lasted long after the official proclamation of Terran Unity. The Heralds of the Imperium Legion is leading the clearance of the last remaining rebel hive cities of their tyrants, the low numbers of this Legion meaning they are aiding their human allies as leaders, advisors, and support formations. The Emperor would have Terra secured before the push on the Nemesis Moon.

You are assigned to an expeditionary fleet of the Third Legion of the Space Marines.

[] [LEGION] Liberation of Venus:

The Fourth Legion of the Space Marines, the Iron Fourth, is waging a brutal conflict against the War Witches of Venus and their Litho-Golems and Osseo-Titans. Your Cohort is assigned to aid them in destroying the Litho-Golems and free the billions of humans kept under a psychic yoke.
You are assigned to an expeditionary fleet of the Fourth Legion of the Space Marines.

[] [LEGION] Battle in the Lightless Dark:

In the darkness of the Oort Cloud, where there is no light beyond that which ships bring with them. Into the lightless dark you ventured alongside the Fifth Legion Star Hunters to find the hidden outposts of humanity who believed themselves the last humans in existence, outposts of alien empires with designs on the Solar System, Orkoid encroachment, and extensions of the False Moon's yoke.
You are assigned to an expeditionary fleet of the Fifth Legion of the Space Marines.

[] [LEGION] The Purgation of the Neptunian Deeps:
When the false moon Sedna threatened the Solar System, the depths of Neptunes moons became a refuge to many fleeing the predation of the invaders. In that time, the people of the Solar System fled into the Neptunian deeps in order to survive. Now, the moons of Neptune are inhabited by swarms of mutants devoid of any humanity and enthralled by a caste of psykers. The Emperor has decreed that they must be destroyed and the ships they dwell in prepared for the attack on Sedna.
You are assigned to an Expeditionary Fleet of the Revenant Legion, the Ninth Legion of the Legionnes Astartes

[] [LEGION] The Jovian Liberation:

Pirates of human, mutant, and Xenos stock have long infested Jovian space, keeping many of the Jovian Void Clans under a yoke, a mass of anarchic violent space surrounds a scarce few islands of civilization where the Jovian shipwrights barter their secrets for survival. The fighting here promises to be brutal, thousands of small habitats and ships needing to be defeated. The Astartes of the Warborn Legion are to lead the efforts to secure this area of the Solar System, supported by the still-nascent Sentinels of the Void of the Seventh Legion.
You are assigned to an expeditionary fleet of the Thirteenth Legion of the Space Marines, assisted by a contingent of Seventh Legion.

[] [LEGION] The Emperor's Wolves:
The conquerors of Luna and the Selenar Gene Cults, the Sixteenth Legion of the Astartes has been fighting suppression campaigns in the depths of the Lunar Orbital Plates against Selenar remnants that refuse to surrender, and securing the Terran-Lunar Lagrange points and the vast orbital cities located there. The 'Luna Wolves' As their nickname has come to be known, are the iron fist hidden beneath the silk glove of Imperial Diplomacy, taking on those who refuse to join the Imperium.
You are assigned to an expeditionary fleet of the Sixteenth Legion of the Space Marines.

[] [LEGION] Liberation of Lysithea:

One of the moons of Jupiter is occupied by a hitherto unknown species of fungal xenos parasites that is unaligned with the False Moon. They are marked for extermination for their piracy and infection of nearby human polities into incubators for their spores. The Nineteenth Legion of the Space Marines, The Pale Nomads, has been deployed in force to destroy them, and they have requested Auxilia to hold the moon's many docks to stop the Xenos from breaking out as they fight their way into the moon's core and burn the alien fungal warrens.
You are assigned to an expeditionary fleet of the Nineteenth Legion of the Space Marines.

Your Cohort will be called the
[][NAME] Write in a name for your Cohort.



Hello everyone, Mayto is back! I am here to run a very narratively focused quest about being a Solar Auxilia Legate Marshal, trying to survive the Great Crusade and make it through alive. This Specialisation choice is purely so people can make a decision about what kind of fighting they'd like to do.

There is no rush to decide what sort of story you want. After this is chosen, you will be given a name, and go through your first battle.

Plan-voting. Please include a bit of backstory for your Cohort and what your intentions are.
 
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Solar Auxilia Cohort Organization.
A Cohort of the Solar Auxilia is a massive formation, with the exact makeup and organization changing depending on the purpose of the Cohort. More generic Cohorts have stricted makeups, while specialized ones can vary greatly.

A Section is usually made up of 20 troopers for regular soldiery, and 10 troopers for the Veletaris and is led by a Void Sergeant or Void Sergeant Primus.
A Sub-Tercio is made up of between 5 and 10 Sections and is led by a Troop Master/ Troop Master Primus who is the second in command to an Ensign that answers to the commander of the Tercio.
A Tercio is made up of between 5 and 10 Sub-Tercios and is led by a Sub-Lieutenant or Lieutenant,
A Sub-Cohort is made up of between 5 and 10 Tercios and is led by a Sub-Commander, Commander, or High-Commander.
A Cohort is made up of between 5 and 10 Sub-Cohorts and is led by a Tribune or Legate Marshal.

---

You are currently an Ensign of the 7th Verdyn Chemical Engineers Cohort.

You are in command of:
Sub-Tercio Delta,
Which is part of Tercio Primaris, led by Lieutenant Albert Nellyat.
Tercio Primaris is a part of Sub-Cohort Quintus, led Commander Belgois Richelle.
Sub-Cohort Quintus is part of the 7th Verdyn Chemical engineers Cohort, led by Legate Marshal Mardon Lentierre:

Your current command:
-First Lasrifle Section. You are in command of this Section.
-Second Lasrifle Section. Led by Void Sergeant Amélie Beaufort
-Third Lasrifle Section. Led by Void Sergeant Jeanne
-Fourth Lasrifle Section.
-First Rapier Destroyer Support Section. Led by Sergeant Philip "Pip" Bernadotte.
-First Auxilia Flamer Section.
-First Veletaris Storm-Axe Section. Led by Anniet Chjandelmak.


These are the known units that you have encountered


Combat System. (Warning: Boring)
(Combat is turn based with defenders always having the initiative.

There are always fewer engagements than units.

When fighting begins, first the defender makes their shooting action, each unit rolling their shooting attack. Some units have an armour save, some do not.
If the total wounds inflicted exceeds the attacker's wounds, the attacker immediately loses the Engagement.

If the attacker survives, they open fire, if the wounds inflicted exceed the defenders wounds, the defender immediately loses the engagement.

After shooting, units are removed in order of weakest to strongest.

if the attacker is capable of it, melee begins and fighters square off. (Note, melee is not a universal ability).

All units in the engagement roll a 2d6 + Combat Effectiveness.
(Solar Auxilia have no combat effectiveness bonus. Space Marines have a +2)

Up to five of the highest rolls of each side are then put against each other in descending order.

[Example:
Attacker: Defender
11 - 12
10 -10
8 - 9
6 - 7
5 - 4

The Attacker inflicts 1 wound
The Defender inflicts 3 wounds
Both receive 1 wound due to the draw.]

Wounds are immediately applied and units removed in order of importance.

This ends the round. Next round starts with shooting between units not engaged in melee.
(If a unit in the melee has the "Chaff" trait, and their side scored more shooting hits than there are unengaged targets, the chaff and their enemy receive a wound. )

If a troop in melee is not blocked, their rolls will be applied as wounds to the other's ranged units to represent the attacker breaking through to the ranged units.

If this happens, General Melee begins, all shooting ceases, and all units roll their Combat Effectiveness.

Melee rolls will continue until one side is destroyed.
Unit Options
Solar Auxilia Lasrifle Section:
A force of void-armoured well-trained well-drilled troops equipped with the finest lasrifles that the early Imperium can source.
Shooting 4+
Armour save: 5+
Combat effectiveness: 2d6 + 0
Wounds: 1
Trait:
Light weaponry:
Can not damage Heavy armour.
Defender: Automatically moves into Engagment Melee to match enemy melee units

Solar Auxilia Flamer Section:
The purifying effects of fire have long proven themselves against the Psyker and the Alien, and the Saturnyne Ordos have developed flamethrower able to either use promethium or hydrazine based gels depending on if an engagement is expected to take place in vacuum.
Shooting 5+
Shots: 3
Armour save: 5+
Combat effectiveness: 2d6 - 2
Wounds: 1
Trait:
Fire-Purgation:
When General Melee ensues, the Flamer Section makes a full shooting attack.

Veteran Lasrifle Section:
A force of void-armoured well-trained well-drilled troops equipped with the finest lasrifles that the early Imperium can source. These veterans are drilled to fire faster and have considerable close combat experience with their bayonets and swords.
Shooting 4+
Attacks: 2
Armour save: 5+
Combat effectiveness: 2d6 + 0
Wounds: 2
Trait:
Light weaponry:
Can not damage Heavy armour.
Defender: Automatically moves into Engagment Melee to match enemy melee units

Solar Auxilia Rapier Support Section:
Modified cargo-palettes equipped with heavy weapons are the inspiration of these weapons systems, their design so durable and reliable that the Astartes have begun to use them.
Shooting 3+
Armour save: None
Combat effectiveness: 2d6 - 3
Wounds: 1
Trait:
Fire Support:
When Attacking: If the enemy has no Fire Support in the engagement, the attacker shoots fist.

Solar Auxilia Destroyer Support Section:
These Rapiers are equipped with Quad Mortars and crewed by combat engineers that use remote-controlled servitors for most of their operations. Firing triple-sealed Phosphex and Rad munitions that are only transported in bulky stasis containers.
Shooting 3+
Armour save: None
Combat effectiveness: 2d6 - 3
Wounds: 1
Trait:
Fire Support:
When Attacking: If the enemy has no Fire Support in the engagement, the attacker shoots fist.
Destroyer weaponry: By deploying this unit to an engagement, it immediately becomes Hostile and every turn you need to do an attrition test or lose a Section of infantry.
Units without an armour save make no tests and are immediately removed.
Armour saves can not be made against this unit.


Solar Auxilia Charonite Ogryn Section:
Imported to the Solar System from gene-patterns imported from a trader from Pavonis, the Saturnyne Ordos have grown specially gene-bulked abhumans implanted with cybernetics that keep them quiescent, but also ready to be sent into a murderous kill-frenzy at the flip of a switch.
Armour save: 4+
Combat effectiveness 2d6 + 3
Wounds: 3
Trait:
Meat Shield:
Before General Melee can start, this unit must be destroyed. All excess melee wounds are concentrated upon this unit.
It will not die: After being removed, and after the conclusion of the current melee round, roll a d6, on a 4 or up, the Charonite revives with one wound.

Veletaris Volkite Section
Shooting 3+
Armour save: 4+
Combat effectiveness: 2d6 + 0
Wounds: 1
Trait:
Light Weaponry
: Can not damage Heavy armour.
Deflagerate: If an enemy unit is killed by this unit, immediately apply another wound to an enemy unit during shooting resolution, one more if a unit of Chaff is killed.

Veletaris Storm-Axe Section
Armour save: 4+
Combat effectiveness: 2d6 + 1
Wounds: 2
Trait:
Guardian:
If General Melee ensues, roll for Support Sections as normal. When a Support Section is to take a wound, instead roll again for the Storm-axe Section and have it take the place of the support section. This effect can happen once per Guardian.
Melee combatant: Will immediately enter engagement Melee if possible.
Power Weaponry: Can damage Heavy armour in Melee

Veletaris Rotor-Cannon Section: Veletaris with rotary autocannons.
Shooting 3+
Shots: 2
Armour save: 4+
Combat effectiveness: 2d6 -3
Wounds: 1
Suppressing fire:
Corpsegrinder:
Double damage when hitting chaff.
 
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Characters
You are Herrand Sallas, Ensign of the Solar Auxilia.

When the Galaxy fell into ruin, peace became a dream. Even in Franc, the land of your ancestors, your family knew that if one wanted to stand by their beliefs, one had to accept the adage 'Might makes right', that even the most just needs must fight to hold true to their ideals.

And when one must fight, like any other task or skill, one needs the proper tools with which to do so.

Enter, the Famille Sallas.

Your family learned well from the mistakes of others, those too tied to artistic efforts, others too eager for coin and uncaring of standards.

No, your family knew that the way to prosperity was the most dreaded hobgoblin of little minds: consistency, and that is how your family rose to riches. Arms, armaments, armor, to have a Sallas was to have reliability, to be able to trust the weapon in your hand. Starting with the humble autogun, your family's reputation as a purveyor of quality, if humble, arms grew with time.

Yet this is not enough. Reputation in arms making is that of the common craftsman in Franc, and the Imperium. Your family will not settle, never concede to that most wretched of fates: mediocrity.

Your family has its sights set on that which many others say should never come to them, something that should be as the old saying goes, 'beyond their stars'...Nobility.

And so, after the conquest of Franc into the wider Imperium of Terra, your family has cast its lots. Scions of both sexes by the dozens to serve as officers and soldiers and quartermasters and pursers, fortunes traded and enough weapons to arm continents provided to the Imperium's efforts. Even to the point of your own brother being selected to serve with the Third legion, lost to your family in the rigors of becoming a transhuman, the Sallas family will serve.

Enter one Herrand Sallas, the man to bring your family to glory, you trained, studied, and fought your way to the position you now hold. Even though others of your family got cushier jobs, or more prestigious posts, it does not matter to you. You will take this motlley band of misfits and troublemakers and forge a weapon to crush any horror or threat that you are sent against.

After all, with a good weapon in hand, so much is possible.

Traits:
Mercantile ambitions:

You are in semi-reliable contact with your family regarding trade opportunities on newly compliant worlds, and you share their interest in attaining a position of nobility on a newly conquered world. If you earn the right to field retainers and lifeward, you can leverage your family's wealth to equip them.
Equipment:
You start with a Saturnyne Volkite pistol that is worth more than the average village in Franc, a very ostentatious and blatant show of wealth, and a duelling sword you trained to use as part of a 'patrician' education.



Personal Attaché's and bodyguards.
Vox-Trooper Primevére Cartier:

Primevére Cartier was born and raised in the mid-levels of Hive Pars itself, to parents who ran a modest production line of components for dataslates and cogitator terminals. Such a well-to-do upbringing afforded the young Primevére no end of opportunities for a comfortable life, chief among them an education at a technical trade institute. There, she was a capable yet unexceptional alumnus, and would likely have simply been another chapter of her life that passed without much remark, had she not met a man named Mael. Falling into political activism, Primevére would become a reporter and activist in Franc, uncovering corruption and embezzlement scandals, until finally falling afoul of data protection laws. Faced with prison or military service, she chose service.

Vexilla Bearer Jean Claude:
Before being drafted Jean Claude was a laborer at one of your families many factories. And despite the mans rather dull expression and short stature you have been assured repeatedly that he meets the minimum standards required for his duty. The man is eager to please in a almost puppy like way and treats the Vexilla like one would a national relic. Possibly because the thing is worth more then his family made in a decade. While not fulfilling his other duties or rushing around aiding someone on some errand you'll inevitably find him fussing over the thing and religiously cleaning and maintaining it.

Lifeguardian:
A bio-synthetic android made to appear like your mistress, but actually a deadly bodyguard ready and able to defend you at a moment's notice.

Officers:
Under your command, you have several skilled officers.

Void Sergeant Amélie Beaufort:

A daughter of the Franc politicians that negotiated the surrender to the Imperium during the wars of Unification, Amélie was blackballed during military advancement and was consigned to joining a low-ranking Chemical Warfare Regiment. She has, nevertheless, accepted this position with pride and dignity.
Republican Idealist:
A firm believer of the Emperor when he claims that one day, the Imperium's rulers will be elected in free and fair elections, and the time of indentured labour and serfdom will be abolished.
Political connections:
Her family has connections in Franc politics.
Duelling training:
A fine power sword and an overcharged duelling pistol.

Void Sergeant Jeanne Denise:
Born to indentured labourers, Jeanne grew up poor and with little opportunities except a life of petty crime and vandalism. She would eventually fall afoul of the law and be given the choice between service or prison. She chose prison.
Dirty fighter.
She fight with the speed, skill, and ruthlessness of a hive ganger.
Equipment.
Instead of a graceful blade expected of Solar Auxilia officers, she owns have a relic power dagger of dubious provenance.

Sergeant Philip "Pip" Bernadotte:
A wisecracking, loh-stick smoking, butt kicking officer from the urban classes of Pars. A trained chemical engineer before his enlistment, "Pip" while jovial outside of battle, takes his job deadly seriously while deployed, using his chemical weapons only when absolutely necessarry to avoid friendly fire.
Equipment.
Owns a pair of high quality blast pistols and a power sword.
 
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This Quest is intended to be a bit darker and more serious than the average Great Crusade quest because this takes places right before and at the start. That means this is not a Great Crusade where humanity is ascendant and rising uncontested, it is one where the Imperium is still a newly created thing and it is faced with peer powers In a Galaxy teeming with the following threats:

1: Dangers that broke out of their Elder-enforced containment, usually parasitic and/or hive mind species that are inimical to coexistence with other species.
2: Human empires in possessions of DAOT weaponry that want to be the ones to reunify humanity.
3: Alien empires that have spent centuries if not millenia stewing in the aftermath of their own Age of Strife and preparing for the warp storms to end.
4: Multiple Orkoid empires on the verge of becoming like the Beast or even the Krork.
5: Totally-Not-Daemon worlds.
6: Remaining Men of Iron holdouts.

Without any Primarchs, and no Space Marine legion that numbers over 20,000 warriors, with still-developing Gene-Seed technology. You don't even have the Leman Russ battle tank yet.
 
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[][NAME] Mewy Exterminators
[] [ORIGIN] Terran Nation
[]Chemical Warfare

[] [LEGION] Liberation of Venus
 
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Yeyy a new Quest by Mayto, It's great to see you back.

As for plan, I am thinking this, full-on space warfare.

[] Plan: Born in the Void
-[] [ORIGIN] Jovian Void Clan
-[] Void war
-[] [LEGION] The Jovian Liberation
-[][NAME] I suck at naming

[X] Plan: Born in the Void
-[X] [ORIGIN] Jovian Void Clan
-[X] Void war
-[X] [LEGION] The Jovian Liberation
-[X][NAME] 6th Jovian Helldivers
 
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[] Super Space Nam
-[] [ORIGIN] Terran Nation
--[] Merician city states
-[] Chemical Warfare
-[] [LEGION] Liberation of Venus
-[] [NAME] ???

Hmmm, hey @Mayto, does the name have to be something like the "55th Terran Phosphex" or can we be a bit more creative with the name?
 
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[X] Plan: Born in the Void
-[X] [ORIGIN] Jovian Void Clan
-[X] Void war
-[X] [LEGION] The Jovian Liberation
-[X][NAME] 6th Jovian Helldivers

This is where we JUMP!
would rename the Plan to Void Firstborne but otherwise too cool and exacly what I wanted to see.
Also can we have a brothery rivaly with unit called Abyssdiver or Voiddivers?
 
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[X] Hardcore veterans
- [X][ORIGIN] Saturnyne Ordos
- [X]Void war
- [X] [LEGION] The Jovian Liberation
- Dragon Rams 8th Cohort

I propose an option where we have the opportunity to choose the elite-elites, fighters from Saturn itself, armed with literal death rays.

Also:
[X] Plan: Born in the Void
 
[X] The Revenge of the French
-[X] [ORIGIN] Terran Nation
--[X] Pari (Paris, France)
-[X] Chemical Warfare
-[X] [LEGION] The Purgation of the Neptunian Deeps
-[X] [NAME] 7th Verdun Chemical Engineer Detachment

The image of a Solar Auxilia officer sharing a piece of ultra radioactive cheese with a proto-Blood Angel amuses me greatly.


Name has been changed from "7th Somme Chemical Engineer Detachment" to "7th Verdun Chemical Engineer Detachment" to maximize French energy.
 
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[X] Returning to Glory
-[X][ORIGIN] Saturnyne Ordos
-[x] Marine Support
-[x] [LEGION] Battle in the Lightless Dark:
-[x] [NAME] Ordo of the Red Pike
 
[X] The Revenge of the French
-[X] [ORIGIN] Terran Nation
--[X] Pari (Paris, France)
-[X] Chemical Warfare
-[X] [LEGION] The Purgation of the Neptunian Deeps
-[X] [NAME] 7th Somme Chemical Engineer Detachment

[X] Plan: Born in the Void
-[X] [ORIGIN] Jovian Void Clan
-[X] Void war
-[X] [LEGION] The Jovian Liberation
-[X][NAME] 6th Jovian Helldivers
 
[X] The Revenge of the French
-[X] [ORIGIN] Terran Nation
--[X] Pari (Paris, France)
-[X] Chemical Warfare
-[X] [LEGION] The Purgation of the Neptunian Deeps
-[X] [NAME] 7th Somme Chemical Engineer Detachment
 
Can we really call ourselves Helldivers if we ain't divin'?

[X] Plan: Into the Depths
-[X] [ORIGIN] Jovian Void Clan
-[X] Planetary Landing Cohort
-[X] [LEGION] The Purgation of the Neptunian Deeps
-[X][NAME] 6th Jovian Helldivers

Don't really have that much of a backstory idea, beyond that maybe our cohort was chosen to put it's space experience to use to best handle the transition from space to landing, possibly while still under fire from planetary defenses, by having us in a better position to start that off, sorry. Not expecting it to be anything like the actual Helldivers game either, since we aren't giving every single squad on call orbital support.

[X] The Revenge of the French
 
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[X] Plan: Born in the Void
-[X] [ORIGIN] Jovian Void Clan
-[X] Void war
-[X] [LEGION] The Jovian Liberation
-[X][NAME] 6th Jovian Helldivers
 
[X] Plan Data "Management" and "Disposal"
- [X][ORIGIN] Saturnyne Ordos
- [X] Marine Support
- [X] [LEGION] The Purgation of the Neptunian Deeps
- [X] [NAME] 32nd Cohort - Tethian Enforcers

Main idea is a group with a less-than-favorable impression of the Astartes, as a group in painfully close proximity to the Revenant Legion's grim proclivities (let's not talk about the charnel cults...) Another is that the IX's Consul-Opsequiari would become the Burning Eyes under the Angel's purview, so hopefully to draw from in the future.
Also, heavily augmented Ogryns are terriying but neat. One can imagine the wrangling involved, lel.

EDIT: In the meantime, tossing my vote to this too:
[X] The Blessed Defiant
 
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[X] Plan: Born in the Void
-[X] [ORIGIN] Jovian Void Clan
-[X] Void war
-[X] [LEGION] The Jovian Liberation
-[X][NAME] 6th Jovian Helldivers

[X] Plan: Into the Depths
-[X] [ORIGIN] Jovian Void Clan
-[X] Planetary Landing Cohort
-[X] [LEGION] The Purgation of the Neptunian Deeps
-[X][NAME] 6th Jovian Helldivers

[X] Plan Data "Management" and "Disposal"
- [X][ORIGIN] Saturnyne Ordos
- [X] Marine Support
- [X] [LEGION] The Purgation of the Neptunian Deeps
- [X] [NAME] 32nd Cohort - Tethian Enforcers
 
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