[X] Plan: Noblesse oblige
-[X] Hounds of Iurrran
-[X] Sea Green / Teal / Turquoise and a little White
-[X] A rearing horse with the head of a wolf
-[X] Creed: A kingdom in Chaos| Warcry: For the Warmaster! OR (while covering a retreat of traitor guard) For those who were abandoned!
-[X] 2 Charges of extra support
-[X] 1 Charge of Extra Land Raiders
-[X] Fortification: The Marines in this warband have great skill in the arts of fortification.
-[X] Master Sorcerers: The Sorcerers of this warband are true masters of their art.
-[X] Well Armed Cult: This Warband can count on the aid of many well armed and experienced cultists in times of war.
-[X] Mutation Resistant Dreadnaughts: The Dreadnaughts given to this warband are impressively stable in nature, and will not transform into Hellbrutes. 5 Points.
Warband Name: Hounds of Iurrran
Warband Colors: Sea Green / Teal / Turquoise and a little White
Warband Symbol: A rearing horse with the head of a wolf
Warband Creed: A kingdom in Chaos| Warcry: For the Warmaster! OR (while covering a retreat of traitor guard) For those who were abandoned!
Current traits
-Disciplined: Being overseen by some of the last Sons of Horus loyal to the old warmaster, and by far the most organized, this warband, even in the depths of corruption, somehow maintains the discipline and brotherhood of the Space Marines their Legion of origin used to be.
-Headhunters: The Warriors of this Warband are adept at attacking and killing enemy commanders, disorganizing the rest of their forces.
-Improved Equipment: This warband has far better maintained equipment than is the average for a group of Chaos Space Marines.
-Improved Logistics: The traitor Guard often bring many of their supplies with them, as well as the knowledge of how to manage and organise it all. This Legion's auxiliaries have an improved logistical network from the average.
-Mutant Fodder: This Legion has access to plenty of mutants to use as fodder.
-Stabilization (Pact/Planet Combination: The Natives of Iurran have developed a special elixir, that helps to reduce the negative mental and physical effects of Chaos exposure. Those Traitor Guard that actually make it to the territory of their rescuers will be able to negate the impact of their newfound faith.
-Dark Forest Monsters: The Legion has tamed and learned to use many of the horrific monsters within Iurran's dark forests.
-Improved Sorcerers: The Sorcerers of this warband are adept at making deals with the powers of the Warp, and at managing the power gained from those deals. They are more skilled than the norm, and far less likely to find themselves trapped by an uneven bargain...
-Stability (Free): This warband recruits from a people innately resistant to the negative impacts of the Warp, thus allowing it to increase its numbers far more easily.
-Well Armed Cult: This Warband can count on the aid of many well armed and experienced cultists in times of war.
-Mutation Resistant Dreadnaughts: The Dreadnaughts given to this warband are impressively stable in nature, and will not transform into Hellbrutes.
-Master Sorcerers: The Sorcerers of this warband are true masters of their art.
-Fortification: The Marines in this warband have great skill in the arts of fortification.
-Extra Land Raiders: This Warband has more Land Raiders than the average.
Homeworld: The world of Iurran is a death world within the eye of terror that has been entirely covered in a thick dark forest. Within this forest, a supernatural black fog persists and keeps vision at near zero for all but the most sharp-eyed people. The locals have thus learned to both hunt and tame some of the most savage monsters on this planet, the largest of which have been known to reach the size of Imperial titans - though only the smaller types are taken offworld by the Hounds of Iurran. Culturally the people are divided into several city states, standing out amidst the forest and waging war with one another via dark magics and the tamed monsters of the forests. However, the most important thing the people of Iurran, and to a lesser extent Hazzal, export is the enigmatic 'Font of Stability' - a substance that helps to spare those who partake of it from the insanity and fleshwarping consequences of prolonged Chaos exposure, though it does not grant them the same level of resistance the people of Iurran inherently possess.
Combat: Much like their parent Legion once was, the Hounds of Iurran are a Warband that excel in a large number of different disciplines, though the notably large number of auxiliaries serving the Hounds, as well as the much larger proportional supply of Land Raiders, means that they tend to do far better in prolonged combat than most traitor Warbands outside the Legions can hope for.
Council of Iurran: The governing body of both the Hounds of Iurran and the region of space that forms their domain, the body also known as the Horusian council is made up of a mixture of powerful Chaos Lords, Sorcerers, Traitor Guard Generals, and various representatives of the local people of Iurran itself. The current 'chairman' of the council is a powerful Chaos Warlord named Archaeon, a bitter foe of Abaddon the Despoiler. Many times have the two matched blades, and many times have they been forced to retreat, never able to finish their battle. It is said by many followers of Chaos that the day Archaeon and Abbadon at last settle their duel, will be the day that the last war against the Imperium begins.
Qubecdia: One of the earliest conquests of the Hounds of Iurran, the land of Qubecdia is unique in that it seems to hold one of the few truly stable warp routes in the Eye - one that leads directly to the gates of Cadia itself. The people of this planet, the traditional victims of any Imperial counterattack against the Black Crusades despite not being associated with the Despoiler, have a bitter hatred of Cadians, and have even taken to wearing a pitch black 'variant' of the Cadian uniform in direct mockery of their enemies.
Hazzal: A planet settled by colonists from Iurran, the people of Hazzal are tough and stubborn, and much like the population they descend from, are astoundingly genetically and mentally stable for the inhabitants of the Eye of Terror. Hazzal itself is a planet constantly covered in toxic fumes, something not helped by the fact that the Hazzal has found itself and it's 13 moons becoming manufacturing hubs for the need of both the Hounds of Iurran and the many Traitor Guard who hold domain over the many planets under the Hound's protection.
Notable Events of the Hounds of Iurran
-Early on after their formation, the Hounds of Iurran would begin a campaign of expansion, conquering the planet of Qubecdia as well as several others - many of which would end up as staging areas or even adoptive homeworlds for future Traitor Guard elements.
-A second wave of conquests sees the world of Hazzal, as well as many more within the Eye of Terror, brought into the fold of the Hounds of Iurran's kingdom.
-Encounters with the nascent Black Legion end badly for the former Sons of Horus, as the Hounds of Iurran, raised on the stories of their founders regarding Abbadon's betrayal of their father's legacy, waste no time in falling upon the black clad Chaos Space Marines, killing most encountered groups before they could report back with the discovery of the Primarch Loyalists.
-Abbadon would soon find out about these incursions, causing the Warmaster to strike out against the Hounds of Iurran. However, the Despoiler would only succeed at destroying a scant few Traitor Gaurd regiments and their accompanying Marines before the rest of the Hounds of Iurran and their forces pulled back, retreating out of his reach.
-Once Abbadon had given up the chase and focused his attention elsewhere, the Hounds of Iurran surged forward, destroying yet more Black Legion warbands and expanding outward to take more worlds in the process.
-The Black Legion would retaliate against their younger brother's expansions, but quickly found themselves unable to both make reasonable progress against the Hounds while simultaneously keeping the other Traitor Legions in line and still prosecuting the war against the Imperium.
-Enraged, Abbadon the Despoiler would return to the front against the Hounds of Iurran, the Warmaster personally commanding multiple battles that wiped out a full half of the rival warband and destroying several of their identified worlds.
-Unbeknownst to Abbadon, however, he did not destroy all of the worlds held by the Hounds - indeed, he did not even get the majority. With fresh reserves of Traitor Guardsmen from across the galaxy, the Hounds of Irrun would once again assail the Black Legion - Forcing Abbadon to intervene yet again and destroy all attacking forces.
-Once again would Abbadon's failure to truly wipe out the Hounds of Iurran return to haunt him, as they would once again rally and begin taking ground in the Eye of Terror. Unlike the first two wars between Horus's heirs, Abbadon would find himself unable to inflict the damage he had in years prior, for the Hounds of Iurran had long learned and adapted to his tactics and spent centuries preparing themselves to oppose him. Whenever his generals would push to the systems under the Hounds of Iurran's protection, they would find themselves faced by fortifications that could rival those of Cadia itself, and whenever the Despoiler himself would take to the field, the Hounds of Iurran forces would retreat in short order - forcing him into a fruitless chase.
-The war between the two forces that claimed the blood of the Warmaster would never truly end, even into the time of the 13th Black Crusade itself. Conquests and reconquests would wage back and forth throughout the Eye of Terror, a bloody war that was far smaller in scope than the crusade itself, but one that none the less took up a great deal of the resources of the Black Legion. More than their material gains was perhaps the psychological impact the Hounds had upon their erstwhile brother, for Abbadon's rage at the fact any of his brothers yet remain loyal to their father rather than he himself is legend - an eternally bleeding wound to the Despoiler's pride.
Unique Units of the Hounds of Irrun
Iurran Anicents: Unlike most Chaos Warbands, the Dreadnoughts of the Hounds of Iurran have retained the great respect and honor shown to their loyalist cousins, and never degrade into the twisted Helbrutes. This is likely because the people used to make Hounds of Iurran are less prone to Chaos induced insanity in the first place, which - when combined with the mutation resistant nature of the particular Dreadnaught pattern the Hounds prefer - means that the factors that normally drive traitor Dreadnaughts to madness are a non-issue. More interestingly, due to warp-tech engineering, the power that would mutate the dreadnought is instead charged into a built in energy shield, one that makes the Iurran Ancients even harder to destroy than the average dreadnought. Some of the Iurran Ancients are even known to occasionally take positions on the Council of Iurran, where their ancient perspective and wisdom makes their words valued by their peers.
Dreadful Sagittary: Daemonic Centaurs bearing the face of Horus himself, and previously only seen during the Horus Heresy, the near mythical Dreadful Saggitary have been sighted working with Hounds of Iurran forces to terrifying effect. Whether these are new creations, or if they are the original Dreadful Sagittaries returned from the pages of history to serve their former master's last loyal sons is, as of yet, a mystery none know the answer to.
Black Guard: The descendents of Traitor Guardsmen and Gaurdswomen, the Black Guard wear a dark mockery of the standard Cadian uniform that has become popular throughout the Imperium. Due to institutional memory passed down by their ancestors, the Black Guard organise themselves with similar ranks to their loyalist counterparts, though certain aspects - like Commissars - are absent entirely, while others are replaced with far darker forces than anything used by the Imperial Guard.
Dark Ogryn: Though Ogryn within the Guard famously almost never betray the Imperium, many civilian Ogryn have wound up within the domain of the Hounds of Irrun. Though Ogryns are traditionally lacking in intelligence, the dark arts of the Iurran people have enhanced these Ogryn to heights of intelligence not often seen by their kind. These Ogryn would eventually go on to inhabit several of the worlds taken by the Hounds, and in turn would supply the Black Guard with plenty of raw muscle.
Betrayal Pattern Main Battle Tank: The counterpart of the famed Leman Russ Tank and it's variants among the Black Guard, the Betrayal is similarly armed but notably more boxy in form than it's Imperial counterpart, but is often inscribed with Chaos Runes that are specifically designed to enhance both the power of it's hull mounted lascannon and the durability of its armor.
Hulk Pattern Super Heavy Tank: Often mistaken for an Ork vehicle due to the sheer number of guns and spikes that festoon it's hull, the Hulk Pattern is the Black Guard's answer to the legendary Baneblade, a role it serves with gusto - even if it's looks seem to make a it a favorite target for being Looted by any WAAAGHs in the Hound's vicinity.
Mutant Fodder: Traitor Guard that mutated before they had a chance to sign the Pact of Retreat, these mutants are used as lasgun fodder to protect the more disciplined - and less insane - forces loyal to the Hounds of Iurran.
Darkforest Wolves: Pitch Black Wolves that reside within the forests of Iurran, these beasts posess the inexplicable ability to travel through the Warp completely unaided, and can even guide ships through it like a Navigator would. In combat, they have been frequently see fighting with, and holding their own against, the Flesh Hounds of Khorne, with older individuals even gaining the upper hand against the Blood God's loyal hunting hounds.
Headhuntsman: Large spiders resembling the Huntsman Spider of Ancient Terra, the Headhuntsman prowls the battlefield atop legs that seem nigh impervious to attack, and a body that is more heavily armored than most Space Marines. The Headhuntsman attacks via impaling its foes with the points of its legs, or alternately by running the barbs on said legs across their foe's body - usually taking off the head of their victim in the process, giving them their name. Given how the Headhuntsman's legs can tear through ceramite, these attacks tend to be fairly lethal, even to enemy Space Marines.
Iurran Skimishers: Natives of the forests of Iurran, the skirmishers hunt down their prey using either long ranged sniper rifles, or sneaking up on their foes and slitting their throats in their sleep.
Iurran Warriors: The warriors of the Iurran people, the Iurran Warriors are magically enhanced to the point that even their bare skin is roughly twice as strong as flak armor. In combat, they tend to prefer melee weapons such as spears and large swords - though since the birth of the Hounds of Iurran, many of the Iurran Warriors have taken to using large amounts of Rocket Launchers of all things, likely because of the sheer durability of most of Iurran's local wildlife.
Iurran Shaman: The creators of the Font of Stability, many Iurran Shamans, from both Iurran proper and Hazzal, have been known to join the Traitor Guard forces in order to provide psyker support and aid in keeping them an effective fighting force.
Sorcerer-Wizards: Chaos Sorcerers that make usage of the Iurran Shaman's far more... organized methods of manipulating the Warp. Sorcerer-Wizards can be both true or false sorcerers, but either way are often protected by swarms of lesser Warp entities or familiars - allowing them to focus on working their dark magic upon the battlefield.
Iurran Keepers: Locals of Iurran that have mystically bound their very souls to a Sorcerer-Wizard or Shaman. Iurran Keepers are roughly three times the size of a normal human, and possess over ten times the strength, on top of being nearly as fast as a Space Marine. How the normal inhabitants of Iurran transform into Keepers is unknown, but what is known is that the Keepers are extremely protective of the Sorcerers and Shamans that they are tasked with guarding.
Dark Stormtroopers: The elite among the Traitor Guard in service to the Hounds of Iurran, the Dark Stormtroopers are physically enhanced via special chemicals made on Iurran and injected into their bodies, giving them superhuman physical capabilities - though less than that of an Astartes. They can often be seen acting behind enemy lines, both within and without the Eye of Terror.
Crawling Stones: Rocky, circular platforms with legs, created by the shamans of Iurran. This practice has been adopted by the Sorcerors of the Hounds, as the Crawling Stones are more durable than adamantium, vastly enhance the magical ability of the rider, and even project a protective forcefield over their charge. The stone claws that can crush through Terminator Armour is also considered a nice bonus.
Diplomacy:
-Obviously, the Hounds of Iurran are mortal enemies with the Black Legion. Their relations with other Traitor Warbands, meanwhile, tend to be in flux, much like many things within the Eye of Terror. Today's enemy could be tomorrow's ally, and vice versa, after all.
+40 Power
Edit: Extra praise for the beta this time around.