The Hexos Crisis [40K Dark Imperium GSRP]

Pronouns
He/Him

Deep within the Imperium Nihilus lies Hexos. A stable system under a pale yellow sun, Hexos VII has had the good fortune to avoid serious problems since M36, when a minor Ork Waaagh attacked and was then destroyed. It was the image of a stable, supportive, useful Imperial World. It tithed tallarn-styled guard regiments and ships from its great shipyards, was ecologically stable, and far enough from myriad war-fronts that it had not been seriously attacked for some time.

Then the Eye of Terror detonated and half the Imperium was plunged into darkness.

Hexos, previously self-sufficient and ignored save for a tithe of troops and ships, was now being tithed for food, people, and raw materials to sustain nearby planets and battlefronts. Decades of escalating needs taxed the planet further and further, driving the populace to desperate straights. The previous governor was murdered in an obvious chaos plot, provoking a wide ranging crackdown by an Inquisitorial agent and the arbites.

Then Guilliman replaced the high lords, raised the tithes, and approved the investigation of corruption in the governor's office.

This went over poorly. Within weeks, much of the planet's nobility were dead, the Governor was a proud rebel, the inquisitor's vessel had been boarded and captured by dockworkers, and the inquisitor ripped apart by those dockworkers, and the Arbites were besieged in the top spires.

The rebels demanded concessions but, even now, the loyalists refused. Instead, they put out a call for help. Within months, the surrounding systems had organized and deployed a response fleet. Nothing compared to what might have been mustered before the Eye, but enough to quash any half-baked rebellion.

Fortunately for the rebels, stranger things than the Imperium had designs upon Hexos…



Structure:


Each player takes control of a faction in the conflict around Hexos. Each faction has three objectives: A Primary, A Fallback, and a Survival objective.

A Primary objective is your faction's ideal outcome for this conflict. If you accomplish it, you've Won.

A Fallback objective isn't ideal, but it's something you're willing to accept. If you accomplish it, you've got a win, but it isn't a capital letter.

A Survival objective is the absolute minimum you're willing to settle for. Your superiors (If they exist) would rather you die than fail to accomplish this. If you accomplish it, you can at least say you lived to fight another day.

When an outcome is inevitable, hostilities cease, or we hit Turn 6, the game will end and we tally objectives.

Application:

Tell me what faction you want to apply for and give me a two-to-four sentence description of your faction and character.

If you are accepted, you will be told your Faction Mechanics. These are not public information at the start of the game. Then decide on your starting assets with your team.

Adjusting Factions


If a faction's lore or the fluff of its objectives don't speak to you, feel free to adjust them with your application or suggest/request a change to objectives.

Please keep the general tenor of objectives the same. They should push you into conflict with other factions in ways analogous to the current writeups.

Interloper factions are more flexible than locals and invaders.

Ie. Dark Eldar could instead be a jilted Corsair looking to avenge themselves upon every space captain in the sector at once, but they're willing to settle for loot.

Genestealer Cults could instead be an Enslaver Infestation looking to prime the system for later invasion, or Orks making sure they can get a good WAAAAGH going at a later date.

Player Distribution


Up to eight players can be Rebels. Up to four can be Loyalists. Up to three can be in each Invader faction, and up to two in each Interloper faction. I will probably close applications with several empty slots.

Locals

Locals start with three assets (or two Militia and two other assets), and control over Locations that will be assigned at game start. They cannot take Space Marines.

Rebels

You were loyal citizens. You were. But the screws have tightened and tightened and tightened for more than a century. Faith meant nothing to those above you, suffering went ignored by those meant to protect you. Eventually, it became unbearable, and when you spoke up those above you dared to shove a boot in your face.

You refuse to accept it. You refuse the yoke. Now, you will bend Hexos into a thing made in your image.

If you apply for a Rebel faction, PM me and tell me if you want to start the game subverted or infiltrated by another faction, and if there's a particular faction you'd prefer to be subverted by.

Rebels may choose either Cults, Raiders, or Zealots as their faction unit regardless of subversion status.

Objectives

All true Rebel factions have the following objectives. Suborned rebel factions swap their primary objective for that of their backer.

Primary:
Secure an independent Hexos with us in the government.

Fallback:

Secure significant concessions in the post-war status quo on Hexos, regardless of ruler.

Survival:

Ensure Hexos and its population are not destroyed.

Loyalists

To your horror, your own kin have fallen to treason. Do they not see the danger humanity is faced with? The horrors pressing in from every direction? Do they not see that their hardship is no cruelty, but a necessity? That it damns untold millions in the rest of the sector? Their selfishness, their cowardice, is monstrous to you, and their decision to bear arms unforgivable. Hexos must be brought into line.

If you apply for a Loyalist faction, you are agreeing to potentially be a traitor, allied with a non-Imperial faction.

Objectives

All true Loyalist factions have the following objectives. Suborned loyalist factions swap their primary objective for that of their backer.

Primary:
Crush the rebellion. Ensure Hexos rejoins the Imperium to deliver all of its tithes and you are rewarded for your loyalty.

Fallback:
Secure significant concessions in the post-war status quo on Hexos, regardless of ruler.

Survival:
Ensure Hexos and its population are not destroyed.


Factions: Invaders

Invaders get One Faction Asset, one Navy asset, and two additional Assets.

Imperial Strike Force

The Imperium needs Hexos. Its resources, it ships, maintain the stability of the Imperium throughout the entire sector. This petulant rebellion threatens that stability and, worse, may inspire similar revolts in nearby worlds. Hexos will be brought to heel, or it will be destroyed.

Objectives


Primary:
Crush the rebellion and ensure Hexos rejoins the Imperium to deliver all of its tithes without any concessions.

Fallback:
Negotiate concessions with the rebellion to bring Hexos back into the Imperium and ensure the delivery of its tithes.

Survival:

Ensure the destruction of Hexos.

Chaos Warband

Hexos was a long-term plan. Tzeentchian and Nurglite cults were slowly working their way through the planet's governership and arbites, preparing it for a grand rebellion. You had the governor. Then your carefully replaced governor got assassinated and the revolt ripped the cults apart as elitist collaborators.

This is unacceptable. The rebellion must be Chaos, or must be quashed.

Objectives


Primary:
Ensure Hexos is overtaken by Chaos-oriented rebellion, providing a new staging grounds through which the ruinous powers can dismantle the Imperium Nihilus.

Fallback:
Ensure Hexos is retaken by the Imperium. Rebellion will be aligned with the Dark Gods, or will not happen.

Survival:

Ensure the destruction of Hexos.

Factions: Interlopers

Interlopers get one Faction Asset and two additional Assets.

Dark Eldar

Hexos has been an annoyance for thousands of years. Too well fortified to attack directly, and well-positioned and garrisoned enough that its ships might intercept raids nearby. Rebellion has opened the door to opportunity. If the local fleets are devastated, raids on nearby worlds might become viable again. If Hexos is devastated, it may even join the menu.

Objectives

Primary:
Ensure that regional naval forces are so badly devastated that they cannot stop Dark Eldar raids into surrounding sectors. [More than half of the Imperial and Chaos aligned fleet assets have been destroyed at end of game]

Fallback:

Ensure that Hexos is so fundamentally indefensible that Dark Eldar raids become viable for the near future. [All native Hexos Orbital Defense, Fleet, and Shipyard Assets are destroyed at end of game.]

Survival:
Secure 8 units of Captives and export them to Commorragh.

Genestealer Cults

You were supposed to be in charge of this revolution. You were supposed to build up for long centuries, preparing, growing. But everyone jumped the gun and the Day of Ascension is hundreds of years away in the best case. Now you've got to make the best of it:

Objectives

Primary:
Ensure the government of Hexos is so spasmodic and brutal as to ensure a ready source of cult recruits in the future.

Fallback:
End the game with more intact Genestealer Cult factions than you started with.

Survival:
Ensure Hexos and its population are not destroyed.

Necrons

The Oruscar dynasty's most recent obsession is Authentic Imperial Media. Hexos' bustling underworld has proven a profitable source of such media. Now there's a war on, and that source is threatened. Secure it, or at least get a decent haul.

Objectives

Primary:
Construct a Dolmen Gate upon Hexos.

Fallback:
Secure a long term source of fascinating luxury goods and cultural exports for the Dynastic Elite.

Survival:
Secure 12 units of Baubles and export them to Thanatos.

Tau

The fifth wave of Tau expansion has been…going, as of late. Hexos wasn't truly on the list for future expansion, it's just barely in range but heavily defended and difficult to smuggle envoys to or from. But now the system is in open revolt and it would be foolish not to make the attempt.

Objectives

Primary:
Ensure Hexos joins the Tau as a member world.

Fallback:
Ensure the new government of Hexos is friendly to the Tau.

Survival:
Ensure Hexos and its population are not destroyed.
 
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Core System:


You will have a dice pool of d6s and d10s. You gain d6s based on the Effort you put into an action. You gain d10s based on Assets or Personal Traits.

When you roll the die, a 5+ is a success. A 10 is two successes.

If an action is unopposed, it succeeds. If you roll at least one success (May be more for difficult actions), it succeeds without complication.

If an action is opposed, whoever rolls the most successes succeeds. If they succeed by two or less, it is a mixed success. If they succeed by 4+, it's a major success. In a tie, both sides Mixed Success if possible. On a combat tie, both sides Stalemate and receive a damaged asset.

Each player gets two Actions and 10 Effort per turn. You may use 3 Effort to take an additional Action once per turn. Additionally, up to 3 Assets you control may take an action. All other assets may support existing actions.

Assets:


Assets are either Locations or Mobile. Locations represent important locations relevant to the war over Hexos, provide various special abilities, and may have special requirements to maintain them.

Mobile assets can move around, but are less powerful than Locations.

Damaging Assets


Assets can be Damaged, Exhausted, or Destroyed.

An Exhausted asset cannot be used without Damaging it. Exhausted assets become Un-exhausted after spending a turn without being used.

A Damaged asset generates a d6 instead of a d10 when used. If it is Damaged again, it is Destroyed.

A Destroyed asset no longer exists.

Repairing an asset costs an action.

There are several Basic types of assets and several Faction Unique assets. Each have their own abilities.assets can have more than one Type.

Assets may only create, or support, actions that their Type could feasibly assist with. A guard regiment can dig earthworks or suppress riots, it can't make diplomatic overtures or repair a warship.

Military: This asset can be used for combat and to hold ground. If uncontested, it can occupy an arbitrary amount of territory.

Militia: A makeshift military asset. It only provides a d6, does not generate an action (but can still support), is destroyed instantly if damaged, and requires other assets to be transported long distances (space is a long distance).

Navy: A specialized military asset. It generates a minimum of 1 success in space combat. Navies may only assist landings or perform orbital bombardment against ground assets.

Space Marine: A specialized military asset. It generates a minimum of 1 success on all actions and generates a d10 while Damaged. It can only occupy one location. Imperial/Chaos faction unit.

Covert: This asset's nature, location, and actions are not public information.

Raider: A covert combat asset. It can secretly join any attack declared by you or an ally. It cannot occupy territory. Eldar Faction Unit.

Cult: A covert government asset that can permanently convert into a militia. Interacts with hidden faction mechanics. Chaos/Genestealer faction unit.

Economic: This asset produces things. It may allow for repair and replenishment of other assets, have a special ability, or be necessary to maintain another asset.

Superweapon: an economic covert asset. Can interact with Necron faction mechanics, at which point it becomes a Revealed, Exhausted, Military Unit. Necron faction unit.

Government: Assets that administrate and handle large groups of people and material. Necessary to govern.

Diplomatic: A specialized Government asset that can interact with other people's government assets. It generates a minimum of one success on all actions. Tau Faction Unit.

Zealots: A specialized Government asset that hunts traitors and covert units. Reveals all covert actions and cults in the location in which it acts to its owner. May act as Militia in combat. Imperial faction unit.

Space


Hexos VIII Aerostats [Loyalists]: Economic/Governance. The nitrogen-rich atmosphere of Hexos VIII fuels grand algae tanks in its aerostat cities. These tanks fulfill the food deficit of half a dozen nearby systems. Provides two units of Food. As an action, provide an additional unit of food.

Asteroid Mines [Loyalists]: Economic/Military. Hexos' vast asteroid belt is heavily mined, mostly with forcibly imported populations from out of the system. Due to a rampant pirate problem, all non-military actions here are Covert. Requires one unit of food. Provides one unit of Industry. As an action, make a non-military asset covert this turn.

Hexos VII Spaceyards [Rebel]: Military/Economic. Hexos maintains, constructs, and supplies warships for the entire sector. As such, its orbital facilities and their defenses are vital to the war. As an action, it may repair up to two Navy, Raider, or Militia units, or replace up to one destroyed naval asset with a militia. Militia units here may descend to the planet's surface. Requires one unit of Industry.

Hexos VII


Anti-orbital Guns [Loyalist]: Military. Hexos' defense guns were a product of aggressive graft by the manufacturers several centuries ago. Despite this, they work remarkably well. The guns aid all combat against landing attempts or orbital battles. Requires one unit of Industry.

Hive Heptos, Upper Levels [Loyalist]: Government. Home to the rich, powerful, and politically connected. Also, every surviving arbite in the system. As an action, it provides 3 Effort. Requires one unit of food or one unit of Industry.

Hive Heptos, Mid Levels [Rebel]: Econ, Military. The hive's grand foundries and industrial centers. As an action, produces three units of Industry. Requires one unit of food and one unit of Industry.

Hive Heptos, Lower Levels [Rebel]: Econ. The Hive's teeming masses and logistical systems. As an action, repairs two other assets or replaces a destroyed mobile asset with militia. Requires three units of food.

Sab'a Mines [Rebel]: Econ. Once an idyllic stretch of mangroves and farms, a century of strip-mining has reduced this entire region to a hellish ruin whose very air is poison. Produces two units of Industry. As an action, replace a destroyed mobile asset with a Militia.

Siete Coast [Rebel]: Econ, Gov. The traditional head of government on Hexos, until Hive Heptos began construction. It's an enormous food producer, pushed past breaking by recent quotas. Produces two units of food. As an Action, produce another food. Exhaust to produce another food.

Shichi Metroplex [Rebel]: Gov, Mil. Their population and industrial might siphoned by the rising Hive Heptos, the Shichi Metroplex has the dubious honor of being the planet's second largest city. It does have the largest Admech presence. Requires one unit of food and one unit of Industry. As an Action, exhaust to repair two damaged Military or Government asset or replace a destroyed mobile Asset with Militia.

Asaa Valley [Rebel]: Econ. This idyllic valley is a planetary breadbasket and traditional grazing land for the local PDF and Guard regiment's eel-like horses. Produces three units of Food. If damaged, is immediately exhausted.

Yedi Wastes [Rebel]: Mil. Requires one unit of Food. If not supplied, or when damaged, generate one unit of Militia hostile to everyone each turn. Action: Exhaust, repair two damaged non-naval Military Units.
 
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Sorry, how many assets do we start with?
It looks like each faction type gets a different amount:
Locals start with three assets (or two Militia and two other assets), and control over Locations that will be assigned at game start. They cannot take Space Marines.
Invaders get One Faction Asset, one Navy asset, and two additional Assets.
Interlopers get one Faction Asset and two additional Assets.
 
I'll put in an actual application later- but I'm registering interest as either a) a contingent of the Tomekeepers Space Marines chapter (probably 4th Company) or b) the local Necron dynasty
 
I am registering my interest and applying as Hexaros of the Black Legion.

He is an ancient warlord with millennia of battle experience, he is a dark lord reigning over a court of monsters and outcasts, he is the very embodiment of the Imperium's sinful past come back to haunt them, and he is having a terrible day. Abaddon has sent him here to oversee the final corruption of this system and prepare it as a staging ground for a future offensive into the region, and from the moment he arrived literally nothing has gone the way he wanted it to.

But that's fine! That is fine, these things happen in war, he can adapt, he can overcome this trial and go back to the Warmaster with something approaching good news. And if that means he has to spend every drop of blood flowing in the veins of every citizen of Hexos and its myriad would-be masters, then fine.
 
Definitely interested in playing an ork faction. Not entirely sure which interloper faction would fit for a bunch of mercenary kommandos though.
 
Faction: The Firebrands
(Local, Rebels)
Leader: Governor Felipe Despyer

It hasn't been an easy time for this particular scion of the storied Despyer family, shoved into the background as his brother and then his nephew served as Planetary Governor, a veritable pariah barely tolerated in polite society in case "losing hive spire political fights" might somehow be contagious. But whatever else Duke Felipe might be, he is not a quitter.

Shut out by most of the existing power blocs, he spent decades building one of his own, offering the resources and privileges that are his birthright as a noble to support...any group that would have him, really. Fringe sects of the local Ecclesiarchy. The informal support and mutual aid networks that spiring up among professions too inconsequential or inherently dishonorable to be granted the privilege of forming a trade union, like public schola teachers and executioners. Wild eyed student reformers. The Ratling Combined Clans Chartered Salavage Convoy.

Slowly and with great difficulty organizing these many and varied groups into a semi unified network, even if that unifying factor was a hatred of the status quo and a longing for something different, a support base capable of propelling him to the heights he's always known he deserved. And then in a moment of truly unfortunate weakness, a regrettable loss of self control, a boiling over over of the frustration repressed beneath decades of plotting and community organizing he threw his nephew the Governor off the top of the tallest hive spire.

But he was managing! This was always the plan, he was always going to mournfully assume the mantle of Governor and usher in a new era of peace and propsperity while arranging the purge of all of his former supporters, he'd already imported arms caches to be distributed to the Enforcers specifically for that occasion, he was politely fencing with the Arbites and that weasel of an Inquisitor, assuring them it was all under control, and then Roboute Bloody Guilliman returned from the Bloody mists of legend for, apparently, the sole and specific purpose of ruining Duke Felipe Despyre's life.

Now look at this situation. LOOK AT IT! The arms caches had to be distributed to the very people they were supposed to be used on, the bloody void stevedores tore an Inquisitor apart, the Hive is at war with itself, and he's trapped. Trapped trying to herd and referee the endless disagreements between the manifold faction and organizations for the rest of his life, no chance of ever purging them now, they're all that stand between him and getting torn to shreds, all because Bloody Roboute Guilliman couldn't bloody well stay dead, this didn't happen when we had the High Lords, this is SOLELY because of the God Emperor damned Imperial Regent and his God Emperor damned reforms :rage:
 
Tell me what faction you want to apply for and give me a two-to-four sentence description of your faction and character.

FACTION: Loyalist
SUBFACTION: The Ecclesiarchical Diocese of Hexos VII
FACTION LEADER: Cardinal Pius IV, "The Young"
Hexos has been a model Imperial world for most of ten thousand years, and the Ecclesiarchy likes to claim they were the reason why - they reminded the common man that the weight of the Imperium rested upon his shoulders, they reminded the nobility that they had duties towards the common man in the way the God-Emperor envisaged.

The Imperium Nihilus changed this, for no more could the Cardinals of steadfast Hexos VII be drawn from the College of Cardinals and the attendant sectors-spanning connections. Pius IV is, as his name implies, the fourth of Hexos VII's cardinals since the formation of the Great Rift, raised from amongst the archdeacons of the planet - his predecessor dead in the great uprising against the Imperium, albeit unusually not by violence but stress-induced heart failure.

Under Pius the Fourth, the Ecclesiarchy is attempting to walk a thin line: Someone has to make earnest, good-faith contact with the rebel elements, someone has to remind them of the eternal glory of the God-Emperor, someone has to keep faith's light burning. But on the other hand, the Imperial Creed is clear: rebellion must cease or be made to cease. It is the young cardinal's dream to bring all God-Emperor-fearing elements upon Hexos VII together in a concord that will see the faith upheld, the heretic and the alien blasted off the face of the world and, of course, the Ecclesiarchy recognised as the ones who facilitated all of it, that his name may enter the canon of Saints upon his death.

(Six sentences rather than four. Please forgive me.)
 
The eternal status quo is broken but the glorious time of ending hasn't at last annihilated the physical universe and brought all the souls of the faithful to the God-Emperor's side, and now the so-called Primarch is building a more responsive and professionalized government- out of the goddamn Departmento Munitorium. What is a simple honest lower-upper-class trade baron or pyro-magister of the drill-guild supposed to do?

That's right baby, it's time for the return of the Temple of the Savior-Emperor and the heirs of Goge Vandire, as a local Rebel faction.

EDIT: here's an actual write-up

FACTION: Local Rebels
SUBFACTION: the Fraternal Order of the Golden Throne
FACTION LEADER: the High Almoner Charites, Welcher Ducat

The Fraternal Order is a lay fellowship dedicated to pious industry, prudent obedience, and narrow hatred, one of a million from within the community of faith of the Imperial Creed. Where it differs is in being of the same work as the Redemptionists and Death Cults as a kinda sorta violation of the Decree Passive, operating as the spine to fill out into Frateris Militia in any such crusades and wars of faith determined to be necessary, an honorable semi-active semi-private reserve for PDF troopers and all those on Hexos who once took the Emperor's gelt. And as such, it has also formed the backbone of political and social organization for potentates and guildsmen like Welcher Ducat who can pay to maintain the sacred Flamers and claw some pride of their own outside the traditional planetary nobility and the Governor's court, always pushing the Temple Tendency and their own asendence in a gospel of prosperous mercantilism and redoubled personal austerity. And now at last with the Lord Governor's bloodbath, they can restore the True Ecclesiarchy and the True Imperium.
 
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Applying for the Rebels as the Hexos Free Auxilia.

A desperate unit of former PDF conscripts turned rebel, led by a passionate, loyal NCO. They were willing to defend their homes, but when serving in the PDF meant brutalising their own people, there was no real choice at all. To hell with the Imperium, if this is what their 'protection' means. Hexos must chart a better path.
 
Faction: Oruscar Dynasty
(Necrons, Interlopers)
Leader: Akhorys, Necron Lord of Mehyt

The Necrons have reasons enough to rue and regret the biotransference for what it did to their people. Akhorys might remark that seeing all the troupes of performers and artists he and his fellows once kept at their respective courts reduced to unthinking warriors unable to so much as recite a libretto would be among the more bitter losses they were made to suffer, if anyone were to ask him. Patrons of art but without anyone to patronize; could there be a more tragic fate?

Hexos has proven something of a remedy, a fine producer of the quaint 'arts' of the Imperium; all civilised Necrons would agree it would be a shame to lose that when the 197th season of the drama Jovian Winds had proven itself a return to form after the disasters that were the 183rd to 196th seasons. Far better, then, to take steps and ensure that the artists, performers and other worthies of Hexos be given the opportunity to labour under their protection in perpetuity.
 
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FACTION: Rebels
SUBFACTION: The Free Imperial People's Republic of Shichi
FACTION LEADER: Generalissima-Elect Septima Vii-Chicome

High taxation on both carbohydrates and hydrocarbates had led to tensions simmering in the Shichi Metroplex, a situation made worse by the geopolitical tensions involved in the creation of the Hive and the increased manpower-tithes requested by both the Governor's workforces and the Astra Militarium. A locally well-educated and politically savvy lower class spread by mutual aid communes and unions mixed with the old declining Mechanicus-administered universities (now diminished by the hive), and in this brew led to the political philosophy of Levelism - that all men are made equal in the eyes of the Emperor, that both the aristocracy and the physical Hive place unjust and wicked men above their fellows and must not be tolerated, and that it is the unjust chains of hierarchy that keep the Emperor (or as the philosophy refers to him: the Golden Saint) bound and trapped. When the revolution came, it carried the local PDF with it as well as sizable elements of the Sea Navy, and the vanguard party of the Levelists have held elections to choose who to lead them through this trying time.

Generalissima-Elect Septima Vii-Chicome is the current leader of the Free Imperial People's Republic and the General Secretary of the Levelist Union, having risen quickly through the ranks of the Union as an organiser, facilitator, and administator - if you need someone to organise the rosters, assign assets to revolutionary cells, and have traitors quickly and efficently shot as enemies of the Levelists, she's your woman!
 
I am registering my interest and applying as Hexaros of the Black Legion.

He is an ancient warlord with millennia of battle experience, he is a dark lord reigning over a court of monsters and outcasts, he is the very embodiment of the Imperium's sinful past come back to haunt them, and he is having a terrible day. Abaddon has sent him here to oversee the final corruption of this system and prepare it as a staging ground for a future offensive into the region, and from the moment he arrived literally nothing has gone the way he wanted it to.

But that's fine! That is fine, these things happen in war, he can adapt, he can overcome this trial and go back to the Warmaster with something approaching good news. And if that means he has to spend every drop of blood flowing in the veins of every citizen of Hexos and its myriad would-be masters, then fine.

I am trying to decide whether calling my evil warlord fighting for the Hexos system Hex-ar-os is genius or deeply stupid. Hmm.

(Genuinely didn't intend it I was just recycling an old npc name from a black crusade game)
 
Faction: Invaders, Imperial Strike Force
Subfaction: Tome Keepers Chapter, 4th Company
Subfaction Leader: Captain Ahuni Bal Balashi, Master of the Fleet

Captain Bal Balashi is a thoughtful man- but right now, he is furious. Inquisitor Hector Alwick was a friend, as such things are reckoned among Inquisitors and Space Marines. He had called upon the Tome Keepers at the suspicion that something was very wrong on Hexos.

And now he is dead, at the hands of rebels. The Tome Keepers have a new duty- to ensure that Hexos remains within the Imperium, whatever the cost. Captain Bal Balashi desires that those who killed his friend should be called to account… and any other secrets that the planet may hold should be dragged into the light, kicking and screaming if necessary. The Tome Keepers shall leave no stone unturned in this, shall bring all their knowledge and foresight to bear.
 
Is there a discord?

Faction: Invaders
Subfaction: The faceless (formerly the Death Korps 153rd Siege Army)
Subfaction Leader: Colonel A-11

Imperial records indicate the Faceless warband has bene active since late M. 38. Its formation is traced to the disappearance of the 153rd siege army during siege of the Renegade Cardinal Arkans Cathedral on the Shrine world of Marathon VI in early M. 39 in the psykic blaze which marked the end of his rebellion.
The relationship between these two events was only discovered in mid M39 after the recovery of destroyed faceless corpses and armour on Carth III revealed extensive presence of 153rd markings underneath systematic efforts of despoilment. Due to means unknown the unit, now referred to as the Faceless has appeared on a number of battlefields across the Imperium without seeming rhyme or reason.
Inquisatorial investigators have noted a number of pecularities among the troopers of the warband:
Firstly, despite their obvious chaotic leanings they avoid the lack of discipline and order associated with the followers of the ruinous powers, indeed the unit maintains the high levels of organisation and logistical competencies that the Krieger regiments are known for.
Secondly, despite the faceless' numerous campaigns over the centuries (and several defeats including Carth III and Sletptis) the force has not lost material strength and if anything has grown in size; this is deemed a consequence of the infernal nature of the gasmasks the traitors wear and have been recorded forcing onto prisoners faces.
Lastly and most concerningly on a wider scale, interception of faceless communications has revealed the broadcasting of Imperial prayers on their channels withs static bursts when whenever the Emperor's name would have been mentioned. This and other curious Faceless behaviour around imperial shrines has led the inquisition to believe that the Faceless troops do not know that they have fallen to chaos.
 
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Faction: Invaders, Imperial Strike Force
Subfaction: Order of the Sacred Rose, XIIth Commandery
Subfaction Leader: Canoness Commander Rosella Lassemar

The Order of the Sacred Rose maintained many sanctuaries in what would become the Imperium Nihilus, and under their stewardship few have fallen to the chaos and terror that has engulfed the rest of the galaxy. Under their stewardship, those worlds have remained bastions, their weakness and disloyal elements purged in the fires of faith. Now, the local Precptory has dispatched Canoness Commander Lassemar to see Hexos brought into the fold of the Order with a force of Sisters, and local guard units commandered by the Order. For with faith, anything is possible, and Saint Arabella always provides guidance, even when the Emperor's Will is unclear, the heresy that has taken root at the heart of Hexos will be expunged no matter the cost.
 
"A man is not dead while his name is spoken, and I intend to live forever!"

FACTION: Interlopers, Eldar Corsairs (Dark Eldar)
SUBFACTION: The Nebula Dancers
FACTION LEADER: Fire-Souled Laeitri, Whose Steps Are Limned In Starlight

Laeitri likes to say he remembers the eldar empire of old, and while it's true that this is mostly due to psycho-chirurgic treatments and one too many occasions of poking mysterious artifacts from ancient days, still he is old enough his skin wrinkles with the weight of saga and his bones creak with the dust of ages. Centuries upon centuries he has danced through the galaxy, and in his time he has fought gods, won fortunes, toppled thrones, loved, lost, and slain all who would call themselves his rival.

Lately he's come to regret that last; it seems like the only challenges left are nameless guards and the occasional young buck crawling out of the woodwork to scream about dead ancestors or childish causes, which would almost be engaging if he had any idea what they were talking about. Shouldn't there be at least one arch-rival by now, someone to have properly climactic duels with that people will sing of until the stars burn out? Mighty and vain, Laeitri's thoughts turn to legacy, and he is uncomfortably struck by how much of his vaunted deeds amount to the same scramble for acclaim that characterises every pirate prince.

He will not be just one more petty king skulking in the galaxy's shadows. A thousand clarions he has sounded, called on ancient debts and emptied his treasure vaults to raise a great fleet, all for this: swearing his sword to Biel-Tan's famous crusade to reclaim the Maiden Worlds. Their relationship is one of mutually cynical exploitation, cloaked in camaraderie and high ideals. Laeitri speaks much of his willingness to march without rest or succour to restore the glory days of old, and little of how obviously Biel-Tan is putting him and his fleet in harm's way to spare their own skins. In turn, the craftworld hails Laeitri as a champion of old come to lend his strong arm to defending the eldar's sacred heritage, while in private the farseers appeal frankly to his vanity. Hexos is his proving ground, a Maiden World lost long ago to the Imperium's waste and crudity, and he is oathbound to see its fleets burned and its defenses laid to ruin, but more important to him are the assurances that the currents of fate swirl thickly here, that it is a fulcrum of destiny fit to blaze his name across half the galaxy.

Privately, he wonders if that's truly why he's here. Normally he wouldn't be nearly so quick to trust his future to a bunch of stale-souled prognosticators, but maybe he really has found a greater purpose to commit himself to, at the twilight of his life. Well. Of such things are sagas made, no?
 
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FACTION: Interloper, Eldar Corsairs (Dark Eldar)
SUBFACTION: The Mythwright flotilla and outlaws of all nations
FACTION LEADER: Princess Jea'ni, the Red Nova

Having parted with her home Craftworld and the Path of Command, Princess Jea'ni of the Mythwright abides by one commandment and one commandment only: live!

Live to the fullest, in the twilight years of Asuryan's children. Live like stars going out supernova. On the canvas of cosmos, write your life in flame and glory, so that when the end comes, a myth will remain, stronger than history and greater than death. Host a Harlequin masque on a burnt-out bridge of an Emperor's Children voidship. Seduce the great Imperial general, and then strand him alone among strangers, stripped of his rank and power. Interrupt a Drukhari raid, and feed the slavers into the hands of their captives. Let your crew be outlaws and scum of all nations, Aeldar and human, Votann and Kroot, T'au or people stranger still, so that when the powers that be hear your name they know you stand for more than greed, but the vastness of legend whose name is freedom.

This is why she is now taking the Mythwright to Hexos. The goal is not plunder, though it would not go unwelcome, and neither is it power nor control. All that is too quickly gone, too easily spoiled, too mundane and banal. But so many vie for the planet now; so many greedy hands reach out for it, ready to claim it, to make it their own. Let them. Let them pursue their small agendas. But once the dust settles and the legend is told, they will be just footnotes, for what Princess Jea'ni is here for is greater still.

She will have the myth, and leave trinkets to fools and children.

[tl;dr: outshine everyone and be the biggest, most melodramatic bitch on the block]
 
Placeholder for my very sexy application which will certainly be accepted please havoc im just a little birthday girl I'll do my thing and kill everyone else it'll be great cmon buddy
 
Well, may as well throw my hat in the ring.

FACTION: Loyalist
SUBFACTION: The Brunern Concern
FACTION LEADER: Ador Brunern

A merchant concern that began on Hexos, the Brunern grew from it's safe harbours like a moss, spreading across the local sector, seeking ever more power and ever more wealth.

Ador Brunern himself is only middle-aged, but many of the merchants that now support this once young upstart see the spectre of old age hanging over them. Theywant comfortable lives, with their connections and deals persisting down to their children; and a chance at nobility and Juvenat treatments that may come from showing their loyalty to the Imperium.

Rebels, after all, seldom live long lives.
 
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