The Long Founding (Warhammer 40k)

Voting is open
Heavy tanks
So like the White Scars pre-Khan or that one Wing of the Dark Angels.

Hmmm their any non-Land Raider Superheavy or even just heavy equipment thats not irreplaceable just after the Heresy.
Some of the transport, but bigger vehicles are of dubious use even if they could still be produced, but at least some of the tank variants should be doable.

The Fellblade was never fully lost from what I understand, "merely" reduced to being produced in absolutely pathetic numbers, with less than 100 being produced in the later half of M40 Imperium wide.

The Kratos was phased out of favor late in the Great Crusade due to changing doctrinal preferences, not actually lost. While using the Volkite variant, or the Volkite secondary armament is probably a no go except maybe for a few priceless relics, actually producing them is probably more a matter of hunting down the tech priests hording the STC and shaking them until they share.

The Sicaran is probably the most troublesome of the tanks, being primarily rolled out to the Traitor Marines due to Horus's manipulations. Its probably basically lost, although given that Guilliman was one of its principle designers he probably has the entire thing memorized.

Finally, and least impressively, the Malcador Assault Tank was used by the Astartes during the legion days, though it was also phased out of widespread use. Still, even in modern 40k it's still produced in limited numbers for the guard so building equipping a chapter with them should be doable.
 
6th Chapter Part 1
[X] Plan: Shield of Ultramar.
-[X] Aid to Ultramar: The Ultramarines have finished the Scouring but still have a great many commitments elsewhere, leaving quite a few holes in the defenses of the Realm of Ultramar. Another space marine Chapter in the region could help alleviate that, and ensure the safety of the 500 Worlds.
-[X] Potent Gene-Seed Charge: Some samples of a chapter's gene-seed are more likely to retain their stronger traits, and you have isolated such samples. 5 Points for each charge. Burn a charge to make the chapter roll for two traits from their parent legion. 3x.
-[X] Adaptive Gene-Seed: Some samples of Gene-seed are more capable of adapting to different conditions on different planets. 5 Points each charge. Burn a charge to roll an extra planetary trait. 2x.
-[X] More Equipment: You've managed to secure extra equipment for a chapter. 5 Points. Burn 1 charge to add an extra equipment slot for the chapter.
-[X] Extra Trainers: With some extra effort and yelling at a few more bureaucrats, you ought to be able to arrange things so the new Chapter is able to get in some extra specialised training before proper deployment. 5 Points. Burn 1 charge to get an extra training option. 2x.

You carefully place a full keg of Fenris Mead in storage.

It was kind of the Space Wolves, to give you a barrel of the only alcohol that can still impact you in existence - even kinder of them to develop it in the first place, when they figured out that the usual Space Marine-grade Fenrisian Ale they preferred didn't work on you back during the Great Crusade. After the fistfights and arguments were over, the Rout had become some of your closer comrades, to the point you'd honestly been a little saddened when you were reassigned - especially after you found out it was to the Night Lords. Leman Russ had been more than a little displeased with that one - you heard more than a few rumours about him having a conversation with Curze about how "If your lunatic spawn get my sons' favourite Iron Priest killed, I'll take that ridiculous spear Father foisted on me and ram it up your arse." From what you know of the Sixth Primarch, the rumours probably undersold the extent of the threats - Fenrisians got Creative when threatening people.

… Of course, it was also nice of them to inform you of Lord Guiliman's death. Which apparently happened several years ago. Some Daemonic abomination that he had identified as having once been Fulgrim, apparently. Charged headfirst into it to stop it from slaughtering his children and got his fool throat slit. You didn't even have the consolation of it being dead - the coward had caught wind of the fact Russ, Dorn and Corax were beelining towards him and fled to the Eye with his tail between his legs, from what the Wolves had heard. And not a single person had told you.

... It was rare for an Archmagos of the Mechanicus to have ones they called friends. Rarer still, for those friends to not be fellow faithful of the Machine God. But after all these years working to pull the Imperium back from the brink, that was exactly what the Lord Commander had become - and even if a significant number of your interactions came in the form of you doing something that led to him giving you that one look of expressionless annoyance, you always had the impression the feeling was mutual.

The morons who should have told you are lucky that you are a happy drunk, and that you had been drunk when you first found out on Fenris - else you would have rushed back to Mars and made... complaints.

As it is, now that you are sober again, you have other things to seethe at.

Like the so-called Emperor's Children, for example.

Expendables
1 Charges of Legendary Gene-Seed.
4 Charge of Adaptive Gene-Seed.
4 Charge of Potent Gene-Seed.


Choose a Legion

[ ] The Raven Guard: The Gene-Seed belonging to the Sons of Corvus Corax no longer has a Mucranoid or Betcher's Gland, resulting in the lack of the acidic spit and the loss of the ability to generate an outer coating to protect the body against extreme environments such as the void of space, and causes a cosmetic mutation in the form of unnaturally pale skin... but the Raven Guard, despite their crippled numbers after Istvaan III, are a worthy lineage as any other. They are specialists in stealth warfare, and are more capable in guerilla war than any other.

[ ] The Ultramarines: The most pure and stable Space Marine Gene-seed, the Ultramarines, sons of Roboute Guiliman, are a lineage that gives no great benefits but in turn does not have great downsides. They are tactically balanced, seeking to practice all forms of warfare rather than master just a few, and stand as the most numerous of the surviving Space Marines. They do seem to have started a minor tradition of maintaining ties with their successor Chapters, however. Whether this is a boon or a curse remains to be seen.

[ ] The Dark Angels: The Dark Angels, sons of Lion El Johnson, much like the Ultramarines have a very stable and mutation free Gene-Seed. They have access to a great deal of highly advanced technology gifted to them by the Emperor, and have formed several of their Companies into heirs of their previous elite forces such as the Deathwing. However, the Dark Angels have also been acting very erratic of late, and are stubbornly insistent about forming 'relations' with their founding chapters regarding matters they refuse to speak of, even to other Astartes. A great number of officials within the Imperium are growing very concerned about this, but with the death of the First Legion's Primarch, it seems unlikely anyone could force them to reveal the reason for their behaviour.

[ ] The Salamanders: Sons of Vulkan, the Salamanders are somewhat mutation prone, yet most deviations within their gene-seed are wholly positive - taking the form of increased temperature resistance, radiological resistance, and enhanced healing capability as well as their signature cosmetic mutation. This does, however, mean that any further mutations will likely be even more noticeable, and possibly have far worse consequences than this. Tactically, they are known for their love of thermal weaponry, and have a good reputation among the Imperium for their kindness and commitment to defending the Imperium's citizenry even when it leaves them at a tactical disadvantage.

[ ] The White Scars: The Sons of Jaghatai Khan bear no overt physical defects, yet the White Scars Gene-Seed has been known to make those implanted with it more savage and hungry for war. In honour of their Primarch's history as a master of cavalry, they have mastered the use of both Combat Bikes and the rarer Jetbike units, and specialise in high speed, hit and run battles.

[ ] The Iron Hands: The Gene-Seed of the Sons of Ferrus Manus seems to hold a genuine disdain of weakness within it, and since the death of their Primarch this hatred seems to have further narrowed into contempt for the weakness of the flesh specifically. Though you fully understand the irony of a member of the Adeptus Mechanicus thinking this you find the belief irrational at best, for is the organic matter in space marines not already more durable and more capable than most cybernetics known to the Imperium? In fact, so pristine is the Omnissiah's enhancements that these cybernetics can actually be a degradation from the original…. But of course, you are a mere Genetor, who degrades himself by working with the 'weak' flesh rather than the blessed machine spirits. Even if you are older and more learned about the ways of the machine than several of your closest peers put together, what could you possibly know about the topic of flesh and machinery in relation to one another?

[ ] The Blood Angels: The gene-seed of the Sons of the late Sanguinius, Beloved by All, has three peculiarities of note. The first and oldest is the Red Thirst, an oddity that causes the Space Marine chapter to thirst for blood so powerfully it can overwhelm them in the midst of battle. Second is the Black Rage, a berserk fury that seems to have been caused as a result of the death of the Blood Angel's Primarch that appears to cause Marines suffering from the affliction to hallucinate their father's final battle, perceiving all around them as being the Arch Traitor Horus himself. Finally you've noticed some minor warp based effect on the 'luck' of some Space Marines, but you doubt that will manifest into anything relevant... Beyond their afflictions, the Ninth Legion are renowned for their mastery of close quarters combat, and for having more Assault Squads in each company than the norm.

[ ] The Imperial Fists: A famously stalwart legion, the Gene-Seed of the Sons of Dorn lacks the Betchers Gland and Sus-an Membrane entirely, leaving them incapable of spitting acid as an emergency weapon and unable to enter suspended animation when critically injured, but otherwise is fairly stable. They are renowned as the greatest masters of defense in all the Imperium, and have also begun to fill the role of the treasonous Iron Warriors in siege warfare.

[ ] The Alpha Legion: The Gene-Seed derived from the traitorous Alpharius is, despite it's origins, very pure as the physical is concerned, with no noticeable mutations beyond the fact that Alpha Legionaires tend to so closely resemble their father as to be able to impersonate him convincingly. On the mental side the Alpha Legion's Gene-Seed seems to create more secretive Astartes with a greater sense of initiative, resulting in them being masters of intelligence gathering, sabotage, and all other forms of indirect warfare.

[ ] The Iron Warriors: The biggest flaw within the Gene-Seed of the traitor Perturabo is that it induces intense paranoia, though nowhere near the bitterness and misanthropy their father posessed even when he was yet loyal. That said, the fact that it also gifts enhanced intelligence, problem-solving abilities, and is compatible with a wider range of aspirants than the majority of other legions can more than make up for that initial flaw if leveraged in the right way. Prior to their betrayal, the Iron Warriors were the greatest masters of Siege Warfare in the entirety of the Imperium, and though this won them little glory, it was a specialisation as worthy as any other.

[ ] The Word Bearers: More than any other Legion, the Word Bearers, Sons of Lorgar Aurelian, creator of the Imperial Creed and the First Heretic, were masters of spreading ideals. Any Chapter born from them is likely to spread the teachings of their home planet far and wide. Beyond this, they were a generalist Legion, practicing all forms of war, though their investment in promoting their own philosophy and ideology makes them skilled at countering those who attempt the same.

Choose a Homeworld (Request Mandate: Only Worlds with the 'Ultramar' tag are available)

[ ] Fleet Based: The Chapter is fleet based and will be constantly on the move, but as a result will lack a proper home unless it decides to claim a world for its own in the future.

[ ] Dualis: A planet that is half Forge World on one side and half Death World on the other. The Forge World half of the planet often uses the Death World half to acquire unique chemical mixtures from the wildlife, and puts great pains into maintaining the health of the tribal humans that lurk within its jungles.

[ ] Equartaz: A planet populated by nomads that have tamed horses large enough to hold a space marine, and fierce enough to kill the Orks that infest the planet on a regular basis. Oddly enough, the local Forge World of Beyath-Ezda has discovered an STC that actually contains blueprints of powered armor for these strange horses of all things. Truly, the Ancients made some strange wonders in their time.

[ ] Extrema: A cataclysm of a planet, the only places not covered entirely in ice are those that are located right next to the many rivers of lava that crisscross Extrema's surface. The people of this planet have long adapted to both of these environments and are remarkably able to travel between them as circumstances demand.

[ ] Yuruld II: An unfortunate planet stuck in between the feuding Forge Worlds of Yuruld I and Yuruld III, the world itself is a blasted wasteland full of wrecks from the constant skirmishing and occasional major war between it's two Forge World neighbors. This in turn has made the locals experts in both basic survival, and in making sure that neither of the two nearby Forge Worlds decide to crush them.

[ ] Pertana IV: The most unusual aspect of this planet are its human inhabitants, who have displayed what can only be described as shocking levels of pain resistance - being by all accounts completely unbothered by even the absolute maximum amount of pain a human can survive without dying. The planet itself is mostly unremarkable, beyond the strange fog that seems to cover the entire surface.

[ ] Skaltland: A large planet of lush green forests, the inhabitants are tough and belligerent folk - being extremely prone to excessive swearing, and picking fights at the drop of the hat. And this is without the horrid shrieking caused by the 'bagpipes' that are their most popular musical instrument. (Fenris Region).

[ ] Kornan II: A World that has the unfortunate fate of being a 'gathering spot' of several Knight Houses… especially given the Knight Houses have a habit of hunting the locals of this jungle moon for sport at these gatherings.

[ ] Ciclus: A temperate, life supporting planet in a solar system surrounded by strange gravitational anomalies so powerful as to tear apart any ship that gets near them, the sole safe route through these anomalies makes for a brilliant defensive checkpoint. Even more importantly, it is impossible to bypass these anomalies via warp jump. (Near Terra).

[ ] Shassad: A jungle infamous for the wide variety of snakes that live on it… as well as a particularly persistent feral Ork occupation, kept in check by a combination of said snakes and the military action of the planet's human tribes. (Near Terra).

[ ] Coloder: A part ice, part oceanic planet, the local tribes of Coloder survive mainly by living atop icebergs that are large enough to hold entire cities. These cities are often besieged by predators from the sea, air, and 'land' alike. (Near Terra).

[ ] Ikkite: A forest planet notable for being covered in spiky, nearly indestructible plant life, the humans of this planet have learned to keep constant awareness of their surroundings even when in the fiercest of combat, lest they be impaled. (Near Terra).

[ ] Oropt: A desert world near one of the major warp routes into Terra. It's inhabitants are a tribal people that are constantly engaged in a fierce war with large, ant-like insects. (Near Terra).

[ ] Rhodes 77: A planet in the Ultramar region, Rhodes is an important hub world due to it's location along several of the most stable warp routes known to Ultramar. This makes the regions near the world a den of piracy both of the human and xenos variety. (Ultramar Region).

[ ] MizzurI: A swamp planet, populated by an extensive variety of crocodilian xenos species. The locals have taken to wrestling with them, and are expert marksmen… though they do have rather strange accents.

[ ] Weeest 2: A jungle planet populated by earth descended tailed primates ,enhanced by the Ancients during the Dark Age of Technology. The local Forge World is dominated by your fellow Genetors, and considers the local primates to be gifts from the Machine God. Rumors persist of a 'king' primate that was able to fight multiple greater daemons during the heresy.

[ ] Evstata: A planet best described as being nearly covered in mountains. The local population is divided between two sets of tribes - those who live atop the mountains, battling with the various colossal birds of prey and giant lizards that roam the peaks…. And those that live on the bottom, and face the horrible spider-legged slugs whose acid breath is capable of melting through Adamantium. (Segmentum Solar).

[ ] Ooarth: A planet that, according to ancient records, was deliberately terraformed to be an exact copy of Terra itself as it was before becoming a hive world in ages past. It is infested with Orks, but many within the wider Imperium consider it a somewhat 'holy' site regardless. (Segmentum Solar).

[ ] Atherena: A planet that followed a democratic government, and worshiped a local goddess of wisdom prior to the Great Crusade. Oddly enough, it seemingly spontaneously secularized very shortly before the Great Crusade arrived in it's orbit. Some fear democracies are too vulnerable to Chaos's corruptive effects, but considering they made it through the Heresy you don't think that's much of a concern here. (Segmentum Solar).

[ ] Spuuuurta: A war-like planet, full of constantly warring city states. They have - in flagrant defiance of the Imperial Truth you might add - taken to worshiping the Emperor as some sort of war god. (Segmentum Solar).

[ ] Terrararaaa: A planet that looks mostly normal on the surface, but in truth hosts a cave network so utterly massive in scale that the Mechanicus still has not figured out how the entire thing maintains consistent gravity. You also haven't figured out how it doesn't collapse on itself from the pressure of gravity. The locals on this planet are semi-civilized, and spend most of their time fighting the uncountable horrors from the depths.(Segmentum Solar)

[ ] Jujuarn: A death world with a variety of biomes, the planet of Jujuarn is notable mostly because its wildlife population is for some reason composed almostentirely of invasive species. Ambulls, Orkoids, Grox, Land Sharks, Haemovores, Carnosaurs, Rad-wolves, Catachan Devils and even the Salamanders of Nocturne have all somehow managed to establish breeding populations on the planet and thrive. (Segmentum Solar)

[ ] Rockheim: A Feral world near one of the few recorded 'Squat' realms, the locals seem to have a fairly good relationship with the short abhumans, with the latter frequently aiding the former with Ork invasions. (Segmentum Solar)

[ ] Cancer IV: A planet orbited by the dead remains of a crab-like xeno beast the size of Terra's moon. Despite it's death, the creature still seems to have some sort of regeneration active, leading to massive chunks of flesh and shell bombarding the planet from time to time. Oddly enough the beast, particularly it's shell, seems to repel the warp to some extent, and the forces of Chaos had an extremely difficult time operating on the planet during the Heresy. (Segmentum Solar).

[ ] Paerara: A planet mostly covered with an orange colored chemical, with islands hosting the human population. This chemical is highly potent, and during the Horus Heresy some Death Guard plague marines were outright disintegrated when they made the mistake of setting foot into puddles of the stuff. Additionally, Daemons of Nurgle had been reported as outright refusing to manifest on the planet whenever the Death Guard attempted to summon them. Not so incidentally, the population seems to be extremely resistant to disease and has developed a tolerance for the airborne variant of the chemical. (Segmentum Solar).

[ ] Emperor's Landing: One of the very first planets the Emperor conquered after leaving Terra. The exact details are not known, but the Emperor on this world battled a foe so devastating that he was pushed nearly to his limits, having barely ever used such a level of power before or since. To this day, his power permeates the area so thoroughly that much of the wildlife actually glows with his radiance at night. (Segmentum Solar).

[ ] Penancia II: During the Heresy the planet of Penancia II sent a great many soldiers to aid in the loyalists' cause. However, most of them wound up killed in transit, and the people of Penancia felt it was their fault. Despite the fact no one in the Imperium even slightly blames them for it - it's not like they were the ones flying the blasted ships - the people of Penancia II have taken to flagellation and ritual scarring of themselves en masse, to atone for failing the rest of humanity.

[ ] Wasteland: A world of constant war, both by the forces of Chaos and several Xenos of note to the Imperium such as the Orks and Eldar, the aptly named planet of Wasteland is routinely invaded by multiple hostile forces at the same time. It has never fallen however - for these forces are usually at least as hostile to each other as they are to humanity. Oddly enough, despite the damage of the constant warfare, the local wildlife has proven remarkably hardy, and the planet is actually covered in swampland instead of the lifeless desert you would expect from somewhere with this many battles on it. You'd love to study them, but your augments report that your odds of having any free time this millenia remain exactly as they have been since the Heresy. Which is to say, 0.0000[infinitely repeating]0001%.

[ ] Occa: An oceanic planet, dominated by giant creatures descended from the ancient 'Killer Whales' of ancient Terra's lore. Thankfully, despite being the apex predator the actual whales are among the least aggressive to humans on record. Which is a very good thing, since everything else is dangerous enough for the planet to qualify for death world status without the supersized orcas.

[ ] Kerztak: The planet of Kerztak is dominated entirely by grass plains…. And massive tornadoes of such ferocity that they've been known to rip Imperator Titans to shreds. The locals, needless to say, have gotten very good at avoiding them.

[ ] Kedad: A desert death world, Kedad is notable for the nearby Forge World, which houses one of the few Legio Cybernetica enclaves to make it out of the Horus Heresy in good enough standing to be exempt from the massive penance crusade that the rest of the faction has been on since the Heresy. You never interacted much with the Cybernetica, but their robotic warriors might be of use to a Chapter in their sector.

[ ] Thesus: A planet composed mostly of very rocky archipelagos stretched over a vast ocean, the world of Thesus is one of the various Death Worlds that have embraced Emperor Worship, though oddly enough they seem to worship the Emperor as multiple deities - believing he was shattered into such as a result of his final battle with Horus. As annoyed as you are at their defiance of the Imperial Truth, you'll grudgingly admit that they seem harmless enough.

[ ] Creetaz: A planet near Ultramar with a large number of the Abhumans known as Beastmen, whom have lived in shocking harmony with the human population. Normally Beastmen either fall to Chaos or end up in a mutually hostile relationship with baseline humans, but this world seems to have avoided both fates. Additionally, a stable sub-species of Beastman known as Minotaurs have been confirmed as native to the planet, and according to your records, are as large and powerful as Ogryns. (Ultramar Region).

[ ] Primisisis: Half blatantly obvious Eldar Maiden World, half icy wasteland the likes of which could be compared to Fenris itself, Primisisis is one of the rare worlds in which one can see the likes of Carnosaurs engaged in fierce battle with the Ororogurth Mammoth, a savage creature only otherwise found of the Death World of Vulfrost. (Ultramar Region) .

[ ] Elzaz: A world experiencing constant lighting storms. The nearby Forge World, dominated by Electro-Priests, considers this planet and its people to both be blessed by the Motive Force. (Ultramar Region).

[ ] Mururua: A planet that is effectively a single titanic salt desert, the people of Mururua are masters at making due little resources, and at dealing with the threat of being eaten by train-sized, carnivorous burrowing centipedes. (Ultramar Region).

[ ] Skullura: This planet is a Death World that complied with the Imperium fairly early on and was given the honor of being a dedicated Servo-Skull manufacturing planet. Quite likely because of the presence of the Neck Slicer Mantis, Skull Extractor Octopus, Cranium Flyers, Head Puller Gorilla and the slightly ridiculous number of other monsters obsessed with removing the head of their victims, meaning they have plenty of raw material for making the helpful little drones. (Ultramar Region).

[ ] YT868: A massive network of Dark Age of Technology space stations that have fused together similarly to a more coherent Space Hulk, and become capable of self sufficiently supporting a planet-sized population. Despite this, the void of space is still a very hostile place to live, and the population of this vast station is often under attack due to their home's very nature. (Ultramar Region).

[ ] Sightless: The rather on the nose name of this planet is due to the fact that a large portion of the planet's population is blind - thanks to the local wildlife, whom seem to consider human eyeballs a delicacy. It a rare individual on the planet of Sightless that keeps one eye late into their lives, let alone both. (Ultramar Region)

[ ] Corna: A combination of a Death World and an Agri-World. The soil of Corna is seemingly impossible to exhaust, remaining fertile no matter what stress is placed on it, but a price seems to need to be paid for such a bounty. Every single night, the inhabitants of Corna are constantly assailed by a wide variety of strange monsters, all of whom seem to vanish entirely by the day. (Ultramar Region).

OOC: Thanks to the beta!
 
Last edited:
Grimms time with the Night Lords
Decided to put up some cliff notes for the years Grimm spend with the Night Lord durng the great crusade.

-Grimm was sent to the Night Lords after he successful carrier with the Space Wolves.

-Early in his carrier working with the Night Lords several of the Nostroman recruits attempt to assert dominance over Grimm managing to annoy the Genetor enough for it escalate into the fight. By this point in time Grimm had long since improved his biological enhancements beyond that of a Space Marine and was fare more experience than then. By the end of the fight one of Grimm's first task within the legion was to repair the spines of all the marines he shattered over his knees leading to them getting the nickname of 'the broken' by their kin.

-During the battle of ????? Grimm was instrumental in defeating the Ork Warboss Kooladdmork when the later accidentally breached the legions rear positions while a majority of its marine were off tormenting the WAAAAAGH! of Ork Warboss Redzhirt.

-Grimm is once again forced into an altercation with multiple Night Lords. This one had been settled by Grimm manhandling the only of the Night Lords to have actually been wearing powered armor at the time and using him to bludgeon the others into submission.

-In at least one occasion Curze deliberately threatens several Knight Lords with time on Grimms operating table. Grimm for his part is profoundly insulted at the implication that he would so much as let anyone else use his operating table for punishment let alone do it himself but knows better than to bicker with a Primarch and chooses to silently seeth instead.

-For punishment duty several Nostroman Marines are assigned to Grimm's guard details. Oddly enough these Marine's would end up bonding with the Genetor after learning that Grimm had come from Mar's infamous M13 Servitorization district. These Marines would later vanish from the Night Lords shortly before the Horus Heresy though many rumors would imply they joined up with one of the loyalist legion or wound up repainting their armor to become a second founding 'chapter' after the Heresy.

-The battle of ???? begins and ends. Grimm ends up being forced to replace the organs of several companies worth of Night Lords due to the ???'s habit of ripping them out even through powered armor.

-Due to a combination of the Night Lords falling reputation, Grimm's clearly deteriating temper, and lobbying from the Space Wolves of all Legions Grimm ends up transffered out of the Night Lords... and into the Blood angels.
 
Vote closed
Scheduled vote count started by undead frog on Aug 9, 2024 at 7:54 PM, finished with 117 posts and 54 votes.

  • [X] Plan: Yes, we have a Phalanx. What about 2nd one?
    - [X] The Imperial Fists: A famously stalwart legion, the Gene-Seed of the Sons of Dorn lacks the Betchers Gland and Sus-an Membrane entirely, leaving them incapable of spitting acid as an emergency weapon and unable to enter suspended animation when critically injured, but otherwise is fairly stable. They are renowned as the greatest masters of defense in all the Imperium, and have also begun to fill the role of the treasonous Iron Warriors in siege warfare.
    -[X] Legendary Gene-Seed.
    -[X] Potent Gene-Seed.
    -[X] YT868: A massive network of Dark Age of Technology space stations that have fused together similarly to a more coherent Space Hulk, and become capable of self sufficiently supporting a planet-sized population. Despite this, the void of space is still a very hostile place to live, and the population of this vast station is often under attack due to their home's very nature. (Ultramar Region).
    -[X] Adaptive Gene-Seed.
    [X] Plan: Void Privateers (Maximum Geneseed edtion)
    -[X] The White Scars: The Sons of Jaghatai Khan bear no overt physical defects, yet the White Scars Gene-Seed has been known to make those implanted with it more savage and hungry for war. In honour of their Primarch's history as a master of cavalry, they have mastered the use of both Combat Bikes and the rarer Jetbike units, and specialise in high speed, hit and run battles.
    --[X] Potent Gene Seed
    --[X] Potent Gene Seed x2
    --[X] Legendary Gene Seed
    - [X] Rhodes 77: A planet in the Ultramar region, Rhodes is an important hub world due to it's location along several of the most stable warp routes known to Ultramar. This makes the regions near the world a den of piracy both of the human and xenos variety. (Ultramar Region).
    --[X] Adaptive Gene Seed
    --[X] Adaptive Gene Seed x2
    [X] Plan: Void Privateers
    [X] Plan: Yes, we have a Phalanx. What about 2nd one? (Maximum Geneseed edtion)
    - [X] The Imperial Fists: A famously stalwart legion, the Gene-Seed of the Sons of Dorn lacks the Betchers Gland and Sus-an Membrane entirely, leaving them incapable of spitting acid as an emergency weapon and unable to enter suspended animation when critically injured, but otherwise is fairly stable. They are renowned as the greatest masters of defense in all the Imperium, and have also begun to fill the role of the treasonous Iron Warriors in siege warfare.
    -[X] Legendary Gene-Seed.
    -[X] Potent Gene-Seed.
    -[X] Potent Gene Seed x2
    -[X] YT868: A massive network of Dark Age of Technology space stations that have fused together similarly to a more coherent Space Hulk, and become capable of self sufficiently supporting a planet-sized population. Despite this, the void of space is still a very hostile place to live, and the population of this vast station is often under attack due to their home's very nature. (Ultramar Region).
    -[X] Adaptive Gene-Seed.
    -[X] Adaptive Gene Seed x2
    [X] Plan: Guardians of the Old.
    -[X] The Iron Hands: The Gene-Seed of the Sons of Ferrus Manus seems to hold a genuine disdain of weakness within it, and since the death of their Primarch this hatred seems to have further narrowed into contempt for the weakness of the flesh specifically. Though you fully understand the irony of a member of the Adeptus Mechanicus thinking this you find the belief irrational at best, for is the organic matter in space marines not already more durable and more capable than most cybernetics known to the Imperium? In fact, so pristine is the Omnissiah's enhancements that these cybernetics can actually be a degradation from the original…. But of course, you are a mere Genetor, who degrades himself by working with the 'weak' flesh rather than the blessed machine spirits. Even if you are older and more learned about the ways of the machine than several of your closest peers put together, what could you possibly know about the topic of flesh and machinery in relation to one another?
    -[X] Potent Gene-Seed.
    -[X] YT868: A massive network of Dark Age of Technology space stations that have fused together similarly to a more coherent Space Hulk, and become capable of self sufficiently supporting a planet-sized population. Despite this, the void of space is still a very hostile place to live, and the population of this vast station is often under attack due to their home's very nature. (Ultramar Region).
    -[X] Adaptive Gene-Seed.
    [X] Plan: Yes, we have a Rock. What about 2nd one? (Maximum Geneseed edtion)
    -[X] The Dark Angels: The Dark Angels, sons of Lion El Johnson, much like the Ultramarines have a very stable and mutation free Gene-Seed. They have access to a great deal of highly advanced technology gifted to them by the Emperor, and have formed several of their Companies into heirs of their previous elite forces such as the Deathwing. However, the Dark Angels have also been acting very erratic of late, and are stubbornly insistent about forming 'relations' with their founding chapters regarding matters they refuse to speak of, even to other Astartes. A great number of officials within the Imperium are growing very concerned about this, but with the death of the First Legion's Primarch, it seems unlikely anyone could force them to reveal the reason for their behaviour.
    -[X] Legendary Gene-Seed.
    -[X] Potent Gene-Seed.
    -[X] Potent Gene Seed x2
    -[X] YT868: A massive network of Dark Age of Technology space stations that have fused together similarly to a more coherent Space Hulk, and become capable of self sufficiently supporting a planet-sized population. Despite this, the void of space is still a very hostile place to live, and the population of this vast station is often under attack due to their home's very nature. (Ultramar Region).
    -[X] Adaptive Gene-Seed.
    -[X] Adaptive Gene Seed x2
    [X] Plan: Redeemed in Iron-DAOT Edition
    -[X] The Iron Warriors: The biggest flaw within the Gene-Seed of the traitor Perturabo is that it induces intense paranoia, though nowhere near the bitterness and misanthropy their father posessed even when he was yet loyal. That said, the fact that it also gifts enhanced intelligence, problem-solving abilities, and is compatible with a wider range of aspirants than the majority of other legions can more than make up for that initial flaw if leveraged in the right way. Prior to their betrayal, the Iron Warriors were the greatest masters of Siege Warfare in the entirety of the Imperium, and though this won them little glory, it was a specialisation as worthy as any other.
    -[X] Potent Gene-Seed.
    -[X] YT868: A massive network of Dark Age of Technology space stations that have fused together similarly to a more coherent Space Hulk, and become capable of self sufficiently supporting a planet-sized population. Despite this, the void of space is still a very hostile place to live, and the population of this vast station is often under attack due to their home's very nature. (Ultramar Region).
    -[X] Adaptive Gene-Seed.
    [X] Plan: Defenders of Ultramar (Maximum Geneseed edtion)
    - [X] The Imperial Fists: A famously stalwart legion, the Gene-Seed of the Sons of Dorn lacks the Betchers Gland and Sus-an Membrane entirely, leaving them incapable of spitting acid as an emergency weapon and unable to enter suspended animation when critically injured, but otherwise is fairly stable. They are renowned as the greatest masters of defense in all the Imperium, and have also begun to fill the role of the treasonous Iron Warriors in siege warfare.
    --[X] Potent Gene Seed
    --[X] Potent Gene Seed x2
    --[X] Legendary Gene Seed
    - [X] Rhodes 77: A planet in the Ultramar region, Rhodes is an important hub world due to it's location along several of the most stable warp routes known to Ultramar. This makes the regions near the world a den of piracy both of the human and xenos variety. (Ultramar Region).
    --[X] Adaptive Gene Seed
    --[X] Adaptive Gene Seed x2
    [X] Plan: Loyal Till The End.
    - [X] The Imperial Fists: A famously stalwart legion, the Gene-Seed of the Sons of Dorn lacks the Betchers Gland and Sus-an Membrane entirely, leaving them incapable of spitting acid as an emergency weapon and unable to enter suspended animation when critically injured, but otherwise is fairly stable. They are renowned as the greatest masters of defense in all the Imperium, and have also begun to fill the role of the treasonous Iron Warriors in siege warfare.
    -[X] Potent Gene-Seed.
    - [X] Rhodes 77: A planet in the Ultramar region, Rhodes is an important hub world due to it's location along several of the most stable warp routes known to Ultramar. This makes the regions near the world a den of piracy both of the human and xenos variety. (Ultramar Region).
    -[X] Adaptive Gene-Seed.
    [x] Plan: Let us make a Labyrinth
    --[X] The Imperial Fists: A famously stalwart legion, the Gene-Seed of the Sons of Dorn lacks the Betchers Gland and Sus-an Membrane entirely, leaving them incapable of spitting acid as an emergency weapon and unable to enter suspended animation when critically injured, but otherwise is fairly stable. They are renowned as the greatest masters of defense in all the Imperium, and have also begun to fill the role of the treasonous Iron Warriors in siege warfare.
    -[X] Legendary Gene-Seed.
    -[X] Potent Gene-Seed.
    -[X] Creetaz: A planet near Ultramar with a large number of the Abhumans known as Beastmen, whom have lived in shocking harmony with the human population. Normally Beastmen either fall to Chaos or end up in a mutually hostile relationship with baseline humans, but this world seems to have avoided both fates. Additionally, a stable sub-species of Beastman known as Minotaurs have been confirmed as native to the planet, and according to your records, are as large and powerful as Ogryns. (Ultramar Region).
    -[X] Adaptive Gene-Seed.
    [X] Plan: Redeemed in Iron.
    -[X] The Iron Warriors: The biggest flaw within the Gene-Seed of the traitor Perturabo is that it induces intense paranoia, though nowhere near the bitterness and misanthropy their father posessed even when he was yet loyal. That said, the fact that it also gifts enhanced intelligence, problem-solving abilities, and is compatible with a wider range of aspirants than the majority of other legions can more than make up for that initial flaw if leveraged in the right way. Prior to their betrayal, the Iron Warriors were the greatest masters of Siege Warfare in the entirety of the Imperium, and though this won them little glory, it was a specialisation as worthy as any other.
    -[X] Potent Gene-Seed.
    - [X] Rhodes 77: A planet in the Ultramar region, Rhodes is an important hub world due to it's location along several of the most stable warp routes known to Ultramar. This makes the regions near the world a den of piracy both of the human and xenos variety. (Ultramar Region).
    -[X] Adaptive Gene-Seed.
    [X] Plan: Let us make a Labyrintho
    [X] Plan: Defenders of Ultramar
    [X] Plan: Void Privateers (Maximum Geneseed edition)
 
An Isekai Part 1
Reincarnated as Techpriest, My boss is an overworked badass.
Chapter 1: My seniors sent me to death; I survived​
Let me tell you, being reborn in Warhammer 31k is a fucking nightmare; too late to prevent the heresy, too early to hope for survival until the return of Guilman, just in time to if I am... well, I want to say lucky but long life in 40k is not cut clear about it, to see the rise of Elisiarchy and War of the Beast. Oh, and I was reborn on Mars, which is still fucking burning from the civil war; no, really, section 8 of the Great Archives in the north pole is still burning from preventive fire. I had only so much luck that I was chosen from more competent labourer children to replace the unholy number of vacancies in the priesthood, which cloning isn't even keeping up with. Damn, I miss my parents; they were nice, a lot better than I expected after realising where I was reborn; too bad they died in manofactorium sabotage from the heresy era, that only went up now. Oh, and not only am I having dysmorphia from all the steel that replaced my body, but also from memories of my last life being of a different sex. Or at least I think I was diffrent sex, it was a century more or less since I joined priesthood, so my memories about it are foggy.

Generally, my despair about the situation is hopefully not bad enough for the fat bastard to notice. Oh, and I recently annoyed my previous superior for telling my fellow minions to take care of their flesh instead of only praying to earn enough favour to get mechanical replacements, so he resigned me to the Grimm the Spinebreaker.

I heard rumours about him that he was able to break through the adamantine and fight space marines in melee and worked with Night Lords during the Great Crusade. He always looks like he is on the verge of slaughtering his students/minions. Honestly, that sounds badass, but I fear for my life with him as my boss. Oh, and more importantly, nobody fucking told me what he does other than that he is Genetor, which is a very broad work field, unlike what my fellow cogbois and coggals think. Omnisiash, I beg you to give me at least a good seniors.

Well, my bad luck continues. Not only did my workload triple (not that I had anything to do in my free time, but I wanted to pick up a hobby), my seniors are fucking cowardly assholes. Seriously, they didn't want to tell the boss that Guilman was snaked, and when I, like a fucking moron, decided to ask why we should not do it, they looked funny and me and dropped it on my head.

And no one even told me what my work is for?! Like, for fucks sake, why do we need so many reports for the Houses of some asshole knights killing some deathworlds while they are mustering?!

Fuck it. I will die as... Woman? Man? Toaster of honour and tell the boss... After I write my will, my poor grandnieces are being sponsored by me to join the priesthood, and I don't want them to be turned into those creepy servitors.

I swear to Omnisiash and Emperor if I survive I will find if the HR exists and report those idiots... Yeah, no, if I survive, I will drown in work if they go missing.

I stand before the door like a fucking idiot, trying to psyche myself to tell bad news to the boss in a world where shooting the message is common, no sweat... Never mind, my sweat glands are still functioning somehow. A lot of sweat. "Come on, 5I-14537. You survived the hellish paperwork to get here; you will survive telling the boss the news he should have heard before you started to work here."

And so, with my will as strong as steel (which isn't a lot in Warhammer) I knocked.

Only to be greeted by silence and echo bouncing off the walls; maybe my luck is turning up, and the boss is away, like in Fenris; that far away is enough, right?
Alas, blissful blessed silence was disturbed by the door opening mechanism. "That's a heavy ass door." Slipped out of my mouth.
"Indeed, now who are you and what do you want? I am busy." the deep voice answered me while I was looking for a giant mass of augments that I had learned to expect of senior members of mechanicum. Instead, I saw a man who, while clearly augmented, still looked human.
"Ah yes, greetings, Lord Genetor. I am 5I-14537. I have worked under you since the last decade-" I try to quickly skip over the indroduction.
"Ah yes, Antemaxilian, sent you to me because you had a blessing of Ominiash in matters of flesh conservation of your fellows."
"And I bring the news from Realm of Ultramar from 20 years ago that my seniors ordered me to bring up to you."
"Yes, yes, they send you to bring bad news. You can send a massage to Lord Guliman that the work on a chapter to support Ultramar has already begun." And he began walking away. Oh, boi, isn't that a surprise? My boss makes Space Marines chapters, and I am about to die, but I will at least waste less of his time.
"My lord... Lord Guliman... Lord Guliman was mortally wounded by the fallen lord of the 3rd legion and put in statis." I can feel the air stilling, and as I lock up my mechanical knees to not fall over:
The lights flicker...
Reality stills​
I feel my bonemarrow produce blood again​
I feel my pumps still for eight nanoseconds
Grimm turns his head to the right​
The Veil drips a drop of Slaughter
Grimm moves his fists
I scramble as my laser mechadendrite shots​
Bloodletter swings its sword
Grimm breaks the sword
I barely grace the horns​
Bloodletter flickers away
I fall over from recoil as Grimm catches me with a mechadendrite.
"So 5I, you seem not annoying enough, I was going to travel to Fenris and you are coming with me."
"yees sirrr." But as I fell unconscious I can't help but wonder if I am in one of the AU/fics where things will turn up to be better.

AN: Yes, this is another omake for omake throne. I just think that someone with knowledge of Warhammer would make for a good student/minion for Grimm.
 
Last edited:
6th Chapter Part 2
[X] Plan: Yes, we have a Phalanx. What about 2nd one?
- [X] The Imperial Fists: A famously stalwart legion, the Gene-Seed of the Sons of Dorn lacks the Betchers Gland and Sus-an Membrane entirely, leaving them incapable of spitting acid as an emergency weapon and unable to enter suspended animation when critically injured, but otherwise is fairly stable. They are renowned as the greatest masters of defense in all the Imperium, and have also begun to fill the role of the treasonous Iron Warriors in siege warfare.
-[X] Legendary Gene-Seed.
-[X] Potent Gene-Seed.
-[X] YT868: A massive network of Dark Age of Technology space stations that have fused together similarly to a more coherent Space Hulk, and become capable of self sufficiently supporting a planet-sized population. Despite this, the void of space is still a very hostile place to live, and the population of this vast station is often under attack due to their home's very nature. (Ultramar Region).
-[X] Adaptive Gene-Seed.

Current Chapter Traits
Bladesmasters: The Marines of this Chapter are masters with bladed weapons.
Fortification Mastery: This chapter has great skilll in constructing and defending fortifications.
Shipcutters: This chapter has access to tools specalized for cutting through ship bulkheads… but that also happen to be very good at cutting through enemy combatants too.
More Plasma Weapons: Due to the unique manufacturer they have access to, this Chapter makes usage of more Plasma weapon than normal.

You gaze upon the report before you. The report telling you that after significant effort and a lot of panicked archive diving, the design for the Indomitus Pattern Tactical Dreadnought Armour had been recovered, and that supply lines for the mighty armoured warsuits, while slightly inferior to the Tartaros Pattern that you are more familiar with, had finally been reestablished. The report that assures you that of course, if needed, it should be more than possible to earmark a certain fraction of production for your use, should a Chapter of the Long Founding be deemed in need of a larger than normal supply of the heavy assault armour.

The report. That you were supposed to receive. SEVERAL. HUNDRED. YEARS. AGO.

……. You want to hurt someone right now.

But you have better things to do.

You have. You really do.

.... At least Lord Dorn isn't looming over your shoulder anymore. You don't know how the Praetorian of Terra got wind of the fact you were assigning a Chapter of his sons to his lost brother's domain, but he had, and had promptly walked into your workshop and offered his assistance. And then wouldn't leave.

Look, it was admittedly incredibly useful to have access to Gene-Seed directly from the source, and it had helped make the process of refining the implants to the needed degree, but how were you meant to focus with a Primarch in full armour looming in the background in complete silence!?

... He hadn't even taken his helmet off. It was honestly slightly unnerving.

[ ] Write in Name
[ ] Write in or post a picture of the chapter colors.
[ ] Write in chapter symbol.
[ ] Write in chapter creed. (Optional).

You have.
2 Charges of Extra Trainers
1 Charge of More Equipment
1 Charge of Extra Terminator Armor.

Normal Training Options
[ ] Scout Training: The Chapter's Marines are given more advanced training in the art of scouting, and as a result more of its Marines remain as dedicated scouts - even after being promoted from the rank of Scout Marine proper. They afford greater reconnaisance and intelligence gathering abilities, as well as improved stealth warfare.

[ ] Librarians: The Chapter's Librarians are particularly well trained, and have far greater resistance to the temptations of the warp. They are far less likely to fall to Perils of the Warp, and offer more potent psychic support.

[ ] Entrenchment: The Chapter is better at erecting and maintaining fortifications than average.

[ ] Blademasters: The Chapter's Marines have honed their skills with the blade, and are among the finest swordsmen in the Imperium.

[ ] Deepstrikes: More so than even other Space Marines, this Chapter has gained a mastery of the orbital strikes Adeptus Astartes are famous for.

[ ] Marksmen: Even among Space Marines the marksmanship of the Chapter is top of the line.

[ ] Spear Training: The Chapter is especially well trained in the use of spear and javelin like weapons, this does not cover staves or pole-arms however.

[ ] Chaplains: The Chapter is blessed with more Chaplains than average among its numbers, and higher quality as well. Treachery and corruption will find it far harder to grow within their ranks.

[ ] Boarding Specialists: The Chapter's Marines are truly masters at boarding voidcraft - even by Space Marine standards.

[ ] Counterintelligence Training: The Chapter is proficient in the art of detecting and thwarting enemy infiltration attempts.

[ ] Artillery Masters: The Chapter are masters at employing artillery in times of war, both on offense and defense.

Normal Equipment Options
[ ] Extra Assault Packs: The Chapter has a great number of Assault Packs, letting them retain a greater number of Assault Marines in each Company.

[ ] Heavy Weaponry: The Chapter is well supplied with heavy weaponry, and can field a larger proportion of Devastator squads.

[ ] Specialist Ammo: The Chapter has a ready source of specialized bolter rounds, letting them bring the best possible ammunition for any engagement.

[ ] Extra Rhinos: Though many would call them simple metal boxes, the Rhino is a capable transport and this Chapter has some to spare.

[ ] Extra Thunderhawks: The Chapter has access to additional Thunderhawks, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power. (5 points)

OOC: Thanks to the beta.... for I have only gotten out of bed 20 or so minutes ago.
 
Last edited:
An Isekai Part 2


Reincarnated as Techpriest, My boss is an overworked badass.


Chapter 2: My boss is moe when drunk; I should have stay silent *Screams in drowning in paperwork*​

I am in heaven, Omnisiash preserves bossman; I will fight that poor nailed bastard in melee for him. Let me ask you?

Did you pull a muscle in your life or have cramps? Did you sleep on your arm, and it went numb? An annoying pebble in your shoe? Did you step up on Lego (which surprisingly survived until heresy; the STC producing it is currently missing) with bare feet? Did you find sand annoying, coarse and rough and getting everywhere? Did you stub your toe on your furniture? Did you forget to bring snacks for your tabletop group and were punished by the dice by stepping on metal d4?

If you did any of those things, you know how I felt in hindsight in about 58% of my body because by the Emperor, getting finetuning from boss Grimm during our travel to Fenris made my life so much less miserable. My dysmorphia is as good as gone! I am a new Cog-girl! PRAISE THE FUCKING OMNISIASH!!!

Anyway, aside from fixing me and teaching my sorry fake ass how to do proper self-maintenance and tricks that we tech-priests who are not obsessed with turning into discount men of iron (his words, not mine) should do, Boss Grimm was busy checking the credentials of trainers for the newest chapter that will help Ultramarines keep Realm of Ultramar well less broken.

Meanwhile, I was looking through the notes my seniors left me with, looking at which forge world in the local area can provide what, apparently boss deems dealing with other techpriests to his minions a good training... which is why one of boss's bodies is looking over my shoulder, so there is that; I think that I was doing alright given that he only grunted three times over the long-ish journey to fenris.

This brings me to today as I am debating if I should drink poison that space wolves call alcohol because, unlike everyone else getting smashed here, my liver replacement is, in comparison, barely above average. Also, sidenote but Fenris is fucking cold, and I got into a fistfight with a wolf on the way to the Fang. I, thanks to my paranoia about the parasite noticing my meta-knowledge, somehow won... after 20 minutes fighting in the snow so cold Napoleon would call retreat from Moscow a sunny summer retreat.

And Grimm and Spacewolves scouts saw it all. At least I got a giant wolf coat out of it.

Anyway, the point is Spacewolves seem to love my boss, and I made an alright first impression, so I was allowed to join them all in the evening for the feast. So here I am, staring death in the face once more. But at least the boss is chill like I was not expecting him to be a calm drunk type, but he achieved zen and unity with the motive force. Which is especially funny when some post-heresy recruits invited him to an arm wrestling match, and he calmly kicked their asses so hard that I heard Russ fall from his throne from laughing; it stopped being fun for me when said recruit scouts decided that I would be a good target to play with. I saw the writing on the wall. I would either find something I could beat them in, or I would become a dog chew toy.

And so I won the axe throwing challenge, how you ask? I am trained myself to be able to throw anything with precision at anything with barest time to aim, because close contact with the great enemy? I think ducking no.

This was also a mistake because everyone forgot that I am not my boss or a spacemarine to drink this alchemic concoction of pure drunkness.

"Eh, are you scared, lassie?" I am so fucked, please body don't turn around, don't turn around don't turn "Not at all Lord Russ." DAMN IT.

"It just, that I never consumed quality drink before." I am about to die, because I refuse to back down with wolf man supreme looking over my shoulder with Grimm hanging off his shoulder. I love my eye with recorder; did I forget to mention it before? Oh well, it's not like I have free time to gossip.

I took the mug and

I forgot what happened next, but recording eye to the rescue. Or rather, to my eternal humiliation because I am apparently crying drunk.
I basically spent next 3 hours crying over all the cool lost tech from DAOT (THE PEOPLE WERE USING STATIS CHAMBERS AS FUCKING LUNCH BOXES), that I was late two years from my parent funeral because of work, that I missed my sister dying in childbirth because the supply fleet with medicine was lost in the warp, about the fact that Terra looks fucking awful, because where the fuck the oceans went and the flora&fauna that did not want to murder you like you were a traitor during scouring, about not getting to meet the glorious Hawkboi (everyone stopped pitying me for a moment then and gave a chuckle about "my" nickname for the father of Blood Angels) and about those fucking idiots who can't be bothered with proper mentiannce is it so hard to care for machine's spirit body and not only its mood. This went for a while.

I apparently also managed to spread this to Russ, who apparently is in starting phase of GW telling every loyalist primarchs to fuck off the setting. He went from crying about his brother Guliman (to which my drunk fake ass told him that he would probably get better... probably no later than 10k years), about the civilians he couldn't save and then there was the elephant in the room, the fucking Horus Heresy drama. My boss and I apparently managed to smack him on the head for bringing up the HH because it was not his fault; it was all because of that fucker Erebus. He probably even stole his name!

"Fuck Erebus" chanting that followed apparently caused an avalanche, but it was so worth it.

Which caused me to switch from depressing crying to happy crying and gushing about my nieces and how the contrast between the boss's normal Grimm demeanour and his drunk self was cute as fuck. This turn up to be a mistake... again.

This brings me to my current 2 months in the archives looking through the 57395404658 letters to my boss Grimm, some of which date as far back as starting of the Long Founding (ah, so that's the name of the shit we work for), until the 3 days from now. I fucking hate Warhammer paperwork, fucking great enemy plot to start a rebellion against the Man of Iron or stupid ancestors who didn't watch Terminator.

Anyway, sorting through this stuff is driving me up the wall, literally after I read some Inqiustor that lost too many brain cells proposing to do a hybrid gene-seed of Blood Angels, Night Lords, Iron Hands and Luna Wolves just to see what happens and screaming many profanities in low and high gothic, binaric and languages from my previous life that I am pretty sure are extinct now and the (thankfully) unsorted stack of papers caused a wave that knocked me out.

Which brings me to this moment reading the read report that one of my seniors (who I later learn lost his memory after setping on Unexploded ordnance while they were on their way to tell grimm about this) telling boss that forge world in middle of nowhere sector found STC prints out for the terminator armour. I am probably going to either be free from this paper torment or at least get a fellow prisoner to work with.
Glory to the Omnisiash!
 
Last edited:
Eternal Guard
[X] Plan: Eternal Guard
-[X] Chapter Name: Eternal Guard.
-[X] Chapter Colours: Dark Orange with Bronze trim, helmets and fists.
-[X] Chapter Symbol: Bronze sword, pointing downwards with two hands holding it, the left blue hand (Roboute Guilliman) and the right bronze hand (Rogal Dorn).
-[X] Chapter Creed: "We are the unbreakable shield against the dark!"
--[X] When fighting with Ultramarines: "As Dorn commanded, we guard against the dark as one!"
-[X] Blademasters: The Chapter's Marines have honed their skills with the blade, and are among the finest swordsmen in the Imperium.
-[X] Entrenchment: The Chapter is better at erecting and maintaining fortifications than average.
-[X] Boarding Specialists: The Chapter's Marines are truly masters at boarding voidcraft - even by Space Marine standards.
-[X] Extra Thunderhawks: The Chapter has access to additional Thunderhawks, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power.
-[X] Extra Terminator Armor

Name: Eternal Guard
Chapter Colors: Dark Orange with Bronze trim, helmets and fists.
Chapter Symbol: Bronze sword, pointing downwards with two hands holding it, the left blue hand representing Roboute Guilliman, and the right, bronze hand that of Rogal Dorn.
Chapter Creed: "We are the unbreakable shield against the dark!"
-When fighting alongside Ultramarines: "As Dorn commanded, we guard against the dark as one!"

Homeworld: The homeworld of the Eternal Guard is not a singular planet, but instead a massive network of connected space stations known as YT868. The long causeways that connect each of these space stations are of such size that entire Imperator Titans could walk down them and still have room to maneuver, leading to the facility as a whole being considered a true wonder of the Dark Age of Technology.

The Central Spirit: The station of YT868 is controlled by an ancient Machine Spirit of immense power, one that was only identified due to the Crusade Fleet that first contacted the station following a specific set of instructions laid forth in advance by the Emperor Himself. This great Machine Spirit has ever since served as the station's guardian, banishing a rogue Abominable Intelligence, effortlessly stopping several Genestealer infiltration attempts via the usage of built in death traps and loyal imperial automatons, and even outright shrugging off multiple attempts to corrupt the station with Scrap Code. The Eternal Guard themselves hold great respect for this Machine Spirit, and though they are not proper members of the Mechanicus, the respect they show to the equipment they are given is enough that even the most stringent member of the Machine God's faith can not help but feel impressed at the care even a Scout Marine of the Eternal Wardens gives to his tools of war.

Serfs: The Eternal Wardens are unique among Chapters in that they do not have dedicated Chapter Serfs. In fact, the bond the Chapter has with the people of YT868 is so close that the station's PDF directly crew the Eternal Guard's ships, and its laborers often volunteer for service within Eternal Guard facilities. In return, the Eternal Guard themselves are often seen aiding in the station's maintenance and many of their Apothecaries can be seen working alongside genetors and mortal medics to ensure the health of the people of the station.

Mechanicum Exis: A large conclave of the Adeptus Mechanicus lives on board YT868, and has control over one of its largest space stations. These Tech Priests are charged with the health of YT868's vast Machine Spirit and their holy duty means they are extremely secretive even by the Mechanicus's standards. However they are also notable in one other area - almost all of the priests within the Mechanicus Exis, regardless of specialisation, are also trained Genetors, and the vast majority of them display a care for the lay people of the station far beyond what anyone would expect of any Tech Priest. This is often justified as being a result of the importance of YT868's crew to the health of the station itself, and by extension it's Spirit, but many among the Ecclesiarchy push the idea that it is some sinister plot to test out a way of converting the people of the Imperium to the Mechanicus's faith over their own. The Mechanicus takes great offense to these assertions, and any Sister of Battle covenant even remotely associated with a priest that dares to imply that these accusations could be even partially true finds itself drastically under equipped in very short order.

The Feast of Blades: Like all Imperial Fists Chapters, the Eternal Guard frequently participate in the legendary Feast of Blades, where the Sons of Dorn gather once every century to compete in the art of swordplay. Due to the Chapter's famous extreme capability with the blade, they often have some of the strongest showings of the Chapters that partake in the Feast, with only the Black Templars coming close to matching the Eternal Guardian's swordsmanship.

Chapter Layout and Combat: The Eternal Guard are a mostly Codex Compliant Chapter, with a strong focus on close-ranged combat in tight, enclosed spaces - such as underhives, Space Hulks, or even starships. When forced into open combat, the Eternal Guard often resort to the traditional tactics of Imperial Fist Chapters and immediately begin constructing fortifications.

However the methodology of the Eternal Guard fortifications tends to be very different from the kind expected of Imperial Fist successors. Instead of being general purpose defensive structures, Eternal Guard fortresses are built in such a way that the 'path of least resistance' for any given enemy will lead them into tight, close quarters combat, conditions under which a mere handful of Eternal Wardens can hold off several times their numbers in enemies. The other defenses of an Eternal Guard defensive position are often focused around disabling or mitigating a given enemies other ranged capabilities, allowing the Eternal Guard more room to focus on the enemies directly before them and not those providing ranged support.

Notable Events of the Eternal Guard
-Early on in their history, the Eternal Guard play a vital role in securing the Realm of Ultramar against a vast piracy epidemic, which had sprung up as a result of the Ultramarines and their successor Chapters being forced to commit vast numbers to several critical regions at once. This short lived age of piracy would come to an end when the Eternal Guard would raid the pirate 'city' located on the Space Hulk the Sinister Embrace, killing many pirate leaders and capturing the ships that had been docked at the time.
-A battle with the World Bearers sees the Eternal Guard boarding one of the Traitor Legion's vessels, and crashing it into the Chaos held world below.
-The Eternal Guard were among the many Imperial Fist Successor Chapters who formed the Last Wall in the War of the Beast, where they committed themselves to the void war, managing to board and destroy many of the Ork Overlord's supporting elements. Tragically, 4 entire companies of Eternal Guard were lost in the battle, slaughtered to the last. In the aftermath, the Wardens would be among the many Chapters who donated their finest battle brothers to rebuilding the Imperial Fists themselves.
-The Eternal Guard would defeat WAAAAAGH Kneecappa by boarding the Ork's Space Hulk flagship, using the superheated ship-cutters attached to their terminator armor to carve a path directly to the command center of the Hulk, and then swapping the ship cutters into Flamer mode in order to efficiently roast the entirety of the Hulk's bridge crew alive, killing the Warboss and the rest of the Ork leadership in short order.
-A short but bloody conflict with the Word Bearers sees the latter bogged down in fierce space battle that costs the fallen Marines the element of surprise, altering the Ultramarines to the danger and forcing the traitors into retreat.
-Multiple expeditions into a number of Space Hulks leads to the Eternal Guard recovering the STC's for the 'Bullseye Sniper Implant', 'Payback Counter Artillery Vehicle', and the 'Adamantium Wall Mobile Shield Generator' all of which are returned to the Mechanicus. In gratitude for the return of these holy artifacts, the Priests of Mars unilaterally give the Eternal Wardens priority access to the regained vehicle and implant designs, which would become crucial tools for the Chapter.
-Early encounters with the Tau end supremely badly for the young alien species whenever the Eternal Guard get involved, as the latter's shockingly skilled tactics to board Tau ships, and the commensurate utter slaughter of the occupants, lead to 13 of the most bloody battles in the Tau Empire's history - only the last of which had any survivors, the Tau only discovering the results of the first twelves via examining footage from the shattered remains of their fleets. So terrible were these losses, that the Ethereals designated the Chapter with a Flee on Sight order for any ships not acting in defensive capacity. In fact, even in the present time, Imperial Intelligence has learned that the Tau's own intelligence services place keeping track of all Eternal Guard fleet movements as one of their highest priorities, a discovery corroborated both by the Synopticon and the Ordo Xenos.
-A number of attempted Genestealer infestations of YT868 are discovered and instantly foiled by the will of the station's Machine Spirit and its legions of helpful automatons - all of which possess Machine Spirits themselves, rather any form of abominable intelligence like most Dark Age robots. Incensed by the sheer temerity of the very attempt to defile the people of their home, the Eternal Gaurd would engage in a long campaign against Genestealer cults throughout the Realm of Ultramar.
-While the Eternal Wardens are engaged on the Hive World of Aldamo, Hive Fleet Behemoth strikes, the Shadow In The Warp and sheer shock of the original Tyranid invasion preventing the Ultramarines form giving their cousins any warning of what was coming for them. The battle against the first Major Hive Fleet was long and fierce, with near constant close quarters combat against an endless foe - but against all odds, the Eternal Guard survived. By the end of the titanic clash, a full eight of the Eternal Gaurss ten companies had been wiped out, and with them, despite the Warden's desperate efforts, the entire population of Hive World Aldamo.
- After a long period of recovery, the Eternal Wardens begin a long and focused campaign against the entirety of Ultramar's Genestealer population, intending to slow down any future Tyranid fleets by denying them their method of navigation towards suitable worlds to devour. They would be aided in this campaign by the Tyrannic War Veterans, as well as the Deathwatch and many others seeking to destroy the Tyranid menace.

Unique Units
-Wedeln Pattern Dreadnoughts: An ancient Dreadnought design, found within an STC that had been discovered on YT868 itself. The Wedeln, unlike other Dreadnought Patterns, is actually extremely capable of handling human occupants, allowing them to operate constantly with no risk of burnout and maintaining a shockingly good quality of life. Due to this wonderous technology, the Dreadnoughts of the Eternal Gaurd are extremely active compared to the norm, and even use the built in welding equipment on their chassis - seemingly once intended to be used for battlefield repairs - to aid the Mechanicus in repairing YT868's hull when they are not engaging in combat with the Imperium's foes.
-Terminator Champions: Elite Terminators, combining the lethality of the shipcutter blades - modified versions of the humble tools able to switch between a swordlike beam of plasma and a Flamer at will - with an almost supernatural skill in swordsmanship. It is said, and often demonstrated, that the Terminator Champions can outfight the Champions of many other chapters in a contest of blades, even while handicapped by the weight and bulk of their heavy Terminator Armor.
-Exis Techmarines: Techmarines trained by the local Mechanicus enclave of Exis, the Exis Techmarines are experts in maintaining, or dismantling, space ships. To aid in this objective, every Exis Techmarine is armed with several mechadendrite mounted ship cutters, as well as as whatever weapons the Techmarine chooses to wield in either their hands or in their Servo Harness.
-Breacher Squads: A revival of the Breacher Squads from the days of the Legions, brought about due to the Eternal Gaurd's focus on dangerous close quarters combat.
-Overwatch Servitors: Servitors equipped with the 'Bullseye Sniper Implant' and given high powered rifles, the Overwatch Servitor serves to help eliminate priority ranged threats while the bulk of the Chapter fights in melee.
-The Reperator: Based off of the 'Payback Counter Artillery Vehicle', the Reperator is a stealthed vehicle capable of pinpointing an enemy artillery unit, unleashing a furious barrage of enough firepower to destroy all but the most durable of artillery pieces, and than moving back into stealth before the enemy can respond. It seems to have trouble with more 'conventional' bombardment - mostly due to the Pattern's famously flighty Machine-Spirit - but for the artillery light Eternal Gaurd, it is an ideal warmachine.
-The Defiance: Based on the 'Adamantium Wall Mobile Shield Generator', the Defiance is a treaded vehicle that can protect either individual squads or, when overcharged, even entire companies of Eternal Wardens under it's powerful Refractor Fields. However, it requires protection from close in threats, for the Pattern is equipped with nothing more than a pair of heavy bolters as weaponry.

Diplomacy
-Ultramarines: Though not the adoptive brotherhood the Steel Champions have with the Sons of Dorn, the Eternal Gaurd have a very close bond with the Ultramarines and their successor Chapters, to the point they have even joined in on the Ultramarine's legendary grudge against the Minotaurs as a result.
-Imperial Fists: The Eternal Wardens keep good relations with the Imperial Fists, as well as most of their fellow successor Chapters. Like all Sons of Dorn, they stand ready to engage the Last Wall Protocol - even if it is the hope of all involved that it will never be invoked again
-Black Templars: The Black Templars and Eternal Gaurd share an intense, albeit vaguely friendly, rivalry with one another, due to their shared mastery of swordsmanship. It is known that at the beginning of every Feast of Blades, the representatives of both Chapters ignore all other challengers to seek each other out, to prove themselves the true exemplars in bladed combat.
-Mechanicus: Outside of the Iron Hands and their successors, it is rare to find a Chapter with better relations with the Mechanicus than the Eternal Guard. Indeed, the local Mechanicus Exis on YT868 actually prefer the Eternal Wardens - as do most Genetors, oddly enough.

Chapter Creations Result
+60 Reputation

Added New Training Options
Terminator Training: The Marines of this Chapter are supremely skilled in using the legendary Tactical Dreadnought Armour, more commonly known as Terminator Armor.
Space Hulk Operations: Through extensive practice, the Marines of this Chapter are masters at fighting in the unique conditions of Space Hulks.
Techmarines: This chapter has more techmarines in its ranks.

OOC: Praise to the beta reader.
 
Last edited:
13 Times the Tau Messed Up
-Early encounters with the Tau end supremely badly for the young alien species whenever the Eternal Guard get involved, as the latter's shockingly skilled tactics to board Tau ships, and the commensurate utter slaughter of the occupants, lead to 13 of the most bloody battles in the Tau Empire's history - only the last of which had any survivors, the Tau only discovering the results of the first twelves via examining footage from the shattered remains of their fleets. So terrible were these losses, that the Ethereals designated the Chapter with a Flee on Sight order for any ships not acting in defensive capacity. In fact, even in the present time, Imperial Intelligence has learned that the Tau's own intelligence services place keeping track of all Eternal Guard fleet movements as one of their highest priorities, a discovery corroborated both by the Synopticon and the Ordo Xenos.
AN: Lol, lmao even.

Also, I know that I could've padded out the interval meetings between the Eternal Guard and the Tau, but I find it funny if the Eternal Guard was unintentionally being eternal pests to the Tau during the Third Sphere of Expansion.


The Dangers of the Sons of Dorn:
Or, that time the Tau messed up 13 times and paid the price.

The Third Sphere of Expansion was a pivotal moment for the Tau Empire, whom, for their part, utilized the experiences they've gained during the Great War of Confederation in which they've fought and pushed back against several Ork Waaagh!'s and Hive Fleet Gorgon, both of which has pushed the nascent Tau Empire to fight for its survival, that made the bulk of the Tau's most elite fighting units, with the most prevalent being comprised of the Fire Warriors and Kroots, with the goal of establishing numerous Septs beyond the Damocles Gulf and into Imperial space.

It was also this time that the nascent Tau Empire would studioulsy prepare the tactics of the Imperium of Man and of the Space Marines, the Emperor's Angels of Death. Whilst Commander Shadowsun initially did well against the unsuspecting Imperial Guard and Space Marines, the Imperium finally managed to rally itself and push back against the Tau Empire's advances and stop the Third Sphere of Expansion on its path.

Though, that's not what's important to the Tau. What's important to the Tau was their first encounter with the Eternal Guard, successor chapter of the Imperial Fists, and their wholesale destruction they've managed to cause to the Tau Fleet for they not only showed the glaring weakness of the Tau when it comes to ship warfare, it also answered the question of how the Tau was losing much of their fleet during the Third Sphere of Expansion and it was only in the aftermath of the Third Sphere did they learned of the Eternal Guard.

Whatever the case, this is the story of the 13 battles that the Tau had with the Eternal Guard and how they were given a 'Flee on Sight' designation by the Ethereals:​
  • Massacre of Lexington (997.M41) - This was the first time the Eternal Guard encountered the nascent Tau and their fleets. Taking the Tau off-guard, the Eternal Guard victoriously slaughtered the Tau supply fleet upon the skies of Lexington.​
  • Destruction of Ay'oya (997.M41) - Encountering the fleet of Admiral Ay'oya, this was the first time the Eternal Guard properly fought against the Tau and its warriors, mainly the Fire Caste.​
  • Slaughter of Dominica (997.M41) - The 4th Company of the Eternal Guard was tasked with removing an Ork Waaagh! within the planet of Dominica. The Tau Fleet that they surprisingly met was removed from the skies of Dominica before the 4th Company of the Eternal Guard returned to their original objective.​
  • Death of Koa'ng's Fleet (997.M41) - A coincidental meeting between the 3rd and 4th Company of the Eternal Guard, who was resupplying and recruiting neophytes at the death world of Lucia, and the fleet of Shas'Ui Velk'han Koa'ng, an Admiral who was vital to the resupply efforts of the Tau during the initial stages of the Expansion. The Tau fleet was subsequently removed but not before dealing damage to the Titan's Liberator, the primary Strike Cruiser of the 4th Company.​
  • Extermination of Lucia (997.M41) - A prominent Tau war fleet that was headed to the planet of Lucia, the planet managed to avoid destruction when the Eternal Guard engaged the war fleet above the planet's skyline. This was also the first time that Commander Shadowsun heard reports of the Tau losing their fleets without any indicator as to who's destroying Tau ships.​
  • Decimation of Y'eldiawa (998.M41) - Another coincidental meeting, this time with the Chapter Master of the Eternal Guard bearing personal witness, towards the fleet of Y'eldiawa, a prominent Admiral within the Tau Empire. They were utterly and ruthlessly eliminated by the Eternal Guard.​
  • Liquidation of Chordiphor Reach (998.M41) - A splinter fleet of Hive Fleet Gorgon that managed to escape during the Great War of Confederacy, the Eternal Guard waited for the Tau to tire themselves before ridding the victorious Tau of their victory against the splinter fleet of Hive Fleet Gorgon.​
  • Bloodshed at Gudras's Fall (998.M41) - Emulating the same strategy they did at Chordiphor Reach, the Eternal Guard waited for the Tau to tire themselves before launching themselves at their fleet, catching the off guard and exterminating the remnant at the planet of Gudras's Fall.​
  • The Carnage at Ukos Eldi (998.M41) - Taking advantage of the month-long warfare between the World Eaters and Eternal Guard, the Tau launched themselves at Ukos Eldi, hoping to seek a victory against the two Space Marines. Unfortunately, their tactics were well studied by the Eternal Guard and somehow, managed to bring victory against the World Eaters and the Tau fleet at the same time.​
  • Slaying of Purgalrius Diablo (998.M41) - Despite being on a tentative 'alliance' with the Dark Eldar, the Tau fleet near Purgalrius Diablo were removed from the equation.​
  • Rout of Menopaal VI (999.M41) - This was the first time the Tau managed to defeat the Eternal Guard but not for reason one might think. Already weakened by the combined efforts of a Death Guard warband and Slanneshi cult worshipers, the 6th Company was forced to remove themselves from the battlefield but not before killing the Tau fleet that find themselves within the planet.​
  • Assault of Kanyra (999.M41) - The Tau forces managed to hold out spectacularly, causing immesurable damage to the 10th Company of the Eternal Guard, but not before eliminating the Tau and their fleet in return.​
  • Battle of Assaye (999.M41) - A prominent paradise world within the Damocles Gulf, Assaye was the first proper battle between the Eternal Guard and the Tau forces as the Tau managed to cause damage to the 8th Company before the Eternal Guard retaliated, with the Eternal Guard unable to defeat the fleeing Tau fleet and thus, causing the Empire to finally learn of the Eternal Guard and initiate a 'Flee on Sight' directive on the rest of the chapter.​
 
Dah memez


The Watchers
Unrelated to the Watchers of the Dark who serves under the Dark Angels, the Watchers are an ad-hoc group of Space Marine chapters whose sole purpose is the protection of one Archmagos Orkadan Grimm, one of the oldest and greatest Genetors of the Adeptus Mechanicus, unintentional leader of the Organicists faction, one of the ruling lords within the Priesthood of Mars and project head of the Long Founding, a project personally mandated by Lord Commander Roboute Guilliman whose main goal is to reinforce the major foundings and to act as a lynchpin for a specific problem the Imperium finds lacking.

History

Originating from a conversation between the Light Bringers and Verdant Eyes when they first encountered each other, with the latter jokingly referring themselves as 'Grimm's Watchers', the Verdant Eyes would seriously consider this idea when the Verdant Eyes Librarian divined the possibility of Archmagos Grimm dying and the future of the Imperium when the Archmagos died.

Seeing a future in which the Imperium is weakened as a result of the non-existence of the Archmagos Genetor, alongside how the Imperium would be weakened when the Long Founding failed in its objectives, the Verdant Eyes' Chapter Master would contact the Light Bringers' Chapter Master for the possibility of putting Space Marine squads for the purpose of protecting the Archmagos' life and informing him of the reason of doing such.

The Light Bringers' Chapter Master, seeing the proposal as a way to gain allies for their Chapter and seeing the benefit of the Long Founding and its objectives for the Imperium, the Light Bringers' Chapter Master accepted the proposal and suggested adding Space Marine Chapter that are formed by Archmagos Grimm in the future. Contacting the Dark Peregrine's Chapter Master of the proposal, whilst initially hesitant, the Chapter Master eventually accepted when he was convinced of the dark future that the Librarian of the Verdant Eyes foresaw.

And thus, the Watchers were formed. Knowing how annoyed the Archmagos would be when their group is discovered, the Chapters tried to petition the Fabricator-General of Mars the importance of having the Archmagos be protected and his importance to the general functioning of the Imperium to no avail as he saw the Chapters' reasoning as a way to gain access to the secrets of Mars. It wasn't until the Keepers of Truth joined the Watcher and the guarantee of the Eternal Guard did the Fabricator-General of Mars finally allowed them within Mars and gave them lands to house their Space Marines.

The Treaty of Olympus Hive is as decreed: in return for giving lands to house the members of the Watchers, the Watchers are duty-bound to provide support when it comes to pursuing their Quest for Knowledge. This, in turn, would lead to the creation of the Round Table, in which the Chapter Masters of the Watchers would meet once in a century within the selected host's planet or designated ship, with the goal of strengthening their bond and reporting their activities. This move would pay dividends during the Era Indomitus when the various members of the Watchers would provide support to the members stuck within Imperium Nihilus and vice-versa.

Of course, throughout all of this, Archmagos Orkadan Grimm would remain ignorant of this development as he was more focused on developing more Long Founding Chapters than give notice to the amount of Space Marines of various markings loitering around his home/workplace. Amusingly enough, it is rumored that the recently revived Lord Commander Roboute Guilliman was informed of the Watchers yet was involved in the secret by its members both for practical reasons and, if rumors are to be believed, amusing reasons with the foremost being that the Lord Commander of the Imperium finding humor of the Archmagos remaining ignorant of the Watchers.

Founding Members
  • Verdant Eyes (M31) - The first Space Marine Chapter founded under the Long Founding; the Verdant Eyes are known for their unusual number of Librarians, or in this case, Seers. They're also the one that proposed the creation of the Watchers and as such; despite not participating much during Round Table meetings, their voice holds weight when it comes to delivering reports or news of importance.​
  • Dark Peregrines (M31) - A fleet-based Chapter, the Dark Peregrines are known for their voidborn combat and their reputation as the embodiment of the Emperor's Justice due to how much they stumbled upon numerous heretical treasons. The Dark Peregrines would be vital to the Watchers as they acted as messengers for the various Space Marine Chapters that joined the Watchers.​
  • Light Bringers (M31) - Known as the Scalpel of the Synopticon, the Light Bringers are one of the greatest information-gathering and infiltration specialists of the Adeptus Astartes. They serve as ad-hoc spies within the Watchers, both to root out corruption and to remove the claws of Chaos within the group.​
Members
  • Steel Champions (M31) - Famous for the precedent of Reinforced Chapters or, as more famously known within the Imperium, Guilliman's Exception, the Steel Champions often teaches their pot-melding ways to the various Librarians of the Watchers as a way to combat the growing number of Chaos daemons pouring out of real space.​
  • Keepers of Truth (M31) - The last bastion of the Emperor's Truth, the Keepers of Truth are renowned for their rivalry with the Ecclesiarchy and their massive sub-realm that is the Imperial Bulwark. They serve as the Watcher's main provider of goods and services when a member of the Watchers is suddenly lacking resources.​
  • Eternal Guard (M32) - Within the Realm of Ultramar, they're known as the Shield of Ultramar and for a good reason. Crucial to ridding the piracy plague that hampered the realm during its initial founding, they became more known as being the home of an ancient Machine Spirit and the re-discovery of not one, not two but three STCs. Their sharing of their own versions of the re-discovered STC would prove vital to the numerous Chapters who were looking for different types of Dreadnaughts.​


AN: This entire Omake stemmed from that joke comment: What if the Long Founding founded a group to watch over the cantankerous Genetor.
 
Last edited:
Voting is open
Back
Top