The Long Founding (Warhammer 40k)

Voting is open
Part of the copying is collecting all the information of the individual chapters in one place within the same framework for each to easier find what part of the chapter information is searched for and allow easier comparison.
You are going to update this over time? Otherwise, no offence, but this is just a waste of space. People just as well can individually go back and read the final parts of Chapter creation to remind themselves of everything.
 
You are going to update this over time? Otherwise, no offence, but this is just a waste of space. People just as well can individually go back and read the final parts of Chapter creation to remind themselves of everything.
Well I for one found it fun as i did not even know there was Rolls involved in this at all and its fun to see our all the things in one place.
 
How long are you participating in the quest? Because I seriously have no words to describe this...

Regardless, yes, it's nice to have everything in one place but unless Portec will be updating that post after new Chapters are done, it will be outdated after a while and ,there's no polite way of saying this, ultimately worthless.

... Since the beginning? I mean I usually just read the quest posts themselves and maybe one or two pages afterwards. the rolls are not typed in any of the Threadmarks. Also while you say there is no way to be polite i do not think you are even trying to be. The polite thing to do if someone does something they enjoy that is not useful is to not say anything at all about it. Because what space are they really wasting?
 
The space of the thread? The time of people who just want to check out informations? Again, if Portec isn't going to update this, what's the point? Ultimately, Portec did nothing, just copy pasted text from Frog posts and that's it, if it was mostly Portec commenting and giving opinion on Chapters that were created, no problem, have fun. But this isn't the case, Portec literally just spend time copy and pasting someone else's work, giving maybe a sentence to sum it all up and then moving onto next batch of text to copy and past. I really can't imagine Portec enjoying that.

Ultimately, it's just copying and pasting soneone's else's work. As a informational threadmark to gather informations about everything in one place for people to check out, it's very good and useful, definitely deserves to be threadmarked, but if it doesn't get updated, then it's worthless because to learn about newer stuff, people would still need to individually check out Chapter creation threadmark, making the supposed ''Chapter info post'' useless and disappointing. That's my only problem, if Portec promises to update it over time with newer Chapters, I have no problems, because why would I? It's just good, informational post. If it doesn't get updated, then why bother? It's literally just a wall of text, copy and pasted, that I really doubt was ''enjoyable'' to made and it isn't actually informational for anyone.

That's my only problem, I just want answer from Portec. If it keeps getting update, I will thank Portec for the post, it doesn't have to be regular and precise updating, just from time to time after new Chapters are done. If it doesn't get update...Again, what's the point? Giving it as ''Informational'' is misleading as it will be outdated, It's not something enjoyable, just copy and pasted text of someone else's work within the very same thread, so why post it? It got threadmarked as a informational post, so I think Portec has a responsibility towards Frog and other quest participants. If Portec doesn't do that...Then fine, they have better things to do with their life, but it also means that, yes, the post is a waste of space, because it's pointless, it's serves no one, it will be outdated, so people still need to individually check out threadmarks to remember something and it shouldn't be threadmarked at all, it wasn't enjoyable for it's own poster and just left with no updates, so it was for all intends, in this scenario, ultimately waste of space that might as well have not been posted. Again, assuming Portec wouldn't update it, otherwise, naturally, this very rant would be worthless instead but again, I need answers first.

So something that helps people not have to look through 48 threadmarks and the unmarked vote closes between them is useless because it does not help them not have to look through 51 threadmarks?
Also it is very good right now after the break for people to remind themselves of things again.
And why would someone do something unprompted and unasked for unless the enjoyed going it or enjoyed having done it?
As for space in the thread you can have over 500 threadmarks in a category and over 200K posts in a thread there is no space to fight over her the fields are wide open and i at least enjoyed the post very much and will use it even if it never get updated.
In the end this is Undead Frogs thread and they decide what is threadmarked not Portec and not you so demanding things for the part of this they did not do is not the way to go here. Especially if you want them to enjoy and continue to do it in the future.
 
You are going to update this over time? Otherwise, no offence, but this is just a waste of space. People just as well can individually go back and read the final parts of Chapter creation to remind themselves of everything.
Good morning!
I did not expect to have my post threadmarked and mostly done it for a personal project. Now with a shema created and the majority of the legwork done it will be easy to maintain. Part of that project will be going over the Thread containing the chaos foundings as well. I really enjoy how different starts influence the path foreward. Is it a fondness of character creation as the defining start of an adventure/quest? In the end I enjoyed reading about what those chapters have/will be come up with.
 
Oh dear god! This post is over 30k words!
Anyway, 99% of that is copy/pasting relevant parts of the threatmarks for each chapter with only a short blub to summaries them from me.
Part of the copying is collecting all the information of the individual chapters in one place within the same framework for each to easier find what part of the chapter information is searched for and allow easier comparison.

Genefather: Salamanders
A paradise-like feral world, the human inhabitants of the world live in shockingly deep 'harmony' with the nature around them, and their local leaders are extremely good at predicting and either avoiding or defeating the challenges they encounter on the planet.

The Chapter's Fortress Monastery is located deep underground within a natural cave that leads to the very deepest recesses of the planet. Within this cavern the Chapter's Seers look into dozens of futures in order to unveil the best route to the chapters success, though unlike the likes of the Blood Ravens the actual Chapter Master of the Verdant Eyes is not himself a Librarian. In fact, the Verdant Eyes Chapter has solid tradition of its Librarians remaining in strictly advisory roles.
None.
Colors: Dark Green and Brown
Symbol: Reptilian Eye wreathed in flame.
Advanced Future Sight (Locked): This Chapter's Librarians have unusually accurate future sight, almost frighteningly so.
Jungle Warfare Specialty: This Chapter has mastered the arts of Jungle Warfare, few can hope to match them in their field of expertise.
Expert Craftsmanship: Space Marines of this Chapter are expert craftsmen, and often create at least some part of their standard kit themselves.

Almost unprecedented among Space Marines Chapters is the fact that the Verdant Eyes have a near perfect rate of success in gene-seed implantation, something attributed to the oddly mundane usage of the Chapter Librarian's precognitive abilities in order to identify candidates that they are nearly certain will survive the process of becoming a Space Marine.
Before combat, the Verdant Eyes are known to heavily investigate their most likely enemies utilizing a combination of both their enhanced future sight and conventional intelligence gathering. Once the target's nature is established, the Verdant Eyes then proceed to fall upon their enemies utilizing the set of tactics deemed most appropriate, specialized ammunition meant to do the most damage to any given foe, and master-crafted weaponry of which the chapter maintains a wide arsenal for a variety of situations.

Artifacts/Unique Units/Rare Units
Ebony Spears: Spears made up of the the bones of a particularly aggressive beast from Fortuna. The bones in question are excellent channels of physic power, and greatly enhance the might of Verdant Eyes librarians that use them.
Space Marine Scout Veteran: Space Marines veterans that continue with dedicated scouting long after being promoted into proper battle brothers. Their efforts leave the Verdant Eyes 10th company exceptionally capable.
Dreadnought Seers: While Dreadnought entombed librarians that can actively use their psychic abilities are incredibly rare outside of the Blood Angels and successor chapters, the future sight of the Verdan Eyes Librarians is able to work perfectly fine from within the confines of an ancient. Dreadnought Seers are typically stored within a dedicated chamber within the Verdant Eyes fortress monastery and occasionally awaken without outside input if they receive a vision that they feel the need to relay or act on.
Beil-Tan Attack: 52
Dark Elder Raid: 22 (62)
Predicting Dark Eldar Raid: 98 (Adds 40 to later earlier roll)
Beil Tan Attack 2: 11
Surviving Beil Tan Attack 2: 99
Third Beil Tan Attack 58
Revenge on Beil Tan Campaign: 51
Vs Emps Children: 86
Age of Apostasy: 70
Vs Thousand Suns: 93
-An attack by the Eldar of Biel-Tan is repelled, as the Elder Craftworld had been incensed by the human settlement of what they claimed to be a 'Maiden World'. This would turn out to be the inciting incident of a long standing animosity between the Verdant Eyes and the most militaristic of the Eldar Craftworlds.
-A Dark Eldar raid from the depths of the Webway strikes the world of Fortuna, only to find the planet bereft of targets. Soured by the lack of victims to capture and unwilling to risk their souls being drained for next to no gain the Dark Eldar are forced to return home empty handed.
-Biel-Tan makes yet another attack on the planet of Fortuna, but once again finds itself repulsed, this time by the combined forces of both the Verdant Eyes and sections of the Imperial Fists, who had been utilizing the system as a staging point for a campaign against a nearby Ork WAAAAGH!
-For the third time Biel-Tan strikes against the world of Fortuna. This time, heavy weapons are deployed and large sections of the population, alongside large parts of the world itself, are damaged. However, the attack is eventually repulsed when the local wildlife of Fortuna seemingly begins to launch a coordinated assault on the Biel-Tan forces and the Verdant Eyes Librarians suddenly find themselves far more able to outmaneuver Biel–Tan's Farseers. Rumors have spread that the world of Fortuna itself took umbrage with the damage caused by Biel-Tan, and that it had in fact been guiding the Verdant Eyes the whole time, but such claims are unsubstantiated at best.
-The Verdant Eyes launch a series of retaliatory actions against the Craftworld of Biel-Tan, using their future sight find combat engagements that the larger Craftworld would be forced to commit to and jumping in to attack Biel-Tan forces while the latter are occupied.
-A large Emperor's Children force is destroyed within the (Redacted) region. Most notably, during the battle Lucius the Eternal was seen among the fighting and was the only Emperors Children survivor of the battle, having had all of his limbs blown off in the fighting by four precise bolter rounds. Such is a testament to the skill of the marksman that he was not even killed accidentally during the exchange.
-During the Age of Apostasy, the minor Shrine World of Vindicus was targeted for destruction by the mad Goge Vandire's followers, due to its leadership's criticism of his policies, but found itself saved before it could face utter destruction when the full force of the Verdant Eyes destroyed the would be exterminatus fleet. Vindicus would later go on to become a major shrine world of great importance, and has never forgotten the aid of the Emperor's Angels in its darkest hour.
-An impromptu truce is established between the Verdant Eyes and the Eldar of Craftworld Ulthwe as the two forces cooperate in preventing a Thousand Suns plot that would have transformed every planet within Fortuna's sector into a Daemon world and opened up a major warp rift.
Salamanders Relations: 42
Ordo Mallidus Relations: 12
Ordo Hereticul Relations: 77
Ordo Xenos Relations: 77
Ulthwe Relations: 86
Ecclesiarchy relations: 82
Salamanders Relations: The Verdant Eyes maintain friendly relations with their parent chapter, even if their elder brothers see them as extremely strange and prone to traveling vast distances on missions with seemingly minimal benefit.
Ordo Malleus Relations: The Verdant Eyes are often seen as far too good at fighting the forces of Chaos for an organization not under the Ordo's direct supervision, and are looked at with a suspicious eye.
Ordo Hereticus Relations: The Verdant Eyes are seen as reliable and trustworthy aid by the Ordo Hereticus, even though they make frequent usage of psykers. No one knows exactly why though.
Ordo Xenos Relations: Relations between the Ordo Xenos and Verdant Eyes improved greatly after the discovery of the Genestealer Cults, as the incredible accuracy of Verdant Eyes Seers has allowed the Inquisition to dismantle many such cults before they could truly begin.
Ulthwe Relations: Ulthwe has found that they can count on the Verdant Eyes to focus on pressing threats over petty hatreds in most cases, which immediately puts them far above just about any other Imperial institution and a few Eldar ones in the eyes of the precariously located Craftworld.
Ecclesiarchy Relations: The Verdant Eye's rescue of Shrine World Vindicus in its darkest hour has not been forgotten.
A fairly standard chapter except that it is good at divination and uses it a lot.
Genefather: Raven Guard
Homeworld: Fleet based
Clearing Remnants: Traitor Solar Auxiliaries remain a problem on many planets, even after the traitors had their command structure and organisation shattered at Terra. A Chapter dedicated to destroying these mortal followers of Chaos could go a long way.
Colors: Primary black, Secondary gold
Symbol: A peregrine falcon in black diving towards the ground, with its back half made to look like a lightning bolt
Chapter Creed: From the Dark, Like Thunder!
Autonomous Companies: The companies of the Chapter are masters at operating independently from one another, and if need be even from Chapter Command, allowing them to operate across the Imperium without difficulty.
Skilled Admirals: The Chapter's Fleetmasters are among the most skilled among all Space Marines, giving them an edge in space combat.
Deepstrikes: More so than even other Space Marines, this Chapter has gained a mastery of the orbital strikes Adeptus Astartes are famous for.
Extra Assault Packs: The Chapter has enough Assault Packs to equip extra Assault Marines.
Extra Thunderhawks: The Chapter has access to additional Thunderhawks.
The Dark Peregrines are some of the greatest masters of voidborn combat among all Space Marines, and are just as adept at blasting apart their enemies at range as they are at boarding actions. In ground combat, they prefer to attack the enemy with unrelenting deep strikes into any possible weaknesses. More often than not, these attacks consist mostly of the Dark Peregrine's Assault Marines, which they, like the Blood Angels and their successors, have a higher number of than the norm, with four each of Tactical Squads and Assault Squads rather than the Codex standard 6/2/2 outline. In addition, they can count on consistent support from the Chapter's Thunderhawks, and even orbital fire support if a given enemy is unable to extensively pressure the company's fleet.

The Dark Peregrines lack a homeworld, and as such tend to pick up their recruits from various Imperial worlds along the paths they travel. Unlike standard Space Marine Chapters, the Dark Peregrines companies are each allowed to recruit and train their own scout marines, instead of such young warriors being the exclusive remit of the Tenth Company. This is a necessity, due to the fact that each of the Chapter's companies are scattered across the vast territory of the Imperium at any given time. For the same reason, each company is far larger than the 100 Marines of Codex compliant Chapters, due to not being able to call upon reinforcements. Due to the scattered nature of the Dark Peregrines, the Chapter Master has taken on a more ceremonial role, only truly making decisions when more than one company is fighting in a given campaign. On the rare occasions a meeting of all of the Chapter's companies is called, decisions are often made via a council of all company Captains.

Relics
The Banner of Judgement: A banner said to have been used by the Dark Peregrines from their earliest days, the Banner of Judgement is said to shatter the minds of any mortal human that dares to look upon it, even those that have already been broken by the power of Chaos.
-The Dreaded 24: A set of 24 relic Bolters, whose machine spirits are said to despise traitors of all stripes. The bolter rounds fired from these weapons are said to inflict such agony upon any traitor they hit, that even the most depraved servants of the Dark Prince are brought to pathetic whimpering upon feeling their wrath.
Traitor Solar Auxiliary Cleanup: 19+40=59
Traitor Solar Auxiliary Cleanup Part 2: 53+40=93
Pirate Hunting: 62+40=102
Ork Pirates: 94+40=134
Vs WAAAAAAGH Gitcrusha (+20 From anti-ork piracy prep): 2+20=22 (2 Companies destroyed)
Vs WAAAAAAGH Gitcrusha Part 2: 61
Recovery (+20 due to Autonomous Companies): 20+20=42
Recovery Part 2 (+20 due to Autonomous Companies): 62+20=82
Age of Apostasy: 74+40=112
Withering the Trial of the Judged (+50)=106
The Humiliation of Basillius the Elder: 62
Pirate Hunting: 33+40= 73
Vs the Red Corsairs: 94+20=112
vs Traitor Guard: 55+40=95
Pirate Hunting: 81+20=102
- The Dark Peregrines would spend the vast majority of their early history in a long campaign known as 'The Reaping', during which the Chapter systematically hunted down and brutally slaughtered countless traitors once part of the Solar Auxillia. During one battle, so many traitor Solar Auxillia sworn to the Dark Prince were slain that a third force of Daemons loyal to the Blood God manifested to join the fray, leading to an intense three way maelstrom that ultimately ended in the Dark Peregrine's victory.
-Shortly after the end of The Reaping, the Dark Peregrines were called to eliminate some of the very first Imperial Navy detachments to turn traitor. The Peregrines took to their new mission with vigour, and carried it out with such efficiency that all vessels were later reclaimed by the Imperial Navy mostly intact.
-The Dark Peregrines are deployed to deal with an increase in Ork Piracy… something that would prove a herald of a disaster to come.
-While mopping up the remnants of the Ork Pirates, the Dark Peregrines are ambushed by Warboss Gitchcrusher and his vessel, the Dakkageddon, a battleship sized monstrosity with so many guns on it that it was propelled not by conventional thrusters, but the sheer force of the recoil of it's rear battery. Unfortunately for the Dark Peregrines, the two companies that had been in the area would both be nearly destroyed. Due to the casualties taken, the 4th and 7th companies were forced to abandon all tasks to focus on rebuilding, while the rest of the Chapter sought vengeance.
-Incensed by the loss of two full companies, the Dark Peregrines deploy their full force, taking the field of battle as one for the first time since the Chapter's creation. In a climactic battle, they destroyed the Gitcrusher's WAAAAAGH through the liberal application of Nova Cannon shells, with the Dakkageddon reduced to nothing more than stellar debris.
-Having returned to full strength just in time for the Age of Apostasy, the Dark Peregrines were some of the very first Imperial institutions to take a stand against Goge Vandire's treachery and ambition. It is said that their reprisals against the rogue Ecclesiarch's forces were so ruthless, that even today the Dark Peregrines are considered by many to be a scourge sent by the Emperor to kill the disloyal and the heretical.
-Basillius the Elder, out of "concern" after having allegedly found a full 40 Chapters to be tainted by Chaos, pressured the High Lords to allow him to extend his judgment to another 200 Chapters. The Dark Peregrines caught wind of this, and 'volunteered' to be the first Chapter to take on this new trial, starting with their 1st company. When said 1st company arrived with the backing of several highly respected Inquisitors and very detailed records of the Age of Apostasy, the Imperial 'Saint' very quickly dropped his agitation, and would withdraw his requests in short order. It would remain the sole black mark on his record, until his later revelation as a follower of Chaos years later.
-In the wake of a major defection, the Dark Peregrines are deployed against an entire rogue fleet of the Imperial Navy. Not a single traitor survived.
-While on patrol against unrelated pirates, the 8th Company of the Dark Peregrines finds itself under attack by the Red Corsairs, the traitors responsible for the Badab War. The fighting was fierce, but the Red Corsairs boarding parties were repelled in short order from all Dark Peregrine ships, and the Chaos Marine pirates were soon tracked to their secret anchorage. The Dark Peregrines then obliterated the heretic space station, using one of the many forgotten weapons they had 'confiscated' from traitor Imperial Navy over the years.
-A sudden surge in both Traitor Guard and pirate forces leads the Dark Peregrines to engage in a century-long crusade, one that would see the Chapter's infamous reputation among the mortal forces of the Imperium engrave itself even further.
Rolls omitted.
Space Marines: For a long time, other Space Marine Chapters, even their fellow Sons of Corax, derided the Dark Peregrines as being nothing more than loyalist Night Lords, terrorists and killers that would at best perform sub-par when put up against actual, Space Marine level opponents. Their recent battle with the Red Corsairs proved enough to disabuse most of this notion, and there has since been a marked increase in respect for the Chapter among its peers.
Inquisition: The Inquisition has used the Dark Peregrines Chapter on many occasions, as aids to deal with a wide variety of traitors to the Imperium.Due to this history of exceptional service, the Chapter is widely considered to be reliable comrades by most Inquisitors, and few would entertain the thought of accusing them of Heresy barring ironclad evidence.
Sisters of Battle: So great and legendary is the Chapter's reputation as the Emperor's scourge, that the Adepta Sororitas considers the mere presence of the Dark Peregrines to be a sign that treachery has occurred. While this doesn't usually mean aggression directed at the Dark Peregrines, given the immense respect they have earned through their efforts to root out heresy, it does mean the Sisters of Battle become significantly more likely to burn fellow Imperial forces to death when the Dark Peregrines are nearby. The Dark Peregrines tend to try to avoid them, lest innocents pay the price.
Imperial Navy: While the average captain of the Imperial Navy dreads the Dark Peregrines due to their horrible actions against those accused of treason, the higher ranks tend to appreciate the Chapter's tendency to reclaim uncorrupted navy ships instead of just blowing them up.
Imperial Guard: No one in the Imperial Guard, from the lowliest Guardsman to the most decorated General, ever wants the Dark Peregrines to show up. Not even during a Black Crusade - actually, especially not during a Black Crusade. They might occasionally resent Space Marines for unintentionally taking all of the credit, but the Dark Peregrines, and the consequences they often bring, are feared more than the enemy.
Ecclesiarchy: The Ecclesiarchy makes a habit of executing the leadership of any Shrine World that a Dark Peregrine fleet visits, under the assumption that only a deep betrayal could attract the Scourge of the Emperor to such a holy system. The Dark Peregrines try to avoid Shrine Worlds.
A Fleet based chapter founded to hunt traitors in the aftermath of the Horus Heresy. Later turned into a fairly standard chapter. Their record was such pristine that Basillius the Elder found himself besmirched by doubting them.
Genefather: Alpha Legion
The planet Urhah is a temperate notable for one thing and thing only. The fact that the locals are under constant siege from shapeshifting xenos predators. (Near Terra).

Irkala: A species that is innately capable of the Psychic discipline of biomancy, which they use to shapeshift, the Irkala have taken on so many different forms throughout the millennia that it is said that no human has ever seen their true form - if, indeed, a species of natural shapeshifters has a true form at all. Some Irkala use this ability to infiltrate human settlements, preying on the destitute and defenceless from the shadows, while others assume the forms of giant beasts that attack the settlements from the outside, some of which are so massive and hold such might that guns capable of destroying Baneblades in a single shot are employed to deal with them.

Thankfully, the Irkala species breeds extremely slowly when removed from its native habitat, and so the threat level to the Imperium at large is minimal. There had been some worry after the Tyranids first emerged of the extragalactic invaders managing to absorb the Irkala's impressive capabilities, but the presence of untouched (Except for the wounds that killed them) Irkala corpses on worlds that had otherwise been completely stripped of life by the Great Devourer went a long way towards getting the Imperium to assess that threat as unlikely - the Irkala, it would seem, are not particularly palatable to the alien Hive Mind.
The Synoticon in the Imperiums conventional intelligence agency, and one that gathers quite a bit of information. They want a chapter made that can act on their intelligence now that the Assassinorum has become more and more preoccupied with doing the Inquisitions dirty work.
Colors: Full black for scouts, grey for battle brothers, white for veterans and specialists. All marines have gold as a secondary color.
Symbol: A sun undergoing an eclipse.
Creed: "Against the Dark, we are his light"
Complex Planners: The Chapter has a habit of making and executing incredibly complex plans, making them excellent for situations with very specific objectives. In more vague battlefields, however, the havoc of war may well see their schemes falter as unforeseen obstacles harry them.
Biomantic Shapeshifting: The Chapter has learned how to disguise themselves utilizing biomancy, via the study of Urhah's wildlife. This ability is in many ways superior to the shapeshifting ability of the Callidus Assassin Temple, but requires more effort on the user's part to maintain, not to mention the usual caveats of it being a psychic skill.
Advanced Counterintelligence: The Chapter is proficient in counterintelligence operations and detecting enemy infiltrators.
Melee Mastery: Due to being forced to fight powerful melee combatants on a regular basis, this Chapter is proficient in all forms of close ranged combat.
Chaplains: The chapter has more and higher quality Chaplains than average among its numbers.
Extra Assault Packs: The Chapter has enough Assault Packs to equip extra Assault Marines.
The Light Bringers retain the majority of their heavy vehicles, dreadnoughts, and devastator squads around their fortress monastery, which is even more heavily fortified than the Space Marine standard, instead of deploying them offensively. This is a necessity to keep the constant Irkala incursions at bay, but at times even these measures fail and the Light Bringer garrison is forced to rely on the Chapter's impressive skills in melee, combined with an internal layout specifically made to confound even the most adept shapeshifters, to keep their home secure.

If one were to just look at the Chapter's 'normal' companies gathered in one place, one would assume the Light Bringers to be a mostly conventional Codex compliant Chapter, albeit one with a higher than average number of Chaplains.

However, what is not shown on paper is the fact that the Light Bringers maintain large numbers of strike teams and individual agents across the galaxy as a whole, outside the main body of the Chapter. These strike teams work ceaselessly to strike at the enemies of the Imperium, making use of Elite Assault Marine Squads, Veteran Chaplains, and the Chapter's Librarians, who have mastered a type of biomancy that allows them to disguise themselves as any number of living things and even fight on par with their fellow Space Marines without needing the use of their power armor - something very useful in covert operations, as powered armor does not make for a good disguise unless it's as another Space Marine. Still, because of this the Librarians of the Light Bringers are almost entirely focused around self-enhancement biomancy and denying enemy psykers, meaning that one using an offensive psyker power is a rare sight.

When engaging in combat off of their homeworld, the Light Bringers often call upon these strike teams for assistance, either sabotaging the enemy before the fight begins or joining their brothers in battle, giving a Light Bringer Commander access to potent forces skilled in close combat.

Unique Units of the Light Bringers
Strike Marines: Specially trained Space Marines that make up the majority of Light Bringer strike teams, normal Strike Marines are recruited from the Chapter's veteran pool, and as such are a match for even the finest of most Chapters. Veteran Strike Marines, few as they are, are a step above even that due to the sheer danger of their assignments, able to match luminaries such as the elite of the Deathwatch or even some Grey Knights in skill.
Librarian Infiltrators: Contrary to the stereotypes of their rank, Light Bringer Librarians are actually close combat specialists, their mastery of Biomancy making them capable of tearing a fully armored Space Marine to shreds using nothing but their bare hands.
Long Watch Chaplains: The Elite of the Light Bringer's Chaplaincy, the Long Watch Chaplains are abnormally perceptive even by Chaplain standards, likely due to the Chapter's clandestine work, making it all but impossible for any heretic to escape their gaze.
Assault Infiltrators: An elite core of Assault Marines, these skilled saboteurs back up the high melee prowess of the rest of the Chapter with liberal usage of explosives.
Initial Networking/Operations: 99 (+60 from traits)= 159 (Basic intrigue rolls vs non spes marines will have +40)
The Beheading: 49+40=89
vs Alpha Legion: 30(+20 from traits)=50
Age of Apostasy: 60+40=100
vs Alpha Legion 2: 58+20=78
Verdant Eyes Infiltration: 8+20=28
Vs Chaos Cults: 97+40=137
Celestial Lions Incident: 84+60=144
-Following their founding, the Light Bringers immediately begin working with the Synopticon to build one of the most impressive intelligence networks known to the Imperium. It is said that the Light Bringers know some of the darkest, most hidden secrets in the whole of the Imperium, and that no Inquisitor alive could ever hope to match their gaze - a claim that, to the Inquisitor's chagrin, is far from unfounded.
-Due to the intervention of the Light Bringers, the Synopticon would weather the Beheading, the dark day where Grand Master of the Assassins Drakan Vangorich betrayed and murdered his fellow High Lords in disgust at the incompetence and Heresy that they had displayed during the War Of The Beast, mostly unscathed. Several Light Bringers strike teams were confirmed to have been operating on and around Terra during the incident, and though no one knows exactly what objective these strike teams were sent to accomplish, the fact that the dread Imperial Assassinorum pointedly refuses all calls to take action against even the lowest tactical marine of the Chapter without adamantium clad evidence of corruption has lead to many rumors that Light Bringers had uncovered some sort of forbidden relic or dark secret, one so damning that it could bring an end to even an organization as venerable as the Imperial Assassins.
-The Light Bringers and their accursed brothers, the Alpha Legion, begin engaging in a bitter war in the shadows - one that continues even to the present day. Countless marines and agents on both sides have been felled over those many years, and the hatred between the two factions runs even deeper than normal when traitor and loyalist Space Marines engage in battle.
-During the early days of the Age of Apostasy, the Light Bringers infiltrated many of their agents into the ranks of the Ecclesiarchy. When the rebellion against Vandire finally began, these agents leapt into action, and turned many Shrine Worlds to the cause of those seeking to overthrow the mad Ecclesiarch. After the war, each of these Shrine Worlds would become prominent within the newly reformed Ecclesiarchy forged by Sebastien Thor, giving the Light Bringers eyes within the innermost workings of the Imperium's state church.
-During a battle at the edge of Imperium controlled space, the Light Bringers manage to trick the World Eaters into attacking an Alpha Legion controlled world. The Alpha Legion would emerge victorious, only to themselves be destroyed by the Light Bringers, who had patiently waited for their enemies to exhaust themselves before finishing the battle personally.
-An embarrassing incident involving a Light Bringer attempting to infiltrate the Verdant Eyes leads to both Chapters mutually choosing to avoid one another… Oddly enough, the Chapters cooperate in this endeavor, and don't actually seem to dislike one another despite refusing to attend the same campaigns when at all possible.
-In an act partially motivated by petty spite, the Light Bringers take action against several Alpha Legion led cults, undoing networks that the fallen Space Marines had been building since the end of the Horus Heresy within a mere decade. However, the fact that these cults were completely unsupported by their Alpha Legion masters has led many in the Light Bringers to suspect that these cults had either long served their purpose, or been forgotten about among the countless schemes of the Alpha Legion's fragmented cells.
-The Light Bringers are called to investigate reports of apparent Ork snipers that had devastated the Celestial Lions Space Marine Chapter. after a thorough investigation, their report concluded that the Ork snipers had managed to escape off planet, and then proceeded to kill the vast majority of the Inquisitors even vaguely associated with the incident, most likely in an attempt to keep knowledge of their existence from spreading. Additionally, several Inquisitors known to make heavy usage of the services of the Callidus Temple had been found brutally slaughtered, following an incident on the Emperor's Spear's Chapter flagship. Rumors of some kind of Ork counterpart to the shapeshifting Callidus Assassins have thus far been unconfirmed.
Rolls omitted
Synopticon: The Light Bringers are the de-facto agents of the Synopticon, and the two organizations are very close as a result. If the Synopticon needs something destroyed or retrieved, it is a Light Bringer Strike Team that accomplishes the task, and likewise the Light Bringers can always count on the Synopticon's aid with their own, separate intelligence gathering efforts.
Officio Assassinorum: The Imperium's fearsome assassins keep a healthy distance from the Light Bringers, and for their part the Light Bringers don't target the Assassinorum. No one knows what led to this state of affairs, but the two organizations of shadow warriors seem to have an understanding of some kind between them, even if not respect for one another.
Inquisition: The Light Bringers often find themselves coming into conflict with Inquisitors going on some power trip or another, and have a very low opinion of the organization as a whole due to the atrocities they often perpetrate against the very people both groups are supposed to be protecting. For its own part the Inquisition is divided on the matter, as despite their anger over the Light Bringer's refusal to acknowledge their word as law, whenever the Light Bringers act against an Inquisitor they wisely seek to get the backing of another Inquisitor beforehand, leaving them above official reproach.
Ordo Sicarius: Among the Inquisition, the Ordo Sicarius, those charged with policing the Assassinorum as insurance against a second Beheading, take the most interest in the Light Bringers Chapter, hoping to discover if the Chapter truly does have information that would warrant the Assassinorum's destruction - or, at least, some other method of deterring it's aggression.
Ecclesiarchy: The Light Bringers maintain a vast spy network within the Ecclesiarchy, and it is said they often are privy to its actions and trends before even the Ecclesiarch himself knows of it.
Dark Angels: The Light Bringers are fully aware of the Dark Angel's 'Fallen' issue, and hate the Dark Angels as a whole. This is, despite what one might assume, not because of the existence of the Fallen - as loyalist sons of Alpharius, the Light Bringers hold nothing but sympathy for the Dark Angel's problems with their treasonous brothers. It is the actions the Dark Angels have taken to cover it up, which have done considerable damage to the Imperium that could easily have been avoided had the Dark Angels not been so utterly obsessed with their own shame, that has earned the First Legion the ire of the Emperor's shadow.
Space Wolves: Oddly enough, the Space Wolves and Light Bringers have formed a remarkably friendly relationship despite their incompatile strategies (Though both heavily favor melee combat, the Light Bringers prefer cramped environments to mitigate their lack of firepower away from their homeworld). A part of this is because the Light Bringers tend to cause less collateral damage to the Imperial citizenry than most Chapters, a matter deeply important to the Wolves of Fenris, but many believe that it owes more to the fact both chapters come into frequent conflict with both the Inquisition and the Dark Angels, with the Light Bringers having quietly acted as informants for their cousins during the infamous Months of Shame. Due to this friendship,, despite having knowledge of the Wulfen Curse that ails the Vylka Fenryka the Light Bringers have made no attempt to alert Imperial organizations to the situation, even actively assisting the Space Wolves in keeping their condition a secret.
Descended from he Alpha Legion they have become an integral part of the Adeptus Synopticon. Their Librarians figured out a form of Biomantic Shapeshifting to become near undetectable infiltrators. Of course they are stuck in a shadow war with the Alpha Legion. Their action during the Beheading was such that the Assassinorum is weary to outright refuse to act against them. Ever since they investigated the "Ork Sniper" incident with the Celestial Lions the Inquisition could link deaths among their number to the escaped "Ork Sniper"
Genefather: Iron Warriors
A death world sharing a system with the fortress world of Truy I, both of the worlds in the system are under constant attacks from Ork empire of Greeeze that resides only a short distance away. Naturally, the fortress world of Truy I tends to hold up better given it's defenses are among the very best in the Imperium. (Segmentum Solar).

The planet of Truy II is a hot climate world dominated by oceans and deserts, leaving agriculture especially dependent on the many rivers that run through it's continents. Traditionally managing to survive via these means and a great deal of agricultural knowledge, the locals of this Death World have still grown adept at fighting, primarily due to attacks from the Chimera IFV sized Bandit Scorpions, Boiling Mud Drakes, and most feared of all, the infamous Truy II Daemon Hunting Hippo.

Standing out on this planet is the Fortress Monastery of the Steel Champions, an imposing structure brimming with guns of all kinds, a fortress with fortifications far more sturdy than any individual bastion on their sister world of Truy I - though the Steel Champions still consider the Fortress World's overall defensive layout superior to that of their homeworld.

Truy I: The Fortress World of Truy I, sister world to the Steel Champion's homewordl, is the site of one of the most powerful systems of fortifications within the entirety of the Imperium. Due to the sheer size of the continuous assaults from the local Ork Empire of Greeeze, the Guard Regiments of Truy I and the Steel Champions Space Marines have grown immensely skilled at working together to defend their home system, and even when deployed outside of it will often seek to aid one another at any opportunity.

Alexandria Station: A massive space station constructed by the Steel Champions, Alexandria Station's most notable feature is a titanic blessed Aquilla Statue that consistently tracks the Eye of Terror throughout the sky, it's baleful gaze forever glowering back at the abyss that torments the Steel Champions at every moment. Though the initial motivation for it's creation was nothing more than sheer petty spite, the rest of the Imperium - most notably the Ecclesiarchy - have interpreted the great edifice as a form of holy site, and the station is indeed the home of an entire order of Sisters of Battle devoted to defending it. The Steel Champions are, for their own part, baffled by this - but all of the 'holy' artifacts that have been brought onto the station seems to greatly agitate the few Chaos forces that both actually make it into the system and survive fire from its many defenses, and so they quietly allow the faithful's oddities. Additionally, though is is not common knowledge, the vast Aquilla Statue atop Alexandria Station has a pair of ancient Lances of unimaginable power mounted in its eyes, presumably to add some additional defensive firepower.
Defending Solar: A need to defend the Segmentum that houses Terra itself has become apparent, or at the very least apparent to people with the right connections.
Colors: Steel Primary, Gold Secondary
Symbol: A Shield with a Golden Sun.
Battlecry: "Against Darkness, Stand Defiant!"
— When Fighting Iron Warriors: "Steel Surpasses Iron!"
Gaze of the Eye: This Chapter can see the Eye of Terror from nearly any place in the galaxy, even if there is no logical way it could possibly be visible.
The Steel Champions have a truly unfortunate curse, one which allows them to see the dread Eye of Terror at all times - even when it shouldn't be physically possible for the gaping wound in reality to be visible. Much of the Chapters' culture revolves around dealing with this unfortunate reality, and it is considered a valued tradition to take up the art of pottery as a coping mechanism. The Chapter's Librarians are especially invested in this art and have learned how to imbue clay with their psychic powers - letting them grant it supernatural traits and abilities, such as being as hard as adamantium or being able to hold greater mass than their size should allow.
Siege Masters: This Chapter has an innate mastery of siege warfare, be it as the defenders or as the assailants. (Free due to chapter/world combo).
Increased Replenishment: This Chapter's Gene-Seed is blessed with being compatible with a far wider range of candidates, both increasing recruitment and improving the odds of the implantation surgery being survivable. As a result, it can replace it's casualties at a much higher rate than normal for a Space Marine Chapter.
Legendary Spite (Legendary): This chapter's sheer spite is the stuff of legends. On the negative side of things, it can lead to them making many enemies or over focusing on certain foes. However, it conversely also enables them to push towards feats of skill, ingenuity, and sheer physical capability that other Astartes may find hard to match out of sheer refusal to give their enemies the satisfaction.
Double Sized: The Chapter is twice the size of the average Space Marine Chapter, with a total of 20 Companies instead of the 10 laid out by the Codex Astartes, due to the unique demands of the Truy system. (Free due to mandate and world combo)
Guard Affinity: This chapter has an affinity for the mortal soldiers of the Imperial Guard, and works well with them.
Artillery Masters: This chapter has masterful knowledge of indirect fire weapons, and can employ them to great effect.
Pottery: This chapter practices the art of pottery in its spare time.
The Pots of Vendetta: Whenever an individual or faction greatly wrongs the Steel Champions, a pot is made depicting the crime in question and is placed on a dedicated pedestal within the Steel Champions Fortress Monastery. Attached to this pedestal is a plaque, detailing the exact conditions needed in order for the matter to be settled. When the vendetta is settled, a second pot is created depicting the deed. The Steel Champions do not have much storage space for these completed vendettas, so more often than not they simply allow the Ecclesiarchy, some of the city states from their homeworld, or even the occasional Rogue Trader to take them. Given the great skill they develop over their long lives, the works of the Steel Champions are considered valuable indeed, and form the centrepiece of many an art enthusiast's collection.

The Tablet of Accusation: A massive tablet, made in the aftermath of an altercation with the Dark Angels. The vendetta behind this tablet is unique, for it represents the very first one declared against another loyalist Imperial faction. Due to this, as well as other events that neither of the Chapters speak of, the Steel Champions do not just put the Dark Angels wrongs against them on the tablet, but instead engrave every single wrong the Dark Angels have ever made against another Imperial organization onto it's face. Notoriously, the Steel Champions have on several occasions needed to expand the size of the tablet with the help of the clay manipulation abilities of it's Librarians.

The Panduran Conflict: A legendary piece of pottery, made by one of the greatest Librarians of the Chapter's history. The pot itself is said to be completely indestructible, and capable of holding nearly endless amounts of anything one could think to put into it. Once, a raiding party of Orks from the Greenskin empire of Greeeze managed to slay half of the company in charge of the Panduran. After repeatedly failing to smash it, the Ork Warboss responsible decided to take it for himself, in order to store the severed heads of his enemies in. Since that very day the Steel Champions and the Orks of Greeeze have been constantly launching dedicated attacks against one another in order to take possession of the Panduran, with the artifact having traded hands roughly 168 times as of the current millennia.
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.
Heavy Weaponry: The Chapter is well supplied with heavy weaponry, and can field a larger proportion of Devastator squads.
Extra Rhinos: Though many would call them simple metal boxes, the Rhino is a capable transport and this Chapter has some to spare.
Combat: The Steel Champions Chapter are experts at siege warfare and are renowned for their deep bond with both the Guard Regiments of Truy I, and with the Imperial Guard in general. Due to the nature of their preferred style of warfare, it is common for the Steel Champions to deploy to the warzone alongside the Imperial Guard, utilizing their extensive motor-pool of Rhino transports to move their forces where they are needed while at the same time making usage of masterfully deployed artillery and heavy weapons to ensure that any Guard positions they reinforce are secure from enemy assaults. During long deployments, it is not uncommon for the Chaplains of the Steel Champions to seek to learn the customs and traditions of the regiments that their companies fight alongside, and it's not unheard of for Steel Champion Chaplains to choose to conduct the funerary rights for the fallen Guardsmen, as well as their own dead, after a particularly long and gruesome campaign.

Chapter Organization: The Steel Champions Chapter deviates from the Codex Astartes in exactly one regard : it is precisely double the size of the average Chapter. This is because the Chapter homeworld, as well as the Fortress World within the same solar system, comes under massive attack from significant forces of Orks on such a regular basis that it was deemed a necessity for the Chapter to be allowed the additional Marines in order to both keep their home system secure and contribute to the well being of the wider Imperium. Though some complain about how they are allowed to defy the Codex in this way, when going beyond the limit of their numbers is usually considered a sign of near outright treason by an Astartes Chapter, the fact that it was none other than Roboute Guiliman himself who gave the first Chapter Master of the Steel Champions permission to breach the Codex's limits silences all but the most bitter complainants.

Unique Units of the Steel Champions
-Steel Masks: The Steel Champions utterly refuse to use Servitors that have been converted from humans. Thankfully, to make up for this, they have managed to acquire the facilities needed to grow their own servitors from scratch - technology that has sadly been lost by much of the Imperium. Steel Masks are more heavily armored than normal servitors, with even the Steel Masks expected to serve far away from the frontlines requiring a great deal of firepower to bring down. Because Steel Masks were never human to begin with, the Steel Champions prefer to augment the faces of the Steel Masks to make their artificial nature more apparent - a practice that is the reason for the Steel Mask's name.
-Trujan Guard: While obviously not actually an official part of the Chapter, the Trujan Guard, the Imperial Guard Regiments hailing from the Truy system, and the Steel Champions deploy together often enough that it is all but expected to see either a Steel Mask aiding a force of Trujan Guard or for several Trujan Guard regiments to deploy to assist a Steel Champion company.

Notable Enemies of the Steel Champions
Orkdyssius: One of the smartest warbosses to have ever lived, Orkdyssius is known to have launched multiple raids out of the empire of Greeeze, and even managed to cheat death at the hands of the Dread Host Custodes cohort when his forces drew too close to Terra. Even to this day, the specter of his potential re-emergence looms over Segmentum Solar.
Morkillies: An Ork Warboss that had been considered all but invincible, he was impossibly able to weather the full firepower of three full companies of Steel Champions during one of the early battles outside of Truy II. If it hadn't been for a Steel Champion sacrificing himself to shove an armed Vortex Grenade into Morkillie's pre-existing open wound, it's entirely possible that Truy II would have fallen that day.
Gorkules: One of the most terrifying Orks in the history of the Imperium, Gorkules emerged from Greeeze leading a WAAAAAAAGH of vast proportions after having accomplished 'da twelve tasks of Gork an Mork.' In the end, it would take the combined forces of the Imperial Fists, Steel Champions, countless Guard regiments, three Sisters of Battle convents, the Dread Host of the Custodes, and a Vindicare Assassin utilizing a bullet tipped with one of the single most deadly concoctions ever created by the Venenum Temple to finally bring Gorkules down.

Unique Artifacts
Dread Jars: Jars lined on the inside with runes that make them as hard as adamantium, and cause them to suck in and imprison any Daemon in their presence when thrown. The Steel Champions, for their part, consider this ability to mainly be a way of taking powerful Daemons off of the battlefield, and when the battle is won usually arrange for the Grey Knights or Ordo Malleus to take possession of the used Jars. The last thing the Steel Champions want is anything Daemon possessed near their home system if they can avoid it. Oddly enough, the Blood Ravens are known to have been 'gifted' a handful of these jars on occasion - and given that the Steel Champions still maintain good relations with the Blood Ravens, these 'gifts' may well be exactly that.
Steel Champions/Dark Angels vs Orks: 100+20=120 (WHAT!?)
Fallen Appearence: 21
Reaction: 15 (Vendetta vs Dark Angels declared)
Vs Greeeze Prologue to the Beast: 62+40=102 (15 Companies will aid in the War of the Beast)
Hold the line: 15+40+20(Due to good prologue rol)=75 (All companies lost Beasts advanced significantly slowed)
Gene-Seed and Equipment Recovery 15 76: Oaths of friendship made with several Imperial Fists Chapters. Steel Champions basically adopted.
Steel Champions/Iron Hands Vs Iron Warriors: 76+40-40=76
Guardsmen Preformance: 20 (Vednetta declared against the Iron Warriors and the Iron Hands)
Truy I vs Orkdyssius: 4
Retaking Truy: 44+40=84
Steel Champions/Blood Angels vs Emperors Children: 91+40=131
Responding to the distress call of Red Garden (Human settled Eldar maiden World): 29
Ulthwee/Siam-Hann vs Beil-Tan arguement: 50 (Beil-Tan avoids earning itself a vendetta for now and leaves before the Steel Champions show up.)
Vs World Eaters 92+40=132
-Following a successful purge of a building Ork WAAAAAGH! on the borders of Greeeze, the appearance of one of the mysterious 'Fallen' caused the Dark Angels to murder several squads of Guardsmen and torture three Steel Champions to death in search of information as to the whereabouts of the ancient traitor. In response, the Steel Champions declared vendetta, and ever since that day they have continued to record every single wrong ever done by the Dark Angels to another Imperial. It is said that the only reason the Steel Champions even tolerate fighting near the Dark Angels is so that they may record yet more of the Dark Angels' many sins. Due to suspicion of legion building, many of the First Legion's successor Chapters have been included on this list - their sins being marked separately from, but connected to, the Dark Angel's own.
-In the leadup to the infamous War of the Beast, the Ork Empire of Greeeze launched a major offensive into the Truy System. Thankfully, the invading Orks were beaten back, and the Steel Champions were thus alerted to the danger of the horrifically powerful Ork Warlord. Deciding that the threat to Terra could not be dismissed, a full 15 Companies were deployed to the aid of the Imperial Fists, while the remaining five remained in the Truy system to prevent the Orks of Greeeze from rallying and joining the Beast's apocalyptic WAAAAAAAGH!
-The 15 companies sent to join the battle against the Beast arrive and manage to fortify just in time to face a significant bulk of the invading Ork forces. The battle was fierce, and the Steel Champions held on against all odds until, mere moments before the Beast's defeat, the Steel Champion's Chapter Master himself was slain, falling in combat with several of the biggest Nobs ever recorded during the conflict short of the Prime-Orks themselves. In the end however, the Imperial Fists successor Chapters managed to drive off the remaining Orks in time, and were able to recover most of the Steel Champions bodies, equipment, and most importantly of all, their Gene-Seed. Within good time, the newly reforged Imperial Fists and their successors would return the equipment and gene-seed to the Steel Champion's homeworld. In thanks for this, the Steel Champions would become the sworn allies of the Imperial Fists, and in turn many of the Sons of Dorn would come consider the then-'fatherless' Steel Champions as their brothers, if not in gene-stock, then most certainly in spirit.
-After a fairly long recovery period, during which they mainly focused on repelling Ork raids, the Steel Champions would cooperate with the Iron Hands on an operation against the ones who would once have been their brothers - the Iron Warriors Traitor Legion. Initially the two chapters utterly dominated the field of battle, until the Iron Warriors breached the Imperial Guard fortress of BR-14 and used a foul ritual to convert the brave Guardsmen within it into Chaos Spawn. When the Steel Champions committed themselves to driving the Chaos Spawn back, the Iron Hands concluded that the battle had already been lost, and retreated - leaving the rear of the Steel Champions vulnerable to the enemy. Though surrounded, the Steel Champions managed to successfully clear BR-14 of Chaos Spawn, and seemingly through spite alone managed to fight their way out of the encirclement with minimal losses both among themselves and their allied Guardsmen. Enraged over their abandonment, the Steel Champions declared vendetta against the Iron Hands, while at the same time vowing to pay the Iron Warriors back a hundredfold for their petty acts against the Imperial Guard of BR-14.
-A WAAAAAAAGH led by the legendary Blood Ax warboss Orkdyssius managed to conquer large sections of the Fortress World of Truy 1, by hiding inside a supply ship and attacking the fortress chain from the inside. The Steel Champions quickly deploy to fight off this invasion, and after a full decade of bloody fighting alongside the local Imperial Guard, manage to drive the Ork invaders out once again.
-The Blood Angels and Steel Champions work together to defeat an Emperor's Children warband led by Lucius the Eternal. Fully aware of Lucius the Eternal's ability to possess the body of his killer, and utterly unwilling to give the Chaos Champion the pleasure of overtaking one of their own, several Steel Champions forcibly held down the Chaos Warrior before shoving him into a sealed Drop Pod. This Drop Pod was than towed via a several ship length long holy chain into orbit of a Daemon World of Khorne, were it was then promptly dropped - making the Slanneshi champion someone else's problem in the process. Naturally, as the Blood Angels and Steel Champions had worked together to kill every other Chaos Marine on the battlefield before the Steel Champions could even attempt to pull off this rather mad plan, the two Chapters had ample opportunity to form bonds of camaraderie, and the Ninth Legion quickly became among the closest allies of the Steel Champions.
-The Steel Champions head to the world of Red Garden in order to investigate reports of Eldar activity, only to find the ancient Xenos mysteriously absent. Unbeknownst to them, the situation had already been resolved - the Eldar Craftworlds of Ulthwe and Saim-Hann had gotten into an altercation with Biel-Tan, for the former two had seen that if Biel-Tan successfully massacred the inhabitants of Red Garden as they intended, than the Steel Champions would immediately begin abusing both Biel-Tan and Saim-Hann's commitments towards defending Exodite worlds to force them to either abandon their exodite countrymen or take assuredly crushing losses. Unwilling to pay for Biel-Tan's actions, the other Aeldari quickly forced Biel-Tan to back down and leave.
-In the battle of Blood Cage, the Steel Champions would outmaneuver and brutally slaughter a large force of World Eaters, utterly annihilating the servants of Khorne before they could threaten the recruiting world of an allied Fleet Based Imperial Fists Successor Chapter.
Rolls omitted
-Space Marines: The Steel Champions are strongly allied with the Salamanders, Blood Angels, Blood Ravens, Ultramarine, and Raptors, and ever since the War of the Beast have stood as the sworn brothers of the Imperial Fists and their successor Chapters. On the contrary, however, they are known to despise the Dark Angels, Iron Hands, and Red Scorpions for their many slights and wrongs against both the Steel Champions and their allies.
-The Marines Malevolent, meanwhile, have been known to have the Steel Champions outright target them with artillery fire instead of the official enemy. Every Space Marine Chapter approached on the subject has unanimously refused to censure the Steel Champions for these incidents.
-Space Wolves: Oddly enough, the Space Wolves and Steel Champions get along fairly well, with the Rout even willingly sharing drinks of Fenrisian Ale, the only drink strong enough for an Astartes to get drunk from it, with the latter - Something the Steel Champions greatly appreciate.
-Angels of Absolution: Being the only Dark Angels Chapter the Steel Champions don't utterly hate is a notable feat in its own right.
-Ordo Malleus: The Steel Champions are seen stalwart allies against Chaos. Indeed, so solid is their reputation it is more common for Inquisitors watching the Steel Champions to be on the lookout for other Inquisitors seeking to pilfer Dread Jars to use in radical experimentation than it is for them to be watching signs of the Steel Champions themselves causing issues.
-Imperial Guard: The Steel Champions are stalwart allies of most Guard Regiments, and in most cases, the feeling is mutual. It would be hard to name another Space Marine Chapter in the Imperium that has worked together as often or as well with the Imperial Guard, nor one that is willing to give even the lowest ranks of the Astra Militarum such respect.
Decended from the Iron Warriors they differ in exactly one point from the Codex: They are double the normal size. With Gulliman himself having given them the permission.
They are defence specialists and like and are liked by guardsmen.
Genefather: Chimeric Gene-Seed: Primary Ultramarines & Secondary Word Bearers
In all regards Akasha is a completely standard jungle Death World, with it's main standout 'trait' being the fact that the Imperial Truth seems to have been adopted very quickly and become strongly entrenched in the short amount of time since it's adoption

For the most part, the Keepers of Truth's homeworld of Akasha II has been considered to be an 'average' jungle death world, with relatively mediocre threats - poison dart frogs toxic enough they are capable of killing Space Marines, giant snakes, and all manners of horrible jungle beasts. However, even on a world such as this, one predator stands above all others - the Warp Eater.

Warp Eaters: The dominant predator of Akasha II, the Warp Eaters resemble a mass of human limbs surrounding a singular large maw. The smaller 'child' stage Warp Eaters are only a little big larger than a Space Marine, though strong enough to rip one appart. The adult Warp Eaters, on the other hand, are as large as four baneblades stacked on top of one another and are strong enough to casually destroy Imperial Knights if allowed to get into close range. Larval Warp Eaters are the smallest stage and more often than not attack by swarming their targets. Regardless of age, they are inexplicable capable of tracking down Daemons or beings blessed by Warp 'gods', and will savagely tear apart and devour anything that falls under those conditions. However it would be foolish to mistake Warp Eaters for violent berserkers, as they have shown themselves to be fairly stealthy in the lead up to a given attack - more often than not attacking their foes from ambush, or targeting ranged combatants to take them out of the fight before facing off against the rest of a group of 'prey'. In fact these creatures are so stealthy that they were only discovered after the Keepers of Truth Space Marine Chapter chose Akasha II as their homeworld, with no others having managed to discover them and survive in the time since the world was discovered.

Fortress Monastery: A massive mixture of a traditional Fortress Monastery and an immense library, the Keepers of Truth spend a great deal of time reviewing, cross references, and cataloging the vast stores of knowledge the chapter has gathered over its existence within their home. The monastery is also home to an extensive tunnel network, which Warp Eaters of all sizes use to move from place to place in rapid succession.

Imperial Bulwark: A sub-realm of the Imperium, like the Realm of Ultramar, located within Segmentum Tempestus. It is very closely tied together by a shared belief in the Imperial Truth, both among the planetary populations and the Space Marine Chapters within its space. Due to this the state has often found itself at odds with the Ecclesiarchy, which has been all but banned from it's space both by local governments and a decree from the High Lords of Terra.
None
Colors: Dark Red primary, Ashen secondary with White for kneeplate and pauldron trim
Symbol: Bright red, burning torch with wings at it's sides
Creed: Burn The Lies of Ignorance! Burn The Lies of Darkness! Burn The Lies of The Warp!
Favor of ???: This chapter is favored by ??? - the powers of the divine, both Chaotic and otherwise, are weakened in their presence.
The Pallan Warp Eater: The Chapter has tamed the dread Pallan Warp Eater, a large predator resembling a mass of human limbs surrounding a singular large maw. It is attracted to, and actively prefers to devour, individuals with the blessings of certain Warp Entities.
Poison Resistance: This chapter is especially resistant to toxins, even by Space Marine standards.
Zeal: This chapter is fanatical and driven in its tasks. They will not be made to rest easily.
Stubbornness: This chapter can be exceptionally stubborn when it comes to holding a position. Naturally, this can have both positive and negative impacts.
Imperial Truth (Ideology Spread): The Marines of this chapter are firm believers in the Imperial Truth, and will spread its beliefs as far and wide as they can manage.
Entrenchment: The Chapter is better at erecting and maintaining fortifications than average.
Counterintelligence Training: The Chapter is proficient in the art of detecting and thwarting enemy infiltration attempts.
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.
Combat and Structure: The Keepers of Truth, aside from unique quirks such as extra skill in defensive warfare, larger numbers of Devastator and Assault Marines with commensurately fewer Tactical Squads, and a skill at preventing enemy infiltration could be considered to be a standard codex compliant Chapter, though they do have some notable differences that make them stand out from the average. The fact that the Keepers of Truth are significantly more resilient to the powers of Chaos, and enemy psyker abilities as a whole, has made them one of the first choices to fight traitor marines should the Exorcists or Grey Knights be unavailable.

Unique Units
Warp Eaters: Warp Eaters of various size have been used by the Keepers of Truth in a variety of roles, ranging from fast attack, to battling Greater Daemons, to even being sent out to assassinate prominent Chaos Sorcerers.

Marine Heralds: One of the most notable departures of the Keepers of Truth from the Codex Astartes is the fact that their Chaplains are divided into two separate roles. The Heralds are responsible for maintaining the traditions of the Chapter's culture, as well as spreading the word of the Imperial Truth throughout the Emperor's domain. While the Chapter keeps a number of Heralds among their own to maintain their own traditions, a great many more wander the galaxy - especially among the worlds of the Imperial Bulwark - on a Crusade of their own against the forces that would destroy the Emperor's true vision. In combat a Marine Herald is typically armed with a large flaming chainsword in one hand, while the other uses a more typical bolt-pistol.

Marine Scouror: While the Heralds have taken the role of guardian of the Chapter customs ,the Marine Scouror has taken on the role of rooting out heresy wherever it can be found. To do this, the Scouror is aided by a larval Warp Eater, kept in a force cage mounted on top of a Servo-Skull that follows the Marine Scouror at every turn. Even larval Warp Eaters are extremely sensitive to the touch of the 'divine', and will consistently direct the Scouror to any would-be cultists no matter how hidden they might think their connection to their pathetic deity to be. In combat, the Marine Scouror wields a Barbed Power Shield in one hand with a bolt-pistol in the other, as well as a unique wrist mounted flamer built into their armor.

Marine Purgers: Marines utilizing flamers fueled with a unique substance, developed through the combined efforts of the Keepers of Truth Librarians and the Academy of the Imperial Truth. The fires powered by this fuel are especially potent against Chaotic beings (And, oddly enough, the Sisters of Battle) and burn especially violently on Daemons, to the point that while Marine Purgers cannot unleash True Death, the flames have been recorded as leaving permanent scars that persist into the Daemon's next manifestation on the physical plane. The formula used in the Marine Purger's weapons has been considered cursed by the Ecclesiarchy ever since the burning of the Shrine World Moonaaarchia.

Librarian Deniers: The Keepers of Truth Librarians, though not as dominant as in Chapters such as the Blood Ravens, are still treated with great respect - for their powers have been noted to be especially devastating versus, the Arch-enemy and not once has one of the Librarian Deniers ever so much as suffered from a symptom of corruption, with even Nurge's most potent plagues seemingly unable to find purchase.
Resurgence of the Truth (+40): 89
Third Founding (+20): 58
Rise of the Creed (+50): 70
Weathering the Ecclesiarchy: 58
Aid of the Inquisition: 45
The Mechanicus Intervenes: 75
Subsequent Foundings (+50): 97
Weather the Ecclesiarchy (+60): 132
Age of Apostasy (Null): Vandire doesn't even try to push his luck until near the very end.
Vs the Word Bearer Apostate Crusade (+80): 101
Vs Black Templars 1 (+20): 58
Sisters of Battle (+20): 118
Vs Second Apostate Crusade (+80): 117
vs Sisters of Battle (+20): 96
Bad Blood (Ecclesiarchy): 12 (I think Keepers of Truth and the Ecclesiarchy might hate each other guys)
-The Keepers of Truth begin a resurgence of the Imperial Truth on the planets surrounding their homeworld, quickly quashing the budding Imperial Creed within local space. The region these worlds, and the Keepers of Truth themselves, reside in would become known as the Imperial Bulwark, considering themselves the last vestiges of the Emperor's Truth in an Imperium slowly going mad from fanaticism.
-During the Third Founding, two Space Marine Chapters would be founded on planets adjacent to the Keepers of Truth, and would also adopt the Imperial Truth as their overriding philosophy.
-The Imperial Creed is adopted as the official faith of the Imperium of Man. Seeing the last holdout of the Imperial Truth as a threat to their dominance, the Ecclesiarchy declares war against the Imperial Bulwark. The battles between the two factions are intense, with entire worlds on both sides reduced to nothing but ash - but the Keepers of Truth managed to slow down and bloody the Ecclesiarchy's crusade long enough for the Chapter's contacts in the Ordo Malleus to begin working against the Ecclesiarchy. This does not entirely stop the crusade, but the Ecclesiarchy's increasing madness would eventually lead them to foolishly try and pressure the Adeptus Mechanicus into providing extra aid… Something that angered the Priesthood of Mars deeply enough for them to provide political and material aid to the Imperial Bulwark instead. Faced with Inquisitorial investigations, the Adeptus Mechanicus being on the verge of openly declaring for the Bulwark, and the threat of an impending counterattack from the Bulwark itself, the crusade is called off and the Treaty of Truth is signed, under which the Ecclesiarchy and the Bulwark would leave each other to their own affairs.
-With the breathing room earned from the Treaty of Truth, the Keepers of Truth would expand the borders of the Imperial Bulwark - both reclaiming Imperial Worlds lost to Xenos as a result of the earlier war with the Ecclesiarchy, and also pushing forward to reconnect with other long lost human worlds. More than a few of these worlds would end up hosting Space Marine Chapters from later Foundings, each of whom would quickly connect with the other Chapters of the Bulwark as a defensive measure against the ever present threat of the Ecclesiarchy's hostility.
-Aa particularly pompous Ecclesiarch would declare a new crusade against the Imperial Bulwark, in violation of the Treaty of Truth. However, this time around things would go very different for the crusaders, as the much greater number of Space Marine Chapters within the Imperial Bulwark as well as the Bulwark's greatly increased size would lead to the crusade being crushed in short order. Of particular humiliation to the Ecclesiarchy was the Crusade of Truth, a counterattack led by the Keepers that would lead to the complete destruction of over a hundred Shrine Worlds and lead to the reigning Ecclesiarch giving up his position in disgrace. Facing intense pressure from the other High Lords of Terra, the new Ecclesiarch would finally call off the crusade.
-While the Keepers of Truth would remain uninvolved in the volatile politics of the Age of Apostasy, the Imperial Bulwark itself would find itself heavily expanding, as many worlds push to join it rather than risk facing the potential cataclysm of a visit from Vandire. Vandire himself, in a rare move of knowing when to pick his battles, took great pains not to provoke either the Keepers of Truth or the rest of the Imperial Bulwark during his disastrous reign.
-Several warbands of the Word Bearers would launch an 'Apostate Crusade' against their 'Wayward brothers'. After fierce fighting the Chaos Space Marine led 'Crusade' would end up utterly destroyed, with only a single ship from the Word Bearers managing to escape. The most notable casualty of the Apostate Crusade on either side of the conflict would be a Word Bearers daemon prince of Slaanesh, who had permanent burns inflicted upon him by the concentrated assault of several Keepers of Truth Marine Purgers.
-An unknown incident would lead to a Black Templars Crusade Fleet invading Akasha II itself. Unable to break through the extensive orbital defenses, the Crusade Fleet would end up launching Marines down onto the planet themselves - only to end up beaten in a battle so bloody that it would have brought back horrifying memories of the Iron Cage incident, if any such survivors of that legendary event been present to witness the battle. During the the fighting, the Keepers of Truth would seize or even outright destroy several Black Templar relics, at least one of which was known to have dated back to the founding of the Black Templars Chapter itself. Further conflict was only prevented by the arrival of several other Imperial Bulwark chapters and, to the confusion of all involved, the Minotaurs of all Marines, to demand the Templars stand down.
-Incensed by an unknown slight on the part of the Keepers of Truth, an entire order of Sisters of Battle would go rogue and attack Akasha II. They would fare far worse than the Black Templars had before them, and the Keepers of Truth would burn the Shrine World the Order had been based on to the bedrock as retaliation.
- A Second Apostate Crusade would be launched by the Word Bearers, and was once again defeated by the Keepers of Truth. Oddly enough, Inquisitorial investigations into the event would reveal the intention of this crusade not as conquest, but instead some kind of attempt to discover the 'patron' of the Keepers of Truth. The Keepers of Truth themselves would of course dismiss these motives as the ravings of madmen, and paid no further thought to the matter.
-Another Sisters of Battle Order would end up at war with the Keepers of Truth. The exact causes and conditions of this fight have been censored by the Inquisition, but ever since the Order itself would take up a practice of inflicting ritualistic burn scars on themselves, and would boast a higher than average number of Sisters Repentia.
Rolls omitted
-Ecclesiarchy-The Keepers of Truth despise the Ecclesiarchy and everything it stands for, and the feeling is reciprocated to such an extent that the Treaty of Truth and the threat of intervention from the Custodes themselves is the only thing keeping the two factions from trying to annihilate each other.
-Black Templars-If anything, the Keepers of Truth seem to hate the Black Templars even more than they hate the Ecclesiarchy. The feeling, much like with the Ecclesiarchy, is mutual, yet somehow manages to be lesser on the Black Templar's part than it is on that of the Keepers of Truth.
-Fabius Bile: The Keepers of Truth despise Bile, and want him dead at all costs. Nevertheless, the Fallen Marine has been known to frequent Imperial Bulwark territory for unknown reasons, and his disdain for the Chaos Gods and their servants seems to have actually given him limited protection from detection by Warp Eaters.
-Ordo Sanctorum: The Inquisitors dedicated to the policing the Ecclesiarchy naturally find the Imperial Bulwark as a whole, and the areas directly protected by the Keeper of Truth in particular, to be the ideal place to meet and discuss progress on their investigations. A common topic is bitterness towards the Ordo Hereticus for having lost its purpose, and even becoming reliant on the Ecclesiarchy itself for its muscle.
-Adeptus Mechanicus: Surprisingly, despite their violent secularism, the Keepers of Truth keep very friendly relations with the Adeptus Mechanicus. Most likely, this is because of a combination of a shared focus on logic and the fact that the Imperial Truth has had provisions for the existence of the Mechanicus since before the Ecclesiarchy was even a concept in the minds of its first adherents.

The Imperial Academy: The Imperial Academy is the organized body of the Imperial Truth within the Imperial Bulwark, and to a lesser extent the entire Imperium - though it's influence is naturally very limited outside of the Imperial Bulwark itself. Still, it has actually been proposed that one of the 'Board', those that make up the most respected within the Imperial Academy, be promoted to a position among the High Lords of Terra themselves from time to time. This is, admittedly, usually an attempt at provoking or checking the Ecclesiarchy more than anything else. Like most academic institutions, there are actually several lines of thought within the Imperial Academy, among which the below comprise only a handful.
-Gearists: The Gearists are in truth members of the Adeptus Mechanicus, who have taken parts of the Imperial Academy's beliefs and included it into their own faith. They are seen as strange, but ultimately harmless or even beneficial by the rest of the Academy.
-Parasitists: While the common belief within the modern Imperial Truth is that the four Chaos Gods are, at best, nothing more than Parasites, there are some whom believe that the Ecclesiarchy is in the process of creating a fifth such 'Parasite' with its mindless faith, and thus believe that the Ecclesiarchy must be destroyed before it is too late, lest humanity share the Eldar's fate.
-Mortalists: The ultimate theory of the Mortalists is simple - that strengthening the Emperor, in any way, will eventually lead to the ultimate destruction of Chaos. They are not friendly to the Ecclesiarchy, but are more tolerant of it than others. Their name comes from the common belief that, because the Chaos 'Gods' feared the Emperor, who considered himself nothing more than a mortal man, they in turn lost any claim to the title of 'god' - and that the worshipers of Chaos are all the more pathetic for calling them as such.
-Necessarians: A belief kept only in secret but common among Xeno Hybridis Inquisitors, the Necessarians believe that the xenophobia of the old Imperial Truth was ultimately merely a tool to unite the masses under one nation, and that the Emperor would have discarded it once his Crusade was complete. Naturally, this means the Necessarians do not feel nearly the same desire to destroy Xenos that many other Imperial factions do.
-Humanitas: The Humanitas are a faction that believe the Imperium of Man as it stands is at a very high risk of crushing the very humanity out of humanity itself. Thus, to the Humanitas it is a matter of survival to try and reform the Imperium as soon as possible in order to improve the state of the average human… lest they be turned into something inhuman, with neither the wicked Xenos or the forces of Chaos needing to lift a finger.
-Follis: A faction whose primary belief is that the Ecclesiarchy is, bluntly, stupid. It includes many Inquisitors of the Seculos Attendous philosophy.
They were funded because of meta knowledge about the Imperial Creed. They succeded in keeping the Imperial Truth alive. Oh! And they are ancestry is cimeric from the Ultramarines and Word Bearers. They hate the Word Bearers but Fabius Bile likes to hang around their guarded territory.
Genefather: Imperial Fists
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).

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.
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.
Colors: Dark Orange with Bronze trim, helmets and fists.
Symbol: Bronze sword, pointing downwards with two hands holding it, the left blue hand (Roboute Guilliman) and the right bronze hand (Rogal Dorn).
Creed: "We are the unbreakable shield against the dark!"
When fighting with Ultramarines: "As Dorn commanded, we guard against the dark as one!"
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.
Blademasters: The Chapter's Marines have honed their skills with the blade, and are among the finest swordsmen in the Imperium.
Entrenchment: The Chapter is better at erecting and maintaining fortifications than average.
Boarding Specialists: The Chapter's Marines are truly masters at boarding voidcraft - even by Space Marine standards.
Extra Thunderhawks: The Chapter has access to additional Thunderhawks, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power.
Extra Terminator Armor
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.

Roll: Feast of Blades 50: 130
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.

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.
Anti-Piracy: 54: 114
Vs Word Bearers 74: 114
War of the Beast 24: 84
Vs WAAAAGH Kneecappa: 43: 83
Vs Word Bearers 83: 123
Space Hulk Exploration 99: 179
Vs Tau: 94 (Uuuuuuuh): 174
vs Gene-stealer Infiltration 35: ??? NULL MACHINE SPIRIT INTERRUPT
Gene-Stealer Cleansing 74: 164
vs Hive Fleet Behemoth 24: 44
Recovery 20: 20
Recovery II 40: 40
Recovery III 69: 69
Gene-stealer Purging 96: 176
-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.
Rolls omitted
-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.
An Imperial Fists successor chapter of which the homeworld is a connection of large DAoT space stations (including a governing Machine Spirit/AI). Their founding reason is to aid Ultamar during wich they beat up Tau fleets so brutally that only the 13 lost fleet had survivors to report back.
Genefather: The Blood Angels
Yararara: A planet whose local inhabitants have been fending off a ludicrously persistent Chaos Cult since before the Imperium was founded. You're honestly astounded they've managed it for this long without support, the report from your juniors said things are dire down there - no risk of being overtaken by the traitors outright, but when the number one cause of death is "was murdered by Chaos Cultists" things are not going well. The blood of the people here is remarkably resistant to mutative effects, both Warp based and more natural causes like radiation, and their minds have been hardened against psychic influence due to ages of constant battle with the servants of Chaos. Outside of battle, the locals all seem to have some kind of firearm on their person at all times, even if there isn't any sign of traitor activity nearby - logical of them, can never be too sure if they aren't going to somehow appear out of thin air on you. Bah, Chaos... (Sanguine).

The world of Yararara is an ancient Hive World, yet the planet still retains patches of greenery that seem to effortlessly shrug off the horrible pollutants that constantly exude from the Hives themselves. Yararara's Hive Cities are elaborate constructs, decorated with seemingly religious iconography that long predates the arrival of both the Great Crusade and the Imperial Creed. Given that the Emperor Himself once set foot on this planet and notably did not raze it to the bedrock for said iconography leads most to believe that it either was something He didn't consider a threat, or that this iconography has some hidden, non religious purpose He discerned where others could not.

Even more so than other Hive Worlds, the lower levels of the Hives of Yararara are in a state of near constant warfare. This is mostly because of the excessive numbers of Chaos Cultists that eternally lurk in the depths of the Underhives, almost all of whom are not native to Yararara itself - the locals seem to have adopted an almost instinctive revulsion and hatred of anything related to the forces of Chaos. This hatred has permeated every level of Yararara, and even the nobles at the very peaks of these Hives are more concerned with aiding the lower levels against the hated foe than anything else - a stark contrast to what most foreigners would expect, used as most well travelled Imperials are to Spire Nobility being arrogant, vain and irresponsible to the highest order. This trait has led to Yararara's Hive Nobles seeming almost obsessed to the nobles of other Hive Cities, not that anyone on Yararara cares beyond that their aid is valuable for the destruction of the everpresent Cults. Even the gangs of the underhive are divided not by any arguments of territory or allegiance, but instead based around the preferred method of killing Chaos worshippers!

It is not without reason that Yararara is home to what is said to be one of the most, if not the most violently anti-Chaos Space Marine Chapters across an Imperium overflowing with Chaos-hating Space Marines, as well as being the planet of origin for many of the finest Ordo Malleus Inquisitors.

Chapter Monastery: The Seraph Brotherhood's Fortress Monastery is located on the planet's largest natural mountain, an imposing behemoth that rivals even the largest of the Hives in size, and is nearly coated in the vibrant green plant life of the world's wilderness. As with quite literally every other inhabited structure on the planet, many Cultists routinely attempt to launch a sneak attack upon this stronghold via bases in nearby Hive Cities, but almost all attempts are foiled with little actual effort by the Seraph Brotherhood themselves - a combination of the local wildlife, which seems to share their human neighbour's hatred, and the native human tribes who do not dwell in the Hives often end up destroying such forces wholesale without the world's greatest guardians needing to raise a finger.

Within the Seraph Brotherhood's Fortress Monastery lies the Chapter's greatest defence against the Red Thirst, the venerated Sanguine Cistern. This strange device allows the Chapter to store large quantities of blood within, and keep the blood in question eternally fresh - while at the same time only needing to take a very small amount from any one individual among the local populace, so as not to harm those they are bound to protect. This Cistern is, of course, not the only one of it's kind, but instead merely the greatest, with several smaller Cisterns located throughout the mountain. Both the grand Cistern and it's smaller cousins are carefully watched by both the Chapter's Apothecaries and an ancient Machine Spirit, said to have been born from the self sacrifice of pre-Great crusade martyrs. It is said this holy Spirit's ten-thousand Servo Skulls keep an endless watch over both the Chapter Monastery and the local planet, standing in eternal vigil against Chaos…. Though by this point in time, 'ten-thousand' is a figurative description - more skulls have been added to the Spirit's vast network of sentries over the years. Regardless, the Cistern, superior transportation methods, and the hard work of the Chapter's many Apothecaries has led to a Chapter that has kept the Red Thirst well under control, despite the fact that the Seraph Brotherhood actually needs more blood per Marine than average.

Finally, within the deepest bowls of the monastery is the home of the Chapters dedicated anti-Chaos task force, the Blood Slayers barracks.
Rites of Blood: You still remember your time aiding the Blood Angels, before the Heresy tore the galaxy asunder… perhaps you can give them a hand, for old time's sakes.
Colors: Silver primary with red shoulder guard and gold trim
Symbol: A Helmet With Spread Wings
Creed: "We fly for Sanguinius!" "Hunt the Beast of the Warp"
-Normal (Black Rage): This Chapter suffers from an 'average' variant of the Black Rage, at the level of severity typically suffered by Blood Angels successors.
-Heavy Thirst: This Chapter suffers from a particularly intense variant of the Red Thirst, and needs to drink both more blood and more often to alleviate it.
-Prophecy: The Marines of this Chapter often get fairly reliably prophetic visions of the future.
-Increased Lifespan: Marines from this Chapter can live significantly longer than the norm, should they not die in battle or be interred in a Dreadnought.
-Wings of Sanguinius (Legendary): Ordinarily such a deviance from the norm as this would be grounds for the extermination of the entire Chapter, but an in depth genetic and psychic analysis from multiple sources, including the Grey Knights, Blood Angels, Ordo Malleus, and the finest Genetors in the Imperium, has established that this is no freak mutation, but the very wings of Sanguinius himself! Regardless, the fact that some members of this Chapter have started growing the wings of the Great Angel has been seen as a great blessing - and that's without taking into consideration the flight they grant, let alone the Chaos repellent aura that the wings themselves seem to radiate.
-Mutation Resistance: The Marines are highly resistant to mutagenic effects and Chaos corruption.
-Daemonslayer: Marines from this Chapter are very proficient at killing invaders from the warp, albeit not quite to the same extent as the legendary Grey Knights.
-Extreme Hatred (Chaos): The Marines of this chapter despise Chaos with every last fiber of their being, and become all the more dangerous when fighting the slaves of the Ruinous Powers as a result.
-Gun and Sword Combat: Marines from this Chapter are extremely proficient at using a gun in one hand and a sword in the other simultaneously, especially their Assault Marines.
-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.
-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.
-Apothecaries: This chapter has extra Apothecaries among its ranks.
-Extra Assault Packs: The Chapter has a great number of Assault Packs, letting them retain a greater number of Assault Marines in each Company.
-Specialist Ammo: The Chapter has a ready source of specialized bolter rounds, letting them bring the best possible ammunition for any engagement.
The Seraph Brotherhood is, for the most part, Codex compliant - though like all Blood Angel successor Chapters, it sadly does maintain a Death Company, and the exact size of the Blood Slayers is unknown.

Unique Units
-Heralds: Members of the Seraph Brotherhood who are so blessed as to develop Sanguinius's Wings are inducted into the Heralds. The Marines utilize their wings and specially crafted bolter-spears, developed based off a Guardian Spear lent by one of the Adeptus Custodes in honour of the Ninth Primarch, strike at enemy forces both at range and in melee. The aura radiating from the Wings of Sanguinius, said to be a physical manifestation of the Great Angel's defiance of the Ruinous Powers even in his final moments, is repulsive to the forces of Chaos, and makes damaging even the weakest of Heralds an immensely difficult task for any follower of the Dark Gods, from the lowest cultist to even some weaker Daemon Princes.
-Librarian Heralds: On occasion, the Wings of Sanguinius will manifest in an active psyker, amplifying both the Wings themselves and the psychic abilities of the Librarian Herald. Due to this, the Libertarian Heralds are a devastating force whenever they join the battle, destroying swathes of enemies with their supernatural abilities as their mere presence actually causes Lesser Daemons to outright melt from exposure to the Great Angel's Light. When a Librarian Herald dies, the entirety of his power is channeled into his Wings in his last moments, turning each of his feathers into powerful Chaos-repelling artifacts. These feathers are, as one may expect, implanted into a wide variety of the Seraph Brotherhood's weapons to make them even more potent against the traitors. The aura of a Librarian Herald becomes more powerful with age, and so the older the feather, the more powerful the weapon made from it becomes.
-Cultist/Marine/Daemon Slayers: The Blood Slayers are a revered order within the Seraph Brotherhood, whom specialize in dealing death to the forces of Chaos. Three ranks form this great order - The Cult Slayers, the lowest rank, who specialise in slaying vast numbers of enemies in a short amount of time; The Marine Slayers, the middle rank, who carry an arsenal of anti armor weapons to destroy their traitorous cousins; And highest of rank and greatest in skill, the Daemon Slayers, each of whom bear mastercrafted armor and weapons holding the feather of at least one Librarian Herald, making their panoply dangerous for Daemons to even approach let alone make physical contact with.
-Slayer Chaplain: Winged Marines that decide the Heralds do not kill the forces of Chaos often enough instead join the Blood Slayers, and are trained in the ways of the Chaplains. These Slayer Chaplains have refined their aura to the point that even the most iron willed and well hidden Heretic or Chaos Marine will be unable to do anything but squirm beneath their gaze - and in doing so, revealing themselves for the filth they are.
-Cistern Keeper: These venerable Seraph Brotherhood Apothecaries are tasked with keeping the Chapter's supply of blood both of high quality and in sufficient quantities to protect their brothers against the curse. When they take to the battlefield, the Cistern Keepers often keep injectors filled with a high quality dose of blood, which when it reacts with the Red Thirst becomes capable of temporarily enhancing a Marines regenerative abilities far beyond what they can usually achieve, letting Marines who would otherwise have been bound for a dreadnought or consigned to death rejoin the fight in short order.
-Cistern Monitor: A subsect of the Seraph Brotherhood's Techmarines who are dedicated to collecting components to add to the Sanguine Cistern's Machine Spirit. All of them take extreme care and pride in in their duties, for the venerable Machine Spirit deserves only the best maintenance for all it has done and continues to do for Yararara and her people.
-Assault Slayers: The Blood Slayers often recruit the best among the many Assault Marines of the Chapter to join them on the battlefield. These Slayers are equipped with weapons that can best be described as Power Chainswords, and are given custom made bolt pistols that are said to be capable of piercing through even Terminator Armour - though sadly, they can fire only a handful of shots compared to normal.
-Herald Dreadnaughts: Dreadnaughts with one of the winged Heralds entombed within. Over time, the power of the Herald's aura seems to seep into the Dreadnaught's own chassis, causing mere contact with these ancients to eat away at the forces of Chaos. Due to the Seraph Brotherhood being a Blood Angels successor, they have also gained the ability for Dreadnaughts to still actively use psychic powers, something that is employed to merciless effect whenever a Librarian Herald is entombed. To the immense chagrin of Chaos, the aura of these Librarian Herald Dreadnaughts does not stop getting stronger while the Dreadnaughts slumber. It is said the eldest of these heroic Dreadnoughts, an ancient named Germeh Scourge, has become so powerful in his millenia of life that even the mere act of him waking up is enough to banish swathes of weaker daemons.
vs Alpha Legion Infiltration 4: 104 (Only a nat 1 would have saved the alpha legion here.)
vs World Eaters 5: 65
Vs Black Legion 77: 137
vs Thousand Suns 70: 130
Vs Death Guard 99: 149
vs Cultists 51: 171
Vs Ork WAAAAAGH 96: 116
Vs Black Legion: 59: 119
-An attempted infiltration by the Alpha Legion is rebuffed, leading to a supremely violent confrontation that ended in the entire Alpha Legion force being killed to the last and their severed heads promptly being thrown into the nearby sun.
-A bloody battle between the World Eaters and the Seraph Brotherhood ends in a slight Seraph Brotherhood victory, one later attributed in no small part to the fact that the winged warriors of the Seraph Brotherhood prove to be especially dangerous for the World Eaters, who find their minds addled when the all consuming rage they are so known for is partially dismissed from them by the shining aura the Wings of Sanguinius emit.
-The Seraph Brotherhood engage in battle with and defeat a powerful Black Legion warband in one of the larger battles of the 6th Black Crusade. The Black Legion fought intensely, but wound up routed when the Seraph Brotherhood's Death Company and Blood Slayers both took to the field at once, unleashing an assault of such fury many of the traitors would be heard remarking that it reminded them of the Siege of Terra itself.
-The Thousand Sons launch a raid on a major Forge World, only to find themselves met and countered by the Seraph Brotherhood. Their sorcery proves to be a poor match in the face of the winged Marines, whose aura caused several Rubric Marines to outright collapse - A sight that caused a great deal of panic among the Thousand Sons Sorcerers, allowing the rest of the Chapter to close in on them for the kill.
-The Death Guard find to their horror that the aura of the Seraph Brotherhood's winged Marines renders the vast majority of their plagues utterly useless, and are brutally slaughtered in a massacre so one sided that the 14th Legion as a whole has developed a powerful fear of the flying Sons of Sanguinius.
-In a particularly legendary campaign, the Seraph Brotherhood kill every last Chaos Cultist within 10 sectors of their homeworld, with not even the desperate mass summoning of Daemons slowing down the Blood Angels successor Chapter. Sadly, even this legendary feat could not completely stamp out Yararara's infestation of cultists, who remain stubbornly extant against all logic.
-A large Ork WAAAAAAGH! is confronted by the Seraph Brotherhood before it could enter Segmentum Solar. The battle between the Chapter and the Xenos horde is said to have raged for a full century, before the Greenskins were finally driven off.
-During the 12th Black Crusade another major battle between the Black Legion and Seraph Brotherhood begins. During this conflict, the Chapter Master of the Seraph Brotherhood is said to have single-handedly banished a Black Legion Daemon Prince back to the Warp, before ripping the presiding Chaos Warlord in half before he could salvage the battle.
Rolls omitted
-Blood Angels: The Seraph Brotherhood and the Blood Angels share a deep bond of mutual respect and admiration for one another. Both have fought Chaos alongside one another on many occasions, and though one would think that the Brotherhood being the ones inheriting Sanguinius's Wings would lead to envy, the Blood Angels in truth consider the Seraph Brotherhood to be by far the most worthy of their successor Chapters to receive such a gift.
-Grey Knights: The Grey Knights and Seraph Brotherhood have fought together on countless battlefields, and have all but sworn oaths of friendship to one another - a stark contrast from the Knights of Titan, who usually psychically remove the memories of any who witness their deeds to prevent Chaos taking hold of them.
-Sisters of Battle: Very few Sisters of Battle would dare to disrespect one of the Seraph Brotherhood, even among the most ardently anti-Space Marine conclaves. The sheer holy presence of the Heralds is simply too much for any true follower of the Emperor to deny, and indeed, the Adepta Sororitas' own miracles actually become stronger when a Herald is present.
-Cadia: Yararara is one of the most Chaos besieged planets in the entire Imperium. Needless to say, the people of Cadia can empathize. To a great degree.
-Blood Ravens: The Seraph Brotherhood have 'gifted' many relics to the Blood Ravens over the years, so surely relations between the two Chapters are nothing but positive!
A Blood Angels successor remarkably for their EXTREME hatred of chaos and that they inherited Sanguinius Wings. Those marines blessed with their gene fathers wings project a Chaos repellent aura that is even stronger for their winged librarians whose mere presence can banish weaker demons outright.
They suffer greatly under the red thirst but not noteworthy to other successor chapters under the black rage. At the time of their founding the yellow doom was not yet known as such and thereby not specified.
Genefather: Chimeric Gene-Seed: Primary Thousand Sons & Secondary Geneseed Salamander
Emperor's Landing is, beyond all others, a truly blessed world in the eyes of Emperor worshipers. In the daytime, the very air is illuminated with the Emperor's light, while at night the moon itself glows with a softer, yet still glorious golden radiance. Grassy plains dominate the majority of the terrain of Emperor's Landing, the dominant part of which is made up of the 'Emperor's Worshipper' species of tall grass, which seems ordinary during the day but is revealed to softly glow with the Emperor's light at night.

This golden radiance, which suffuses most of the world's native life, is a remnant of a mighty battle that occured here in the earliest days of the Great Crusade. Little historical record remains of what took place, but what is known is that a powerful foe emerged and challenged the Emperor, and proved a mighty enemy - leading to the Master of Mankind unleashing more of His might than He had ever been witnessed to use before. So much power was released that the world itself absorbed the light of the Anathema of Chaos, and it has shone there ever since. What became of the Emperor's foe, and what it was that it could stand against such awesome might, is now lost to time.

Other than humanity, the dominant species of Emperors Landing is the 'Golden Dragons', fire-breathing winged lizards of immense size armoured in golden scales that are harder than adamantium. More importantly, the fiery breath of these creatures is especially harmful to creatures of the Warp, and their scales are even more resistant to harm from psykers than they are to mundane forms of damage. They often prey on the much smaller (but still quite sizable) lizards that roam the grassy plains of the world, and have a deep rivalry with a burrowing subspecies of theirs that attacks from below instead of above, though actual conflict between the two is rare.

The people of this planet live a mostly nomadic life - Emperor's Landing itself has an oddly wide variety of nutritious foodstuff native to it, and so these nomadic bands have a much bigger population than most such tribes and a far superior quality of life to the average Imperial planet. Warfare does occasionally break out between different nomad bands, but it rarely if ever ever escalates to the point of one or the other being totally destroyed.

Fortress Monastery: The Fortress Monastery of the Golden Sons is built entirely around the largest of the Crucible Thrones, and is said to possess enough surface to orbital firepower to destroy entire fleets. Not much is known about it's inner workings, beyond the fact that it possess an impressive Librarium and built in manufactorum, as the Golden Sons are notoriously resistant to allowing others to enter their abode.
The Master Of Mankind Commands You
???: Your next Chapter is to be from the lineage of the Thousand Sons, and will be entrusted with the {REDACTED} technology upon their completion.
Colors:
-Most Astartes: Gold primary, Bright Red secondary.
-Librarians: Add Royal Blue to their armour coloration, usually: Left Gauntlet, Both Pauldrons and Helmet.
-Techmarines: Add Bright Green to their armour coloration, usually: Right Gauntlet, Both Pauldrons and Helmet.
Symbol: Golden Dragon (representation of their Homeworld)
Creed: "The People Are The Emperor's Hoard, Guard Them Well!".
Battle Cry: "Burn In Our Light Xeno/Mutant/Traitor/Daemon!".
-Anathema (Free due to Planet, Task, and Legion Combo): The psyker powers of this Legion are Anathema to the forces of Chaos, and destroy them with contemptuous ease. Few are those so blessed as to manifest such might, the very nature of the Emperor made manifest.
-Golden Scales (Mutation/Salamanders/Grimm Interrupt): Originally, this mutation would have caused a horrific transformation into a carnivorous, lizard like creature, but due to the quick intervention of the attending Genetor it's full impact has thankfully been blunted. Instead, when this mutation manifests the affected Marines gain patches of glittering golden scales on their skin, as well as a very strong resistance to fire and psychic attacks. You have a migraine.
-Radiance (Mutation/Thousand Sons/Emperor Interrupt): This mutation would give the Marines an aura of unease towards anyone they encounter, similar to a Blank. Instead, due to nothing less than the Emperor's own intervention, Librarians of this chapter radiate with a glorious light reminiscent of the Astronomicon itself - a visible mark of His favour.
-Crucible Thrones: {REDACTED}
-Purging Flame: The Pyromantic assaults from this Chapter's Librarians are exceptionally devastating to all those struck by it, especially Chaos and it's servants.
-Golden Dragons: Giant, golden scaled, winged firebreathing lizards native to Emperor's Landing. The very fact that Grimm allows his juniors to call them 'Dragons' is widely held as proof among the Genetor community that Grimm does not, in fact, hate fun.
-Blademasters: The Chapter's Marines have honed their skills with the blade, and are among the finest swordsmen in the Imperium.
-Temperature Resistance: The Marines of this Chapter are highly resistant to extreme temperatures, even by Space Marine standards.
-Civilian Empathy: Marines from this Chapter care deeply for the civilian population of their home planet, and all the Imperium's people.
-Powerful Psykers: Marines from this Chapter are particularly powerful psykers, and the ability appears more often among them.
-Fast Learners: Marines from this Chapter are fast learners in all fields of study, leading them to be skilled in a number of fields.
-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.
-Techmarines: This chapter has more Techmarines in its ranks than normal, improving the quality of their equipment and allowing them to create a greater quantity of advanced wargear.
-Entrenchment: The Chapter is better at erecting and maintaining fortifications than average.
-Extra Dreadnaughts: The Chapter has more Dreadnought hulls than normal, letting it field more of the venerable ancients… if it has enough wounded veterans to pilot them, of course.
Gene-Seed: The gene-seed of the Golden Sons has three notable oddities. The first is that they appear to have absorbed a fragment of the Emperor's own power from the planet of Emperor's Landing itself, making them Anathema to Chaos just as He Himself is, albeit to a far lesser extent. The second is in the form of a minor aura of glowing light radiating from most Marines, especially their Librarians, though it does not seem to have any major effects alone. Finally, there is the fact that Marines hailing from the Chapter have a chance of growing patches of golden scales, similar to the dragons of their homeworld. Marines with this oddity are resistant to both extreme temperatures and even more so to Warpcraft than is average, even in a Chapter with an already impressively high resistance to such things.

The Crucible Thrones: The most important artifacts to the Golden Sons are the mysterious Crucible Thrones. These strange pieces of technology are no typical thrones used merely to display one's grandeur, but instead do something far more incredible - each Throne simulates a far more manageable variant of the stresses that operating a machine like the Golden Throne places on the body, and the most powerful one that stands at the heart of the Golden Sons fortress monastery is said to be capable of matching the stresses of the actual Golden Throne itself! No outsider seems to have any real information about why the Chapter uses these strange devices, but it is well known that the average psychic strength of the Chapter has been steadily increasing over time - as has the average size of its Marines.

Combat Doctrine: The Golden Sons maintain an extremely flexible combat doctrine, even for Space Marine standards. At times, they deploy a shocking amount of heavy vehicles - at others, they make usage of hit and run tactics, or unleashing their vast psyker powers upon the foe.

Organization: No one knows exactly how the Golden Sons are organized, or even the true size of the Chapter, only that they are very much not Codex compliant. A few facts have been discovered, however.
1: The Chapter is closely tied to the Adeptus Custodes, to the point that some few of the Emperor's Companions have even seen fit to join their ranks, acting alongside them on a full time basis. These venerable warriors obviously maintain a high position within the Chapter itself, though the exact nature of their duties when a part of the Chapter is unknown.
2: The Chapter Librarium is divided into several sub-organizations, due to the vastly increased percentage of psykers within the chapter compared to most, each specialising in a different application of their abilities.
3: It is unclear whether or not those Marines blessed with unusual physical size are given any notably higher rank, or merely part of a specialised unit.
4: The Golden Sons are only very rarely called upon by outsiders aside from the Custodes themselves, and even then they are often treated with a respect beyond that given to other Space Marines Chapters even by the most ardently anti-Space Marine Inquisitors.
5: The Chapter has a larger than normal number of Dreadnaughts serving among it's forces, who are somehow cognizant enough to hold active command positions - and this is not including the unique pattern of dreadnought known to be in the Chapter's possession.

The Watching Ring: The name of a vast network of defensive fortifications within and around the system Emperors Landing resides in. Among orbital fortifications, the Watching Ring is considered second only to the very best in the entire Imperium, and many traitor forces have been destroyed before even approaching the Golden Son's own home planet.

Unique Units
-Golden Dragons: A giant, flying, fire breathing lizard like species, the Golden Dragons are a true terror to behold. With scales near impervious to harm from sources both material and immaterial, as well as an arsenal of dangerous natural weapons, the Golden Dragons of Emperor's landing are one of the last things any foe of the Emperor wishes to see - especially since the smaller ones have been known to bond with powerful Space Marines of the Golden Sons, a strange type of connection that makes both combatants all the more dangerous. Elders of this species have even been said to be capable of battling Greater Daemons and handily achieving victory.
-Champion Pattern Heavy Dreadnoughts: A unique pattern of Dreadnaught said to include many technologies otherwise primarily used in the equipment of the Custodian Guard themselves. Regardless of whether this is true or not, the Champion can be said to be among the most powerful Space Marine Dreadnoughts ever created, even able to match and destroy a Leviathan Class Dreadnought without risk of harming the pilot. The defensive abilities of the Champion Pattern is not to be trifled with either, for the sheer durability of their armor and multiple redundant shield generators mean that the average Champion Pattern Dreadnaught will last a very long time before something brings it down… and all of this, without accounting for the fact that Champion Pattern Dreadnoughts allow their occupants to retain any psyker powers they may have had before entombment.
-Ancient Riders: Few things are worse than an Elder Golden Dragon or a Champion Pattern Dreadnought. A Champion Pattern Dreadnaught Bonded with and riding an Elder Golden Dragon is definitely one of those things.
-Radiant Riders: Ancient Riders, except the Champion Pattern Dreadnaught is an active psyker. There is little else to be said on the matter.
-Aegis Guard: More than a few Marines among the Golden Sons become much larger than average, reaching sizes that can only be described as 'small Dreadnought' by those that have encountered them. These Marines are known to wield physical might to match with their size, as well as always developing the Golden Scales - managing to ward them even better against the powers of the Warp. The Aegis Guard were originally a much smaller sub-group within the Golden Sons, but as the millenia have past Marines reaching the size needed to become one of these great warriors has become a more and more common occurrence.
-Golden Champions: Master Swordsmen with Librarian training, it is said the Golden Champions have found a way to use their own latent psyker powers to actually deflect enemy psyker abilities, even if they are far less powerful than the foe.
-Tech Wardens: Tech Marines that are charged with the maintenance of the Chapter's most esoteric technologies. When they have to take to the field, the Tech Wardens often employ powerful plasma weapons said to be capable of reducing even the likes of Necron vehicles into useless slag if allowed to hit.
War of the Beast 75: 95 (This was before they actually settled on their homeworld by the way.)
vs Word Bearers 71: 171
Vs Daemons: 21: 121
Vs Daemons (2) 53: 153
vs Black Legion 77: 177
Vs Dark Eldar 74: 154
Vs Daemons 38: 138
vs Black Legion 28: 128
-During the War of the Beast, the Golden Sons, only freshly created and not even having arrived on their Homeworld, are deployed alongside the fearsome Archmagos Orkadan Grimm, the creator of their Chapter, some Martian Myrmidons whom had been assigned to be Grimm's bodyguard over his strenuous protests, and the Skittari of Forge World Sanctus, the Forge World that was to be responsible for constructing their equipment, to engage the Ork demigod's armies. These allied forces fought fiercely against the Ork hordes, and the newborn Chapter earned glory far beyond what any could have expected from a force so young.
-A Word Bearers assault on Emperor's Landing is brutally rebuffed, and the Chaos Space Marines are killed down to the very last.
-Two Major Daemonic Incursions are destroyed by the Golden Sons in separate incidents. Details of these incursions are sadly limited, due to heavy censure by the Inquisition - all that is certain is that the two assaults served different Chaos Gods, and that the Golden Sons flatly refused to allow the Inquisition to purge their citizens. Any attempt by the Inquisition to avenge this slight to their authority die when the Custodes bluntly inform the Holy Ordos that they can and will take the side of the Golden Sons on the matter.
-During the 8th Black Crusade, the Golden Sons ambushed and destroyed a small Black Legion fleet. Exact details regarding the composition of the fleet are unknown, but intelligence reports that Abbadon would kill several high ranking Chaos Lords for the mistakes that had allowed the destruction of the force to happen.
-A Dark Eldar raid on a world under the Golden Son's protection is foiled, and many of the Dark Eldar raiders wound up permanently killed by the sheer might of the Golden Son's psykers beyond the dread Homunculi's ability to resurrect. A retributive raid by several allied Cabals faired little better, and merely resulted in even more permanent Dark Eldar casualties. From that day forward, the Dark Eldar became extremely reluctant to attack any worlds confirmed to be under the Golden Son's protection, though the occasional raid does still happen… though if Inquisitiorial interrogation is to be trusted, being sent on these raids is less a typical realspace incursion and more a form of execution.
-A Combined assault by the Black Legion backed by a major Daemonic Incursion under an alliance of four Daemon Princes, one representing each of the Ruinous Powers, is thwarted by the forces of the Golden Sons, the Dread Host, and the Grey Knights. Details have been heavily redacted by the Inquisition, who once again were denied the authority to purge the Imperial Citizens who survived the terrible ordeal.
Rolls omitted
-Adeptus Custodes: The Golden Sons serve directly at the Custodes' behest, and among the institutions of the Imperium can be considered among the closest, if not the closest, to the Custodian Guard.
-Dread Host: Within the Custodians, the Dread Host are the ones who are most often deployed alongside the Golden Sons in numbers, partially due to the Host's focus on issues outside of Terra. Regardless when the Golden Sons are called to battle, it is often by the hands of the Dread Host.
-Inquisition: The Inquisition both respects and fears the Golden Sons, for they are the one Space Marine Chapter they have no authority over - something both the Golden Sons themselves and the Custodes have made very clear indeed. That said, the sheer power of the Golden Sons is hard to deny, and sometimes groups of Inquisitors have come together to request the Golden Sons aid, requests that select forces of the Golden Sons will, if given permission by the inscrutable upper ranks of the Chapter, usually accept.
-Sisters of Battle: The Sisters of Battle see the Golden Sons as some of the beings closest to the Emperor, and as such treat them with great respect. To even see them once is considered a small miracle by even the oldest of the sisters, and to have seen them on multiple times over a career is nothing less than a blessing by the Emperor Himself.
-Blood Ravens: The Blood Ravens have been gifted the Gilded Hammer, a powerful weapon of the Golden Sons that is said to banish any Daemon struck with it for five millenia, and on occasion flat out kill them permanently, though not with the same reliability as the Emperor's sword. Though this is the only relic they have ever seen fit to give the Blood Ravens, it is a gift so wondrous that the Blood Ravens treat it with nothing less than the utmost reverence.
-Eldar: The Eldar as a whole do all they can to avoid any contact with the Golden Sons. Though they may not have the same effect on the species that the Emperor Himself has had on the few occasions an Eldar has seen them, the sheer might of the Golden Sons is still more than enough to generate great fear among the Asuryani.
-Grey Knights: The Golden Sons are perhaps the only Space Marine Chapter within the Imperium, aside from maybe the Exorcists or Seraph Brotherhood, that come even close to having the same absolute incorruptibility as the Grey Knights. Between this and the fact that the average Golden Sons psyker is actually even stronger than his Grey Knight counterpart, albeit in exchange for Psyker abilities not being universal as they are for the Knights of Titan, the Grey Knights have come to consider the Golden Sons among their greatest allies in the war against Chaos.
Funded because of a Custodes delivered order. They are very much not Codex compliant with the Custodes making it clear that they WILL be taking sides. As such they move by the Custodes orders or if they agree to a request for support. Their main task seems to be to train to take over the Astronomicon (their numerous librarians train on lesser Thrones)
They are remarkable for they are a chimeric chapter of the Thousand Sons and Salamanders whose creation (and traits) was influenced by the Emperor himself. They Anathema to Chaos and so incorruptible that the Grey Knights sees them as nearly their equal in that area.
Genefather: Ultramarines
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 its 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).

The Silver Owl's homeworld of Atherena is one of the rare Civilized Worlds - planets which have a large population and some form of internal industrial development, yet at the same time manage to avoid becoming the steadily growing list of humanitarian catastrophes that compose the average Hive World - to play home to a Space Marine Chapter. Among the planets of the Imperium, it is said that Atherena was the gold standard of a local planet successfully managing to work the Imperium's arrival to it's own advantage - managing to acquire protection from the wider body of humanity, while at the same time minimizing the need to contribute substantial resources as well as Imperial involvement in it's own affairs.

The people of Atherena are an introspective sort, with a wide variety of vocations practiced - among the more popular ones are law, philosophy, theology, and the arts. In many ways, Atherena has been considered something of a cultural, and to a lesser degree religious, hub within local Imperial Space, so much so that the planet is said to have been the home of a Saint of Wisdom and even hosts a Sister of Battle Order dedicated to said Saint.

The 24: A series of 24 Planets near the world Atherena that have all embraced the strange and arcane system of governance known as democracy. Though Atherena is the most famous, each of these planets follows a different form of democracy, each brought about by their own culture's different interpretations of the same core principles. Despite their differences, these 24 planets have been known to pool their collective influence when they have felt the need, and the rare democratic planets found elsewhere within the Imperium often look to the 24 for guidance, expanding their 'soft' influence beyond Segmentum Solar.

Fortress Monastery: The Fortress Monastery of the Silver Owls is a large and complex fortress that dominates an island surrounded by Atherena's most turbulent and dangerous sea. Within the Fortress Monastary are all of the standard facilities expected of the home of a Space Marine Chapter, though the Silver Owls have expanded theirs with several facilities not found in other such fortresses.
-The Recordium: The Recordium is filled with all of the Silver Owls notes and observations on a planet that they have visited in the past, kept safe and cataloged in case the Silver Owls are called to return to a planet for any reason. These notes usually include the local law, details of their culture and interpretation of the Imperial Creed, and any known events or difficulties in their past that could lead to rebellious sentiment if left unaddressed.
-The Legatorium: Here lies the Chapter's collection of the many, many, many different interpretations of the Imperial Law, constantly being updated and examined by both the Chapter's Tech-Marines as well as a portion of it's restless Dreadnaughts who make the study of law their vocation. Though the Lex Imperialis is so long and widespread a body as to make forming a single coherent form of it all but impossible, even the Arbites themselves respect the Legatorium as among the most complete and refined form of the Emperor's laws that can be found.
-The Dustorium: The place where the Chapter keeps writings on those laws they have confirmed as being obsolete or directly overwritten by newer laws in case they should somehow become relevant in future.
-The Ancients Gallery: The building that holds the many Sagas of Paint created by the Chapter's Dreadnaughts over the years. The original gallery itself was a single cylindrical structure, but over the years as more and older dreadnaughts came into being it has been since expanded into several such buildings connected by internal walkways. The vast collection of art within is open to visitors, and among the higher class of the Imperium, no visit to Atherena can be considered complete without beholding the beautiful works of it's protectors.
-General Gallery: A larger gallery that holds the art created by the remainder of the Chapter. Given that it holds the entirety of all artistic works created by those not bound to a Dreadnought, it frequently overflows, and due to the sheer need for space the Chapter has often had to sell off a portion of their many creations to private collectors through the usage of mortal intermediaries.
Rebellion Crushing: An odd number of rebellions have been spreading throughout the Imperium. Many among the Imperium's upper crust have backed a request for a Chapter dedicated to crushing these revolts, preferably before they escalate to a point where they are forced to commit ludicrous amounts of Guardsmen to take back a single willful planet instead of fighting actual threats.
Colors: Cyan and Silver
Symbol: A White Owl clutching a key upon a Cyan field.
Creed: The Eyes of Justice are Ever Vigilant
Warcry: Fiat Justitia! (Let Justice Be Done!)
-Restless Dreadnoughts (Planetary Mutation/Flaw?): The Dreadnoughts of this Chapter are restless, unable to enter the hibernative slumber such ancients usually do. Though this lack of sleep does not impair them, to your surprise, a lack of anything to do with their minds will eventually cause burnout, similarly to the cases that occur with the likes of the ancient Leviathan Pattern Dreadnought.
-Blessing of Wisdom: This Chapter's Librarians occasionally receive precognitive visions of actionable and shockingly accurate nature, though they do not have any control over when these visions are received.
-Venom of Stone: The venom of a strange snake like creature native to the planet of Atherena, this toxin is capable of transmuting any organic matter it impacts into solid stone. You suspect psychic nonsense is involved, but it clearly isn't outright Psyker powers - the snake doesn't even need to still be alive.
-Owls of Wisdom: This Chapter occasionally receives back up by enigmatic, owl-like entities. They aren't Daemons, but little else is known about them - they don't stick around.
-Ideology Spread: Occasionally, this Chapter will spread its own ideology to another world, instead of simply leaving once their duties are complete.
-Hatred of Word Bearers: This Chapter hates the Word Bearers and everything they stand for with a burning passion.
-Law Masters: The Space Marines of this Chapter are typically educated in the affairs of the law, both on a planetary level and in the vagaries of the Lex Imperialis.
-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 reconnaissance and intelligence gathering abilities, as well as improved capacity for stealth warfare.
-Politics: This Chapter has grown adept at manipulating the surrounding political landscape. A sad necessity, in the increasingly politically driven Imperium.
-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.
-Extra Thunderhawks: The Chapter has access to additional Thunderhawks, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power.
The Silver Owls majorly depart from the Codex Astartes in only two regards. The first is that they make usage of full Marines as Scouts rather than their young initiates, most often using them as headhunters when Chaos Cults are suspected to have Chaos Marines or, even worse, Word Bearers supporting them. The second is that the Chapter has a larger than normal number of Chaplains, who are mostly on keeping their brothers safe from the intrusion of subversive elements. While more respected than average due to the famed accuracy of their visions, the Silver Owls Librarians tend to be a quite bunch, many of them actually seeming to prefer the presence of the Chapter's Dreadnaughts and mortal servants over their rank and file battle brothers.

The Restless: The Dreadnaughts of the Silver Owls Chapter are restless compared to the norm, unable to enter the hibernation state most Dreadnoughts spend their time maintaining and requiring far more mental stimulation than average in order to keep from burning themselves out. Most Dreadnaughts within the Chapter take up art, while others take to studying the Imperial Law so as to aid their younger Battle Brothers in the complex web of bureaucracy that comes with being a Chapter specialized towards opposing rebellions. Among those who pursue art, a few take to the art of sculpting, but painting is a far more common pastime. Dreadnaughts that take up painting often spend the majority of their time doing so - between their long lives, the freedom they have to wander on Atherena, and their surprising lack of any mental decay, they have quite a few things to paint.

The Saga of Paint: It is a long standing tradition that a Dreadnaught's first few paintings after their entombment be depictions of their own lives as Space Marines, and the great battles they have fought in before the injuries that left them within a Dreadnought's life support sarcophagus. These Sagas are kept within a large gallery within the Chapter Monastery, and are considered crucial parts of the Chapter's history even as the dreadnaughts that had painted them move on to the creation of newer and more varied paintings.

Unique Units
-Wise Owls: Enigmatic owl like creatures that often support the Silver Owls on the battlefield. The wise owls are incorruptible, and are masters at finding hidden cultists, Genestealer and Chaos alike. Oddly enough, they seem to disappear entirely when killed, and leave no corpse behind - considering the Grey Knights themselves have confirmed they are not daemons, what exactly they are and where they come from is a mystery.
Initial Rebellion Crushing 77: 177 (Keep in mind it's an anti-rebel Space Marine chapter vs mostly mortal rebels... this was never going to have a small bonus.)
Vs Chaos Cults 24: 104
Early Age of Apostasy 58: 58
Age of Shame: 25
Vs Genestealer Cults 23: 103
Vs Chaos Cults (With Chaos Marine Backup) 99: 159
Vs Genestealer Cults 60: 140
-The Silver Owls put an end to many, many, many rebellions over the course of their early career, quickly earning themselves a reputation for swift resolution and a relative lack of collateral damage for the situations they faced... and a reputation for shooting the Planetary Government and Local Nobility for incompetence. This has actually been considered a positive quality by many of the Imperial higher ups (for if the local leaders were so utterly unable to do their duties as to convince the Space Marines supposed to be preventing rebellions from overrunning them of the need for their deaths they probably deserved it), but it has meant that the Planetary Governors themselves fear the arrival of the Silver Owls more than any other Chapter. Because the Imperium considers a planet consistently contributing to the the Imperial Tithe among the most important measures of it's loyalty, the Silver Owls have more than once wound up supporting the rebels they were summoned to defeat upon discovering the government having been embezzling resources intended for the Imperium - not to mention the sordid list of other incompetencies and corruption they have faced over the millenia, and the few memorable occasions a heretical governor attempted to trick the Imperium's rebellion specialists into purging the loyalists attempting to stop them - a plot so deliciously ironic most heretics cannot resist, and one that has never, ever worked.
-In their battles with a vast array of Chaos Cults, the Silver Owls prove to be oddly efficient at tracking down and weeding the followers of the Dark Gods out from their hiding holes. More impressively, they've proven themselves as masters of peeling away the masks worn by cultists that would otherwise have managed to infiltrate prominent Imperial positions, destroying the heretic's information gathering and sabotage efforts.
-The SIlver Owl's role as the premier rebellion crushers comes to haunt them during the Age of Apostasy, as they find themselves increasingly under the watch of agents loyal to Vandire, and in turn are forced to enact far more… harsh penalties upon the populace, lest their refusal to do so be seen as a reason for the extermination of Atherena and the planets around it by the insane Ecclesiarch. This dark era continues on for many years until the rise of Sebastian Thor, when upon finally seeing the chance to free themselves from the tyrant the Silver Owls immediately defect to Sebastian Thor's forces and unleash great vengeance upon Vandire's forces.
-Consumed by shame over the atrocities they had wrought upon innocent people while Vandire had been the de-facto ruler of the Imperium, the SIlver Owls embark on a long and bloody crusade to root out any and all of the former Ecclesiarch's influence from the Imperium. This process would take a great many years, but would redeem the Chapter in the eyes of many of those whom eyed them with suspicion and disgust due to their actions in the Age of Apostasy. Despite this, there are to this day organisations and even entire worlds which continue to remember the Silver Owls as pitiless, mindless murderers, who only prevent rebellion by killing so many there are none left to rebel. The Silver Owls have a standing policy of refusing any and all summons to such worlds, lest their presence merely make matters worse.
-The Silver Owls eliminate a vast number of the early Genestealer Cults, and through the data they gathered, become one of the first Imperial factions to realise the true depth of the connection between Genestealer Cults and Hive Fleets. Their rapid reaction to their discovery and immediate move to disseminate the knowledge would be credited with saving many worlds from the Tyranid menace.
-One of the greatest threats to the Cadian Gate is halted when the Silver Owls single handedly crush a massive cult uprising that had threatened to take over a planet key to keeping the fortress world properly supplied.
-The Tyranid Hive Fleet {REDACTED} is unintentionally diverted into a set of Chaos Corrupted worlds due to the Silver Owls purging the entirety of the Genestealer presence within the region of space that Hive Fleet {REDACTED} had originally been poised to assail, sending the Tyranids completely off course.
Rolls omitted
-Sisters of Battle: The Silver Owls and Sisters of Battle have... complicated relations with one another. Those Orders of the Sister of Battle whom remember the Order Militants… less-than-stellar origins actually tend to find a form of kinship with the Silver Owls, sharing their burden of guilt for the crimes they committed at Vandire's behest,. However, those who do not recall the history of the Brides of the Emperor tend to have extremely bad relations with the Silver Owls, who themselves tend to be reminded of the Age of Apostasy when dealing with exceptionally difficult Sisters of Battle.
-Space Marines: While the exact relation, as with many things, varies between Chapters, the Silver Owls are widely considered by their fellow Marines to be a cold and bitter lot. Though they have proven themselves to not have the callousness of the likes of the Iron Hands or the Marines Malevolent, and as such avoid the outright hatred of Chapters like the Salamanders, the displeasure the Silver Owls have with their status as the de-facto rebellion crushers among Space Marines is all too apparent to other Chapters.
-Adaptus Arbites: To a member of the Arbites, the presence of the Silver Owls is the ultimate failure state. This is a bad thing for the standard officer on the ground, but at the same time many higher ups within the organization consider the potential for death at the hands of the Silver Owls a fitting punishment for incompetence. Those Arbites who work with the Silver Owls often find them surprisingly competent and reasonable allies, albeit ones that are known to immediately shoot Arbites on the spot if they catch one using 'guilty of wasting my time' or similarly nonsensical charges as a reason to continue harassing someone. In the eyes of the Silver Owls, such things are at best an excuse given by the incompetent to continue being incompetent, something utterly intolerable among the enforcers of the Emperor's laws.
-Imperial Guard: The Silver Owls and Imperial Guard fight alongside each other most often when a given planet's rebels are either Genestealer cultists or have direct backing from Chaos, and because of this the Silver Owls tend to deeply appreciated for the assistance they offer on the battlefield.
This chapter are Arbites on steroids and frighteningly competent. They are considered cold and dur by other Marines and their task as "Rebellion Crushers" weight heavy on them. Nevertheless they can be considered the Imperiums greatest expert on the Lex Imperialis and all its local interpretations. They are in high esteem for the efficiency (and negible collateral damage) with wich they preform their duty and that they will execute governors and nobility for incompetency.
Genefather: The Iron Hands
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. You'd try to get I and III to stop wasting time killing each other, but that would require you to know what the problem even is. Bah.

Yuruld II is best described as a blasted wasteland, the only upside being that the atmosphere is paradoxically still breathable in spite of the eternal warfare between its two Forgeworld neighbors. Aside from a small handful of locations, primarily the Astral Gear's own fortress monastery, the entire planet is covered in titanic, continent spanning trench networks - some of which have been widened to the point that several vehicles could safely drive within them abreast.

Scattered in and about these massive trenches are veritable forests of unexploded munitions and active mine fields, some of which make usage of arcane technologies only known to the Adeptus Mechanicus - rendering their payloads even more threatening than that of the 'ordinary' explosives left about battlefields in the wake of the Imperium's war machine.

Murderous packs of up to tens of thousands of battle servitors are also known to patrol these wastelands, released by one or the other of the two battling Forgeworlds in a petty attempt to 'distract' their rivals forces. The fact said servitors do not distinguish the civilian inhabitants from their enemies is not a consideration.

Even the weather on the planet occasionally turns deadly, as the very real risk of airborne deployed chemical weapons proves a constant danger, with some clouds becoming so highly concentrated that it actually rains all manners of lethal concoction in some areas.

Within this blasted wasteland ,the many tribes of scavengers that make up the Astral Gear's recruiting pool wander from place to place, looking for scavengeable material both for their own survival and, occasionally, to return to one or the other of the warring factions in return for either supplies or weapons for self defense against the many artificial horrors casually released by the two feuding Forgeworlds over the years.

Fortress Monastery: The Fortress Monastery of the Astral Gears is notable for an impressive amount of heavy and extremely long ranged weapons emplacements, mostly used for the purpose of making sure that the armies of the two Forgeworlds feuding over Yuruld II remember to keep their distance. Incidentally, because of this, the area around the Astral Gear's monastery has become the home of the only permanent settlement on the entire planet, with the rest of it mostly consisting of makeshift camps and Skittarii military bases.
Testing, Testing: The Forge World of Murphius is one of the greatest producers of bolter weapons and rounds outside of Mars itself. They are also constantly switching between the many different patterns of bolters that they have 'discovered' in their obsessive quest to discover the ultimate incarnation of bolt weapon technology. They want a Chapter to test some of their... newer rediscoveries. You wish you could be unconnected to these idiots some days, you really do.
Colors: Bronze with black trim
-When a Marine becomes a veteran, they paint both of their gauntlets Silver to remember the Primarch Ferrus Manus.
-Instead of painting their Armor red techmarines have all iron-colored Armor with sliver gauntlets, black trim and bronze helmets and pauldrons.
-Chapter Master has silver gauntlets and golden helmet.
Symbol: Golden Gear engulfed in rainbow flames
Creed: We Remember His (Ferrus Manus) Will
Battle cry: Remember the Gorgon!! For we are his Vengeance!!
-Randomized Bolter Quality: The bolters of this chapter tend to be of a highly variable quality - some being among the best ever produced, while others... are only good as a physical bludgeon to hit the enemy with.
-Bargaining: This Chapter believes that Ferrus Manus's death at the hands has left a hole within the hearts of his gene-lineage, one that desperately needs to be filled. They will constantly seek out a way to fill it, though they will stop short of outright Heresy.
-Adaptive (Without Flesh is Weak only): Marines from this Chapter are highly adaptive, and able to make due with whatever they have on hand even in rather dire situations.
-Machine Empathy: Marines from this Chapter have a natural empathy with machines, both increasing the performance of its general equipment and the combat ability of it's Techmarines due to happy and cooperative Machine Spirits.
-Vehicle Slayers: Marines from this Chapter excel in anti-vehicle tactics, and rarely deploy without anti armour weapons to hand.
-Cyborg Slayers: Marines from this Chapter are masters at destroying cybernetically enhanced foes.
-Marksmen: Even among Space Marines, the marksmanship of the Chapter is top of the line.
-Techmarines: This Chapter has more Techmarines in its ranks than normal, improving the quality of their equipment and allowing them to create a greater quantity of advanced wargear.
-Politics: This Chapter has grown adept at manipulating the surrounding political landscape. A sad necessity, in the increasingly politically driven Imperium.
- Specialist Ammo: The Chapter has a ready source of specialized bolter rounds, letting them bring the best possible ammunition for any engagement.
While the Astral Gears are mostly Codex compliant, they have been noted to possess a Scout Company of much larger size than the average. This is due to the Chapter's past difficulties in recovering from major casualty events, leaving them wary of allowing their supply of potential replacement forces falling too low.

The Mandated Secondary: Due to the... varied nature of the quality of Murphius's Bolters, every battle brother and scout within the Astral Gears is mandated to hold and maintain a ranged weapon of roughly equivalent purpose to the standard bolter in the event their weapon proves inefficient. Autoguns and lasweapon scaled up for Space Marine are the most common choices, but some Marines have managed to acquire more esoteric or powerful weapons over the years.

The Cleaners of the Rusted Wound: The Astral Gears believe that when Ferrus Manus was slain, he left a massive spiritual void within the Iron Hands and all their successor Chapters, and that so long as this terrible sense of emptiness persists, the sons of Manus will forever be cursed with a madness that will eventually lead to their destruction - or even worse, to Chaos. However, beliefs on the best way to fix this void tend to very wildly even within the Chapter, with a selection of the more common schools of thought recorded below.
-Techmarines: Within the Chapter, the Techmarines are the most vocally pro-civilian of the Astral Gears. They believe that the Omnissiah created the Space Marines to protect humanity first and foremost, and that by focusing solely on the destruction of the enemy, the Iron Hands and their fellow successor Chapters rejected their true purpose. Like the rest of the Chapter, they feel that Ferrus Manus's loss created a deep wound in the Chapter's soul, but the common faith of the Techmarines is that it would heal on its own, if only the Sons of Manus would do as the Omnissiah had intended.
-Librarians: The Librarians, on the other hand, believe that Ferrus Manus had hated his augments, and consider the Void to be a result of his Warp spirit becoming restless over his children's insistence on self mutilation. Due to this, the Astral Gears Librarians are noted to despise having to work with the Iron Hands or their fellow successor Chapters, whom they see as dooming all of them with their obsession of replacing themselves with machinery.
-The Rest: The position of the humble Astral Gear is usually somewhat similar to that of the Librarians, though instead of despising their brothers they instead hold the belief that the best way to heal their Primarch's spirit is by bringing glory on the battlefield, so he may rest knowing they are strong enough to fight on without him.

Unique Units
-Scavenger Veterans: Astral Gears that have seen many battlefields and acquired a wide variety of weapons, it is said that no matter what foe they face, a Scavenger Veteran always has at least one weapon on hand that is particularly devastating against it.
-Scavangturs: Cybernetically enhanced humans gifted with reflexes that are actually slightly faster than those of Space Marines and giving them vastly enhanced sensory organs, the Scavangtur's main role is in infiltration, sabotage, and even scouting duties. Notably, the Scavangturs are not actually created by the Astral Gears themselves - they are simply a class of cyborg native to the Astral Gear's home planet.
-Risen Russ: Ancient Leman Russ tanks that have been scavenged from the battlefield and equipped with a Mechanicus approved refit package, the Risen Russ is somewhat more powerful than it's standard counterpart and is crewed by professionals from the Astral Gear's wartorn home planet.

Chapter Relics
-Wasteland King: An unknown dreadnought of strange make and with several instances of advanced DAOT technological innovations built into it, the Wasteland King is not so much held by the Astral Gears as much as it simply appears to help them in times of need. This aid is very much appreciated, as the Wasteland King has been shown to possess the firepower, speed, durability, and skill to take on entire armies and have reasonable chance of emerging victorious if given enough time. Strangely, despite being apparently destroyed many times by assaults up to and including a direct hit from a traitor Titan, it always emerges once more at a later time, seemingly no worse for wear. In modern times, many within and without the Astral Gears consider the appearance of the Wasteland King to be a direct intervention of the Emperor.
-Mercy: A unique power axe in the possession of the Astral Gears, said to bring immediate death to any cybernetic being it strikes.
-Pandium Bolters: A series of unique bolters held by the Astral Gears, each possessing different capabilities - including one that has a form of cloaking technology built into it. Why exactly the magos responsible thought it was a good idea to make a bolter that turns invisible without doing the same to the Space Marine using it is anyone's guess. Rumors that another Marine Chapter has had a similar experience, but with dreadnaughts and the coffins placed into them instead, are thus far denied by the Administratum.
Vs Deathskullz 77: 97 (Bolter Quality 15, -10)
Vs Necrons 25: 40 (Bolter Quality 26, -5)
Recovery 26: 26
Vs Dark Mechanicus 76: 106 (Bolter Quality 12, -10)
Recovery 3: 3
Vs Iron Warriors 6 : 41(Bolter Quality 36, -5)
Survival 95: 115
Recovery 29: 29
Recovery Second Stage 64: 64
Vs Necrons 60: 105 (Bolter Quality 56, +25)
Vs Iron Warriors 17: 79 (Bolter Quality 55, +25)
Vs Rogue Mechanicus 85: 165 (Bolter Quality 69, +35)

The biggest problem with taking ranged bonus with variable quality bolters is that the bonuses become extremely dependent on the bolter quality rolls.
-A large WAAAAAGH dominated by the Deathskullz was intercepted and crushed by the Astral Gears, who proved remarkably adept at dismantling the ramshackle weapons of the Orks. After the fact, the Astral Gears proved... remarkably eager to melt down the remains of the Ork's equipment, repurposing the raw materials for other uses.
-A catastrophic encounter with the Necrons, and the resulting destruction of 3 Companies, leaves the Astral Gears reeling, forcing the Chapter into a long and painful recovery period.
-Despite the slow recovery, the Astral Gears find themselves embroiled in a savage war with the Dark Mechanicus. During the fighting, it is known that several legions of Daemon Engines were destroyed by the Astral Gears, and that the entire military arm of three of the eight Dark Forge Worlds that took part in the campaign were slain to the last.
-In what has been described by members of the Iron Hands that were present as "A repeat of Isstvan V", the Astral Gears are almost wiped out by the Iron Warriors after two fellow Iron Hands successor Chapters reveal themselves as traitors. The encirclement was thankfully broken when several other loyalist successor Chapters broke the siege, but the damage between the Astral Gears and the rest of the Tenth Legion had been done. Fortunately, the Astral Gear's expertise in survival had meant that a full two companies had managed to remain at half strength, though most of the others were reduced to a single squad. It would be many, many, many years before the Astral Gears would return to their former glory.
-Shortly after their rebuilding period, the Astral Gears would end up battling the Necrons again. The exact nature of the battle is unknown, as the Astral Gears do not speak of the topic. Rumors that the Necron Overlord was so amazed at the Astral Gear's tenacity after a full millenia of fighting that they willingly left the battlefield with their remaining forces out of respect for his foe's courage have been suppressed by the Inquisition as Pro-Xenos propaganda.
-The Astral Gears would at last attain vengeance on the Iron Warriors, on the eve of the latter's victory over a full two companies of the Imperial Fists. While not all details are known, it is confirmed that during the battle a traitor Titan was destroyed in such a way that it's corpse fell upon and crushed the Chaos Warlord to death, as well as seeing the literal undermining of an entire Iron Warriors fortress - causing the massive citadel to the Dark Gods to fall into an active volcano as the earth around it crushed the structure at the same time.
-Several Forge Worlds rebel against the wider Mechanicus. Due to the Astral Gear's intervention, these rebellions are swifty crushed, and all evidence that they had ever occurred is stricken from the records.
Rolls omitted
-Marines Malevolent: The Astral Gears hate the Marines Malevolent, for two reasons. The first is... well, the reason everyone hates the Marines Malevolent - their callous disregard for civilian lives. However, the Astral Gears also have a more practical reason for their rivalry, as the Marines Malevolent are a direct competitor in the field of post battle scavenging. On more than one instance, this has led to the two Chapters coming to the edge of direct combat in the aftermath of a battle.
-Blood Ravens: The Blood Ravens and the Astral Gears have an odd respect for each other, and often exchange powerful weapons and relics to each other in the aftermath of particularly devastating battles.
-Salamanders: The Astral Gears have an odd friendship with the Salamanders, and after one particularly long campaign fighting alongside each other, many Astral Gears have taken up forging as a hobby of sorts.
-Iron Hands: Outside of the Librarians, who are known to hold outright contempt for the Iron Hands, the Astral Gears have a cold relationship with their parent Chapter. The betrayal during the Broken Gear incident has only reinforced the idea that the Iron Hand's practices are a sign of built in mental instability, leading to a cultural tendency to ignore their brothers. Unlike the norm among Space Marine disagreements, the Iron Hands, though they find it extremely misguided, fully understand their younger brother's decisions.
-Adeptus Mechanicus: The Astral Gears have proven themselves masters at both keeping the many factions with the Mechanicus pleased and making sure that those same factions have practical reason to want to keep them around.
-Imperial Guard: Oddly enough, the average Imperial Guard regiment seems to find the Astral Gear's habitual scavenging and occasional annoyance at unreliable equipment to be either amusing or even deeply relatable, depending on the regiment in question.
-Other Space Marines: The average Space Marine Chapter finds the Astral Gears to be extremely strange at the best of times, likely due to the Chapter's habit of scavenging and predisposition to strange tactics.
An experimental successor chapter of the Iron Hands that has varied quality for their bolter weapons (from unuseable to legendary). They still are excellent shoots through they have a perchance for looting battlefields. Notably they do not suffer from "The flesh is weak" like their parent chapter or many other successors.
Genefather: World Eaters
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.

Stations of Rebirth: The Reborn Crusaders maintain a series of powerful Space Stations throughout the Imperium. These stations serve as a means for drawing recruits for the Chapter itself, as they are usually near the Reborn Crusaders' many recruiting worlds. Due to the importance of this role, each station is among the more heavily fortified in the Imperium, and often serve as anchorages for the Reborn Crusader's fleet.
The Shamed: As things stands there is nothing to do with Marines who have fallen out of favor with their Chapter, nor those who have committed crimes steep enough to bring dishonor, yet not severe enough to warrant death…. Of course, the only thing even remotely fitting to monitor these wayward Marines would be other Marines.
Colors: Due to assembling Marines from other Chapters, Reborn Crusaders lack formal Chapters colours and great variety can be observed in the colouration and iconography of the Chapter's armaments. The most common however are:
-Battle-Brothers: Blue Primary, White Secondary, with Bronze helmets and armour trim.
-Chaplains: Mostly White, with Right Golden Gauntlet and Scarlet Left Gauntlet. The Right Gauntlet symbolizes Emperor's protection and guidance of Humanity, while the Left Gauntlet, represents Emperor's wrath and justice destined for Imperium's enemies.
-Veterans: Do not paint their armour fully, instead they use unpainted ceramite as background, for Red, White and Blue symbols and lines, those symbols are artistic representations of the Veterans history and deeds in the Chapter. This tradition among the distinguished and experienced Reborn Crusaders was started by Marines who originally hailed from other Chapters.
Symbol: Blue and White Phoenix, rising from Red Lotus. Representing rebirth/absolution through duty and battle.
Creed: In Duty Absolution
Battle cry: Let Battle Wash Away the Sins!
-Unusual Structure: This Chapter is structured in an extremely unusual way, compared to the average Space Marine Chapter.
-Ax Mastery: The Space Marines of this Chapter are undisputed masters with the usage of chain, force, and power axes.
-Legendary Melee Prowess: The average Marine of this Chapter is vastly superior to the standard in terms of their skill in close combat, with only the Veterans of other Chapters being able to reliably top them. And their own veterans... ah, a truly glorious sight.
-Ship Maintenance Masters: This Chapter knows how to keep its Void Ships in excellent working order.
-Close Combat Specialists: The Marines of this Chapter excel in all areas of close combat.
-More Terminators: This Chapter has more Terminators than the average.
-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.
-Deepstrikes: More so than even other Space Marines, this Chapter has gained a mastery of the orbital strikes Adeptus Astartes are famous for.
-Terminator Training: The Marines of this Chapter are supremely skilled in using the legendary Tactical Dreadnought Armour, more commonly known as Terminator Armor.
-Extra Assault Packs: The Chapter has a great number of Assault Packs, letting them retain a greater number of Assault Marines in each Company.
Organization: The Reborn Crusaders are organized into 13 companies, each of differing sizes and composition, including several 'specialist' companies that perform unique yet important roles within the Chapter as a whole.
-1st Company: The largest Company of the Reborn Crusaders, and the main body of the Chapter. Aside from its role of overseeing the rest of the Reborn Crusaders, as well as its unusually large amount of particularly skilled Terminators, the 1st Company taken on it's own could very well be mistaken for a standard Codex Space Marine Chapter, to the point that it even has similar divisions among it's 'sub-companies' as a regular Chapter. The 1st Company uses the Chapter symbol.
-2nd Company: The Marines of the 2nd Company are composed of those for whom their greatest sin was failure. Because of this, they make up the second largest group on average, and are the Company most likely to deploy in full force, but have a proportionally lower amount of Warden Chaplains - those whose only sin was failure do not usually need additional supervision. They are signified by an eyeball with a single tear dripping from it.
-3rd Company: Marines found guilty of disobedience, yet not sufficient to earn death, are often forwarded to the 3rd Company. Due to their perceived lack of reliability, the 3rd Company never deploys as a full force and is instead divided up into individual Squads - each accompanied by 2 Warden Chaplains - and seconded to other Reborn Crusader forces. They are symbolized by the image of a broken hand.
-4th Company: Marines who have suffered the loss of their entire Squad, Company, or even their entire Chapter often end up joining the 4th Company. These Marines are often insanely skilled even by the standards of Space Marines, but the loss of so many brothers tends to cause issues with teamwork. Due to this, they are often seconded out to other Reborn Crusader forces as individual specialists. Their symbol is a skull.
-5th Company: Marines who are accused of corruption, but exonerated upon further inquiry, often are dishonored even when their innocence is proven, and thus choose to abandon their distrustful brothers and join the 5th Company. Though exoneration has been given, the 5th Company is kept under conditions much like that of the 3rd regardless, in case of them truly wavering in future. The symbol for the 5th Company is a chalice.
-6th Company: The 6th Company is made up of Marines that have some form of issue with their own Chapter, but not with the Imperium as a whole. While it does have some Warden Chaplains among its number, the 6th Company is mostly trusted to deploy as a true Space Marine company without suspicion. The symbol of the 6th Company is a talon.
-7th Company: The Marines of the 7th Company are actually Marines in good standing who, for one reason or another, have nevertheless been asked to leave their home Chapter. Because they are not actually in need of redemption, the 7th Company rarely has need of Warden Chaplains and on several occasions has even proven able to supply its own Chaplains 'in house', for lack of a better word. Its symbols is a sword.
-8th Company: A company reserved solely for Marines from Imperial Fists descended Chapters. Most do not know exactly why the 8th Company is the way it is, nor why it's count of Warden Chaplains is the second lowest in the entire Chapter, but then again few feel the need to ask. It's symbol is, predictably, a fist.
-9th Company: {REDACTED BY ORDER OF THE INQUISITION}
-10th Company: Made up of Marines who are tarnished by association with a Squad, Company, or even entire Chapter turned traitor, the 10th Company has some of the highest counts of Warden Chaplains, at least among those companies within the Reborn Crusaders that are actually allowed to deploy at Company strength. The symbol of the 10th Company is a snake.
-11th Company: Marines whose homeworlds have betrayed the Emperor. They are the second most watched Company, directly after the 10th. The symbol of the 11th company is a broken bone.
-12th Company: Marines that, for one reason or another, feel deeply personally ashamed even though they are not condemned by any wider authorities are enrolled into the 12th Company. Among the 'normal' Reborn Crusaders Companies, it is the 12th most imagine of when they think of the Chapter. The symbol of the 12th Company is a hammer.
-13th Company: The 13th company is made up of Marines that… There is no polite way to phrase this, are as vile as a Marine could possibly become without officially stepping over any lines. They are those Marines that somehow, among the entirety of the Adeptus Astartes, manage to be exactly as unpleasant and morally bankrupt as it is physically possible to be without earning an official censure from either the wider Imperium, or their own Chapter. The sheer vitriol this company receives from all quarters has led to it being sent on multiple suicide missions, yet the 13th have managed to survive and even thrive after every attempt. It's symbol is a noose, which many wish was more literal.
-Death Company: The Reborn Crusaders Chapter has been given the solemn duty of maintaining a Death Company for those Blood Angels that fall to the Black Rage while in their care. It's symbol is a drop of blood.
-{REDACTED}: A Company formed after an Incident involving the Dark Angels. All other details are classified so thoroughly it is quite likely nobody knows any other details save the Chapter Master.

Warden Chaplains: Those Chaplains of the Reborn Crusaders entrusted with watching over the many Marines from outside of the Chapter proper are known as Warden Chaplains. Other than their unique wards, however, the role of a Warden Chaplain is much like any other.

The Gathering Cruisers: Specialized Strike Cruisers that serve as transports for the many Marines banished to the Reborn Crusaders by their brothers due to one flaw or another. They possess the capacity to act as prisons in time of need, but very rarely actually need to fulfill such a role - the Marines that join the Reborn Crusaders are still loyalists after all, and so the most common usage of these Cruisers as prisons is to hold Blood Angels that have fallen or are at risk of falling to the Black Rage.

Artifacts/Unique Units/Rare Units
Vs Orks 77: 177
Vs Third Black Crusade 78: 158 (Guess Abandon has a new Imperial Saint to deal with despite preventing a different one... hehehehe.)
Vs the Unforgiven 18: 98
Vs Orks 82: 182
Vs Necrons 76: 116
Vs Orks 91: 191
Vs Orks? 99: 199
Vs Unforgivin 63: 145
Vs Tyranids 77: 117
Vs Unforgivin 56: 136
-A Reborn Crusaders strike force destroys several burgeoning WAAAAAAAGHs, suffering heavy casualties due to a completely disproportionate number of larger Orks within the combat area for the scale of the WAAAAGH. This greatly worried the Inquisition's Ordo Xenos, but no evidence of the cause has yet surfaced.
-The Reborn Crusaders discover, intercept and destroy a splinter of the 3rd Black Crusade, suffering major losses in the process. During the battle, the then-current Chapter Master of the Reborn Crusaders duels a Bloodthirster in close combat, and succesfully brings it True Death, though he himself died in the attempt. Legend has it that the Chapter Master was reborn as a Living Saint there and then, in honour of his heroism - something supported by the repeated manifestations of a Space Marine-like Living Saint around the turn of the 40th Millenium.
-A large Reborn Crusaders strike force is ambushed by unknown Space Marine forces, suspected to be sent by the Dark Angels and their affiliated successor Chapters. Due to this, the {REDACTED} Company is formed within the Reborn Crusaders, and the Chapter at large adopts a policy of refusing to deploy alongside the Dark Angels.
-Once again, the Reborn Crusaders end up fighting a large Ork force, this time managing to intercept a WAAAAAAGH that would have destroyed the Forge World of {REDACTED} as well as Shrine World {REDACTED}.
-A bloody battle against the Necrons becomes a five way brawl, drawing in multiple Keepers of Secrets, an Ork WAAAAAGH, and a large force of an unknown Xenos species that seemed obsessed with stealing the left arm of every combatant they could find…. Somehow even managing to do so successfully to the Necrons. Why exactly they were so singleminded in theft of the left arm remains a mystery.
-An Ork WAAAGH of immense scale is utterly destroyed at the battle of Darkmountain Pass.
-Following Darkmountain Pass, the Reborn Crusaders would go on to destroy the Ork Empire of Orklantus, sinking several of it's major 'cities' into the oceans of the many aquatic worlds of the region. So effective were the forces deployed to the battle, that the Reborn Crusaders became renowned the galaxy over as 'right and propa' enemies to fight.
-A battle between the Reborn Crusaders and the Dark Angels would lead to the latter having to postpone their hunt for the Fallen - an act that enraged the First Legion beyond words.
-The Reborn Crusaders would participate in the battle of {REDACTED}, defending an ancient Forge World from the ongoing attacks of Hive Fleet Hydra.
-Several entire Dark Angels successor Chapters would be wiped out in a battle between the Reborn Crusaders and the Unforgiven, eventually forcing the High Lords of Terra themselves to intervene and demand an end to the fighting and a truce between the two Astartes forces.
Rolls omitted
-Dark Angels: The Reborn Crusaders and the Dark Angels despise each other on a level that no two other Loyalist Chapters can ever comprehend, and will refuse to fight alongside one another at any opportunity. Not even a Black Crusade would be sufficient to force the Reborn and the Unforgiven to work together.
-Marines Malevolent: The Marines Malevolent have a preference for avoiding the Reborn Crusaders, after a chance encounter with the 13th Company - a group that even they find to be unbearably unpleasant to remain around for extended periods of time.
-Blood Angel: The Blood Angels and Reborn Crusaders have fairly amicable, if unremarkable, relations.
-Imperial Fists: <REDACTED>.
-Inquisition: The Inquisition makes frequent usage of lesser companies of the Reborn Crusaders as a source of relatively expendable Space Marines, for cases when the Guard, Stormtroopers, or even Sisters of Battle cannot be expected to handle matters with a decent chance of success.
-Iron Hands: The Iron Hands have worked alongside the Reborn Crusaders on multiple occasions, and have developed a slightly positive opinion on the other Chapter's ability to accomplish its tasks. This is a significant achievement.
Founded to ride herd on Space Marines that have left or are exiled from their chapter for various reasons. As such their first company is in effect a standard chapter with the other 14 companies containing marines with various failings. For example the 13th contain such characters that even the Marines Malevolent avoids them (sadly they routinely survive suicide missions).
Genefather: Luna Wolves
A death world of varying climate, with deserts, tundra, jungle, forest, ocean, grassland, and more to be found. The weather is not exceptionally terrible, but the murderous wildlife is as varied as it comes.

The Sons of Cerberus homeworld of Sarzaz is one of the most varied death worlds to hold the name, covered in a variety of biomes - each of which have roughly five billion individual ways to kill you.

The northern and southern poles of the planet are dominated by massive tundras, with mountain sized glaciers that penetrate all the way into low orbit constantly crashing against one another. In these horrific plains. the Sarzaz Thunderbears battle with the vile Blight Wolves, vying for the right to devour the Absolute Zero Moose that calls the region home and acts as the base of the local food chain.

Dominating the majority one of the planet's continents is the Blood Desert, a wasteland filled with blood red sand that has a resting temperature so hot, that any living thing not specifically adapted to it will combust upon contact with even a singular grain.

On that same continent lies the Jungles of Carnage - a place that has been described by a troop of Catachan Guardsmen who once undertook a training mission in the area in order to keep themselves sharp as 'basically home'. You don't really feel like much else needs to be said on the matter.

The planet's other major continent, meanwhile, is bound together with the Blood Desert by a land bridge, and was split between a vast, sprawling grassland and large forests.

Donating the Grassland were the Imperial Knight sized Goliath Birds, whom often battle the space fighter sized Dread Eagles for territory. These bloody conflicts were often long lasting, with any given feud between a group of Goliath Birds or Dread Eagles likely taking a full decade to resolve.

Within the forest, the dominant predator was a vaguely humanoid furred species, with such physical strength as to be capable of tearing a fully armored Space Marine in half with their bare hands - only the most eminent Veterans of the Sons of Cerberus are allowed to even set foot within this most deadly region of their planet.

And finally, the oceans, which your junior's reports indicate were mostly just filled with your usual array of horrible, water based death world wildlife. As per standard procedure, all visitors are to stay away from the oceans at all costs.

Fortress Monastery: The Sons of Cerberus' Fortress Monastery is located in the dead center of the land bridge connecting the planet's two major continents, and surrounds the only canals allowing for easy travel between the northern and southern half of the planet. This strategic position is immensely valuable, and cripples any surface naval forces attempting to assail Saraz. A unique feature of the Sons of Cerberus' home is the 'Ice Pen', a massive enclosure where the younger Ultrabears raised b,y the Chapter reside. The adults, naturally, are too large to sustain themselves within such a facility but the Sons of Cerberus thus far have proven themselves impressively skilled at teaching the younger Ultrabears the abilities they will need to survive once the time to release them back into their 'normal' habitat arrives.
Reinforcing Obscurus: An increase in threats in Segmentum Obscurus has led to many within the Imperium pushing for additional Space Marines within the region. A contribution by you would go a long way towards assuaging their fears.
Colors:
-Neophytes: Wear featureless masks before undertaking the Chapter's Immolation ritual, after which they are accepted as full Chapter members.
-Battle-Brothers: Wear personalized helmets, usually designed to look like a scarred Human face or canine/ursine muzzle
-Tech-Marines and Chaplains: Wear helmets resembling Canine or Ursine skulls.
-Chapter Master: Wears an artificer helmet mean to resemble the face of a legendary, Astartes-like figure, said to aid the Sons of Cerberus in times of need and strike unimaginable terror in the Chapter's enemies, especially the Traitor Marines of the Black Legion. Some even theorize this figure is a member of the mysterious Legion of the Damned. Regardless of the truth, the strange apparition is known only as "The Cerberus", and it's known that a Chapter Cult has developed around this figure - there are even some who claim that the Chapter named themselves after this mysterious Marine in the first place.
Symbol: Three canine heads, representing both the Chapter's brotherhood, their eternal duty to defend Segmentum Obscurus, and their duty to Humanity as a whole.
Creed/Battle Cry: "We kill for the Living! We kill for the Dead!"
-Immolation: The Chapter's Marines…. More or less melt their faces off in an attempt to rid themselves of the visage of the Arch Traitor. Many Battle Brothers require cybernetics to maintain combat efficiency, or even survive after the process.
-Astartes Exemplars (Legendary): Marines from this Chapter are among the very best, even by Space Marine standards. Woe be to the foe that faces them in battle, for they are the Angels of Death, and they know no fear.
-Decapitation Strikes: The Marines of this Chapter are masters at locating and killing enemy leadership and champions.
-Commander Killers (Legendary): More so than any other, this Chapter has adopted and perfected the art of killing enemy leadership, beit before, during, or after a battle.
-Ultrabears: The Chapter has tamed some of the fierce Ultrabears of Sarzaz, creatures in possesion of immense size, the power to fight Warhound Scout Titans as equals, and an immune/digestive system so potent they can fight on Tyranid or Nurgle infested battlefields and get away with eating their opponents. Your mind boggles at how they pull that one off, but pull it off they have.
-Skirmishers: The Marines of this Chapter are immensely skilled in skirmishes and other small scale confrontations.
-More Champions: This Chapter has more Champions than most can claim.
-Extra Assault Packs: The Chapter has a great number of Assault Packs, letting them retain a greater number of Assault Marines in each Company
The Sons of Cerberus are, usage of massive bears aside, a Codex Compliant Chapter notable for their matchless excellence in combat - to a degree shocking even by the standards of Astartes. This sheer martial brilliance has led to some dark rumors about the Sons of Cerberus' true nature among the more superstitious Chapters, but most are simply happy to have such competent allies by their side.

The Scarring: As a result of a flaw within their Gene-Seed that results in a visage the Sons of Cerberus utterly loathe, the Chapter is widely known for the practice of... well, more or less burning their faces off. The damage from this rite of passage can range from simple scarring severe enough to render their original face unrecognizable, to a marine outright requiring cybernetic replacements to remain alive after the fact. Oddly enough, those marines who wind up mained to the point of needing cybernetics are actually considered blessed within the Chapter, and frequently end up as Chaplains as a result. By contrast, Marines whom are insufficiently deformed by the flames are considered cursed, to the point they will then go through the scarring a second time until proper obliteration of their facial features is achieved. Though not treated badly by their brothers by any means, these Marines are still known to have a strong sense of self loathing, to the point many refuse any promotions, and take up the role of Assault Marines for their entire career.

Unique Units of the Sons of Cerberus
-Ultrabear Calverley: Space Marines riding bears. That is all.
-Ultrabear Ancient: Elder Ultrabears range from the size of the average Imperial Knight to the size of a full blown Imperial Titan - and these are the latter. These massive beasts have shown time and time again that they are more than capable of doing battle with the superheavy war machines they often face on the battlefield.
3rd Black Crusade 62: 102
VS Orks 26: 66
Vs Word Bearers 84: 164
Vs Black Legion 54: 95
Vs Necrons 20: 47
Vs Black Legion 46: 86
-During the 3rd Black Crusade, the Sons of Cerberus enter a deadlock against a major Black Legion fleet over the world of Tartarus 88. Little is known about the battle itself, only that the Black Legion commander was incensed beyond words after an unknown incident. Due to this the Black Legion and Sons of Cerberus have had an impressive blood feud with one another, of an intensity rarely seen between a later Founding Chapter and one of the actual Traitor Legions themselves. Incidentally, this battle marked the first usage of a Titan sized Ultrabear in combat.
-A dedicated strike on the Ork Warboss 'SPACEMARINEKILLA' leads to the dissolution of a particularly threatening Ork WAAAAAGH, but not before the complete destruction of five entire Space Marine Chapters at the aptly named Warboss's hands.
-Several major Word Bearers incursions are stopped when the Sorcerers and Dark Apostles leading the attacks end up brutally slaughtered. The Dark Apostles especially were killed in particularly humiliating or degrading ways - at least one incident spoke of one being found after having been run over by a Rhino... repeatedly.
-A bloody battle with a Black Legion Warband ends when a Titan-sized Ultrabear manages to suplex a Chaos Imperator Titan, slamming the corrupted machine directly into the desecrated Fortress Monastery the Black Legion had been using as a makeshift base, destroying both in the process.
-The Sons of Cerberus engage in a several decade long battle with the Necrons of the <REDACTED> Dynasty on the world of <REDACTED>, the conflict only ending when the Chapter Master and local Overlord both are presumed dead after plunging into an artificial sun of warpfire - A form known to negate the Necron's ability to warp to safety when facing destruction.
-Once more, the Sons of Cerberus and the Black Legion find themselves in a merciless, long lasting battle. This time, the clash found itself ended when the Sons of Cerberus Dreadnought known as 'End of Traitors' killed the Chaos Warlord by manhandling him and using him to bludgeon his own Master of Executions to death.
Rolls omitted
-Ultramarines: The Ultramarines and the Sons of Cerberus maintain a professional, yet friendly relationship, one deepend by the Sons of Cerberus' actions in utterly humiliating the Word Bearers.
-Space Wolves: The Sons of Cerberus and the Space Wolves have an intense, yet very friendly rivalry with one another. Many other Chapters "joke" that this is because the two canine named Space Marine chapters simply have a natural affinity… though obviously, they do not do so within earshot of either the Sons of Cerberus or the Space Wolves, who have long tired of the eternal jibes.
-Blood Ravens: The Blood Ravens have in their Reliquary one of the Sons of Cerberus' oldest artifacts, the 'Titan's Axe'. Strangely, while neither party has records of the Sons of Cerberus giving the artifact to the Blood Ravens, both of them are also quite certain it wasn't stolen either - how it ended up aboard the Blood Raven's flagship is a mystery, and so both Chapters act as if it was gifted for the sake of expediency.
-Salamanders: These two Chapters, oddly enough have bonded quite well, mayhaps over their shared…. association with fire, though they themselves would insist that the friendship between Chapters was more traditional and born of working together on many campaigns. Perhaps both are true.
Successor chapter of the Luna Wolfes that have taken to ritual immolation to clean themself of the traitors face that they bear. They have a matchless excellence in combat and are very good at killing enemy commanders.

You are a hero for doing this. Please forgive my habit of overdoing it and turning a single sentence Frog put in as an afterthought into a whole paragraph.
 
Good to hear man.

Hey guys, if we get a chance, I'd like to do a chapter for helping defend the Cadian Sector and use both IW/IF geneseed to make Cadia even more of a fortress.

Yeah it wouldn't stop the Fall, but I want to make Abby's forces suffer when they launch the 13th Black Crusade.
 
Good to hear man.

Hey guys, if we get a chance, I'd like to do a chapter for helping defend the Cadian Sector and use both IW/IF geneseed to make Cadia even more of a fortress.

Yeah it wouldn't stop the Fall, but I want to make Abby's forces suffer when they launch the 13th Black Crusade.
They will say no in making cadia into a recruiting world its too valuable to the administratum
 
I don't know if anyone thought of this yet but...: Does anyone else want to do a potential White Scar-Thousand Sons chimeric chapter idea in the future?

Like, not right now, but something of an idea to consider of doing in the future?
 
Voting is open
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