In the 30th Millenia, the Imperium has been born. Under the watch of the Emperor of Man and his Primarchs, humanity is recovering from the Age of Strife. Follow one of the unknown Primarchs during the Great Crusade and see if you can make Warhammer a kinder setting.
Dice Rolls: Outcomes are determined by rolling a d100.
Success Thresholds: For non-contested rolls, thresholds may apply to enhance the result.
Contested Rolls: When two parties act against each other, a contested d100 roll is used.
Bonuses: Bonuses apply to contested rolls, including attributes like a commander's skills, a fighter's strength, or an assassin's stealth.
Degrees of Success:
Rolling 20 or more above the opponent after bonuses yields 1 degree of success.
Each additional 20-point lead grants an extra degree of success, improving the result.
Critical Rolls:
Critical Success: A natural 100 (rolled before bonuses) results in a critical success, adding a +20 modifier to the final roll and a special narrative bonus.
Critical Failure: A natural 1 (rolled before bonuses) results in a critical failure, adding a -20 modifier to the final roll and a special narrative penalty.
Ties: If neither side wins by at least 20, the round is a tie, and the next round starts with no modifiers.
Roll Modifiers by Character Tier:
+0: Humans and most Xenos
+10: Supersoldier variants, such as the Asura
+20: Astartes, Lesser Daemons, and Eldar
+30: Daemonic Heralds and Custodes
+40: Primarchs and Greater Daemons
+80: Favored Daemons
+120: Honored Daemons
+250: Exalted Daemons
+500: Entities like the Emperor and the Beast from 40k canon
+1000: Powerful entities such as the Emperor with specific bonuses, Be'lakor, Drach'nyen, and Cegorach
+???: Entities like the Chaos Gods, C'tan, and Old Ones exceed this scale.
Traits: Characters may have unique traits and abilities that modify rolls in addition to the standard roll bonus.
Hero Tier: Notable individuals (e.g., Ciaphas Cain, Mephiston, Otto Fritzkin, and Maticus Ventamedes) have a +20 roll bonus in addition to their standard racial bonus and gain traits from difficult experiences more easily.
Proto Hero: Individuals who are exceptional but not quite at Hero status. Proto Heroes have no additional abilities or modifiers but are more likely to gain traits from successful actions. They may also be promoted to full Hero status if they perform exceptionally well.
Terminology in Traits: Traits may specify "effective against nonheroes," which treats Daemons below Greater Daemon rank as nonheroes.
Daemonic True Death: Defeating a Daemon typically banishes it to the Warp, with banishment duration depending on the manner of defeat. Certain abilities and equipment, such as the Rune of Purity, can permanently kill Daemons instead of merely banishing them. True Death requires a high DC roll (121 by default), which some items or abilities can reduce by a set amount (e.g., lowering the DC from 121 to 100 or reducing it further by an item's true kill percentage). Kesar, however, has the unique ability to achieve True Death simply by rolling a higher raw number than the target Daemon.
Note for True Death chance that characters such as Be'lakor have ways of reducing their chances of True Death including traits.
Psyker Rules:
Psykers wield powerful abilities that can influence combat in various ways. Their bonuses are generally always effective in army-scale and ranged combat, but close-quarters melee and duels may completely negate their powers depending on circumstances.
Psykers who achieve Hero status gradually remove their CR penalties.
Duel Rules
Combat Bonuses: Each side adds combat-related bonuses to their rolls.
Wounds:
Each degree of success inflicts 1 wound on the opponent.
For each wound received, the losing side takes a -10 penalty to future rolls.
Maximum Wounds:
2 wounds: Humans, Lesser Daemons, Daemonic Heralds, most Xenos
4 wounds: Astartes, Eldar, Greater, Favored, and Honored Daemons
10 wounds: Exalted Daemons and Primarchs (Primarchs require special narrative conditions for a final defeat. This special requirement can be waived if the Primarch loses a round of rolls by over 100).
Wound Threshold: A 20-point lead is required to inflict a wound, as per the degree of success rule.
Defensive Fighting: Combatants can choose to fight defensively, doubling both sides' wound thresholds to 40. This choice must be made before rolling.
Outnumbering Bonus:
When a duelist is outnumbered, an outnumbering bonus applies as follows:
2 vs 1: +20
3 vs 1: +30
4 vs 1: +40
5 vs 1 and beyond are generally only allowed in special narrative cases and incur major penalties.
Pooling of Bonuses: All duelists involved on one side typically pool their bonuses, although certain traits may prevent this.
Exhaustion:
If combat extends to 7 rounds, both sides receive a -10 exhaustion penalty starting in the 7th round.
Exhaustion penalties continue to stack until the fight ends.
Stealth Rules
Stealth Roll: A stealth attempt applies the individual's stealth bonus against a counter-stealth roll, with anti-stealth measures factoring into the opposing roll.
Ambush Success: If an ambusher achieves 1 degree of success, they succeed, and gain a +30 surprise modifier for the first round of combat.
Ambush Failure: If an ambusher suffers 1 degree of failure, the ambush fails, and they must fight without an ambush modifier.
Ambush Tie: If the ambush results in a tie, the ambush still occurs but without the ambush modifier.
Infiltration Attempt: If stealth is used for infiltration, it requires degrees of success to advance. A tie leaves the infiltrator undiscovered but does not advance them.
Diplomacy
Diplomatic Rolls: A standard versus roll with relevant bonuses. Each degree of success generally yields a benefit unless specified otherwise by the narrative.
Army and Naval Combat
Commanders:
Only one commander provides their full bonus, while a secondary commander offers half unless their specialties differ. More than two commanders add escalating penalties.
Champions:
The first champion provides their full bonus, while secondary champions' bonuses may apply partially depending on the situation.
Aggressive vs. Defensive Strategy:
Fighting defensively doubles damage thresholds. Fighting aggressively reduces thresholds more significantly for attackers (quartered) and moderately for defenders (halved).
Damage Thresholds:
Damage thresholds, analogous to wound thresholds, apply in large-scale battles. Meeting a threshold provides an advantage, which may include forcing a retreat, capturing territory, inflicting specific damage, or increasing casualties.
Naval Combat:
Follows similar rules to army combat, though champions have reduced bonuses (typically halved or quartered).
Tactics, Strategies, and Maneuvers:
Specific tactics and maneuvers may offer additional bonuses or penalties depending on their context and execution.
Note that all of the rules are subject to being bent or broken by traits or abilities from certain characters. This ruleset can be treated as a guideline by some individuals rather than actual rules of the universe.
The purpose of this ruleset is to help clear up any confusion regarding the rules and general mechanics of The Lost Primarch. If there is any information that is missing or is not written clearly, please let me know.
Epitaph - A two-handed blade made by Ferrus and Vulkan, it has taken the lives of countless daemons. Carved with purity runes and the names of Lost Wardens, Epitaph tells countless tales within its bladed edge. A sword of impossibly skilled make, it has been Kesar's companion for decades. *+35 to Duels*
Sagita - A gauntlet mounted on Kesar's gauntlet, with ammunition stored in his pauldron, Sagita was made by the Lord of Iron and is Kesar's oldest weapon. Firing tiny grains of iron using a combination of teleportation and electromagnetic acceleration, the projectiles it fires seem to travel faster than light. It's very design breaks much of how the warp works, yet it functions all the same. *+25 to Duels*
Memoria - An exquisite set of armor forged by Vulkan, this armor has rarely been broken if at all. It is a masterful creation, fit to be worn only by a Primarch. Carved with hundreds of thousands of names, all of whom are dead Wardens and even one human name, Memoria tells the tale of a Legion on its own. *+25 to Duels*
+55 Diplomacy (+40 Primarch, +5 In Your Best Interests, +10 A Test of Soul)
+160 to combat (+35 Epitaph, +20 Sagita - Omake Reward, +25 Memoria, +5 Gifts from Mars, +15 Battle of the Three Stars, +40 Primarch, +10 That Was Far Too Hard, +10 A Test of Soul)
+310 vs daemons (+160 to combat, +101 Anti-daemon, +30 Daemonsbane, +5 Anathema, +4 Fluent in Daemonic Tongues, +10 Seen the Other Side)
Immune to Exhaustion. True kills non Exalted. Non-Exalted immediately die against Kesar. Negate all warp penalties for Kesar and those around him. Makes teleportation far safer for those around him. Roll separately against everyone in a duel. Increase wound thresholds by a factor of 2. If base bonus is higher than a daemons, considered to have rolled a nat 100 vs nat 1 in a duel. (Anathema)
+20 to Legion rolls when Kesar leads from the front (A Parent's Love - Omake Reward)
+10 to rolls for the Wardens if Kesar is near, temporarily removed if Kesar is wounded (Anathema)
+50 to everything (+40 Primarch, +10 A Test of Soul)
If 90% of the Wardens died to another group, Kesar gains +150 to all checks against them.
Negate first two wounds Kesar suffers in a fight (Sentinel Defense System)
-10 to daemons when Kesar is near (Daemonsbane)
50% chance to true death daemons (Daemonsbane Rank 5)
+30 to detecting Alpha Legionaries (Bonds of Brotherhood)
Always can tell apart Alpharius and Omegon (Bonds of Brotherhood)
Even Gods May Die - True death named daemons when certain conditions are met. Varies between daemons
Engravings of the Fallen - Retain hero unit bonuses at reduced effectiveness after their death. Requires certain hidden conditions.
+10 to analyzing tactics (Game Theory)
+55 to leading from behind (+20 Kesar, +20 Perturabo analysis, +5 Horus Notes, +10 A Test of Soul)
+285 Corruption Resistance (+40 Kesar, +60 Till Death do us Apart, +10 A Warden's Rage - Omake Reward, +20 New Orders, New Routine - Omake Reward, +50 Scafrir's Legacy, +15 Purity Rune, +5 Chants of the Wardens - Omake Reward, +2 PURGING WITH MY KIN! - Omake Reward, +5 The Sins that were Seen - Omake Reward, +3 You're Being Watched - Omake Reward, +5 Survivors of Dralik, +10 Come on In, I have an Extra Cup of Coco now - Omake Reward, +8 Zeta Chaplains, +10 Opportunity, +2 Gene Seed Partial Mutation Prevention, +5 Anathema, +2 Primarch of the Wardens, +10 A Test of Soul, +1 Rune of Bone, +10 Rune of Daemonsbane, +4 Rune of Will, +8 Fluent in Daemonic Tongues)
Rolls above 10 against Alpharius and Omegon always count as a 95 as long as they remain friends.
Baptized in Hellfire - Only falls to Chaos if he chooses to
Rune of the Anathema - Provides the location of daemons within a planet-sized area, skilled daemons can obscure their presence. Provides the plans of daemons upon the world. Forces daemonic champions to fight Kesar before they can fight anyone else. Only Kesar can use this rune.
End of Never Born - Daemons must retreat in Kesar's presence unless led by an Honored or above
Bike Expert - +15 to speed rolls while on a bike
Closest of Bonds - Kesar adds his relationship bonus to detecting Alpharius/Omegon, currently +60*
The Starlit Sea - This psychic technique allows Kesar to see the world in a clear-sighted manner, allowing him a limited degree of precognition unique to him and him alone. A lesser mind would shatter with the sights he sees casually, even Primarchs would be tested. But not the Second Anathema, whose vision of starlight he describes as beautiful. *Can choose to fight defensively in duels after seeing the rolls*
For Those We Cherish, Endure All - Twice per compliance, Kesar can take a wound in exchange for negating 1 Degree of Failure for the army battle
The Codex Astartes Chaotica - +80 when commanding Chaos Daemons, +10 when commanding against daemons
Supply Chain Management - Reduced effect of difficult supply lines within Svarga
-25% effect for Chaos God emergency and panic buttons when Kesar is around (Daemonsbane Tier 4)
Runelord - Reduce runic DCs by 10/15/20/10 for Basic/Advanced/Master/Grandmaster Runes
Beta Psyker - +70 to army combat when Kesar is acting as a Champion.
Warp Break - Can briefly shut off the warp in a limited area around him, effectively acting as a pseudo-blank. Can be worked around or overpowered by specific individuals, traits, or locations. This nullifies psyker powers below Beta and reduces powers up to Alpha+ by a rank. It can be used to boost the psychic powers of allies but this causes allies to take CR checks.
Burning Agony - Half penalties due to pain or agony
Military: 120 Imperial Army Regiments (10 million strong each)
Tech Level: High Imperial
Infrastructure Level: 17
Valhalla currently contains a number of improvements instituted over the past four decades. Like most developed worlds, Valhalla holds a highly built-up healthcare system, with hospitals and clinics available to all except the poorest. Of special note is their pediatrics facilities, which have proven to be some of the Imperium's best. This focus is in large part due to the rapid growth rate of Valhalla, along with sizable family sizes. Despite indications of the population growth slowing down, the governor's recent policies have further increased economic growth, leading to families being able to easily afford feeding more mouths.
Additionally, Valhalla has developed rapidly in terms of technology. Due to the disparity in ages, a great deal of the planet's infrastructure relies on highly advanced Mechanicum technologies, whose maintenance has resulted in Valhalla requiring substantial imports and subsidies despite its increasing educational standards. Despite more and more adults on Valhalla, the continous pace of development means that the construction of advanced machinery has outpaced its rapid population growth.
Some of the more prominent facilities on Valhalla are its train system, which faced additional challenges during construction and operation due to the slowly shifting glaciers. Rather than a typical rail, the locomotives of Valhalla instead use a heated rail with supports that extend through the glacier and into the ground below. This complicated construction significantly, and the timeline of construction was only met thanks to large imports of tech priests from the nearby world of Bara.
In the same vein of infrastructure, Valhalla's wet water navy is unique in its design. Relying primarily on ice breakers, these trading vessels are operational for only short periods of time due to the harsh conditions. Combined with dedicated atmospheric craft, however, they have nonetheless been useful in transporting resources between the various hive cities that now dot Valhalla.
Unlike most hive cities, the hives of Valhalla have developed into gorgeous centers of civilization. Designed in a manner that eases internal transit, the people of Valhalla have a fascination with the flora from other worlds. Within these hives, lie a series of gardens, dedicated to cultivating both flora and fauna found in the crusade. It is rare to find a Valhallan that hasn't spent hours within these gardens, marveling at the greenery upon such an icy world.
Housing is also a priority issue for the Valhallan government. Stemming from its past resource shortages, with such a large influx of resources from the Imperium the current planetary governor has heavily prioritized housing for all. Currently, all Valhallan families are guaranteed housing, provided they are willing to work menial tasks in exchange. Included in this are both food and basic necessities. Thought to be far too generous by other Nobles, the planetary governor has faced minor political controversy for the decision, but the general lack of a true nobility on Valhalla means that it is only external diplomacy where the issue appears.
Above the surface of the planet, lies a series of shipyards. Over the past three decades, a series of massive space factories have been built, capable of producing even Battleships. To feed the resources needed for such a massive construction, a series of ground to space transportation systems are present. These are rarely idle, with a constant stream of refined metals finding its way into the armor of new ships. In recent years, these have been expanded greatly allowing for multiple ships to be built in parallel. Recently the first battleship has been constructed as is conducting Crusade operations in Svarga.
The last notable military feature is the militia. All Valhallans are required to spend two hours a week training at designated facilities. To ensure that they have access to Imperial Army grade gear, a series of weapons depots have been constructed that hold enough lasguns to supply all citizens. Additionally, several factories have been constructed that constantly churn out new supplies that are needed for war. During training, Valhallans often spend their time practicing basic physical conditioning, marksmanship, and the ability to follow orders. It is also where they are weekly tested for signs of taint or genetic drift, both of which lead to a swift detainment by the Witch Hunters for further testing.
In recent years, the governor of Valhalla has begun importing experts from around the Svarga domain for cultural programs. These have been far more successful than originally hoped, with Valhallans on average visiting new art exhibits and museums at a rate of nearly 3 a month. This has led to a surge of jobs in humanities sector along with higher education in related fields, allowing Valhalla's economy to continue surging.
Beyond the world of Valhalla, lies a complex network of defenses designed by the Lord of Iron himself. Comprising a series of minefields, defense monitors, and orbital stations, military analysts have said that they dread the idea of ever attempting to face these. Designed to inflict massive casualties on enemy invaders, the defenses themselves are meant to be used alongside a fleet rather than independently. This theoretically would leave it open to raids, but the system fleet present is comparable to a sector fleet.
The Valhallan system contains a series of stations on its outer edge, specifically near warp point locations. Containing a skeleton crew, these stations serve as cargo stations, allowing interstellar traders to simply jump into the system and deposit their goods, rather than needing to also travel to the planet itself. This has allowed for a slight decrease in time for shipments, as well as increasing the number of vessels that trade with the system itself.
Valhalla IV is a frigid world covered in ice. Far from the star, the habited regions tend to average -10 degrees. A less dense planet has resulted in lower gravity, and consequently a thinner atmosphere. The world is coated with barren ice sheets, with the only breaks being where glaciers meet. At these locations, massive cliffs of ice emerge. These locations are considered to be some of the most beautiful parts of the planet, not a high order considering what dominates the rest of the world. The only exception to the ice are a few small seas with some stretches of flat rock forming their shore, but these are few and far between.
Resource wise, Valhalla is rich in some minerals and metals. Many of these resources can be accessed through ice crevices, which have since been widened after the planet industrialized once it met the Imperium. The lakes of promethium hidden far below the ice sheets have also been tapped. Previously thought to be inaccessible, the mining technology of the Imperium allowed for vast quantities to be pulled, a necessity considering recent cultural shifts.
However, other materials are lacking, preventing the planet from being self-sufficient. The millions of Imperial Army soldiers require vast quantities of weapons. And the rarity of Ceramite, Adamantium, and other key materials have necessitated imports of weapons. Thankfully, the higher industrial base is able to live off of these imports, but long sieges may cause issues.
Following the warp storms, a large-scale daemonic incursion occurred on Valhalla. Numerous daemonic creatures appeared wielding sorcerous powers. Combined with the billions of cultists and a large warp rift, the military of the planet desperately fought a holding action. Weapons of mass destruction were used, entire cities were razed, but the warp rift itself remained open. Desperate, the governing body authorized a large-scale assault spearheaded by 5 psykers. The assault suffered horrendous casualties, but the psykers barely managed to seal the largest warp rift. With this, cultists were slowly pushed into the ruins of cities. As centuries passed, the remaining infrastructure was completely destroyed. In the face of thousands of crises, the democratic government was simply unable to keep up. The government then gave complete power to the president and made it a lifetime position. This prevented mass starvation and societal through the use of martial law and strict rationing. As a result, the people approved of the change reasoning that quick decisions were worth the loss or representation. However, a small minority disagreed. They protested but lacked popular support. Over time, the movement became more and more extreme, until they were terrorists in all but name. They finally became terrorists when they bombed the president's governing center. This campaign of violence continued until Lord Primarch Kesar ended the cultist threat.
When the president centralized power into a dictatorship, the military became the head of the planet. Bureaucracy was overhauled and the economy retooled into a war economy. Standards of living dropped dramatically, and strict rationing was implemented in response to dwindling food supplies and infrastructure decay. As more and more people fell to Chaos, a police force was raised and sent to ruthlessly suppress cultists. Among them, a secretive group of Witch Hunters was created and were instrumental in curtailing the growth of cultists. Ever vigilant, and ever watchful, the Witch Hunters have a wide surveillance net on Valhalla, even while the public has no idea of their existence. Throughout the centuries, they have prevented thousands of chaos attempts to infiltrate the upper echelons of government.
After the original demonic incursion, a large military was a necessity. For Valhalla, nearly 60% of the populace entered military service. Largely composed of average members of society with low tech equipment, they were nevertheless trained by war. After the Imperium arrived, the military transformed. Gone was the low tech equipment, and in its place were lasguns and Baneblades. As the ever-present enemy vanished, the percentage in the military fell. Currently, it stands at 10% in large part due to a slow shift in culture that has occurred.
Known for their immense willpower and tenacity, the Valhallan regiments have been given several monikers by their companions in the Imperial Army. They have been known as the Inevitable Regiments, the Determinators, the Fearless, along with many others. Unlike many Imperial regiments, Valhallan troops lack visible commissars. A result of a controversial decision by the planetary governor, their explanation for this decision lies in Valhallan culture. Thus far, it has not proven to be a problem, as the regiments that have been sent have a lower than normal rate of desertion.
In terms of equipment, the Valhallan military wields high-quality las weapons, of superior design to the standard pattern. Additionally, their own uniforms are meant to be used in cold weather environments, but have been designed to be usable in hot climates as well. Consisting of a coat coated with flak, it has proven to be effective in combat, despite reports from regiments complaining that maintenance of the uniform is a tedious process due to parts of it dragging on the ground during firefights.
Valhallan tactics rely primarily on equipment conservation and a slow, but steady advance. A holdover from its tactics over the past centuries, guardsmen often rely on a slow advance where they allow the enemy forces to deplete their ammunition. During this period, Valhallan forces chip away at the enemy in a well-honed pattern, with multiple cross-fires set up to prevent enemy charges.
In terms of armor, Valhalla wields the normal amount of an infantry regiment. However, they often wield higher quality vehicles than other regiments in large part due to the productivity of their homeworld. Unfortunately, they often seem to utilize these vehicles poorly and are often far too conservative with their use. This has been an issue that has decreased in severity over time, mainly due to adjustments to the training facilities on Valhalla.
Within the military culture, two events have been enshrined within their history. The first was the actions of a regiment to rescue 3rd Captain Maticus, an act which led to numerous accolades awarded posthumously. The second was Captain Aurelian's personal congratulations to the soldiers of Valhalla for their actions against the Orks. Both of these events have had a large impact on the military, with many seeking to achieve similar levels of glory.
Before the Age of Strife, Valhalla had vast quantities of high-end weaponry. However, the aftermath of this age has led to technology degrading rapidly. Before the Imperium arrived, the primary weapons were stubbers and low-quality tanks. Afterward, however, rapid industrialization occurred, and many new technologies were brought to the world. While many are currently used improperly, some of the best technology the Imperium holds can be found on Valhalla. Of course, this tech technology is expensive, and so maintenance costs have forced Valhalla to rely on subsidies. However, the coming of age population has begun to allow for more traditional production methods to be reintroduced, which has begun to alleviate the planet's reliance on imports.
After the lack of infrastructure, low food supplies, and constant war with cultists, the government intervened and nationalized everything. Since then, they have retained control over all industries. People are required to work in order to eat, but this is slowly being phased out thanks to a mass improvement of infrastructure and technology thanks to the Imperium. With the number of jobs rising rapidly, military service is looking less and less important. Currently, Valhalla's economy still is focused on the military but has begun to make strides in a number of other sectors as well. The most prominent of which is in healthcare and infrastructure, with the current planetary governor promising a job for every Valhallan that desires it. Thus far, their promise has been met in spades. In fact, population growth is the only limiting factor for Valhalla's expansion, as there are now enough hives on its surface to house 100 billion individuals.
Over time, as the effects of the daemonic incursion became more and more evident, a religious shift began to take place on Valhalla. People began to see daemons as creatures from hell that have moved to invade the "real world." They have created a religion in which God in heaven wars with the creatures of the warp constantly, and these creatures are attempting to gain an advantage by attacking God's children. As a result, this has led to a fanatic hatred for daemons. An interesting thing to note is the Valhallan opinion on psykers. During the war against daemons, psykers were instrumental in closing warp rifts and countering chaos sorcerers and daemons. As a result, psykers are viewed as possessing a gift from God that daemons target zealously. Every psyker is thought of as a major resource that daemons want to turn to their side. Consequently, there is an extensive academy for psykers of all ages. In order to graduate, they have to pass a very difficult examination which has a risk of daemonic position. As a result, there tends to be a large group of psykers that spend their lives in the academy.
Following the arrival of the Emperor of Man, and the revelation of how he was the God of Mankind, the local clergy, which was largely disjointed amongst many religions, began to consolidate around the Imperial Truth. Of course, there were deviances, but this was expected when integrating planetary cultures. What was not expected, was the religious twist that the Imperial Truth took on.
This new religion was in its infancy and was, in fact, a conglomeration of various Valhallan beliefs. As such, one of the earliest beliefs related to psykers. On Valhalla, a group of psykers saved the planet so they were greatly respected. At the same time, however, the Valhallans were fully aware of how dangerous fallen psykers were. This led to one of the central beliefs of this new religion, "Fear and respect the psyker."
The next major ideal that came up was how united humanity should be. Over the course of a millennia-long conflict against corrupted cultists, a very black and white morality view came about. When the Emperor of Man asked them to join the Imperium, they did so because they saw him as being against cultists. By logical extension, those that opposed the Emperor were therefore not human. As such, the next major commandment came to be "Those who reject these beliefs reject their humanity and are the same as Xenos."
The third ideal largely stems from the second. With the black and white worldview, allowances had to be made for behavioral lapses. Of course, those who fell to daemons were not included. This belief that everyone that is not a cultist is inherently useful logically leads to the idea of redemption. However, one should never be in this position in the first place. If one damages the ability to fight cultists, then redemption is extremely difficult. However, minor issues can allow for a person to be redeemed. This leads into the next commandment, "Redemption is possible for those who reject the commandments as long as they have not fallen."
The last of the initial commandments was rather controversial as it covered knowledge that the Imperium of Man frowned upon. When one reads it, it at first seems to be standard Imperial propaganda, that mankind is superior to Xenos. However, that is not the purpose of the commandment. Instead, the commandment covers ignorance. A core idea is that mankind shall use knowledge as a tool to further its own use, even if that knowledge comes from Xenos. This ideal seems rather strange at first until one considers what Kesar did on Valhalla. He focused on learning about the warp, something that the Valhallans were scared of researching. While it is debatable if Kesar research helped as much of it is classified, what is certain is the devotion these people had for the XI Primarch. As a result, this culminated in a commandment that, "Mankind must be wise in all things, and that man shall glean knowledge from any sources."
Over the past decade, the Golden Path has spread across Valhalla. Now, about 80% of the populace follows it. In addition, the Imperial Army regiments it sends out have a higher rate of worship amongst them, likely as a result of the horrors they face. A handful of other planets have had the religion spread across them, but these are slowly being converted. However, currently, the spread is largely confined to the subsector, with just 20% of the Asgard Sector's worlds having heard of it.
Valhalla IV orbits an F-type main-sequence star, which is a star that is slightly more massive than the sun. Nearest to the star is a large asteroid belt made of nickel and iron that orbits alongside an extremely massive rocky body that has a surface gravity of about 1.7Gs. This planet has a very thick methane atmosphere.
Following this, in the inner solar system is another planet with a very tenuous atmosphere of sulfuric acid. This is a lot better than it sounds since the atmospheric pressure is less than a micro atm.
In the habitable zone, a small rocky body about the size of mars orbits the star. This planet is largely barren with nothing to note.
Next is Valhalla IV, and on the outskirts of the system sits a Gas Giant about the size of Neptune with seven small moons, each about the size of Earth's moon.
Infrastructure is a mixed group of 2 values. Infrastructure and technology. There are 10 tiers of infrastructure based on the largest object that can be made, and 6 tiers of technology. When a sector reaches a value of infrastructure level Cruiser and tech level High, it gets a capstone infrastructure project unique to it.
Tier 1: Destroyed
Tier 2: Devastated
Tier 3: None
Tier 4: Low
Tier 5: Minor
Tier 6: Factories
Tier 7: Orbital production
Tier 8: Cruiser shipyards
Tier 9: Battleship shipyards
Tier 10: Capable of Gloriana Production
Tier 1: Pre-Industrial
Tier 2: Modern
Tier 3: Pre-Warp
Tier 4: Low-Mid Imperial
Tier 5: High Imperial
Tier 6: Advanced
Now each sector is extremely different from another, and you will note that I'm not giving the values for what each sector produces. Nor am I giving you the upkeep. That's mainly because this is meant to be a narrative system rather than the previous mathematical one that I used before that wound up exploding on me. Due to each sector being unique, each one produces a different amount of resources even if they have the same infra and tech level as another.
There are 4 resources in TLP. Technology, which represents high-end production, Materials, which is low-end materials like lasguns, Population, which is self-explanatory, and Consumer Goods, which have no purpose apart from indicating the quality of life of the domain. You will find that there are very few things that actually use Consumer Goods, and even Population is seldom used outside of recruiting guardsmen. Each sector produces some amount of the 4. Also, population and consumer goods do NOT roll over. Only technology and materials do.
Technology goes up mainly with your tech level. Improve that to get more. Materials goes up with the infrastructure. Due to these two being intertwined, higher materials comes with higher tech. As for consumer goods, they're a representation of quality of life, so they go down with the number of sectors you have. But each sector also makes more which means that higher productivity sectors are good for several reasons.
As for your domain, here is yours:
Sector
Average Infra
Average TL
Upgrades
Main Production
Modifiers
Tech Production
Materials
Population
Consumer Goods
Asgard
Gloriana Capable
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1
High End Goods
Valhalla (+10%)
112
580
58
145
Hydrae
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1, Furniture Factories
Low End Goods
x2 Consumer Goods
93
202
39
189
Diyu
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Education Tier 1, Aerial Drop Carriers Capstone
Air Regiments
-0.5% IA Casualties in domain
77
98
58
53
Naraka
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistics Facilities, and Transportation, Education Tier 1, Civilian Vehicle Foundries Capstone
Low End Goods
x1.5 Mat, x1.5 CG
93
202
58
141
Yomi
Cruiser Shipyards
High
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1, Mass Vortex Rounds
Vehicular Regiments
Can mass deploy vortex weapons
19
49
50
30
Helios
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1
Merchant Vessels
Mezoa (+20% mats/consumables)
110
218
43
102
Lyonesse
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1, Sniper Academies
Infantry Regiments
Creates IA Elites
94
128
56
60
Kolob
Cruiser Shipyards
High
Medical Centers, Doctor Training, Imperial Army Training Facilitiy Capstone
Infantry Regiments
+1 to IA in domain
19
49
50
30
Caelum
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1, The Deeps
Low End Goods
x2 Material Production
81
399
43
94
Midgard
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1, Elite Soldier Academies
Solar Auxilia
IA can recruite elite units
82
120
86
60
Elysian
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1
Luxury Food
Agrarian
94
27
9
340
Sector 12
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1, The Hanging Gardens
Culinary Exhibits
Makes planetary governors happy
94
37
43
170
Sector 13
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Debt Consolidation Capstone, Education Tier 1
Storage/Banking
Reduce interest to 5%/turn
94
183
43
85
Huroar
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1, Shades Training Academies
Literature/Art
Shades Training Academies
94
37
43
170
Amative
Cruiser Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1, Forge Forging Foundries Capstone
Forge Parts
+1 Sector Upgrade/turn
145
41
11
10
Sector 16
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1, Advanced Cogitator Foundries
High End Goods
x2 Tech
208
183
43
85
Sector 17
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1, Fellblade Foundry
Superheavy Vehicles
+1 Legion Combat
146
293
17
34
Remus
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1
Literature/Art
94
37
43
170
Vadon
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1, Construction Equipment
Industrial Vehicles
Passively builds
146
366
17
34
Dearn
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1, Umbrella Corporation
Bionics
Nothing from the capstone
146
366
0
170
Miach
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1, Medical Equipment Capstone
Doctors
63
64
78
430
Coire
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1, Purpose Built Mass Conveyors Capstone
Shipping Containers
63
368
10
13
Tsoukalos
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1
Historical Documentaries
120
184
20
215
Monkoalia
Battleship Shipyards
Advanced
Medical Centers, Doctor Training, Logistic Facilities and Transportation, Education Tier 1, Additional Lasgun Factories Capstone
Lasgun Components
45
1242
0
0
Sector 22
Cruiser Shipyards
High
Medical Centers, Doctor Training
Saboteurs
1
8
3
4
Maelstrom 01-A
Cruiser Shipyards
High
Medical Centers, Doctor Training
Anti-Daemon Guardsmen
Primarily Warp Worlds
2
8
4
4
Upkeep
Item
Tech Production
Materials
Population
Consumer Goods
Imperial Army
186
19
Astartes Legion
90
90
Naval Fleet
100
180
Embezzlement
465
1035
180
525
Total
550
1716
259
1050
Raw Income
2352
5481
921
2834
Due to your previous deal with the Mechanicum, two sectors are upgraded to Cruiser Shipyards and High each turn, starting from the worst sectors. Do note that this does give the Mechanicum more influence within your domain. Additionally, you can go negative in the amount you spend.
Right now, here's your per turn production of everything:
Technology: 1697 (-12000 in debt, -600 interest per turn)
Materials: 3994 (-55125 in debt, -2756 interest per turn)
Population: 724 + 914 (Migrants) = 1638
Consumer Goods: 2836
Technology Debt: x14.1 income
Materials Debt: x13.8 income
Legion Size: 100,000 Astartes
Compliance Rate: ~1 sector/ year
Legion Heroes
Maticus Ventamedes : Reroll failed will tests (+103 to duels)
The Eleventh Hour - Autosucceeds Interrupt Checks at lowest threshold.
Slayer of Psykers - +10 vs psykers; Applies to army combat against psykers
Sword of the Lost - +10 to combat
Scafrir's Armor - Double Wound Total
The Black Swordsman - +10 to combat
3rd Company Captain - +10 to combat. +5 to subordinate's combat.
Legend of Eternity - The banishment of Scabeiathrax was a feat only Kesar was thought capable of. But Maticus is someone that can manage the impossible. He's the Champion of the Legion, and now, he's the legend of it. *+10 to duels. No Exhaustion Penalty for himself and those that fight alongside him in a duel. Double wound thresholds for himself.*
Modified SDS System - Increase first wound threshold by 10. Only applies to the first wound he takes.
Kingslayer - Over the course of a duel, the two Captains did what none within the Wardens thought possible. They won against Kesar. It is a moment that the Legion will treasure for all time, and one they will remember as long as they live. +10 to Maticus and Oriacarius' combined roll if they fight against a Primarch (the Primarch malus remains).
The Black Prince - It takes true strength to wield the Sword of the Lost as an Astartes. It takes more strength to do the work of a billion soldiers at once. Maticus did that. When the defensive lines broke and guardsmen retreated, Maticus surged forward. The route turned to a waver then to a hold. And he finished the day coated in daemonic blood. Then he did it again the next day. *+10 to duels. +10 to Legion Combat when Maticus is near.*
Baptized in Hellfire - Only falls to Chaos if they willingly do so
Daemonsbane Tier 1 - Daemons get a -10 to rolls when Maticus is around
Daemonsbane Tier 2 - Double true death chance
Harlequin Mask - Reduces psychic presence by 4 tiers (For Maticus, from Heroic Astartes to normal human, for Kesar, Primarch to gamma psyker)
Rune of Daemonsbane (Maticus) - +8 to duels (Increases by 2 for each unique heroic daemon they kill)
Daemonsbane Tier 3 - Can scale duel rounds by a factor of two
Survivor of the Eye - +5 to duels
Oriacarius Gielux: Reroll critical fails
Long Nights - Sometimes, your head is aloft with the mysteries of the universe. Sometimes you dwell an unhealthy amount on the deaths you've caused over the years. But most of the time, your mind races to make up for mistakes of the past. How to save a life, how to react in such a scenario, how to tell if someone is corrupted. Every night, you torture yourself with the past...and every day you come out stronger for it. Gain 3 Combat Rerolls.
In His Element - After viewing army combat rolls, can choose to modify his stance and objectives to gain bonuses and penalties. Works for ground combat and void warfare.
Armor of Remembrance - +10 to combat.
Unwavering - Negates penalty when facing Primarchs.
I've Already Planned For This - No Debuffs for Unexpected Situations and no Surprise Penalty on a Strategic, Tactical, and Personal Level.
Kingslayer - Over the course of a duel, the two Captains did what none within the Wardens thought possible. They won against Kesar. It is a moment that the Legion will treasure for all time, and one they will remember as long as they live. +10 to Maticus and Oriacarius' combined roll if they fight against a Primarch.
Duel Priorities - Can apply his command bonus even if forced into a duel
On My Terms - Oriacarius is a master of being prepared. Having plans for every such situation. Often, any battle evolves into one that he dictates, where the First Captain of the Wardens determines everything that shall occur. *Can increase or decrease army and naval combat round length by a factor of 2*
Ever Prepared, Ever Watchful - There's a trick to assassinations that's deeply ingrained to the art. Take the target off guard. Oriacarius is the worst person to assassinate for this reason. He's never off guard. The First Captain rarely is without a plan, and in those rare times he is without one it's a trap or part of a deeper plan. And so, assassins are better off not bothering. *-10 to all rolls related to assassinating Oriacarius*
Baptized in Hellfire - Only falls to Chaos if they willingly do so
Daemonsbane Tier 1 - Daemons get a -10 to rolls when Oriacarius is around
On the Level of Masters – Negates malus when fighting Primarchs
The Warden's Hand - A cybernetic hand heavily modified by the First Captain, it holds hundreds of features ensuring Oriacarius is never unprepared *Reroll first roll that would kill Oriacarius*
Doom Slayer: +10 to Legion Combat
Do Not Go Gently - Rerolls both his and the opponents roll if he would die.
Flood of Pain - Negates enemy bonus for being outnumbered. Gains half of said bonus himself.
Ferrus Customized Armor - +5 to combat.
Tranquil Fury - Double Fluff kills during Legion combat.
Until it is Done - Across the course of a duel that lasted nearly a day, Slayer did not rest, nor did he pause. Even at the end, he was still fighting at full intensity. His body has learned to obey him, and his mind will remain as sharp as ever. No penalty from exhaustion. +5 to combat
Rip and Tear - Over the years, Slayer has honed his style again and again. His style is filled with aggression where he attacks and attacks and attacks. Eviscerator rips and tears their enemies to shreds and he has perfected a thousand different cuts. +10 to duels.
Slaughter and Carnage - The Doom Slayer is rage and hate incarnate. The distillation of the hate the Wardens hold for the creatures of the warp, the distillation of their rage and defiance against the neverborn. He is slaughter incarnate. He is carnage incarnate. He is a dervish bringing death and the killer of armies. He is death. *+15 to duels. Multiply nonhero kills by 10. Stacks with Tranquil Fury.*
Baptized in Hellfire - Only falls to Chaos if they willingly do so
Daemonsbane Tier 1 - Daemons get a -10 to rolls when Doom Slayer is around
Daemonsbane Tier 2 - Can choose to autoroll 80s versus non-Greater Daemon daemons
Daemonsbane Tier 3 - Chooses which enemies take wounds in a duel.
Tactical Insight - -20 to attempts to keep Doom Slayer from enemy sanctums
Eviscerator - An upgraded Chainsword that rips and tears with abandon, only Doom Slayer can sate its bloodlust that rivals Humility. *+5 to duels*
Cetenus Solarus: +25 to explosive checks
They Call Me Mad - Explodes on death.
Precise Targeting - Reroll friendly casualties and choose the lowest.
Ferrus Customized Armor - +5 to combat.
The Night Haunter's Lessons - Immune to Fear, +20 to Fear Checks, +20 Fluff to Warden Fear Checks when Solarus blows things up.
Unending Destruction - Solarus spent every free hour he had building weapons of mass destruction. New bombs, more bombs, cheaper bombs, just bombs, bombs, bombs. Day in day out was spent in a factory churning them out and at all times there was a perpetual shortage of bombs. And so he made them cheaper and faster to build. *Halve cost and time to make bombs.*
Baptized in Hellfire - Only falls to Chaos if they willingly do so
Daemonsbane Tier 1 - Daemons get a -10 to rolls when Solarus is around
Tomorrow Will Never Come - Gains escalating bonuses if the enemy has lower tech. These bonuses increase infrastructure preservation drastically and increase civilian casualties drastically
Purity of Flame - +10 anti-daemon. +10% true death chance
Unorthodox Ideas - +5 to Command
Crescum Auro:
Mind Of Order: Reduce psyker malus to CR by 40, lowered DC for background actions that aren't related to the warp.
Patterns of Logic - Through the analysis of the complex, the understanding of the unknown, and the constant battles with a friend. Auro has learned to find patterns in logic within a sea of noise. *+10 to research rolls*
Again and Again - Over the course of years, Auro fought the same daemons again and again. Again and again they were banished, each time slightly faster and slightly more efficiently. The more Auro fights a daemon, the better he can make sense of the unreal, and more the unreal is commanded by the real. *+5% true kill chance and +2 against that daemon every time they banish said daemon.*
Plasteel 293 - A simple material with a surprisingly useful application, Gannon found several paths opening to him, and from there he made his masterpiece. A barrel that can fire superheated and supercooled objects one after the other, whose maintenance involves just replacing the barrel. And so, Frozen Fire was made. *Bolter which fires superheated then supercooled rounds at the user's will. +2 to combat for its weilder. Currently Auro.*
Mythril Blade: +15 to duels, 1/2 psyker tier to chronology, death happens at -4 wounds, held by Auro
Laws of the Warp - Capable of designing any ritual provided he spends an appropriate amount of time and meets the realm of possibility
Daemonsbane Tier 1 - Daemons get a -10 to rolls when Auro is around
Baptized in Hellfire - Only falls to Chaos if they willingly do so
Anti-Psyker Rituals - +5 against psykers
Daemonsbane Tier 2 - Reduce time for anti-chaos rituals by 25%
Large Scale Rituals - +5 to army rolls when Auro is present
Durante and Vergil:
Daemonsbane Tier 1 - Daemons get a -10 to all rolls while Durante and Vergil are around.
Daemonsbane Tier 2 and 3 - Removes Warp maluses
Daemonsbane Tier 4 - Always succeeds on disengage checks against lesser daemons
Hellwalkers - Cannot be harmed by environmental effects not created by heroes
Through the Fire and the Flames - Half the effect of heroic environmental effects on them
We Carry On - +30 to disengaging
Within the Dark - +30 to stealth
Unending Nightmare - Narrative CR
Daemonsbane Tier 5 - Movement can only be interrupted by heroes and specialized proto-heroes
Cloak of Emptiness - +2 to stealth
Baldur Voluspa
A Generous Offer - Baldur's diplomatic strategy is simple. Offer the carrot, then show the stick, then stab them in the kidney in that order. Oftentimes, the first is all that is needed. Provide a generous offer, and they shall fall in line. He's had practice with it for decades now, and with each negotiation, his skill in delivery gets better and better. Now all that's needed is a few words, and he can describe a mountain of riches. Baldur's diplomacy now gives a +20 always, previously it was a +20 which couldn't change a failure into a success
Little Tells - A twitch of the lips, a tightening of the eyes, these are just two of the many little tells that Baldur can deploy to let the opposing negotiator think in the direction he wants them to. +10 to diplomacy rolls.
Diplomacy is Brutal and Kind - Can conduct diplomacy and intrigue simultaneously in order to get worlds to join
Slayer's Teachings - Having been tutored by Doom Slayer himself on five occasions, Captain Baldur was already one of the Legion's better combatants. However, he didn't prove that to Doom Slayer himself until the Warden Tournament where he was able to hold off the Slayer for four consecutive hours of high-intensity dueling. +5 to duels.
Informational Breakdown - Improves information gained substantially.
Sigillite's Shadow - +5 to actions taken for or against Malcador
An Old Dataslate - A dataslate with an unknown age used by Baldur, the Astartes has been using it for decades since he began to work with Malcador. *+5 to Intrigue*
Orion Jesk
Knight Among Many - +10 when outnumbering enemies in a duel
Relentless Pursuit - +15 against opponents that are trying to retreat. +10% true kill chance
The Knight Warden - +5 to duels
Code of Conduct - +10 against those with a bonus higher than his (if this would make his bonus higher than his enemy's, it doesn't apply)
Code of Humility - Increased trait gain for nonheroes he works with
The Angel of Humility - Multiply wounds inflicted by 2. Can take 1 wound a round in exchange for multiplying wounds by 4 in total. +15% true kill chance. Negate numbers bonus for enemies in duels. Those who use Humility that are not Orion multiply wounds taken by 4.
Daemonsbane Tier 1 - Daemons get a -10 to rolls when Orion is around
Daemonsbane Tier 2 - Scaling bonus up to +20 for hero and trait rolls for those he trains
Sometimes You Need to Bleed - If at full health, can take two wounds to autosucceed on disengagement
Port Kelthuanesh Veteran - +5 against daemons
Atypical Heroes
Estrith (Human Hero attached to Orion)
+40 to duels
Negate first wound
+20 to command
Makima (Human Hero attached to Orion. On loan from the Celestial Dominion
+40 to duels overall
Negate first two wounds
Negate first wound that would cause her death
+1 wound
-20 to diplomacy
+40 to intrigue
Sylfenan Timedancer (Eldar Farseer on loan from the Eldar)
+40 to duels (net bonus)
Reroll army rolls during battle. Bonus is lost after the first loss.
Negate Crit Fails
Scafrir (Deceased, killed by Kairos Fateweaver after he killed 2 Lords of Change)
Sergeant Orean (Deceased, killed by an ambush by Lord General Alden in which the Pathfinders and White Scars suffered 92% losses)
Otto Fritzkin (Deceased, killed by a Chaos task force within the Maelstrom)
Chief Librarian Raziel (Deceased, killed by a Favored Unclean One within the Maelstrom)
Captain Inzhun (Deceased, killed by daemonic swarms after he was unable to escape a daemonworld within the Maelstrom)
Captain Thule (Deceased, overrun by daemons within the Maelstrom)
Amun Akil (Deceased, killed by Tsaw-Raah Exalted of Nurgle during the Maelstrom War)
Dreadnought Hektor (Deceased, killed by abhuman Tzeentchian Cultists in the Maelstrom)
Legio Deicio
The Titan Legion of the Wardens has grown in skill over the years. Having to duel corrupted God Machines on Cadia, and then wounding the Changeling itself, their skill against the daemon has improved drastically. While difficult to maintain, even for Titans, their quality considered worth the effort.
Night Watch - 25 thousand strong special forces unit with 10 thousand Asura
+120 special forces bonus
Low Information Coordination Protocols - +1 degree of success for special forces rolls
Men of Clay - 10 million strong abhuman regiment with exceptional loyalty
+10 combat bonus
600 Zeta
300 Epsilon
90 Delta
10 Gamma
Aengus
Prodigy - A genius amongst geniuses, a perfect weapon among weapons. Be it a quirk of his Geneseed implantation, natural talent, or a trick of the Warp Aengus remains a once in a lifetime prodigy. Even amongst the Astartes. Increased Trait Gain.
Master Of War - Few can stand upon the pinnacle. Fewer still may balance upon its edge. Aengus' unique talent already surpassed all others. But in the horror of the Malestrom War, in the bowels of Hel, that raw talent was tempered in Daemonic blood and the fires of zeal. Until Aengus had mastered every form, every style, every weapon as only a prodigy could. Now he stands above it all, a master of every battlefield he may observe. +10 to duels
What Must be Done - Negate first death in a duel, Negate first wipe for forces under his command
Amelia
Last to Die – One of thirteen soldiers to survive a rebellion by the forces of chaos, under the command of a mortal, she was ready to die along with the planet. But the arrival of the Wardens prevented that, and since then she has proven to be in her element when a fight is doomed. She has always been the last to die. *+80 to Last Stands*
Forged in Battle – Facing daemons before her world was even discovered by the Imperium, Amelia has had her will tried and tested on dozens of encounters. She has faced horrors that have broken her, and every time she has picked herself back up. A little bit lesser, but still herself. *+30 Corruption Resistance*
Watch Commander – Undoubtedly the finest of the Night Watch. Amelia has extricated herself from situations where lesser men have perished. And yet, she's survived them all. Every time, she's survived. She understands what it means to be a mortal in a galaxy of superhumans. How to live, how to fight, how to survive. Amelia knows this truth more than any other human. And for that she became the Watch Commander. *+5 to Duels*
One With The Night - Amelia has become the Watch Commander of the Night Watch, having survived many battlefields losses that the organization faced over its history. But adversity breeds greater strength to the survivors, and as its leader Amelia will survive till the very end. *Amelia will not die unless the entire Night Watch dies first.*
Aurelian
Third Best Ship Guy - -10% losses to ships under his command.
Timing and Opportunity - Once Aurelian wielded two chainswords at once, but a battle with a Bloodthirster alongside Bader made him change his combat preference. Wielding a sword and a shield, Aurelian has learned to wait for the perfect moment to strike before taking advantage of the opportunity. +5 to duels.
Expert Guardian - Increase first wound threshold by 20
The Butcher - The Butcher - +60 to command in exchange for quadrupling losses under his command. Can toggle on and off.
The Cold Calculus of War - -15% losses for void combat
So That's Why Oriacarius Prepares for Anything - -25% casualties when commanding
Bader (Currently with the War Hounds)
Bader - +10 to Last Stands
The Loneliest people are the kindest - Kesar didn't think of himself as lonely. Neither did Bader. But for Wardens, they didn't have as many confidants as the rest. Bader was many Astartes' confidants. But where would he confide in? For that matter, where could Kesar confide? It was a dilemma. The most important people didn't have someone to confide in. But that just couldn't be dealt with yet. +2 to detecting corruption within the Wardens
The Pilgrim - After meeting with Sudari, Bader participated in the occasion out of curiosity. For months afterwards, he continued to do so, studying the meditation in the hopes that this could help the Legion. He spent months travelling to Valhalla and Terra, always searching. At last, he had a breakthrough. +20 to corruption resistance when Bader is near
Beltran (Gamma Psyker Dreadnaught)
The Closest of Friends - Beltran has a brother in Omar. It's been something that's just a fact. They have worked together for years closely to the point that they can finish each others sentence. And yes, that is without divination and telepathy. Still, they are close, and that may be why he missed it. That insidious corruption that Omar experienced. Beltran carved the next letter as his sorrowful eyes stared at his weapon. The next letter was carved. And all that was left was the last letter. Damn it all. -+10 corruption resistance.
Might and Magic - Already a powerful Gamma Psyker, Beltran often struggled in close quarters where his psyker abilities couldn't be properly leveraged. During his fight with Doom Slayer, he grew, displaying more control over his flames than ever before. For this reason, he is one of the few to have ever landed a blow on Slayer. Gains half his psyker bonus in melee.
Prison of Metal - A Dreadnaught is a prison, one for which there is no release date. It's claustrophobic and irritating. It's his prison where he will remain forever. He rages against it, but it does not matter. All he can do is burn those outside his prison alive. *+5 to Legion Combat where Beltran is. -20 CR.*
Dreadnaught-Increased Fluff kills, one less wound, +10 to combat
Dian Vaidya (With the War Hounds)
Dedicated Doctor - Increases wound recovery rate for Astartes.
Miracle of Triage - On RP17, Vaidya was given the unenviable task of stemming the death during a horrifically unorganized retreat. The hospitals were out of supplies, everyone was wounded and bloodborne infections were all too common. He had but one choice, do the impossible, so he did. *Heals 1 wound every 2 rounds in duels. Can heal other people in the duel with this.*
Gabriel (Dreadnaught)
Reconciliation with the Dearly Departed: It's always the death of one or two that stings the most. When thousands die, it feels distant. Even when it happens in front of you. But when your closest friends perish at each other's hands, that is when one experiences true pain. The aching of the heart, the noxiousness in one's stomach, even one's physical processes fall into despair at the news. The ones who have lost their closest allies cry for one last moment to say goodbye. It's a wish that many people are denied. Gabriel was not denied this, as even a Dreadnaught can feel a brother's hug once more. +20 when defending Wardens
You Will Stand - A war is coming. A war where thousands of brothers will perish. In the prelude to it, you sleep, for your form tires you. You dream and witness a barren land, and your arm rises up towards the sky. And you wake, and you are told of what is to come. In these hours, you will stand. You must, for it is everything you are. You are a Warden named Gabriel. On Aleph, you lost two of your brothers. Never again. Never again. Gabriel will give a +5 to the Army Combat for the planet he is deployed at
Even In Death - +10 CR
A Brother's Betrayal - +10 Last Stand
Dreadnaught - +10 to combat, kills ten times as many enemies during combat.
Gananon Weylend
No traits at this time
Julian Hectus
Age, And Experience- +5 to duels
Hectus gains The Old Hand - +10 to Command
Back Down to Earth - Negate enemy critical successes, negate his critical fails
Lance Dorner
No traits at this time
Lares
The Black Swordsman's Apprentice - Trained by Thule and then by Maticus. The reserved Sergeant was known for his combat skills and odd beliefs. Wielding a spear with enough skill to catch the 3rd Captain's eye, Lares was personally tutored by Maticus until his skills were above those of his brothers. His showing in the Warden Tournament proved that the 3rd Company was truly the pinnacle of the Legion. +10 to duels.
Maticus' Training: +15 to fights alongside a group of 3rd Company Company Eternal Wardens.
Stared into the Eye - Negate exhaustion, -5 to enemy rolls in duels
Liberius (Gamma Psyker)
No traits at this time
Petus
+5 to duels
Rikard
Methodical Medical Methods - In order to deal with the endless plagues, Rikard has made a series of steps to follow in his search for a cure. It works, and he has iterated upon it again and again making it the Legion's standard practice. Identify the problem, isolate it, triage, then look into cures in a predetermined arrangement. It works, but sometimes it still isn't enough. *-10% losses to NBC warfare for Astartes.*
Solomon
No traits at this time
Triqeutra
The Triquetra gains Last to Die - +20 to Duels
Nasin gains The Right Moment - Triple the effect of nat 100s he rolls
Combat Doctrine: Blitzkrieg (Astartes speed in and occupy critical locations drawing enemies nearby while the guard advances)
+10% compliance rate
+20% casualties
Reroll Infrastructure Damage
Post Compliance: Basic uplift -20% compliance rate Negated by Mechanicum
-25% revolt risk
+5 to Tech Levels below 41
Infrastructure floor for planets is Tier 4
Mechanicum Favor
Up to 200 planets will be upgraded to infrastructure Tier 8 or up to 100 planets will have their tech level upgraded by a level per turn.
Stormbird - Cuts travel times by a round. Reroll when shot down.
Sword of the Lost - +10 to duels. Held by Maticus
Armor of Remembrance - +10 to duels. Held by Oriacarius.
Armor of Defiance - Double wound total, cannot be used by Kesar. Held by Maticus.
Vulkan's Super Weapon - +100 to fleet combat. One time use
DAOT Void Shield - Negate Damage to the Vigilance for One Round. Recharges every 5 years.
Doom by Chocolate - Hyper rich chocolate. Lethal to Astartes.
Mythril Blade: +15 to duels, 1/2 psyker tier to chronology, death happens at -4 wounds, held by Auro Plasteel 293: +2 to duel bolter, held by Auro
Enbarr - Reduces travel time on planets by a slight amount
The Vigilance's Upgrades - Additional +10 to rolls by this Gloriana
Ambrosia Orb (Unused) - Boosts intelligence of an individual and their offspring
Throne of Archon Karqel - +10 to diplomacy with Dark Eldar
Antimemetic Vault - +10/20/40 to counter security against non-heroes/proto-heroes/heroes for conversations that occur in the vault.
+1 to everything (Rune of Bone)
+5 to Diplomacy (Advanced De-escalation Procedures)
+5 to counterboarding
+5 to first round of combat
+5 to using warptech
+5 when defending
+1 bonus to attacking defenses
+30 vs psykers (+25 Sisters of Silence, +5 Anti-Psyker Astartes Training on Aegis)
+101 against daemons (+2 Banish Runes, +10 For the Lost, +25 Sisters of Silence, +8 For Those Denied Salvation - Omake Reward, +20 Purity Rune, +15 Daemonic Lore, +10 Emperor's Training, +1 Cultist Ritual Countermeasures, +10 Rune of Daemonsbane)
+40 to stealth (Realm of Nothingness - Omake reward, +10 Advanced Reflex Shields, +10 Frequency Analysis, +10 Rune of Subtlety)
+215 Corruption Resistance (+60 Till Death do us Apart, +10 A Warden's Rage - Omake Reward, +20 New Orders, New Routine - Omake Reward, +50 Scafrir's Legacy, +15 Purity Rune, +5 Chants of the Wardens - Omake Reward, +2 PURGING WITH MY KIN! - Omake Reward, +3 You're Being Watched - Omake Reward, +5 Surivors of Dralik, +10 Come on In, I have an Extra Cup of Coco now - Omake Reward, +8 Zeta Level Chaplains, +10 Opportunity, +2 Gene Seed Partial Mutation Prevention, +1 Rune of Bone, +10 Rune of Daemonsbane, +4 Rune of Will)
+120 to combat rolls (+5 Superior Equipment, +5 Mark IIB Power Armor - Omake Reward, +15 Cadian Crucible, +5 Advanced Materials, +15 Battle of the Three Stars, +5 Integrated Storm Seers, +5 Improved Vehicles, +5 CQC, +5 Runes [Reinforcement, Fire, Ice, Fire*Ice], +10 Improved Weapons, +2 Storm Seer Training, +2 Bonds Across Space - Omake Reward, +3 Perturabo's Lessons, +10 Annals of Battle, +1 The Ancient Ones, +2 Magnus and Sanguinius Librarian Lessons, +3 AI Experiences, +1 Rune of Bone, +1 Rune of Ice*Plasma, +20 Anti-Daemon Crossover)
+51 to detecting corruption within the Wardens (+25 A Precipice - Omake Reward, +25 Your Watch is Eternal - Omake Reward, +1 Rune of Bone)
*Wardens never suffer morale penalties (Fire, Steel, and Fury - Omake Reward)
+41 to noticing cultists/daemons (+10 Ever Vigilant, Ever Watchful - Omake Reward, +10 Detection Rune, +20 Soul Makeup, +1 Rune of Bone)
Enemy Champions Receive a -25% malus to their bonuses
1% chance of true deathing daemons
+46 to void combat (+39 (GM isn't sure where this comes from), +6 AI Experiences, +1 Rune of Bone)
+51 Cybersecurity (+20 Improved Cogitators, +20 AI Experiences, +10 Rune of Purge, +1 Rune of Bone)
+20 to closing warp rifts and countering rituals
+5 to Hero Units during duels
+31 to detecting Infiltrators (+10 Alpha Legion Lessons, +20 Countersecurity Teams, +1 Rune of Bone)
Ability to teleport 100 Wardens to 100 Locations. 25% chance for each to be stuck in the warp
+20 to Compliance Rate (Horus' Lessons)
+20 to Orbital Landings (The Iron Landers)
+2 corruption resistance, +1 anti-daemon to IA on the same battlefield as the Wardens. (Rune of Silver)
Can conduct teleportation without losses in most situations
10% Faster Ships
25% Faster Gloriana
+5 to sealing warp rifts (Vortex Mathematics)
Void Shields Recharge In One Turn for Glorianas instead of Two
Void Shields Recharge in Two Turns for Imperator Titans instead of Three
+5 to rolls when on the offensive (Forward Unto Dawn)
+85 to Last Stands (+25 For those we cherish - Omake rewards, +50 We Die in Glory - Omake Reward, +10 Rage Against the Dying of the Light)
+10 to stealth vs daemons (Realm of Nothingness - Omake reward)
+5 when outnumbered (Daemonic Horde - Omake reward, labeled as Anti-Horde)
Penalty to Plans During Total Strategic Surprise Negated - (Simulated Battles - Omake Reward)
No Morale Penalty Against Corrupted Astartes (A Final Mercy - Omake Reward)
Wardens less likely to become overconfident (Don't Underestimate the Old Man - Omake Reward)
+5 after suffering losses (On the Blood of our Brothers - Omake Rewards)
If Kesar dies, Wardens gain +150 to combat against his killers
+10 to Oceanic Combat (Oceanic Warfare - Omake Rewards)
+10 vs Word Bearers
+25 Poison Resist
+25 Interrogation Resist
+10 to tunnel warfare
*Do not suffer non warp terrain penalties (Battle of the Three Stars)
+20 to Escaping Warp Storms
+20 against asymmetrical warfare
Masters of the Otherworld - Reduce Warp Terrain Maluses by 75%
+30 to combat on Daemonworlds (Vortex Safety Procedures)
+80 to combat in exchange for creating a daemonworld (Vortex Safety Procedures)
+2 corruption resistance, +1 anti-daemon to IA on the same battlefield as the Wardens
-10% losses during emergency warp outs
+5 when defending innocents (Nothing Will Change What Happened)
Hybrid Astartes-Guardsmen Squads (Improves proto-hero survivability, somewhat merges Imperial Army and Eternal Warden morale)
+5 when fighting alongside the Iron Hands
Luna Wolves Liaisons - +10 when fighting alongside the Luna Wolves
Blood Angels Liaisons - +5 when fighting alongside the Blood Angels
Salamanders Liaisons - +5 when fighting alongside the Salamanders
Ruoult declare a crusade in allegiance to mankind
House Vyronii Knight House) - +20 to Legion Combat where present
Battlefield Pathfinders (Scouting information on enemy troops and plans)
Titan Legion Aid
+20 to scouting rolls (Thousand Sons Telepaths)
32% of casualties recoverable (10% Combat Medics - Omake reward, 2.5% Rune of Restoration, 12.5% Triage Protocols, 5% AI Experiences, 2% Angititans)
+10 to Technomancy (Thousand Sons Technomancers)
Valhallan Imperial Army Units, +10 Against Daemons (Omake Reward)
Roll twice pick the best for the first round of combat (Diviner - Omake Reward)
+30 to detecting infiltrators (+20 Counter Security Teams, +10 AI Experiences)
Submarines
Shield Warriors - Some Wardens now use shields
+10 to Explosive Rolls (Explosives Brigade)
+10 to Mechanicum rolls in Kesar's Domain (Guilliman's interstellar trade guide) Obsolete
+10 to Mechanicum rolls in Kesar's Domain (Dark Age Architecture - Omake Reward) Obsolete
No nonchaos revolts (From informant networks)
If a planet falls, they have a chance to get a warning out early (A Watchful Eye - Omake Reward)
Hades Contingency provides a roll that when above a 90, always allows a resistance
Valhallan Artists (Omake Reward)
+5 to art rolls (Xeno artwork - Omake Reward)
+5 Ruoult Integration (Holy Code of Honor - Omake Reward) Obsolete
-10 to chaos rolls (Witch Hunter Approved - Omake Reward)
+10 to Mechanicum rolls in Kesar's Domain (Measure Theory) Obsolete
+10 to Mechanicum rolls in Kesar's Domain (Statistics) Obsolete
+10 to Mechanicum rolls in Kesar's Domain (Purity Rune) Obsolete
+2 to Mechanicum rolls in Kesar's Domain (Plasma Rune) Obsolete
DC halved for Warp Genetics Research (Biologis Connections – Omake reward)
DC halved for Gellar Field Research (Gellar Expert - Omake reward)
DCs for void shield research halved (Magos Averenth - Omake Reward)
DCs for math and physics research halved (Kelbor-Hal assistance - Omake Reward)
+15 to reverse engineering
No chance of tension between Kesar and Oriacarius (A First Captain's Respect - Omake Reward)
Oriacarius does not fall to chaos if Kesar does (A First Captain's Independence - Omake Reward)
If Kesar falls, the Godslayer Contingency Activates (Godslayer - Omake Reward)
If Oriacarius falls, the Achilles Contingency Activates (Achilles - Omake Reward)
Oriacarius' critical failure reroll will never be lost (Lessons From Oriacarius - Omake Reward)
No chance of tension between loyal Wardens
Tensions with other Legions are never incited by loyal Wardens
No penalty for fighting alongside side unusual support units
????????? (Stirrings of Something More, A Second Stirring - Omake Reward, A Third Stirring - Omake Reward)
Exalted of the Omnissiah - ???
Mystery Box - ???
Bader - ???
Machine Spirit Research - After having numerous machine spirits of the Eternal Wardens grow more responsive, the Mechanicum now wonders if there are other ways to please the machine spirit. This has opened up a new field of research that is slightly more accepted than other forms of innovation. *The Mechanicum grow slightly less conservative*
Alpha Legion Ragnarok Contingency - After hearing of the events on Gehenna and the Warden's reaction, Alpharius/Omegon have created a series of contingencies in case a Primarch falls. In this event, the Alpha Legion will cripple other Legions and buy time while warnings are sent out to loyalist Legions, and suspected traitors will be purged.
The Song of Sons and Daughters - Valhalla is a world united by a single factor. Their once eternal war against the forces of the warp. They spent millennia fighting the creatures of the warp and those that had fallen with only one true weapon. Unity. The people of Valhalla are united and will stand together against any foe. *Valhallan soldiers reroll morale checks*
Emergency Channels - After reviewing the possibilities of their fall, considering the dangers they faced, the twin Hydras prepared a set of contingencies for if communication was desperately needed. *Gain reroll for communication in case of warp storms*
Rune of Banishment - +10 against daemons (Master Rune)
Advanced Rune of Detection - +10 to detecting warp entities
Advanced Rune of Reinforcement - +2 to Legion Combat
Rune of Maintenance - Out of supply malus halved (Master Rune)
Rune of Purity - +20 against daemons, +15 corruption resistance (Grandmaster Rune)
Rune of Immunity - +20 disease resistance (Master Rune)
Advanced Rune of Plasma - +2 to Mechanicum rolls
Rune of Fire - +1 to combat (Basic Rune)
Rune of Ice - +1 to combat (Basic Rune)
Rune of Restoration - +2.5% recoverable casualties (Master Rune)
Rune of Silver - Unknown effects when used with sorcery/rituals. +2 corruption resistance, +1 anti-daemon to IA on the same battlefield as the Wardens. (Basic Rune)
Rune of the Anathema - Provides the location of daemons within a planet-sized area, skilled daemons can obscure their presence. Provides the plans of daemons upon the world. Forces daemonic champions to fight Kesar before they can fight anyone else. Only Kesar can use this rune. (Primal Rune)
Purge Rune - Halve times to cleanse artifacts. Very light taint can be cleared. +10 to Cybersecurity (Master)
Rune of Subtlety - +10 to Stealth
Crossed Rune of Ice*Fire - +1 Legion Combat
Grandmaster Rune of Psyker - Halves CR loss for gamma psykers and below, provides a flat +10 CR for Beta and above psykers
Advanced Rune of Bone - +1 to everything
Basic Rune of Water - Slightly improves logistics in high warp areas
Crossed Rune of Ice*Plasma - +1 to Legion Combat
Rune of Chaos - Provides narrative insight into Chaos for heroes with narrative CR
Rune of Daemonsbane - +10 CR, +10 anti-daemon, minor narrative effects for Daemonsbanes
Rune of Daemonsbane (Maticus) - +8 to duels (Increases by 2 for each unique heroic daemon they kill)
Rune of Will - Reduces negative combat effects of morale, exacerbates negative strategic effects of morale, +20 CR for Guardsmen (+4 for Wardens), Other narrative effects.
Rune of Nechronal - +5% True Death Rate, Situational bonus to certain researches
Air Filter STC: Allows construction of bases on unliveable planets, reduces maintenance for spaceships.
Water Filter STC
Warhound Titan STC
Reaver Titan STC
Warlord Titan STC
Imperator Titan STC
Storm Bolter STC
Improved Mechadendrite STC
Miscellaneous Production STCs
Miscellaneous Handheld Weapon and Army Parts STCs
Miscellaneous Ship Module STCs
Combat Description: The XI Legion tends to favor rapid deployments using drop pods and Stormbird. In combat arenas with hostile airspace, they will practice stealth infiltrations and rapid vehicular deployment. Once they reach military bases, supply depots, and chokepoints, they will seize the area and hold it. This forces hostile forces to push out the legion, which allows the Imperial Guard to rapidly move in. As a result, the fighting tends to be more isolated resulting in less damage. It is also rather quick due to the forced combat. Unfortunately, the legion tends to suffer due to the intense combat while surrounded. While on the defensive, the XI Legion prefers to constantly shift their fortifications. One moment they will be holding, the next they will have seized control over an anti-air nest and will defend from there.
Color Scheme: For the Eternal Wardens, the primary color scheme of the marines is black with white decals for aesthetics. This stems from the contrast that Valhalla has about morality. Any action is acceptable as long as it hurts daemons more than humans. This belief was taken by the artisans that crafted armor for the Eternal Wardens, and two contrasting colors were used to symbolize the black and white morality. Of course, much of the decisions that the Eternal Wardens make are not so easily defined.
Gene-seed: The gene-seed of the Eternal Wardens is remarkably pure. Basically, no mutations of note have occurred, and the few that have are largely cosmetic. These few minor mutations, however, are extensively guarded against on the order of Oriacarius. The first captain firmly believes that while these mutations are harmless now, they may become a larger issue in the future. Whether this is a result of his usual cautious nature or a likely danger is yet to be seen.
Selection Process: The selection of candidates for the gene-seed of the Eternal Wardens is more comprehensive than many other legions. Since Kesar's gene-seed is rather temperamental, with fewer possible aspirants than other gene-seed, recruitment of aspirants is slower. This is further exasperated by Oriacarius' nature that has only ideal candidates be allowed to undergo the procedure to turn them into space marines. This, however, is both good and bad. While the number of aspirants is lessened, the Legion has a higher survival rate than many others. However, this still results in fewer neophytes than other Legions.
The first phase of initiation for Astartes entails a conditioning regime based on the Imperial Army. Increased in difficulty, the main purpose of this is to help get the new Astartes used to their physiology, as this is a recurring issue early on, and one the Wardens choose to rectify as soon as possible.
The second phase of training is a weapons and vehicles course. Unlike the other Legions, the Eternal Wardens only begin live-fire drills after a series of months, with the initiates first being acquainted with the maintenance of their weapons, armor, equipment, and vehicles, as well as their intended use. Once they demonstrated proficiency with this, they are allowed to conduct supervised live-fire training. A similar process occurs with vehicles, with neophytes having to be authorized for vehicle use, the process of which requires a number of simulated tests. While the exchange legions have commented that it seems overcautious, the Wardens claim the lowest accidental fatality rate of all Legions, and so the system has remained.
The third phase of training consists of a series of memorization and knowledge tests. During this period, the neophytes learn about a variety of topics that seem random. However, this creation of Oriacarius is not intended for learning. Rather it is meant to give each Astartes a set of knowledge they should know. In the event of suspected chaos corruption or a suspected infiltrator, the knowledge learned by the Astartes will provide a key advantage in understanding the truth. Additionally, Oriacarius uses the tests as an opportunity to construct psychological profiles on the Wardens which are secured aboard the Vigilance in a vault only Kesar has access to. While there have been a number of complaints from neophytes and scouts for this seemingly useless phase, the veterans of the Legion have sided with the First Captain.
The fourth stage occurs when the Wardens reach the rank of a Scout. Here, they are thought a variety of subjects such as stealth, sniping, mental resistance, and the usage of specialized equipment. A great deal of focus has been put upon mental resistance, with many hours spent daily on the topic. Moreover, as the years have passed, the Scouts have also incorporated anti-daemonic tactics into their training. The combination of which gives them a broad knowledge base, as well as a specialty that is apparent even early on in their careers. Following the death of Scafrir, the Master of Recruits, there was a spike in Scout casualties. Known to assist neophytes and Scouts, his assistance is sorely missed. However, his open-door policy has become an official policy by all Warden officers, allowing any Astartes to discuss matters with their commanding officer in confidence. As time has progressed, the rate of Scout deaths has fallen, in part due to Captain Bader taking up some of Scafrir's prior duties.
The fifth stage is a recent introduction by 3rd Captain Maticus, and is based on the training he put the third company through prior to the Maelstrom Crusade. It comprises a series of duels conducted by the Scouts. There are a number of types, but the most prominent are group duels of several scouts against an Astartes Sergeant. This serves as both a training tool and a way to ensure that the Scouts do not get overconfident. As of now, it is too early to determine what effects, if any, it might have. But reports indicated a slight increase in weapon and ballistic skills of the Legion.
A prodigy even among Astartes, Aengus was initially noticed for his rapid growth during the initial stages of his training as a neophyte. While he underwent a brief streak of overconfidence, learning of the actions of the heroes of the legion tempered his mindset, making him surprisingly humble for one described as a prodigy.
Rising to fame when he broke the record for a non-Captain facing Maticus, this success led to him being granted a position as the leader of one of the kill teams in the Maelstrom. Suffering major injury that took years to recover, some worried that he would turn into a shell of his former self. However, he has proven himself against impossible odds, successfully taking a planet where his probability of success was miniscule.
Fighting Style: Aengus goes to war with a power sword in one hand, and a heavy shield in the other. Preferring a defensive style, he often sits back and waits for an opportunity, where he then strikes with overwhelming aggression, seeking to throw off his enemy from his rapid transition in stances.
Prodigy - A genius amongst geniuses, a perfect weapon among weapons. Be it a quirk of his Geneseed implantation, natural talent, or a trick of the Warp Aengus remains a once in a lifetime prodigy. Even amongst the Astartes. Increased Trait Gain.
Master Of War - Few can stand upon the pinnacle. Fewer still may balance upon its edge. Aengus' unique talent already surpassed all others. But in the horror of the Malestrom War, in the bowels of Hel, that raw talent was tempered in Daemonic blood and the fires of zeal. Until Aengus had mastered every form, every style, every weapon as only a prodigy could. Now he stands above it all, a master of every battlefield he may observe. +10 to duels
What Must be Done - Negate first death in a duel, Negate first wipe for forces under his command
Aengus goes to war with a power sword in one hand, and a heavy shield in the other. Preferring a defensive style, he often sits back and waits for an opportunity, where he then strikes with overwhelming aggression, seeking to throw off his enemy from his rapid transition in stances.
It is hard to say where Aengus' best use might lie. His increased Trait Gain makes it tempting to put him in command positions, where his bonuses might easily apply to an entire world. Or to necessary functions within the Legion, such as obtaining funds, administration, or even training the recruits. However, as good as he is in a duel already I cannot help but feel like using him as a beatstick is a waste of his vast potential.
For now, it may be best to keep Aengus back as head of the Scout Marines, to temper his growing arrogance and spread some of his skills across the Legion. From there, I'd recommend giving Aengus more of a back-seat position as a general who can hold his own.
Captain Aurelian: First created by user jjffjhhjf in the Omake 'Oriacarius's Redundant Department of Redundancy Department.' Aurelian is the Second Captain of the Eternal Wardens and has since served as the Legion's dedicated Void Combat specialist.
That is not to say that Aurelian is without his faults, however. For shortly after his introduction we stumbled upon the mortal hero Otto, a naval commander who thoroughly outshone and outdid Aurelian, causing much strife and annoyance to the Astartes who felt like he'd been replaced. However, upon Kesar's intervention, Aurelian was able to reconcile his pride, and bonded quite close to the mortal Hero. Together, the two were able to form an almost unstoppable team with Otto leading the charge, and Aurelian protecting the flank and preventing casualties.
But happiness fleeting in the darkness of the thirtieth millennium, a lesson Aurelian has learned more harshly than most. For during the hell that was the Maelstrom Crusade, Aurelian was tasked with holding the line around Ritual Point 12. A task made all the harder when the world's commander, Zandas, was slain. Left to do the impossible, Aurelian was forced to stem the Daemonic tide with only the corpses of his men, and so was left unable to defend his friend in his time of need.
Aurelian has been deeply scarred by his time in the Maelstrom, not physically but mentally and spiritually, forming a cold exterior through years of endless war and endless battle, made all the worse through the loss of his greatest friend.
Third Best Ship Guy - -10% losses to ships under his command.
Aurelian gains Timing and Opportunity - Once Aurelian wielded two chainswords at once, but a battle with a Bloodthirster alongside Bader made him change his combat preference. Wielding a sword and a shield, Aurelian has learned to wait for the perfect moment to strike before taking advantage of the opportunity. +5 to duels.
The Cold Calculus of War - -15% losses for void combat
Expert Guardian - Increase first wound threshold by 20
The Butcher - The Butcher - +60 to command in exchange for quadrupling losses under his command. Can toggle on and off.
Captain of the Second Company
Fighting with a sword and shield, Aurelian is a very defensive fighter, typically waiting for his enemies to make a mistake before exploiting it ruthlessly. At ranged, Aurelian keeps his shield up, sheathing or abandoning his sword so he can snipe his opponents from afar with his pistol.
Aurelian is best used for massive battles, both ground and Void. As Third Best Ship Guy reduces casualties in Void Combat, and The Butcher can serve as a massive buff to all command. Additionally, while it does multiply casualties under his command, keep in mind that a lot of the time getting a bonus high enough to win combat will mean that losses will still be minimal. So losses are still lower if we win a battle by twenty points when we would have lost by forty without it.
Theoretically, he's also pretty decent at duels, but as we have a great number of duelists in this Legion these buffs are best used as an insurance measure if enemies somehow get past his defenses.
First appearing in the Omake 'Lost and Found' by user Altered, Bader has always been a rather strange, if somewhat expected, addition to the Legion. Having seen his Brothers Fall first-hand early on in his career, Bader was faced with the horrifying truth that his Brothers were vulnerable to Chaos. Humbled and unsettled, Bader worked to fix this issue by being there for his Brothers, and supporting them spiritually, as well as physically.
However Bader himself was still unbalanced. Having fought Chaos in all its forms for many years, and lost many of his Brothers doing so, including the late Scafrir, Bader found himself ill at ease. Despite his attempts to step up and fill the late Captain's shoes, this quiet unease of his spirit, and his own inexperience, kept him from doing so and eventually led him to the pilgrim Sudari, who introduced his troubled soul to the Golden Path.
Eventually, to ease his troubled spirit, Bader embarked on a pilgrimage of his own, learning much of the Golden Path and finally putting his soul at ease. Once he returned, Bader was able to both distribute his knowledge to the Legion, and finally become who his Legion needed to be. Ever since, Bader has go-to anti-Daemon Proto, and has even become confidant of Kesar Dorlin himself.
During preparations for the Malestrom Crusade, Bader took his help a step further, helping train and organize a Regiment funded by the Golden Path. Currently, Bader is helping many of his Brothers recover from the trauma of the Maelstrom Crusade, and, as a side project, helping the Golden Path.
The Loneliest people are the kindest - Kesar didn't think of himself as lonely. Neither did Bader. But for Wardens, they didn't have as many confidants as the rest. Bader was many Astartes' confidants. But where would he confide in? For that matter, where could Kesar confide? It was a dilemma. The most important people didn't have someone to confide in. But that just couldn't be dealt with yet. +2 to detecting corruption within the Wardens
The Pilgrim - After meeting with Sudari, Bader participated in the occasion out of curiosity. For months afterwards, he continued to do so, studying the meditation in the hopes that this could help the Legion. He spent months travelling to Valhalla and Terra, always searching. At last, he had a breakthrough. +20 to corruption resistance when Bader is near
Bader - ???
A balanced fighter, Bader wields a massive Thunderhammer. Preferring to strike with overwhelming force, and parry when he cannot.
Due to Bader giving an amazing +20 CR to any and all (presumably Wardens) around him, Bader is great to throw at any and all Chaos threats to assure there is absolutely no threat of corruption. Besides that, he also has some narrative benefits to helping characters destress and avoid mental health issues, which could help prevent mental deterioration on particularly problematic compliances. He also has the potential to train up mortal psychologists/chaplains, would be of significant use should we decide to help the Golden Path.
Created by user Altered in his series 'The Chronicles of Baldur,' Baldur started out as just another Captain but overtime has evolved perhaps the most of any in our Legion. Starting out as an inspirational Captain, Baldur was quickly sent to mission after mission securing worlds through bloodless diplomacy. That, however, changed with the intervention of the Sigilite.
After being sent to help the Sigilite, Baldur was quickly trained and transformed by the Emperor's left hand man. Though such changes were subtle, when he came back Baldur was nonetheless much more efficient, effective, and more loyal to Malcador than he had ever been to Kesar. Overtime, the diplomat has continued to grow and adapt, improving his diplomatic abilities, learning to blackmail important leaders, spreading controlled corruption through Kesar's domain to generate funds, and more.
During the preparations for the Ritual Crusade, Baldur found himself at odds with his Primarch, finding Kesar unwilling to do what was necessary, while the Kesar himself learned of just how little Baldur thought of him. Nonetheless, after working behind Kesar's back to create a series of suicide squads, the two parted amicable, Kesar going towards the Malestrom, and Baldur to Vulkan.
Currently Baldur has returned from setting up observers within the Salamanders at the Sigillites Order. Breaching Vulkan's trust in the process should it ever be discovered. His return to the Wardens comes with a mixed reputation, as his suicide squads have alienated many of his brothers even if a few defend the Captain's actions. Nevertheless, Baldur is taking steps to assuage the brothers he has alienated and works not only on this, but maintaining and training our diplomacy core, managing our domain, executing nobles who get in his way, and even maximizing general production!
Diplomacy is an Art Form - It was an idea that Baldur had that so few people seemed to understand. No two instances were ever the same. Each negotiation was akin to a performance, both sides vying for what they wanted. It could be elegant, but it could also be brutal. An interesting dichotomy in his opinion. And the world he had heard with the frozen wasteland and tribes showed this. Each tribe was different, a unique diplomatic event to be had. It would be interesting to see what performances would occur.
So Many Desires - People are complicated. Baldur knew this, but it always surprised him. And their desires were just one facet that he had to deal with. When negotiating, there is not just one set of desires. The diplomat has desires, their entourage has different ones, their backup has yet more, and the people they represent have more. Keeping track was a nightmare, but thankfully, he had practice with it. Now, he just had to keep track of the desires of hundreds of different interconnected groups that constantly changed. Still easier than keeping track of Oriacarius' daily orders.
Chronicles of Baldur: Loyalty and Choice - Loyalty is a complicated thing. Despite a simple undertone for Astartes, the idea is far more complex than that. An Astartes is loyal to their Primarch above all else, or at least, in most cases. In the Wardens, that rule is far more common than normal, with the sons of Kesar devoted to their loving father. Baldur loves his father as well, but his loyalty is torn between two. The Captain's time with Malcador has affected him greatly, with the Astartes finding himself respecting the Sigillite far more than perhaps even his father. If Kesar goes against the Sigillite's orders, Baldur will likely tell him such.
A Generous Offer - Baldur's diplomatic strategy is simple. Offer the carrot, then show the stick, then
stab them in the kidney in that order. Often times, the first is all that is needed. Provide a generous offer, and they shall fall in line. He's had practice with it for decades now, and with each negotiation, his skill in delivery gets better and better. Now all that's needed is a few words, and he can describe a mountain of riches. Baldur's diplomacy now gives a +20 always, previously it was a +20 which couldn't change a failure into a success
Little Tells - A twitch of the lips, a tightening of the eyes, these are just two of the many little tells that Baldur can deploy to let the opposing negotiator think in the directions he wants them to. +10 to diplomacy rolls.
Diplomacy is Brutal and Kind - Can conduct diplomacy and intrigue simultaneously in order to get worlds to join
Slayer's Teachings - Having been tutored by Doom Slayer himself on five occasions, Captain Baldur was already one of the Legion's better combatants. However, he didn't prove that to Doom Slayer himself until the Warden Tournament where he was able to hold off the Slayer for four consecutive hours of high-intensity dueling. +5 to duels.
Increased Trait Chance- Increased Trait chance.
Sigillite's Shadow- Not Revealed
Hero - +20 to all rolls. Increases narrative importance. Gives a kill multiplier.
Baldur attempts to engage enemies at range, keeping them a comfortable distance away so he can snipe them with his Volkite rifle. Should they get too close, however, Baldur will switch to his Volkite Charger and begin lobbing grenades and collapsing structures on top of his attack in an attempt to keep his distance. Should they get even closer, however, Baldur will finally pull out his Powersword and adopt a very defensive stance. In all cases, Baldur attempts to slowly wear his opponent down with small wounds, glancing blows, and pinpoint shots. In this way, he attempts to remain in full control of the battle at all times.
Baldur's best use is conducting diplomacy with any world we find that seems particularly amicable to such attempts. Besides that, however, he is a notably useful manager of our domain, and would likely be well used to further train our diplomatic core.
He is also a Hero. I wonder why he's on this list.
Originally made by the Daemon himself, for his series 'The Lost Primarch' Gabriel has been an Eternal Warden that fought with his closest brothers Michael and Salem for a decade through the harshest battles the Legion has faced. That is, until the three of them encountered Lorgar in the Battle of Three Stars and Salem fell to corruption, killing Michael and wounding Gabriel to the point he had to be interred in a Contemptor Dreadnought.
The loss of his two closest brothers and the envisioned betrayal that caused it left Gabriel in immense, crippling grief until he began to accept what happened and his current state. Now determined to do whatever it takes to ensure nobody else falls under his watch, he was, is, and remains the single most active Dreadnought of the Legion.
During the Maelstrom Crusade, Gabriel was stirred awake like all his Brothers, and fought valiantly for many months, even years upon his Ritual Point. However, his injured body was unable to command and keep his Dreadnaught active for the entire duration of the Maelstrom Crusade.
Reconciliation with the Dearly Departed: It's always the death of one or two that stings the most. When thousands die, it feels distant. Even when it happens in front of you. But when your closest friends perish at each other's hands, that is when one experiences true pain. The aching of the heart, the noxiousness in one's stomach, even one's physical processes fall into despair at the news. The ones who have lost their closest allies cry for one last moment to say goodbye. It's a wish that many people are denied. Gabriel was not denied this, as even a Dreadnaught can feel a brother's hug once more. +20 when defending Wardens
You Will Stand - A war is coming. A war where thousands of brothers will perish. In the prelude to it, you sleep, for your form tires you. You dream and witness a barren land, and your arm rises up towards the sky. And you wake, and you are told of what is to come. In these hours, you will stand. You must, for it is everything you are. You are a Warden named Gabriel. On Aleph, you lost two of your brothers. Never again. Never again. Gabriel will give a +5 to the Army Combat for the planet he is deployed at
Even In Death - +10 CR
A Brother's Betrayal - Not revealed
Dreadnaught - +10 to combat, kills ten times as many enemies during combat.
A long-distance fighter, Gabriel prefers to gun his enemies down from afar rather than struggle to hit them up close. Which is not to say, however, that the Dreadnaught is either slow nor cowardly. In fact, Gabriel has shown himself surprisingly agile, and more than willing to dive into blows that would fell lesser Astartes to protect his Brothers. He also has a Mechadendrite, should the scenario call for it.
Somewhat unknown due to A Brother's Betrayal, but Gabriel remains a potent combatant, and a powerful guardian. While technically best used against Chaos, he'd similarly excel on any planet and, given his high dueling bonus, and ability to give +5 to the planet he's deployed at he would serve quite well as a general's guard and advisor.
Created by user Xemness The Good for his series 'The Trails of Purity,' Joaquin Abdul is a Warden defined not by his Psykic powers nor Astartes training, but his own nature that alienates him from his Brothers at times. His relative disinterest in Corruption Resistance is alien compared to the rest of the Legion, and his desire for more Warp knowledge would make him a great fit for the Thousand Sons. Nonetheless, he was reborn an Eternal Warden and, though many Wardens urge caution, he has nonetheless been allowed to stay.
Born a noble on Terra during the first years of Kesar's crusading, Abdul was plagued with the knowledge that he was nothing but breeding stock. A possible branch to an immortal legacy to be pruned if any defects were found within it. Thus, from a young age Abdul was pitted against his mortal brother and family-and found wanting.
Judged inferior, Abdul was cast out of his ancient lineage, and given only the option of an honorable death attempting to join the Legio Custodes. He was saved, however, for that very year the Emperor reopened Eternal Warden recruitment centers on Terra and, fearful of death, Abdul volunteered. Joining under the Apothecary core Abdul quickly met his lifelong friend, Rene' Rizal, before getting kicked out of the program when his Psykic powers manifested.
Years would pass, and though Abdul would survive his initiation, he would find his body riddled with Geneseed defects: An immortal reminder of his failures as a mortal. Due to this, and First Captain Oricarious' own imminently reasonable decrees, Abdul was barred from passing on his Geneseed and, denied his immortal legacy, his family, his position, his training, and now even his right to pass on his genes, Abdul finally broke: Resolving to, simply, live forever.
Knowing such a thing is impossible, however, Abdul took inspiration from the legend of Achilles, and live forever through his legend. So Abdul strives to at least keep his memory alive by leaving as large a legacy as he can. To this end, he has done everything in his power so that when he dies he will eave a legacy, an institution, a people, or, indeed, a name, that would never truly fade away.
Abdul would finish his initiation into the Eternal Wardens floating above the world of Aleph, and soon began his Trails of Purity, a tradition amongst the Library that allows for the creation of Purity Runes. A task he would spend the next several years on.
After dismantling a Tzeentchian plot to corrupt both his soul and the Purity Rune, however, Abdul would be largely reviled, physically, mentally, and spiritually scarred by the event in ways his Brothers refuse to acknowledge. As such, Abdul skirted at the edge of being killed under suspect of corruption for about a decade as he fought to slowly prove himself to his Legion once more. A process made much harder by Beltran, his Captain at the time, actively destroying his reputation whenever he built one.
Currently, Abdul is wondering where he can find some red paint.
The GM Cackles - Not Revealed
Well, I'm glad you enjoyed that. People love their little windows into reality don't they? Those little playthings of theirs to do as they will. But, what if the pawn you play isn't your pawn? So many little things here and there that exist upon this domain. How long before the white pawn turns into the black knight? Cryptic as the hint may be, that isn't the important part. Your little pawn is remarkably resistant. Congratulations on enforcing it. - +10 corruption resistance to Abdul
He's Got Jokes – Not Revealed
Streams of Power - A true connection to an Astartes' Primarch is rare. But, every once in a while, an Astartes will rise through the ranks who truly embodies an aspect of their Primarch. It is only natural, therefore, that one would embody Kesar's immense Psykic power. And through this Connection, gain Streams Of Power. +5 to combat (at ranged). Suspected to be just +5 Psyker bonus.
Chosen and Denied - Once, Abdul was chosen by Chaos to be their shining champion. Once, Abdul was hoisted up to be the Everchosen that would corrupt the very concept of Purity itself. That would strike at the basis upon which his Legion was built. Once, the Chaos Gods had found their Chosen prophet. But in the face of such a grand destiny, Abdul Denied them all. +5 CR. +5 to duels.
Draw Upon it All - Can boost psyker powers by one rank without pushing if in a duel to the death. Can apply psyker bonus to melee for one round in a duel.
Watching for Lost - Within the Wardens, there is a procedure in place for suspected corruption. One reports it to their superiors, and they investigate. If they confirm it, the target dies. If they find it's false, then the Astartes in question is left alone and the ones who reported it are told. Then there are the cases where one suspects another brother will fall soon. Normally, they deal with this by talking with their brother, but every now and then there are issues. Brothers that are older and more paranoid than others. Brothers that fall into the trap of fear. These are the brother's that watch for those that will become lost. They are rare, and those that are found are talked to. But it happens nonetheless. - Slight increase to the chance of Abdul's corruption being found if/when he falls
Round Numbers - Sometimes numbers call to people and at times they answer. +1 to Abdul's dueling bonus
Open Up and Witness - The warp is filled with information along with daemons. Psykers are told to close themselves off to it and let only the barest of scraps in. It's an overcautious method. Sometimes you simply need to open yourself up and witness the warp. *+5 to all rolls (besides CR). -20 CR.*
Listen to the Currents - Just as the warp has information it has currents. Follow them, listen to them, and you will be where you are needed. At least, that's where Omar said he would be. Abdul fears what his Lost brother has told him, and what the fallen Astartes is leading him to. *Is drawn to major battles, ???*
Librarian -Delta Biomancer, Diviner - +20 to combat, a kill multiplier, allows Abdul to add his combat bonus to army combat rolls, and allows him to take specific special actions related to Biomancy and Divination.
Abdul, in an attempt to recify a perceived flaw in his Legion, fights in an incredibly aggressive, if simple, manner. Relying on his superior speed and firepower, Abdul attempts to overwhelm the enemy in seconds with his swordsmanship, and blast them with nigh insurmountable lightning if they make the slightest mistake. To do this, he often leaves himself purposefully open to attacks, and will gladly trade blows with just about any foe, relying on his Regeneration to see him through.
After all, if you could get vivisected and heal all the damage to your body in seconds, wouldn't you?
Should his initial plan fail, however, and his enemy escape his leading blows, Abdul tends to be unable to properly utilize his Psykic powers in melee, and must rely on his swordsmanship alone to regain control of the battlefield.
At ranged, and in melee, Abdul carries no gun as no weapon can match the sheer firepower of his soul. As such, at ranged Abdul relies solely on his Psykic force lightning, and wields only a power sword he obtained from his father, and a buckler-like storm shield on the other arm to block or parry other attacks.
Unknown due to Listen to the Currents, He's Got Jokes, and The GM Cackles. But, in general, Abdul is a wonderful beat stick, and a perfect support character. Adding +76 to army combat on any planet he goes to, and +5 to every possible role. Because of this, Abdul is highly versatile, being an almost unstoppable duelist, a one-man war machine that adds half our Legion Combat bonus to any army he joins in, and a command who offers a +5, or a researcher you can expect high results from in any field.
Because of this, Abdul can be relied on as an useful help in almost any circumstance as a helpful support character. Be that as being able to add +76 to Oricarious' battleplans before Oricarious' traits multiply his effective number. Or supplimenting Maticus' prestigious combat ability with his kill multiplier. A research partner to Auro who can always add a substancial bonus, or a living threat that allows Baldur to diplomacy enemies better.
Also he's got a 65% chance to Hero next time he gets a Hero Roll, and he's training a group of biomancers that reduces Legion casualties, so sending him to hard worlds where he might be able to get that Hero roll could be massive.
Do be advised, however, that he has a -55 CR Malus until we expand the Chaplain Program or he Heroes. His Psyker bonus, if he was corrupted, would also skyrocket him to Primarch levels of raw combat bonuses. As such, Abdul is an objectively terrible option to deal with any Daemonic, or corruptive force.
First created by user Xemness The Good for his series 'The Trails of Purity,' Lucas Beltran is a Second Generation Astartes taken from Terra's ancient nobility during the Unification War as an Epsilon-level Librarian. Eventually, Beltran distinguished himself as part of a Psyker duo with his Brother, and later best friend, Omar. Together, the two served in countless battles, won countless honors, saw their Legion change time and time again, and even served as bodyguards for the Emperor Himself for a time.
Over time, Beltran began to grow more and more tired of this endless war. Or traveling to endless worlds and killing endless foes. And so it was that, when his Primarch was found, Beltran celebrated with the other ancient veterans of the Legion, but found himself too distant to feel a kinship with his supposed father. Two problems made all the worse by the decimation the Legion soon after faced, the frantic battles, promotions and scrambling as he changed and specialized them to his desires, and, worst of all to the ancient Astartes, took the Library off the front lines.
Too late.
Eventually, over the world of Aleph, Beltran would begin reconciling himself, overseeing the training and development of new Librarians while the Legion was stuck hanging over Aleph, and there would come to despise his new Brother Abdul, who he feared may surpass him, and help training Rene after the Apothecary's Psykic powers awoke. There, hanging over Aleph Beltran would discover and fight against the First Psyker Rebellion fighting, and slaying, his long-time companion Omar.
Afterwards, Beltran would be considered for the position of Supreme Grand Master of the Grey Knights, only being passed over it after the Grey Knights were re-specialized.
Currently, Beltran is adjusting from his entombment as a venerable Dreadnaught in the Maelstrom Crusade, and mourning the tragic Loss of his Brother.
The Closest of Friends - Beltran has a brother in Omar. It's been something that's just a fact. They have worked together for years closely to the point that they can finish each others sentence. And yes, that is without divination and telepathy. Still, they are close, and that may be why he missed it. That insidious corruption that Omar experienced. Beltran carved the next letter as his sorrowful eyes stared at his weapon. The next letter was carved. And all that was left was the last letter. Damn it all. -+10 corruption resistance.
- I worry about him - Captain Beltran looked upon his records and tried to find some reason for why Abdul couldn't make a Purity Rune. He looked through the Primarch's notes he had on his own difficulties, and compared them to Abdul's. They were remarkeably similar. Almost as if Abdul was trying to create the rune from scratch. But, then there was the other part of the notes. That the rune would be far harder to make if one's idea of purity was different. So, what did that mean for Abdul? What was his idea of purity? It plagued him, for he knew that his brother wasn't Lost. Still, he worried. Hidden Effects.
Might and Magic - Already a powerful Gamma Psyker, Beltran often struggled in close quarters where his psyker abilities couldn't be properly leveraged. During his fight with Doom Slayer, he grew, displaying more control over his flames than ever before. For this reason, he is one of the few to have ever landed a blow on Slayer. Gains half his psyker bonus in melee.
Prison of Metal - A Dreadnaught is a prison, one for which there is no release date. It's claustrophobic and irritating. It's his prison where he will remain forever. He rages against it, but it does not matter. All he can do is burn those outside his prison alive. *+5 to Legion Combat where Beltran is. -20 CR.*
Librarian - Gamma Pyromancer, Telekinetic. +40 to combat, increases Fluff kills. Allows Beltran to take special actions related to Pyromancy or Telekinesis.
Dreadnaught-Increased Fluff kills, one less wound, +10 to combat
In combat, Beltran is an unmovable bastion of power and flame, now more than ever. Preferring melee combat, Beltran excels in the production and direction of flames, preferring simple, yet overpowering attacks that force enemies to either whether an unstoppable blow, or jump back and give him enough time to prepare a second, or even third attack. One of his favored tactics, even, is to simply lock blades with his opponent, and unleash a torrent of flames while they are held down.
His signature move, however, sometimes called Beltran's Bastion, is to completely surround himself in a bubble of nigh impenetrable flames, and slowly lash out with ever-condensing tendrils fire and heat. When this happens, the immense heat of his soul burns away all attacks even Volkite and Lasgun blasts.
As a Gamma, he is more than capable of flooding entire battlefields with fire or telekinetic pressure, both of which have proven highly effective and terrifying to behold.
If there is an enemy to fight. If there is an enemy that feels fear. Send Beltran. His +50 in melee and +70 at ranged combined with his increase in kills and Pyromancer abilities make him a true force of nature on the battlefield. Do be advised, however, that until we expand the Chaplain Program to include Gamma-level Psykers Beltran has a -95 CR Malus under his Brothers.
Created by user Dauan Tienar for the Omake 'Heal Thyself with Fluff and Hilarity,' Rikard was a first generation Astartes drawn from the Astrologos family during the Unification War, and became quick friends with Oricarious during their Geneseed implementation.
Over the years, Rikard lost many Brothers, and, deeply affected by each loss, worked doggedly to improve both himself and the Apothecarium to save as many of them as possible. Over the decades, this tireless work ethic saw Rikard rise all the way to Chief Apothecary, but also saw the sharp decline of Rikard's mental health as he struggled and failed to save each Brother.
Eventually, Rikard saw his father found, and with his father's reforms, forced the Apothecarium to adopt a "You will be healed at all costs." policy, especially after thousands of particularly inspired or eager Wardens left their beds to fight again before they were properly healed. Fearful that even his father might do this, Rikard commissioned Primarch-grade chains to prevent such a devastating loss.
It was around that time that Rikard discovered a particular Legion Serf that also worked at the Apothecary: Shana. With Shana's help, Rikard saved many more Astartes and, perhaps more importantly, began to recover from his own problems. A positive spike in his effectiveness that, along with his Father's continued changes to the Legion, saw Rikard begin to research countermeasures for Nurglite diseases, NBC, and contaminants.
Currently, Rikard is recovering from the Maelstrom Crusade and the loss of Shana, and will likely need to spend the next few years attempting to recover.
Methodical Medical Methods - In order to deal with the endless plagues, Rikard has made a series of steps to follow in his search for a cure. It works, and he has iterated upon it again and again making it the Legion's standard practice. Identify the problem, isolate it, triage, then look into cures in a predetermined arrangement. It works, but sometimes it still isn't enough. *-10% losses to NBC warfare for Astartes.*
Chief Apothecary
When forced into a confrontation, Rikard fights defensively, weathering attack after attack with ease until an opening presents itself. Then, like a viper, Rikard will strike, attempting to strike his target down in one lethal blow, usually in the form of lighting-fast stabs. Should his opponent remain too vigilant, however, Rikard remains more than capable of defending for hours, or even days on end due to endless hours of intense surgeries, combat stims, and his style conserving energy as much as possible.
That said, if Rikard is ever in a duel, we have likely made several mistakes.
Rikard's best use to prevent the constant ticking deaths of NBC warface, or Nurglite plagues. Anything that would, over time, cause the loss of Astartes. He's similarly great in any sieges, and would likely be incredibly useful in the Desolation.
A collection of three Astartes, two Wardens and a Thousand Son, who were chosen to lead the Library after the dead of Chief Librarian Raziel. Splitting their responsibilities among both disciplines and stages of training, they are as follows:
Nasin: A Thousand Son that uses an exitus rifle, Nasin is responsible for training Librarians in rituals, telekinesis, divination, and more mundane fighting. Someone with connections to the Vindicare Temple, he does have several custom rounds that he uses in the most dire of circumstances.
Raz: A highly skilled telepath, Raz is tasked with teaching both telepathy and proper mental control to the various Librarians. He tends to act in a support role during combat, passing messages securely and quickly, and providing intelligence. However, his main role is out of combat, where he sees to the mental well being of members of the Legion.
Savinath: A highly skilled daemonologist, Savinath is subject to a curse that makes him fate go against him. Primarily responsible for the teaching of daemonic lore and daemonology, he tends to focus on polishing the skills of those in the Library. In combat he tends to make extensive use of daemonology, and can often be found in areas of extreme danger.
The Triquetra gains Last to Die - +20 to Duels
Nasin gains The Right Moment - Triple the effect of nat 100s he rolls
Epsilon/Zeta
Nasin: Prefers to fight from several kilometers away from his enemies. If that isn't possible, his go to strategy is to create distance, using a short power knife for emergency melee actions.
Raz: Preferring to avoid combat directly, he often uses a rifle with an attached bayonet.
Savinath: Using pyromancy, he chooses to set his hands on fire and use them as weapons.
The heads of our Library. Sadly, their best use is primarily to run headfirst into combat and be used as low-level combatants who, all together, still have a lower combat score than most of our individual Proto Heroes.
So I guess you could send them in as support characters to more important figures.
Mortals:
Description:
One of the few mortals to ever become a Proto-Hero, Amelia was once an ambitious soldier. Now the only survivor from her home world, Amelia is a jaded veteran with decades of combat experience and a relentless drive to survive.
The new leader of the Night Watch, Amelia survived a long, and bloody service to get to where she is today. Having watched her squad mates die one by one, as her organization collapsed in on itself, leaving only a tenth of those not already rooted out by the Custodian guard.
Still, even now, as a mortal woman Amelia pAles in comparison to the Astartes. She is no demigod brought to life with forbidden knowledge and ancient science, but a mortal so often often unto the battlefields of gods. As such, I would suggest often writing her as an underdog in most fights, even with all of her tactics and planning. Regardless, she is an interesting, and powerful, mortal character, and one given a lot more emotional leeway than our actual Legion.
Last to Die – One of thirteen soldiers to survive a rebellion by the forces of chaos, under the command of a mortal, she was ready to die along with the planet. But the arrival of the Wardens prevented that, and since then she has proven to be in her element when a fight is doomed. She has always been the last to die. *+80 to Last Stands*
Forged in Battle – Facing daemons before her world was even discovered by the Imperium, Amelia has had her will tried and tested on dozens of encounters. She has faced horrors that have broken her, and every time she has picked herself back up. A little bit lesser, but still herself. *+30 Corruption Resistance*
Watch Commander – Undoubtedly the finest of the Night Watch. Amelia has extricated herself from situations where lesser men have perished. And yet, she's survived them all. Every time, she's survived. She understands what it means to be a mortal in a galaxy of superhumans. How to live, how to fight, how to survive. Amelia knows this truth more than any other human. And for that she became the Watch Commander. *+5 to Duels*
One With The Night - Amelia has become the Watch Commander of the Night Watch, having survived many battlefields losses that the organization faced over its history. But adversity breeds greater strength to the survivors, and as its leader Amelia will survive till the very end. *Amelia will not die unless the entire Night Watch dies first.*
Night Watch
An assassin oft on the battlefield of gods, Amelia's life is unfair, and such Amelia is a firm believer that a fair fight is one she should never enter. Typically, when she engages, she does so in stealth, with her trusty hellgun on one side, two dozen Night Watch on the other, and staring down a prepared killing field.
Should the target somehow survive, Amelia and her men attempt immediate extraction, putting as much distance between themselves and their foe as possible before being forced into an honest engagement.
Should extraction prove impossible, Amelia will still attempt to gain as much distance as possible, and shoot down her foe from ranged, only enterring melee ranged when forced into it.
Our strongest mortal unit, Amelia is best used as the leader, teacher, and commander of our Night Watch. Though her amazing bonus to Corruption Resistance makes her a great bodyguard for Witch Hunters as well. One With The Night does, however, make her nigh impossible to kill, making her a sure bet for a slowly upgrading proto, even of her base is much lower than the other Astartes.
So, apparently the original list of Proto Heroes I spent several days compiling included several people who weren't Proto Heroes. These became somewhat difficult to tell apart from the official Proto Heroes as they were listed on the same page and, by and large, had roughly the same amount of information given about them. So I spent several days compiling a new Proto Hero page with more information about them.
So here's the original page, sans the characters that got moved, because I noticed Daemon had already thread marked the OG page properly and was more willing to inconvenience myself than him for some reason.
Astartes:
Bodin, Master Of The Forge
Description:
A holly, jolly old man of an Astartes Bodin has spent centuries mastering the subtle craft of powerful weapons and wargear. Always seen in his bright red armor, with a nice red and white hat, and a little soot burning into his long white beard, Bodin is known to be nearto perpetual smile. He stands tall in his specialist artificer armor, and occasionally in his special tank from which he is known to give out artificer gifts.
Traits:
Techmarine, Master Of The Forge
Best Use:
I think he's confirmed to be going with the loyalists, but in the meantime he specializes in Psykic weaponry and the creation of Relics. So I'd have him create, along with a whole planet or much of the Forge, a Psykic Relic for Kesar or one of our named or Hero'd Librarians. Or designing gear for our more normal usage, like the Psykic Hood or Power Armor with Psi-convectors like the Grey Knights have.
Dian Vaidya
Description:
An Apothecary scared by losing those in his care, Dian spends much of his time preparing and improving himself to save as many as possible-always pushing himself to be more like his Primarch, and First Captain. Largely distant from others due to fear of losing them, he has recently grown quite close to the Techmarine Solomon, and developed quite a positive work relationship.
Traits:
Dedicated Doctor - Increases wound recovery rate for Astartes.
Miracle of Triage - On RP17, Vaidya was given the unenviable task of stemming the death during a horrifically unorganized retreat. The hospitals were out of supplies, everyone was wounded and bloodborne infections were all too common. He had but one choice, do the impossible, so he did. *Heals 1 wound every 2 rounds in duels. Can heal other people in the duel with this.*
Apothecary
Best Use:
Dian is the most dedicated of our Apothecaries in the research and development of new technologies. More mechanically, he's also the best for healing large amounts of Astartes, and acting as support unit during duels.
Gananon Weylend:
Description:
A Techmarine who specializes in the creation of power weapons, having picked up a lot of skills after staying with The Salamanders for several years. He is as close to a cowered as someone incapable of feeling fear can be, and thus prefers not to openly charge the enemy gunlines when he can help it.
Traits:
Techmarine
Best Use:
Assign him to the creation of low-level artifacts or the maintenance therein. Could, technically, also do research but doesn't have a bonus to doing so.
Julian Hectus:
Description:
Not too much is known about Captain Julius Hectus. He seems a kind sort, having built a statue in honor of his Fallen cousins across the Legions. He's also noted to absolutely despise Chaos, and has a pretty good bonus in a fight.
Traits:
Age, And Experience- +5 to duels Hectus gains The Old Hand - +10 to Command
Captain
Best Use:
As a tactician, Hectus is actually all but unmatched within our Legion. Tactically, he's most useful sending as support to some of our more powerful beatsticks in order to stack on the bonuses and let powerful characters like the Doom Slayer or Maticus kill unabaited. Other than that, however, he might be best used to oversee the creation of our monuments, as he was noted to have built a small one in his introduction.
Lance Dorner:
Description:
Strangely known primarily for clearing up debris in the endless void of space, Lance Dorner is one of the best pilots in the Legion, and our number four Void Combat guy. Though, sadly, there can only ever be three leaders on any given mission.
Traits:
[No Traits Known]
Best Use:
Having only been seen acting as a pilot, Lance Dorner's best use is likely as the personal pilot to Kesar himself, or one of our Proto Heroes. Or a possible leader of such an organization. Alternatively, he might be well used as a trainer for naval combat forcer, or the Void equivalent of a duelist.
3rd Company Sargent Lares:
Description:
A reserved individual, Lares prefers to act as a follower rather than a leader, and often struggles to seize the initiative. A perfect soldier, Lares follows orders without hesitation, and is quite notable among even members of his own Legion for his combat prowess. Personally trained by Maticus in preparation for the Ritual Crusade, that prowess has only grown, turning Lares into one of the most skilled warriors within the Legion. As a notable oddity, due to Maticus' and Otto's influences, Lares is an avid proponent of letting normal humans into Astartes command structures, seeing normal humans as the backbone of the Legion, rather than believing in Astartes superiority.
Traits:
The Black Swordsman's Apprentice - Trained by Thule and then by Maticus. The reserved Sergeant was known for his combat skills and odd beliefs. Wielding a spear with enough skill to catch the 3rd Captain's eye, Lares was personally tutored by Maticus until his skills were above those of his brothers. His showing in the Warden Tournament proved that the 3rd Company was truly the pinnacle of the Legion. +10 to duels.
Maticus' Training: +15 to fights alongside a group of 3rd Company Company Eternal Wardens.
Best Use:
Due to the way his Traits work out, Lares is immensely useful in duels, especially when stationed alongside others of the 3rd Company. Due to this, he operates best as the leader of a small kill-team.
Liberius (Formally Lucef Suryasta ):
Description:
A powerful and respected member of the Eternal Wardens, Liberius was originally well liked among his Brothers for his ferocious Psykic power. After being deployed to a slave world in which the Eternal Wardens failed to save all but one lone boy, Liberius has dedicated himself to the eradication of slavery within the Imperium, seeing it as a blight on humanity and the cause of much unnecessary strife.
Traits:
Librarian - Epsilon Pyromancer
Best Use:
While not a particularly powerful Warden, Liberius has defined his character by the noble goal of completely eradicating slavery in all its forms. As such, he is best used on any world which seems to be having notable problems, or use, in regards to slavery. He'd also likely be a huge boon to Vulkan in the Primarch's miniature Crusade.
Petus:
Description:
Remember the sole survivor from when the Khalsa got wiped out, and then we replaced them all with Psykers? Yeah, that's this guy. The current head of Kesar's honor guard, Petus has had to compete with a largely Psykic guard, born with advantages he could never have. But Petus hasn't just kept up, he remained far beyond them! Due to his position, he's likely Kesar's closest son, almost always being in close proximity. Despite this, his personality isn't very defined, and so he serves as a great jumping-off point for anyone wanting to write some Omakes but not necessarily having a character you wish to write about.
Traits:
[Unnamed Trait] - +5 to duels
Head of the Khalsa
Best Use:
Due to his position as head of the Khalsa, Petus' best use is very much at Kesar's side, and is auto-deployed as such. It's notable that, if the rest of the Khalsa fall to Chaos, it's still possible for Petus to remain pure. Which might be very needed, as the Lost Psykers might very well be a Primarch-level threat. In Omakes, he's likely best used as a voice for Kesar to talk too, or a trusted confidant. Also the guy to keep the rest of the Khalsa in-line.
Apothecary Epistolary Captain Rene Ritzal:
Description:
Oddly enough, Daemon's current favorite character, Rene was an Apothecary that managed to become a Librarian after a suspiciously late Psykic awakening above the planet of Aleph. Typically a very caring sort, Rene is still a very competent Apothecary. He is, however, also one of the most naturally talented Librarians to ever grace the Legions.
Traits:
Apothecary
Librarian - Epsilon Biomancer
Best Use:
As an Epsilon ranked Psyker, Rene has a +10 to all duels at ranged. Due to being a trained Apothecary, he's an effective non-Psykic healer as well. As such, he's a great support character, able to provide a +10 to duels, heal with both Apothecary Training and Psykic Powers, and even repair equipment. Though, his best use is probably as a teacher for our planned Biomancer group, or in attempting to augment our mortal troops.
Techmarine Scotty Revine:
Description:
Techmarine Scotty Revine is a joke character coming from the meme "Beam me up Scotty." Perhaps our most useful Techmarine, Scotty is most interested in the field of teleportation, and has made quite a few discovers regarding just that. He's literally Techmarine Scotty from Star Treck.
Traits:
Techmarine
Best Use:
What would Scotty from Star Treck be good at? That.
Mortals:
Orcus:
Description:
Orcus is a man from a simple Pleasure world, taken by the grubby hands of the Imperium and placed firmly on a Deathworld. Needless to say, things go poorly, and after managing to put down an Alpha Level Psyker native to the planet, Orcus managed to return to the Imperial army, driving a mighty Baneblade all the while. As if that wasn't awesome enough, the churgens responsible for his recovery found that many of his wounds should have been fatal long ago, and even then were able to save his life. Only through heavy cybernetic augmentation, however. By far our strongest, individual, mortal unit, this character is actually a Baneblade driver, and would thus be very useful as an on-planet driver, or working with another of our mortal groups.
Traits:
Against All Odds - Orcus was the sole survivor from Base 5 on Aegis. It was destroyed by a flaming bird, but he alone managed to run. Barely managing to enter a Baneblade, he managed to just barely knock the bird from the air before fleeing. Barely alive, he managed to find a nearby patrol and voxed the birds' coordinates. It was at this point that the Imperial Army created an 80-mile wide crater. Clinging to life, he was rushed to the medical facility. After hours of surgery, he emerged with three of his limbs now made of metal. But, he was still alive. *+2 to combat rolls for Orcus (humans have much slower growth)*
True Veteran - Surviving in the Imperial Guard is not easy. Millions die on every battlefield, and survivors are shoved into even worse ones. To survive in the Maelstrom, against an Exalted of Nurgle, is even harder. But Against All Odds, Orcus succeeded. +4 to combat.
Baneblade Driver in the Imperial Guard
Best Use:
Despite not being an Astartes, Orcus' best use is likely in duels, as he has a higher dueling bonus than most rank and file Astartes. Failing that, he would be a good main champion or general for the Tank group we plan to create. Until such a group is founded, however, he could be well used as a transport vessel for high-profile characters, such as Oricarious or Kesar.
Tier 1: Surprise Chaos in a major way (COMPLETED)- Daemons get a –10 to rolls when Kesar is around
Tier 2: Gain the attention of a Chaos God and still win (COMPLETED)- Increase odds to true death daemons to 20% (overridden by tier 5)
Tier 3: True death a daemon from every Chaos God (COMPLETED)- Double effects of anti-daemon gear that Kesar wields
Tier 4: Survive an Emergency Button (COMPLETED)- Reduce effects of Chaos God emergency buttons and panic buttons when Kesar is near
Tier 5: True death a daemon of Chaos Undivided (COMPLETED)-Increase odds to true death daemons to 50%
Tier 6: True Death a Daemon Prince (COMPLETED)- Daemons below Exalted tier are always truly killed when slain by Kesar (Shown in Anathema trait)
Tier 7: Enter a Chaos Gods Domain
Tier 8: True Death an Exalted Daemon in the Warp While Alone
Tier 9: True death an Exalted Daemon from each Chaos God (1/4)- Nurgle, Slaanesh, and Khorne remain
Tier 10: Take Over a Daemon World
Tier 11: Wound a Chaos God.
Tier 1 (COMPLETED IN MAELSTROM) Daemons get a -10 to rolls when Maticus is around
Tier 2: True Death an Exalted (COMPLETED)- Double true death chance
Tier 3: True Death a Daemon from Every Chaos God including Undivided (COMPLETED)- Can scale duel rounds by a factor of two
Tier 4: Survive an Emergency Button or Direct Chaos God Attention
Tier 5: True Death a Greater Daemon from each Chaos God (3/4) Khorne and Slaanesh remain
Tier 6: True Death a Daemon Prince
Tier 7: Enter a Chaos God's Domain
Tier 8: True Death an Exalted in the Warp While Alone
Tier 9: True Death and Exalted from each Chaos God
Tier 10: Take over a daemon world
Tier 11: Wound a Chaos God
Tier 1: (COMPLETED IN MAELSTROM)- Daemons get a -10 to rolls when Oriacarius is around
Tier 2: Outwit a Tzeentchian Daemon
Tier 3: Face a group of daemons that should be dangerous and win
Tier 4: Manage to survive an Emergency Button or Direct Chaos God attention
Tier 5: Outwit a Tzeentchian Greater Daemon
Tier 6: Outperform an Exalted daemon
Tier 7: Deal a noticeable blow to the Chaos Gods
Tier 8: True Death an Exalted in the Warp While Alone
Tier 9: True Death and Exalted from each Chaos God
Tier 10: Outwit a Chaos God
Tier 11: Wound a Chaos God
Tier 1 (COMPLETED IN MAELSTROM)- Daemons get a -10 to rolls when Doom Slayer is around
Tier 2: Kill an absurd number of daemons (COMPLETED)- Can choose to autoroll 80s versus non-Greater Daemon daemons
Tier 3: Kill a group of greater daemons in a single fight (COMPLETED)- Chooses which enemies take wounds in a duel
Tier 4: Kill enough lesser daemons to worry a Chaos God
Tier 5: True Death a group of Greater Daemons in a single fight
Tier 6: Clear out a daemon fortress on his own
Tier 7: Enter a Chaos God's Domain
Tier 8: Survive in the warp for a notable length of time alone
Tier 9: True Death and Exalted from each Chaos God
Tier 10: Take over a daemon world
Tier 11: Wound a Chaos God
Tier 1 (COMPLETED IN MAELSTROM)- Daemons get a -10 to rolls when Solarus is around
Tier 2: True death a notable number of daemons with explosives (almost there)
Tier 3: True death a Greater Daemon with an explosive trap
Tier 4: Banish/true death an entire daemonic army using weapons made by oneself
Tier 5: True death a Greater Daemon from each Chaos God with an explosive trap
Tier 6: Beat an Exalted Daemon in some manner
Tier 7: Kill a large number of Greater Daemons at once
Tier 8: Truly kill an Exalted
Tier 9: Destroy a daemonworld
Tier 10: Damage a Chaos God's domain
Tier 11: Wound a Chaos God
Solarus' Daemonsbane tiers can be generally equated to more anti-daemon bomb creation.
Tier 1 (COMPLETED IN MAELSTROM)- Daemons get a -10 to rolls when Orion is around
Tier 2: Be a leading figure on a notable training expedition (COMPLETED)- Scaling bonus up to +20 for hero and trait rolls for those he trains
Tier 3: True kill a daemon from each Chaos God (1/4) Khorne, Slaanesh, and Tzeentch remain
Tier 4: Train a hero (COMPLETED) - Previous tiers must be completed before effect is unlocked
Tier 5: Survive an emergency or panic button
Tier 6: Train a Daemonsbane
Tier 7: True kill an Exalted
Tier 8: Train Daemonsbanes to counter 4 Chaos Gods
Tier 9: Have their disciples, allies, and themselves notably harm Chaos as a whole
Tier 10: Wound a Chaos God
Tier 11: Train/Become an Anathema
Orions Daemonsbane tiers can be generally equated to a Paladin focused on buffs and teamplay.
Tier 1: Survive a long period of time alone in the Warp (COMPLETED)- Daemons get a -10 to all rolls while Durante and Vergil are around.
Tier 2: Encounter multiple daemonic warbands in the and survive (COMPLETED)- Halves Warp maluses (overridden by tier 3)
Tier 3: Encounter greater daemons in the Warp and survive (COMPLETED)- Removes Warp maluses
Tier 4: Escape the Warp (COMPLETED)- Always succeeds on disengage checks against lesser daemons
Tier 5: Retrieve something from the warp (COMPLETED)- Movement can only be interrupted by heroes and specialized proto-heroes
Tier 6: Retrieve something from the deep warp
Tier 7: Enter a Chaos God's Domain
Tier 8: Survive a Chaos God's Domain for a notable period of time
Tier 9: Survive a Chaos God's attention
Tier 10: Enter a Chaos God's home
Tier 11: Wound a Chaos God
Durante's and Vergil's Daemonsbane tiers can be generally summed up as survival
Tier 1: Resolve a warp based problem of sufficient difficulty (COMPLETED)- Daemons get a -10 to rolls when Auro is around
Tier 2: Cleanse a daemonworld of chaos (COMPLETED) - Reduce time for anti-chaos rituals by 25%
Tier 3: Use a ritual to true kill a Greater Daemon-
Tier 4: Create and spread a ritual to a notable number of psykers (~100)
Tier 5: Perform a ritual that alters a theater sized conflict
Tier 6: Perform a ritual to remove a small warp storm or similar
Tier 7: Perform a ritual while being actively resisted by a psyker of at least near equal skill
Tier 8: Bind/True Kill/Permanently weaken an Exalted of Chaos
Tier 9: Perform a ritual that affects the galaxy
Tier 10: Use a ritual to remove a domain from a god
Tier 11: Use a ritual to permanently weaken a Chaos God in a noticeable way
Auro's Daemonsbane tiers can be generally equated to guiding sections of the Warp
Tier 1: True death a Greater Daemon
Tier 2: Dismantle a Tzeentchian plot without hero assistance
Tier 3: Convince a cultist from each Chaos God and Undivided to turn on Chaos
Tier 4: Have a lengthy debate with a Greater Daemon and have them say he's won it
Tier 5: Convince/trick every faction of Chaos to attack another faction at some point
Tier 6: Convince a Daemon Prince of Chaos to turn on Chaos
Tier 7: Get invited to a discussion with an Exalted and survive
Tier 8: Deceive an Exalted of Chaos and survive
Tier 9: Get into a debate with Honored of each Chaos faction and have each admit that Baldur won
Tier 10: Convince a daemonworld to turn on Chaos
Tier 11: Convince an Exalted of Chaos to turn on Chaos
Note that for Daemonsbane tier 11, Khorne, Slaanesh, Nurgle, and Tzeentch are the 4 most obvious being the major Chaos Gods, however there are other minor Chaos Gods that would count for tier 11.
The three we know of so far are Be'lakor, first Daemon Prince of Chaos, Drach'nyen, echo of humanity's first murder, and Mathlaan, fallen Eldar God.
Psyker bonuses only apply to ranged combat and disappear in melee combat unless they have a trait that allows them to use it in melee. Psykers also typically have CR maluses, but those do not apply if the psyker is a Hero
The base bonus for Astartes Heroes is +40 to all rolls (+20 from being astartes and +20 from being a Hero). Human Heroes only have the +20 Hero bonus at base.
Dark Angels
Legionwide Hero traits:
+5 to all rolls (First Captain bonus)
Lone Angel: +5 if the only Dark Angels hero present
The Lord Cypher:
+70 disengage bonus
+80 stealth bonus
Double ambush bonuses
Autosucceeds escape tests if imprisoned
Hero status passes on to protege if killed (There must always be a Lord Cypher)
Elikas Chief Librarian:
Gamma Psyker
Able to fake his traits to other characters
+20 CR
+20 to deceptive acts
Luther:
+10 to combat
+20 to command
-20 to rolls to act against Lion's best interest
Reroll rolls below 5
Merir Astelan:
Negate supply penalties
+40 against Xenos
-10 to diplomacy while present
+10 to initial combat rolls while present
Nemean:
+60 to duels
Double Wounds
Absurdly Scarred - +20 intimidation
Rangdan Survivor - Can only be wounded by heroes
Can never get negative traits
Jon Hunter (Human):
+100 to duels total (10 from psychic stuff)
Heals if not attacked
Reroll if he dies
Negate first wound
Negate death wound
+70 against psykers
Emperor's Children
Fabius Bile:
-50% casualties to theater of war, casualties reduced take 5 years to return
Primarch Grade Biologist
Double wounds, +20 to combat, +20 to escape
+30 to infosec
+10 to legion combat when present
Kaesoron:
Double fame increases, halve infamy increases
+20 to legion combat when present
Halve IA morale penalties
Rylanor:
+15 to duels
Can tell when someone lies
+40 CR
Impossibly Quick: -10 for enemies during the first round
Venerable One - Negate Dreadnaught maluses. Always awake.
Eidolon:
+20 to command
Halve casualties
-20 CR, Unwilling to listen to inferiors
+40 during the first round in a duel. Remains if he inflicts a wound.
+30 to duels
Negate first wound taken
Thrallas the Disgraced:
+40 to command
Crit fails on <10, crits >91. Increase effect of crit fails.
-30 to command, unable to find fame
+20 to command
+20 to duels
Repentance - Quarters wound threshold for self and enemy
Double wound total
Lucius:
Double Trait Gain
Gain +20 after taking a wound
+60 to duels
Double Wound Threshold
-40 CR, inflicts wounds in spars, -10 to subordinates under him
Quarters wound penalties
Can scale combat length by a factor of 2
I'm in Charge Here - +10 to command
Arna (Human):
Reroll dice in combat
+55 total combat bonus
Double wound threshold
Double disengage chance
-10 to all actions if an action conflicts with her moral beliefs (-20)
+10 vs Eidolon
Ferrus Made Weaponry - +5 to duels
Saul Tarvitz:
Halves Imperial Army casualties
+5 to command
+10 to duels
+5 CR
Iron Warriors
Dantioch:
Can scale casualties if within fortifications. Up to a factor of 10.
Immune to mental effects
+45 to command
Double enemy casualties during fallback
+20 to explosive rolls and traps
Increase strategic success goals by one tier
Action Planning - +10 to duels that have more than two duelists.
The Miracle Admiral - +10 to void command, -25% losses for void combat
Forrix:
Quarters civilian casualties.
Halves IA casualties. -10 to command.
+20 to command.
Quarters friendly casualties
Halves collateral damage.
Can scale casualties by a factor of 4.
+10 to duels that have more than two duelists.
Kroeger:
Double Astartes Casualties. Quadruple Enemy Casualties.
Half Astartes Casualties. Quadruple IA casualties.
+20 to command. Quadruple civilian casualties.
+20 to command. Quadruple collateral damage.
-60 to morale. Negate morale effect on combat.
Increased trait growth for those he works with. Skewed to brutality
Falk:
+30 to combat
Double Wound Total
+40 CR
+10 to command
Toramino:
Can adjust combat round length by a factor of two.
+20 while defending.
+20 to command.
Harkor:
Can increase round length by a factor of 8
+30 to disengage
Half casualties under his command
Alma (Human):
Alpha Psyker- +100 to army rolls, +50 to duels, +20 total CR
Ave (Human):
+92 to duels
+80 against Eldar
Horrific Scarring - -20 to diplomacy, -40 max relationship with Eldar
Quadruple wounds
Negate first injury that would result in death
Narrative CR
White Scars
Yesugei:
+5 divination. +5 CR
+60 to finding enemies.
+40 against more powerful psykers. If it would bring bonus above enemies, receive +20 instead.
Knows if ambush is about to occur. 100 seconds previously for personal. 100 minutes for army.
+30 CR
Can't roll below a 25.
White Scars minimum rolls is 20. Enemy rerolls crits.
-40 to enemy ritual rolls
Jubal Khan:
+20 to void combat
+30 to disengage
+20 to command
+60 to last stands
+10 to duels
Negate wounds. Invert wound penalty on disengage
Kuveer:
Can act as a +20 fortification
Provides +30 to defenses. Falls off for stronger defenses.
+80 dueling bonus
Can pause combat for one round. Hits -80 exhaustion afterwards
Renshu the Kagish:
+12 to duels
+12 to command
+12 to diplomacy
+12 to disengaging
+12 CR
+12 to Void Combat
Shen Shih the Karaoghlanlar:
Invert numbers bonuses
Increase kills by a factor of 10
Reroll disengage checks
Double wounds inflicted
Space Wolves
Bjorn:
+100 total combat bonus
Drastically reduces chance of negative traits for Wolves
Reduces emotional, psychological, and mental maluses for Leman
Halves morale penalties
An Ear to Talk - Reroll instances where Leman will get a negative trait
Zunia (Human):
Quarters project times
Negates Primarch and Astartes social malus
Immune to intimidation
+20 diplomacy, +20 intrigue
+40 counterassassination
Jorin Bloodhowl:
+50 to duels
Halve company losses
+20 to Legion Combat
+20 to Last Stands
Ogvai Ogvai Helmscgrit:
+20 to command
Notably reduces information gained by enemy commanders
+15 against retreating foes
Kva:
+10 to duels
Boost primal warp rituals
Boost world spirit effects
Dampens non-primal warp powers
Negate wound penalties
Othere Wydrmake:
Double primal runic effects
Epsilon Psyker in Effect
Can fake relationships up to a +30
+10 to all rolls against psykers
Imperial Fists
Sigismund:
+40 to duels
Immune to Exhaustion
True Deaths everyone he's fighting if he dies during the duel
Can increase/decrease duel round time by a factor of 8
+40 CR, +40 Anti-Daemon
Double wounds inflicted, halve threshold to wound
+20 to Legion rolls while present and notably outnumbered
Archamus:
Understands enemy plans more with each round of combat
+2 wounds
Cannot be wounded by nonheroes
+20 to command
The 700:
+80 to Legion Combat
Can split off 10 Astartes who count as a normal Astartes hero with no traits For Army combat, can only lose Astartes if all other forces are dead.
Loses 100 Astartes per loss in combat
Narrative CR
Autowin if enemy doesn't have elites
Gar Tarkonn:
+40 to command
Can trade multiplying losses by 2/4/8 for +1/2/3 to strategic success
Half Astartes casualties
If all forces would be lost, lose 99% instead
Night Lords
Sevatar:
Reroll all dice.
+50 to combat
+40 intimidation, +40 stealth
Autosucceeds against non-protos
+20 to command
Awakened Crow - +5 CR, ???
The Corvidae - Applies part of his intimidation bonus to command (amount depends on the enemy)
+5 against "Eldar" (actually Necrons)
Talos:
Sees flashes of the future
+40 to command
+30 to combat
+30 to intimidation
+20 to stealth
+30 to preventing disengages
+10 CR
Malcharion:
+50 to duels
Cannot be wounded in a 1 vs 1 duel if his bonus is higher
Immune to exhaustion
Halves numbers bonuses
+10 vs Astartes, +20 vs Night Lords
Blood Angels
Raldoran:
+40 to duels
+20 to all Blood Angel rolls while present (doesn't apply to him)
+20 to command
Quarters Blood Angel casuaties while present
Azkaellon:
+50 to duels
Chooses how he loses
Dies four rounds after death, if he wins the duel in this time, he lives
Double wound threshold
Nemedeus:
+10 to duels
+40 to last stands
Double wounds
Max wound penalty of -20
Can extend duels by up to a factor of 8
Negates first two killing blows
Immune to Exhaustion
The Ghoul:
Causes mortals to autobreak
Heal 1 wound for every 2 he inflicts
Heals to full after killing an enemy
+40 to duels
Autokills non-protos
Poisons the area he walks
Aster Crohne:
+20 to espionage
Iron Hands
Gabriel Santar:
Immune to small arms
Triple wound total
Caps wound penalty at -40
Can increase combat round length by up to a factor of 3
-40 to diplomacy, +20 to indimidation
Amadeus DuCaine:
Immune to infantry and below up to elite grade
+30 to command
Double nonaugmented casualties, half augmented casualties
Double mechanized bonuses, -20 if force is mostly unmechanized
Half terrain penalties
Reduce defensive bonuses by 20 if his force is mostly mechanized
Shadrak Meduson:
Immune to infantry and below up to elite grade
Applies command bonus to all fronts and actions
Quarter subordinate trait growth.
Perfect battlefield awareness.
Immune to strategic, tactical, and personal surprise.
Commanders with a bonus below +40 can at best tie with him
Loreson Unfleshed:
Immune to infantry and below up to elite grade
Heals wounds by 1 per round if person is heavily augmented
Heals own wounds by 2 a round If a machine isn't destroyed, repair it at a +10 per 2 rounds.
Can repair destroyed machines after battle with a DC60 check (no bonuses)
Jebez Aug (Hidden Hero):
Immune to Deathstrikes and Below up to Heroic Grades
Negate wounds when running
+50 to retreats from duels
Double Wound Threshold on retreats
Moves at double speed
Karel Mach:
Immune to infantry and below up to IA grade
+5 to everything
-10 to diplomacy, +10 to indimidation
Reduce thresholds of success by half during the first round of combat and duels
Crius:
+20 anti-psyker
+15 to duels
Negate first wound
Nagatami (Necron):
+100 total to duels
+120 to stealth
Double ambush bonus
Regen 1 wound/round
Negate first death wound
Autek Mor:
Double wounds
+10 to command
+30 to command against humans
Death Guard
Typhon:
Immune to non-Honored NBC weaponry
No penalties from lacking supplies
Negate wound penalties
Double Wounds
Can negate wounds during a single round of combat once per duel
-20 CR
Caipha Morga:
+10 to Mortarion's rolls
Triple Wounds
Erud Vahn:
+20 to command
Immune to non-Honored NBC weaponry
Double Wounds
Double Wound Threshold
Once dead, puppet body at no wounds for 5 rounds. Wounds apply a -2 penalty for this. (Due to internal augments)
Thousand Sons
Ahriman:
Alpha psyker
Reroll all dice.
+30 to Legion Combat.
+50 to duels.
Can use psyker abilities in melee with no penalty.
+5 CR
+120 to warp knowledge
+20 to all rolls
+5 when working with Eldar.
Blinded: -20 to combat, +10 to all rolls, considered to roll a nat 1 against Blanks
Near Death Experience: Narrative CR, Must flee if Nurgle is near
Heal 1 wound per round. No restrictions on what he can heal. Can revive the extremely recently dead.
Amon:
Delta Psyker
+140 to warp knowledge.
Sees flashes of the future.
+20 to rolls at key moments.
+40 to combat.
-10 when working with Eldar.
Iskander Khayon:
Gamma Psyker
+25 to Legion Combat.
+40 to duels.
+100 to warp knowledge
Can use psyker abilities in melee with no penalty.
+30 against Primarchs.
+10 when working with Eldar.
+10 against psykers
Tyrion:
+80 against psykers
+40 to duels.
+100 to stealth.
Negate divination rerolls in combat.
+40 anti-daemon
Autobanishes lesser daemons.
Autokills epsilon levels and below whose bonus is lower than his.
+80 to warp knowledge.
-10 when working with Eldar.
Sanakth:
Epsilon Psyker
+60 to duels
Autowins duels if bonus is higher than enemies. Does not count psyker bonuses.
Negates divination rerolls in combat.
Inverts enemy number bonuses.
Rolls individually against all participants in duels.
+10 when working with Eldar
Phosis T'kar:
Beta Psyker
Cannot be harmed by non-heroes.
+40 to duels.
Can use psyker abilities in melee with no penalty.
+5 CR
Rolls individually against all participants in duels.
Negates enemy number bonuses.
Auramagma:
Gamma psyker
-20 CR.
-10 when working with other heroes.
+30 to duels. +80 warp knowledge.
Can use psyker abilities in melee with no penalty.
Negates enemy number bonuses.
-50 if enemy bonus is higher. +20 if enemy bonus is lower.
Atharva:
Gamma psyker
+2 wounds.
Drawn to important events. Sees important events.
+10 when working with Eldar.
+10 to command
War Hounds
Lhorke, Legion Master:
+40 to command (+110 total)
+20 to combat (+100 total)
+20 CR (+100 total)
Max of +10 relationship with World Eaters and War Hounds, will kill themselves if implanted with the Nails
We Were Heroes -+5 to Command, +20 to Combat, +20 to CR
Welcome to the Legion - +5 to command
Lotara Sarrin (Human):
+80 to void combat
Doubles effect of flagship
Negates Astartes malus, Negates social Primarch malus
+60 intimidation, +80 against World Eaters and War Hounds
+20 combat
Cannot be wounded in the first round if she initiates combat
Macer Varren:
Can resist the Nails
+50 to combat
Unwilling to personally commit massacres
+5 CR, Cannot be forced to do heinous actions
Vorias:
Max of neutral relationship with those with the Nails
+20 to combat, +20 CR
Adds power in rituals at improved scaling
Can apply powers in melee
Delta psyker
Mkani Kano (Blood Angels Transfer):
+10 to all Blood Angel rolls while present (doesn't apply to him)
Reroll Blood Angel army dice while present
Double Red Thirst effects for himself, +10 CR
+30 to duels +10 to last stands
World Eaters
Kharn, the Betrayer:
Negate Primarch malus.
+80 to last stands
+40 vs Angron
Double Wound Total
Negate First Deathblow
+40 to combat (+100 total)
Rolls seperately for each member of a duel
Autokills non-protos
+10 to command
-40 CR, Falls if Angron falls
Ultramarines
Marius Gage:
+10 to command, -10 to combat
Halve friendly casualties, civilian casualties, and infrastructure damage during battle
Reduce supply consumption by 25%
Reduce project times by 25%
+20 diplomacy
Increase degree of success needed for notable damage by 1 against forces he commands
Thiel:
+20 against Astartes
+20 to combat, +20 to command
+20 to command for assymmetrical warfare
Army upkeep and usage cut by half
Supply maluses reduced by half
Allows allies to add half his command bonus to their fronts (currently gives +40)
Ptolemy:
Delta Psyker
Increase knowledge recovered from battle or conquest
Reduce severity of crit fails
+5 to command
Tylos Rubio:
Gamma Psyker
Applies half of psyker bonus to melee
Arthron:
+115 total combat bonus, can apply psyker bonus to melee
Negate numbers bonus
+10 when fighting with or against Guilliman
Forces enemies to take the same exhaustion penalty as him
Can reduce friendly casualties by 50 percent in exchange for taking two wounds.
Luna Wolves
Abaddon:
+45 to combat (+105 total)
Increased Trait Gain
Double enemy casualties
Quadruple fluff kills
Negates numbers in duels
Falls if Horus falls
Negates first wound in a duel
Garviel Loken:
+40 to command
+40 to duels
Negate crit fails and crit successes for both sides
Little Horus:
-5 to all rolls for each friend that dies
+30 to duels
+20 to command
Falls if Horus falls
Torgaddon:
-20 relationship to those with arrogance related traits
+10 to commander rolls while present
+40 to combat
Will refuse orders he views as needlessly cruel
Kalus Ekaddon:
+30 to escaping
+40 to stealth
Salamanders
T'kell:
+30 to diplomacy, +30 to helping people lose negative traits
Grandmaster Forgemaster
Improves artifacts by one step if working with someone with a higher forgemaster level than him
+40 CR
Artellus Numeon:
Halves casualties
Quarters civilian casualties
Quarters infrastructure damage
Reduce supply consumption by 50%
Planets conquered have loyalty improved by one step
Immune to Exhaustion
Quarters IA casualties, Cannot sacrifice Imperial Army lives without their approval
Atesh Tarsa:
Double wound total
Dies 10 rounds after death
Heals 1 wound every 2 rounds
Double wound threshold
Cassian Dracos the Dreadnaught:
Double wound threshold
Sanity decreases each time they are awakenned
100/sanity level last stand bonus (caps at +100) Basically he loses sanity each time he awakens but every bit of sanity he loses makes him stronger
+40 to command (doesn't include insanity penalty) +40 to duels
Umojen:
Autokills non-protos
Multiply fluff kills by 1000
-20 morale penalty for those capable of breaking
Gamma psyker
Kaer'shan:
+30 to duels
Sigma (Alpha legion Transfer):
+150 disguise rolls
No penalty for disguising as chaos or human
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Malevolon (Human):
Unhinged - -20 to diplomacy
Thickest Fighting - +10 to void combat she's a part of
Insane Ideas - +40 to entering contested airspace
Raven Guard
Alvarex Maun:
Negates stratetic, tactical, and personal surprise
Can choose who is wounded in duels
Chooses what is lost during battles for himself and the enemy
+40 to discerning enemy trumps
Reroll crit fails
Solaro An:
Chooses what is lost during battles for himself and the enemy
Doubles bonuses from information
+20 to stealth
+40 to gathering information
+10 to Raven Guard rolls while present
Branne Nav:
+10 to combat
+40 to stealth
Triple ambush bonuses
Cannot be spotted by nonheroes
If unwounded during a round, can automatically choose to disengage and hide
Agapito Nev:
+60 to counterespionage
Negates strategic, tactical, and personal surprise
+20 to command
Can choose location of heroes and trumps retroactively
Gherith Arendi:
Negate first killing blow to Corvus if present
+10 to Corvus' rolls if present
The Silence Squad-
Double Wound Threshold, A Wound Turns them back into protos
Can disengage during the first round of combat at will. Applies once per battle.
Can take twenty times normal success time to autosucceed at stealth checks
Adakara Shraed:
Reduce supply usage by 10%
Reduce IA casualties by 10%
Command traits apply two steps further than normal
Nykona Sharrowkyn:
Triple Disengage Bonus
Wraith Slipping - +60 to stealth
+40 to duels
Vincente Sixx:
Battlefield Surgeon - Small chance of converting dead individuals into dreadnaughts if they are recovered immediately after dying
Dreadnaught Whisperer - Increases chance of dreadnaughts being awake
Terran Raptors
Arkhas Fal: (Still a work-in-progress but roughly accurate)
+120 to combat
Quarter losses under his command
-40 morale for his enemies
Can take a 50 on all his rolls (including command)
Quarter supply use in exchange for a -20
Negate ambush penalties
Negate first two army losses
+40 to command (+80 total)
Qin Xa - RP6 after all supplies were cut off in the Maelstrom
+10 to Legion Combat
+20 to dueling
+5 to dueling
+20 CR
+40 to disengage
Torghun Khan - Killed in a fight with a Bloodthirster on RP40 in the Maelstrom
+20 to last stands
+10 to duels
Shiban Khan - RP10 after his position was overrun in the Maelstrom
Cannot fall is Jagathai doesn't. Falls if Jagathai does.
+20 to duels
Can scale casualties if attacking. Up to a factor of 4.
+2 wounds
Reroll combat rolls if attacking.
Can look at dice rolls then decide to attack, hold, or withdraw
Hasik Noyan-Khan - RP11 after losing a duel with a Greater Daemon in the Maelstrom
+30 CR
Enemies don't get homeground or terrain based bonuses.
Eternal Wardens
Scafrir- Died on Cadia to Kairos Fateweaver
Blood Angels
Arkhad- Died on 63-19 to save Sanguinius and Azkaellon from Samus in Year 41-45
Max relationship of +20 with others
Negates strategic, tactical, and personal surprise
+20 to espionage
+40 to detecting plots against or within the Blood Angels
Death Guard
Hadrabulus Vioss- Killed in Year 46-50 by sniper fire, suspected to be Vindicaires
+20 to command
+30 to NBC bonuses
Nathaniel Garro- Killed in Year 46-50 by sniper fire, suspected to be vindicaires
+30 to disengages
+30 to duels
Double Wounds
+20 Anti-Daemon, +20 CR
+20 to last stands
World Eaters
Unnamed World Eaters Hero- Died after a poorly mismanaged deployment and retreat in Year 31
Kargos - Killed by a group of assassins in Year 41-45
Can resist the Nails
+20 to diplomacy, +60 with World Eaters
Can allow other Astartes to resist the Nails
Can multiply wounds in duels by up to 4. Applies to both him and the enemy. Minimum of x2.
+20 to combat
Inverts number bonuses
Hawkwood - Committed suicide by enemy after failing a DC 15 for his suicide check in Year 41-45
Terminal Age - Dies Year 50-60
DC5 suicide check every year
+20 to void combat
Can multiply enemy casualties by 16 in exchange for 100% civilian deaths. And times 4 friendly casualties.
+10 to retreats
AN: Here it is, the heroes from every single legion, or rather the ones we know of.