Legion Stats
- Location
- Elsewhere
Legion Size: 100,000 Astartes
Compliance Rate: ~1 sector/ year
Legion Heroes
Maticus Ventamedes : Reroll failed will tests (+103 to duels)
Legion Practices
Compliance Style: Diplomacy - -20% compliance rate, -50% revolt risk
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.
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.
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
- 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*
- 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*
- 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
- 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
- Grandmaster Rune of Psyker - Halve psyker CR malus (now -0)
- 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
- 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
- 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*
- 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
- +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)
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.
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
- +10 combat bonus
600 Zeta
300 Epsilon
90 Delta
10 Gamma
300 Epsilon
90 Delta
10 Gamma
Compliance Style: Diplomacy - -20% compliance rate, -50% revolt risk
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
-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.
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)
+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)
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
+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)
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
+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
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
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 - ???
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*
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
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
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.
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.
Last edited: