Flagship Name

  • Spirit of Fire

    Votes: 21 47.7%
  • Vigilance

    Votes: 23 52.3%

  • Total voters
    44
  • Poll closed .
Our Heroes literally deploy alongside the IA on almost every occasion Chaos appears ans the buff from the Grandmaster Rune of Daemonsbane is likely going to be more than just what inspiring a Master Rune of Banishment would do. Our Heroes getting majorly buffed nearly always boosts our chances of success against Chaos.

Sure it doesn't technically boost our rank-and-file Wardens, but say, Maticus getting a +10 or +15 AD does more than the Wardens as a whole getting a +5.

Also, divination has never been an ability that the Wardens are particularly good at nor id it something we have bothered to learn more about. The Rune of Time's divination boost is interesting, but if we want divination buffs, we could just ask the Eldar for psychic trainign which would be way more effective.

Hell, we could just ask for one of the Eldar seers which would only cost a single favor and might even be more valuable than whatever the Rune of Time gives Kesar or Auro.
Yeah, and Heroes pretty much universally get waylaid by something that prevents them from just dumping a +100 on the whole battle by their lonesome. The outcome of a Warden Hero vs a Greater Daemon is practically never in doubt to begin with.

And the fact that the Wardens are bad at Divination is probably the cause of a great many failures in the past because the dice are assholes. I would be very happy to get the Eldar to train us in this discipline, but getting best-of-two is like trying to pull teeth, so the Rune of Time on top of that would help a great deal in preventing a fluff-only "You are good at divination" statement that provides nothing of value when the numbers are in play.

And an Eldar Seer would be with us only temporarily unless we keep throwing favors at them, which we can't given the amount of other shit we want from them.
Just for reference as to my reasoning for my plan and why I'm not picking other runes, the Rune of Banishment being inspired would give just a +3 according to DaemonHunter. It also wouldn't give anything for Kesar Dorlin or whoever we send to the Eldar as we're planning to do.

Time gives nothing for almost everyone, unless they spend 10 to 20 years on it (including dedicated actions towards it) and which point their aging is slowed and they gain some sort of temporal power. If you're an extremely powerful, extremely skilled psyker then you can use it for divination, except only outside of combat unless you spend 10 to 20 years on doing said divinations that you can do it in combat.

In other words, of our Heroes the only ones who could use it for divination are Kesar Dorlin and Crescum Auro. And also some skilled folk in the Eternal Wardens Library. To actually gain the full effect, everyone using it (especially non-psykers), need to each spend 2 to 4 turns on this including actions. That's not even slightly worth it to me.

Kesar Dorlin also already has an amazing Rune to absolutely dominate Chaos enemies in a way beyond simple divination.


Cure is alright, but we're not facing any Nurglites right now or anyone making use of bioweapons or poisons or toxins. Since it's not a pressing concern, it can wait.

The Rune of Daemonsbane boosts Anti-Daemon and Corruption Resistance for our Daemonsbanes by a lot. It's Grandmaster, and thus beyond Master Runes like Banishment (even when Inspired) and look at what that gives:

Since it's the same tier as Purity, it means it could give something like thus but likely stronger to our Daemonsbanes as this is a Rune only they can wield. That sounds way better than Cure right now, and a lot better than the colossal time-sink and action-sink that is the Rune of Time
Those actions are ones that the characters have, they don't take anything from us. You can say "Oh, Ori has so much else to do" but at the same time, I don't see a damn thing that Durante, Solarus, or Doom Slayer do in their free time that has any significance.

And not being able to use Divination in battle frankly means nothing to me since the big benefit of it would be for army rolls, not personal combat.

As for what Daemonsbane provides? It's not gonna give anywhere close to what Purity does. We got Purity at a point where our CR and AD were vastly lower, and the higher they go, the more difficult it is to get anything from it. The Rune of Will is a good example, it gives a +5, at the absolute most a +10 to CR, to Wardens, even though CR is the only thing that the Rune is designed to do. Daemonsbane is split between AD and CR, so expect more like a +5 to each I'd bet. Sounds nice, but "a lot" is a stretch.

The reason Time is better to get now is specifically because it gets vastly better the longer you have it. If we don't get it right now, because the quest may very well force stop in 3 more turns, then we will never get it, and that means that the omake bonus it got, which you yourself provided, is a waste, and so was any effort put into getting it.

If you really don't want Time? Fine. I can probably find something else to spend the actions on, even if Time is preferable to me. But this constant refusal to get the maximum benefit out of the opportunity omakes provide befuddles me. We get a rare turn where all of our Runic actions have their DCs cut in half and what do you want to do? Use 6 of our 9 actions on Runes which have no DC at all anyway. I'd rather say "fuck it" to Time and Cure to get the GM Rune of Tzeentch or the GM Rune of Knowledge instead of wasting this chance on Daemonsbane.
 
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Yeah, and Heroes pretty much universally get waylaid by something that prevents them from just dumping a +100 on the whole battle by their lonesome. The outcome of a Warden Hero vs a Greater Daemon is practically never in doubt to begin with.

And the fact that the Wardens are bad at Divination is probably the cause of a great many failures in the past because the dice are assholes. I would be very happy to get the Eldar to train us in this discipline, but getting best-of-two is like trying to pull teeth, so the Rune of Time on top of that would help a great deal in preventing a fluff-only "You are good at divination" statement that provides nothing of value when the numbers are in play.

And an Eldar Seer would be with us only temporarily unless we keep throwing favors at them, which we can't given the amount of other shit we want from them.

The Warden Heroes may be better than the average Greater Daemon, but that doesn't mean they are invincible. Just having multiple Greater Daemons present alone is enough to present a threat to all of our Heroes but Doom Slayer, and it's even worse when it comes to Favoreds or Honoreds. Also, the higher our Daemonsbane's bonuses are, the faster they can deal with whatever is "waylaying" them as you say and get back to the larger battle.

The Rune of Time's description is just that it provides a divination method which is useful for only 2 characters in our entire legion and the other effects like the anti-aging stuff or the ritual applications are niche at best. It is a better use of time to focus on our strengths than shore up a weakness with a niche and hard-to-use ability.

The Eldar seer would be present for an entire century after only a single favor. I think that's more than enough time to learn divination from them if we want, or even use them as a more effective diviner than whatever the Rune of Time gives our non-divination focused characters. And it's only a single favor per century which is basically just losing a Warden Hero for a turn at most. 5 years without a Daemonsbane for 100 years with a diviner from the race of the galaxy's greatest diviners.

Those actions are ones that the characters have, they don't take anything from us. You can say "Oh, Ori has so much else to do" but at the same time, I don't see a damn thing that Durante, Solarus, or Doom Slayer do in their free time that has any significance.

And not being able to use Divination in battle frankly means nothing to me since the big benefit of it would be for army rolls, not personal combat.

As for what Daemonsbane provides? It's not gonna give anywhere close to what Purity does. We got Purity at a point where our CR and AD were vastly lower, and the higher they go, the more difficult it is to get anything from it. The Rune of Will is a good example, it gives a +5, at the absolute most a +10 to CR, to Wardens, even though CR is the only thing that the Rune is designed to do. Daemonsbane is split between AD and CR, so expect more like a +5 to each I'd bet. Sounds nice, but "a lot" is a stretch.

The reason Time is better to get now is specifically because it gets vastly better the longer you have it. If we don't get it right now, because the quest may very well force stop in 3 more turns, then we will never get it, and that means that the omake bonus it got, which you yourself provided, is a waste, and so was any effort put into getting it.

Durante, Solarus, and Doom Slayer use their background actions to work towards trait progress as well as hone their skills in their respective fields. Durante practices his stealth, Solarus builds more varied bombs, Doom Slayer practices fighting and so on. I would rather our Heroes put more time towards advancing their specialization rather than invest time and background actions into gaining a niche trait.

Since only Kesar and Auro can actually use the divination effects of Time, it's possible we will not even be able to use it during army combat as Kesar would be fighting on the front lines and Auro would either be forming a ritual or using his Gamma psyker powers to blast the enemy from afar. I am not confident they would be able to use Time's divination while also actually doing what their good at.

There is one major difference between the Runes of Purity and Will that will make the Daemonsbane Rune more impactful I feel. Mainly that Purity and Will can be used by anyone, while Daemonsbane can only be used by a select few. The Daemonsbane Rune would then be much more specialized in that it only boosts the AD and CR of our Heroes and is redundant for anyone else, meaning it likely will have a much bigger impact than those other Runes for those who can wield it.

The reason Time is better to get now is specifically because it gets vastly better the longer you have it. If we don't get it right now, because the quest may very well force stop in 3 more turns, then we will never get it, and that means that the omake bonus it got, which you yourself provided, is a waste, and so was any effort put into getting it.

If you really don't want Time? Fine. I can probably find something else to spend the actions on, even if Time is preferable to me. But this constant refusal to get the maximum benefit out of the opportunity omakes provide befuddles me. We get a rare turn where all of our Runic actions have their DCs cut in half and what do you want to do? Use 6 of our 9 actions on Runes which have no DC at all anyway. I'd rather say "fuck it" to Time and Cure to get the GM Rune of Tzeentch or the GM Rune of Knowledge instead of wasting this chance on Daemonsbane.

I'm not sure why this is such a sticking point for you. Sure we won't be taking full advantage of our omnake bonuses for this turn, but it's not like we're going to stop writing omakes. The only omake reward that is being "lost" is a +20 to our rune rolls which we can easily regain by writing one or two more omakes. This is nowhere near the terrible loss you are painting this as.


The real bottom line is this. We are in the Maelstrom, our recruitment rate got halved, and we are surrounded by Chaos threats right now. We need every anti-Chaos bonus we can get and Daemonsbane fulfills that for every Chaos threat we are facing this turn.

Here's all the compliances that we rolled for this turn :

Maxima Extrema
Daemonworld: Chaos
Tzeentchian Hell Forge: Chaos
Death World: Non-Chaos
Dark Age mercenaries: Non-Chaos

Others
Former Daemonworld: Chaos
Chaos Knights: Chaos
Infectious Madness: Non-Chaos
Dark Age Exploration Vessel: Chaos
Squat World: Non-Chaos
Psyker Cult: Non-Chaos
Tzeentchian AI: Chaos

Even without factoring in the Eldar missions, both of which are Chaos threats, 6 out of 11 of our rolled compliances this turn are Chaotic in nature. This is the most Chaos we will be fighting since the Maelstrom ritual, and if we want Kesar to solo a Daemonworld for his Daemonsbane tier 10 requirement and take on both Eldar missions, our Heroes will be more isolated than ever.

It is fundamentally a bad use of time to get a Rune of Time, Cure, or Knowledge which would provide a minor bonus to some unimportant aspect of our legion over a Rune that could help all of our most critical compliances right now and likely all of those in the future as well.
 
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[X] Plan Fuck It, Whatever
-[X] GM Rune of Tzeentch x3
-[X] GM Rune of Mimic x3
-[X] Runic Base x2
-[X] Basic Rune of Water (if DC overflow, Inspire Rune of Banishment)
 
September 1st, 2024 Omake Rewards
Hell Forge Nous, Mechanical Blasphemy Born From Questioning Divinity, The Path To Replicate Gods.

Alright omakes. First up we have quite a fun world that'll be a threat for the Wardens to face. I do enjoy the descriptiveness of the daemons involved and having an artificial daemon is always a treat just due to the fun things they can get up to. As for your reward:

[] +10 to a roll of the GM's choice
[] +10 to rolls against Nous
[] Slightly increased trait gain for characters deployed against Nous


Next up we have a damn fun omake covering an old character, Frank Horrigan. It's extremely well written with fantastic action scenes throughout. The armor looks great as is the dialogue between various characters. Overall it's definitly a fun omake and as for your reward:

[] +15 to a roll of the GM's choice
[] +10 to Majestic's rolls for the turn (includes the Gemini Group)
[] Slightly increased trait gain for Majestic characters

Sequel to The Black Knight, and The Monster Of The Eleventh Legion.

Next up we have a fun omake covering Abdul's fight with the Chromes. It has some nice evocative moments and I do enjoy the scale. Even if parts of that scale are noncanon for TLP it's still fun to just read about it. As for your reward:

[] +10 to a roll of the GM's choice
[] +10 to Abdul's rolls for the turn
[] Angititans are implemented among the Wardens without the use of an other action (-1% casualties)


Alright, and here we have another excellent omake covering the discussions related to the Tixburi. I do love how you showed off all the lore involved and tied it back to older battles. Referencing the Golgotha campaign and the Dream Cats was very fun to see. Additionally it's all presented in such a nice manner. As for your reward:

[] +15 to a roll of the GM's choice
[] +10 to rolls against the Tixburi
[] Increased trait gain for heroes deployed against the Tixburi

Operational Planning

And here we have an excellent look at the planning involved for the war. It's very nicely written and I do love the method of conveying this strategic information. I for one greatly enjoyed it. As for your reward:

[] +15 to a roll of the GM's choice
[] +10 to rolls against the Tixburi for army elements
[] Reduced chance of death for heroes

Orion's Black Covenant Conceptualization (Part 2)

Then we have a rather nice conceptualization of Orion's Black Covenant. I do enjoy the dive into the key figures within it as well as just how unique and fleshed out each one is. Basing them off of a D&D party was very nice. As for your reward:

[] +10 to a roll of the GM's choice
[] +10 to Orion, Estrith, and Makima when they first face this group
[] Ask the GM a question and they shall answer (subject to veto)


And last up we have Guilliman running out of fucks to give. Ah, that's my favorite type of Guilliman. I do enjoy how he's incorporating the Night Lords into his plan here, it's nicely vindictive. As for your reward:

[] +10 to a roll of the GM's choice
[] +10 to Guilliman's rolls for the turn
[] Increased trait gain for Guilliman this turn
 
[] +15 to a roll of the GM's choice
[] +10 to rolls against the Tixburi
[] Reduced chance of death for heroes
[] +10 to Orion, Estrith, and Makima when they first face this group
[] Increased trait gain for Guilliman this turn

My picks.
 
Alright omakes. First up we have quite a fun world that'll be a threat for the Wardens to face. I do enjoy the descriptiveness of the daemons involved and having an artificial daemon is always a treat just due to the fun things they can get up to. As for your reward:

[] +10 to a roll of the GM's choice
[] +10 to rolls against Nous
[] Slightly increased trait gain for characters deployed against Nous
Thank you for your kind words. I loved the idea of the Tzeentchian AI replica hotspot when it was rolled up, so to face their creators is an even better treat. To combine divine designs with the search for knowledge, meaning and creation? What an interesting concept to face. They'll not like what they end up attracting with the Eternal Wardens, that's for certain!

I'll go with the second reward, +10 to rolls against Nous, as that seems most fitting and useful imo.
 
Alert for anyone voting for my plan here, I only just realised a short while ago today that I missed out on the fact that we had TEN Rune actions to work with thanks to an omake reward and not NINE as previously known. Due to that, I added in the Crossed Basic Rune of Ice*Plasma as that only needs one action to do and I figured why not make it. Makes plasma cooler, and thus plasma weapons less prone to overheating when used (happens a lot in the Imperium).
 
The vote is now closed. Good news is that the Rune of Will passed, although you don't get an extra from the rune of water even if it does pass still.

Rune of Will (DC15): 18, 49
Rune of Water (DC95): 28
Scheduled vote count started by Daemon Hunter on Aug 31, 2024 at 3:12 AM, finished with 36 posts and 12 votes.
  • 13

    [X] Plan Lord of Runes
    [X] Plan Maximize Opportunity 2
    -[X] Send Runes to the Full Imperium - *+6 to the Imperial Army*
    -[X] Grandmaster Runic Base x2, no DC
    -[X] Grandmaster Rune of Will x2, DC 15
    -[X] Grandmaster Rune of Chaos x1, no DC
    -[X] Grandmaster Rune of Cure x2, DC 15
    -[X] Grandmaster Rune of Rejuvenation, DC 15
    -[X] Basic Rune of Water x1, negative DC (if passed then Inspire the Rune of Banishment)
    [X] Plan Maximize Opportunity
    -[X] Send Runes to the Full Imperium - *+6 to the Imperial Army*
    -[X] Grandmaster Runic Base x2, no DC
    -[X] Grandmaster Rune of Will x2, DC 15
    -[X] Grandmaster Rune of Chaos x1, no DC
    -[X] Grandmaster Rune of Time x2, DC 15
    -[X] Grandmaster Rune of Rejuvenation, DC 15
    -[X] Basic Rune of Water x1, negative DC (if passed then Inspire the Rune of Banishment)
    [X] Plan Fuck It, Whatever
    -[X] GM Rune of Tzeentch x3
    -[X] GM Rune of Mimic x3
    -[X] Runic Base x2
    -[X] Basic Rune of Water (if DC overflow, Inspire Rune of Banishment)
 
The Reborn Delta Factions (Part One)
In case anyone is wondering how and why the Delta Factions have returned, well, you can blame the Imperium for failing to really do anything to resolve the underlying issues and the fact that the Death Guard became equally bitter about this place as the Imperial Army did. Meanwhile, the people of the Desolation regions have nothing left to lose.

The Death Guard hates the Deltas, the fucking Gamma Faction hates the Deltas more than the Death Guard, and what Imperial Army forces that are working on fixing things are only doing it as part of a real estate scam via fake colonies.

And yet the saddest part? It's still comes back to Angron.

"The IA in the region had been hollowed out due to Angron's policies and those useful enough to realize it was a problem generally died trying to change his mind. Combine that with really bad logistics due to Angron effective torching every world and conducting decimations if planets weren't taken, the IA was basically beaten down into just doing as little as possible."

So yeah, it's a fucking shitshow.

---

The Reborn Delta Factions (Part One)

"Hatred corrodes the vessel in which it is stored." - Attributed to multiple sources.

—​

Drawing on the wisdom I observed millennia ago, I want to say that a rebellion never truly dies unless the people lay down their arms. If they don't, they will simply wait for the right moment to rise again. We should have recognized that the only way to prevent the Deltas from returning was to give them hope for a better future and the dignity allotted to conquered people. Otherwise, we should have delivered the coup de grâce to end their suffering.

Instead, we entrusted Mortarion with the task, and now that bastard has essentially gone rogue, refusing to take our orders. The Desolation might have been the death knell for the Imperium of Man, but I'm getting ahead of myself. I'm sending this report to emphasize the gravity of the decisions that must be made on Terra—difficult choices based on the limited intelligence we've gathered.

Make no mistake, we are on the brink. This must be the final chapter of the Desolation saga, or it will haunt us for the next ten thousand years, or worse, become the seed for something far more catastrophic than we ever anticipated. What has been set in motion can still be stopped, and if we succeed here, perhaps we can prevent similar crises elsewhere.

Attached is what we've uncovered about the reborn Delta factions, the increasingly rogue elements within the Imperial Army—including a troubling Gamma Camp—and a strategic assessment of Mortarion's actions and what his Legion aims to gain by exploiting this situation.

If all else fails, we may have to activate the Hades Contingency, as discussed during the Desolation War. But I sincerely hope it won't come to that because I dread the day we start referring to this conflict as the first of its kind. The gods won't be merciful—they've long since abandoned us in this fight.

Preamble: Our resources have been stretched thin as of late. The Sigillites are being redirected toward the Primarchs, Majestic has been recalled, and the Alpha Legion has declared the Desolation a "non-priority," although that is likely to change soon enough. The Imperial Army command in the Desolation has completely fractured. At this point, our best source of information comes from Werbells mercs, scavenger clans, and the few Rogue Traders still moving about the region.

Therefore, the attempts to identify and contain the Delta factions have faced significant challenges, producing results that can only be described as substandard. We've only identified a few major leaders but no one below them that we could attempt to apprehend to narrow the location of any HQs. Trying to scour and recon any suspected Delta strongholds is also exceedingly difficult.

The worlds of the Desolation are harsh and unforgiving, rendering any movement or operation fraught with difficulty. Many are ruins but still home to tens of billions of surviving population centers. These people remain fiercely hostile to Imperial forces, offering little to no cooperation and often directly resisting efforts to root out the Delta-aligned rebels.

Adding to these challenges is the Imperial Army's increasingly uncooperative stance. Many units have grown indifferent or outright hostile to directives from Terra, further complicating any organized efforts to pacify the region. Most concerning are the Death Guard and their Primarch, who have completely severed communications. The last message we received was the following.

"There is nothing here for the Imperium. Cut your losses. Save what strength you have for more pressing endeavors. This is all we shall say on this matter."

Imperial Command has stopped trying to work with the Death Guard, and there are unofficial orders by the Gamma Camp, the True Sons, to fire on any Astartes that approach their strongholds. This infighting has destroyed all unit cohesion within the Desolation.

Meanwhile, the Delta factions are far from the powerful force they once were; now reduced to little more than scattered resistance cells, rebel armies, and minor bandit fleets, they remain fiercely motivated. Their determination to fight the Imperium of Man is undiminished, and their methods have grown increasingly vicious. As mentioned previously, support from the civilian population is quite high, but resources and logistics seem to be strained, which is currently our biggest advantage.

We likely only have a few years to resolve the Desolation and finally put this to rest before we enact the Hades Contingency. For now, we need to examine the reborn Deltas. The below are the most active: The Alliance Military Council for Salvation, the Merciful Ones, and Trinity Incorporated.

Alliance Military Council for Salvation



Summary: An old problem with a new face, or maybe we just decided that they never existed when that wasn't ever the situation. The Alliance Military Council for Salvation (AMSAL) is a paramilitary organization that emerged from the remnants of the old Free Planets Alliance (FPA) military. Under the command of General Valas Redridge, AMSAL operates primarily within the former FPA planets, mostly within the ruined urban environments, underground habitation zones, and the occasional hulked orbital. AMSAL is the last ember of the old government, claiming to be acting on the previous orders from Secretary of Defence Yarane Ottgar; Redridge has led AMSAL in a relentless guerilla campaign against the Imperium despite the collapse of the FPA and lack of communication with surviving High Council members.

Our information on Valas is limited, but we know he is a determined patriot and well-beloved among irregulars and veterans of AMSAL. Records from surviving FPA databases reveal that he is known for his tactical brilliance and unyielding resolve. His ability to inspire loyalty and maintain discipline among his troops, despite their isolation and lack of resources, has made him a formidable opponent against our lackluster garrison.

AMSAL comprises volunteer civilians, remnants of planetary militias, PDF (Planetary Defense Force) units, and the last surviving FPA soldiers. The irregulars are often civilians who took up arms out of necessity, driven by a fierce loyalty to the memory of the Free Planets Alliance or a deep-seated hatred of the Imperium. However, it's likely many left to ensure more food and water for their family. One less mouth to feed.

The veterans, on the other hand, are the backbone of AMSAL—seasoned soldiers who survived the collapse of the FPA and bring with them the discipline, tactics, and experience needed to train the irregulars and lead them in battle. Though their numbers are dwindling, these veterans instill a sense of purpose and cohesion within AMSAL's ranks, ensuring that the fight for their lost worlds continues despite everything thrown their way.

Threat Level: AMSAL has had many years to refine its tactics. While they are excellent fighters, they will not fight a battle of attrition if they can help it. Much of their strength lies in asymmetric warfare, which is familiar with the guerilla fighting style. The most notable trends are as follows.

Capturing High-Value Targets: AMSAL focuses on kidnapping Imperial officials and key military personnel, utilizing enhanced interrogation methods to extract valuable information.
Propaganda Warfare: By hijacking unguarded vox relays, AMSAL spreads anti-imperial propaganda, sowing dissent among the population and weakening Imperial morale.
Physical Conditioning: Given their harsh environments, AMSAL strongly emphasizes physical conditioning to prepare its soldiers for prolonged combat. Most recruits receive about seven weeks of training before being deployed.

Furthermore, AMSAL has a rather worrisomely impressive record of adaptability and resourcefulness. It often modifies old Imperial gear to create new weapons and tools that have caught the attention of Majestic's R&D. There is also clear evidence that General Redridge has focused considerable effort on maintaining an NCO and officer culture and fostering patriotism within AMSAL.

We've also identified what appeared to be AMSAL black sites, propaganda centers, and access points used to distribute leaflets and information to the wider population and even elements of the Imperial Army to stir up sentiments and cause disillusion among our forces.

The AMSAL man-portable automated turret, known colloquially as the "Servo Gun," is a testament to the faction's ingenuity and resourcefulness. This compact yet powerful device features a servo skull as its targeting and tracking system, which is grafted onto a modified heavy stubber. The servo skull's advanced optics and cogitator systems allow it to automatically acquire and engage targets precisely, even in chaotic combat scenarios.

Furthermore, the turret is designed to be carried and deployed by a single soldier using a specialized carrier backpack. The backpack includes a reinforced frame and a quick-deploy mechanism, allowing users to set up the turret in seconds. Once deployed, the turret's servo-skull locks onto threats, freeing the soldier to engage other targets or retreat to safety.

AMSAL has developed several variants of the turret to suit different battlefield roles. The standard model uses an LMG, but there are also versions equipped with grenade launchers, flamers, and plasma guns for elite units. These variants maintain the same portability and ease of deployment, making them invaluable tools in their style of warfare, where mobility and versatility are key.

Means of Elimination: AMSAL might have millions of members, but they are spread out across the hundreds or so worlds of the former FPA and have limited means of communication. The lack of Astropaths severely limits their ability to coordinate with other cells, leading to fragmented operations that can never truly capitalize on major victories. This means a defeat for us in one world can't spread to another.

Resource scarcity is also a problem for them. Despite their ingenuity, AMSAL struggles with insufficient supplies, especially when maintaining a steady flow of ammunition and medical supplies toward undersupplied units. We still haven't determined how they retain their logistical lines, but it is likely through smugglers and sympathizers, so we must crack down harder on both.

We must isolate the cells, but mere destruction won't suffice—we need prisoners for interrogation. Despite our best efforts, locating General Redridge has proven impossible. Even divination has yielded nothing as if some force shielded him from our reach. This suspicion grows stronger with each bunker we capture; a troubling pattern has emerged. AMSAL members are increasingly turning to cult worship, particularly of the Twin-Faced Battleborn and the Merciful One. This disturbing trend suggests a deeper, more insidious influence, complicating our efforts to dismantle their resistance.

The Merciful Ones



Summary: Unlike many Delta factions, the Merciful Ones claim no direct lineage to any previous entity. The Merciful Ones, also known as the Cult of the Last Mercy, are a disturbing blend of religious commune, humanitarian group, and militant cult. Their arrival upon the landscape of the Desolation has caused confusion as to their intentions and goals beyond a macro perspective, not that the Imperial Army garrisons care, nor could they probably do anything.

All information on how the cult is spreading is a point of contention among the operatives monitoring the situation, but it is likely through cargo haulers, smuggler rings, and tech-scav clans that are picking through the bones of these hundreds of worlds.

We know that the Cult of the Last Mercy's purpose revolves around delivering the "last mercy"—a final act of compassion—towards victims, adherents, and those seeking absolution. This philosophy has garnered them a following across the Desolation despite their origins being rooted in a single, devastated world that was completely neutral in the prior war.

The cult's origins were rather turbulent, based on the interrogation testimonies of a few mid-ranking members. The cult emerged from the ashes of Nibarin, a world caught in the final battle between the Imperium and the Whitestar Trade Compact, the latter of which decided to make a final stand in Nibarin's orbit. The WTC ground forces decided to establish on-site anti-orbital weapons systems, which made them targets for reprisal by Imperial ships.

In the aftermath of this conflict, 80% of Nibarin's population perished under a relentless orbital bombardment, forcing the remaining survivors into overcrowded underground bunkers. Struggling with resource shortages, disease, and internal strife, the people of Nibarin faced near extinction as mass starvation set in. Thus, mercy killings and population triage became a desperate means of survival.

While the Imperial Army grappled with its supply issues in the face of the ongoing Desolation, it declared Nibarin "pacified" and abandoned the remaining survivors, unaware that a faith had been born amongst them—that of Ra-La and the Last Mercy. This figure became the spiritual anchor for the Cult of the Last Mercy, offering hope amid despair and uniting the survivors under a new cause.

Organized under a hierarchy of 'cardinals,' the cult controls an intricate network of priests, soothsayers, doctors, clergy, and soldiers. Yet, these cardinals ultimately answer to a single enigmatic leader known only as Lady Kali, who speaks for Ra-La and can perform miracles.

The cult has grown in popularity because it offers many unique services free of charge, save for whatever anyone wants to offer in exchange. These include medicine, food, clean water, the aid of doctors and mercenaries, and spiritual services.

This broad-based appeal allows them to infiltrate and gain influence in communities that might otherwise reject such a cult. What's more worrisome is that they have excelled to the point that their preachers have been allowed to build temples of mercy, and their "Death Pilgrims" are seemingly allowed to operate to "cleanse" the criminal evil from these locations, garnering them further admiration but also control over an entire worlds black market.

Threat Level: The Merciful Ones use a combination of subterfuge, sabotage, assassination, and humanitarian aid to further their agenda.

Regarding military tactics, their Death Pilgrims are an army of the dying. They are often under-equipped, and their attrition rate is quite awful, but they are designed to keep the healthy members of the Merciful Ones alive. They aren't stupid or suicidal, though. Rather, they are known for disengage tactics, prioritizing evasion over direct confrontation, retreating into the shadows only to re-emerge when their enemies are vulnerable. The Merciful Ones view this as a form of absolution, a way for the terminally ill to find peace in their last moments by contributing to the cult's cause.

One of their signature strategies involves the use of poison and toxin weapons, which they deploy with ruthless efficiency. These weapons are often derived from the environments they inhabit, making them uniquely suited to the Desolation's hostile conditions. Their toxins are designed to kill and spread fear and suffering among their enemies, weakening morale and creating chaos within enemy ranks.

Something has also attracted Majestic's attention: the Mercy Sacrament.

Based on the samples we've recovered, this is an experimental bionic that the cult has either rediscovered or invented independently. The Sacrament is a fist-sized, translucent sac filled with a cocktail of fluids, some medicinal and others more exotic. The operatives we have to examine have no idea how it's made, which is concerning due to how advanced it appears.

Its appearance is unnervingly organic, with a sinewy outer membrane crisscrossed by thin, synthetic veins that pulse faintly with the substances stored within. The sac is reinforced with a mesh of flexible metal fibers to prevent rupture, and it is connected to a small, durable plastic valve that protrudes just beneath the skin, usually located near the ribs, abdomen, or upper thigh.

During surgery, the Mercy Sacrament is carefully grafted onto the patient's lower abdominal cavity, just above the intestines. It is strategically placed to minimize interference with other organs while ensuring easy access to the bloodstream through the valve. The valve itself is positioned to allow for quick, discreet injections or releases of the stored substances, which can be triggered either manually by the user or automatically by the organ's internal mechanisms, depending on pre-set conditions.

Once installed, the Mercy Sacrament allows the Death Pilgrims to carry a variety of drugs—stimulants for battle, painkillers to dull their constant suffering, or even lethal toxins to sacrifice themselves in a final act of defiance. For the cult, it also serves a secondary purpose, enabling them to transport contraband or deliver poisons, all while appearing to be nothing more than sick and dying followers of their faith.

Means of Elimination: Cults like this necessary are notoriously difficult to remove. The Merciful Ones are popular and provide services to potentially billions of people, and just like with AMSAL, no one wants to rat them out. There is no motivation to do so, save from elements that believe the cult provides a moral threat to people, which might not be too far-fetched as many would see the act of delivering the "Last Mercy" could be seen as an attempt to remove anyone they believe to be dangerous or uncooperative.

Otherwise, we have to eliminate the cult with the usual tactics. First, the most direct approach is to locate and remove the cult's leadership, particularly Lady Kali and the ruling cardinals. This would theoretically decapitate the movement and create disarray among its followers. However, the cult's leaders are elusive, and any attempt to strike them risks rallying the faithful even more fervently. The loss of visible leadership could also lead to the rise of more radical elements within the movement, making the situation worse.

Second, we could attempt to isolate regions where the Merciful Ones are most active, cutting off their access to new recruits and resources. This would involve establishing strict orbital quarantines, deploying overwhelming force, and conducting scorched-earth campaigns to deny the cult any sanctuary. But this could backfire on us horribly. While this might slow the cult's growth, it would also likely lead to widespread civilian suffering, further feeding into the cult's narrative of offering mercy to the abandoned and oppressed.

Finally, we can attempt to funnel resources toward another Delta Faction, like AMSAL or Trinity Incorporated, to remove the Cult. It might behoove us to consider that neither group would like such the Merciful Ones from killing their people or removing access to certain planets.

Trinity Incorporated



Summary: Another ghost from the past, Trinity Incorporated, traces its origins to the shattered remains of the Tri-Cog Union, which wasn't obliterated not by the Imperium but by the Mechanicum; from what we can tell, a doctrinal schism led to the Union's downfall, forcing its leadership to flee. Mars, however, miscalculated, underestimating the Union's influence and the profits it generated for those under its rule. Many chose loyalty to the exiled leadership over the Martian Brotherhood, following them into the shadows.

From this exodus, Trinity Incorporated emerged some decades later. Their current headquarters, as do their forges and fortresses, remain elusive, but that hasn't stopped them from extending their influence across nearly a thousand star systems within the Desolation. What is clear, however, is that they have become one of the most dangerous players in the region, dealing in high-quality weapons and sophisticated machines.

Trinity Incorporated initially operated as a publicly known entity within the Desolation, but its deeper connections remained shrouded in secrecy. The organization quickly established a reputation for supplying highly advanced technologies and goods to aid in reconstructing war-torn worlds. Instead of demanding payment in currency, Trinity sought basing rights and production licensing, a strategic move that allowed them to build strong alliances with hundreds of minor forges and industrial zones. These regions, often desperate for technical support and, more importantly, reliable security, eagerly accepted Trinity's offers.

To maintain and expand their influence, Trinity Incorporated fields a powerful combination of tech-guard and mercenary forces known as "Arclight Security Operations," or simply the Arclights. These elite operators are renowned for their discipline, expertise, and combat prowess, often earning comparisons to the most decorated Solar Auxilia companies in the Imperial Army.

After revealing their intentions, though, they've now positioned themselves as champions for those who wish to defy the "tyranny" of the Imperium. Trinity Incorporated offers more than arms—they provide sanctuary to Hereteks and even near-strategic-grade munitions to insurgents, rebels, and any faction willing to challenge the rule of the Imperium and the Mechanicum.

All information regarding Trinity Incorporated stems from a single data node recovered by the scavenger group Halsin's Reclaimers from the wreckage of a destroyed Mechanicum frigate (refer to Data File 998-Alpha). This node was only accessed after being transported to Emerald City, as Trinity Incorporated continues to employ Mechanicum-grade security protocols. This fact is both advantageous and problematic—while it provides a degree of familiarity in breaching attempts, it also significantly reinforces their defenses.

What Majestic uncovered from the node was startling: evidence of a far-reaching conspiracy and mission within the Desolation Region, hinting at hidden objectives beyond mere arms dealing. The node belonged to a high-security clearance Magos of the Trinity, whose ship was likely intercepted by a Mechanicum strike force. This strike force perished during the engagement, and the Magos were reportedly affiliated with a Mechanicum sect mentioned only as the "Lords Dragon," which is currently being investigated back in Sol to see if there are any ties to Mars.

Further investigation is required if a Mechanicum shadow war against Trinity Incorporated is underway. Unraveling the extent and nature of this conflict could reveal crucial weaknesses within Trinity's operations or expose larger implications for the Desolation Region.

Threat Level: Unlike AMSAL or the Merciful Ones, Trinity Incorporated is a small yet exceptionally dangerous operation. Its tactical and strategic capabilities make it extremely difficult to locate and neutralize. While it may be unable to deploy large numbers of Arclight companies, its forces are highly skilled, battle-hardened, and equipped with cutting-edge technology, making it a formidable threat in any engagement.

Moreover, Trinity Incorporated wields considerable influence across the Desolation region, particularly within numerous Mechanicum enclaves. Its support comes from Heretek groups and individuals seeking to liberate themselves from the oppressive grip of Mars and Terra. This influence extends to individual planetary governments and hundreds of minor forges, many likely being co-opted to fuel Trinity's endeavors. Trinity's deep integration into local infrastructure and supply chains only heightens the difficulty of dismantling its operations. It would be exceedingly unpopular among the civilian governments and Mechanicum sects.

Before they fully revealed their intentions, Trinity Incorporated had either purchased or built thousands of vox transmission stations underground as part of an attempt to create a mass disinformation campaign and to establish bunkers for data nodes for what we later learned in the 998-Alpha data file to be the staging ground for Project Synapse, which is likely what this Lords Dragon sect is trying to uncover.

A truly genius but heretical invention, Project Synapse is Trinity's attempt to create a network of pseudo-sentient AI systems designed to enhance the operational capabilities of their agents and clients. These AI systems, called Neural Integrative Constructs Overlays (NICOs), are embedded into various communication node devices dubbed a Synapse. Unlike traditional AI, these NICOs are designed for short-term, high-intensity operations, providing users with unprecedented real-time data analysis, tactical support, and environmental interaction.

Once a NICO is operational, it can provide services to operatives with a Synapse device, such as processing and analyzing data from various sources in real-time, offering situational awareness that surpasses traditional systems. This includes predicting enemy movements, assessing battlefield conditions, and optimizing resource allocation. NICOs can interface with and control various technologies, allowing them to manipulate machinery, access secure networks, or even intrude into enemy systems. Their ability to adapt and learn during operations makes them highly effective tools.

The issues with Project Synapse come from the required infrastructure that has to be in place on and above any world, hence the development of Synapsis, which acts as the central hub for managing on-site NICOs via ground-based servers or communicating with orbital satellites. Synapsis is akin to a mobile command center that operates everything and can effectively piggyback off any known Mechanicum systems via intrusion spirits.

Synapsis can also allow its operatives to use NICOs to create what they call "ECHO" recordings. A NICO can create comprehensive reconstructions by analyzing data from multiple sources, providing valuable insights into enemy movements, hidden threats, and tactical opportunities.

Unlike traditional command systems that rely on centralized servers, Synapsis allows for decentralized control of NICOs, making it harder for enemies to shut down the network. Even if one part of a Synapsis is destroyed, others can take over, ensuring continuous network operation. Thus, the only way to shut it down…would be to dismantle the cogitator network for an entire planet.

Means of Elimination: Completely eliminating Trinity Incorporated remains unlikely at this current juncture. Without substantial resources to investigate its operations and reliable intelligence on its leadership structure or headquarters, we have no idea where to begin.

Given these constraints, our strategy narrows to three primary options: First, we must target any known Arclight operations to capture an intact Synapsis. Such a capture could provide crucial intelligence on their technological capabilities and potential leadership figures within Trinity.

The second option involves a deeper investigation into possible connections between Trinity Incorporated and Mechanicum enclaves operating within the Desolation. Uncovering these ties may expose weaknesses or opportunities to undermine their operations indirectly. However, both approaches require careful planning and a significant commitment of resources.

Another method involves targeting the publicly known infrastructure and supply lines that support their operations. By sabotaging their logistics, cutting off access to critical resources, and undermining their manufacturing capabilities, we can weaken their activities and reduce their ability to deploy or remove high-value targets or materials.

---

@Daemon Hunter Alright, I'll need to find time to fluff out the other factions later.
 
Awaken, The Rune of Anathema.
Hiya! Decided to make an omake for Kesar Dorlin, who's (very likely) about to face a Chaos threat for the first time in over in-universe decades. And it'll be the first time his amazing Primal Rune of Anathema will finally be used and show exactly how good it is for (if we vote for it and we probably will) that Slaaneshi Daemonworld to square off another Daemonsbane tier. Excited to see it in action, hope I did this well!
-----
Awaken, The Rune of Anathema.

For the first time in decades, Kesar Dorlin would face his true enemy. The one that came to define his existence and that of his great army. That he challenged and triumphed over in this vast rift known as the Maelstrom.

For the first time in the Eleventh Primarch's life, since the day he fell from the frigid skies of Valhalla, he would wage war alone. Not with any of the countless soldiers in his domain, not with the Eternal Wardens, not even with another Daemonsbane. He would fight alone.

The weight of this one-man conquest hung over him like the shroud of a warrior-king in his hall. This would be a test unlike anything else, aside from one battle before that made this all possible.

That made you possible.

He would either have a grand victory or, if the whims of the Ruinous Powers proved too great at this opportunity, he would die.

One thing followed him as he marched through the halls of his ship. Not a warrior or retainer or servant, nobody that would wield a blade or gun to slay a foe. They had a far more important duty as Kesar Dorlin's remembrancer.

Someone who would record this conflict and preserve its glory or tragedy because it had to be chronicled. To ignore this battle was impossible. It had to be witnessed. All battles against Chaos had to be seen and recorded.

That was how the story went.

For anyone that followed the Second Anathema of Mankind into this battle, in a world so corrupted and blessed by absolute defilement, there would be a risk of death if any mortal or nightmare tried to attack such a defenceless victim. But they would not be attacked for they could not be seen or felt.

Not by the Vigilance when he wanders her halls. Not Oriacarius with his endless contingencies. Not even the limited omniscience of Chaos.

Only one person could ever detect this figure, be aware of their presence here.

Although they were not truly there at all. They were just an idea, a frame, a silhouette of a shadow. Still they serve their purpose for it needed to be done.

That was to say, you serve your purpose for it needed to be done.

You look over to a window as Kesar Dorlin, Daemonsbane and Anathema, and see his target. A planet mired by the vile breath woven by the Prince of Pleasure, the sickly sweet agony of countless living and dead, the unyielding faith that managed to survive against the ritual that banished the Maelstrom's howling presence.

It wouldn't survive much longer, but that was for later. Now was the beginning of your role, of your first true act in service for the one you were serving. Answers to unspoken questions.

A book is taken out. Ancient scroll, complex data-slate, arcane grimoire, crystal of captured starlight. Many descriptions all true and all false. What mattered was that it was an instrument of recording, of yourself, of him.

On that book, the simplest way of personifying what you were doing, you wrote down a name and then encircled it.

The abstraction falters for a moment. Precision requires paradox to explain what occurs. On one layer of existence, you write down what is happening in a blank page of the book. On another later of existence, you encircle what is already written in a dense page of the book. You write down several names and encircle them. But you didn't write anything at all, for it was he who wrote them years ago and years in the future.

Kesar Dorlin. Anathema. Everything he did against his great enemy, the enemy of all his kind, was carved into what he called his first Primal Rune. A reflection of unrivalled power within the Warp, the purest expression of a concept, a shaped aspect of his entire mythology.

Every victory including this one, here and now. He had not yet done it, not even having set foot on this planet, yet that did not matter for you. Due to your nature, the very laws of the Immaterium, you were as timeless as the foe you matched.

But you are meant to translate and precision matters, clarity is your purpose and ritual had weight to it. So you write the name of this world, with it already having been written into the Warp, and thousands upon thousands of names arrive.

The name this world would possess after being conquered by the Eleventh Primarch. Scientific designations from countless cultures that has detected the planet in ages past. The epithets of dwellers in the Maelstrom who knew it as a place of death and suffering. Daemonic scrawls that represented clearly what it meant for Chaos. In every language, in every arrangement, from every source did you write and encircle every single name.

One name stands out among all others, the loudest and clearest of this tangled family, and it was the name the native inhabitants gave for their defiled home. You lean towards your lord's ear and whisper it outloud to him. Every other name echoes into his twin-hearts, so softly that he could only barely feel any other noise at all in his beating ribs.

For a moment he stops and turns towards where a figure would have been, hand ready with his sword, and finds nothing. Then he looks to you, where you were engraved upon his form, and he understands.

The world itself is unimportant.

But what will be done here will be. The presence of one who was slayer of immortals, enforcer of order against Chaos, defier to the Dark Gods. A battlefield for the greatest of the Eternal Wardens. To rise up higher as a Daemonsbane in reflection of his ascension into Anathema.

Alone he descends onto the world. You stay on the ship, overlooking the planet. You writhe with endless energy in the Immaterium, surrounding the world. You follow him closely, to be right there with him as he executes everything around him. All of this is true. All of this is the framework of a lie to explain the truth. It is beyond mortal description.

Kesar Dorlin arrives close enough for his Primal Rune to activate. Finally it happens. Purpose, function, design.

A story is written. A story is told. A story is recorded.

You are the record and the recorder. The painting and the canvas. The story and storyteller.

The story of an Anathema is victory over Chaos.

The purpose of monsters, when not used for fear or for untouchable horror or for explanations to an unknowable reality, is to die by the hands of a hero. That is the way of things, the flow of what mortals called the Sea of Souls, the emotional weight behind every ancient tale about legendary warriors and cunning champions.

This timeless chapter began now.

You burn, you unfold, you expand. Reaching into layers of existence that could only be touched by Chaos because by your purpose could you reach into their nature, their entirety, and reach into it. Timelessness was a useless quality without an anchor, something to resonate and make it 'real'.

The book is opened fully. Pages flying across a circular pattern around you and around him. A black hole with an accretion disc. A planet with orbiting rings. A halo around a divine being.

Or from another angle, seen from the topmost layers, the sclera around the iris and pupil.

Your book becomes filled with names, the book of Kesar Dorlin's life, and on the pages were what would happen to them all. You begin to encircle the names, encircle entire pages dedicated to those names, encircle the connections and meanings and how the story goes.

An eye opens.

The greatest fragments from the Prince of Pleasure, She Who Thirsts, Slaanesh can faintly sense what is happening. Feeling something that is familiar to inflict but utterly alien to possess, a creeping anxiety as their surroundings feel confined or intruded upon somehow. Unsafe, silently judged, watched from the shadows.

An eye opening for each name. Tens of them. Hundreds. Thousands. Tens of thousands. Faster and faster still, unseen connections formed across the entire planet. The circles grow larger as they encompass more than just the simple use-names, titles and guttural roars that hide the deeper truths. Around the cores of each daemon was what could be compared to their 'soul', the essence that made them into what they were. Their own stories. You read them all as each page became a new book, dedicated to a particular monster of Chaos.

Kesar Dorlin was a master of connections, such was his nature. The Eleventh Primarch, and all of his sons, engraved the cherished fallen into plate and blade and gun and hammer to monument. Remembering what they were in life, who they were and why they did what they did, why they would be remembered. It was honour and glory to the dead. Such connections were forged by love, especially the final form known as grief.

But you? You were a connection into his nature as Anathema. The opposite of love, the burning passion that could also stand to drive any heart, the essence of hatred. Cold fury that would animate a warrior's flesh to have their foes broken and cleaved to pieces. To have a true enemy, to despise a force of nature or divine beast, was to forge a connection of hatred. To mutually declare each side as 'nemesis' in a shared tale.

Thus were you the story of Chaos. To Kesar Dorlin you were an archive of his battles. To his enemies you were a mausoleum. You kept the names, natures, ideas, dreams, nightmares, glories, terrors and fell omens of every single daemon he would face from the moment of your creation.

You knew exactly how they would die.

Millions of eyes open. Billions. More, yet more. Rivalries between ancient creatures of sense and suffering that have gone on longer than stars have existed, the sacrificial feastings of mindless beasts that wander between a Chaos God's palace to wherever world they find, the non-discipline of lesser armies that revel in revelry itself. You see all of it. You see all of them great and small.

You see their hearts. You hear their vibrating thoughts. You know everything they do better than they shall ever realise. Clear answers plucked from wild desires and insane terror.

With a voice that was like the roaring movement of stars, the clear flowing of water into a basin, you convey the entirety of a billion different stories and moments. You speak to Kesar Dorlin and have him hear his own story and how to rip these endless pages and rewrite them by his own strength.

This was the story of an Anathema.
 
War-Born
War-Born

"Today is a good day to die."

Sergeant Milus Iustitus of the 2nd Chapter of the XIIIth Legion had uttered this phrase for nearly a century, a ritualistic mantra before every battle. A century of relentless warfare, waged across countless blood-soaked worlds, had honed him into a warrior of grim resolve. Yet, as the years passed, Milus couldn't help but wonder if each battle would be his last.

Milus embraced this mindset, though he was neither a fatalist nor one who sought death. He merely accepted the inevitability of it. And when his time did come, he intended to face it with the dignity befitting one of the War-Born, even if that once-proud title would eventually fade into obscurity. Why not find some solace in its certainty?

His journey had been a long one. Born in the unforgiving Caucasus Wastes, the son of a soldier and a whore, Milus had been destined for a short and brutal life. The cannibal clans that roamed the wasteland claimed many, and he might have been their next meal if not for his strength and tenacity. The ancient spirits of the wastes seemed to have other plans for him, guiding him to the Emperor's armies.

Milus became more than a mere survivor; he became an Astartes.

As a Space Marine, he was thrust into the heart of the fiercest battles, far from Terra. He and his brothers were forged in the fires of the Luna Pacification, the first true engagement of the Great Crusade. From there, he fought through the brutal Sedna Campaign, witnessing the destruction of the "False Moon." Thirty years later, he was embroiled in the Osiris Rebellion, a campaign that teetered on the brink of disaster.

Throughout these wars, Milus had witnessed countless deaths and countless victories. He had earned his rank through steadfast service and unwavering commitment. Yet, despite his accomplishments, he knew he had never truly stood out among his peers. When their Primarch, Roboute Guilliman, was found, Milus did not expect much to change. He had been wrong.

Guilliman sought to transform the XIIIth Legion, molding a legion of savage warriors into paragons of leadership and strategy, champions of war and empire. Where Milus once saw only the glory and virtue of battle, Guilliman showed him the power of discipline, order, and foresight. But Milus struggled to see the point. He was a product of a savage world and a savage time—a relic of the past.

But there was no shame in such thoughts. Milus understood that all those who once called themselves the War-Born would eventually fall, their names replaced by new legends. Was that wrong? He didn't think so. He had been born in a drug den, an existence steeped in squalor and brutality, yet now he fought alongside beings who were revered as gods. For all the pain and horror he had endured, Milus Iustitus had risen above the countless souls who had perished on Terra before him.

All relics, no matter how revered, were eventually replaced, lost, or destroyed. What truly mattered was how their stories endured, carried forward by those who followed. His weapon, Exemplar's Honor, embodied this philosophy. An ancient Volkite Charger, its origins could be traced back to a time when the clans of the Caucasus Wastes still remembered Terra as green. It had passed from petty warlords to wasteland champions before finding its way into Milus' hands.

Exemplar's Honor had already claimed many lives long before Sergeant Iustitus wielded it. He had discovered the relic with the help of Tech-Priestess Suzi K'apt, whom he had saved during the First Pacification of Luna. In gratitude, Suzi had restored the weapon, breathing new life into its ancient mechanisms.

Suzi had told him that the machine spirit within Exemplar's Honor had likely seen a thousand battles. It was a venerable tool of war, worthy of a rising champion—or perhaps one whose journey was nearing its end. Yet Milus never saw himself as either. The weapon seemed to pulse with power, even when logic dictated it should be spent. When all seemed lost in the heat of battle, Exemplar's Honor always had just enough energy to deliver a final, decisive blow.

This mysterious resilience made Milus wonder whether the machine spirit was simply trying to survive or had a greater purpose in mind for him. He never delved too deeply into whether a gun could possess agency, but the thought lingered.

Milus believed that all things, whether man or machine, had a measure of free will and destiny. Not a grand fate destined for greatness, but a specific time and place where they would fulfill their duty. And when that duty ended, it would be in death—because only in death does duty end.

He knew it would be a good day when that moment came for him.



War had come once again. The Ultramarines, steadfast as ever, turned their gaze upon a formidable new enemy. The Tixburi Consolidation had committed an unforgivable crime, shattering sacred oaths by attacking a diplomat under the banner of protection, slaughtering Astartes, and then arrogantly accusing one of their captains of a crime he had not committed.

The Primarch was incensed, as were his sons, brothers, and virtually every other soul—human or otherwise—within the Gaunzi Nebula. The Consolidation had already begun its assaults on any who crossed its path. The reasons for this war no longer mattered, only its swift and decisive end.

Guilliman had summoned every resource for this campaign, even extending desperate offers to the unlikeliest of allies. The Eldar, renegade forces commanded by the Archtraitor, unaligned human factions, and even xenos had been approached. Outrageous wasn't the half of it; whispers of treason echoed through the ranks.

Yet Milus and his squad remained unfazed. If anything, he found the situation amusing. Their Primarch, so famously bound by rules and order, was now teetering on the edge of scandal, willing to risk his legacy to achieve victory.

Milus respected that resolve. In the early days of the Great Crusade, when the fate of Sol was still uncertain, commanders and soldiers alike had been prepared to do whatever it took to win. He had witnessed entire companies of Astartes perish to the last warrior, regiments obliterated in their trenches, and the burning wrecks of ships littering the void—all in the name of ending the Long Night.

It took true courage to win a war in this brutal galaxy. So be it if Guilliman needed to ally with traitors, aliens, or anyone else. Those who criticized him were the same cowards who hesitated when it came time to sacrifice. They were timid souls, destined to follow the lead of those with greater willpower and resolve.

And so, when the Primarch finally declared the full-scale invasion of the Consolidation's homeworld, Tixburi, the XIIIth Legion, prepared to descend into the fires of war once more. Of course, as always, complications were inevitable.

The Tixburi Consolidation's defenses were formidable. Their orbital weapons, advanced sensors, and dense minefields would make any direct assault grueling, even for the vast coalition fleet. The greatest obstacle, however, was the Tixburi star fortress—codenamed the Basilica. This massive structure dominated the planet's orbit, bristling with enough firepower to repel even the most determined attack.

A frontal assault on the Basilica seemed suicidal if not for a critical flaw in its defenses. Through shrewd intelligence—possibly from those elusive Aeldari—the Primarch had learned that the Basilica's point defense systems were severely limited. This left it vulnerable to concentrated fighter and bomber attacks. However, reaching the fortress was challenging; approaching squadrons would be intercepted and destroyed long before they could strike.

But Guilliman had devised a bold strategy. The fleet possessed the range to launch a massive torpedo barrage towards the Basilica. Though most of these missiles would inevitably be intercepted by the fortress' defenses, there was a crucial opportunity amidst the chaos. Hidden among the tens of thousands of torpedoes would be several hundred boarding torpedoes, each carrying squads of Space Marines.

Even if 90% of the first wave were obliterated, the survivors would be enough. The few boarding torpedoes that breached the Basilica's outer hull would deliver their deadly cargo—hundreds of Ultramarines storming the gun decks. Once the defenders were engaged, it would create a critical opening for the Imperium's transport craft and bomber wings to launch a full-scale assault on the star fortress.

Guilliman called for volunteers from among the coalition Astartes, and predictably, many stepped forward, eager to be part of the first strike and to earn glory in the campaign's opening battle. Among them were Milus and his squad, the Red Tusks, who were particularly keen to join the initial assault.

The decision required little deliberation. The Red Tusks were a small but elite unit whose accomplishments often went unrecognized, largely due to their unorthodox tactics. But in this war, unorthodox thinking might be the key to survival—if not victory.

Most would have balked at the idea of participating in what was, by all appearances, an unpredictable and near-suicidal mission. Surviving the journey through the void to the Basilica was a daunting challenge on its own. Reaching the fortress, facing a fortress teeming with millions of soldiers, seemed like a death sentence.

But Milus and his fellow War-Born had endured far worse. If this was to be his final battlefield, so be it. Compared to the horrors he had faced during the war for Sol and other distant campaigns, the Tixburi were a far less terrifying foe. After all, they were still just humans.

And Milus, with grim certainty, knew many ways to kill humans.



Somewhere in the darkness of the void…

They were crammed into a metal tomb, far too small for the Red Tusks' liking. Not that it mattered much. There was just enough room for their ammo and weapons, which was all that counted. The rest of the torpedo had been packed with extra fuel, giving it the necessary thrust to punch through the Basilica's defenses and deliver them—wherever they "landed."

"Damn it all," Gerra Delitor grumbled over the vox, the only way to communicate in the deafening roar of the launch. "I knew I forgot something. Didn't pack a backup power generator for my maul." He gestured to The Thunder's Roar in his grip.

"You're going to get yourself killed one day because of that," Perderus Skelum muttered, half-joking. "You've got a terrible memory, Gerra." Yet even as he spoke, Milus saw Perderus double-checking his own gear, fingers instinctively wrapping around Shadow's Edge, his custom power blade.

"Maleus," Milus called out over the vox. "Did you forget anything?"

The demolitions expert, Maleus Cadere, shook his head. "No." He was a man of few words, only speaking when necessary—a curious trait for someone who specialized in making things explode.

"Got everything, then?"

"Yes."

Milus nodded, satisfied. He turned his gaze to Ramic Leon, the squad's sniper and part-time techmarine, who was hunched over the torpedo's only cogitator. "How much longer, Ramic?"

"Soon," Ramic replied cryptically. "Assuming we don't get atomized mid-flight or veer off course."

Gerra snorted in disapproval. "Why the hell are we assaulting this station like this? I thought our gene-sire and his brothers were supposed to be clever."

"This is clever," Perderus countered dryly. "It's just not safe."

Milus couldn't help but smirk beneath his helmet. "What's this, Gerra? Don't tell me you're nervous?"

"I'm not nervous. I just don't like the idea of dying in the void." Gerra tried to raise his power maul to emphasize his point but found insufficient space. "I'll die with The Roar in my hands."

"Keep thinking positive," Ramic remarked, eyes still on the cogitator. "Good thoughts into the universe and all that."

"Hmm," Maleus chimed in with a low rumble of agreement. "No fear." He hefted The Breaker, his siege tool of choice, and stood ready. "We'll win."

Gerra clapped Maleus on the right pauldron, a rare gesture of camaraderie. "You always know how to give us a speech, Maleus."

"Ehh."

Milus felt the ghost of a smile tug at his lips. In these brief, private moments, the brotherhood of the Red Tusks shone through. They had once been more numerous, but one by one, they had fallen, leaving only the five of them. They had been through much already, and Milus believed they would go through a few more before dying.

"Sergeant," Ramic's voice crackled over the vox. "We're about to reach the Basilica. The ruse worked—I'm picking up signals from a few hundred other boarding torpedoes alongside ours."

"Good," Milus replied, his tone calm but satisfied. The plan had succeeded, and soon, they would link up with other squads to press for larger objectives. "Our immediate task is to neutralize gun ports before the Tixburians regroup and counterattack. We need to move fast and hit hard."

The Red Tusks' mission was straightforward—search and destroy, just like countless times before. But Milus couldn't shake a nagging feeling that gnawed at the back of his mind. Operations of this scale always spiraled out of control. Something was bound to go wrong.

"What do you think our odds are, Sergeant?" Perderus asked casually. "These Tixburians aren't just pushovers. Their tech and weapons are nothing to scoff at."

"Tch," Gerra snorted. "We've crushed plenty of enemies who boasted about their advanced tech. Those warp-spawned freaks were the only ones who ever gave us real trouble."

"Careful," Maleus cautioned. "Complacency kills."

"Consolidation forces are disciplined, too," Ramic added. "They won't break and run just because we show up."

"Then make sure none of them live to run," Milus ordered, his voice firm. "No prisoners. The only mercy we offer is the swift death of bolt and blade."

Suddenly, the torpedo lurched as the auxiliary engines engaged, accelerating them toward their target. "Fleet command just sent word," Ramic said. "The First of Iron is making their attack run."

Gerra groaned in frustration. "Of course they are. It's not enough that they always want to be first on the ground—they have to try and take the Basilica for themselves. Glory hounds, the lot of them."

"Wolf," Maleus muttered almost absently. "A recurring theme."

The other four stared at Maleus for a moment before chuckling in unison. "War Hounds, Luna Wolves, Space Wolves... you'd think by now someone would've picked a name after a dragon or something," Perderus quipped.

"Salamanders," Maleus replied, deadpan.

Perderus tilted his helmet toward him. "Those aren't dragons."

"Close enough."

Ramic glanced away from the cogitator for a moment. "When did you get so pedantic, Maleus?"

"Always have been," Maleus replied, his tone as steady as ever. The squad broke into laughter, the tension that had been lingering in the cramped torpedo dissipating. The call to battle was close now—a feeling they all knew too well. The waiting was the worst part, but it would be over soon enough.

Minutes ticked in silence before Milus finally spoke, "Time to arrival?"

"Two, maybe three minutes," Ramic answered, double-checking his gear. "We're on course for a breach."

Milus closed his eyes, inhaling deeply as he centered himself. "It's a good day to die."

"Let's make sure we take a few hundred of these bastards with us," Perderus growled. "For Captain Tavrin and all the others."

"Agreed," Maleus rumbled, a dark resolve in his voice.

"Save your resolve for the fight ahead," Milus ordered, his voice steady over the vox. "This will be the first of many battles to come. I feel it in my bones."

The torpedo's engines roared as the last fuel was spent, giving it a final burst of speed. Milus could hear the hum of the melta cutters at the front, preparing to carve through the Basilica's hull.

With any luck, they would breach a solid deck and land amidst the enemy, making their arrival a deadly surprise. If the fates willed it, a dozen or more Tixburi soldiers would be dead the moment they hit the ground.

The cogitator flickered with rapid data streams, and the squad's displays projected their approach at terrifying speed. Milus felt the familiar shift in gravity as the torpedo entered its final descent, the artificial pull of the star fortress beginning to tug at them. A sharp jolt rattled through the hull as the torpedo's hardened prow collided with the first layer of the Basilica's void shields, a brief resistance before shattering under the torpedo's relentless momentum.

"Brace!" Milus barked over the vox, and he and his brothers locked into position, muscles tensing as the moment of impact neared.

The melta cutters roared to life, their searing heat filling the torpedo with an ominous red glow as they chewed through the Basilica's outer armor. Rated to withstand ship-grade weapons, the fortress' defenses faltered before the torpedo's specialized tools. The torpedo shuddered violently as it slammed into the star fortress, the shriek of metal grinding against metal reverberating through their bones.

And then, it stopped. Silence fell, the sudden stillness jarring after the chaos of the descent. The torpedo had buried itself deep within the Basilica, its prow embedded in some random deck. A groan echoed through the hull as the final layer of metal gave way, and with a heavy lurch, the torpedo ground to a halt.

Red lights flickered on, casting a harsh glow over the squad. Milus glanced at his display—structural integrity was holding, but barely. They had made it by the grace of fate.

"Cutters have done their job," Ramic confirmed, already working to disengage the hatch locks. "We're in."

Milus nodded. "Weapons ready. We hit hard and fast."

With a hiss of depressurization, the torpedo's front hatch blasted open, releasing a rush of air and the chaotic sounds of the chaos beyond. Alarms wailed, and distant shouts in a foreign tongue echoed through the corridors, the voices tinged with panic and resolve; smoke and ash filled the air and distorted everything within a few meters as fires blazed.

The Red Tusks surged forward, emerging into a smoke-filled chamber. Their landing had been precise—they had breached into a storage deck, crates, and supply containers scattered haphazardly across the floor. Tixburi soldiers, caught off guard by the sudden intrusion, froze for a heartbeat, their expressions a mix of shock and disbelief. It seemed they couldn't comprehend the reality of Astartes standing before them momentarily.

But then Milus saw a shift in their eyes—hardening with grim determination, the gaze of veterans who had seen death and were not afraid to face it again. Instantly, they reached for their weapons, their training or mental conditioning overriding their fear.

"Clear the deck!" Milus commanded his voice a thunderous roar as he raised Exemplar's Honor. The Volkite Charger hummed with deadly energy, seemingly aware that the battle had begun. Milus squeezed the trigger, and a beam of incandescent energy sliced through the air, vaporizing one of the soldiers in a flash of searing heat. His dying scream echoed through the chamber, adding to the cacophony.

Pandemonium erupted.

Gerra's Thunder's Roar crackled as he swung it down with brutal force, the power maul crashing into an enemy trooper's chest. The impact sent the man flying into a bulkhead with a sickening crunch, his body crumpling to the floor. Perderus moved like a wraith, his power blade Shadow's Edge flashing as he cut down two Tixburians who had attempted to flank Milus, their blood spraying across the cold metal floor.

Maleus, the demolitions expert, brought his siege tool, the Breaker, down onto a group of soldiers, the heavy weapon smashing through their bodies with merciless precision. Ramic, hanging back to provide covering fire, picked off any remaining stragglers with sharp, precise bolt shots. The battle was swift, brutal, and efficient—a testament to the Red Tusks' prowess.

But these Tixburians fought with a ferocity that surprised even the seasoned Astartes. They weren't reckless, but many seemed prepared to sacrifice themselves if it meant giving their comrades a better chance to land a killing blow on the Space Marines. They fought like cornered beasts, desperate and deadly.

Still, the deck soon belonged to the Red Tusks. The bodies of Tixburi soldiers lay strewn across the floor, their blood pooling beneath the harsh lighting. Milus surveyed the room, his helmet filters working to clear the haze of smoke and dust.

"First breach successful," he muttered, his voice carrying the weight of command. "Form up. We need to move deeper before reinforcements arrive."

The Red Tusks gathered at the exit, weapons at the ready, their expressions grim but resolute as the battle for the Basilica had only begun.



Milus expected Tixburian resistance within moments of their arrival, and his instincts proved correct. As the Red Tusks emerged from the warehouse-like facility where their torpedo had embedded itself, they encountered a squad of a dozen Tixburian soldiers. These weren't mere conscripts—they wore light power armor, sleek and reinforced, and wielded a mix of plasma rifles and E-Chem guns that crackled with volatile energy. Their gear was formidable, the kind of firepower that could decimate a platoon of regular troops.

But the Red Tusks weren't regular troops. They weren't even regular Space Marines.

Gerra wasted no time. With a roar from his jump pack, he launched himself down the corridor toward these Txburians, the wide and tall passage perfectly suited for his assault. The sudden aerial charge caught them off guard, but again, to their credit, they recovered quickly. Three lead soldiers drew power blades even as Gerra descended upon them, their shimmering edges sparking to life as they prepared to meet the Astartes in close combat.

They never got the chance to try their luck.

A bolt shell from Ramic's precise aim punched through the visor of one soldier, dropping him instantly. Milus followed up with Exemplar's Honor, its energy beam carving through the air into another target, reducing him to smoldering ash in seconds, while the third trooper had his power-armored head caved in by Gerra's maul. The remaining troops opened fire, filling the air with ozone and the taste of scorched metal.

Perderus, ever the opportunist, tossed a smoke grenade into the fray. The hallway filled with a thick, choking fog, obscuring vision and throwing the Tixburians into disarray. With a predator's grace, he slipped into the melee, his power blade flashing in the darkness as he struck with lethal precision.

Amidst the chaos, Maleus remained focused on their objective. He hadn't joined the battle, instead analyzing their surroundings. The star fortress' security systems had kicked in, and heavy doors slammed shut around them, cutting off potential escape routes. But where others saw a dead end, Maleus saw an opportunity. With the Breaker in hand, he approached one of the sealed doors.

The heavy siege tool whirred to life, its destructive power focused on creating a new path. Sparks flew as they tore through the reinforced metal, carving out an exit while his brothers occupied the Tixburians.

Gerra's maul crackled as he brought it down on another soldier, the impact sending shockwaves through the air that would have stunned any other man, but again, the Tixburians seemed to have been born of stronger stock and soldiered on. Milus saw one of the doors open, and another team of soldiers arrived, to which he aimed Exemplar's Honor toward and decimated a soldier carrying a meltagun.

Finally, with a screech of tearing metal, Maleus finished his work. Where the security barrier once blocked their path, a new "door" now stood. "Exit's ready!" he called out over the vox.

Milus glanced at the bodies of the fallen Tixburians and those filtering into the corridor. "Move out!" he ordered, his voice cutting through the smoke and chaos over vox as they exited violently.

The Red Tusks regrouped and swiftly moved through the makeshift exit, leaving behind the wreckage of their first skirmish. The fortress' alarms blared louder, and Milus knew this was only the beginning. The real challenge lay ahead.



Several hours later…

The Basilica was a paradox of design. It had all the hallmarks of what one might have found within Imperial stations but was simultaneously different in almost every aspect. There was far too much lighting and open spaces, but then you'd come across corridors and rooms specifically prepared to act as kill zones.

Milus had to applaud the Tixburians. This siege would have been difficult had they had more time to set up their defense. Instead, it was clearly undermanned, allowing the Red Tusks to move mostly unimpeded through the sprawling, maze-like behemoth that was Basilica.

Even so, it was a difficult and lengthy process. The squad objective, a macrocannon battery designated as Objective Primaris, was buried somewhat deep within the star fortress' superstructure, and reaching it had proven more difficult than anticipated.

Since their arrival, three hours of brutal, relentless combat had followed. The Red Tusks had fought through countless security checkpoints, often nothing more than hastily made barricades or sentry positions, and engaged in multiple firefights, their armor scorched and battered from the repeated engagements.

Every Tixburian they faced fought with the grim resolve of someone who knew there was no escape. Surrender wasn't an option—it was death or victory. The Red Tusks were almost starting to respect this dogged determination.

Still, the Red Tusks kept focus. Ramic had breached a few data terminals, giving them a better idea of their location near their objective. Sometimes, it had been faster or easier to let Maleus use the Breaker to make a new entrance or exit. Considering Tixburian patrols hounded them at every turn, each encounter was more desperate than the last, so it was the more tactically sound option.

As the battle for the Basilica, the Red Tusks had crossed paths with several other Astartes units, all making their way toward their targets in the fortress. Most of these encounters were brief—exchanging quick words or tactical data before moving on. Yet, not all of their brothers had been so fortunate.

More than once, the Red Tusks stumbled upon the bodies of fallen Astartes, more often having become a victim to a well-placed plasma blast or high-velocity round to the helmet. It heartened the Red Tusk to see that every one of their dead brothers had been surrounded by the remains of the Tixburians they had taken down with them.

For every dead Astartes, there were dozens of Tixburian corpses scattered around—workers, armsmen, and a few soldiers. The sight weighed heavily on Milus, not because of the loss of his fellow warriors—they had long accepted death as part of their duty—but because of what it indicated about the enemy's resolve.

The Tixburians were fighting with a fanatical resolve, unwilling to surrender or retreat. These bastards threw themselves at the Astartes, not with a lack of self-preservation, although they certainly did not fear death, but rather because they were simply trying to buy time or hinder them for their more capable comrades to eventually remove the invaders. It was a stark contrast to many other human foes they had faced, who at least had the sense to retreat when overwhelmed.

"This isn't just defense," Milus muttered as they passed yet another corridor littered with bodies, all of whom had died with weapons in hand. "It's a last stand." These Tixburians could have easily retreated, but they stood their ground.

Perderus, always attuned to his sergeant's moods, caught the remark. "They're dying to protect something. Or someone. Perhaps a leader or something of value deeper inside the fortress."

"Or they're just fanatics," Ramic added darkly, scanning the area ahead with his auspex. "The Black Brigades are no different."

Milus shook his head, "No, they weren't defending anyone or anything important. They were doing their duty."

"Admirable." Maleus remarked, "But worthless."

"Doesn't matter why they did it," Gerra growled, hefting his power maul. "If they stand and fight, we don't have to track them down."

"Stay focused," Milus ordered, his voice sharp with authority. "We're closing in on Objective Primaris. That macrocannon battery must be neutralized before it can target our fleet."

The Red Tusks pressed forward without a word, their discipline unshakable. Yet Milus's mind churned with thoughts of the battle so far. The Primarch had warned them that the Tixburians were different—psychologically, they weren't like other humans. He had seen it in their eyes during every encounter: a shift from fear and panic to an unnerving, fanatical resolve. These weren't just soldiers or armsmen. Even the workers, those untrained in the arts of war, had faced the Astartes with a calmness that defied logic. They fought and died with the same grim determination, laying down their lives for reasons Milus could only guess at.

This war was different. It wasn't like the campaigns the Ultramarines had fought before, nor even the brutal battles the War-Born had faced. Milus couldn't help but compare the eerie encounters on the Nomad World or the Ritual War. But this was worse—an entire population that seemed to know no fear of death, armed with technology rivaling Mars.

The realization settled heavily on him. The Tixburians weren't just defending their fortress—they were fighting with a purpose that transcended survival. They weren't just up against soldiers; they were fighting a belief system that made these people unyielding in their resistance.

Milus tightened his grip on Exemplar's Honor. Whatever the Tixburians believed, it wouldn't be enough to stop the Imperium. He had seen monsters and those who called themselves gods eventually die at their hands. The Consolidation would be no different.

"No mercy, brothers," he murmured, half to himself, half as a reminder to the others. "We fight until the job is done."

The Red Tusks pressed on, navigating the maze-like corridors with brutal efficiency. Every corner turned could lead to another skirmish, and they moved with weapons raised and ready. The sounds of distant gunfire echoed through the halls, a constant reminder that the battle for the Basilica raged around them.

After an eternity of constant fighting, they finally reached the outskirts of the macrocannon battery's location. The massive weapon loomed ahead, a hulking piece of machinery built into the very structure of the fortress. Its barrels extended outward, ready to unleash devastation upon the Imperial fleet if left unchecked.

Milus signaled for his squad to halt. "We've made it. Objective Primaris is within sight."

Surveying the area, they quickly took cover behind large metal crates. The battery was heavily guarded by Tixburian soldiers—more than they had encountered in any previous engagement. These troops were different, though. They wore heavier armor, their weapons more advanced, and their positions were fortified with barricades and auto-turrets.

"Looks like they know how important this position is," Perderus remarked, his voice low. "They're dug in."

"Good," Milus replied, his tone steely. "It means we've hit them where it hurts. We take down that battery, and we cripple their ability to strike back at our fleet."

The Red Tusks readied their weapons, steeling themselves for the final push. The past three hours had been grueling, a relentless battle through the labyrinthine depths of the Basilica, but the mission wasn't over yet. They had come too far to falter now.

"How do we want to play this?" Gerra asked, his eagerness palpable, a fierce light in his eyes.

Maleus, ever the tactician, responded with a single phrase: "Galon IV. The Gem Gate." The memory of that old victory, decades past, brought nods from the others. It was a tried-and-true strategy—one that had broken a fortress once before, and it would do so again.

Milus wasted no time. "Ramic, kill the lights. Perderus, move under cover and get into position. We'll keep them occupied."

Ramic's fingers danced over the cogitator. "Ready," he confirmed, his voice calm as he rerouted power from the control systems, plunging Objective Primaris into darkness.

"On my mark," Milus ordered, his voice steady despite the chaos ahead. "We hit them hard, fast, and don't stop until that battery is under our control. For the Emperor and the Primarch!"

The power flickered out instantly, leaving only the dim glow of emergency lights. The Red Tusks moved like shadows, creeping forward through the darkness. But their stealth didn't last—within moments, they were spotted. The Tixburians scrambled to react, but it was too late.

Milus was the first to open fire, Exemplar's Honor blazing to life, its beams cutting through the gloom and tearing into the enemy ranks. Ramic, hanging back, covered fire as Gerra and Maleus surged forward, their weapons brutally slashing through the entrenched defenses.

The Tixburians had prepared for an attack, but perhaps not from a single squad of Astartes. Despite their formidable defenses and well-established kill zones, the Red Tusks pressed forward relentlessly. The Tixburians' focus on suppressing fire created a deadly tunnel vision, allowing Perderus to slip through the smoke and shadows unnoticed.

When the Tixburians realized what was happening, it was too late. Perderus was among them, striking with deadly precision. Chaos erupted as explosions and weapons fire tore through their lines, the sudden assault breaking their cohesion. The Red Tusks seized the opportunity, surging forward with the momentum of the storm.

Milus led the charge, his voice cutting through the vox with unwavering resolve. "No hesitation, brothers. Push through and clear the way."

They moved with the precision of seasoned warriors, each Astartes a deadly force unto themselves. Gerra, a whirlwind of destruction, tore through barricades, his Thunder's Roar crushing soldiers beneath its weight. Maleus, ever methodical, blasted through walls and obstacles with his siege tools, creating new paths where the enemy thought they were secure. His demolitions sent shockwaves through the corridors, and the smell of burning metal filled the air as they dismantled the enemy's defenses.

For all their discipline and resolve, the Tixburians were simply outmatched. Their plasma turrets, their power-armored troops, and their tactics could not stand against the sheer force of the Red Tusks. Each clash ended similarly: Tixburian bodies littered the ground, and the Astartes pressed onward, unstoppable.

Yet, despite their progress, Milus knew time was slipping away. Every second spent fighting in these cramped, narrow corridors was lost. But there was no room for hesitation. Every step forward was closer to victory—and they couldn't afford to lose more time.

The final resistance crumbled under their assault, but the Red Tusks could feel the toll it had taken. The air was thick with smoke and ash, the echoes of battle still ringing in their ears. The Tixburians had thrown everything into the defense of this position, but it wasn't enough. Gerra's final, thunderous strike shattered the last barricade, clearing the path to the control chamber.

They stormed the room, weapons raised—but no one was left to oppose them. The Tixburians had been eradicated, their last stand futile against the might of the Astartes.

Within minutes, the Red Tusks had secured the macrocannon battery. The sprawling gun emplacement, now silent and under their control, was theirs—Objective Primaris was neutralized. Milus surveyed the aftermath, feeling a peculiar sense of finality to the battle. It had been a hard-fought victory, but he knew better than to question a win when it was handed to him.

Victory was victory, and there was more to be done.

"Ramic, see if you can tap into their communication networks. We need a clearer picture of what's happening across the Basilica," Milus ordered, his voice firm.

"On it," Ramic replied, moving swiftly to one of the command consoles. The Tixburian systems were eerily efficient. Unlike the Imperium's often clunky and overwrought machinery, the enemy's consoles were streamlined, and the interface was almost intuitive. Clearly, they relied less on the masses of gunners and servitors the Imperium used and more on a tightly organized system of automated control and coordination.

"Maleus, prep the charges. If we're forced to leave, we won't let them retake this position," Milus continued, his tone brooking no argument.

Maleus nodded silently, moving off to lay the explosives with practiced efficiency. He knew the importance of denying the enemy any ground they had gained.

"Gerra, Perderus, secure the area. Sweep for additional entrances, traps, anything that could be a threat," Milus ordered as he moved with them, checking the perimeter.

"Yes, sergeant," came the simultaneous reply as the two Astartes set off on their tasks. The next half hour passed in a blur of methodical, calculated movement as they secured the facility, ensuring it was defensible and ready to be held—or destroyed—if needed.

Then Ramic's voice crackled urgently over the vox. "Sergeant, control over the fortress communication center has been established. Seems the Valorons arrived two hours ago and took it. I'm getting a good look at the situation. Most of our tertiary objectives have been completed, but there's been heavy fighting around the reactor room."

"Then that's where we're headed next!" Gerra's enthusiasm came through loud and clear.

But Ramic quickly interjected. "Hold on, new orders just came through. Several squads have reported encountering a Tixburian unit that's impossible to pin down. They're escorting what appears to be high-value cargo toward the inner sanctum of the Basilica. We've been tasked with intercepting and securing that cargo immediately. A relief force is en route to reinforce our position, and all the necessary tactical information for our mission has been uploaded."

Milus processed the information swiftly, but a lingering unease gnawed at him. He felt it many times before in past battles. Especially whenever they encountered heavy losses, they needed to be careful.

"Then let us make haste, brothers," Milus commanded, his voice steady but resolute. His grip tightened around Exemplar's Honor, the weapon's familiar heft a reassuring presence. Whatever awaited them was inconsequential. Their foes would die, and that was all there was to it.



The Basilica shuddered from some unseen blast. Alerts could be heard over the vox hailers scattered throughout the station. They were now blasting calls to the Tixburians to lay down their weapons and surrender to the Imperium. Judging by the sounds of intense fighting, this was being thoroughly ignored.

None of that mattered to the Red Tusks. They moved with lethal precision through the labyrinthine corridors of the Basilica, guided by Ramic, who was keeping an eye on their approximate location while the others found any landmarks or identification tags. If nothing else, Ramic hacked into one of the local networks and tried to tie the clues together.

A dangerous prospect, given the current state of things on the Star Fort. The Basilica had become a battlefield, with hundreds of skirmishes raging across its decks. Astartes squads clashed with Tixburian elite units, while companies of Imperial Army forces fought pitched battles against entrenched enemy positions. The air was thick with the sounds of war—bolter fire, the shriek of energy weapons, and the thunder of distant explosions.

None of that mattered to the Red Tusks.

Milus led his squad through the chaos, his mind focused on their mission but alert to the broader implications. The Tixburians were putting up fierce resistance, but something about their actions struck him as calculated—deliberate. It felt less like a desperate defense and more like a series of delaying actions as if they were buying time for something critical. The thought gnawed at him as they pressed deeper into the Basilica, the intensity of the battles around them growing with each step.

"Stay sharp, brothers," Milus voxed, his voice cutting through the din. "The enemy is stalling us for a reason. Whatever they're up to, we can't let them succeed."

Ramic, moving just behind Milus, had been monitoring their route, his eyes scanning the data feeds on the auspex/dataslate he had on his right arm. Ramic had spent the better part of two hours leading through a few service tunnels or corridors that were either empty or with little to no defenders.

"Sergeant," Ramic spoke up, "based on the defenses we're encountering, we're nearing the main armory."

Perderus glanced at his brother, a hint of curiosity in his voice. "What makes you say that?"

"Two reasons," Ramic replied. "First, the transport lifts and belts we passed were moving munitions—macrocannon shells, to be exact. That means they're being fed from the central storage, which is located in the main armory."

Perderus nodded, but his curiosity lingered. "And the second reason?"

Ramic hesitated for a brief moment before answering almost sheepishly. "We passed a sign that said 'Alpha Armory Maintenance Tube' about thirty seconds ago."

"Oh," Perderus responded flatly, the realization dawning on him.

Milus rolled his eyes, though his helmet concealed the gesture. "The armory would be a key target," he said, more to refocus the squad than to critique. "If they're moving high-value cargo, it could be weapons—or something even more dangerous to mount a counterattack."

Gerra cut in, his voice low. "One cargo container, right? What sort of weapon fits in there?"

Maleus, his tone grim, answered the question already hanging in the air. "A bomb."

The weight of that possibility settled over the Red Tusks like a storm cloud. Milus clenched his jaw, the realization hitting hard. "Whoresons are planning to blow the Basilica." It made sense—the brutal, fanatical resistance, the willingness to die for a delaying action. If the Tixburians were cornered, they might take everyone with them.

"We need to pick up the pace," Milus ordered, and the others echoed their agreement over the vox. The urgency in his voice fueled their movements as they pressed deeper into the Basilica. The corridors narrowed, and the dim lighting only heightened the sense of impending danger, as if the fortress itself was closing in around them.

When they reached a massive set of blast doors, the squad halted. The absence of Tixburian soldiers was almost more unsettling than their presence. Ramic immediately moved to the control panel, his fingers dancing over the keys as he searched for a way to breach the defenses. The others spread out, securing the perimeter and readying themselves for whatever was on the other side.

"Ramic," Milus said, his voice steady despite the tension in the air. "Get us in."

"I'm on it, sergeant," Ramic replied, his focus unshakable. "This won't be easy, but I can break through."

Milus gave a brief nod, scanning his surroundings before addressing the squad. "This unit we're tracking—Imperial command warned us they're elusive. They favor stealth and mobility, like the Raven Guard. When we engage, we need to corner them quickly."

Gerra grunted in response. "Easier said than done. Ever try to pin Perderus in a battle? Slippery bastard, this one."

Perderus chuckled, his tone light despite the gravity of their situation. "Maybe you're just slow and clumsy, brother."

Maleus, ever serious, cut through the banter with a warning. "Watch your fire. Might hit bomb."

The tension thickened as Ramic continued to work on the blast door, the air heavy with anticipation. The Tixburians knew they were coming and were ready to fight to the last man. But Milus was equally resolute. They had faced impossible odds before, and they would face them again. Victory was within reach—if they could act quickly enough.

The blast doors groaned open, and the Red Tusks stepped cautiously into the main armory, their senses primed for danger. The silence was thick and oppressive, yet the armory was alive with activity. Automated machines clanked and whirred, methodically loading and transporting munitions, oblivious to the carnage unfolding across the Basilica. Conveyor belts hummed with energy, tirelessly feeding shells and ammunition to the war effort. But despite the constant motion, the absence of Tixburian soldiers felt like a gaping void.

Milus signaled for the squad to spread out, his voice a low murmur over the vox. "Stay sharp, brothers. You don't need decades of battle to know this isn't right."

The main armory was colossal, with enough space to fit a Warhound scout-titan and still have room to spare. Stacks of ammo crates and logistical supplies lined the walls, a treasure trove that could resupply entire regiments. But the vastness only added to the unease, the emptiness amplifying every footfall.

As they ventured deeper, Ramic's auspex emitted a sudden, insistent ping. "Sergeant," he called out, tension sharpening his tone. "I'm picking up a radiological signature. It's strong. The Tixburians might've planted an atomic charge."

Milus's mind raced. An atomic blast would reduce the entire Basilica—and everyone in it—to ash. He muttered a curse under his breath. "We need to find that crate. Ramic, can you lock down the source?"

"Trying, but it's faint—probably shielded," Ramic replied, his fingers working furiously over the auspex. "There's a lot of interference here too. We might have to rely on visual confirmation."

Milus didn't like it—none of it. As they pressed on, the unsettling sensation of being watched crept over him, growing stronger with every step. His grip on Exemplar's Honor tightened. The Tixburians hadn't just planted the bomb; they were still here, waiting.

Suddenly, Exemplar's Honor began to hum, its mysterious power cells charging with an ominous thrum. Milus's instincts flared. "Ambush!" he barked over the vox, diving for cover as the first shots rang out.

The Red Tusks reacted with transhuman reflexes, moving faster than any mortal could follow. They found shelter behind the armory's machinery and storage crates, the only available cover large enough to shield even a Space Marine. But the cover was fragile—whatever weapons the Tixburians wielded left smoldering, fist-sized holes in the crates, a grim reminder that even Astartes weren't invincible against such firepower.

Milus strained to locate their attackers, but the interference Ramic had warned about now clouded his sensors entirely. He had to rely on his enhanced vision. Then he saw them—shimmering figures moving through the armory, their forms cloaked in power armor that distorted light like a mirage. Enhanced Cameleoline? No, this looked more advanced—more alien, like something out of the Eldar's arsenal.

"50 meters out! Switch to full-spectrum scan and engage!" Milus commanded, his voice cutting through the chaos. He opened fire, and Exemplar's Honor unleashed searing thermal rays. But even at impossible speeds, the shimmering field around the Tixburians made it maddeningly difficult to tell if his shots hit their mark. His brothers unleashed their own barrage—bolters, plasma, and explosives, filling the armory with a deafening roar.

Yet the Tixburians were fast, their movements fluid and precise. They darted from cover to cover, their shimmering forms blending seamlessly with the environment. It was as if they were fighting shadows. But the Red Tusks were no strangers to such challenges. Gerra and Perderus flanked the attackers with lethal efficiency while Maleus began setting demolition charges, sealing off potential escape routes.

"Focus fire!" Milus shouted, his voice a beacon of command amidst the tumult. "Overwhelm their cloaks!"

Ramic, still working to locate the bomb, fired off a few shots of his own, his data feed streaming across the squad's HUDs. "I'm tracking the radiological signal—it's deeper inside, but we must clear these bastards first!"

Milus clenched his jaw, feeling the weight of time pressing down on them. They couldn't afford to get bogged down in this ambush—not with an atomic threat looming. He raised Exemplar's Honor high, its glow intensifying. "No mercy, brothers!" he roared. "Break them! Show them the fury of a hundred years of service! Ave Imperator!"

The battle was joined as the Red Tusks surged forward.



What made the War-Born so deadly wasn't just their ferocity, though they had it in abundance, nor their cunning or strategic brilliance, though both were evident. It was their sheer mental endurance. Battles like these were as much a contest of wills as they were of arms and skill. In engagements that stretched for hours, it wasn't the first strike that decided the outcome but the first mistake—small, almost imperceptible errors that could shift the tide of battle.

The Tixburians learned this the hard way during the brutal ten-hour engagement. Both sides had been locked in a grueling fight where patience and precision dictated survival. The armory's vast and cluttered terrain provided countless opportunities for ambush, and the Tixburians exploited everyone. They forced the Astartes into long-range skirmishes, nullifying the Space Marines' superior physiology.

The first six hours were agonizingly slow. It was a deadly dance of positioning and suppressive fire, with each side waiting for the other to falter. The War-Born, however, were unyielding.

Milus led his squad with relentless discipline, refusing to let the pressure break their cohesion or force them into a dangerous position. They had to stand firm and resolute. The threat of the atomic charge loomed large, but Milus knew they'd have already set it off unless the Tixburians had a trigger ready. He focused on maintaining the squad's composure, waiting for that inevitable slip from their enemies.

It came suddenly. Ramic, ever vigilant, caught a glimpse of a cloaked Tixburian trooper through a faint reflection. His shot was precise, bouncing off a piece of ceramite and finding its mark in the enemy's skull. That was the turning point—the moment the Tixburians lost their momentum.

From there, the battle shifted. Another hour passed, and another Tixburian fell, caught in a crossfire between Perderus and Gerra. Then Milus claimed another, his attack finding its mark through the shimmering cloak. The Red Tusks, once on the defensive, began to tighten their grip.

Maleus's demolition charges sealed off potential escape routes, forcing the Tixburians to fight on terms they couldn't sustain. They weren't planning on retreating, but now, they had no choice but to face the inevitable. One more last stand on this wretched fortress.

One by one, the Tixburians fell. Ramic claimed another pair, his precision striking true once more. One brave commando attempted to close the distance, charging Maleus with a blade, only to be cleaved in half by the Breaker. As their numbers dwindled, the remaining Tixburians made a desperate final push, hoping to take the Red Tusks down.

It didn't work. The fools didn't realize the Red Tusks had prepared an explosive kill zone for such an instance. While the explosions or shrapnel didn't get the commandos, it forced them out of position.

After ten hours of relentless combat, the final Tixburian fell. The shimmering figure collapsed under the combined fire of the Red Tusks, its armor flickering and failing. The armory fell silent, the only sounds of the automated machines, still dutifully performing their tasks, unaware of the battle that had raged around them.

Milus stood amidst the fallen, surveying the battlefield. His armor was scorched and battered, but he and his brothers had triumphed. The Tixburian threat, at least here, was extinguished.

"Report, Ramic," Milus said, his voice weary but resolute.

Ramic, who had been scanning throughout the battle, finally confirmed what they had all hoped. "Radiological signal confirmed—it's here, but I don't think it's primed. We'll need to neutralize the bomb before we can call this a win."

Finding the bomb proved much easier when a deadly special forces team wasn't actively trying to kill them. The atomic charge lay nestled within a reinforced crate, and Maleus approached it with the calm focus of a seasoned demolitions expert. He examined it briefly, his experienced eyes quickly identifying the key components. With a swift motion, he pulled off the control mechanism and disarmed the device with practiced ease.

"Amateurs," Maleus muttered, his voice dripping with disdain.

Ramic stepped closer, peering at the exposed innards of the warhead. "It's... a jerry-rigged atomic warhead? Why cobble something like this together?" He glanced at Maleus, frowning. "Why wouldn't they have a functioning, military-grade one?"

"That's a question for the higher-ups," Gerra interjected, his voice carrying a note of grim practicality. With a casual confidence that bordered on reckless, he removed his helmet despite the ever-present risk of lingering threats like snipers. The act conveyed his trust in their victory—at least for now.

As the recycled air hit his face, Gerra scowled. "Bah. Recycled air always smells the same—stale and lifeless."

Perderus, unable to resist a jab, removed his helmet and wrinkled his nose at the stench. "You don't think the burning bodies and wrecked machinery behind us might have something to do with it?" he quipped, his tone laced with dry humor. A quick sniff confirmed his suspicion, and he grimaced. "Awful."

Maleus ignored their banter, still focused on the disarmed bomb. "Still dangerous."

Milus joined them, his helmet still in place, his voice authoritative. "Put your helmets back on you two. And we're not here to question why they did it—just that they can't do it again." He turned to Ramic. "See about getting a signal out to command. We're done here."

Ramic nodded, activating his vox. As he relayed the message, the Red Tusks allowed themselves a moment of respite, though none would fully relax until they were off the Basilica and away from the smoldering remnants of battle. There was still so much to do. More enemies to fight.

Milus couldn't shake the thoughts of what awaited them below on Tixburi. These Tixburians had shown they were ready to fight to the death, willing to plant bombs in their own facilities just to deny their enemy the upper hand. If they were this desperate now, what might they resort to on their homeworld? The thought gnawed at him as they prepared to leave the armory.

The atomic charge had been disabled; the enemy could not trigger it now. But securing the main armory, deep behind enemy lines, was a task beyond the Red Tusks. Once the station was taken, the Imperial Army would sweep in to secure and fortify it.

"Sergeant, command wants us to regroup with the rest of the company," Ramic reported, his voice cutting through the silence. "We're making a final push to secure the station. Orders are to seal this armory before we go."

Milus nodded, his gaze lingering on the now-silent armory. "Understood. Let's get it done." He turned to his brothers, his voice carrying the weight of their shared experiences. "Good work, brothers. Another victory to add to our tally."

Gerra snorted with a half-smile, "But who's counting?"

"We are," Maleus replied with a rare touch of pride.

Milus nodded in agreement. "As are the other War-Born." He knew that their kind—those forged in the fires of the earliest moments of the Great Crusade—were becoming fewer with each passing battle. The newer generations of Ultramarines, shaped by different wars and different circumstances, would carry on the legacy. But today was not their day to fall. Today, they had survived, and the thought brought a cold satisfaction.

"It's a good day to die," Milus remarked as they moved out, sealing the armory behind them. "But that doesn't mean we have to."

And with that, the Red Tusks pressed forward, ready for the next battle, the next challenge—whatever the war demanded of them.

---

@Daemon Hunter Another one for the pile.
 
Worldfall
Worldfall

For most races, an Eldar invasion was considered little more than a raid—an insignificant show of force by their once-great civilization. Raids did not win wars. You don't break a powerful foe by stealing from their borders or striking fleeting blows. True conquest required holding regions, subjugating continents, and sometimes even dominating entire worlds. The Aeldari no longer waged such campaigns, and the cost of blood and resources was too steep for their dwindling numbers.

Unlike other Aspect Shrines that relied on speed, martial prowess, or overwhelming firepower, the Crystal Dragons stood out with their unique approach. They embraced endurance, stubborn resilience, and walls that could outlast the strongest sieges. Their crystalline fortresses, monuments to their endurance, not only earned the respect of their allies but also the begrudging recognition—and ire—of Khaine himself. To capture one of their citadels was to sacrifice entire armies, their broken bodies piled high against the gleaming walls.

The Crystal Dragons were not naive to think that sheer defense alone would protect them. They were not bereft of cunning. Though they lacked the agility or finesse of other Shrines, they understood that warfare was as much about the mind as the blade. Their citadels were as much about deception as they were about strength, a testament to their strategic acumen.

To Menethanil, current Exarch of the Shrine, the Crystal Dragons were lightyears ahead of any other race in defensive warfare. It wasn't simply about constructing walls and arming them with gun emplacements; it was about time, foresight, and the patience to see the enemy wear themselves out long before they reached the gates. The Tixburi Consolidation presented the perfect proving ground for their craft.

When Primarch Guilliman personally sought out the Crystal Dragons, Menethanil knew the magnitude of the threat they faced. The Primarch, master of strategy and foresight, understood that brute force alone would not suffice against the inevitable Tixburian assault. He needed a fortress—one that would withstand the most relentless of attacks, one built by hands that had perfected the art of siege warfare.

After reviewing the reports on the Tixburians, Menethanil had no doubt Guilliman had been right to seek their aid. The enemy was relentless, their war engines titanic, their hunger for conquest insatiable. But they could be broken. With the right preparations, even this colossal threat would dash against the walls of the Crystal Dragons' citadel.

Menethanil was no fool. He knew it would be madness to land on this world without careful planning and the right materials, even with the mon'keigh's legions serving as little more than disposable shields. His shrine had a reputation to uphold—one built on precision, not rashness. So, he called in a few well-placed favors, securing certain apparatuses from his people—devices that would transform the battlefield and ensure that all the strengths of the Crystal Dragons were brought fully to bear.

And so, for the first time in eons, the Crystal Dragons would unleash the Seachmall Fiallathandirel, the Illusionary Citadel Against Evil. A brand name for an even grander fortress of the Crystal Dragons, although there were multiple layers to it. Everything about it was designed around deception and shaping the battlefield.

The name itself was a lie, although one would be remiss to assume there wasn't any truth to the claims of an "illusionary" fortress. Such an explanation required a Crystal Dragon to properly explain, which Menethanil was compelled to do by the Primarchs.

For starters, the Seachmall Fiallathandirel, like all Aeldari constructions, was crafted from Wraithbone—but here, it was imbued with several unique twists, a subtle variation in design that only the Crystal Dragons could master.

The first phase of the citadel's creation involved the deployment of Wraithbone Terraforming Spires, a term the mon'keigh might understand. These spires were launched from the sub-orbit, piercing deep into the planet's surface and unleashing its 'roots' into the bedrock.

Once in place, they began bending the world to their will, stabilizing the unruly ground and creating the perfect foundation for the fortress. The planet, once hostile, became compliant under the touch of the Wraithbone.

From these spires, like living crystals summoned by the Dragon's songs, the citadel's walls began to take shape. Within minutes, towering structures stretched into the sky, their forms cold, unyielding, yet deceptively graceful. To an outsider, the architecture seemed simple, but beneath that simplicity lay complexity—the kind that only an Aeldari mind could comprehend. The citadel breathed as if alive, its crystalline structures shifting and growing in response to the world around it.

The next line of defense would be the Psychic Warp Shields, forming an impenetrable dome of energy around the fortress and its construction teams. While the Imperials relied on void shields to deflect attacks, these shields operated on principles far beyond human comprehension, tapping into the Warp for power and sustainability. The dome shimmered faintly, its surface a ripple of psychic energies interwoven with the Webway, designed not only to repel but to disorient and mislead.

The true danger of these shields wasn't their protective strength—it was their disorienting nature. Any creature attempting to focus on them would soon find their perception unraveling. The citadel would appear to shift and flicker, drawing nearer one moment and vanishing into the distance the next as though reality refused to settle. Technological scans fared no better; sensors reported only spectral signatures, phantoms that flickered across the enemy's systems, confusing even their most advanced targeting arrays.

But Menethanil knew that confusion alone wouldn't be enough. The real deception came from decoy structures and vehicles conjured by holo-field generators. To the untrained eye, these projections appeared as solid and real as the citadel—identical in form and function. Menethanil was certain that when the Tixburians arrived, they would unleash their initial strikes on these decoys, convinced they were targeting the heart of the defense. They realize their mistake Only when they exhausted valuable time and resources. By then, their forces would have exposed themselves to counter-assaults and targeted raids, their positions betrayed by their aggression.

And if that wasn't enough to dissuade mass assaults, the Voidstone traps would ensure their undoing. Hidden throughout the fortress—woven seamlessly into its walls and floors—these traps could activate localized warp fields within the vicinity of the intruders.

These fields would scramble the enemy's weapons and minds, creating zones where the Warp rebelled against them. Coupled with the shifting labyrinth of the citadel's interior, breaching the fortress would become a nightmarish endeavor—one where even success would feel like a failure, with every step forward dragging them deeper into a trap from which they could not escape.

Yes, the Seachmall Fiallathandirel was an extraordinary, near-impregnable fortress meticulously crafted from the planet's surface up. It wouldn't fail—of that, Menethanil was certain. The only uncertainty lay in the time they had. The Crystal Dragons needed to complete its construction before the enemy's forces descended. That was the true test.

The coalition had placed significant trust in the Crystal Dragons and their citadel. Many silently depended on its success; if the Seachmall Fiallathandirel wasn't operational in time, the entire campaign could unravel, leaving the invasion vulnerable and exposed. It was no exaggeration to say that the fate of the battlefield—and perhaps the war itself—rested on the shrine's ability to bring this fortress to life.

Yet Menethanil remained unfazed. His shrine had endured the unimaginable horrors of the Warp for what felt like an eternity. They had outlasted nightmares that twisted reality and survived against forces that should have crushed them. No matter how numerous or devastating, a band of overconfident mon'keigh and their crude war machines were nothing compared to what the Crystal Dragons had already overcome.

The Seachmall Fiallathandirel would rise, and when it did, nothing would breach its walls. Menethanil would make sure of it.



The day of the invasion…

The humans had successfully breached the Consolidation's orbital defense network by seizing control of the massive star fortress called the Basilica. Its fall tore open a gaping hole in the defensive perimeter, wide enough for the coalition fleet to advance through and secure critical space over Tixburi. With this foothold established, the invasion seemed inevitable.

However, the Tixburian defense monitors, orbital guns, and fighter wings remained unyielding, launching relentless counterattacks against the coalition fleet. Yet, their efforts were already too late to prevent the invasion. Despite the Basilica's temporary incapacitation, the coalition had begun retrofitting it with new systems and components, slowly repairing and reforming it into a long-term operational asset.

By this stage, the coalition was fully committed. Bombers and fighters were deployed by the millions, descending upon Tixburi's surface. Within the first three hours of Worldfall—the operational name for the invasion—a brutal air war erupted, the skies thick with fire and debris as both sides clashed for dominance. The battle had begun in earnest, and there was no turning back.

It was time for the Crystal Dragons to begin their part in the Worldfall. The war council had determined that the first strategic target was the Tixburian ECM Complex—the "Musicbox," which was to be a key objective to take. While the invasion force couldn't land directly near the complex, the breach in the orbital defenses allowed the Crystal Dragons to establish themselves in the region nearby.

A gamble had to be taken, but Farseer Alcar believed this was the best opportunity for the coalition to gain a foothold. Once the Seachmall Fiallathandirel was operational, the Imperials would have a stronghold to launch their assault and take the Musicbox.

All that stood between the Crystal Dragons and this crucial advantage was the time needed to construct the Citadel. At least half a Tixburi day—that was the estimate for getting the Seachmall Fiallathandirel established and operational.
That was the plan, anyway. But Menethanil had learned the humans had a saying: "No plan survives contact with the enemy."

Everything started smoothly enough, with the Crystal Dragons landing on Tixburi with precision and efficiency befitting their shrine, quickly establishing their perimeter and beginning the construction of the Seachmall Fiallathandirel, whose Wraithbone warp core began to grow the skeleton of the great fortress.

For the first hour, progress was steady. The Terraforming Spires, born of the warp core and guided by the Dragons, began to take root in the lands of this region, stabilizing the ground and laying the foundation for the citadel. The mighty terraforming fabricators of the spires "repurposed" soil, rock, and bedrock at an impressive speed. It seemed as though the fortress would rise swiftly, as planned.

However, the Tixburians responded with brutal swiftness that surprised even Menethanil. Within an hour of the Crystal Dragons' arrival, the enemy unleashed a relentless assault. Waves of commando raids, artillery barrages, and air bombing campaigns rained down upon the construction/landing zone. The sheer intensity of the attacks made it clear: the Tixburians were determined to halt or, at the very least, delay the fortress's completion.

Perhaps the Tixburians expected that they could kill or push back the Crystal Dragons completely by responding this fast, for surely the Aeldari weren't the type to withstand a battle of grit and attrition. They were wrong, and for their trouble, they sent dozens of companies and air wings to their miserable and ignoble deaths.

But though the Crystal Dragons' defenses held strong—thanks to their superior armor and tactical mastery of resisting sieges—the constant bombardment and assaults were a different kind of problem. The Seachmall Fiallathandirel, in its early stages, couldn't progress beyond its foundational phase.

Like a great tree whose roots were trying to spread, the citadel's structures were continuously torn back, disrupted by the onslaught. Every attempt to extend the fortress beyond its base was met with fierce resistance, forcing the construction teams into a frustrating cycle of repair and reinforcement, unable to break through to the next stage of development.

The stalemate ate into the Crystal Dragons' plans, dragging on much longer than expected. Menethanil and his warriors found themselves locked in a tense back-and-forth with the enemy, constantly fending off attacks yet unable to advance their construction. Every minute lost only increased the pressure, as time was running out to make the Seachmall Fiallathandirel operational before the enemy could regroup for a larger, more devastating offensive.

What had seemed like a straightforward task had become a grueling war of attrition.

Yet once more, fate played a strange joke on everyone. As the Tixburian forces poured their attention into stalling the Crystal Dragons, they left key defensive outposts in the region severely undermanned, particularly in areas they believed were too far from immediate danger.

Perhaps they had forgotten to shore up their backline defenses in their single-minded, dogged focus on the Aeldari. In any case, the coalition exploited this blunder for all it was worth. A specialized detachment of Imperial Army drop-troopers, the 143rd Phantine Skyborne, seized the moment. These veteran airborne units, renowned for their skill in high-risk, behind-enemy-lines operations, identified a small but strategically advantageous fortress left with a token garrison.

Launching a swift and precise assault, they descended on the fortress. Within hours, the 143rd Phantine had secured the fort, which was merely 20 kilometers away from the Crystal Dragons' current position, practically a stone's throw away in military distance.

News of this success reached Menethanil and the Crystal Dragons swiftly. With the Seachmall Fiallathandirel unable to progress in its current position, Menethanil made a bold decision. The core of the Seachmall Fiallathandirel would be moved. An otherwise impossible prospect and perhaps deranged suggestion, but for the Aeldari, they once laughed in the face of such impossibilites.

In perhaps one of the strangest displays of Aeldari technology, the Crystal Dragons sang to the core and called upon the fallen Dragons of old, turning the Seachmall Fiallathandirel into what could ostensibly be classified by the humans as a Levithian-class super-heavy, albeit with far more grace and controlled by the Ghost Warriors of the craftworlds.

The Crystal Dragons began to shift the core of their citadel over the newly captured fort; all the while, the Tixburians tried one final attempt to destroy the Seachmall Fiallathandirel while it was mobile. This attempt failed. Upon arriving at the captured fort, it planted itself again, and its Wraithbone tendrils began weaving into the walls and foundation of the lesser fortress.

Within hours, the fort was no longer recognizable, as it had transformed into an Eldar stronghold—a seamless fusion of human metal and Eldar crystal. Its roots soon dug deep into the ground and foundation of the fort. The Seachmall Fiallathandirel was inevitable now.

The Tixburians, realizing their blunder too late, reacted with desperate aggression. In a last-ditch effort to stop the Eldar, they deployed close atomic weapons—a highly risky and destructive tactic meant to obliterate the newly transformed fortress, but the fools must have failed to realize that the Crystal Dragon's own armor and defenses protected them from primitive weapons unless they were directly in the blast radius. The Imperial Army forces, though valiant, were far less equipped to deal with the radiation fallout.

As the atomic blasts hit, the 143rd Phantine Skyborne suffered heavy losses. Many of their numbers were caught in the radioactive shockwave, their standard-issue armor unable to fully protect them from the lethal exposure. Despite the loss of many Imperial soldiers, the Eldar now had their fortress—rebuilt, reinforced, and in a strategically superior location.

With the Seachmall Fiallathandirel finally operational in its new form, the Tixburians faced a fully functional and deeply entrenched stronghold and decided to stop their all-out assaults for now. Off to lick their wounds, the Eldar were already moving into the second phase, and soon enough, Imperial transports arrived with the first regiments of combat engineers and builders.

In a moment of gratefulness, both from the Crystal Dragons and Imperial Command, the 143rd Phantine Skyborne were authorized to receive a "blood debt" from the Aeldari at the behest of Menethanil. Sadly, most of the 143rd would likely perish before the end of the week, either from battle or from the radiation sickness, but for their contributions to helping the Crystal Dragons save face, their world and people would be granted a personal favor from the Dragons.

A pittance of a reward, but it was something. Their sacrifice had paved the way for a crucial victory on the first day of Worldfall. It also showcased a new problem facing the Imperium in this war beyond the Tixburian's zealous determination to kill everyone: they weren't afraid to poison their own world with atomics.

However, a rather insightful discovery emerged from all this. The Consolidation was hyper-focusing on Astartes and alien armies. The Imperial Army still had to fight the Tixburians, but there was less zeal in those encounters.

Like all things, wars can often be decided upon by the most minor realizations.

---

@Daemon Hunter Alright, something short.
 
I really loved this story a couple years ago but eventually quit reading, not sure if it wasnt getting updated or if I forgot about it. But! The last thing I remember is everyone trying to figure out how to salvage some big meeting we were having with the other primarchs and the Emperor about how inhumane he was being. Can someone give me a summary of how that went and what's happened since, because as far as I can tell a lot of important stuff has happened in side stories and I have no clue what's going on because I only read threadmarks by the OP. Or if someone has a chronological order of how everything should be read that would be amazeballs. Also, what happened to Scafrir after the Emperor got hold of him? Have we heard from his perspective at all?
 
Also, what happened to Scafrir after the Emperor got hold of him? Have we heard from his perspective at all?
I think in one of the side story, he becomes one of BigE's ace in the whole incase he is needed. He didn't participated in any major engagement since we'll, he is a secret weapon against Chaos. Also, you might want to ask in discord for further details. There are many things to keep in mind.
Maelstrom crusade, the Desolation of Angron domain, the civil war brewing, Blood and Thunder war, Terra Coup, and now session of multiple primarchs. There are many stories involved each primarchs journey toward self discovery too. So you do have a lot to catch. You can ignore some noncanon side stories.
 
I really loved this story a couple years ago but eventually quit reading, not sure if it wasnt getting updated or if I forgot about it. But! The last thing I remember is everyone trying to figure out how to salvage some big meeting we were having with the other primarchs and the Emperor about how inhumane he was being. Can someone give me a summary of how that went and what's happened since, because as far as I can tell a lot of important stuff has happened in side stories and I have no clue what's going on because I only read threadmarks by the OP. Or if someone has a chronological order of how everything should be read that would be amazeballs. Also, what happened to Scafrir after the Emperor got hold of him? Have we heard from his perspective at all?

For that, there's been a fair bit happenning with a few Primarchs. Since the discussion with the Primarchs on Orus, the main events are as follows:

1) The War Hounds have reformed under the command of Lhorke after Mortarion paid Magnus to heal him. Since then he has received a large degree of support from Sanguinius and notable detachments from Kesar and Guilliman. However, Kharn left taking much of the worst members of the Legion with him and killed one of the Lord Commanders in the Imperium due to his horrific plan to exterminate the Desolation.
2) Khan left on an expedition into the the greater galaxy and encountered the Celestial Dominion, a powerful empire led by a Perpetual that has an extensive intrigue net. He has since returned having successfully bloodied his new recruits.
3) Leman continues to have excellent discussions with Zunia, who has continued a major purge of corruption and has brought his domain to new levels of efficiency.
4) Horus and Perturabo put plans in place to start a civil war on their terms, organizing a plot to annihilate the Emperor's Children and Iron Hands before Horus got cold feet and backed out. He later informed Fulgrim and Ferrus of this and they had a brawl. After which they agreed to have a 5 on 5 duel with the loser sitting out of any civil war that would occur.
5) Guilliman entered a relationship with the Eldar and Yvraine and has been running out of fucks to give thanks to a large number of issues in the Imperium piling up.
6) Magnus' relationship with the Eldar was exposed leading to an attempted raid by a small group of guardsmen led by Sisters of Silence. This then failed and was initially blamed on alien infiltrators. An omake reward revealed that it was done by Valdor who Malcador provided greater access to the intrigue net explicitly for this purpose.
7) Corvus attempted to recover a Shard of Khaine and godseed of Venus from Venus. This went wrong and right in all ways and resulted in the birth of Goddess Venus who merged with the Shard of Khaine. She has since been active with the Eldar.
7) The Emperor briefly vacated his position of dictator to create the Consilium Principis, a group of humans tasked with running the Imperium.
8) A new Lord Commander Militant took over. Named Eli, he immediately began massive deficit spending that made him extremely popular. However, it was unsustainable with Guilliman estimating the crash would kill a third of the Imperium. As a result, Skullface took it upon himself to launch a coup. He received support from another Lord Commander as well as from Corvus who provided Raven Guard for the task. Timing his coup to occur when the Emperor was deployed in the Maelstrom to kill a group of Orks, he also received information on the Sisters of Silence from Kesar who also helped distract them by conducting a test on Luna. This allowed him to seize control of the Imperial Palace but Eli was able to escape. However, Kesar then organized the Consilium Principis and managed to have a series of votes go through stripping Eli of his position, pardonning Skullface and his forces, and reforming the position of Lord Commander Militant to not have so much power.
9) This proved to be incredibly unpopular and after some information led to a massive number of guardsmen either refusing to fight or creating their own faction with the Imperium to govern. These Gamma factions have effectively caused massive issues in the Imperium with a number of such forces requiring immediate intervention.
10) The Emperor has since invaded the largest of these who was receiving humanitarian support from Vulkan and Konrad. Emps then used this to begin trying them for treason in absentia.
11) Ferrus began a program called the Iron Communes where Imperial citizens are provided collective ownership of a factorum. These co-ops have ben absurdly popular and have been exceeding quotas due to being notably more effective than the current factories run by nobles where the workers get very little return for their work. However, the success has resulted in a massive number of planetary governments attempting to seize them which resulted in the Iron Communes arming themselves and requesting support from Ferrus who is on their way to assist.


Some of this is already in the updates, but I figured I'd cover it just in case. If I've forgotten anything, someone please let me know.
 
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If we were to start producing basic runes of production for ferrus iron communes would it have any great effect and would horrific working conditions still be a issue since it is owned by those who work there in the first place.
 
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