Flagship Name

  • Spirit of Fire

    Votes: 21 47.7%
  • Vigilance

    Votes: 23 52.3%

  • Total voters
    44
  • Poll closed .
Heroes of the Legions


Heroes of the Legions






Psyker bonuses only apply to ranged combat and disappear in melee combat unless they have a trait that allows them to use it in melee. Psykers also typically have CR maluses, but those do not apply if the psyker is a Hero

Zeta: +5
Epsilon: +10
Delta: +20
Gamma: +40
Beta: +70
Alpha: +100

The base bonus for Astartes Heroes is +40 to all rolls (+20 from being astartes and +20 from being a Hero). Human Heroes only have the +20 Hero bonus at base.


Dark Angels


Legionwide Hero traits:
+5 to all rolls (First Captain bonus)
Lone Angel: +5 if the only Dark Angels hero present


The Lord Cypher:
+70 disengage bonus
+80 stealth bonus
Double ambush bonuses
Autosucceeds escape tests if imprisoned
Hero status passes on to protege if killed (There must always be a Lord Cypher)


Elikas Chief Librarian:
Gamma Psyker
Able to fake his traits to other characters
+20 CR
+20 to deceptive acts


Luther:
+10 to combat
+20 to command
-20 to rolls to act against Lion's best interest
Reroll rolls below 5


Merir Astelan:
Negate supply penalties
+40 against Xenos
-10 to diplomacy while present
+10 to initial combat rolls while present


Nemean:
+60 to duels
Double Wounds
Absurdly Scarred - +20 intimidation
Rangdan Survivor - Can only be wounded by heroes
Can never get negative traits



Jon Hunter (Human):
+100 to duels total (10 from psychic stuff)
Heals if not attacked
Reroll if he dies
Negate first wound
Negate death wound
+70 against psykers






Emperor's Children


Fabius Bile:
-50% casualties to theater of war, casualties reduced take 5 years to return
Primarch Grade Biologist
Double wounds, +20 to combat, +20 to escape
+30 to infosec
+10 to legion combat when present


Kaesoron:
Double fame increases, halve infamy increases
+20 to legion combat when present
Halve IA morale penalties


Rylanor:
+15 to duels
Can tell when someone lies
+40 CR
Impossibly Quick: -10 for enemies during the first round
Venerable One - Negate Dreadnaught maluses. Always awake.


Eidolon:
+20 to command
Halve casualties
-20 CR, Unwilling to listen to inferiors
+40 during the first round in a duel. Remains if he inflicts a wound.
+30 to duels


Thrallas the Disgraced:
+40 to command
Crit fails on <10, crits >91. Increase effect of crit fails.
-30 to command, unable to find fame
+20 to duels
Repentance - Quarters wound threshold for self and enemy


Lucius:
Double Trait Gain
Gain +20 after taking a wound
+60 to duels
Double Wound Threshold
-40 CR, inflicts wounds in spars, -10 to subordinates under him
Quarters wound penalties
Can scale combat length by a factor of 2
I'm in Charge Here - +10 to command



Arna (Human):
Reroll dice in combat
+55 total combat bonus
Double wound threshold
Double disengage chance
-10 to all actions if an action conflicts with her moral beliefs (-20)
+10 vs Eidolon
Ferrus Made Weaponry - +5 to duels


Saul Tarvitz:
Halves Imperial Army casualties
+5 to command
+10 to duels
+5 CR






Iron Warriors


Dantioch:
Can scale casualties if within fortifications. Up to a factor of 10.
Immune to mental effects
+45 to command
Double enemy casualties during fallback
+20 to explosive rolls and traps
Increase strategic success goals by one tier
Action Planning - +10 to duels that have more than two duelists.
The Miracle Admiral - +10 to void command, -25% losses for void combat


Forrix:
Quarters civilian casualties.
Halves IA casualties. -10 to command.
+20 to command.
Quarters friendly casualties
Halves collateral damage.
Can scale casualties by a factor of 4.
+10 to duels that have more than two duelists.


Kroeger:
Double Astartes Casualties. Quadruple Enemy Casualties.
Half Astartes Casualties. Quadruple IA casualties.
+20 to command. Quadruple civilian casualties.
+20 to command. Quadruple collateral damage.
-60 to morale. Negate morale effect on combat.
Increased trait growth for those he works with. Skewed to brutality


Falk:
+30 to combat
Double Wound Total
+40 CR
+10 to command


Toramino:
Can adjust combat round length by a factor of two.
+20 while defending.
+20 to command.

Harkor:
Can increase round length by a factor of 8
+30 to disengage
Half casualties under his command


Alma (Human):
Alpha Psyker- +100 to army rolls, +50 to duels, +20 total CR


Ave (Human):
+90 to duels
+80 against Eldar
Horrific Scarring - -20 to diplomacy, -40 max relationship with Eldar
Quadruple wounds
Negate first injury that would result in death
Narrative CR



White Scars


Yesugei:
+5 divination. +5 CR
+60 to finding enemies.
+40 against more powerful psykers. If it would bring bonus above enemies, receive +20 instead.
Knows if ambush is about to occur. 100 seconds previously for personal. 100 minutes for army.
+30 CR
Can't roll below a 25.
White Scars minimum rolls is 20. Enemy rerolls crits.
-40 to enemy ritual rolls


Jubal Khan:
+20 to void combat
+30 to disengage
+20 to command
+60 to last stands
+10 to duels
Negate wounds. Invert wound penalty on disengage


Kuveer:
Can act as a +20 fortification
Provides +30 to defenses. Falls off for stronger defenses.
+80 dueling bonus
Can pause combat for one round. Hits -80 exhaustion afterwards


Renshu the Kagish:
+12 to duels
+12 to command
+12 to diplomacy
+12 to disengaging
+12 CR
+12 to Void Combat


Shen Shih the Karaoghlanlar:
Invert numbers bonuses
Increase kills by a factor of 10
Reroll disengage checks
Double wounds inflicted







Space Wolves


Bjorn:
+100 total combat bonus
Drastically reduces chance of negative traits for Wolves
Reduces emotional, psychological, and mental maluses for Leman
Halves morale penalties
An Ear to Talk - Reroll instances where Leman will get a negative trait


Zunia (Human):
Quarters project times
Negates Primarch and Astartes social malus
Immune to intimidation
+20 diplomacy, +20 intrigue
+40 counterassassination


Jorin Bloodhowl:
+50 to duels
Halve company losses
+20 to Legion Combat
+20 to Last Stands


Ogvai Ogvai Helmscgrit:
+20 to command
Notably reduces information gained by enemy commanders
+15 against retreating foes



Kva:
+10 to duels
Boost primal warp rituals
Boost world spirit effects
Dampens non-primal warp powers
Negate wound penalties



Othere Wydrmake:
Double primal runic effects
Epsilon Psyker in Effect
Can fake relationships up to a +30
+10 to all rolls against psykers





Imperial Fists

Sigismund:
+40 to duels
Immune to Exhaustion
True Deaths everyone he's fighting if he dies during the duel
Can increase/decrease duel round time by a factor of 8
+40 CR, +40 Anti-Daemon
Double wounds inflicted, halve threshold to wound
+20 to Legion rolls while present and notably outnumbered



Archamus:
Understands enemy plans more with each round of combat
+2 wounds
Cannot be wounded by nonheroes
+20 to command


The 700:
+80 to Legion Combat
Can split off 10 Astartes who count as a normal Astartes hero with no traits For Army combat, can only lose Astartes if all other forces are dead.
Loses 100 Astartes per loss in combat
Narrative CR
Autowin if enemy doesn't have elites


Gar Tarkonn:
+40 to command
Can trade multiplying losses by 2/4/8 for +1/2/3 to strategic success
Half Astartes casualties
If all forces would be lost, lose 99% instead






Night Lords


Sevatar:
Reroll all dice.
+50 to combat
+40 intimidation, +40 stealth
Autosucceeds against non-protos
+20 to command
Awakened Crow - +5 CR, ???
The Corvidae - Applies part of his intimidation bonus to command (amount depends on the enemy)


Talos:
Sees flashes of the future
+40 to command
+30 to combat
+30 to intimidation
+20 to stealth
+30 to preventing disengages
+10 CR


Malcharion:
+50 to duels
Cannot be wounded in a 1 vs 1 duel if his bonus is higher
Immune to exhaustion
Halves numbers bonuses
+10 vs Astartes, +20 vs Night Lords






Blood Angels


Raldoran:
+40 to duels
+20 to all Blood Angel rolls while present (doesn't apply to him)
+20 to command
Quarters Blood Angel casuaties while present


Azkaellon:
+50 to duels
Chooses how he loses
Dies four rounds after death, if he wins the duel in this time, he lives
Double wound threshold


Nemedeus:
+10 to duels
+40 to last stands
Double wounds
Max wound penalty of -20
Can extend duels by up to a factor of 8
Negates first two killing blows
Immune to Exhaustion


The Ghoul:
Causes mortals to autobreak
Heal 1 wound for every 2 he inflicts
Heals to full after killing an enemy
+40 to duels
Autokills non-protos
Poisons the area he walks






Iron Hands


Gabriel Santar:
Immune to small arms
Triple wound total
Caps wound penalty at -40
Can increase combat round length by up to a factor of 3
-40 to diplomacy, +20 to indimidation


Amadeus DuCaine:
Immune to infantry and below up to elite grade
+30 to command
Double nonaugmented casualties, half augmented casualties
Double mechanized bonuses, -20 if force is mostly unmechanized
Half terrain penalties
Reduce defensive bonuses by 20 if his force is mostly mechanized


Shadrak Meduson:
Immune to infantry and below up to elite grade
Applies command bonus to all fronts and actions
Quarter subordinate trait growth.
Perfect battlefield awareness.
Immune to strategic, tactical, and personal surprise.
Commanders with a bonus below +40 can at best tie with him


Loreson Unfleshed:
Immune to infantry and below up to elite grade
Heals wounds by 1 per round if person is heavily augmented
Heals own wounds by 2 a round If a machine isn't destroyed, repair it at a +10 per 2 rounds.
Can repair destroyed machines after battle with a DC60 check (no bonuses)


Jebez Aug (Hidden Hero):
Immune to Deathstrikes and Below up to Heroic Grades
Negate wounds when running
+50 to retreats from duels
Double Wound Threshold on retreats
Moves at double speed


Karel Mach:
Immune to infantry and below up to IA grade
+5 to everything
-10 to diplomacy, +10 to indimidation
Reduce thresholds of success by half during the first round of combat and duels


Crius:
+20 anti-psyker
+15 to duels
Negate first wound


Nagatami (Necron):
+100 total to duels
+120 to stealth
Double ambush bonus
Regen 1 wound/round
Negate first death wound


Autek Mor:
Double wounds
+10 to command
+30 to command against humans






Death Guard



Typhon:
Immune to non-Honored NBC weaponry
No penalties from lacking supplies
Negate wound penalties
Double Wounds
Can negate wounds during a single round of combat once per duel
-20 CR


Ignatius Grulgor:
Double Wounds
Double Wound Threshold
Immune to non-Honored NBC weaponry


Caipha Morga:
+10 to Mortarion's rolls
Triple Wounds


Erud Vahn:
+20 to command
Immune to non-Honored NBC weaponry
Double Wounds
Double Wound Threshold
Once dead, puppet body at no wounds for 5 rounds. Wounds apply a -2 penalty for this. (Due to internal augments)






Thousand Sons


Ahriman:
Alpha psyker
Reroll all dice.
+30 to Legion Combat.
+50 to duels.
Can use psyker abilities in melee with no penalty.
+5 CR
+120 to warp knowledge
+20 to all rolls
+5 when working with Eldar.
Blinded: -20 to combat, +10 to all rolls, considered to roll a nat 1 against Blanks
Near Death Experience: Narrative CR, Must flee if Nurgle is near
Heal 1 wound per round. No restrictions on what he can heal. Can revive the extremely recently dead.


Amon:
Delta Psyker
+140 to warp knowledge.
Sees flashes of the future.
+20 to rolls at key moments.
+40 to combat.
-10 when working with Eldar.


Iskander Khayon:
Gamma Psyker
+25 to Legion Combat.
+40 to duels.
+100 to warp knowledge
Can use psyker abilities in melee with no penalty.
+30 against Primarchs.
+10 when working with Eldar.
+10 against psykers


Tyrion:
+80 against psykers
+40 to duels.
+100 to stealth.
Negate divination rerolls in combat.
+40 anti-daemon
Autobanishes lesser daemons.
Autokills epsilon levels and below whose bonus is lower than his.
+80 to warp knowledge.
-10 when working with Eldar.


Sanakth:
Epsilon Psyker
+60 to duels
Autowins duels if bonus is higher than enemies. Does not count psyker bonuses.
Negates divination rerolls in combat.
Inverts enemy number bonuses.
Rolls individually against all participants in duels.
+10 when working with Eldar


Phosis T'kar:
Beta Psyker
Cannot be harmed by non-heroes.
+40 to duels.
Can use psyker abilities in melee with no penalty.
+5 CR
Rolls individually against all participants in duels.
Negates enemy number bonuses.


Auramagma:
Gamma psyker
-20 CR.
-10 when working with other heroes.
+30 to duels. +80 warp knowledge.
Can use psyker abilities in melee with no penalty.
Negates enemy number bonuses.
-50 if enemy bonus is higher. +20 if enemy bonus is lower.


Atharva:
Gamma psyker
+2 wounds.
Drawn to important events. Sees important events.
+10 when working with Eldar.
+10 to command






War Hounds


Lhorke, Legion Master:
+40 to command (+110 total)
+20 to combat (+100 total)
+20 CR (+100 total)
Max of +10 relationship with World Eaters and War Hounds, will kill themselves if implanted with the Nails
We Were Heroes -+5 to Command, +20 to Combat, +20 to CR
Welcome to the Legion - +5 to command


Lotara Sarrin (Human):
+80 to void combat
Doubles effect of flagship
Negates Astartes malus, Negates social Primarch malus
+60 intimidation, +80 against World Eaters and War Hounds
+20 combat
Cannot be wounded in the first round if she initiates combat


Macer Varren:
Can resist the Nails
+50 to combat
Unwilling to personally commit massacres
+5 CR, Cannot be forced to do heinous actions


Vorias:
Max of neutral relationship with those with the Nails
+20 to combat, +20 CR
Adds power in rituals at improved scaling
Can apply powers in melee
Delta psyker


Mkani Kano (Blood Angels Transfer):
+10 to all Blood Angel rolls while present (doesn't apply to him)
Reroll Blood Angel army dice while present
Double Red Thirst effects for himself, +10 CR
+20 to duels +10 to last stands




World Eaters
Kharn, the Betrayer:
Negate Primarch malus.
+80 to last stands
+40 vs Angron
Double Wound Total
Negate First Deathblow
+40 to combat (+100 total)
Rolls seperately for each member of a duel
Autokills non-protos
+10 to command
-40 CR, Falls if Angron falls





Ultramarines


Marius Gage:
+10 to command, -10 to combat
Halve friendly casualties, civilian casualties, and infrastructure damage during battle
Reduce supply consumption by 25%
Reduce project times by 25%
+20 diplomacy
Increase degree of success needed for notable damage by 1 against forces he commands


Thiel:
+20 against Astartes
+20 to combat, +20 to command
+20 to command for assymmetrical warfare
Army upkeep and usage cut by half
Supply maluses reduced by half
Allows allies to add half his command bonus to their fronts (currently gives +40)


Ptolemy:
Delta Psyker
Increase knowledge recovered from battle or conquest
Reduce severity of crit fails
+5 to command

Tylos Rubio:
Gamma Psyker
Applies half of psyker bonus to melee


Arthron:
+115 total combat bonus, can apply psyker bonus to melee
Negate numbers bonus
+10 when fighting with or against Guilliman
Forces enemies to take the same exhaustion penalty as him
Can reduce friendly casualties by 50 percent in exchange for taking two wounds.






Luna Wolves


Abaddon:
+40 to combat
Increased Trait Gain
Double enemy casualties
Quadruple fluff kills
Negates numbers in duels
Falls if Horus falls


Garviel Loken:
+40 to command
+40 to duels
Negate crit fails and crit successes for both sides


Little Horus:
-5 to all rolls for each friend that dies
+30 to duels
+20 to command
Falls if Horus falls


Torgaddon:
-20 relationship to those with arrogance related traits
+10 to commander rolls while present
+40 to combat
Will refuse orders he views as needlessly cruel


Kalus Ekaddon:
+30 to escaping
+40 to stealth






Salamanders


T'kell:
+30 to diplomacy, +30 to helping people lose negative traits
Grandmaster Forgemaster
Improves artifacts by one step if working with someone with a higher forgemaster level than him
+40 CR


Artellus Numeon:
Halves casualties
Quarters civilian casualties
Quarters infrastructure damage
Reduce supply consumption by 50%
Planets conquered have loyalty improved by one step
Immune to Exhaustion
Quarters IA casualties, Cannot sacrifice Imperial Army lives without their approval


Atesh Tarsa:
Double wound total
Dies 10 rounds after death
Heals 1 wound every 2 rounds
Double wound threshold


Cassian Dracos the Dreadnaught:
Double wound threshold
Sanity decreases each time they are awakenned
100/sanity level last stand bonus (caps at +100) Basically he loses sanity each time he awakens but every bit of sanity he loses makes him stronger
+40 to command (doesn't include insanity penalty) +40 to duels


Umojen:
Autokills non-protos
Multiply fluff kills by 1000
-20 morale penalty for those capable of breaking
Gamma psyker


Kaer'shan:
+30 to duels


Sigma (Alpha legion Transfer):
+150 disguise rolls
No penalty for disguising as chaos or human
???
???
???


Malevolon (Human):
Unhinged - -20 to diplomacy
Thickest Fighting - +10 to void combat she's a part of
Insane Ideas - +40 to entering contested airspace






Raven Guard


Alvarex Maun:
Negates stratetic, tactical, and personal surprise
Can choose who is wounded in duels
Chooses what is lost during battles for himself and the enemy
+40 to discerning enemy trumps
Reroll crit fails


Solaro An:
Chooses what is lost during battles for himself and the enemy
Doubles bonuses from information
+20 to stealth
+40 to gathering information
+10 to Raven Guard rolls while present


Branne Nav:
+10 to combat
+40 to stealth
Triple ambush bonuses
Cannot be spotted by nonheroes
If unwounded during a round, can automatically choose to disengage and hide


Agapito Nev:
+60 to counterespionage
Negates strategic, tactical, and personal surprise
+20 to command
Can choose location of heroes and trumps retroactively


Gherith Arendi:
Negate first killing blow to Corvus if present
+10 to Corvus' rolls if present


The Silence Squad-
Double Wound Threshold, A Wound Turns them back into protos
Can disengage during the first round of combat at will. Applies once per battle.
Can take twenty times normal success time to autosucceed at stealth checks


Adakara Shraed:
Reduce supply usage by 10%
Reduce IA casualties by 10%
Command traits apply two steps further than normal




Terran Raptors

Arkhas Fal: (Still a work-in-progress but roughly accurate)
+120 to combat
Quarter losses under his command
-40 morale for his enemies
Can take a 50 on all his rolls (including command)
Quarter supply use in exchange for a -20
Negate ambush penalties
Negate first two army losses
+40 to command (+80 total)






Alpha Legion
?????????????????????????????????????????????????????????????????????​







White Scars

Qin Xa - RP6 after all supplies were cut off in the Maelstrom
+10 to Legion Combat
+20 to dueling
+5 to dueling
+20 CR
+40 to disengage

Torghun Khan - Killed in a fight with a Bloodthirster on RP40 in the Maelstrom
+20 to last stands
+10 to duels

Shiban Khan - RP10 after his position was overrun in the Maelstrom
Cannot fall is Jagathai doesn't. Falls if Jagathai does.
+20 to duels
Can scale casualties if attacking. Up to a factor of 4.
+2 wounds
Reroll combat rolls if attacking.
Can look at dice rolls then decide to attack, hold, or withdraw

Hasik Noyan-Khan - RP11 after losing a duel with a Greater Daemon in the Maelstrom
+30 CR
Enemies don't get homeground or terrain based bonuses.

Eternal Wardens

Scafrir- Died on Cadia to Kairos Fateweaver

Blood Angels

Arkhad- Died on 63-19 to save Sanguinius and Azkaellon from Samus in Year 41-45
Max relationship of +20 with others
Negates strategic, tactical, and personal surprise
+20 to espionage
+40 to detecting plots against or within the Blood Angels


Death Guard
Hadrabulus Vioss- Killed in Year 46-50 by sniper fire, suspected to be Vindicaires
+20 to command
+30 to NBC bonuses


Nathaniel Garro- Killed in Year 46-50 by sniper fire, suspected to be vindicaires
+30 to disengages
+30 to duels
Double Wounds
+20 Anti-Daemon, +20 CR
+20 to last stands


World Eaters

Unnamed World Eaters Hero- Died after a poorly mismanaged deployment and retreat in Year 31

Kargos - Killed by a group of assassins in Year 41-45
Can resist the Nails
+20 to diplomacy, +60 with World Eaters
Can allow other Astartes to resist the Nails
Can multiply wounds in duels by up to 4. Applies to both him and the enemy. Minimum of x2.
+20 to combat
Inverts number bonuses

Hawkwood - Committed suicide by enemy after failing a DC 15 for his suicide check in Year 41-45
Terminal Age - Dies Year 50-60
DC5 suicide check every year
+20 to void combat
Can multiply enemy casualties by 16 in exchange for 100% civilian deaths. And times 4 friendly casualties.
+10 to retreats


AN: Here it is, the heroes from every single legion, or rather the ones we know of.
 
Last edited:
Raven Guard

Alvarex Maun:
Negates stratetic, tactical, and personal surprise
Can choose who is wounded in duels
Chooses what is lost during battles for himself and the enemy
+40 to discerning enemy trumps
Reroll crit fails


Solaro An:
Chooses what is lost during battles for himself and the enemy
Doubles bonuses from information
+20 to stealth
+40 to gathering information
+10 to Raven Guard rolls while present


Branne Nav:
+10 to combat
+40 to stealth
Triple ambush bonuses
Cannot be spotted by nonheroes
If unwounded during a round, can automatically choose to disengage and hide


Agapito Nev:
+60 to counterespionage
Negates strategic, tactical, and personal surprise
+20 to command
Can choose location of heroes and trumps retroactively


Gherith Arendi:
Negate first killing blow to Corvus if present
+10 to Corvus' rolls if present
Ok if the raven guard falls the alpha legion fights them because this traits are not just powerful but also extremely annoying to deal with
 
Basically they misread Kesar going into the next stage of his progression and all jumped on him...and died...all greater daemons...we did more concrete damage to Chaos than anyone short of Big E and even then that's more because Big E's been around longer.
 
Ok guys I'm confused here but how the fuck did we make Daemons run from the mere presence of us in the warp
1: we have become extremely good at true deathing powerful Daemons, including some of the most powerful daemons to exist, and have shown we can do this to large numbers of them in a very short timeframe.
2: We have basically dedicated our life to doing the above while having trained a legion of men to the role as well.
3: Our Daddy is an Anathema.

These 3 reasons meant we had met the requirements needed for the Warp to recognize us as being Anathema of Chaos as well. And fir Daemons? Thats the sort of thing a dedicated cross-deity coalition is needed to go after, which tend to be incredically hard to put together. As such, most daemons would rather avoid us in a sense of self-preservation knowing they likely cant assemble that sort of force themself...

if a force of daemons of various daemons we encounter doesnt run away? That likely means there is almost certainly something fishy going on that likely is Bel'akor's doing.
 
Who? Or will I find out when I get there?
@Daemon Hunter
Do you like\appreciate\use my posts pointing out the spelling errors? Or are you just ignoring them?
Not asking because I've ever checked, I am just genuinely curious. I know some authors don't care about their stories being grammatically correct and flowing well if it's been a certain amount of time after the chapters release.
I am happy to keep doing it, and you've never asked me to stop. I'm just wondering if you're using them or if I shouldn't bother?
Especially since I am about to get back into you're story in a few days.
 
Who? Or will I find out when I get there?
@Daemon Hunter
Do you like\appreciate\use my posts pointing out the spelling errors? Or are you just ignoring them?
Not asking because I've ever checked, I am just genuinely curious. I know some authors don't care about their stories being grammatically correct and flowing well if it's been a certain amount of time after the chapters release.
I am happy to keep doing it, and you've never asked me to stop. I'm just wondering if you're using them or if I shouldn't bother?
Especially since I am about to get back into you're story in a few days.

I don't mind them, although i haven't really made use of them due to my awful schedule recently.
 
Ok guys I'm confused here but how the fuck did we make Daemons run from the mere presence of us in the warp
To start with, Kesar Dorlin is a Primarch.

That alone is rather scary for many daemons, as well as enticing as all hell because killing or even corrupting one is a major accomplishment for even the best. These are the Anathema's greatest weapons, one of the biggest enemy Chaos sees currently. The Primarchs are a big deal in many ways.

But Kesar is rather special from the rest of his brothers to the eyes of Chaos because he landed and grew up in a world that was in a losing war against Chaos. He sadly was found and raised by the uncorrupted, but this was a grand opportunity for the forces of ruin. Especially when Kesar decided to study the Warp and then got a corrupted wound by a Lord of Change, a perfect slippery slope to eventually guarantee some sort of influence.

That could have either been ideal in a way only surpassed by what happened to Magnus with Tzeentch or Angron for Khorne or Lorgar with awful everything-ness, but only if Kesar managed to fall. If they managed to complete that ritual gateway. Find a way to latch on and abuse this opening to make it work. Use him as their tool, a inverted play from where Kesar was going. They got so close too.

That very much did not happen. Chaos underestimated Kesar Dorlin so fucking hard that it's literally caused the Warp to shake from the ripples he's caused both purposely and inadvertently.

Kesar has gone from 'dangerous because he knows about Chaos and wants to fight it' to 'shit he has his Legion and now he's fully dedicated both him and them in fighting Chaos' to 'he's gotten really good at fighting Chaos' to 'he's starting to match and kill major champions' to 'how the fuck is he this strong against us' to 'he's a lesser Anathema' to 'he is another Anathema' in, from the perspective of the Warp and the Galactic timeline, a blink of an eye.

Corrupted Men of Iron in a DAoT space station were faced and, after great losses, were beaten by the Eternal Wardens and served to sharpen them massively in every way against this enemy. Lorgar and his Legion fell off the deep end and were beaten back almost literally into, what, a handful alive that doesn't include Lorgar? The best oracle of Chaos, and in general, was truly vanquished. The best infiltrator, ditto. The greatest sorcerer of Tzeentch, revealed to be a former god of sorcery, annihilated.

Lorgar went from a valued treasure to a pathetic wreck that was viewed so negatively by Chaos that Malal, who also came back to life because of Kesar's actions in this quest, wanted him the most by far. i.e. the Chaos God that hates and wants to kill Chaos (and everything else) liked Lorgar more than anyone.

Kesar has been declared the Second Anathema. A title he claimed by fighting an army of daemons so strong that, collectively, two Exalted (top tier) daemons of Nurgle ran because they knew that together they would have died against this army and Kesar Dorlin was not even scratched nor tired by the end.

He is legitimately better than the Emperor of Mankind himself in fighting armies of daemons and anything of lesser strength and skill, of which there are only a handful of daemons that can even survive fighting him at all now. The First Anathema is still better at punching up, at the best of the best champions and monsters that Chaos has, but Kesar has surpassed the Emperor at fighting almost everything else Chaos can directly throw in a fight.
Who? Or will I find out when I get there?
Be'lakor, a being of Chaos Undivided and the first Daemon Prince ever, is one of the aforementioned beings that Kesar wouldn't just be guaranteed to kill if they fought. In fact it'd be the opposite.

He's one of the more independent, though not as much as he'd like, daemons that are still bound to the Chaos Gods. Also one of the most powerful and skilled daemons in general, probably unmatched by any daemon that isn't a god and even that might not be fully true. He's periodically had empires in the mortal realm serve him that rise and fall. He's got armies of daemons that follow him. He's a very big deal.
 
Last edited:
Deal with the situation at Nucifera, try to avoid getting our other boons retracted for going against Emps, making it through the rest of the council with some changes made/initiated with our brothers. Get the damned rune planet online.
 
new to the quest and i love though I do have a question. What's the status of the roult the xeno protectorate we convinced to join the imerium with the promise of fighting demons also what kind of gear do they use when fighting with us.
 
Right now they're mostly just a bonus to our legion, a nice +5 (possibly more against chaos), and they haven't been very important otherwise. As essentially a protectorate, and a relatively young species, they don't have the numbers to much more than that barring a major research breakthrough, or someone omakeing up a roult hero or special unit.
 
Be'lakor, a being of Chaos Undivided and the first Daemon Prince ever, is one of the aforementioned beings that Kesar wouldn't just be guaranteed to kill if they fought. In fact it'd be the opposite.

He's one of the more independent, though not as much as he'd like, daemons that are still bound to the Chaos Gods. Also one of the most powerful and skilled daemons in general, probably unmatched by any daemon that isn't a god and even that might not be fully true. He's periodically had empires in the mortal realm serve him that rise and fall. He's got armies of daemons that follow him. He's a very big deal
By Big Deal, we mean that He's legitimately a big enough threat that he is a legitimate threat to the Emperor by himself. Only a few daemons are that strong. During the Maelstrom Ritual, he worked with Drachn'yen, who is also able to be a threat to the emperor. In this case its because he's a daemon who represents the death of empires, which means he is explictly the single most anti-Emps something can get. It was a legitimate(i.e non-crit) possibility that Emps could have died during the crusade at Bel's hands wielding the edge of Drach(he's a daemon-blade)

Overall, Belly's weakness is that he does not and will not have the favor of the Gods...not that is much of a comfort.
 
Last edited:
Huh.... That's not how I would have used an empire killing blade.

Not sure I should say how to use that though, lest I give someone ideas.
 
Huh.... That's not how I would have used an empire killing blade.

Not sure I should say how to use that though, lest I give someone ideas.
Actuallly, if I recall correctly, the maelstrom war was actually the sort of thing that magnifies Drach's power, because there is few acts of empire as imperial as invading a warpstorm with the purpose of ending it so you can shorten supply lines and get some more resources so as to empire faster.
 
Here's hoping we don't have to do anything on that scale again @_@ yeah my crazy plan worked as did my crazy plan within the crazy plan for the fake Omnicopaeia...but that was enough risk for now
 
Actuallly, if I recall correctly, the maelstrom war was actually the sort of thing that magnifies Drach's power, because there is few acts of empire as imperial as invading a warpstorm with the purpose of ending it so you can shorten supply lines and get some more resources so as to empire faster.

... Screw it.

Power isn't the point, an empire killing blade needs to be aimed at the weak points of the empire you're trying to kill. Emps is the hard point of the empire in 30k, he doesn't become a weak point until FUCKING HORUS. Using Drach on one of the primarchs, especially Kesar or Pert, or sending it to make trouble in the desolation, or mortarion's patch would have been far more effective, and allowed it to better cut at the underpinnings of the empire.
 
... Screw it.

Power isn't the point, an empire killing blade needs to be aimed at the weak points of the empire you're trying to kill. Emps is the hard point of the empire in 30k, he doesn't become a weak point until FUCKING HORUS. Using Drach on one of the primarchs, especially Kesar or Pert, or sending it to make trouble in the desolation, or mortarion's patch would have been far more effective, and allowed it to better cut at the underpinnings of the empire.
Actually, Its explictly what Drach got created for. His intended purpose is to be the sort of weapon used to kill being like the Emperor. He is straight up less useful against us and Pert. The roll bonuses he gets against the Emperor are absolutely massive. I need to reiterate: Bel stood an actually realistic chance of winning his fight during the ritual vs emps due to Drach. As is, Bel explictly had the Emperor down on a backfooting struggling to hold at the exact moment we true deathed hundreds of Daemons in extreme short order. It is a legit possibility that the sole reason the Emperor still lives is we rolled a triple crit. He was even within inches of having his heart ran through.
 
Last edited:
Back
Top