Legio Name Primarch Background Psychic % Gene-Seed Talents Legion Specialities Numbers Colours I Astral Sentries Gwyliroth Fighter Low Stable Marksmanship Ranged Warfare 140,000 Blue, white trim, cyan highlights II Sons of Terra Kayon Maturax Ruler Fair Unstable Tremendous Strength Urban/Space combat 120,000 White, black highlights III Regal Hounds Ceyec Ruler Normal Stable Great General Exploitation of Weaknesses 150,000 Dark olive, black trim, orange hilites IV Brazen Knights Sarkan Hadur Fighter Normal Exemplary Mechanic Armoured Assault 140,000 Bronze, red and blue ornamentation V Revenant Wardens Vodnar Perik Ruler Normal Stable Die Hard Dreadnoughts, Heavy Inf. 100,000 Olive, grey-blue trim & highlights VI Dread Arbiters Iosef Schwargetz Fighter Normal Exemplary Blacksmith Ruthless, expert training 140,000 Dark grey, black trim, silver hilite VII Ice Brothers Ilmarin Ruler Normal Stable Architect CQC, Siege defence building 130,000 Light grey, light blue trim VIII Desert Worms Shai-Barag Thinker Fair Unstable Beastmaster Lightning Strike, Terror 80,000 Sandy, yellow hilite, dark sand trim IX Vigilant Crocodiles Junggar Redonis Fighter Fair Unstable Hunter Ambush, Traps, Stalker 100,000 Asparagus, green-gold trim X Thunder Vultures Cezar Varreba Ruler Low Exemplary Organisational Genius Organisation, Artillery 160,000 Powder blue, white trim & hilites XI Exalters Itkaz Ophiriq Fighter Low Stable Great Persuader Propaganda, Heroism, Uprisings 100,000 Bright green, crimson highlights XII Truthseers Mihai Rascidivic Thinker High Unstable Clairvoyance Psychic Powers 70,000 White, red trim, gold highlights XIII Bearers of Good Will Wonodir Krielen Ruler Low Exemplary Inspirational Numbers, allies, Forlorn Hope 240,000 Green, light green trim XIV Storm Hornets Ryidin Ruler Fair Stable Winged Aerial Assault, airpower 90,000 Yellow-orange, black trim XV Humour Drainers Malochio Nazarde Fighter Low Unstable Great Tactician Stealth, Sabotage, Fireteams 110,000 Dark purple, dark blue trim XVI Golden Aur Ceng Thinker Low Stable Inventor Technology, Upgrades 100,000 Golden, lavender trim, silver orna XVII War Spiders Anas Bediako Thinker Normal Stable Spymaster Infiltrate, Cov. Ops, Demo, Spies 90,000 Black, red highlights & trim XVIII Abyssal Shades Worallawa Thinker Normal Stable Unconventional Thinker Exotic Weapons, Unpredictable 100,000 Dark blue, white face plate XIX Snakes Socon Glytek Fighter Low Stable Master Swordsman Hit & Run, Speed, Precision 80,000 Red, dark turquoise trim XX Sun-Eaters Kurralex the Starfiend Thinker Fair Unstable Slasher Villain Psychological Warfare, Fire 60,000 Burnt Flesh, Orange Face. Bone Orn XXI Trenchwalkers Urgrond Thinker Normal Exemplary Logistical Genius Expert Management, Amphib. 160,000 Dark Blue/Purple XXII Viper Legion Zebediah Rex Fighter Normal Exemplary Great Defender Rapid defence, Wall-taking 145,000 Blue & White halved XXIII Knights of Graal Brennus Ambrosius Ruler Normal Stable Cavalryman Combined Arms 100,000 Gold Mask, Green Orn, Silver XXIV Iron Covenant Shar-kali-sharr Fighter Normal Stable Breaker Shock and Awe Warfare 100,000 Chainmail, Cobalt Highlights XXV Legion of the Dead Galadeyos Barnabas Amante Ruler Fair Stable Hierophant Berserking, Melee & Charges 90,000 Quartered Gold & White XXVI Sisters of Ruin Morrigyr Nixis Ruler Normal Unstable Berserker Destruction, bio/chem/radio war 90,000 Dark maroon, dark grey trim&hilites

Loyalists – Brazen Knights, Revenant Wardens, Dread Arbiters, Ice Brothers, Desert Worms, Vigilant Crocodiles, Humour Drainers, Thunder Vultures (several chapters heresied), Abyssal Shades (Worallawa traitor’d), Astral Sentries, Trenchwalkers, Legion of the Dead, Knights of Graal Traitors – Regal Hounds, Bearers of Good Will (Nurgle), Truthseers, Golden Dragons (Hashut), Exalters (Rogue, several traitors), Sons of Terra (Malal), Snakes Sanguine (Khorne),Storm Hornets (Slaanesh), War Spiders (Tzeentch), Sisters of Ruin (3/4 heresied, Morrigyr didn’t), Viper Legion, Iron Covenant, Sun-Eaters

1. Kayon Maturax – Daemon Primarch of Malice – Spear of Maturax 2. Ilmarin – In a dread, building forts – Moukari, the Ice Hammer 3. Gwyliroth – Vanished – Hawkbane, the Bow of the Primarch 4. Ceyec – killed by Emperor & Kayon – Daemonblade & Daemonaegis 5. Urgrond – Vanished into the depths of the Administratum – Lagash, the Trident of the Ocean & Abyssal Pike, harpoon gun 6. Mihai Rascidivic – Daemon Primarch Undivided – The Staff of All Potentials 7. Zebediah Rex – Daemon Primarch Undivided – The Tyrantslayer Blade & the custom bolter Despot’s End 8. Itkaz Ophiriq – Died in ? – Shining Glory powersword 9. Wonodir Krielen – Daemon Primarch of Nurgle – The Rod of Universal Brotherhood & the Welcoming Hand 10. Vodnar Perik – Dead – The Klaw Of Da Unkillable & The Bastion of Mankind 11. Shai-Baraq – Missing – Longhook of the Sands 12. Sarkan Hadur – Missing – The Red Right Fist 13. Iosef Schwargetz – Missing – Justice & Vengeance, Plasma Pistol & Axe 14. Cezar Varreba – Dead? – Wind of Fury, Heavy Bolter 15. Shar-kali-sharr – Daemon Primarch Undivided – Divine Sceptre of Shar-kali-sharr 16. Junggar Redonis – Missing – Pathmaker & Hunter’s Fang, Power Machete & Jawbone 17. Brennus Ambrosius – Killed by Ceyec and guards – Meirionn, power sword 18. Galadeyos Barnabas Amante – Dead – Axe of the Good Father, Cleanser of Entrapments, volkite pistol 19. Socon Glytek – Daemon Primarch of Khorne – ’s Fangs, Blade of the Champion, Conqueror’s Sword, KaBandha Daemonblade, Red Obsidian 20. Anas Bediako – Daemon Primarch of Tzeentch – Hell’s Scream Battery, Grenade Launcher 21. Malochio Nazarde – Missing – Hatred’s Point, Power spear 22. Aur Ceng – Daemon Primarch of Hashut – War-Harness in Development 23. Kurralex the Starfiend – Missing – The Fleshridder Whip & Starlight inferno pistol 24. Ryidin – Daemon Primarch of Slaanesh – The Hooks of Thunder, Lightning Claws 25. Morrigyr Nixis – Missing – Crowtalon powersword & the Brazier of Deliverance 26. Worallawa – Dead – Killed by his own troops – Memory of Secrecy, Xenos Weapon

Primarch’s Name: Gwyliroth (The Starhawk, Wyrmkiller, The Emperor’s Marksman) Homeworld: Cadarn (mountainous death world) Background: Fighter Psychic Potential: Low Gene-Seed: Stable Talent: Marksmanship Legio I: Astral Sentries Legion Colours: Light blue, white trim, cyan highlights, gold ornamentation, red denotes higher-ups : In our sights! Insignia: A skull caught in roughly -shaped crosshairs Flagship: Saethseren ` History: Once, Cadarn had been a beautiful world, with glorious shining cities built upon mountaintops connected by great hovering bridges. The people lived in harmony with the various creatures of the crags and cave systems, protected and tended to by a vast array of robotic servants and guardians. The collapse of their society was almost inevitable. One of the cities, Caerllamph, unleashed a virus that made the robotic servants of other cities act violently towards human life in an attempt to become the dominant state on the planet. Although they kept their synthetics protected from the virus, the constant unwavering assaults from the rogue robots eventually broke through their defences and consigned them to the same fate. The remnants of humanity upon Cadarn were forced to eke out a pathetic life, scavenging the ruins of the charnel-cities, constantly migrating whilst watching for predators such as Starhawks or dwelling in caves at the mercy of Blindwyrms and other beasts.

One such clan, a family who haunted mountain peaks in search of birds’ nests to raid, discovered the pod that carried Gwyliroth. They raised him as their own, but even at a young age he was very different. Where they were cowardly and frightened, he was bold and fearless. Where they carried little more than ropes and climbing gear, he made himself a great longbow out of lattanwood with arrows as long as a man's arm fletched with starhawk feathers. He began to hunt animals, bringing well-needed nourishment to his egg-eating clan. One day, he returned from a hunt to find his clan massacred, hunted down by one of the rogue robots they had evaded for so long. The mechanical monstrosity stood hunched over their bodies like some ghoul of legend.

In a heartbeat, he had drawn his bow and loosed an arrow into its head, destroying the primitive positronic brain. As he tore the body apart to make what use of the components he could, he swore that no more would suffer as he had. Over the next twenty years, he travelled the planet, killing every robot he came across. He directed clans he found towards one of the first cities he cleared out; telling them that there was strength in unity. With him as their watchful guardian, the people of Cadarn prospered once more. When the Emperor found Cadarn, Gwyliroth gladly joined his side at the head of the First Legion, renaming them as the Astral Sentries 'to keep a watchful eye on all the stars of the galaxy, to keep the Imperium safe from her enemies.'

Throughout the Great Crusade, the First Legion made an exceptional accounting of itself, bringing the third highest number of worlds into the Imperium after the Hounds and the Bearers. They brought down the Interex when diplomacy failed, and many of them adopted the powerful energy-bows of their foe - not least of all Gwyliroth who claimed the largest and most powerful for himself. Their loyalty to the Emperor was so renowned that the traitors never even considered trying to turn them to their side - not least because of Gwyliroth and the Cadarnites' well-known hatred of Mihai and the Truthseers for their usage of divination. They were too far away to be called upon for the assault on Wystone, and as such did not suffer the massacre that fell upon the Revenant Wardens, the Dread Arbiters, the Brazen Knights and the Abyssal Shades. However, they were not to be left untouched by the Heresy. Ceyec diverted the entirety of the Tenth Legion, the Bearers of Good Will, to attack Cadarn and remove the most loyal legion from the war.

A rogue astropath managed to send a garbled warning to Gwyliroth, whose paranoia served him well enough that he prepared for an attack, despite the seeming impossibility of having to fight fellow Space Marines. He prepared fortifications, called back all his soldiers, began recruiting every able-bodied man and woman on the planet and sent the Seventh Grand Company, which was the best trained in void combat, to intercept them and buy the rest of the Legion time. Although the Bearers outnumbered them, both in terms of Astartes and Auxiliaries, he felt certain that the hostile terrain, his people's knowledge of it and the unerring aim of his soldiers would see off Krielen and his warriors. In all probability, had he merely been facing Astartes and poorly armed mobs, he would have been correct.

But the ships that exited the warp near Cadarn were not as they were when Gwyliroth saw them last. The grand ornate ships seemed diseased, somehow. The metal seemed slick with mucus, pustules blossomed from them like some horrible fungus, and figureheads were rotten and necrotic. The flagship of their navy, the Open Hand, seemed to throb irregularly like a diseased heart. Viscous, clotted blood, sickly pus and thick sputum dripped from its guns. There was no sign of any damage that could have been caused by the Seventh Grand Company. The defence fleet fought valiantly against the invaders, but the ships seemed impossible to destroy. Hull breaches would scab over and formed strange metal scar tissue and their guns belched out foul, sickly rounds that could infect other ships.

Despite the best efforts of the loyalists, the Bearers and their auxiliaries landed upon the soil of Cadarn. They too, were changed beyond belief. The auxiliaries shambled out of stormbirds and valkyries, their skin sickly green, their bodies rotting and decomposed, missing eyes, noses, ears, digits, limbs. Many could barely hold a gun. Pestilent beastmen hobbled out, covered in pustules and welts, their fur matted and mangy. Malformed Sea Devils and Silurians with twisted beaks and jaws, their scales bleached and hanging limply off them. Rust-covered Cybermen, oily black cerebral fluid dripping from orifices. Worse were the Space Marines themselves. Their armour was bloated and malformed, cracked and calloused. Some did not wear , or their helmets had fused with their faces and with many it was impossible to see where the Legionnaire ended and his armour began. The apothecaries, still barely recognisable for their white helms, were hunched over with great roiling bags of some vile liquid on their backs. The arms that had once held Nartheciums were stretched and diseased, the medical kits now part of the single marine-beast. Great fat flies buzzed around them, bloated rats and cockroaches scurried at their feet, maggots and leeches gnawed their way in and out of flesh. It was the other things that came with them that were the worst. Some looked humanoid, but their bodies were distended, hunched and misshapen, their faces cyclopean with great bloodshot eyes and leering grins, horns sprouted from them like corpse-flowers and their guts had burst from their abdomens to trail on the ground. With them walked huge, bloated things that could barely walk under the weight of their own rotting bodies, of huge calcified horns and great rusted blades. Great flies that looked more like winged organs than insects circled lazily above them, strange, ugly -slugs loped cheerily amongst their ranks, and walking balls of pus and filth scurried at their feet.

The defenders steeled themselves in their watchtowers and castles, and prepared for battle. At first, the legion stayed in their fourteen mountain fortresses - one for each Grand Company, where they were safe from all except the great flies, rotting assault teams and the sickly aircraft of the Bearers. They hoped to simply outlast the siege, but soon the corpses of their enemy filled the valleys to such a degree that their forces clambered up mountains of their own dead to assault the fortress. Pwlych of the Twelth was the first fortress to fall, swamped by endless waves of cultists. Ysberin of the Fifth was next, its defenders laid low by some twisted malady that overwhelmed even Astartes. Rhisiart of the Second was broken open by Wonodir Krielen himself, as twisted as any of his warriors with great horns growing from his skull and cancerous growths, and the brave warriors within overwhelmed by a great swarm of rats and roaches. The insulting moniker 'Vermin King' seemed somewhat ironic to Gwyliroth as he saw the citadel fall. The isolated cities began to fall as well, their people converted by the same fanatic-plague that coursed through the bodies of the Bearers and their Auxilia or mutated into a vile imitation of a Space Marine by the Apothecary-Horrors of the unholy Tenth.

Gwyliroth changed strategy, taking inspiration from the tactics of Junggar Redonis and Shai-Barag, and changed his forces to focus on aggressive defence. Assault teams and teleporting Terminators lured mobs of their enemies away from the fortresses before gunning them down, aircraft took to the skies to draw away rot flies and other aerial foes so that they could be destroyed elsewhere, and the Primarch himself left to confront his brother. Gwyliroth hunted Krielen across the planet, and wherever he went, he brought death, with even the Great Unclean Ones unable to stand before his pinpoint accuracy and the strength of his great bow.

One day, the Bearers of Good Will simply upped and left the planet, leaving Cadarn choked with the dead bodies of cultists and plagues that ravaged its surface. The Sentries retreated to lick their wounds. From the 130,000 Astartes on the planet beforehand, they were now down to less than 10,000, nine of the great fortresses had been breached, the population of the planet had been reduced to one percent of what it had before the invasion and the flora and fauna of the planet were decimated. They did not learn of the fate of the Seventh Grand Company until later, and the discovery that their soldiers had fallen to the Changer of Ways was of great shame to the loyalists.

Gwyliroth and the First Legion never took part in the Battle of Terra, as they had been too wounded by the invasion to even consider it. Once the corpses had been burned, the cultists exterminated and the epidemics cured, the Primarch of the Astral Sentries returned to Terra to take part in the New Council. He was for the splitting of the legions into smaller Chapters, and personally split several of his own Grand Companies to become Chapters of their own to guard the Eye of Terror. Those founded from the Sentries collectively call themselves the Watchers against the Dark and there is a noted enmity between the Watcher Chapters and the Bearers of Good Will, with Plaguelord Sharo Vrijstein leading a devastating attack against Cadarn in imitation of his Primarch in M35

Gwyliroth himself disappeared in M33, swearing he would avenge the dead of his planet. Sometimes, corpses of Nurglitch warriors or Necrontyr are found with all the marks associated with an energy bow when no user has been near. The legion holds these are signs that Gwyliroth is out there, and will one day return.

Legion Organisation: The Astral Sentries use the traditional organisation system introduced by the Thunder Warriors - 14 Grand Companies, each with 10,000 soldiers, subdivided into 1,000 strong Battalions, then 100 strong Companies and finally 10 man squads. A unique position is that of Marksman, assigned to the best shot of a squad. The rest of the squad are meant to act as spotters for him, highlighting particularly tricky or high-value targets for the Marksman to dispose of. Assault squads do not fulfil the same purpose as they do in other legions, instead acting as mobile sniper units that can mark targets in cover for other squads and can quickly gain advantageous terrain. The best marksmen in the legion form the Primarch's personal guard, the Teulu, who are often gifted Interex energy bows.

Since the Splitting of the Legions, little has changed in the organisation of the Chapter asides from the downsizing and the redefining of the Teulu from the Primarch's guard to the Chapter Master's guard.

Combat Doctrine: The Astral Sentries rely heavily on ranged firepower and marksmanship in war. They shy away from melee combat, thinking of it as a failure on their part if the enemy manages to close with them. They put emphasis on elimination of commanders and destruction of command and communication structures. Their weapon load-outs mirror these tactics, with scopes, sniper bolters and other vision enhancers being extremely widespread. Librarians mostly use their psychic powers to expose enemies and nullify the powers of enemy psykers, the Astral Sentries taking a dim view of divination. They use fewer vehicles than most legions and are especially lacking in bikes, but do have the unique sentinel variant known as the Tallwalker. The Tallwalker is essentially a mobile sniper platform that supports one of the extremely powerful Decapitare sniper bolters, a gigantic rifle that is too large even for a space marine to carry. The Legion has few Dreadnoughts, and those they do have are normally designed for suppressing fire, hefting heavy bolters and autocannons.

Legion Beliefs and Practices: The memories of the constant fear of hunting robots or ravenous Starhawks are still fresh in the minds of many recruits to the legion, and the state of alert watchfulness caused by it is symptomatic of the First Legion. It also means that they have a deep distrust, bordering on hatred, for robots and cyborgs. They fight alongside forces of the Mechanicus or the Cyberlegions as little as possible. Augmetics are looked down upon, and techmarines are considered a necessary evil. Another Cadarnite fear that has transferred to the Legion is their absolute terror concerning divination or any attempt to read the future. The people of Cadarn believe that trying to discern forthcoming events or to see one's fate is to invite great misfortune and ruin upon one's self. Worse than that is the punishment for trying to actively change the future - it is believed that the devastation of Cadarn was indirectly caused by someone altering their fate.

Some more positive traditions have survived as well. Astartes are expected to take trophies from what they consider their best kill. These are rarely large, normally being a tooth or a finger, and are traditional woven into their ceremonial red cloak. In the words of Kayon Maturax, "A Sentries ceremony looks like an explosion in a taxidermist." Gwyliroth himself wears a cloak of starhawk feathers, and his helm is embellished with the skull of a great Blindwyrm. They also retain a strong musical tradition, being instrumental in bringing long lost melodies back into hearing once again. The traditional Cadarnite instrument, the twenty-three string harp, is played by many Legionnaires. The most famous and most important ceremony is the Feast of the Wind, a tournament to find the best marksmen in the legion. Legionnaires are encouraged to beat the Primarch's record of a perfect bull’s-eye with his longbow from the top of Mount Annwll on a target on top of another mountain. So far, only Captain Tyleuth, First Chapter Master of the Astral Sentries, has even come close. Since the Splitting of the Legions, the Feast of the Wind has been a place for all the Watchers, and even some other Chapters, to come and enjoy the company of friends or to show off their aim.

Recruitment and Flaws: The Astral Sentries recruit mostly from Cadarn, though on occasion they will recruit from populations that fulfil certain criteria. Despite the best efforts of the Bearers of Good Will, the Gene-Seed of Gwyliroth is stable, although it shows less psychic potential than usual. The Legion's fortress-monastery, Gwaelowch, is built upon the ruins of a city on Mount Annwll, the highest mountain on Cadarn. Recruits must climb this mountain before they can be considered for entry into the Legion.

Primarch’s Name: Kayon Maturax (the Dread Corsair, the Star-Marshal, Pirate King of Barbaris) Homeworld: Barbaris (urban hive world) Background: Ruler Psychic Potential: Fair Gene-Seed: Unstable Talent: Tremendous Strength Legio II: Sons of Malal or Sons of Malice, formerly Sons of Terra and Voidborn Colours: White, black highlights, gold ornamentation Battle Cry: Dead men tell no tales! Insignia: Skull and crossbones over a picture of Terra; post-heresy, Terra is normally scratched off and replaced with the symbol of Malal Flagship: Infinite Horizon

History: The planet of Barbaris had always been a haven of pirates. Once the Age of Strife descended upon the ancient hive world, warlords overtook the manufactories dedicated to producing ships for their own purposes. For years, these warlords fought amongst themselves, rarely leaving the system. The atmosphere was filled with the wrecked hulks of ships. The other planets that fed Barbaris - Lundos, Havanum, Bocate and Ganjisium - were frequently subjected to raids in to feed and fuel the warlords' desires. Great Captain-Dynasties based in the many hives that dotted its surface like termite mounds sprung up like fungi across the planet.

When the infant Kayon landed on the world, his lifepod crashed through Hive Bonnem and tore it open, ending the powerful Tylett Captain-Dynasty's tenuous supremacy, ushering in a new age of petty infighting amongst the pirate kings. The child was found by a strange woman, Mehrene Maturax, last of her Dynasty, and with her tutelage and his natural skills as a Primarch, he quickly became an extraordinary crewman under Captain Gerent Tarelanus, head of a rising dynasty, and eventually became his first mate; something that sent scandal through Barbarisi society, for such a prestigious role was meant to be limited to family only. For a Maturax, a member of a dead dynasty, to second to the head of Tarelanus was shocking and unbelievable to other families.

Seeing this upheaval of the status quo as a gross attack on their traditions and their very society, a coalition several of the more established dynasties - including supposed allies and friends of the Tarelanus family - organised an attack on the Tarelanus flagship, The Black Sceptre.

Although the Tarelanus family and their servants and sworn dynasties aboard the Black Sceptre fought valiantly, the numbers of their enemy overwhelmed them. Gerent and much of his family were slain and a new Captain, little more than a puppet for the other families, became head of the Tarelanus Dynasty. Kayon himself was imprisoned in the brig of the Curmorium flagship, Unbridled Fury, to be made an example of to the populace of Barbaris.

However, Kayon was no man, he was a Primarch and stronger than any of his brothers, and there was no prison that could hold him, no chain that could bind him, no bars that could obstruct his passage. With a single flex of his arms, he broke his chains, and smashed down his gaol door with one mighty hammer-blow from his great fist. He killed his guards, freed his fellow prisoners and led them on a rampage through the ship. Complacent from their victory, the celebrating Curmorium soldiers stood no chance against the fury of their former prisoners and soon the Fury was Kayon's. Taking the helm, he quickly broke formation with the confused betrayers and fled to the outer reaches of the star system.

Over the next ten years, he made thousands of devastating raids upon those who had betrayed Tarelanus, bombarding their cities, subverting their allies, attacking and capturing unprepared ships, displaying a skill at the helm of a ship unmatched by any other Barbarisian. Kayon bargained with lesser houses and those who had been wronged by his enemies, establishing a network of alliances and ententes of his own.

Once he considered himself ready, he challenged his old enemies to a final battle to settle their vendetta. They outnumbered his ramshackle fleet greatly, most of their ships were more advanced and better equipped, and yet he still engaged them. His fleet flew across empty space towards the coalition's formation. Laser cannons and railguns spat their deadly payloads at their enemies, torpedoes and boarding craft raced across the silent void to intercept ships of either side.

Kayon's fleet broke into the coalition's ranks with unprecedented speed and began to perform a dizzying, seemingly impossible array of manoeuvres, feints, twists and turns designed to prevent their enemy getting a solid lock on them or risk blind-firing without damaging their own ships, displaying a grace and agility the coalition did not think possible. Still, for all his skill as an admiral, Kayon's fleet was slowly taking losses. The coalition captains began to celebrate the death of their hated enemy.

This was, of course, premature. Kayon had merely been holding the attention of his enemy whilst his allies organised themselves. The coalition, tired and irritated as they were by the antics of the Maturax fleet, was in no shape to deal with the encroaching net of these new foes. As his allies closed in, Kayon changed tactic, ceasing his evasive dance. As one, his fleet fired upon specific targets upon the enemy fleet, crippling weapons and tearing down shields with each salvo. The final nail in the coalition's coffin was when the Black Sceptre, with a single transmission of 'Gerent memoriam. Tarelanus will have its vengeance.’ turned its cannons upon those who had betrayed it so long ago.

The coalition fleet was destroyed and the houses reduced to cinders. With the death of the most powerful traditionalists, Kayon declared himself 'Admiral-King' of Barbaris. He adopted the houseless into his dynasty, his allies were given rulership over the remnants of his enemies and Tarelanus restored to glory. Kayon took Alia Qantanias as his bride, joining the now powerful but small Maturax dynasty to the weak but large Qantanias dynasty. Admiral-King Kayon sent emissaries to Lundos, Havanum, Bocate and Ganjisium, offering them many privileges if they joined his kingdom. The promised boons and the implied threats sent them into his welcoming arms. The vaults of Curmorium were raided and within was discovered the ancient Spear of Maturax, a gigantic pike that could pierce any armour as it were gossamer which was taken by Kayon as his staff of office.

On the day of his official coronation, a Void Whale left the warp inside the Barbaris system. Declaring this a portent, Kayon ordered the beast examined as it lazily bathed in their sun's light. However, when they disturbed the great beast, it fled into the warp and dragged their primitive probes with it. A week went by before they received anything from the probes, and that was when the leviathan returned with the probes pulled along in its wake. The data they recovered showed the whale visiting seven different systems to bask in the light of their stars, and five of these star systems had obvious signs of habitation.

With a jubilant bellow, Kayon declared that he would lead a royal expedition to claim these worlds in his name and to unite the various factions of his kingdom before squabbling could set in. Within the week, the grand armada was assembled. Battleships of the greater houses surrounded by swarms of subjugate frigates and cruisers. The Black Sceptre and the Unbridled Fury flanked the great ship that had been commissioned as the new flagship of House Maturax for Kayon's coronation, the Infinite Horizon, a truly gigantic beast thirteen miles long outfitted with all the most powerful and devious technologies the Barbarisians possessed. As one, the fleet moved towards the Void Whale and was dragged along with it when it left the system for parts unknown.

As the great star-beast arrived at each new solar system, the fleet of Maturax, having worked out that conquering these worlds without a proper supply or reinforcements would be difficult, descended upon them like a great hurricane. Orbital defences were destroyed before they could so much as scratch the Infinite Horizon. Thousands of transport craft and modified boarding pods fell through the atmosphere to discharge their cargo: millions of whooping Barbarisians, armed with whatever they had been given and whatever they could grab. They ran riot through the panicking streets of the assaulted cities, grabbing whatever they could fit in their bags or clothing, dragging idols or captives back to their dropships. Kayon himself led assaults on the most opulent parts of each world, plundering priceless artefacts and taking thousands of slaves. Within a week, they returned to their ships with their ill-gotten gains and went back to orbiting leviathan to repeat the process on the next unfortunate world it dragged them to. Every now and again, its path would intersect with Barbaris' solar system and the corsairs would stop to deposit their plunder and restock their ships, before beginning the cycle once again.

It was on one of these raids that father and son were reunited. The void whale brought the Grand Fleet to a system that was, to their surprise, already under attack. Another fleet, seemingly a powerful and highly advanced one, was already in orbit above the inhabited planet, launching drop-pods and atmospheric insertion craft down to its surface. Never one to turn down a challenge, and seeing the enemy fleet caught unawares and distracted with the task of invading the planet, Kayon Maturax ordered the ships boarded and captured.

With incredible speed, his ships raced across the void to engage with the enemy fleet. Boarding pods and stellar drop-ships soared through empty space to deliver their cargo into the enemy ships. Kayon and his personal guard led the assault on the greatest and grandest of the enemy fleet, intent on having a second flagship.

On the planet below, the Emperor was leading a force of Custodians, Sea Devil Abyssals and the majority of the Second Legion, the Voidborn, in the conquest of the Gurrumdani Dominion's throne-world when he received the warnings and cries for help from his fleet. Simultaneously enraged by the information that his own ship had been boarded and intrigued by the reports of the unstoppable giant leading them, he teleported himself up to his ship to face the intruder. As Kayon Maturax and his warriors slaughtered their way through the Bucephalus, the Emperor led his Custodes and the Voidborn Command to meet them. The berserk Barbarisians were no match for the Custodes or the Astartes, but the Emperor of Mankind and the Dread Corsair fought like gods, the Spear of Maturax and the Emperor's Relic Sword clashing with the sound of thunder. It was a battle that could not be followed by the mortal eye; two supernatural beings so far beyond the capacity of humanity that it brought mortal onlookers to their knees in awe and terror.

Eventually, the duel ended when the Emperor managed to send the power spear spinning from Maturax's hands and placed his sword against his neck. Then, with a beaming smile, he threw the sword aside and hugged the great Primarch, declaring with frabjous joy that he had found the first of his lost children, the genesire of the Voidborn, and invited Kayon to join him in conquering the Dominion below. With a fierce grin, the Corsair sent an order to the Barbarisian warriors to cease their assaults on the Imperial ships, and to instead direct their attentions to the planet below. Reunited, Father and Son, Primarch and Astartes, Imperial and Barbarisian descended upon the surface of the Dominion throneworld with the fury of a thousand suns. For all their technology and desperation, the Gurrumdani could not hold against the ferocious Voidborn and the wild Barbarisians, who took to fighting in the crowded hives as easily as they did to shipboard warfare. Kayon himself killed Dominator Orlon ya Thulem by throwing the Spear of Maturax through his heart.

With victory achieved, Kayon and the Emperor discussed their next actions. Kayon wished to bring Barbaris into the Imperial fold, but did not know where it lay in relation to the current world. The Emperor's solution was elegant - an imperial ship, with its navigator and astropaths would follow the Grand Fleet in the wake of the Void Whale until it returned to Barbaris and thus locate it. In turn, Kayon would go to Terra to meet the rest of the Voidborn and officially take up the mantle of their leader and, He suggested, the title of Admiral of the Imperial Fleets.

When he came to Terra, it is said that Kayon fell to his knees and wept at the beauty of the planet, and declared that, for all the wonders of the stars, nothing was more magnificent than the birthworld of humanity, of the Silurians and of the sea devils. He spent months exploring the planet, visiting the grand and brilliant palaces, stunning atmospheric habitats, and the archaic and alien subterranean and abyssal complexes of the Terran reptilians. So taken was he by the magnificence of the world, that he declared the Second Legion would be renamed the Sons of Terra in its honour.

He briefly returned to Barbaris to properly induct it into the Imperium, reunite with his friends and establish it as a recruiting ground for the Second Legion, before going back to Terra and Mars and oversee an overhaul of both his Grand Fleet and many of the Imperial Expeditionary Fleets, lending his tremendous knowledge of spaceship design and stellar warfare to improving them greatly.

Kayon proved himself repeatedly as the greatest admiral of the Imperial Fleet. Indeed, his conquest speed was low because of how often his presence was requested in more dangerous theatres. In the war against the Ork Empire of Urlark Urgg, he crippled the Orkish ARMARDAAAAAGH! at the Battle of Sarajekon and protected the fleets of Morrigyr as they bombarded Ullanor in preparation for Vodnar's assault. He went out of his way to befriend his siblings, his Legionaries and the Imperial Commanders he worked with. Only with the fiercely independent and cruel Worallawa and the proud and bitter Ryidin did he fail. It was said that none held greater affection for the Primarchs than Kayon did.

This was, ultimately, to prove his undoing. When Mihai Rascidivic converted Ceyec to his cause, the Strategos went about finding allies for his war against the Imperium, and perhaps more importantly, hamstringing the more powerful forces of his enemy. Knowing that Kayon Maturax was unlikely to switch sides, and that having the Dread Corsair harassing his fleets and supply lines as he marched on Terra would be suboptimal, Ceyec went to meet with his brother a few days before he planned to start his civil war. At their meeting, he told Kayon almost everything, preying upon his love for his siblings to force him into inaction - conveniently leaving out the information that both Worallawa and Ryidin had thrown in their lot with him. Shocked by the news, and unwilling to fight his brothers, Ceyec left Kayon distraught and nigh catatonic. He retreated to Barbaris with his legion to think on what he had learned. He locked himself away in his chambers for weeks, refusing to see his equerry, his advisors, even his wife.

It was then that the Void Whale returned to his solar system. Like a man who sees he cannot avoid his fate, Kayon left his chambers and silently ordered his fleet to follow it. The great beast dragged them to the Wystone system as the Traitor Legions showed their true allegiance and decimated the Knights, the Arbiters and the Wardens. As if they had been expecting the arrival of the Second Legion, the seven fleets of the traitors focused fire upon the Sons of Terra, inflicting heavy casualties. Yet the arrival of Kayon had bought the escaping remnants of the Loyalists time, and the battered remnants of their fleets fled the system as soon as they received the few remaining boarding craft and dropships. Even the naval skill of Kayon Maturax could not help him against such numbers, for Ceyec was almost his equal in void warfare, and he too was forced to retreat. He attempted to lead raids against the traitors or join up with other loyalists, but at every turn he was met with ambushes and false information; most likely the work of Mihai Rascidivic, he realised. Crushed by his own failures and his inability to save his brother Vodnar, he retreated once more to his inner sanctum, where his love gave way to hatred and his self-doubt gnawed at him. The Void Whale appeared once more. With dread in his heart, and a premonition that his death was at hand, he ordered his men to their ships once more, making the First Grand Company stay at Barbaris to watch over it and 'keep it safe in the name of the Emperor, no matter what happens.' With that, he and his fleet were dragged along by the Void Whale.

However, the journey this time was not as easy as it had been before. The turbulent warp calmed around them, leaving them floundered and motionless. The Gellar fields began to fail, and warp-beasts started to make their way through the fleet, killing ratings and attacking Astartes. Tempers ran high aboard ships, the stress of being unable to do anything whilst they were cooped up in their vessels driving them mad. The hatred for their cousins that had begun to fester in the hearts of the Primarch and his sons grew like loathsome tumours, hatred for their brothers for betraying the Imperium, hatred for the Emperor for not foreseeing their betrayal, hatred for the weakness of the brothers, hatred for themselves for failing to halt the treachery. With their entrapment ever lengthening, seemingly without end, Kayon finally cried out for help, help in leaving this bestilled Immaterium, help in delivering his judgment upon those he despised. Malice answered. A lesser god, or perhaps some unaligned daemon of incredible power, it promised the Sons the power to stop the treachery and to leave the Warp. Without a second thought, Kayon Maturax accepted.

And so it was, that in the wake of the Void Whale as it entered the Sol System came a great and terrible fleet. The Infinite Horizon was no longer the beautiful craft it had once been; now it was gnarled and twisted like an old tree. Other ships had fused with it, its armour and armaments looking almost organic. With a single broadside, it tore apart the crippled Whaler as it battled the Unifier and its attendant ships savaged the fleets of both loyalist and traitor as they battled above Mars, Mondas and Terra. As it moved into orbit around the world that had once brought Kayon to his knees in awe, the fleet opened fire indiscriminately at the planet, its orbitals and other ships. Dropships unloaded cargoes of ranting marines and Astartes merged with their armour or twisted into foul primeval forms by daemons who'd possessed them, that tore into loyalist and traitor alike with the ferocity borne of hatred. Of Kayon himself, there was no sign, until something massive and dark launched itself from the side of the Infinite Horizon towards the traitor flagship on huge draconic wings. The creature ripped through the hull of the starship as if it was paper, and tore through the insides of the ship as it marched inexorably towards its goal - Ceyec. Much to its surprise, it found that another being had already reached the Arch-Traitor - The Emperor of Mankind who was locked in ferocious battle with Ceyec. With a terrifying roar, it announced its presence to the duellists. Only able to recognise their former brother and son by his missing eye and the great spear he wielded, Ceyec and the Emperor lunged at the beast, mutually recognising it as the greater threat. With a hiss, the Daemon Primarch leapt towards them, thrusting his spear at his brother and lashing one great wing out at his father to drive him back. For all the gifts of the chaos gods, Ceyec had never been a fighter, and he faced an ascended Primarch, channelling the power gifted to him by the Hateful God, who was fed by spite and loathing for the Four Brothers. The spear smashed his shield and shattered his sword, devouring the daemons within them and growing more obscene with the minute. The Emperor fought like a god, but Maturax was as strong and fast as he, and was bigger and heavier to boot, using his own body to absorb the strokes of the Emperor's sword. In a last act of desperation, Ceyec threw himself upon the beast's spear, pulling himself up it to grapple with his brother. Kayon lunged down, his saurian jaws wide and tore the throat from his brother. Seeing his opportunity and knowing now that his son was beyond redemption, the Emperor cast his love and compassion for his children away and ran Kayon through, mortally wounding it. With a hellish scream, it cast Ceyec's body aside and attacked the Emperor, desperate to take him down with it. In all likelihood, it would have done, had the Exalters not arrived.

The Last Word, flagship of Itkaz Ophiriq, dropped out of the Warp and immediately began to bombard the traitor flagship, ignorant of the Emperor's presence aboard it. With misfortune that could only be borne from divine intervention, a single shell passed straight through the hole Kayon had ripped through the hull and straight into the Strategium chamber where father and son fought and struck Kayon, obliterating the weakened daemon Primarch's physical form and sending him screaming back to the Warp. Thus were the plans of the Four, of the Hateful God and of the Emperor shattered. Every Son of Terra felt the backlash of their Primarch's banishment. With a howl of anguish, they fled back to their dropships with their trophies, returned to their ships and scattered into the winds of the warp. Some ended up in the Eye of Terror, others in the Maelstrom or other Warp Storms. Their hierarchy devolved into warbands led by whichever Captain or Commodore could command their respect, and promise them enough fighting and plunder. Those warbands that had many possessed among their ranks became devoted to Malal, frequently leading suicidal raids against strongholds of the other gods. Universally, they changed their names to the Sons of Malal.

In M33, the hideous form of Kayon Maturax coalesced once more in the depths of the Warp, and he led an armada of Second Legion remnants into the back of the Black Crusade. Kayon himself assaulted the Blood Serpent as he performed a ritual to summon a host of bloodthirsters onto Cadia's surface, driving his spear into his daemonic brother, tearing off one of his arms, and ripping his throat out as Socon ran him through with five of his swords and crushed him with his coils. Ironically, this act probably saved the Imperium, and to this day, the Gatekeepers hold a certain wary respect for the former Primarch. In the past, he has led attacks on Eldar Craftworlds, Tyranid Hivefleets and even the fortified Draconian Remnant.

Raids on worlds or shipping by the Sons of Malal are a fairly common occurrence near to Warp Storms, and are a constant plight to those aboard Craftworld Biel-Tan, for whom the Sons seem to harbour a special hatred; but it is only when Kayon gathers enough strength to manifest once more and the Infinite Horizon, corrupted and loathsome, rides forth once more that the galaxy quakes in fear.

Legion Organisation: The Second Legion has always more heavily integrated the fleet and the Legion than other Astartes, but under the Admiral-King, this evolved even further. As opposed to being divided into Grand Companies, they are split into fleets, instead of Chapters they are organised by the battleships they crew. Companies are instead organised into Escort or Frigate Crewmen, and Squads are replaced by boarding craft crews. As such, the chain of command goes from Admiral-King Kayon, overseer of all operations, to an Admiral in of a fleet, to a Commodore in charge of a battleship, to a Captain in charge of an Escort or Frigate to a Midshipman in charge of a Boarding Party. The numbers under each commander vary with the ship and the commander's experience, but normally are similar to those found at comparable levels of organisation, such as 10,000 Astartes to a fleet.

The command group of each commander is also different. The Master is responsible for intrastellar navigation and in charge of the command's armour distribution. The Quartermaster takes care of supply lines and communication links. The Bo ‘sun is similar to the Chaplain of other Legions, responsible for maintaining discipline and resolving disputes within the Sons of Terra. The Chief Gunner is responsible for the management and targeting of the ship's guns as well as the Astartes crew of a ship. Librarians were normally added to the command group as an informal advisor.

Since their fall to Chaos, the once well-defined organisational structure of the Sons has decayed. The former ranks are now taken by those Chaos Champions and Lords who can gather the most followers and ships to them, be it by force of will or strength of arm. Some attempt to replicate the old command structure, but few get farther than having a Bo 'sun to enforce their commands or a Quartermaster to dole out the spoils of war. A lucky few keep sorcerers in their retinue.

Combat Doctrine: Even before they were reunited with their genesire, the Voidborn were renowned as specialists in ship-based warfare, being exceptionally skilled at both repelling and carrying out boarding attacks. This skill in combat within the cramped confines of starships carried over to urban combat, especially within hive cities and arcologies. Once reunited with their Primarch and having begun to recruit from the hives of Barbaris, they only became even more skilled in these theatres. Most of the legion's soldiers are equipped as Breachers, Despoilers or Assault Marines, depending on the terrain of the upcoming battle, with heavy weapons usually being few and far between, with the Sons often improvising anti-vehicle weapons out of breaching charges and the like. The Second relies heavily on seizing the momentum of a battle from the very start and never letting go of it. As far as they are concerned, the major objectives of any battle should be completed whilst the enemy is still reeling from the shock of their assault - be it within a city or a starship. One third of any force will move to capture the bridge or centre of government; another third will move to capture the engine rooms or manufacturing centres; and the final third will act as a rapid response force, aiming to disperse resistance or to disrupt infrastructure. Librarians focus mainly on destructive powers, with pyromancy being a strong favourite.

Since their fall to Chaos, surprisingly little has changed in their overall combat strategy - although the high number of Possessed Marines in their ranks means that they are normally found at the head of any assault force. Daemon summoning, of Doomed Ones, Loathshrieks, Grieveriders, and Abhorrent Detestations, is a hallmark of any longer involving the Sons of Malal.

Legion Beliefs and Practices: To count the myriad superstitions of the Barbarisian void-sailors - from banning women from being aboard a ship, to having to clean everything aboard upon seeing an asteroid, or trying to tame Hullghasts - would be an exercise in insanity, as every single ship of every fleet will have its own unique beliefs, some descended from those of the dynasty of each fleet, others newly created by the Astartes of Barbaris, and others still leftovers of Terran superstition. There are, however, a few universal practices and beliefs. A love of plunder is one - Marines of the Second Legion have an almost Ork-like tendency to loot whatever they can carry back to their shuttles, and then adorn their arms, armour and personal quarters with it. The greatest trophies taken are placed in the reliquaries of the ships, with plaques denoting who captured it and from whom, when and where. After their fall to Chaos, this habit has only become exacerbated, and planets subject to Sons raids will be picked clean of anything of value. Bizarrely, this has led to some strange friendships between the Second Legion and some Ork Klans - notably the allegiance between the Freeboota Kommodork Bitzgrabba and the Commodore-Champion Kaleb Dakarum.

Another is their fascination with Void Whales. In deference to how Kayon started his wars and met the Emperor, it is traditional to follow in its wake as it moves to star systems new, much to the chagrin of the Navigators and any attached regiments of the Imperial Army. This tradition has not disappeared with time either, and Imperial Admirals dread the appearance of a void whale within their sector, for it is likely the traitors follow in their wake. Indeed, several war fleets follow the example of their Primarch to its logical conclusion, and do nothing but follow in the wake of void whales before plundering whatever unfortunate system they enter.

One tradition that has disappeared is their veneration of Holy Terra. Where they once held that there was 'No sight more beautiful than the birthworld of Humanity, the Throneworld Terra', a quote that now adorns the Golden Arch at the entrance of the Ministorum. Plaques, paintings, sculptures and other works of art representing Terra On ships that have been captured by the Imperial Navy, these have been smashed and desecrated, as have most other imperial symbols. In their place are monuments dedicated to the Hateful God: half-black, half-white skulls and ravaged shrines to other gods.

Recruitment and Flaws: Prior to their fall to Chaos, the Sons of Terra recruited from Barbaris and the orbitals around Terra, valuing expertise with regards to movement within urban or space habitat conditions much more highly than other legions. The senior members within the legions would place applicants and other potentials aboard their ships, where they would help the crew, patrol for Ghilliams and Hullghasts and such like and participate in raids until they proved themselves worthy to join the Legion.

The Legion's Geneseed is fairly unstable, especially concerning the Oculobe. A common mutation in this organ means that their eyes adapt to changes in light much more slowly than those in other legions, and thus eyepatches or tightly secured high-intensity lights covering one eye to make the unfortunate ready for a sudden change in ambient lighting.

Since their fall to Chaos, much of the Legion's recruits now come from traitor Astartes and those of other corrupted legions who have fallen from the favour of their leadership. It is said that they forcibly abduct children to convert into new corsairs using warp sorcery or through dark deals with Dark Eldar Haemonculi.

Some bands of the Sons, such as the Contemnarii and the Worldburner's fleet, are fanatically devoted to Malal and are quite puritanical in the company they keep and their hatred towards followers of the other gods, frequently leading raids against their planets or desecrating sacred worlds. Others, such as the Crimson Corsairs aboard the Permanent Assurance and the Piebald Privateers of the Maelstrom, are significantly less theistic and are mostly in it for the looting, and, as such, are far less discerning about the company they keep. -Drinker Berserkers, Loxatl and Kroot mercenaries, Eldar Corsairs, Dark Eldar raiders, Sontaran Warseekers, Ork Freebootas and more are commonly found aboard their fleets.

Primarch’s Name: Ceyec (The Imperial Hound, the High Strategos, Warmaster) Homeworld: Amaitam (Jungle death world) Background: Ruler Psychic Potential: Normal Gene-Seed: Stable Talent: Excellent General Legio III: Regal Hounds, formerly the Dogs of War Colours: Dark olive, orange highlights, black trim, golden ornamentation Battle Cry: Hounds of the Imperium! (Post-heresy: Your weakness is your death!) Insignia: A dog’s head, face on Flagship: Peacebringer

History: Once, Amaitam had been the heart of a great and glorious empire of closely connected worlds, but a horrific series of plagues had torn through it, devastating populations and rendering crop worlds barren. The civilised and manufacturing worlds led desperate attacks on the exhausted crop worlds and on each other to get enough food to survive. Rebellions and Revolutions, warp-cults and android uprisings ripped the empire apart from the inside. Amaitam died, the primeval forests slowly encroaching on its ruined cities, its enlightened people reverting to tribes who worshipped Amaitam's ancient strategy-complexes as war-temples. Ancient helmets became priestly headdresses, guns were used as parts in staves of office, armour was gaudily decorated with civilised trappings for ceremonial clothing.

It was these superstitious tribal folk who found the infant Primarch and named him after their supreme god, believing that he was Him come from the star-heavens to live amongst them.

Ceyec, as they called him, did not disappoint. He was taller, stronger and wiser than any man on the planet. He kept his emotions in constant check, and exuded an area of level-headed calm. Some even believed that he had no emotions, that, as a god, he was above them.

As he grew, he joined the priesthood and with his great wisdom and strength he rose meteorically through their ranks. Within two years he had attained the right to enter the great war-temples and minister at the altars where great star-maps had once been, something that would have taken decades for other men. Once, when he was alone in the greatest of all the temples, he dared to break taboo and touch the ancient equipment that was wired into the altar, placing the helm on his head and slipping his hands into the strange gauntlets.

With a roar from deep within the temple, the structure lit up. A star-map blossomed from the ancient altar, the helmets of the priesthood grew tactical displays, ancient weapons and armour powered themselves up across the planet. Terrified, the priests rushed in to find Ceyec expertly manipulating hundreds of imaginary battlefields at once, conducting a massive hypothetical against an unknown foe. When they wrenched him from the altar, he babbled enthusiastically of all that he had learned, of how to use the technology from before the fall of the old civilisation, of city management and of grand strategy. Plugging himself back into the machine, he opened up the great vaults beneath the temples that were filled with millions of weapons and armour pieces. At his command, his fellow priests and his congregation armed and dressed themselves, and began to conquer the other tribes of the planet. With their far superior technology, they would have overwhelmed them quickly in any case, but their helmets were linked with the great strategy-temple where Ceyec was stationed, providing him with constant information from each soldier and them with his ingenious orders. With such an advantage, they conquered the entire planet in under three years. Each tribe was quickly integrated into their new society under the guidance of Ceyec, whose silent hand silenced old rivalries whilst encouraging their more positive traditions. Secretly, Ceyec began to discourage their religious nature to correspond with views he had taken from the information stored in the altar. He found the most gifted governors and strategists and installed them into the great temples as he had been.

And then, he turned his eyes to the stars, to the former Empire of Amaitam. For the first time in a long while, he left the temple and flew in a shuttle into the largest of the ancient ships that had floated silently in orbit like great metal phantoms. Just as he had suspected, there were strategy-altars on board as well. Utilising all the information he had gathered over the years, he brought several trusted men to the ship, and together they landed it in a desert. After examining the ship and its records, he sent orders across his empire to find any descendants of the Navigators. The entire planet was searched, and the wretched abhumans were found in caves or in scattered bands in the wastelands or the depths of the ships. Slowly but surely, they were taught how to guide ships through the turbulent Warp, based on ancient teachings recovered from the strategiums. With a hastily recruited force of navigators, Crewmen and soldiers, Ceyec set out to do what he knew he was made to do - conquer the galaxy for the good of humanity. He set a blistering pace in his conquests, showing a truly masterful understanding of strategy, especially on a grand scale. Civilisations fell before him to be integrated into his new empire, with alien, human, mutant and even abominable intelligences being forcibly recruited to fuel his constant war.

When the Imperium came to his space, conflict was inevitable. Neither side had care for diplomacy - the Imperium saw the mixing of humanity and lesser beings as an abomination to the natural order, and Ceyec had never cared for words when action would do.

With their superior numbers, technology and manoeuvrability, the Imperium began to make serious inroads against Ceyec's realm, and he replied in kind, switching his tactics from overwhelming force to a more guerrilla-style, taking care to exploit the weaknesses of his foe whilst covering his own. His soldiers would throw themselves into pitched battles they had no hope of winning to distract imperial troops from the sabotage of a vital space port. columns would be lured into killzones filled to the brim with heavy weaponry or into tank brigades to be torn apart. Even when the vaunted Space Marines of the Third Legion, the Dogs of War, landed upon the world of Genheris VI and tore apart his plans, he managed to adapt quickly enough to wipe out an entire Company with a truly insane amount of explosives. Imperial Generals were astounded and terrified by the genius of the seemingly omniscient commander of their foe, whose troops sacrificed themselves because they 'knew he would win, and that [their] deaths would not be a waste.'

Slowly but surely, the Imperium closed in on him. They had too many ships, too many soldiers, and were too far advanced for him to beat. Though he made them pay for every bloodied step they took, and he managed to evacuate thousands of civilians in their path, they eventually tracked down the Strategium's signal to his centre-of-operations in the ancient temple.

Even as his devoted guards threw themselves futilely against the Astartes as they tried to break down the temple door, he orchestrated a thousand desperate campaigns across the empire. It was only when one of the Astartes grabbed him that he removed the command-helm that he reacted, beating the man to death without displaying a single emotion. The next two Space Marines to try and face him suffered similar ends, and only the entirety of his assailants kneeling down to him stopped him from killing them. For they had realised the true nature of Ceyec: one of the missing Primarchs.

The Emperor Himself came to deliver the peace terms. The Amaitami Empire would be joined with the Imperium and Ceyec would take up his rightful place at the head of the Third Legion, if the abhumans and mutants would be properly segregated from the true humans, the xenos killed or placed in reservations and the abominable intelligences utterly destroyed.

Without remorse or hesitation, Ceyec complied. Over the course of a single night, millions of undesirables were dragged from their homes by Imperial Guardsmen or Amaitami Militia and executed or suitably relocated in a single highly-coordinated operation. The next day, they officially joined the Imperium.

The Dogs of War had long held a reputation of unnecessary cruelty and savagery to rival that of the callous Sisterhood of the Twilight, the animalistic Wild Riders and the barbarous Stalking Men. Brutal and uncalled-for assaults upon civilian targets were all too common, and their Imperial Guard allies were used as bait, distractions or impromptu target practice with disturbing regularity. Ceyec sought to change that. His first effort was to alter their name to the Regal Hounds, referring both to their old name and devotion to the Emperor, and the new fashion he said they would behave. Any dissenting voices were rooted out and silenced by Astartes of his choosing. He decried and punished those who were excessive in their battlefield savagery or who assaulted civilians or their Imperial Guard allies, whilst rewarding more restrained behaviour. These measures, combined with his skills at manipulation and the influx of zealously loyal initiates from Amaitam and its subjugates, quickly changed the way the Third Legion was seen in the eyes of its peers. Their new focus on more strategic warfare, a newfound cold and clinical approach to warfare and the rapid gains they made under their Primarch bought them tremendous respect from the other Legions.

Ceyec was quick to establish relations with his older brothers, the boisterous Kayon and the aloof Gwyliroth, and with their help he began to establish the Strategium Network - a vast array of Strategiuma on every command vessel and military headquarters within the Imperium. Soon after, the military equipment of the forces of the Imperium was upgraded in concordance, allowing unparalleled communication between commander and soldier - though none were as skilled in the use of the Strategium than Ceyec.

The Regal Hounds set a blistering pace of expansion, especially with regards to conquering empires, where their newfound love of grand strategy was best utilised. As more of his brothers were found, Ceyec instructed them as best he could. He was especially good friends with Mihai Rascidivic, seeing his predictive talents as extraordinarily useful, and indeed vital in many of their joint campaigns.

Perhaps his greatest triumph was the victory over the Ork Empire of Ullanor, which had grown fat and strong on a diet of constant warfare with a grand Sontaran Blood-Cult, which the greenskins had eventually crushed. The Imperium had cautiously spread around the Ork Empire, not wishing to prod the hornet's nest before they were ready. Once all his children had been recovered, the Emperor decided the time was right to crush the Empire of Ullanor, and Ceyec was given the task of orchestrating the campaign.

Several worlds on the border with the Orks were given over to the Ice Brothers, the Trenchwalkers and the Viper Legion to fortify. Once they were finished, the Vigilant Crocodiles, the Humour Drainers and the Thunder Vultures led a series of devastating attacks upon the Ork worlds closest to the fortified zone. In response, Ork warlords from across their Empire launched a massive retaliatory Waaagh! against the three legions, who retreated back to the fortified zone. There, the might of an Ork Empire crashed against the full strength of six legions. Viper Legionnaires and Ice Brothers fought alongside Humour Drainers fireteams and Crocodile hunter cadres. The great guns of the Thunder Vultures Ordinati were not silent for a second as they poured fire into specially set up killzones. Thus did the second phase begin. The War Spiders, Astral Sentries, Sun-Eaters and the Exalters began leading their own campaigns of sabotage, assassination, terror attacks and promoting squabbling amongst the fractious Orks. The Sisters of Ruin, the Abyssal Shades, the Legion of the Dead and the Desert Worms focused on assaulting outlying Ork worlds to lure their warlords into the meatgrinder of the fortified zone. The Truthseers attacked Wyrdboss Eadgrinda, leading to a psychic duel between Mihai Rascidivic and the Ork boss that left much of the planet a barren, haunted waste. The Mekboss Enjingob was attacked on his factory world by the full might of the Brazen Knights, culminating in the largest armour conflict in the history of the Imperium at that point. The Golden Dragons unleashed the full might of their eclectic arsenal against the equally bizarre 'kreechas' of Surjun Jen'ral Morro. The Snakes Sanguine assaulted the home of Ullanor's Speed Freekz, led by Da Speed Demon, who was said to have fought a mighty motorbike-mounted battle against the Blood Serpent himself. The Storm Hornets clashed with Stormboss 'Itladz in the skies above 'Anga, a planet the Orks had converted into a gigantic landing strip and aircraft hangar where their flying machines and Stormboyz stayed. The Dread Arbiters and the Bearers of Good Will led an attack against Urlakk Urg's second-in-command with the support of millions of Guardsmen. This campaign was where Wonodir gave his famous 'Turn back the Green Tide' speech. With all the pieces in place, the third phase came into motion. The combined fleets of the Sons of Terra, the Revenant Wardens, the Regal Hounds, the Iron Covenant and the Knights of Graal, under the command of Kayon Maturax, pierced the heart of the Empire and headed straight for Ullanor itself, smashing aside Kroozas as if they were flies. Upon the planet, Urlakk Urg was rallying his most experienced troops to lead his own Waaagh! against the various Legions, and he was ecstatic to learn they'd come to him first. The Sons of Terra held off the incoming enemy fleets, whilst the four other legions made landfall and headed straight for the Overlord's 'Eadkortas. The Regal Hounds and the Knights of Graal fought a desperate rearguard action as they were swarmed by Orks, with Brennus Ambrosius leading countless charges into the enemy to alleviate the pressure, whilst the Iron Covenant and the Revenant Wardens broke down the walls to kill the Overlord himself. Shar-kali-share tore through the Meganobz and Dreddz guarding Urg, whilst Vodnar Perik himself duelled the Overlord and finally killed him, rending the beast's head from his shoulders with a single blow of his Power Klaw. On the ruins of Ullanor, the Emperor declared that for his skill in war, his knowledge of his sibling's strengths and his humility in letting Vodnar deliver the killing blow, Ceyec would become Warmaster, whilst he returned to Terra to work on his own projects - ones that even his closest children - Urgrond, Kayon and Morrigyr - knew nothing about. None of his siblings, not even proud Ryidin or grandiose Shar-kali-sharr, disagreed with the announcement.

Under his high command, the Great Crusade went even faster than before. Each of his siblings was referred to tasks best suited to them, commanders and generals benefited greatly from his strategic expertise and opposing Empires fell as they suffered highly-coordinated attacks from every direction. It was a Golden Age for the Imperium.

It was then that Mihai Rascidivic, his closest friend, came to him looking haunted and distraught. He told him of the visions he had been having for years, that showed the slow and painful death of all they had worked for at the hands of foul xenos and malicious gods. Of how the Warp was ruled by monstrous deities that sought the downfall of the Imperium, and how they would succeed in slowly tearing it down, consigning the uncountable souls of the future Imperium to a horrific fate. At first, Ceyec refused to believe this and swore his brother had gone mad, but Mihai shared his visions with him, and Ceyec saw the truth. And with this new knowledge in mind, he came to a terrible conclusion.

The Imperium must be mercy-killed before it could die a slow and tortuous death. For the only time in his life, it is said that the borderline-emotionless Ceyec wept at what he felt he must do. But as he had all those years ago, when he had acquiesced to the demands of the Emperor instead of letting the people of his empire be enslaved or exterminated, he resolved to damn the Imperium to give it a quick death.

His first step was to collect allies. Bitter and hateful Ryidin jumped at the chance to humiliate his brothers, urged on by the whispers of his talons. Aur Ceng was enthralled by promises of new materials to craft with and tales of the Forge of Souls. Zebediah Rex's paranoia about the Emperor's potential for tyranny was pushed to a boiling point. The promise of total freedom from any form of control appealed to Worallawa. Anas Bediako was lured in by his eternal desire for knowledge and the power that came with it. The promise of a worthy enemy in the form of his brother Primarchs and their Astartes won over Socon Glytek. The Sun-Eaters, ever capricious and thrill-seeking, signed up straightaway. Steps were taken to ensure Shar-kali-sharr would join them. Wonodir had fallen to the whispers of Nurgle since his destruction of the religion he had created. Kayon Maturax and Itkaz Ophiriq were both convinced to turn their backs on their brothers and the Emperor. Several chapters of the Thunder Vultures - the Blackguard, the Gore-Drinkers, the Scythes of Khargon and the Effigy Breakers - had kept their worship of their old gods in secret and thus turned to Chaos when called. Traitors within the ranks of the Sisters of Ruin who hated Morrigyr for her desolation of her home planet jumped at the chance to destroy her and cast down her beloved Emperor. Sea Devil Chieftains, Silurian Overseers, Tech-Priests, Ice Lords, Cyber Controllers, Imperial Commanders, Titan Legions, Knight Houses, insane demagogues, chaos cultists, xenos, mutants and abhumans all secretly flocked to his banner. Through a series of tests run through his training-strategiuma, he isolated Astartes unlikely to follow through with his treachery and had them eliminated.

Under his orders, Ryidin, Mihai, and Aur Ceng declared their independence from the Imperium, denounced the Emperor, and claimed a new base in the world of Wystone. Wystone was a strange planet on the outskirts of the Imperium - millennia ago, some great and terrible cataclysm and taken place and rendered all of the planet inhabitable, save for a single gigantic plateau. Apart from one area designated as a landing strip, the entire city was domed and protected with an incredibly powerful void shield. Ceyec timed his supposed retaliation against this rebellion in concurrence with the First Legion's Feast of the Winds and the Thunder Vultures' Arghallmak Celebration, and located it on the far side of the galaxy to the homeworlds of the Ice Brothers, the Iron Covenant and the Desert Worms - preventing many of the more siege-capable legions from participating. He assembled a great warhost to crush the rebels, formed from the Brazen Knights, the Dread Arbiters, the Revenant Wardens, the Snakes Sanguine, the Regal Hounds, the Abyssal Shades, the Viper Legion and the War Spiders, and assaulted Wystone. The Brazen Knights, Revenant Wardens and Dread Arbiters landed first in order to break through the walls and lead the assault, with the other legions landing behind them to provide fresh troops and rapid-response soldiers. Apart from a few trainees, Brazen Knights tech-marines on pilgrimage, Revenant Ork- hunters and Arbiter Constables on their prison worlds, the three loyalists were there in full force, led by their Primarchs. Asides from Anas Bediako, who was attending the Arghallmak, the traitor Primarchs were similarly all present. Sarkan Hadur led the charge against the city atop his Land Raider. A line of specially created Vindicators tore through the city's shielding and the dome, and a rush of Predators and loaded Razorbacks made for the gap. On secret orders from Socon and Ceyec, the Snakes Sanguine rode forwards on their bikes, weaving in and out of the tanks path before racing ahead of them. On a signal from Ceyec, they turned and drove at full pelt back towards the Brazen Knights. As soon as they were amongst the vehicles, they attacked, throwing melta bombs into gun barrels and open hatches with the Eunectian bikes opening fire with sidecar lascannons and multi-meltas, before rushing onto the troops of the Wardens and the Arbiters behind them. The Storm Hornets swarmed out of the ruined dome, taking advantage of the destruction of many of the Knights' Hydras to prove their skill and bravado. Twisted creations of the Golden Dragons scuttled towards the tanks, accompanied by the silent ranks of the Reautomated. War Spider battleskulls joined the Storm Hornets in the sky, raining down precise fire upon the loyalists. Abyssal Shades, Regal Hounds and Viper Legionnaires fired from carefully set up defences. Were it not for the hidden loyalty of many of the Abyssal Shades, which Ceyec had guessed might happen, and the sudden arrival of the Sons of Terra that allowed two of the three loyalist Primarchs and a small selection of their forces to escape, three legions would have been practically destroyed. As it was, they were merely broken, one Primarch was dead and Socon Glytek had ascended to Daemon Princedom.

His other plans fell into place as well. The treacherous Sisters of Ruin didn't manage to kill Morrigyr, but reduced the loyalist Sisters to a scant hundred. Anas, his agents and the cultist chapters of the Tenth caused great hurt and humiliation to the Thunder Vultures and Cezar, forcing them to flee to Terra. The Humour Drainers were devastated by the Truthseers attack. The invasion of Cadarn by the Bearers of Good Will had knocked the Astral Sentries out of the war. The war between the Vigilant Crocodiles and the Snakes Sanguine had weakened Junggar's legion and pushed the Snakes further into the grasp of Khorne. The actions of the Sun-Eaters in the Expanse prevented Urgrond from meddling in affairs or bringing the might of the Trenchwalkers to . The Legion of the Dead were crippled by attacks from the Storm Hornets and the Viper Legion. Hundreds of forgeworlds were brought under the control of the Golden Dragons. His disruption of the Strategium Network threw his opponents into disarray. He'd gained soldiers from traitors in the ranks of the loyalists at Wystone. The civil war amongst the Exalters brought more soldiers to his side. The Iron Covenant declared for him as Shar-kali-sharr's god complex reached its peak. Even Shai-Baraq's rampage through traitor territory was little to worry about.

Soon enough the traitor legions marched on Terra. The planet was defended by the scant remnants of the Abyssal Shades and the Sisters of Ruin, along with the full strength of the Ice Brothers and most of the Vigilant Crocodiles, the Thunder Vultures and their loyalist chapters, and the Rainbow Warriors faction of the Exalters, along with a host of other forces, such as the Hadalis Guard of the Silurian Triad and the Custodians of the Emperor. Civil Wars and broken out both on Mars and on Mondas. Heretek fought Tech-Priest and Ice Warrior. The majority of the traitor forces headed straight for Terra, whilst Aur Ceng, newly upgraded and uplifted, sent his Whaler to destroy the Solar Fleet and the Unifier, ordered one ship's worth of mechanical abominations and Golden Dragons to Mondas, another to Terra, and himself landed on Mars. Ceyec stayed aboard his flagship, the Peacebringer, to orchestrate the End Times. The Four Brothers had given him many gifts, with Tzeentch and Slaanesh twisting his Strategium and his mind and senses to phenomenal levels, allowing hint flawlessly micromanage the battle below, with Khorne gifting him a great sword that lent the Primarch's strength to his soldiers, and Nurgle giving him a grand, putrid aegis that could take the blows of his warriors and save their lives. His Kaadihsvaata bodyguards were each transformed into avatars of a god - a berserker, an arch-sorcerer, a blademaster and a plague-ridden husk. With the Solar fleet occupied, the traitors, especially the Sisters of Ruin, began to bombard Terra. Pinpoint shots demolished macrocannons and shattered defence networks. Still, they were losing ships faster than was desirable, and thus Ceyec gave the order to descend. The first wave of drop pods came almost entirely from the attendant fleets of the Bearers of Good Will and the Blackguard, millions of fanatical cultists using themselves as chaff to protect their Astartes masters.

Each Legion and group was given its orders. The Iron Covenant and the Gore-Drinkers were to assault and capture any entrenched or fortified positions possible, which would then be taken over and defended by the Viper Legion. Snakes Sanguine and Scythes of Khargon were to ride around the city to break up any attempts at organised resistance. War Spiders were to mine approaches used by the loyalists and harass then with drones. Regal Hounds and Abyssal Shades remnants were to move to areas of heavy resistance, where their skill at identifying enemy weakpoints and lateral thinking made them most useful. Storm Hornets were to overwhelm the air support of loyalist fortifications and prevent the launching of spacecraft from Terra's primary spaceports - with Ryidin himself leading a ferocious assault that lead to the capture of 's Gate. The Star-Eaters were sent on terror missions to confound and impede the loyalists. The Truthseers began a vile ritual to weaken the veil between the Materium and the Immaterium so that daemons could be summoned. The Bearers of Good Will were sent to convert, through whatever means necessary, as many citizens of Terra to their cause. The Blackguard were to bombard any and all enemy positions within range of their guns, and the Sisters of Ruin were to douse any military bases they could in blankets of chemical and radioactive weapons. As both Eternity Wall and Lion's Gate fell to the traitors and a well-fortified perimeter was established, they began their attack on the walls of the Imperial Palace. The artillery of the Blackguard and the Iron Covenant bombarded the walls, guided by the eyes of Viper Legion commanders. The batteries of the Sisters rained down Phosphex, toxic gases and radiative explosives on the hapless defenders. Storm Hornet assault squads swarmed the emplacements of the Ice Brothers and the Thunder Vultures atop the walls, Ryidin at their head. Ships from the Golden Dragons unloaded cargoes of horrific Daemon Engines and ensorcelled munitionsto tear down the walls. Groups of Star-Eaters clambered up the walls to harass unsuspecting loyalists and covering for War Spiders that placed long chains of explosives to further weaken the colossal structure.

Within two days, the outer wall was breached. The Bearers of Good Will and the Effigy Breakers led the first charge in, supported by an uncountable horde of Nurglitch cultists, victims of the Deathrot plague, swarms of foul, mutated pests, and daemonic beasts. Another breach in let in the berserk Gore-Drinkers, the fanatical Howling Marauders, and the Ruinous Exalters. The defenders of the third breach died in a storm of flame, explosive, and toxin as the Sisters, Star-Eaters and War Spiders unleashed their hellish arsenal. The fourth breach opened the way to the disciplined troops of the Regal Hounds and the Abyssal Shades. The Snakes Sanguine and the Scythes of Khargon, the daemonic Socon Glytek at their head. The Storm Hornets flew over the collapsing walls as the Astartes defending them fell back to secondary positions. Millions of loyalists died as their positions were overrun by pestilent cultists, or cut down by the bike riders that wheeled behind them and tore their rearguard apart.

But their sacrifice was not in vain, for Ilmarin and Zebediah Rex had designed the outer wall complex such that any army that broke through would be stuck in a killing zone. Smaller walls ran perpendicular to the main ones, linking them together. Hundreds of gun emplacements pointed down into the rectangular killing spaces, and when they opened fire, the cultists died until their bodies sat two metres high. The Thunder Vultures ran to these emplacements, and turned their heavy weapons upon their Storm Hornet assailants, driving them back. The Vigilant Crocodiles and Junggar Redonis were able to lure the Snakes Sanguine into a deadly game of cat and mouse out in the city streets, forcing Ceyec to send the Star-Eaters to either rein the 19th in or kill the Huntsman. The traitor advance stalled and a great cheer went up from the ranks of the loyalists.

It was unfortunate for them that the Truthseers completed their ritual at that moment. As Mihai Rascidivic bellowed the last few words of the foul incantation, Terra shuddered and a shockwave of horrific light washed over the planet, darkening the skies to a red that hurt the eyes to see. It suddenly became clear that the massacre of the chaos cultists was not a callous and futile attempt to overwhelm the defenders of Terra. It was a blood sacrifice. Plague-wracked cultists screamed in agony as their infections began to twist them and change them into portals for the children of Nurgle. Some fell to the floor, vomiting up Nurglings; others clung to others in fear and despair and found themselves conjoining into the tumorous bulks of Great Unclean Ones. The blood that poured from the uncountable dead congealed into Bloodletters and Juggernauts. Psykers and wyches screamed in agony as giggling Horrors clawed their way out of their mouths. Cultists ripped each apart in an orgy of lustful violence as shimmering Daemonettes manifested amongst them.

The second wall fell much faster than the first as the daemonic hordes joined the traitorous Astartes in their assault. Krielen led the first wave, marching amongst his Verloren Hoop alongside his retinue of Vermin Lords. Mihai followed him, sorcerous power crackling around him like lightning as he rode upon a Disc of Tzeentch, striking down loyalists with absent-minded gestures. Ryidin and his Storm Hornets took to the skies once more, before diving down towards the hapless loyalists, their ranks bolstered by Screamers, Plague Drones and Furies.

The second wall exploded. Half of the daemonic horde was torn apart, along with thousands of traitor marines and uncountable heretics. Rock and rubble rained down upon Ceyec's forces. Weapon emplacements on the third wall opened fire upon their dazed and confused enemy. One of the gargantuan Ordinati of the Thunder Vultures landed several lucky hits on the Daemon Engines of the Golden Dragons. The berserk Morrigyr led an assault force of her remaining Loyalists, Sisters of Silence and Custodes against the vast and vile Forlorn Hope of Wonodir, stalling their advance with zealous fury. Mihai Rascidivic struck down Ilmarin atop the third wall, before vanishing into the Warp. Ryidin was driven back from his assault by the Scavenger-King himself, and was nearly torn apart by massed heavy weapon fire, breaking the will and focus of the Storm Hornets and causing them to scatter across the planet to pillage and enslave. A trap laid by the Vigilant Crocodiles turned an area two miles wide into a smoking crater, sending the daemonic Socon screaming back into the Warp. The entirety of the Knights of Graal, supported by remnants of the Legion of the Dead forced their way through the traitor blockade, to begin a furious assault on the traitor-held airports, the Twenty-Fifth being particularly eager to have their revenge on the Viper Legion defenders. The Emperor Himself took to the . With a wave of his hand, he eliminated half of the Daemon army that remained and weakened the rest. He strode to the front of the battlefield with His Custodes at his side to face Wonodir, Shar-Kali-Sharr and Kurralex to relieve the wounded Morrigyr and allow Cezar to recover the body of his fallen brother.

Seeing the potential for the tide to turn and for further reinforcements to arrive, Ceyec brought a card into play he hoped he'd never have to use. Using Kurralex as his voice, Ceyec lowered his shields and challenged the Emperor to single combat, stating that if he lost he would withdraw his forces and submit himself to Imperial justice. With a Loyalist victory looking both unlikely and extremely pyrrhic, and the Traitor forces growing as the twisted Apothecaries of the Bearers forcibly converted Imperial citizens and soldiers into Forlorn Hopes half-marines and the traitor Titan Legions and Knight Houses finally arrived.

It was a chance the Emperor couldn't turn down, and both of them knew it. They both knew that Ceyec was a strategist and warlord, never a fighter, and stood no chance against a warrior as accomplished as the Emperor. What only Ceyec knew was that he had secretly filled the Peacebringer with enough explosives to destroy a small moon, and likely enough to kill the Emperor.

The Emperor teleported aboard with a force of Custodes, Space Marines and Imperial Guardsmen, backed up by Brennus Ambrosius and Junggar Redonis. At the last moment, Ceyec disrupted their teleport signal, scattering their forces across the Peacebringer.

Brennus Ambrosius found him first, and was immediately set upon by the Kaadihsvaata. The Morirex clashed against the Khornate berserker and the Slaaneshi blademaster, as the sorcerer and the plague marine bombarded him with warp lightning and sickly winds that slowed even his supernatural speed. Though he fought bravely and slew two of the abominations, Ceyec ran him through with his Daemonblade and cut off his head. The Undying King failed to live up to his moniker. Slowly, Imperials made their way through the ship, only to die at the hands of Ceyec and his guards. The Emperor cut down the sorcerer and the berserker as if they were nothing. He and Ceyec fought like the gods they were, the Emperor's blade clashing against the Arch-Traitor's Daemonblade and Daemon Aegis. They warred for what seemed like an age, with the Emperor slowly but surely gaining the upper hand. They were too caught up in their fight to hear the warnings of their soldiers, to be aware of the mad attack of the Sons of Terra.

When Kayon Maturax, hateful and twisted, tore his way through the Peacebringer into the Strategium, they paid for their ignorance. The two tired and battered wargods fought for their lives against the malevolent beast. Ceyec's blade and shield were shattered and broken by the Spear of Maturax. With a vengeful roar, the Imperial Hound drew his ancient ceremonial knife and threw himself on Kayon's spear, pulling himself up it to bury his knife in the Dread Corsair's neck and try to crush his skull with his bare hands. The Emperor took the opening afforded by Ceyec's sacrifice, and smote Kayon, dealing him a deathblow. Bellowing, Kayon launched himself at the Emperor, but a shell fired from the Last Word tore Kayon apart, sent him screaming back to the Warp, and nearly killed the Emperor.

An Imperial soldier, Ollanius Pius, and Junggar Redonis found the half-dead Emperor and teleported Him off the Peacebringer. As they fled, Ceyec realised that, for all his attempts to bring a quick and merciful end to the Imperium, he had only succeeded in bringing about the long and painful end Mihai had foreseen. It was only then that the Imperial Hound, cursing the fickleness of the Gods and denying their patronage with his last breath, finally died.

When the Peacebringer exploded, it took out many of the ships nearby. The Infinite Horizon was crippled and the Sons fled, as were many of the other flagships, both Imperial and Traitor. Wreckage rained down upon Luna, Terra, Mars and Mondas. With the death of the Warmaster and the Arch-Heretic, the chaos legions scattered, running back to their ships. The ships of the Trenchwalkers arrived, heavy with soldiers. The Golden Dragons, their objectives finally achieved, left Mars for the Eye of Terror. The Regal Hounds were first to their ships, orderly as ever. Slaving parties grabbed as many captives as they could, forcing them to carry the dead and dying Astartes and as much equipment as they could.

Knowing they had no chance of winning this battle without Ceyec co-ordinating them, they fled. Command chains broke down as captains and strategoi declaring themselves independent from the 'failed Third Legion' for one reason or another. Prelate Eidolon took a tenth of the remaining troops, mostly Terran veterans, to make his own force in the vein of the Dogs of War of old, naming them the Black Dogs. Jonn Maralson of the Third Prelature, a former priest of Amaitam, had become particularly enamoured with the powers and chaos, and declared his congregation the of Eternity and himself their Dark Apostle. It was Kaethaaran Sujeeth, the Sixteenth Prelate, who came to lead those loyal to the dream of Ceyec in bringing a swift end to the Imperium. He kept the retreat from Terra to the Eye of Terror strictly organised. It was only when the Slave Wars blossomed throughout the forces of Chaos

Though nominally commanded by Warmaster Kaethaaran, it is a rare moment for them to be truly united. As opposed to the monumental, single, focused entity headed by Ceyec, the current Regal Hounds are a thousand warbands united only in name, coming together only when Kaethaaran or another warlord manages to manipulate, cajole or threaten them to work together. Nevertheless, their strategoi are some of the most dangerous and experienced commanders and grand strategists in the galaxy, and Imperial generals dread the assaults of Regal Hound warbands, fearing that any attack is only part of a much grander and more devastating plan, as shown by the First and Seventh Black Crusades.

Legion Organisation: When reunited with the Third Legion, Ceyec identified the organisation structure as one of the few things worth keeping about the Wardogs; though he chose to rename the highest commanding rank to Prelates administering over Prelatures instead of Grand Companies. Every single unit of organisation and ranking officer has a complementary strategos - an Astarte dedicated to overseeing the tactical and strategic operation of the unit, maintaining coordination between officers and their charges, providing relevant information not available to the soldiers, enemy analysis, and even some of the functions of a Chaplain, helping maintain unit cohesion and resolving or compensating for mental and personal difficulties. Several of the more martial legions have criticised this practice, which by its very nature removes a number of legionnaires from combat. It should be noted that these strategoi are also heavily involved in the defence of Third Legion starships, and that unless one member of any unit is especially skilled as a strategos, the role is one that rotates amongst that unit. Ceyec and the subsequent warlords of the Regal Hounds have had four bodyguards known as the Kaadihsvaata. Since their fall, each of these bodyguards has been devotees to one of the major Chaos Gods, with the warlord himself representing Chaos Undivided.

Combat Doctrine: The Third Legion focus on two things: grand strategy over tactics; and analysis and targeting of enemy weak-points. Every battle is carefully chosen, every unit kept on a leash, every manoeuvre precise and planned. Most war-plans will have been created months before the actual war starts. This is not to say that there is no room for tactics and changes in strategic doctrine - though the latter are normally meant to be agreed on by committee Every unit is aware and accepting that they are but a cog in a much larger machine, and are entirely happy to sacrifice themselves for the good of the war. Indeed, some compared their willingness to die to the martyrdom-seeking Legion of the Dead. Asides from co-ordination of these grand strategies, the Strategoi serve another purpose - the analysis of an enemy's weakpoints. As they gather data from numerous sources and viewpoints at once, they can very effectively pinpoint vulnerabilities, be they in the fighting style of a single enemy, or in the nature of a command structure or entrenchment. This rapid situational analysis, when combined with the efficiency of the communication systems and the discipline of the Hounds, results in most enemy forces falling very quickly to their guns as vulnerability after vulnerability is identified, targeted and annihilated.

Since their fall, they have become both somewhat more reticent to fall in battle, as they are crushingly aware of their own irreplaceability, and even grander in the scale of their plans. The number of Strategoi per regular Astarte has decreased, as more Strategia fail and more boots are needed on the ground, but they are still a vital part of the traitor's forces, as they are some of the most experienced strategists in existence.

Legion Beliefs and Practices: When they were still called the Dogs of War, the Third Legion were stringent practitioners of ritual scarification. They would use knives laced with certain poisons that interfered with Astartes cellular regeneration to commemorate battles won or lost, good kills, the deaths of compatriots, etcetera. Veterans would be covered in intricate, horrifying webs of self-inflicted scars, each one telling a story. A strong belief on personal glory and honour pervaded the Legion, as did a terrifying level of disdain for their mortal allies - the Imperial Guard dreaded serving alongside the Dogs of War due to the Third Legion's tendency towards friendly fire. Promotion through the ranks was done by challenging your superior to a duel, though never one to the death as it was considered far more preferable to humiliate your predecessor.

When Ceyec took control, he began the process of de-barbarising his Legion. The first step was to duel every officer over the rank of Captain, and kill them when he inevitably won. He took on any who would challenge him, and would execute them once they lost.

He initiated a series of purges throughout his command structure, demoting and disgracing officers who he deemed unfit for leadership due to recklessness or disregard for their allies or civilian casualties. Replacement officers were chosen and others retained after being put through a rigorous series of Strategium tests designed by the Primarch himself. Promotions were based both on performance in the field and in these simulations. Ceyec also disapproved of the many more 'barbaric' practices of his legion, especially the scarification. He ignored those existing scars, but he destroyed all the poison stocks and the ceremonial knives responsible. He quietly encouraged a new method of commemoration, simplistic tattoos in High Gothic that provided a complete service history of the marine in question. With similar methods, he deconstructed the idea of personal honour, forcing soldiers to engage in teamwork, and relegating particularly glory-seeking Astartes to the ranks of the strategoi to learn teamwork and patience

All these new practices were adopted surprisingly quickly by the older members of the Third Legion, who were enamoured of their leader's callous and calculating nature, and the recruits from Amaitam and the rest of Ceyec's conquests considered him close to a god anyway. Many of them actively emulated his cold, ruthless nature and his emotionless, clipped speech. It was small wonder that when he declared his treachery, not a single soldier under his command went against his orders, and every last one of them was swept up in his dedication to destroy the Imperium. Small wonder, that when he died, they were sundered, and none able to take his place.

Since their fall to Chaos, those of the Regal Hounds that have stayed true to their name have stayed similarly true to the last desires of their Primarch to destroy the Imperium. Many of the other practices, such as the tattoos, remain as tribute to their fallen lord.

Most of the Regal Hounds are not particularly devoted to Chaos, though devotion varies between warbands. Dedication to the various gods themselves is used as a strategic benefit, with specialist units such as berserkers or plague marines being considered just part of the vast arsenal of the Legion. In addition, Daemon Princes are relatively rare compared to other Traitor Legions, but those that do exist, such as Devadiaz the Ascendant, the Warmaster's Hand, are some of the most vile and cunning of the lot.

Recruitment and Flaws: The Third Legion recruited primarily from Amaitam and its reclaimed empire, using the war-priests to select viable candidates for recruitment. These candidates were then vetted through a series of trials testing their strength, endurance, intelligence, learning ability and strategic acumen. The Gene-Seed of the Third Legion was renowned for its normality and stability, apart from a slightly lower bonding ability that prevented the Regal Hounds from ever reaching their full potential.

Since their fall to Chaos, the Regal Hounds recruit from the populations of both daemon worlds controlled by them and children captured in raids outside the Warp. Indeed, the terrible Seventh Black Crusade only faltered after Warmaster Kaethaaran Sujeth decided that the goal of the Regal Hounds had been completed with the complete abduction of the populations of thirty prime recruitment planets. With their strategic mastery removed, the other elements of the Black Crusade fell into disarray, returning to raiding and pillaging, greatly weakening the other traitor forces involved, securing the stage for the Regal Hound domination of the Eye of Terror until Shar-Kali-Sharr led his Deurgic March against them with a host of bound-daemons and a force of Twilight Lords he had managed to take control of.

Primarch’s Name: Sarkan Hadur (The Brass Boar, the Grand Marshall, The Juggernaut) Homeworld: Koron (Wasteland industrial world) Background: Fighter Psychic Potential: Low Gene-Seed: Exemplary Talent: Mechanic Legio IV: Brazen Knights Colours: Brass colouring, rank-related blue and red colourings Battle Cry: Charge! (Trumpet sound) Insignia: A blue fist on an arrow Flagship: Sky-Render

History: - - Legion Organisation: - Combat Doctrine: -Charge -Exemplified vehicles (Royal Banderium) Legion Beliefs and Practices: - Recruitment and Flaws: -

Primarch’s Name: Vodnar Previk (The Ox, the Die-Hard, Ork-killer) Homeworld: Zamoren (Temperate ork world) Background: Ruler Psychic Potential: Normal Gene-Seed: Stable Talent: Survivor Legio V: Revenant Wardens Colours: Olive, blue-grey highlights, dark blue trim, silver ornamentation Battle Cry: We shall endure! They shall not! Insignia: A crudely drawn skull Flagship: Shield of Zamoren

History: - Legion Organisation:

Combat Doctrine: - (Lots of terminator armour) Legion Beliefs and Practices: - Recruitment and Flaws: -

Primarch’s Name: Iosef Schwargetz (The Constable, the High Judge, Chainmaker) Homeworld: Graun (civilized prison world) Background: Fighter Psychic Potential: Fair Gene-Seed: Exemplary Talent: Blacksmith Legio VI: Dread Arbiters Colours: Grey, light grey highlights, dark grey trim Battle Cry: “We are the law!” or “We are implacable!” Insignia: A circle of chains Flagship: Lawmaker

History: -Set up many prison worlds Legion Organisation:

Combat Doctrine: - Legion Beliefs and Practices: -Creation and maintenance of own armour and weapons Recruitment and Flaws: -Brutal, exceptional training

Primarch’s Name: Ilmarin (The Ice Wall, the Lord-of-Builders, Voittamaton) Homeworld: Tuonela (Ice death world) Background: Ruler Psychic Potential: Normal Gene-Seed: Stable Talent: Architect Legio VII: Ice Brothers Colours: grey, pale blue trim Battle Cry: In the name of Ilmarin and the Emperor! Insignia: A stylized drawing of Sarkiimot, their fortress-monastery Flagship: Matahva

History: - Legion Organisation:

Combat Doctrine: -Close quarters combat -Construction of defences Legion Beliefs and Practices: - Recruitment and Flaws: -

Primarch’s Name: Shai-Barag (The Worm-King, Sandspeaker, the Enlightened) Homeworld: I-Maytah (Desert death world) Background: Thinker Psychic Potential: Fair Gene-Seed: Unstable Talent: Beastmaster Legio VIII: Desert Worms Colours: Sandy yellow, lighter highlight, darker trim, bronze ornamentation Battle Cry: Death from below! Insignia: An open sandworm’s maw Flagship: Monarch Of The Sands

History: - Legion Organisation:

Combat Doctrine: -Worm attacks -Totally wipe out areas with high speed, disappear, and repeat somewhere else Legion Beliefs and Practices: - Recruitment and Flaws: -

Primarch’s Name: Junggar Redonis (The Crocodile, the Huntsman, the Imperial Tracker) Homeworld: Matope (Swampy DEATH world) Background: Fighter Psychic Potential: Fair Gene-Seed: Unstable Talent: Hunter Legio IX: Vigilant Crocodiles or the Mkutre’Ngom, formerly the Stalking Men Colours: Asparagus, green-gold trim, red markings Battle Cry: The trap closes! Or: The hunt is on! Insignia: Side-on jaws of a crocodile Flagship: Grand Huntsman

History: - Legion Organisation:

Combat Doctrine: -Set ambushes, traps Hunter cadres as assassins Legion Beliefs and Practices: - Recruitment and Flaws: -

Primarch’s Name: Cezar Varreba (The Iron Vulture, the Scrivener, the Ragman) Homeworld: Calipsos (wasteland post-apocalyptic world) Background: Ruler Psychic Potential: Low Gene-Seed: Stable Talent: Social Genius Legio X: Thunder Vultures, formerly the Tenth Legion Colours: Powder blue, white trim & highlights Battle Cry: What is yours shall be ours! Insignia: A stylized vulture perched on cannon Flagship: Celestial Pioneer

History: Neighbourhood Friendly Gangsters World dominated by Junk forts Legion Organisation: Many chapters/orders allowing for independence Combat Doctrine: Artillery, siege tactics Legion Beliefs and Practices: - Recruitment and Flaws: -

Primarch’s Name: Itkaz Ophiriq (The Feathered Serpent, the Firebrand, Lightning Lord) Homeworld: Tlatoaya (xenos-ruled jungle world) Background: Fighter Psychic Potential: Low Gene-Seed: Stable Talent: Great Persuader Legio XI: Exalters Colours: Bright green, bright crimson highlights Battle Cry: Shame you didn’t listen! (Post-heresy: Your blood shall be our penitence!) Insignia: Hand holding a flame Flagship: Last Word

History: - Legion Organisation:

Combat Doctrine: Organize battles where they can act the hero Minor covert ops Legion Beliefs and Practices: - Recruitment and Flaws: -

Primarch’s Name: Mihai Rascidivic (The Owl, the Visionary, the Astral Voyager) Homeworld: Lomatri (feral grassland world) Background: Thinker Psychic Potential: High Gene-Seed: Unstable Talent: Clairvoyance Legio XII: Truthseers Colours: White, red trim, gold highlights Battle Cry: We have seen your doom! (Post-heresy: We know the truth, the only truth.) Insignia: A circular eye Flagship: Aimless Wanderer Amongst The Stars

History: - Legion Organisation:

Combat Doctrine: Psychic powers, clairvoyance Legion Beliefs and Practices: - Recruitment and Flaws: -

Primarch’s Name: Wonodir Krielen (Chainbreaker, the Egalitarian, the Rat-King, the Thirteenth Lord) Homeworld: Welwidden (Medieval urban world) Background: Ruler Psychic Potential: Low Gene-Seed: Stable Talent: Inspirational Legio XIII: Bearers of Good Will Colours: Light green, vibrant green trim Battle Cry: Join us at the Emperor’s side! (Post-heresy: Join us, for Grandfather loves you!) Insignia: Two hands shaking Flagship: Open Hand

History: - Legion Organisation: Forlorn Hopes – Criminals given semi-marine upgrades and used as a first wave Combat Doctrine: Wave attacks Legion Beliefs and Practices: - Recruitment and Flaws: -

Primarch’s Name: Ryidin (The Hornet, The Storm-King, Proudwing) Homeworld: Arashihaibu (Oceanic fortress world) Background: Ruler Psychic Potential: Fair Gene-Seed: Stable Talent: Winged Legio XIV: Storm Hornets Colours: Yellow-orange, black trim Battle Cry: For the Storm-King and the Imperium! (Post-heresy: We are the storm of chaos!) Insignia: Three lightning bolts Flagship: Stormbringer

History: - Legion Organisation:

Combat Doctrine:

Legion Beliefs and Practices: High emphasis on skill Enjoyment in flight Recruitment and Flaws: -

Primarch’s Name: Malochio Nazarde (the Half-Blind, the Stalker, Baloris) Homeworld: Chiaro (tidally locked world) Background: Fighter Psychic Potential: Normal Gene-Seed: Unstable Talent: Great general Legio XV: Humour Drainers, formerly the Dream Eaters Colours: Dark purple, dark blue trim, yellow eyes Battle Cry: Blindness! Insignia: Two eye sockets, one full, the other empty Flagship: Falling Dark

History: - Legion Organisation:

Combat Doctrine: Small units Stealth Skinwalkers – Hallucinogen usage Legion Beliefs and Practices: - Draining of one eye of vitreous and aqueous humours entirely No psykers Recruitment and Flaws:

Primarch’s Name: Aur Ceng (The , the Innovator, the Shining One) Homeworld: Con Ghe (feral jungle world) Background: Thinker Psychic Potential: Low Gene-Seed: Exemplary Talent: Inventor Legio XVI: Golden Dragons Colours: Golden, lavender highlights, silver ornamentation Battle Cry: Ever forwards! (Post-heresy: gleeful reading of test results) Insignia: A silver dragon Flagship: Man’s Progress

History: - Legion Organisation:

Combat Doctrine: Technological marvels Legion Beliefs and Practices: - Recruitment and Flaws: -

Primarch’s Name: Anas Bediako (The Spider, Devourer of Knowledge, the Whispering Man, Uncle) Homeworld: Mkwezi (medieval grassland world) Background: Thinker Psychic Potential: Normal Gene-Seed: Stable Talent: Spymaster Legio XVII: War Spiders Colours: Black, red trim, highlights Battle Cry: No standard reply, normally divulgence of secrets. Insignia: A black spider on a red web Flagship: Seeker

History: - Legion Organisation: Spies, lots of spies Combat Doctrine: Stealthy, disruption Legion Beliefs and Practices: - Recruitment and Flaws: -

Primarch’s Name: Worallawa (The Ghost, Fadewalker, Worldkiller) Homeworld: Mura-Mura (wasteland/desert feral world) Background: Thinker Psychic Potential: Normal Gene-Seed: Stable Talent: Unconventional thinker Legio XVIII: Abyssal Shades Colours: Navy blue, white on high-ranks Battle Cry: We are the solution! Insignia: A skull rising from the shadow Flagship: Warpstepper

History: - Legion Organisation:

Combat Doctrine: Unorthodox tactics Many exotic weapons Biological Weaponry Legion Beliefs and Practices: - Recruitment and Flaws: -

Primarch’s Name: Socon Glytek (The Bloody Serpent, the Contarius, the Scourge of the Plains, the Executioner) Homeworld: Phidi Aimatos (urban classical world) Background: Fighter Psychic Potential: Low Gene-Seed: Stable Talent: Master Swordsman Legio XIX: Snakes Sanguine, formerly the Wild Riders Colours: Red, dark turquoise trim Battle Cry: Strike! Strike for the Emperor and the Blood Serpent! (Post-heresy: Run, prey, run!) Insignia: A striking red snake Flagship: Bloody Horseman

History: - Legion Organisation: Neonate Initiates Asp Marine Scouts Serpent Marine Tactical Marine Pelean Assault Marines Eunectian Marine Devastators Elapian Veterans Pythian Librarians Ophiolator Chaplains Serpent Captains Ophion Guard Edenite Techmarines Aesclepian Apothecaries Typhon-Casket Dreadnought Lachesian Executors Combat Doctrine: Many bikes, Primarch’s is Ochion Strike and withdraw Legion Beliefs and Practices: -Swordplay Recruitment and Flaws: -

Primarch’s Name: Kurralex the Starfiend (The Burned Man, Flenser, Outsider, Tsalal’Naga) Homeworld: Dhizun (Dyson Sphere) Background: Thinker Psychic Potential: Fair Gene-Seed: Unstable Talent: Slasher Villain Legio XX: Sun-Eaters, formerly the Twentieth Legion Colours: Burnt Flesh, Orange Face, Bone Head/Orn Battle Cry: Scream for us! Scream for the Emperor! (Maintained post-heresy) Insignia: A screaming sun Flagship: Terror Incognita

History: - - Legion Organisation: - Combat Doctrine: Psychological Warfare Fire Legion Beliefs and Practices: - Recruitment and Flaws: -

Primarch’s Name: Urgrond (The Half-Drowned, the Bureaucrat, the Imperial Servant) Homeworld: Kalanguld Background: Thinker Psychic Potential: Normal Gene-Seed: Exemplary Talent: Organisational Genius Legio XXI: Trenchwalkers, formerly the Pale Warriors Colours: Dark Blue/Purple Battle Cry: We walk in darkness, for we bring the light! Insignia: A black trident Flagship: Eosphorean

History: Kalanguld is a world entirely covered by ocean. The deepest trenches stretch far beyond the reach of sunlight, and the only land is made from ever-growing coral atolls, stony outcroppings habituated by squabbling avians, and volcanic ash-islands that rise to the surface for a few days before sinking below the waves once more. It is only in the depths of the world-ocean that humanity exists. Oh, perhaps some of the creatures that live in the open ocean or dwell within the coral-continents are of distant human descent, altered by bizarre evolutionary necessity or twisted transhuman desires; but the only pure, true people dwell within great habitats on the ocean floor. Their lives are cramped and dangerous, scavenging and recycling as much as they can, reliant on hunting parties and algal vats for food. Vast and bitter feuds over the most inconsequential thing exist within and between these disparate colonies, and there are perhaps more ruined, deserted constructs littering the benthic zone than there are inhabited ones - a legacy of these feuds.

The pod of the Second Primarch landed in the deepest trench of the planet. Had it not done so during a particularly paranoid era for the administration of the nearby Tzeelaub Hunterwaul, that might have been the end of the Second Primarch. Fortunately for the whole Imperium, a retrieval team was sent out to investigate this blip on their sonar, and came back bearing the half-drowned Primarch Urgrond, the Abyssal.

After running a few tests upon him, Urgrond was given to and raised by an infertile couple in the management corps. As he grew, he took an interest in their work, and soon outstripped them all in the field of organisational skill. Mountains of paperwork and great walls of red tape crumbled alike as he turned his eye on them. He cut expenses, work hours and resource wastage whilst increasing morale and base efficiency tenfold. With more time on their hands, the inhabitants were turned to forgotten or dismissed projects that had been deemed impossible due to a lack of resources. Urgrond worked with the engineering corps to improve even the most minute design flaws in the structure of the base, of the exosuits that allowed them to move outside in the ocean depths, of the various submersibles and other vehicles, and the myriad electronic and mechanical devices that populated the base. As Tzeelaub Hunterwaul became more efficient, it began to grow. New accommodation habitats were built and attached to the sides like limpets. Rooms were expanded; maintenance bays were extended to hold the growing number of vehicles. Most importantly, for the first time in Kalanguld's history, ancient and forgotten habitats were recovered. Urgrond led many of the expeditions to bring these decrepit colonies back to working condition. People deemed superfluous to Tzeelaub, but potentially useful in these new colonies were deported to return them to working order. Under his careful hand, Tzeelaub became something of an empire, a first for Kalanguld.

Of course, success breeds jealousy and fear. A confederation of habitat-states and mariner-lords declared a truce to their mutual cold war, and turned their attentions towards the expanding Tzeelaub. With submarines, benthic troopers and aquanauts, they launched a fearsome series of raids against Tzeelaub bases, believing that, for all his bureaucratic skill, this office manager-king would be no match for their larger force.

They were, rather obviously in hindsight, utterly wrong. For Urgrond was no more desk jockey, but a Primarch, a son of the Emperor of Mankind, and a natural general and warrior without compare upon this world. Wherever the raiders struck, they found their moves predicted and soldiers in force sufficient to drive them off lying in wait. Urgrond himself led brutal, precise assaults upon his enemy's strongholds, never needing more than a single attack to break in and silence that habitat or bring it into his burgeoning empire. With him came his Trenchwalkers, fearsome storm troopers armed with shotgun and shield, designed to fill the narrow hallways with hails of flesh-shredding pellets. Those who fought him died, those who surrendered were taken prisoner in their own homes. It was a cold and calculated war, efficient to the core. The habitat-states were incorporated into the Tzeelaub Empire one by one, either captured by Urgrond's forces or surrendering after being cut off from their allies by his manoeuvres. They soon reaped the benefits of his organisational skills, for even as they found themselves reassigned to new quarters, professions and habitats, the efficiency of every base increased.

Over the next decade or so, Kalanguld fell under Tzeelaub - and by extension Urgrond's, for it was his invisible hand that guided the process - rule, as messengers came from the empire to other habitats bearing detailed documents outwardly concerning the many benefits of joining the empire, and with some more subtle passages hinting at the results of not willingly joining up.

With all possible external threats turned into allies, Urgrond focused his efforts inward. As his policies spread across Kalanguld, habitats flourished, expanding exponentially across the sea floor. Manufacturing wings and mining drones were produced in truly massive numbers as industry spread across the face of the deep.

It was probably a surprise to the birds on their rocky outcrops, long ignorant of the happenings far below, when a rocket tore out of the equatorial seas and flew towards the skies. The starship Gashagr bore a payload of outwardly focused observation satellites, designed for the next stage of Urgrond's plan. With a newly established ring of telescopes circling his planet, he and his astronomers looked out to find more civilisations he could 'enlighten' into efficient society, or even settle - with the self-sufficient deep-sea habitats being perfect templates for sleeper ships and founding colonies, the wide variety of undersea transport being surprisingly simple to convert into interstellar movement and the small number of psykers upon the planet being trained in facilitating long-distance communication making this an easier proposition than it first seemed. In all probability, he would have gone on to form a small empire, reliant upon sleeper ships and astropathic communication.

It was then that the astronomers operating his satellites and telescopes found signs of a massive interstellar fleet moving through nearby systems. Sensing an opportunity, Urgrond changed priorities, focused his radio operations to attempt to signal this fleet, and readied a welcoming platform and attendant party. When the Emperor came to Kalanguld, he found his son ready and waiting.

Reunited with his father and his legion, now renamed from the Pale Warriors to the Trenchwalkers, Urgrond threw himself into the Great Crusade, utilising his trademark skills in administration, organising and resource management to their fullest. His legion, already large due to the nature of his Gene-Seed, swelled under his command and started recruiting not only from the now populous Kalanguld, but also from two other worlds - the oceanic feral world Thalassia and the hive world Creigre. His progress was slow compared to some of his brothers, but the highly ordered, tightly run planets that produced magnificent amounts of materiel for the Imperium as a whole that he left in his wake helped to silence any complaints about his speed of conquest. Indeed, the section of the Imperium conquered by the Twenty-First Legion almost became a realm unto its own due to his influence, becoming known as the Kalanguld Expanse.

As time went on and the Imperium grew larger, the bureaucracy that administered it swelled to titanic proportions. It became a huge, teetering monstrosity that rapidly decreased in efficiency. Vital shipments were delayed, delivered to the wrong destination or lost entirely. Tithes and censuses became erratic, if they happened at all. At his own behest, Urgrond left his Legion in the hands of his Equerry, Rishnakh, and travelled to Terra. For almost three years, he and Malcador the Sigillite disappeared into the depths of the Administratum, to solve the problem. Together, they cut through the gigantic backlog and removed hindrances - be they logistical, mechanical or personnel - and instituted new laws and guidelines to increase the efficiency of the Administratum. Rumours that shipments to the Kalanguld Expanse surreptitiously increased went unfounded.

Ever since then, Urgrond has made it a habit to return to the Administratum every time the Twenty-First reaches a lull in its routine of conquest and integration, in order to make sure that it stays functioning fluidly and correctly.

Legion Organisation: The Legion is organised along the basic lines of the Thunder Warriors, although with different names for the Grand Company. The largest group are the Hadals, each 10,000 strong led by the Hadalist; three-hundred Chapters, each 1,000 strong, led by a Chapter Master; three thousand Companies each 100 strong led by a Captain; and then into ten strong squads led by a Sergeant and his Lieutenant. Each commander also has a Logistician, responsible for correct supply consignment within the administrative unit. Most commanders at Captain-level or above have a librarian assigned to them, the others being assigned to details where they would be most useful.

Combat Doctrine: In accordance with the ideal of efficiency, the Astartes of the Trenchwalkers are expected to be equally competent in close-quarters combat, ranged warfare, stealth actions, shock assaults, both sides of siege warfare and the usage of both jump packs, combat shields and heavy weaponry. As such, they are generally less competent in certain areas than Legions that specialise in such, but their more generalist tendencies make them more flexible. Trenchwalker strategy emphasises patience and caution over aggression and boldness. Whilst this is a factor towards their relatively slow pace of expansions, it also means they take fewer losses, and infrastructure is less damaged. While they may take time to begin an attack, when they do it is callous and ruthless. If there is anything that makes the Trenchwalkers differ from being the average Legion, it would be the Maelstrom - a title given to a group of the most experienced Astartes in any given unit, trusted with the most dangerous details, normally protecting the commander or with leading close-quarters assaults. They are traditionally armed with storm shields and assault shotguns, and typically are equipped with blind grenades. As the lone specialist troops, they are found at the forefront of battle.

Legion Beliefs and Practices: Legionnaires of the Trenchwalkers are allowed to decorate and personalise their own arms and armour to a certain degree - enough that it can give them some individuality, but not so far as to hinder them in battle or affect unit cohesion. As such, it is ordinary for most of the Twenty- First to bear small trophies or insignia upon their equipment. A unique Bolter-pattern, the Orbahk, is used by many of the Twenty-First, especially those recruited from Kalanguld. It is almost identical to the standard Umbra-pattern, excepting for the existence of the underslung harpoon launcher. While useless against armoured foes, it can easily hinder or even go straight through weaker targets. The Twenty-First is somewhat loyal to the ideals of the Imperial truth, though a variety of superstitions still appear amongst the non-Terran recruits. The 'light' referred to in their is not that of any god, but instead is the light of civilisation, and the Trenchwalkers are devoted to spreading civilisation wherever they go. As such, they have a strong humanist streak, and it is not uncommon for marines of the Twenty-First to advise fledgling governments or help civilians on recently conquered or integrated worlds, another factor towards their slow conquest rate.

Recruitment and Flaws: The Trenchwalkers recruit primarily from Kalanguld and the first two worlds they conquered - Thalassia and Creigre, all of which have specialised academies designed to select the best possible recruits from the young population. The Gene-Seed of the Twenty-First is robust and bonds readily to the genetic material of new recruits. Progenoid glands are removed from the Legionnaire as soon as they have matured, so that they can be quickly put back into service.

Primarch’s Name: Zebediah Rex (The Fighting Viper, Irongut, the Cobalt Man) Homeworld: Richardson’s World Background: Fighter Psychic Potential: Normal Gene-Seed: Exemplary Talent: Great Defender Legio XXII: Viper Legion Colours: Blue and White halved Battle Cry: A whooping yell or “Death to Tyrants!” Insignia: A coiled viper Flagship: Sic Semper Tyrannis

History: - - Legion Organisation: - Combat Doctrine:

Legion Beliefs and Practices: - Recruitment and Flaws:

Primarch’s Name: Brennus Ambrosius ap Gwynedd (The Morirex, the Undying King, Mrenin ap Padar Beirudd, Knight of the Gods) Homeworld: Padar Beirudd Background: Ruler Psychic Potential: Normal Gene-Seed: Stable Talent: Cavalryman Legio XXIII: Knights of Graal, formerly the Imperial Cataphracts Colours: Green Trim & Cloak, silver body/limbs, gold ornamentation/face Battle Cry: For the Shining City! For Graal! Insignia: Golden mask with twin feathers and crossed spears behind Flagship: Majesty of Graal

History: The Venturan Empire once spanned a third of the globe of Padar Beirudd. Through the might of its tightly organised armies, the Empire brought hundreds of human cultures into the fold and made them Venturan. However, as it grew, its bureaucracy became more and more cumbersome, the ruling classes became more decadent than competent and their mighty armies degenerated from skilled, tightly drilled soldiers to little more than unscrupulous mercenaries and farmers in old armour. As enemies both within and without the empire watched as it rotted. The collapse of Ventura was inevitable. The envious kingdoms on its borders fell upon it like vultures, and hundreds of provinces reminded themselves of their past culture and rose up to proclaim their independence. The Empire abandoned provinces cut off from its centres of power, and cultural divisions that had formed within the Empire itself caused it to fracture into a variety of lesser factions, each claiming to be the true descendant of the old Empire.

The Primarch of the First Legion landed near an old monastery in Gwenddolau, an island province that had been abandoned by the Empire once its neighbours had revolted. The monks who lived there named him Brennus Ambrosius, Knight of the Gods, and raised him as one of their own. They taught him of the fallen Empire and told him tales of the mythical shining city of Graal and the fairie Knights who protected it and wore masks of gold and cloaks of green. These fuelled an insatiable curiosity in the young boy, and at sixteen, he crept out of the monastery and went to learn about the world. With a combination of the strength and intelligence that came with being a Primarch, and his own legendary charisma, he made rapid progress around the former territories of Ventura and beyond. Word spread rapidly of the daring and charming scholar-child who could convince bandits to guard him and talk even the most paranoid ruler to let him into his court. He learned of taxation and trade, of the thousand varieties of courtly behaviour and of the backroom espionage and backstabbing that it disguised. More importantly, he learned of the heavy cavalry of the east and the Venturan legions of old and of all the greatest generals of the known world.

After eight years of travelling, he returned to the monastery, said farewell to the monks, and set off to the capitol of the province-kingdom. However, he did not go alone, for he had brought with him mercenaries, deserters and bandits, all of whom he had convinced to accompany him in rebuilding the Empire. With a devoted army at his back, the legend of his youth whispered through the courts, and the king himself considering him a friend, he asked for the hand of King Erbin's daughter, Princess Castia, in marriage. Both King Erbin and the Princess happily accepted, and thus he became Prince Brennus.

Brennus threw himself into royal life with incredible energy; taking on any and all tasks he was offered. The first request Erbin made of his son- in-law was that he whip the weak Gwenddolau army into shape, for the barbarians to the north and across the sea to the east grew bolder every day. Most of their army was made up of levied farmers with a core of poorly trained, supposedly professional soldiers armed and armoured in pale imitation of the Legionaries of Ventura. Brennus set about increasing the quality of his army and its soldiers. With the knowledge he had accumulated over his travels, he shifted the army from an infantry force to one of combined arms. He set the Centurions of legions who had become mercenaries and then joined him to whip the Gwenddolau legions into shape, and he personally went about realising the mythical Knights of Graal.

Brennus gathered the thirty greatest horsemen he could find, and then, with the money he had gathered on his travels and some cajoling and threatening, ordered thirty suits of plate armour and horse mail, based on designs from the east, and a set of golden masks and green cloaks from the finest craftsmen in the land. They made for an inspiring and terrifying sight, these knights in shining armour with their metal horses and inhuman, golden faces, and soon the legend of the Knights of Graal was written anew, as Brennus and his thirty soldiers led devastating charges against raiding parties from the north and east. Not one of the Knights fell in battle, and their names passed into history: Aurelius Septimus the Dogslayer; Belenus the Bold; Narsus of the Riganta; Segovax the Red; and Lugdotius Greenhelm; each became famed throughout the province and beyond as traders told stories of the invincible fae knights led by their immortal star-prince.

The true test of Brennus' military reforms came when Erbin's spies reported that the barbarian king Hranulf Vardiseggr was building a massive army across the eastern sea. From their reports, it was obvious that this was no rabble of raiders, but instead a grand invasion force led by the king himself.

In response, Brennus redoubled his efforts to better his army. Sons of nobles, merchants and peasants alike were conscripted into his legions or his cavalry forces. Hunters and other bowmen were formed into professional archery corps, led by his mercenary Crossbowmen and bandits.

When King Hranulf began his journey, Brennus and Erbin gathered their forces and readied them to march on his landing point. Watchtowers had been set up anywhere the massive invasion fleet could land.

When the barbarian army finally landed, they immediately found themselves under fire from hundreds of archers that stood atop the cliffs above their chosen cove. Though few arrows hit due to the fog that King Hranulf had hoped to use as cover, the threat they presented warranted a quick response. With a heathen snarl, the eastmen charged up whatever paths they could find to get at the archers.

They ran straight into the Gwenddolau Legionaries. A hail of javelins and throwing spears cut down the first barbarians up to the clifftops, before the eastmen changed tactics and hurled themselves against the shieldwall. They fought like men possessed, roaring and laughing even as the Gwenddolau line held. More and more rushed off the cliff, some breaking away to chase down the archers but most rushing to join the press against the enemy. King Erbin himself stood in the second row of the Legionaries, shouting encouragement to his men as they rotated to keep the frontline fresh.

The fog thickened as the legions began to fall back from the sheer ferocity of the Eastman’s onslaught. The barbarian mercenaries of Brennus, who had so far waited behind the legions, surged forth through their ranks to buy them breathing space. However, even they were forced back when King Hranulf himself entered the fray, seeking his opposite number. With his great two-handed axe, he tore through the guards protecting King Erbin and attacked him, and though the King of Gwenddolau fought valiantly, he was no much for the younger, stronger berserker he fought and was cut down.

It was only then that Hranulf noticed most of his men were fleeing, as they were rode down by horsemen whose armour shined even through the fog and the blood that covered them, for they had used the fog just as their foe had to cover their approach. With a howl of anguish and rage, Brennus spurred his horse towards the barbarian king, knocking him down with his lance, before drawing his sword and leaping down to face him one-on-one.

Though Hranulf Vardiseggr may have bested King Erbin, he could not have stood against Prince Brennus the Golden, the Primarch and Son of the Emperor, any more than he could have ordered the tide to cease coming in. In three strokes, he had broken Hranulf's axe, run him through and beheaded him. With their leader dead, the eastmen fled and were cut down by the furious Gwendish. Prince Brennus was crowned as King there and then, and announced that he would both make the globe his kingdom, and that, in memory of the late Erbin, he would build Graal in reality.

He took to Kingship as he had to Princedom, instating massive changes backed by his cunning mind, his own learning from his travels and his sheer force of personality that stopped any dissent and motivated artisans and soldiers alike.

Within days of his coronation, he and his chosen advisors had formulated plans both to renovate his country and to expand its borders, and had renamed the capital city as Graal. Roads were built that his soldiers marched upon to subdue rebel lords, and were Brennus went, none could hold him. Even the legendary fighting spirit of the barbarians to the north was nothing compared to the devoted bravery of his warriors and the crushing hammer of his Knights of Graal. With the north quickly conquered, he turned south to the former realms of Ventura. To the lords of these lost provinces, he gave a choice: Join by choice, or join by the sword. Many of these rulers recognised him from his youth, but those who did not welcome him warmly found that he no longer came as a scholar and traveller, but as a hardened and terrifying conqueror, his face hidden by a gilded rictus.

Hundreds of cities and countries fell before him. Even the remnants of old Ventura, whose Emperors decried him as 'false' and 'vile', were no match for his new legions and the much-expanded strength of the Knights of Graal. His armies were almost constantly on the move with him at its front. The kings to the Far East tried sending assassins to kill him, but to no avail. The kingdom that nearly managed to kill his queen was wiped out to a man, and its lands burned and salted. Every now and again, he would cease his endless advance to allow his armies to rest, and give specific orders for the reconstruction of sacked cities and the building of infrastructure in his great kingdom.

His legend grew as he led his armies ever further from Graal; tales of how he plundered the vaults of the eastmen to find the legendary sword Meirionn that could cut through anything; of how he beat the Dolmen and the Morning Star, the two legendary warriors of the unconquered village Raphurance whose warriors drank liquids that made them ten times stronger than ordinary men, and how he was named Morirex, 'King without Death', by their Druids; of how he subdued the ferocious goatmen of the southern plains and made them part of his empire; and of how he single-handedly conquered the hidden city of Duveshk. Mostly they were of how he had conquered and enlightened the entirety of the known world within only thirty years. The city of Graal was now a shining metropolis, a city of wisdom, opulence and happiness. The monks who had found and raised him had been built a grand new cathedral-monastery to live and worship in. He had several children by his Queen, and adopted many more.

Then, the Emperor came, searching for his lost children. At first, King Brennus was sceptical of the Emperor's claims, but when he talked of his desire to unite all humanity and build a great and glorious empire in the stars, the Morirex was inspired and vowed to help him in this endeavour. He took charge of the Twenty-Third Legion, the Imperial Cataphracts, and renamed them the Knights of Graal, changing their colours to match those of his own warriors more closely. The thirty men who made up his Graalguard underwent genetic and bionic implantation procedures to become part of his Astartes forces. However, all was not well between the reunited father and son. The Emperor disapproved both of Brennus' religious nature, and of his tolerance for abhumans, which were the source of many an argument between the two.

Legion Organisation: The Knights of Graal can be split into roughly two organisations: the March and the Riding. The March is mostly made up of foot infantry, assault marines, devastators, terminators and dreadnoughts with a variety of transports, artillery and stationary defences; whilst the Riding is the majority of the Legion's armour, motorcycle corps, landspeeders, jetbikes and ground assault aircraft. The March is mostly formed from the younger members of the legion, supplemented by the veteran terminators and the dreadnoughts, whilst the majority of the more veteran Astartes are in the Riding.

The Knights of Graal are divided into Leagues that each have 10,000 marines and are led by the March-Palatine and the Ridder-Palatine, who are responsible for the League's March and Riding respectively. These two men are normally chosen for both their leadership skill and a high level of trust and respect between them. Leagues are then divided into 1,000-strong Chapters led by Chapter Masters, 100-strong companies led by Captains and 10-strong squadrons led by Sergeants.

The 30 best soldiers of each League, Chapter and company are organised into the Graal Guard of the leader. The thirty greatest warriors of the entire legion, each of whom is assigned epithets for their deeds or personalities, protect King Brennus. The Twenty-Third Legion is famed for the degree of integration between it and the mortal forces of the Astra Militarum, especially those from its recruiting worlds. It is not uncommon to see foot soldiers of the Imperial Guard standing alongside the Astartes, or their tanks or Rough Riders next to those of the Space Marines.

Combat Doctrine: The principal doctrine of the Graal Knights is the same as that which won so many battles during the Ambrosian conquest, often called 'the hammer and the anvil' or 'the sword and the shield'. It is heavily reliant upon good coordination between the March and the Riding, and can be summed up as letting the enemy tire themselves against the line of the March, before a forceful and precise attack by the Riding breaks them. There are, of course, many variations upon this basic tactic relevant to the situation, but it is a tried and tested favourite of the Legion and the Primarch.

The Legion is also fond of using psykers, with the more destructive librarians being assigned to the Riding and those who use their abilities to help their allies and hinder their enemies staying with the March.

Legion Beliefs and Practices: One of the major rituals of the Graal Knights is the mask-forging, when recruits who have become full Space Marines make their own golden mask to show they are fully initiated. No two masks are truly the same, varying wildly in levels of detail, expression and facial features. To many, these masks become as important to them as their actual faces. Upon ascension to a specialist branch of the Legion, they make a new mask: platinum for the Apothecarion; rusted iron for the Techmarines; and cobalt for the librarians. During wartime, these masks are expected to be worn nigh-constantly. In addition, each marine wears a ceremonial costume for all formal occasions, from banquets to welcoming visiting dignitaries. This costume consists of the legionary's mask and a long coat of mail with the traditional green cloak and the twin-feathered . It is standard practice for the legionnaires to retain ties to their families back on Padar Beirudd, and the prestige of having a son in the Legion is great indeed. Many Terran Legionaries either have 'adopted' families from Padar Beirudd or have opened ties with their old families back on Terra post-reunification with their Primarch.

Recruitment and Flaws: The Legion recruits mostly from Padar Beirudd and similar worlds, preferably from cultures with a strong cavalry tradition. The Apothecarion hold Grand Trials at the capitol cities of these cultures that test the cunning, strength, skill and willpower of the hopefuls and choose those they deem worthy. The Graal Knights' geneseed is unremarkable, with no notable tendency towards deviance or missing organs.

Primarch’s Name: Shar-kali-sharr (King-in-Iron-and-Light, Azdubael, the Bull, Xenobane, the Breaker) Homeworld: Abylo-Carschka-Arrud Background: Fighter Psychic Potential: Normal Gene-Seed: Stable Talent: Shock and Awe Legio XXIV: Iron Covenant Colours: Chainmail grey, cobalt highlights Battle Cry: Death to aliens! Death to the false! Insignia: A hand clasping a spear Flagship: Maraduk-bel-zeri

History: - - Legion Organisation: - Combat Doctrine: Shock Assaults, full Stormtrooper

Legion Beliefs and Practices: Revere Shar-kali-sharr as if he were a god. Shrines to him dot the ship Recruitment and Flaws: -

Primarch’s Name: Galadeyos Barnabas Amante (Necromancer, Son of Good Father Arkah, Lives-in-Death, Lionhead) Homeworld: Tshanagale Background: Ruler Psychic Potential: Fair Gene-Seed: Stable Talent: Hierophant Legio XXV: Legion of the Dead Colours: Quartered Gold & White Battle Cry: In life, worthiness! In death, remembrance! Insignia: A stylised necropolis Flagship: Starred Black Khanu

History: - - Legion Organisation: Lowest level of organisation is Greatest of Fifty – Man commanding another 49 soldiers. Combat Doctrine: Melee assaults Berserkers – the Death Trance Legion Beliefs and Practices: Revere the dead, seek to earn a worthy death and live a life worth remembering Recruitment and Flaws: -

Primarch’s Name: Morrigyr Nixis (The Ghoul, The Incinerator, Scrios’ Bane, Kinkiller, Our Lady, Nic Rani) Homeworld: Scrios (Dead world) Background: Ruler Psychic Potential: Normal Gene-Seed: Unstable Talent: Berserker Legio XXVI: Sisters of Ruin, formerly the Sisterhood of the Twilight Colours: Dark maroon, dark grey highlights and trim Battle Cry: War and fire! Dust and ruin! Insignia: A falling meteor Flagship: Scourge

History: - Legion Organisation:

Combat Doctrine: -Bombardment -Fire, radiation weapons -Chemical & Biological warfare -Area Denial Legion Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Homeworld: Allegiance: Progenitor Legion: Psychic Potential: Gene-Seed: Specialisation: Force Name: Colours: Battle Cry: Insignia: Flagship:

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Vardus Tethach Homeworld: Barbarus (Urban Civilized/Direct) + Maragus (Wasteland Feral/Distant) Allegiance: Imperial Progenitor Legion: Sons of Terra/Malal Psychic Potential: Fair Gene-Seed: Unstable Specialisation: Shock and Awe Force Name: Valedictors Colours: Green, orange highlights, dark orange trim, silver ornamentation Battle Cry: Say your farewells! Insignia: Winged V Flagship: Regret

History: Formed from the remnants of Sons of Terra who were left behind on Barbarus before Kayon fell to Malal. Force Organisation:

Combat Doctrine: Shock and Awe Power Spears Force Beliefs and Practices: Hate heretics Shun contact with others Revere the Emperor Recruitment and Flaws: Deep, scraping voice

Leader’s Name: Kurhash gott Xarroch Homeworld: Perykine Allegiance: Imperial Progenitor Legion: Revenant Wardens Psychic Potential: Low Gene-Seed: Stable Specialisation: Witch-hunting, anti-chaos Force Name: Hammers of the Emperor Colours: Red body, golden head Battle Cry: Death to traitors! Death to witches! Death to heretics! Insignia: Crossed hammers Flagship: Wier Briginta

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Hochmeister Woldemar Hellmuth Homeworld: Jannenskrieg Allegiance: Imperial Progenitor Legion: Dread Arbiters Psychic Potential: Low Gene-seed: Exemplary Specialization: Chaplains, hunting heresy Force Name: Knights Confessor Colours: Gold, White and Black Battle Cry: There are none purer! Insignia: Flaming wings Flagship: Will of the Emperor

History: - Force Organisation: Almost all Chaplains

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Zsombor Bertalan Homeworld: Battle-Barge Váralovagok Allegiance: Imperial Progenitor Legion: Brazen Knights Psychic Potential: Low Gene-seed: Exemplary Specialization: Rapid response to assaults on holy sites, chaos removal Force Name: Order of the Lion Colours: Orange & Gold, some Blue Battle Cry: We are the Emperor’s Wrath! We are his hatred! Insignia: A roaring lion Flagship: Noble Prowess

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: János Aporan Homeworld: None Allegiance: Imperial Progenitor Legion: Brazen Knights Psychic Potential: Low Gene-Seed: Stable Specialisation: Mechanised Warfare, Apothecaries Force Name: Hospitallers Resplendent Colours: Boltgun Metal, Black Cloth, White Insignia Battle Cry: For the Good of all Mankind! Insignia: A white cross with a serpent entwined Flagship: Chevalier

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Machli the Leprous, Fifth of the Name Homeworld: St. Machli's Rest, formerly Calon's Quarantine Allegiance: Imperial Progenitor Legion: Brazen Knights Psychic Potential: Fair Gene-Seed: Unstable Specialisation: Perseverance, anti-Nurgle warfare, Suicide Charges Force Name: Pariah Brethren Colours: White & Green, Platinum Faceplate Battle Cry: In life, perseverance! In death, sacrifice! Insignia: A Green cross, with a platinum mask Flagship: Lazar

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Aradesh Jandra Homeworld: Anwadar Allegiance: Imperial Progenitor Legion: Dread Arbiters Psychic Potential: Fair Gene-Seed: Stable Specialisation: Urban Combat, Assault Marines Force Name: Paladins of Anwadar Colours: Blue body, dark blue highlights, golden orange shoulderpads Battle Cry: Protect the weak! Uphold the truth! Defend the innocent! Insignia: An upwards pointing sword in front of a book Flagship: Prevail

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Baer Sjarel Homeworld: Terra Allegiance: Imperial Progenitor Legion: Ice Brothers Psychic Potential: Low Gene-Seed: Stable Specialisation: Siege defence, flame weapons Force Name: Charnel Brotherhood Colours: Quarter scorch-brown/bleached bone, black pad, gold ornamentation. Battle Cry: In the name of the Emperor! Insignia: A burning skull with the Imperial Lightning behind it Flagship: Final Line

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Telluur Maaperan Homeworld: Cadia Allegiance: Imperial Progenitor Legion: Ice Brothers Psychic Potential: Low Gene-Seed: Stable Specialisation: Siege defence, anti-Chaos tactics Force Name: Gatekeepers Colours: Quartered white and violet Battle Cry: Let none pass! Insignia: A Violet Eye Flagship: First Line

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Jurgis Aukema Homeworld: Pasthena Allegiance: Imperial Progenitor Legion: Desert Worms Psychic Potential: Fair Gene-Seed: Unstable Specialisation: Close-combat assaults Force Name: Nova Sharks Colours: Scaly Green right side, white left side, red right kneecap Battle Cry: Tear them to shreds! Insignia: Shark triskelion Flagship: Rhizoprion

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Ran Exilis Homeworld: None Allegiance: Imperial Progenitor Legion: Desert Worms Psychic Potential: Low Gene-Seed: Unstable Specialisation: Aerial Assault, CQC Force Name: Bloodhunters Colours: Dark Red Battle Cry: Strength in flesh! Insignia: A howling dog Flagship: Tarmangora

History: - Force Organisation:

Combat Doctrine: -Skilled Apothecaries Force Beliefs and Practices: -Distrust of Machinery Recruitment and Flaws: -From visited worlds

Leader’s Name: Dromeon Antirrhop Homeworld: Maniras Allegiance: Imperial Progenitor Legion: Vigilant Crocodiles/Snakes Sanguine Psychic Potential: Fair Gene-Seed: Unstable Specialisation: Lightning strike Force Name: Swift Claws Colours: Dark Red, Iron Pauldrons Battle Cry: Slice them apart! Insignia: A leaping raptor Flagship: Yurgovachia

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Cormac Visca Homeworld: Feoil Marh, Medieval World, bog and grassland – Direct Rule (formerly Calipsos) Allegiance: Imperial Progenitor Legion: Thunder Vultures/Sisters of Ruin Psychic Potential: Fair Gene-Seed: Unstable Specialisation: Close Combat Force Name: Carrion Birds Colours: Green, orange highlights, white trim, gold ornamentation Battle Cry: Clear the way! Insignia: A crow on a skull Flagship: Fear Marbh

History: Chapter Master, slew Daemon Prince of Nurgle, slain by Kazimir Solomon Irish mob Force Organisation: Are surrounded by Kythern – loyalist troops Combat Doctrine: Brothers in Battle Eye to Eye Force Beliefs and Practices: Revere the Primarch Recruitment and Flaws: “Warp spasm” close combat battle rage Close combat Shillelaghs made out of ceramite, pet crows

Leader’s Name: Crassius Lucillens Homeworld: Remes (formerly Calipsos) Allegiance: Imperial Progenitor Legion: Thunder Vultures Psychic Potential: Low Gene-Seed: Stable Specialisation: Siege Warfare and Infantry Force Name: Imperial Javelins Colours: Blue and white, white and black helmet Battle Cry: Destroy them in the name of the Imperium! Insignia: Three crossed javelins surrounded by a wreath Flagship: Democritus

History: Mafia- Force Organisation: Soldato->Capodecina (5-30) ->Caporegima (10-20) ->Underboss (10) ->Boss Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Maximillian Vardenschkaller Homeworld: Merschal (Urbanized Medieval World), formerly Calipsos Allegiance: Imperial Progenitor Legion: Thunder Vultures Psychic Potential: Low Gene-Seed: Exemplary Specialisation: Terror Force Name: White Cloaks Colours: Mixed black and white Battle Cry: Purity above all! Death to the mutant! Insignia: Two interlocked black crosses Flagship: Sanctify

History: They revere Master of Sanctity, who fought bravely against chaos on Terra. White supremacist-y Force Organisation: Included Chaplains Small Combat Doctrine: Terror Blessed Wargear Force Beliefs and Practices: Remove mutants Shun others Flesh over bionics Recruitment and Flaws: Direct rule, recruit only healthiest people of Merschal

Leader’s Name: Ahoth Eder Homeworld: Elkanam (formerly Calipsos) Allegiance: Imperial Progenitor Legion: Thunder Vultures Psychic Potential: Low Gene-Seed: Stable Specialisation: Shock and awe, leadership removal Force Name: Silver Wayfarers Colours: Various shades of silver Battle Cry: Nothing personal! Insignia: Two horizontal curved daggers Flagship: Ghargatur

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Mhaqhuza Okingo Homeworld: Kiwanda, formerly Calipsos Allegiance: Imperial Progenitor Legion: Thunder Vultures Psychic Potential: Normal Gene-Seed: Stable Specialisation: Assaults Force Name: Golden Spears Colours: Beige, light brown, gold Battle Cry: Mhaqhuza! Okonginke rises! Insignia: A spear with a lightning bolt for a haft Flagship: Flame of Okonginke

History: The pod capsule containing the infant who would become known as Cezar Varreba streaked and disintegrated across the Kiwandan sky and left a piece of its advanced material behind, which was found by one of the many tribes who herded and other beasts across the great equatorial plains of the planet, specifically by a tall, strong man named Mhaqhuza - he who cannot be killed, of the Okingo tribe. Enlightened by this event, he took leave from the Okingo and went wandering, armed only with a horn spear and a stone knife. After a week, he was accosted by hide- armoured warriors from a small town nearby. When they tried to demand tribute from him, he beat them soundly and told them to lead him back to their village. There, he challenged their hetman to single combat for leadership of the town, and was soon the mayor of the town. He took the warriors and moulded them into a small, organised force, before leading them against other towns. Every time, he offered them the same choices: surrender, and join his burgeoning empire; have a champion fight him in single combat for leadership; or be slaughtered until they capitulated.

Then he started on the herding tribes, poachers and hunter-gatherers, accepting them into his society and encouraging them to settle down, adding their knowledge of hunting, seasons, farming, animal care and herd movements to his culture. When he came across the Okongi again, he embraced his former brothers when they cowered at the sight of his warriors and said that now he had found his brethren he could name his empire - Okonginke. They took him to the crash-site where they had found him, and he retrieved the wreckage and took it to his new capital city of Impikhasa. He made himself a shield and sword from the pod's metal and let the rest be studied by his scientists.

Mhaqhuza himself was no technologist, but he took a great interest in science, and encouraged both the sharing of ideas and technologies and collaboration between the various scholars and intellectuals of the peoples in his empire. Ironworking, compasses, steel, black powder, all ideas from different tribes brought together for the empire. He organised guilds and leagues for traders and merchants. He reformed his military, upping the standards of training for all his soldiers and creating warrior societies - groups of soldiers with strong bonds to each other and specialised disciplines in addition to their normal training. The earliest of these were the Tortoise Brethren, known for their tenacity and defensive skill, the Bloody Leopards, famed for their stealth and viciousness, and the Sun Hawks, renowned for their long-term endurance, stamina and tracking skills. He had heard tales and seen objects from the city-states to the north and south of the great savannah that he ruled. He vowed to add them to his empire, and after twenty years of preparation and conquest from that day he challenged the hetman to personal combat, he began.

The first of the cities to fall was Hlabela. One day, a tall dark-skinned man turned up in their city, and requested that their city joined his empire. When they refused, he asked if they would send a champion to fight him. He was laughed out of the city. In three days, an army ten thousand strong had surrounded the city and rushed through the streets. The meagre security forces were constantly outmanoeuvred by Mhaqhuza and his generals when they tried to form chokepoints. Within ten hours, Hlabela had surrendered and its facilities were put to work for the Okonginke Empire. With the modern technology and factories of Hlabela now at his command, Mhaqhuza began to subsume the other southern cities into the Okonginke Empire. Many stories rise from this time, such as the descent into the depths of the polar city of Tchiqhwa where the Chasm Serpents earned their status as a warrior society in the blood of their enemies, and the siege of Umbay where Mhaqhuza and his most stubborn troops endured days of bombardment to break through the gates and silence the city's artillery and the burning of Lochitho where the army set their own city ablaze rather than fight the Okonginke. Within a decade, the southern city-states had either joined willingly, surrendered to his armies or been conquered. Thus did Mhaqhuza set his gaze to the north.

The northern states had heard of the fall of the south, and many did not wish to suffer the same fate. Alliances were formed, armies raised, factories forced into overdrive. One city in particular, Lobikwaza, emerged as the leader of the northern alliance, ruled by the Titanium King Ubhodir Yamane. Yet there were those who snuck away in the night to join the freer society of Mhaqhuza. The poor, the destitute, the oppressed left their cities to join the Okonginke, and were given shelter in exchange for information on the northerners' capabilities. Under the advice of the newcomers and his veteran advisers, Mhaqhuza bided his time, planning with his generals, exploiting the vast resources he controlled to make vehicles, aeroplanes, weapons, armour and more. He laid down a transport network, expanded his cities, laid down heavy defences. It was not enough. The coalition of northern city-states launched a full-scale attack, pushing down through the northern borders of his empire faster than he and his advisers had anticipated. The warrior-king met their armies at the Impikhasa, and destroyed their forces but the city was almost razed in the process, and thousands of civilians died. The savagery of the attack drove Mhaqhuza into a blind rage. He conscripted soldiers, gathered his troops and led a full-scale attack upon the northern cities. This time he did not offer the three choices; he merely put the cities to the sword and the torch until they gave in. Lobikwaza was razed to the ground, and its citizens slaughtered. Ubhodir himself was thrown to wild beasts and eaten alive. Yet the carnage did not satisfy Mhaqhuza, and when his rage subsided, he was disgusted with what he had done and swore never to let his anger get the better of himself again. He settled down to rule his planet, focusing on rebuilding what had been destroyed in his wars, and spreading the knowledge taken from the northern cities. However, he could not silence the conqueror inside of him, and so he looked to the stars. There had been a mountain city, Tokribekh, that had built created satellite dishes and placed telescopes in the sky, and he used these to look and listen out into the void to find places for him to add the empire of Okonginke. Instead, he found signals from the planet of Calipsos – and from its expeditionary force, led by the Primarch Cezar Varreba. As king of Kiwanda, he met with the newcomer.

In typical fashion, Mhaqhuza offered the Primarch his three choices, and ended up challenging Cezar to personal combat for rulership of the Calipsian Empire and Kiwanda. Although he had been a strong man in his prime, he was now much older and could not stand up to the Primarch, even with his advanced technology. Thus, Kiwanda joined the Primarch’s burgeoning empire, and Mhaqhuza became one of his trusted advisors, penning ‘The Book of the Soldier’, which became the beginning of the Varreban tomes. When they reunited with the Emperor, he gladly underwent a process to make him semi-Astartes, allowing him to fight alongside his soldiers once more.

Force Organisation: “The gun is not the weapon of the feeble, the coward, or the honourless. It takes as much skill to wield, as much courage to use properly and awards as much honour as a sword. What the gun is, however, is a tool of complacency. Those who rely on their gun do not know how to fight in the melee. Those who use guns forget the way of the sword, the axe, the shield. What they think is their strength is, in actuality, their weakness." - The Book of the Soldier, Mhaqhuza Okonginke. Those space marines of the Thunder Vultures too violent and melee-loving for the Primarch and too stable for Cormac were chosen by Mhaqhuza for the Golden Spears. They have changed since then, as those who had been known for their recklessness and ferocity, and almost berserker tendencies in the fight had them conditioned out, as they were all traits of which Mhaqhuza disapproved. Most of the terrans were integrated into one of two new societies formed - the Golden Lions and the Slavering Hounds. Mhaqhuza's new doctrines and ideals were outlined in 'The Book of the Soldier', which mostly outlined several key principles. -Charging headlong into a hail of enemy fire is idiotic -Though ranged combat is lesser than the melee, it is still useful to pin enemies, thin ranks and disrupt formations -To give in to bloodlust is a failing that will be punished -To harm civilians is a grievous crime -If possible, give the three choices of integration, personal combat for rulership or slaughter until capitulation -Learn from your foes or you will stagnate, an undesirable course of action. Combat Doctrine: Current Golden Spear battle philosophy relies mostly on closing with the enemy as quickly as possible, whilst forcing them to keep their heads down with hails of fire. Once the enemy is reached, there is little they can do against the blistering onslaught of the Astartes. The Legion uses many transport vehicles such as RH1N0s and Land Raiders to deliver their soldiers safely to the fight, mostly equipping them with assault cannons, heavy bolters or flamers. The standard loadout for most Marines is a chain weapon of choice and a bolt pistol, though flamers, plasma pistols and a specially made lightweight oval ceramite shield known as an Aenqaba, are also used. Heavy weapons are rarer, and tend to be designed to lay down volleys of covering fire.

Force Beliefs and Practices: Warrior societies - 1000 to 100 strong forces with extra training in a certain area, led by a Hetman with several bermen below him. Many have developed their own insignias, fighting styles, war cries, and etcetera. Examples include -Tortoise Brethren - known for their tenacity and more defensive style, the Brethren are a large society and Mhaqhuza has fought alongside them more than any other. A significant portion has terminator armour. -Bloody Leopards - the nearest the Golden Spears have to a stealth team; the Bloody Leopards are particularly adept at hunting their prey quietly. They are also known for taking delight in slaughtering their foes. -Sun Hawks - Expert trackers, the Sun Hawks are endurance fighters and train themselves to fight on when their brothers would collapse from exhaustion -Izuluxama - A traditionalist society in their name and ways, the Izuluxama are often jokingly referred to as the experimental unit for their love of technology. The vast majority of them use jump-packs in battle. -Chasm Serpents - formed in the conquest of Tchiqhwa, the Chasm Serpents are well trained for fighting in claustrophobic conditions, and are often sent to fight in hive worlds or spacecraft. -Golden Lions - One of the two terran societies, the Bronze Lions are formed from the oldest veterans of the Tenth Legion - it is not without reason that they are sometimes called the Silver Lions. Their tactics tend to be less melee-focused than the other societies -Slavering Hounds - The second terran warrior society, the Slavering Hounds are formed from those terrans with a tendency for reckless aggression and even berserk rages. They are looked down upon by the other societies and their founder. They have a particular fondness for fighting Orks. Recruitment and Flaws: -

Leader’s Name: Varagol Homeworld: Razha Demptre (Jungle Feral World – Direct Rule) Allegiance: Imperial Progenitor Legion: Exalters Psychic Potential: Low Gene-Seed: Unstable Specialisation: Thunderhawks and air superiority Force Name: Rainbow Warriors Colours: Dark blue, dark green highlights and trim, sapphire ornamentation Battle Cry: Meat! Meat! Meat! Insignia: A feathered serpent with rainbow colours Flagship: Aegis of Terra

History: Remnants of Exalters force who rebelled against Itkaz’s apathy and went to fight traitors. Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: Revere eating of flesh to take enemies’ strength Destroy everything Blessed Wargear Bizarre belief system Recruitment and Flaws: Hyper-stimulated Omophagea – eat enemy, especially hearts

Leader’s Name: Khalhan Somchai Homeworld: Battle Barge Invictus Allegiance: Imperial Progenitor Legion: Humour Drainers Psychic Potential: Normal Gene-Seed: Stable Specialisation: Close-quarters firefights, Space Hulk warfare Force Name: Snarling Phantoms Colours: Dark purple, dark green Battle Cry: Bestial growls Insignia: An indistinct animal skull Flagship: Invictus

History: - Force Organisation: Wise Ones – veiled librarians Combat Doctrine: - Force Beliefs and Practices: Carve names of the lost into their armour Recruitment and Flaws: -

Leader’s Name: Gulak Arkan Homeworld: Fleet-Based Allegiance: Imperial Progenitor Legion: Humour Drainers Psychic Potential: Low Gene-Seed: Unstable Specialisation: Void Warfare, Blockade Running Force Name: Wolfhounds Colours: Grey Battle Cry: In a blaze of glory! Insignia: Barking wolfhound head Flagship: Infinite Reach

History: - Force Organisation: -Numerous Dreadnoughts Combat Doctrine: - Force Beliefs and Practices: -Death Culty -Worship of Arkan -Clannish & Insular, anti-authoritarian -Friends of the Mechanicus Recruitment and Flaws: -Dying Chapter

Leader’s Name: Yewokor Durg Homeworld: Osurth Allegiance: Imperial Progenitor Legion: Trenchwalkers Psychic Potential: Normal Gene-Seed: Exemplary Specialisation: Void Warfare, Anti-Eldar Force Name: Luna Wyrms Colours: Silver & Black, Starry Battle Cry: Guardians of the Night Sky! Insignia: A Starry Background Flagship: Blade of Luna

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Kassim Malik Homeworld: Dominia Allegiance: Imperial Progenitor Legion: Trenchwalkers Psychic Potential: Low Gene-Seed: Exemplary Specialisation: Inspiration, Ranged Warfare, Aggressive Warfare Force Name: Warrior Kings Colours: Blue, Gold, White Battle Cry: For Dominia! Insignia: A crowned sword Flagship: Gloria ad Alexian

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Alyxei Myalenkov Homeworld: Bulgaroktonos Allegiance: Imperial Progenitor Legion: Knights of Graal Psychic Potential: Normal Gene-Seed: Exemplary Specialisation: Mechanised Assault, Attrition Warfare Force Name: The Blood Tide Colours: Blood Red over light metal Battle Cry: Not One Step Back! Insignia: A bloody fist Flagship: Osvobozhdenie

History: - Force Organisation: Ruled by the 20 members of the Vanguard

Combat Doctrine: - Force Beliefs and Practices: Very big on honour - will burn worlds rather than surrender them. Slavish devotees to the Imperial Creed

Recruitment and Flaws:

Leader’s Name: Toussaint Revnam Homeworld: Kay Mond Allegiance: Imperial Progenitor Legion: Legion of the Dead Psychic Potential: Fair Gene-Seed: Normal Specialisation: Psychic powers, force weaponry Force Name: Vorpal Spectres Colours: Black with bronze highlights Battle Cry: They're dead, and they don't even know it. Insignia: Stylised skull with a sword through it. Flagship: Blade of Doc Fashalleh

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Sabrael Tever Homeworld: Terra Allegiance: Imperial Progenitor Legion: Legion of the Dead Psychic Potential: Fair Gene-Seed: Stable Specialisation: Berserk Rages, Terran Warfare Force Name: Imperial Praetors Colours: Blue and Gold halved Battle Cry: Terra shall never fall! The Emperor lives in death! Insignia: The Imperial Flagship: Aegis of the Emperor

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Moira Ni Loinghsigh Homeworld: Sarapael Allegiance: Imperial Progenitor Legion: Sisters of Ruin Psychic Potential: Low Gene-Seed: Stable Specialisation: Stealth Warfare, Counter-Insurgency Force Name: Order of the Hidden Serpent Colours: Greens Battle Cry: Silence them! Insignia: A camouflaged snake head Flagship: Watching Serpent

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Mairead Rathais Homeworld: Cayn Allegiance: Imperial Progenitor Legion: Sisters of Ruin Psychic Potential: Low Gene-Seed: Stable Specialisation: Close Combat, Anti-Psyker Force Name: Order of the Incarnadine Blade Colours: Black, Dark Metal & Blood Red Battle Cry: Our blades our never sheathed! Insignia: A sword dripping blood Flagship: The Emperor's Knife

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: ‘Bradwr’ Homeworld: Mor Uffern (ocean daemon world) Allegiance: Chaos (Tzeentch) Progenitor Legion: Astral Sentries Psychic Potential: High Gene-Seed: Unstable Specialisation: Mutations, psychic powers Force Name: Twisted Thrones Colours: Dark blue body, alternating cyan and white Battle Cry: Free! So free! Insignia: A skull with tentacles Flagship: Thwyll

History: Astral Sentries Company that got lost and corrupted in the warp

Force Organisation:

Combat Doctrine: Special tech use Force Beliefs and Practices: Worship Tzeentch Recruitment and Flaws: Heavily mutated, daemonic fire, acute senses, super strength Hallucinations

Leader’s Name: Cathal Draak Homeworld: Scelus Allegiance: Chaos (Malal) Progenitor Legion: Sons of Malal Psychic Potential: Fair Gene-Seed: Unstable Specialisation: Daemon Summoning, Anti-Chaos Tactics Force Name: Contemnarii Colours: Halved Black and White Battle Cry: In the name of the Hateful God! Death to the enemies of Malal Insignia: Halved Black and White skull Flagship: Labyrinth

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: The Worldburner Homeworld: None Allegiance: Chaos (Malal) Progenitor Legion: Sons of Malal Psychic Potential: Fair Gene-Seed: Unstable Specialisation: Planetary Bombardment Force Name: Fleet of the Worldburner Colours: Scorched-Earth Brown, Black and White Helm Battle Cry: They have no warcries; the pounding of their guns is usually enough Insignia: A stylised version of the Planet-Killer Flagship: Planet-Killer

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Kaleb Dakarum Homeworld: The Permanent Assurance Allegiance: Chaos (Malal, technical) Progenitor Legion: Sons of Malal Psychic Potential: Fair Gene-Seed: Unstable Specialisation: Raids, plundering Force Name: Crimson Corsairs Colours: Crimson, black shoulder pads, gold ornamentation Battle Cry: We pillage, we plunder, we kidnap and ravage! Insignia: A gilded skull. Flagship: Permanent Assurance

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Aenrichus Bors Homeworld: Numaia Allegiance: Independent, Chaos-leaning Progenitor Legion: Sons of Malal Psychic Potential: Fair Gene-Seed: Unstable Specialisation: Mixed forces, mercenary work Force Name: Piebald Privateers Colours: White and Black Quartered Battle Cry: Our services are non-negotiable! Insignia: A winged spear Flagship: Grand Larceny

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Jonn Maralson Homeworld: The Temple Planet Allegiance: Chaos Undivided Progenitor Legion: Regal Hounds Psychic Potential: Fair Gene-Seed: Unstable Specialisation: Devotion, renegades Force Name: Heralds of Eternity Colours: Dark grey/pale blue-grey, metallic green trim Battle Cry: We are Chaos! Chaos is strong! Insignia: A burning sun Flagship: Sanity Is Weakness

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Eidolon Homeworld: Asirvatham Allegiance: Chaos Undivided Progenitor Legion: Regal Hounds Psychic Potential: Normal Gene-Seed: Unstable Specialisation: Savage shock assaults Force Name: Black Dogs Colours: Black and Silver Battle Cry: ‘Hounds of Chaos! (Barking and Howling)’ or ‘We shall battle for ever more!’ Insignia: A dog’s head, frothing at the mouth. Flagship: Pathway to Ascendance

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Kazimir Salomon Homeworld: Eye of Terror Allegiance: Chaos Undivided Progenitor Legion: Brazen Knights and others Psychic Potential: Fair Gene-Seed: Unstable Specialisation: Shock and Awe Force Name: Howling Marauders Colours: Pale tan, gold ornamentation Battle Cry: Screaming Insignia: The Staff of Kazimir Flagship: Salomon’s Legacy

History: Chaos Sorcerer killed Carrion Birds Chapter Master Previously Librarian corrupted by artefact Force Organisation: Mixture of marines and cultists, mostly cultists Combat Doctrine: Many chaos beasts Shock and Awe, close combat Force Beliefs and Practices: Slaughter everyone Revere Mihai and Ceyec Recruitment and Flaws: Many blessed individuals Harbours traitors of Imperium

Leader’s Name: Shokome Homeworld: Ith, a pleasure planet in the Eye of Terror (Formerly Calipsos) Allegiance: Chaos (Slaanesh) Progenitor Legion: Thunder Vultures Psychic Potential: Fair Gene-Seed: Unstable Specialisation: Psykers, daemons Force Name: Scythes of Slaanesh (Khargon previously) Colours: Purple, magenta highlights, silver trim and ornamentation Battle Cry: Unbelievers will fall before us! Insignia: Crossed scythes Flagship: Khargoni Rider

History: Greaser Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: Many third eyes

Leader’s Name: Matan Ouverros Homeworld: Red Dawn Rising, a Space Hulk (Calipsos previous) Allegiance: Chaos (Khorne) Progenitor Legion: Thunder Vultures Psychic Potential: Low Gene-Seed: Unstable Specialisation: Close-quarters combat, berserking Force Name: Gore-Drinkers Colours: Quartered red and blue, gold trim Battle Cry: Bleed for us! Blood for the Blood God! Insignia: A vulture with a blood drop for a body Flagship: Red Dawn Rising

History: Got desperate in a fight against Snakes Sanguine, used Khornate weapons against them, and were corrupted. Had some Khornate roots Hell’s Angels Force Organisation:

Combat Doctrine: Blood cultists Force Beliefs and Practices: - Recruitment and Flaws: Several mutations common, such as spikes and claws

Leader’s Name: Duras Tiravanoc Homeworld: Ulth (Warp-twisted Hive World), (previous Calipsos) Allegiance: Chaos Undivided Progenitor Legion: Thunder Vultures Psychic Potential: Fair Gene-Seed: Stable Specialisation: Ranged warfare, bombardments Force Name: Blackguard Colours: All black Battle Cry: None Insignia: 8-pointed star of chaos Flagship: Primordial Sovereign

History: Mafiya style Force Organisation: Many cultists Combat Doctrine: Bombardment, waves of cultists Force Beliefs and Practices: Daemon Weapons Tattooing to show rank Recruitment and Flaws: -

Leader’s Name: Kroja Lommern Homeworld: Djanna (Wasteland Fortress) (Previous Calipsos) Allegiance: Chaos (Nurgle) Progenitor Legion: Thunder Vultures Psychic Potential: Normal Gene-Seed: Unstable Specialisation: Explosives, endurance Force Name: Effigy Breakers Colours: Bruise blue, black and green Battle Cry: Desecration and defilement! Insignia: A split Aquila Flagship: Iconoclasm

History: Anarchists Chaos Lord who ravaged Imperial planets Force Organisation:

Combat Doctrine: Biological experiments Force Beliefs and Practices: Devoted to Nurgle Defile and desecrate the icons of the enemy Get close to the enemy Recruitment and Flaws: Black eyes Bruised skin Unpleasant choked voice

Leader’s Name: The Anarch Homeworld: Unknown Allegiance: Chaos Undivided Progenitor Legion: Exalters Psychic Potential: Fair Gene-Seed: Unstable Specialisation: Revolts and uprisings Force Name: Skulking Defilers Colours: Purple with blue/orange highlights Battle Cry: Revolution! Rebellion! Insignia: Tangled snakes Flagship: Riot Prediction

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Eko Surya Homeworld: Nelumban Allegiance: Chaos (Tzeentch) Progenitor Legion: Truthseers Psychic Potential: High Gene-Seed: Unstable Specialisation: Psychic Warfare Force Name: The Lotus Brotherhood Colours: Crystal-blue, platinum ornamentation Battle Cry: We shall enlighten you! Insignia: A lotus flower Flagship: Search for Ascension

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: Crystal Armour Recruitment and Flaws: -

Leader’s Name: Glykeria Thallis Homeworld: Alythir, warp-twisted death world Allegiance: Chaos (Slaanesh) Progenitor Legion: Snakes Sanguine Psychic Potential: Fair Gene-Seed: Unstable Specialisation: Close combat, melee skill Force Name: Brides of Socon Colours: Pink and red-pink, turquoise trim, gold ornamentation Battle Cry: Bleed with us! Insignia: A snake coiled to form the symbol of Slaanesh Flagship: Eternal Coils

History: Descended from the third company of the Snakes Sanguine, who prided themselves on their skills in close combat and dedicated their lives to the thrill of besting opponents in melee – they fell to Slaanesh, not Khorne Force Organisation: Cultists Bikers Combat Doctrine: Very close combat Weapons that are somewhere between an axe, a marital aid and an icon of Slaanesh Force Beliefs and Practices: Disdain logic, planning and common sense Totally dedicated to Slaanesh Recruitment and Flaws: Random gender changes Skin opens up cuts and bleeds…something with disturbing regularity

Leader’s Name: Dai Zharr Homeworld: Nagrund (volcanic fortress daemon world) Allegiance: Chaos (Hashut) Progenitor Legion: Golden Dragons Psychic Potential: Low Gene-Seed: Stable Specialisation: Daemon Engines, fire Force Name: Fireborn Colours: Red, black highlights, gold trim and ornamentation Battle Cry: Burn for Hashut! Insignia: A burning bull’s head Flagship: Ex Infernis

History: Section of Golden Dragons gifted to Hashut Force Organisation:

Combat Doctrine: Fire. Lots of it. Force Beliefs and Practices: Replacing flesh with metal Recruitment and Flaws: Belcher’s gland breathes fire

Leader’s Name: Lady Órlaith Medeline Homeworld: Terra Nova Allegiance: Chaos (Undivided, Slaanesh Leanings) Progenitor Legion: Sisters of Ruin Psychic Potential: Fair Gene-Seed: Unstable Specialisation: Desecration of monuments, breaking of faith, sacrilege Force Name: Golden Angels Colours: Gold and White Battle Cry: For the Dying Imperium! For the False Emperor! Insignia: A broken Aquila Flagship: Bucephalus II

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: -Mockery of Imperial beliefs -Pretend to be saints and holy figures Recruitment and Flaws: -

Leader’s Name: Typhan Cullach Homeworld: Sickness Allegiance: Chaos (Nurgle) Progenitor Legion: Sisters of Ruin Psychic Potential: Fair Gene-Seed: Unstable Specialisation: Germ Warfare Force Name: Sisters of Ague Colours: Foul Green & Brown, some red Battle Cry: We bring his gifts! Insignia: A stylised virus Flagship: Ill Genesis

History: - Force Organisation:

Combat Doctrine: Biological warfare - lots of pathogens Force Beliefs and Practices: - Recruitment and Flaws: -

Leader’s Name: Venus Diabhal Homeworld: Babalon Allegiance: Chaos (Slaanesh) Progenitor Legion: Sisters of Ruin Psychic Potential: Fair Gene-Seed: Unstable Specialisation: Slave-taking, biomancy, breeding Force Name: Mothers of Necessity Colours: Pastel pinks and purples Battle Cry: [Coos of praise towards their 'children'] Insignia: A warped crib Flagship: The Matriarch of the Warp

History: - Force Organisation:

Combat Doctrine: -Psychic biomancy to influence themselves -Slave soldiers Force Beliefs and Practices: -Breeding slaves - creating New Men, Neo Astartes, etcetera Recruitment and Flaws: -

Commander’s Name: Homeworld: Allegiance: Demographics: Recruitment: Specialisation: Force Name: Colours: Battle Cry: Insignia:

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: - Recruitment and Flaws: -

Commander’s Name: Ry Jir-Lun Homeworld: Jun-Fan Allegiance: Imperial Demographics: Very mixed Recruitment: Through a lottery run on planets they visit Specialisation: Close combat, mixed bag Force Name: Jun-Fan Provisionary Guard Colours: Green armour, tiger stripe clothing Battle Cry: For Jun-Fan! For the homeworld! Insignia: A dragon biting its tail

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: Reclaiming homeworld Recruitment and Flaws: -

Commander’s Name: Baron Ithirs LaCharra Homeworld: Thalass (Oceanic Death world) Allegiance: Imperial Demographics: Noble humans and sea devils Recruitment: Volunteer Specialisation: Discipline Force Name: Thalassian Sons of the Sea – e.g. 1st Thalass Regiment Colours: Sandy yellow and sea blue Battle Cry: A good day for them to die! Insignia: An oceanic predator with the regiment number on its side

History: From Thalass come the tall, robust Thalassians. Living in tribal aristocracies on their little islands, they are boisterous and cheerfully aggressive - perfect material for the Guard. They were first subdued and later trained to work alongside the Trenchwalkers and the drill and discipline of the Twenty-Third has stayed with them. Force Organisation:

Combat Doctrine: An experience with underwater fighting, and associated skills with spaceship and urban combat as well. Force Beliefs and Practices: Recruited from the firstborn children of Thalassian nobility, the 1st Thalass Regiment, or the Sons of the Sea, march fearlessly under the banner of the Palm Tree that symbolises their homeworld. Believe they are the best Recruitment and Flaws: -

Commander’s Name: Kothir Tun Yillas Homeworld: Lirrati (Toxic Urban world) Allegiance: Imperial Demographics: All female Recruitment: Volunteer Specialisation: Heavy infantry Force Name: Lirrati Foot Infantry Colours: Purple Battle Cry: Blood and Thunder! Insignia: A stencilled-in Regiment Number

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: Esoteric beliefs Recruitment and Flaws: -

Commander’s Name: Jawn Reddace Homeworld: Tyrrian IV (Desert Hive world) Allegiance: Imperial Demographics: Gangers, tribesfolk, abhumans, convicts Recruitment: Conscription Specialisation: Rapid Mechanized Warfare Force Name: Steel-Eyed Sons Colours: Grey armour, desert fatigues Battle Cry: Mixed tribal warcries, gang shouts, abhumans bellows. Insignia: A winged skull with a single eye in its right socket.

History:

Force Organisation:

Combat Doctrine: Lightning strike warfare Force Beliefs and Practices: Glory in death Recruitment and Flaws:

Commander’s Name: Dr. Hyll Vetzeger Homeworld: Luxzar Allegiance: Imperial Demographics: All male Recruitment: Conscription of prisoners, scum, society’s dregs Specialisation: Stealth warfare Force Name: Luxzar Repentors Colours: Bronze and Brass Battle Cry: For the Emperor! Insignia: A primitive Aquila

History: - Force Organisation:

Combat Doctrine: Devastating custom made weaponry Force Beliefs and Practices: For the Imperium Recruitment and Flaws: -

Commander’s Name: Razhagai loTirya Homeworld: Ilyriit (Wasteland Feral world) Allegiance: Imperial Demographics: Tribesfolk Recruitment: Conscription Specialisation: Heavy infantry, close quarters combat. Force Name: Ilyriit Guard Colours: Maroon armour, dark brown fatigues Battle Cry: Ululating war shout Insignia: Regimental numbers in tribal alphabet

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: Blessed weapons Tribal faiths Recruitment and Flaws: -

Commander’s Name: Pyat ZhaKi’Ri Homeworld: Ryadhi (Jungle Feral World) Allegiance: Imperial Demographics: Highborn Recruitment: Skilled soldiers from native tribes Specialisation: Hunter-killer, demolitions Force Name: Ryadhi Forest Kings Colours: Green armour, jungle camouflage fatigues Battle Cry: Ryadhi! Insignia: A sword pointing downwards

History: - Force Organisation:

Combat Doctrine: Die Hards Explosive Crossbow Force Beliefs and Practices: Proving strength of Ryadhi Recruitment and Flaws:

Commander’s Name: Brechart vek Riesenvar Homeworld: Schwarzenwelt (Imperial Urban) Allegiance: Imperial Demographics: Mixed male and female of all species, quite a few ice warriors and sea devils Recruitment: From a specially raised warrior-caste Specialisation: Siege warfare Force Name: 11th Schwarzenwelter Fusiliers Colours: Navy blue, red and gold trimmings Battle Cry: Schwarzenwelt and Imperium! Insignia: A stylized tower

History: - Force Organisation:

Combat Doctrine: Specially built Schwarzenwelt artillery vehicles. Force Beliefs and Practices: For the Imperium Recruitment and Flaws: -

Commander’s Name: ThurRach tan Larsei Homeworld: Tirnan Loth (Feral Wasteland world) Allegiance: Imperial Demographics: Made up of ThurRach clansfolk Recruitment: Conscription of elite warriors Specialisation: Close combat Force Name: ThurRach’s Finest Colours: Blue and Green Battle Cry: Various clan Insignia: A bleeding hand

History: - Force Organisation:

Combat Doctrine: Heavy Infantry Force Beliefs and Practices: War trophies Glory in death Recruitment and Flaws: -

Commander’s Name: Iathali Charr Homeworld: Durstag (Post-apocalyptic ruins) Allegiance: Imperial Demographics: Mostly beastmen Recruitment: Conscription Specialisation: Trench Warfare, Stealth Force Name: Drurzhak’s Raiders Colours: Greys and Browns Battle Cry: None Insignia: A simple spade

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: Augmented troops Repentance for abhumanity Recruitment and Flaws:

Commander’s Name: Lourman tir Smiph Homeworld: Sanfor (Polar prison world) Allegiance: Imperial Demographics: Convicts Recruitment: Prisons Specialisation: Ranged combat Force Name: Sanforian Expeditionary Force Colours: White armour, red fatigues and trimmings Battle Cry: Huzzah! Insignia: A white X

History: - Force Organisation:

Combat Doctrine: Heavy infantry, penal legion Force Beliefs and Practices: Special chimera Repenting Recruitment and Flaws: -

Commander’s Name: Juran de Federischa Homeworld: Cratu (Jungle civilized) Allegiance: Imperial Demographics: All levels of society Recruitment: Best soldiers chosen Specialisation: Rapid strike/air drop Force Name: Cratu Tactical Strike Regiment Colours: Black armour, pale/tan fatigues Battle Cry: Die! Insignia: Ouroboros

History:

Force Organisation:

Combat Doctrine: Drop smoke grenades Rapid strike insertion Force Beliefs and Practices: Best of the Best Recruitment and Flaws:

Commander’s Name: Mance Regine Homeworld: Espieux (Industrial Fortress/Forge world) Allegiance: Imperial Demographics: Vat-grown soldiers, many upgraded to Cybermen Recruitment: Vat-grown, some convicts Specialisation: Siege/Artillery, defensive warfare Force Name: The Grand Army of Espieux Colours: Blue armour, white fatigues, some red Battle Cry: Valour and discipline! Insignia: A golden Aquila

History:

Force Organisation:

Combat Doctrine: Slow yet steady advance Force Beliefs and Practices:

Recruitment and Flaws:

Commander’s Name: Tjaard Barvegen Homeworld: Daneveldt Allegiance: Imperial Demographics: Experienced soldiers Recruitment: Hand-chosen Elites Specialisation: Stealth, deep-strike Force Name: Huntsmen Corps Colours: Black and Grey Battle Cry: Walk in silence. Insignia: A forestry axe

History: - Force Organisation:

Combat Doctrine: - Force Beliefs and Practices: Wear special net hoods Recruitment and Flaws: -

Commander’s Name: Chosen Gurgulluk Homeworld: Temperate Death World Allegiance: Chaos Undivided Demographics: Mutant Uprising Recruitment: From mutant populations Specialisation: Mutant Warriors, Pet Warbeasts, Shock and Awe Force Name: The Mutant Liberation Army Colours: No specific colours Battle Cry: They may take our lives, but never our freedom! Insignia: Two clasped mutant hands over a chaos star

History: A great horde swept up by the words of a Dark Apostle, possibly from the Truthseers, who led them in a campaign against their Imperial oppressors. Allied to a Warband of Truthseers Enemies of a sect of fanatical Purist Inquisitors

Force Organisation:

Combat Doctrine: Warpbeast pets Shock and Awe Force Beliefs and Practices: Fanatic Devotees of Chaos Stalk the prey – enjoy hunting and terrifying their victims Recruitment and Flaws: Moderate chaos blessings Recruit from worlds with high mutant populations, try to increase these populations