Categories: "Setting"

Chaplain Arrioph

by DM B  

Arrioph is the chaplain of the 8th company. He's one of Castor's own, raised from the cradle to marine-hood so to speak, and promoted by the Apostle's Will and Word. Arrioph was bought as a slave from the fighting pits of Merioop, a Daemon World largely dedicated to Khorne, because Castor saw great potential in the boy. He has all the qualities Castor values in his marines - loyalty, zeal, martial prowess, and the ability to use tactics and discretion when the situation warrants it.

Chaplain Cetus "the Forger"

by DM B  

Cetus is the chaplain of the 9th. He's a veteran of the Long War, but not one of the original Crusaders. He's neither Terran, nor Colchisian, but was born on a long forgotten world in Segmentum Solar. That's how he escaped the purges, by being non-Terran. That, and the fact that he was clearly marked by the gods very early. His present from is heavily mutated, and borderline obese. He cannot wear any form of power armour, but instead goes around in his self-forged chaos plate armour, like some knight out of a feudal world. He also uses his forge-skills to craft talismans and sorcerous artefacts for his company, something which has endeared him to the men. Sadly his days are numbered. It won't be tomorrow, nor the day after, but someday soon Cetus will complete his descent into darkness and become a spawn of chaos.

Chaplain Abiah "the Voice"

by DM B  

Abiah is the dour and gaunt chaplain of the 11th company. His sermons are like a steady drone that bores into your soul; you know it doesn't make any sense, but still you can't stop listening. It is only when the voice falls silent you know you want more. Amongst the more outlandish claims ever is Abiah's insistence that he's a half-daemon. He goes on to claim his mother was impregnated by an Envoy of the Gods. Even in a galaxy of magic and chaos that's quite the tall tale. He is generally considered to be something of an oddball and many good brothers shun him. There is, however, a strange quality to his voice, like that of a daemon come to Earth.

Chaplain Obad-Hai

by DM B  

Obad-Hai is the eccentric chaplain of the 7th company. His origin is lost in the red mists of time; he vaguely recalls great battles and bloody campaigns fought under alien skies, but cannot say for certain when or where. These days he tries to go light on the violence. It's not like his mind is broekn or anything; as far as the librarians and apothecaries can determine it's quite wholesome. It's just that there are too many memories, too many words, too much zeal (a problem common for many of the old guard). His heart, however, has room to spare: For the Word - and for the good life. He delights in fine meals, good drink, and pleasurable company (not just of the carnal variety). He catalogues and collects strange creatures and plants. With the coming of the Verbum his little hobby found new purpose, and now he tends to the great jungle on Verbum whenever he can (which includes releasing new life into the wilds).

Chaplain Padus "the Dreamspeaker"

by DM B  

Padus is the chaplain of the 13th company. He's a native Sicarian, though he lacks any appreciable amount of Colchisian blood. He is also relatively young, a mere two millennia. He has, however, been quite active during those years, fighting in a number of Word Bearer and non-WB warbands, both inside and outside of the Eye. He is called "the Dreamspeaker", because he never communicates verbally (it isn't know if he can't speak or simply won't speak). It is extremely rare for a Word Bearer, and especially a chaplain, not to speak - all the time. Instead he addresses his company through dreams and visions - or brute telepathy (which would seem to indicate that he's a psyker or sorcerer of some sort).

Chaplain Acharon

by DM B  

Acharon is the chaplain of the 17th. He's an ancient Word Bearer chaplain, with roots all the way back to the Great Crusade. Like Castor he was a Scout during the Great Crusade. Unlike Castor he was at Calth. Post-betrayal he wandered for a while, eventually coming under the influence of the Black Cardinal. One of his greatest feats is leading the assault on the Blood Angels battle barge Wings of Damnation. Turning his back to his old mentor, Kor Phaeron, he set about reconsecrating the Broken Angel, a task that took him and the ship across the length and breadth of the galaxy. Terminator honours. Some say he's a match even for Apostle Castor in close combat, but this may be an exaggeration. Doesn't really approve of Azoreck, but knows it is his lot to guide his captain.

Chaplain Ahmose

by DM B  

Ahmose of the Thousand Sons is the Chaplain of the 6th company. He and the remnants of the 114th Company of that Legion were rescued from Imperial destruction by the 10th Chapter during the Great Betrayal. Of the fifty-odd survivors most either perished during the war or during the retreat to the Eye. Ahmose and a handful of other brothers stood side-by-side with the 10th during their holding actions against the Khan. After reaching the Eye of Horus Ahmose chose to stay with the Word, rather than rejoin his own brethren. Such is the power of true faith.

Chaplain Rhaal

by DM B  

Rhaal Adril is the grey-haired chaplain of the 4th company. He is a veteran, not only of the long war, but of the Great Crusade. He was born on Colchis. He is one of the oldest continuously-serving chaplains around. He's quite fond of the good old days, and many of his seremons speak of older, more civilized times. Betrayal is another theme of his; he never tires of telling his version(s) of the Great Betrayal. The other chaplains generally regard him as something of a joke, short on faith and long on tall tales. He's quite popular among the men of his own company, however, and they do not suffer anyone speaking ill of their chaplain.

Cult Troops

by DM B  

Cult Troops are a catch-all for various semi-organized bands of light infantry employed by the 10th Host. Composed of recent converts to the Word, the cultists are eager to show their new-found zeal. If anything they are a bit too eager, especially when coupled with their lack of artillery support, heavy weapons, body armour, military training, and proper command and control (in short everything that makes infantry effective). They do, however, possess a great willingness to fight - and die for their master, the Apostle Castor.

Cult troops are armed with whatever they can get their hands on - captured lasguns, autoweapons, even stubbers. In terms of heavy weapons they must make do with the most primitive of weapons (i.e. heavy stubbers of various marks and calibres), since there are never enough advanced weapons to meet the demands of the Daughters and the Brotherhood warriors.

Companies: Cult Troops are typically organized into companies of around 150-200 men. Commanded by a Brotherhood Captain and a Brotherhood Staff Sergeant. The rest of the company is made up of cultists; they pick their own squad leaders.

Battalions: The companies are in turn grouped into battalions of around ten companies. Commanded by a Brotherhood Major and a Brotherhood Command Squad.

Brigades: Five or more demi-brigades, plus a few support units, make up a brigade. Commanded by a Brotherhood Colonel and a Brotherhood Command Platoon.

The Cult Brigades are the primary recruiting ground for the Brotherhood Warriors. Whenever there are holes in the ranks (which is most of the time, only more so following major ground battles) there will be recruitment drives. For those who are not recruited their careers are usually quite short.

 

SLAVE LEGIONS

Slave legions are similar to Cult brigades, except they are not made up of converts, but Imperial citizen-slaves pressed into military service. To ensure their cooperation they are accompanied by a handful of Daughters and Brotherhood kill-squads (Provosts). Field-deacons accompany the units into battle, trying to convert the shell-shocked and mortally terrified slave legionnaires. Equipment is whatever is leftover from the Cult Brigades, which usually means an assortment of personal firearms, and not much more. It's not unusable for some slaves to be unarmed - they are supposed to pick up guns on the battlefield, either from fallen enemies or their dead comrades.

Brotherhood (Light) Infantry Regiment

by DM B  

The basic Brotherhood unit is the Regiment. It is based upon an equivalent 5,000 man Imperial Guard regiment. Why change such a winning setup?

 

1. Command (approx. 200 men)

1.0 Regimental HQ (approx. 50 men)

1.1 Recon - Scout Platoon (approx. 50 men)

1.2 Comms - Vox-signals Platoon (approx. 50 men)

1.3 Engineering Platoon (approx. 50 men)

2. Armoured Company (approx. 200 men)

3. 1st Infantry Battalion (approx. 900 men).

3.1. Rifle Company (approx. 225 men)

3.2. Rifle Company (approx. 225 men)

3.3 Rifle Company (approx. 225 men)

3.4 Heavy Weapons Company (approx. 225 men)

4. 2nd Infantry Battalion (approx. 900 men).

5. 3rd Infantry Battalion (approx. 900 men).

6. 4th Infantry Battalion (approx. 900 men).

7. Support Battalion (approx. 750 men)

7.1 Artillery Company (approx. 250 men)

7.2 Artillery Company (approx. 250 men)

7.3 Anti-armour Company (approx. 200 men)

7.4 AAA Platoon (approx. 50 men)

8. Logistics (approx. 250 men)

8.1 Transportation Company (approx. 200 men)

8.2. Tech-support Platoon (approx. 50 men)

 

The basic unit is the Rifle squad, made up of about 10 men, led by a Brotherhood Sergeant. They are armed with lasguns and/or autoguns, plus whatever heavy and specialist weapons they can get their hands on. Squads are organized into platoons. Platoons into Companies. Companies usually have a special weapons and/or HW platoon. The HW company has many more such weapons, plus mortars and the like.

The Tank company is (ideally) made up of 14-18 tanks, preferably Leman Russ or the equivalent, but most companies have less tanks and/or inferior vehicles (it's not unnusal to find Chimaeras fielded as tanks for example; hopefully this will improve in the future).

The Support Battalion has 2 artillery coys (14-18 basilisks per unit would be nice, but it's going to be a while before that become a reality), 1 AT coy (missile launchers and lascannon for the most part), 1 AAA platoon (more ofthe same, but with AAA sights/mounts).

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Mechanized: Largely the same, but infantry is mounted on AFVS. Reduce Infantry Regiments by 1, but increase Armoured Coy to full Battalion. Larger transportation and tech-support.

Armoured: As Mechanized, but 1 of 3 Infantry regiments become Armoured (for a total of 2 and 2).

Elite Drop: Same as (Light) Infantry, but with access to light vehicles and drop-/gunships.

Sister Agneta

by DM B  

Sister Agneta is the first of the Blessed Maidens. She was a Sister from the squads that were granted by Zephyr to aid the Ultramarine Castor druing his first visit to that system.

Daughters of the Word Covens

by Apostle Castor  

Coven of the Blessed Maiden: The most special Coven in the Host. They recruit only from the captured sisters of battle, from the ones that can't take their new life of abuse and slavery, the ones that listen to the voices in the dark, the ones that make a pact to get out of bondages. They get out, true, but their soul pays a heavy price for freedom, they become posessed by a Deamonette of Slaanesh, forever bound to service to the Daughters and the Apostle.

 

BATTLE COVENS

Coven of the Poisoned Chalice: The Poisoned Chalice is one of the support Covens, assigned to work as a combined arms team, alongside astartes, armoured formations, titans, brotherhood warriors, aerospace assets, and so forth. The Poisoned Chalice is equipped with (light) PA and come equipped with an over-abundance of melta weapons (although there are never eunuch to meet their needs).

Coven of the Bleeding Heart: Sister Coven to the Poisoned Chalice. Due to a shortage of melta weapons the Bleeding Heart must make do with other heavy weapons - missile launchers, lascannons, heavy bolters, and the like. Which is quite all right with the Domaina, as she greatly prefers killing at long range.

Coven of the Divine Will: The Coven of the Divine Will are Sepharims, Daughters equipped with flight packs. They are armed for close quarters combat and tasked with supporting the assault Marines. The death toll is quite high, compared to other Covens.

Coven of the Rendered Soul: The Broken Dreams support the the main host in battle (equivalent of regular SoBs).

Coven of the Broken Dreams:  The Broken Dreams support the the main host in battle (equivalent of regular SoBs). Under Domina Cassandra they've picked up some infiltration skills as well.

Coven of the Prima Filia: The Prima Filia is ship security. Divided amonst the ships of the fleet, the Verbum included.

 

OTHER COVENS

Coven of the Brides of Samus: Infiltrators.

Coven of the Angelic touch: Apothecaries.

Coven of the Spiked Fist: Drivers/enginseers from the Host's growing number of vehicles.

Coven of the Astral Harpy: Fighter and bomber pilots needed to crew the growing number of small craft in the fleet.

 

The Crow Father

by DM B  

The Crow Father is a daemonic entity of great antiquity, a dark presence that has stalked the galaxy long before Man started digging in the dirt and making little mud houses. It is a parasitic entity that revels in death and destruction, for it is in the aftermath of great calamity that it prospers the most: It delights in pecking away what little remains to those who believe they have lost everything. When all hope and life has fled, it will gleefully pick at the bones and souls of its victims. In a galaxy filled with conflict and hardship there is no shortage of delights for the Crow Father - but he's not above engineering things to be more to his liking.

The 10th Host knows the Crow Father as the (former) patron of the raptor cult - and of course as the great, black wall that protects the so-called Imperial loyalists from directs sorcerous, or daemonic assault. So much for the 'purity' of the enemy. Neither Lorgar nor any of the Deacons have mentioned the Crow Father in particular. There are some indications that Samus may have had dealings with this entity in the past, but getting Samus to comment is notoriously difficult (and you don't really want Samus himself to be the man next to you).

Blight-master Task Tak

by DM B  

Blight-master (a rank akin to Chapter MAster, Apostle, etc.) Task Tak leads the hordes of Nurgle in the Calixis sector.

This venerable Astartes is birth-brother to Sis Tak, the venerable dreadnought that serves Castor (the fact is not widely known, but Castor sees and hears many things). For two Terran borthers to both become marines, let alone marines of two different Legions is very rare indeed. If there were others they are almost certainly long gone by now, making the Tak brothers something unique.

Deacons of the Word

by DM B  

The Primarch Lorgar didn't really spend 10,000 years sitting around, doing nothing much but write. In reality he went on quite a few pilgrimages to gain knowledge and inspiration. He would then return to Sicarus to write. The Primarch went out among the heathens on the fringes of Segmentum Obscurus around the time of the Angevin Crusade (he may also have gone there once before, in hallowed antiquity, but that's another story). This is know, for Castor has uncovered cults dedicated to Chaos and the Word on numerous worlds.

The priests of this faith are called Deacons of the Word, and they preach various variations over the same creed: Respect Chaos, placate the gods, Lorgar is the Man, his Sons are the avenging angels of the gods, they will help tear down the Imperium and build a new society. One built upon faith, and faith alone. Castor has integrated the Deacons with his fleet and host; the deacons are his priests among the mortal population. They are an important element in the infiltration work - without the prior existence of these cults the job of sneaking into Calixis would have been next to impossible (or at least much more difficult - and its already quite challenging!).

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