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.

The projected next-next generation

by DM B  

With a massive 1400 scouts the 10th Host should gain in the vicinity of 1200+ new marines (potentially 60 per company) when the growth/training period is up.

With the new forge-capacity there should be enough wargear for all by the time.

Net gain of marines depends on the amount of action throughout the period. Looking back at the last cycle Castor was conservative and careful, but also conducted several large operations that gave him resources (not least in terms of a vast fleet). The Warleader is operating with a projected attrition rate of 6-12%, depending on circumstances. His best aestimate is that there will be a 900 marine net gain, or about 45 per company, bringing average companies up to about 170 marines.

The Next Generation

by DM B  

Of 600 scouts (both glands intact) 72 failed implantation, died in service, or were deemed unfit to live (gross mutation or underdevelopment). Both their glands are forfeit and the host gets 72 less new marines. This equals 12% of scouts, which is a low number, especially in times of war. A more typical figure would be 20-30% attrition rate/unfit mark. So Castor's orders are having the desired effect, without making the new marines less worthy or less skilled.

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Prior to the battle of Valpolicella mature glands were removed from exisiting marines (very good timing!). A total of 1366 glands were successfully removed from 1377 live Astartes; the rest were unsuitable for anything but Doctore's experiments.

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The Host has suffered a further 97 battle deaths; a handful over Guytoga, but the vast majority as a result of boarding actions over Valpolicella. Of these 36 came from amongst those Marines with a single gland remaining, and 11 had both of theirs intact (boarding actions over Guytoga). The rest of the deaths came amongst those without glands.

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Using the 1366 recovered glands, plus a handful of stored ones, Doctore has created/is creating a new batch of 1400 scout-candidates. It will take at least 6 months (preferably 1-2 years) post-Valpolicella to create the Scouts (his rate of success is currently very high). After creation they will receive some further training and be assigned to companies. Five years after they've received all implants they are ready for 1st extraction.

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The current gene-stock is 44.

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Casaulties: 5 Anointed, the rest (164) can be taken from the companies.

Armoury: Updated with returned suits.

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.

3.4 Battle of Valpolicella

by DM B  

The Lunar-class cruiser Lord Hax defected with (nearly) all hands during the Battle of Guytoga. Fleet Captain Victor Kastar, a clever man by half, provides Castor with intelligence and codes pertaining to the 6th circle of Finial - it turns out his ship is part of the strategic reserve for the part of the Imperium. Due to the presence of the 10th Host and other reavers they have never acted upon their role, but they still get updated codes on irregular intervals. A major blunder by the Imperial planners.

Acting quickly the 10th Host strikes out for Valpolicella, the main fleet base for the 6th Circle (and thus the major fleet reserve in Imperial Finial). Barring a few side shows the main action takes place over the heavily fortified planet Valpolicella. In a massive fleet engagement that involves all the ships of the 10th (save the fast attack and support elements) the Imperium is dealt a severe blow. Many ships are destroyed or taken a prize. Losses amongst the 10th is moderate, but many ships have been damaged and it will take months, if not years to get back in fighting shape.

Other targets of opportunity are dealt with by other raider captains - and the 10th swings past an Imperial pleasure planet (controlled by the IN) to 'recruit' a few million able hands that are sorely needed to man all the new ships.

3.3 Battles for Guytoga and Fenksworld

by DM B  

Castor takes the Verbum to go see Reshian, Champion of Tzeentch. Reshian is out on the Scarusian border, containing a confused counter-attack by Imperial forces why are trying to relieve pressure on Finial. With the enemy out of Astronomican range and with mighty sorceries at his disposal the Champion leads the Imperials on a merry chase. Castor persuades Reshian to hand over control of his forge-ship, the Manes est Fundibalus. Reshian sends his apprentice, Gaius the Scourge with Castor, to cement their alliance. Castor sends Uriel and his Iron Warriors to Reshian. Reshian also tells Castor part of the true name of the Maiden - Eisha - and explains that Nurgle cannot be allowed to take her.

The ship is the real reason Castor came out here - looking at his dwindling stockpiles (again) Castor know the time has come for him to control forges of his own, or fail at greatness. With the help of Archmagos Viniz-12 the ship is taken intact and purged of disloyal elements; in doing this Viniz breaks with his forge-masters on Epiphanet (the Reaving's main supply base) and casts his lot with Castor. He also pledges his support for a future Kull campaign.

Meanwhile Imran Dhral has released the bulk of the 10th Host to support Task Tak over Guytoga. The planet is in rebellion (result of infiltration) and the Imperium is acting to stomp it out. There is a great space battle and the Imperial fleet is broken and forced to retreat. Gains for the 10th are moderate, but losses are negligible (the Death Guard is another matter, they take quite the beating), all in accordance with the Warleader's plans.

Acting of his own volition the Warleader also contacts Baphomet when he sees two Fenksworld cruiser squadrons and the mobile battlecruiser reserve deployed to Guytoga. Baphomet immediately strikes at Fenksworld, benefiting greatly from this intelligence. The planet falls and there is much rejoycing (and quite a bit of loot sent Castor's way). Fortunately for Dhral the Apostle approves of both the battle and contacting Baphomet.

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