Friday, September 18, 2020

Cadiz system


Four hive worlds make up the Cadiz system. A fifth world, St. Perditius, was destroyed through orbital bombardment and is nothing more than a tomb.

St. Anne: A moon, tide-locked to a vast gas-giant in the outer system. A thick atmosphere and the tidal stresses caused by its parent planet generates and retains enough heat for the surface to be habitable. With little agri-produce and very few remaining natural resources, the industries of St. Anne have fallen silent. Reclamation is now the preeminent industry.

St. Lawrence: This world lies at the very outer edge of the star's habitable zone. Once, it was fertile, but the irrigation and heating systems have failed eons ago, and the world has reverted to its natural state, which is endless cold windswept plains. The planet's minor hives are failing, and more and more people are trying to live as nomads in the outback. Most fail, but there are some that persevere.

St. Grumman: This massive Earth-like world is mostly covered in hot oceans. The most heavily populated and, perversely enough, the one least hospitable to human life. Including, but not limited to: crushing gravity, sweltering heat, extreme humidity, and horrendous storms. The billions of people living here live on the major islands, in underwater cities, or floating arcologies. On the plus side, the planet has plenty of biosphere and plentiful deep-ocean mining.

St. Helios: In the innermost orbit lies St. Helios, a sun-scorched hell-hole that cannot support human life outside domed cities and subterranean habitats. St. Helios has no biosphere beyond the agri-domes and the fungal farms in the deep. The planet is the only place with remaining mineral resources in the system. Every day millions of workers risk their lives to harvest the glass forests. About a billion people eke out a living here, many of the descendants from Calixian refugees.

Wednesday, September 16, 2020

The Dragonborn

 


The Dragonborn are fallen Astartes whose souls have fused with their spirit stone, rather than return to the Warp to be feasted upon by the True Powers and their daemonic servants. This can only happen if the Astartes are fully attuned to their stone and the stone isn't damaged or destroyed. 

It's basically the same process as Eldar spirit stones, except all Eldar are more psychically attuned than most Astartes, so the transfer process is a little rougher for non-librarians. 

And yes, daemons can take the spirit stones and feast on them :-)

The Dragonborn can then be brought back to life by putting a fresh clone into a suit of armor set with the fallen Marine's spirit stone. After a period - typically a few years, but this can vary quite a bit - the soul in the stone will overwhelm the weak spirit of the clone and take full possession of the body. 

Meanwhile, the gene-seed of the fallen Astartes can be used as normal (in game terms, the new Astartes starts with the legacy-bonus from the fallen).

For some unknown reason, the Dragonborn marines are more likely than other Astartes to develop "draconic" mutations. Perhaps it's a result of the cloning process or the soul-transfer. No one knows for sure, meaning the most popular explanation is: Draco vult/The Dragon wills it.


Wednesday, September 2, 2020

11th Legion "Granite Guards" & the "Loyal Sons" Successors

Warhammer 40000 Adeptus Astartes fan art by Dmitriy Mironov :  ImaginaryWarhammer

The 11th legion was mustered from Terran stock, using gene-seed derived from their Primarch, same as every other legion. Unfortunately, this Draco was something of the odd man out, a prophet living among a people without faith. Then he had a falling out with the Emperor over the Lost Daughter. Rather than greatly expand the 11th for coming conquests, the Legion was disbanded, and what remained of its original Astartes broken up into independent chapter-sized units and sent out to die with honor (very reminiscent of what happened with the Loyalist legions after the heresy). 

In the aftermath of the Horus Heresy, gene-seed from the 11th was entered into general circulation (either by accident, on purpose, or through subterfuge-not even the Gods seem to know which), and an unknown number of successor chapters were created from Draco stock throughout an unknown number of foundings. The Sons of Xandor, who were known to operate in from around M35-possibly earlier-to M42, are is probably such a chapter. After Abaddon's ascension to the Throne of Terra, a number of successor chapters banded together under the moniker 'Loyal Sons'.

Dracropolis (ex-Jupiter) juggernaut

Desktop Wallpapers Starship Asteroids Space Fantasy ship 1920x1080

The Dracropolis is the first-and only-ship of the Jovian-class star juggernaut. It dwarfs every Imperial ship ever built (not counting the Phalanx, whose construction predates the Imperium). In fact, it is more of a mobile base than a true battleship, lacking any form of tactical mobility (other than slowly moving towards its target area).

Constructed above Jupiter before the Grand Crusade, the Jupiter (its intended name) was never finished. The Tech-priests of Mars simply lacked the templates and technical abilities needed to complete such a massive undertaking. The project was abandoned, but it taught Mars an important lesson regarding the optimum size of major warships. This in turn led to the Gloriana-class of super dreadnoughts, which became the largest class of warship to be produced in some numbers (the three Abyss-class ships-including the Verbum Finalis-are bigger, but also have some size-related flaws).

During the Great Crusade, much lostech was recovered and the Adeptus Mechanicus's ship-building proficiency improved considerably. This led to the Jovian project being restarted (which in turn sparked the Abyss project). After many delays and endless problems, the ship was made spaceworthy and launched, but shortly before it was due to be commissioned, it was seized by traitor marines of the Granite Guard. The Jupiter was never heard from again-it is believed to have suffered catastrophic warp drive failure during its escape from the Sol system.

Sunday, August 30, 2020

Kymeria, the Lost Daughter, 2nd Legion Primarch

 


Kymeria is the Primarch of the 2nd Legion, whose original name has been purged from history. There is no record of her "homeworld" and some think she grew up on Terra. It is, however, more likely that she was indeed found elsewhere, then brought back to the homeworld. She promptly escaped custody, killing an entire company of 2nd Legion Astartes as they sought to bring "their" Primarch into the fold.

The problem was that the 2nd Legion Astartes were all male, as they had been created from unmutated gene stock, whereas the Powers of Chaos had turned the Primarch into a woman. A kill order was issued from the highest echelons of command, and Kymeria was hunted down and slain in the underhives of the North Afrik Archipelago. 

Or was she? Some claim she escaped with the aid of the 11th Legion, the Granite Guard. I'm sure you've heard of this legion even though all records were erased...

Kymeria is physically larger than normal women, nearly the height of a male Astartes, but not quite as bulky. Don't let her size fool you: as a Primarch, she's far stronger and faster than any mortal Astartes. She's highly intelligent and perceptive, but woefully uneducated, a true Amazon warrior, fierce and relentless.

With access to the Primarch's genes, the gene-forges of the Dark Age of Technology was able to replicate the gene-seed of the Astartes to create the female equivalent of Astartes. Due to limitations in the female genome, these women Astartes are smaller and weaker than their male brethren but have 2 additional organs to compensate.

Tuesday, June 16, 2020

Events 260.M42

Messiah Season 2 Arrival On Netflix, Cast Updates And Other Things ...

The Dark Child: Now there is talk of the 2nd messiah on Calisi, preaching the gospel of the Four True Gods...

Eleusis ascendant: Pilgrims flock here in the tens of thousands, seeking the blessings of the Star-Childe.

Rule for half cost.

Events 259.M42


Law and Disorder: The sign of the Blood God is ascendant in the Warp, heralding great bloodshed. The Hadex Anomaly pulses with foul life and the baleful conjunction of the stars have brought the worlds of Xyan and Scepter into close proximity. Millions of inmates are flooding into the stress of Scepter, threatening to plunge the entire world into oblivion.

Civil war between Xyan and Scepter.

A faith united: The Star-Lord and Heavenly Host is now part of the core faith of the sector.

Return split Spiritual holding to the fold.

Events 258.M42


The Coming of Star Child (Eleusis): Thousands lined the streets as the Star Child (the messiah from Calisi) arrived on Eleusis. Curious, as no one was told of his arrival. Still, many preachers and seers had been telling the people of his coming.

+1 max Spiritual on Eleusis while the Star Child remains on the world.

The Pyre: Strike cruisers bearing the symbol of the Pyre warband have been seen in the vicinity of the Anomaly. One such ship approached and scanned the defenses of Aurum before leaving.

Rak'Gol

The Rak’Gol are a race of vicious xenos marauders that are a relatively new threat to the Imperium. This first recorded encounters took place around 700.M41 within the Koronus Expanse, a region of wild space bordering the Halo Stars beyond the Calixis Sector. The Ordo Xenos theorized that they originated from somewhere in or beyond the Alenic Depths, but their homeworld was never conclusively identified. By 200.M42, the Rak-Gol has spread to other remote parts of the galaxy by means unknown. It’s almost like they are slowly moving through the Halo Stars, unnoticed by the universe at large until they choose to strike, but this is, of course, impossible—the ancient halo stars are known to be virtually impossible to navigate, and travel times are exceedingly long.  

Rak’Gol technology is relatively primitive by Imperial standards. The Adeptus Mechanicus won’t touch any of it, except upon request from the Inquisition, considering it both inferior and irredeemably corrupt. The Rak’Gol favor simplicity and brutal efficiency in all their weapons and other wargear. Nowhere is this more apparent than in their ship design. Vessels are constructed around a cylindrical core, balanced upon a crudebut powerful—fission-pulse drive. Asymmetric extensions run fore and aft, with fins and pylons extending irregularly from the hull, areas of reinforced armor plating, and a veritable forest of defensive turrets. The vessels are extensively decorated with layer upon layer of crude warding symbols.

The Rak’Gol may have only recently discovered warp travel, possibly by scavenging warp drives from other races. All warp-drives that have been recovered from Rak’Gol are far more advanced than the race’s remaining tech, using strange crystalline technologies unknown to the Imperium, and show signs of being recent additions to old ships. Nothing resembling a Gellar field has been identified; it’s believed the Rak’Gol rely on their Techo-Shamans, talismans, charms, and symbols built into the hulls of their vessels to protect them from the Warp.

The fission-pulse drives used by the Ra’Gol are primitive but quite powerful. They are also only marginally shielded. This means that any Rak’Gol ship under drive will be instantly visible to any vessel within several void units. Word has spread that the best defense against a Rak’Gol attack is to flee at the first sign of an engine signature. The drives also subject the crews to unimaginable levels of radiation, enough to kill an unprotected human within minutes. Even wearing hazmat gear, Navy armsmen should spend no more than 30-60 minutes aboard a Rak’Gol ship with drives engaged. Astartes in sealed power armor are less exposed, but may required bio-regeneration if they spend more than a few hours on board or suffer armor breaches. Only terminator armor is wholly resistant to the rad danger.

Analyses of ships that have fallen prey to the Rak’Gol are remarkably consistent: they are stripped down to their cores. Any salvageable equipment is missing. Reports indicate that some Rak’Gol boarders take prisoners. Why they would do this is unclear, as human prisoners would quickly perish from the harsh radiation emitted by the fission engines.

The Rak’Gol themselves are horrific alien monstrosities, twisted and warped, like something out of a warp-nightmare. Vaguely reptilian in appearance, eight-limbed (4 legs and 4 arms), and over three meters long. Chalky white in color and mantis-like in bodily arrangement. Rak’Gol warriors favor cybernetic augmentation – veterans will have replaced all their limbs, covered their bodies in armor-plate, and more.

The Rak’Gol seem to exist only for slaughter, descending on voidships and isolated colonies like a plague, and disappearing again into the cold depths of the void. The underlying impetus for the Rak’Gol’s attacks remains a mystery, for those who suffer their predations rarely live to tell the tale.

Their rasping, screeching language remains incomprehensible, and no successful communication between the Rak’Gol and humanity has been recorded. No Rak’Gol has ever been captured alive by the Imperium. Indeed, even their name is taken from children’s stories of mythical monsters from the settlement of Footfall’s slums.

The Rak’Gol are primarily known through the ships crippled by the Navy or Rogue Traders. Several such wrecks have been investigated by naval analysts and the Ordo Xenos. Other tales come from survivors of planetary raids, or ship crew that has somehow survived attacks by the Rak’Gol and lived. The Imperium also located and eliminated a series of Rak’Gol outposts in the Koronus Expanse. The foul xenos were found to inhabit both planetary surfaces and orbital installations.

Several castes of Rak’Gol have been identified, based on their physical appearance and their function with a pack of raiders. The Ordo Xenos suspects that caste may be tied to the Rak’Gol lifecycle, which in turn is linked to battle prowess, but no conclusions can be drawn from such a small sample.

Carvers: These Rak’Gol are slightly smaller than their compatriots, though they still tower over humans. Built for speed over raw power and armed with savage melee weapons and crude automatics, they are seen spearheading large assaults. Carvers are at best lightly augmented—they’ve yet to prove themselves. Carvers are primarily found aboard the largest Rak’Gol vessels, sometimes on cruisers, but never on escorts.

Marauders: Marauders are the most common Rak’Gol encountered. Marauders are always augmented with cybernetics. Each warrior has its own unique combination of equipment and weapons, though most favor a combination of melee and automatic projectile weapons. In battle, try to overwhelm their opponents with speed and ferocity, but can adapt to and overcome any form of armed resistance. Marauders represent a real threat to Astartes, especially in melee.

Renders: Carvers are almost a breed apart from other Rak’Gol, thirty to forty-five percent larger than their lesser kin. Even more heavily augmented than other Rak’Gol, each Render is a nigh-unstoppable killing machine. In theory, a Render should be a match for a Space Marine in Tactical Dreadnaught Armor. They carry no weapons or use any equipment, save those integrated into their bodies: vicious blades, crackling with bio-energy, quick-firing auto-cannons, and radiation beams, capable of scambling technological equipment and killing bioforms both.

Clutchmasters: Clutchmasters are the lieutenants of a Rak’Gol force and take directions from the Broodmasters above them. They are often the captains of smaller (escorts) Rak’Gol vessels. Clutchmasters are veterans of many raids, and thus will be extensively modified with cybernetics. Many Clutchmasters also wield strange alien weapons seized from the hands of dead enemies. Unlike the troops under their command, Clutchmasters only enter melee as a last resort. But when they do, there a few that can stand against them.

Broodmasters: Broodmasters are the Rak’Gol commanders and lead the attack raids against the other races. They are distinguished from lesser Rak’Gol marauders by the number of cybernetic they possess, often resulting in them being more machine than flesh. Broodmasters are cunning warriors and expert leaders, both during space battles and the inevitable boarding actions that follow.

Abominations: Abominations are the leader-caste of the Rak’Gol and the least encountered. Each Abomination is heavily modified with cybernetics, even more so than the Broodmasters. Abominations also appear to be a sort of spiritual leader to the Rak’Gol, planning their raids across the galaxy.

Techno-Shamans: Resembling other Rak’Gol, Techno-Shamans are nevertheless very different creatures. Each Techno-Shaman is a kind of primitive tech-priest, versed in the corrupt machine mysteries of their race, but also a potent psyker. This may sound like a strange combination until you take into account the fact that it’s the shamans and their runes that keep the predators of the Warp at bay, while also making sure that the strange crystal Warp-engines keep working.

Rules for using Rak'Gol in BFG (because I'm a geek).

Thursday, June 11, 2020

Events 256.M42


A new threat: There is talk among the voidskippers that ply the Canis run down to Tau space of dangerous xenos craft striking from the darkest reaches of space. Large, cylindrical vessels with masses of armored spines and jagged protrusions. They attack out of nowhere, and the only warning you get is the flare of radiation from their drives. The ships are fast and heavily armed, but their preferred method of attack is boarding: swarms of boarding torpedoes and attack craft.

Thus far, the Tau have been the worst hit, and several free traders have gone missing. The Jericho Sector fleet has only lost a single corvette-from a convoy that got away-and has a galleon down for repairs. The unescorted galleon was able to flee the attack, but the crew was nearly overcome by a hundred our so xenos that got aboard. Horrible eight-limbed monsters the size of ogryns, cyber-enhanced, and packing a variety of blades and guns. Only the heroic sacrifice of nearly two-thirds of the crew was able to save the vessel. No xeno was taken alive.

Remove 1 corvette. 1 star galleon is out for repairs for 1 turn.

Plague! (Wrath): The cities of Wrath are experiencing an outbreak of a most virulent plague. Thousands are dead and tens of thousands infected. The world is in lockdown for the time being. Tanith Baal has dispatched the Angelic Touch. Krawl is en route to look for signs of...someone's grandfather.

Reduce loyalty by 1. Maximum tax reduced to Fair.

Child of Light (Calisi): There is talk of a messiah, a boy of no more than ten or twelve years, walking the wastelands of Calisi, spreading the word of the Star-Lord and the Heavenly Host. According to this new faith, the STar-Lord is the supreme divine being who created the universe. Soon, he'll send his Heavenly Host to destroy it, and only the Faithfull will be spared (they get to join the Host).

Increase loyalty by 1. Reduce Spiritual by 1, but as long as the faith is allowed to exist, it still counts as a Full holding.

Inquisitor Hybris and the Dark Pattern

vv24-map-curves-dark-pattern-background-bw-wallpaper

Inquisitor Hybris, Ordo Hereticus, Jericho Conclave: this radical Inquisitor was once part of the Dark Cabal, but fell out of favor and relocated (or possibly fled) to the Mammon sector. There is no record of him having been declared rogue, but the Dark Cabal always worked mostly behind the scenes, so that doesn't mean anything.

Hybris is important because, as far as Barotta can tell, he tried using the Dark Symmetry to understand the Dark Pattern. And Barotta knows a thing or two about Dark Symmetry, so he's pretty sure he's right. So either Hybris went insane - or he fell to Chaos. So being forced to flee/banished/whatever makes a lot of sense. Even radicalized Inquisitors can only go so far before they become traitors.

But Hybris was on to something: there is not one, unified dark pattern, where there is one evil force at work, destroying worlds throughout Jericho and beyond. There are several. Without this knowledge, you can forever stare at the Dark Pattern and ALMOST understand what it tries to tell you.

By looking for more than one pattern, the whole picture becomes clearer. And Hybris' vision was clearer than most. To aid his work, he created the Doomsday Clock, an arcane machine capable of predicting the future in great detail (or so Barotta's many texts and sources claim). It is, for lack of better words, an extremely accurate tarot that can be used for some very specific operations.

But where is this clock now? No one knows, but Hybris went to Mammon. Perhaps his clock is there as well?

Wednesday, June 3, 2020

Manu ad Bellum


The Manu ad Bellum (Hand of War) is the first of a new class of warship. It's based on the pattern for an STC-compliant Astartes battle-barge, but modified to use the hybrid Human-Tau technology of Credence. It's a truly herculean undertaking, but the design and the actual construction, but the Central Intelligence has prepared for this moment for millennia.

The basic spaceframe and key subsystems, such as power generation, propulsion, and shields, are STC, but the entire computer system and weapon arrays are Tau-derivates. Attempts to more fully integrate Tau gravitics technology have not been successful. The Bellum can generate a gravity wedge in front of the ship, but only by dropping void shields, so it's a questionable tactic at best. To gain the full benefits of Tau grav tech would require a full redesign of the class, something that could take decades - if it can be done at all.

The Bellums's massive forward castle contains the ship's main long-range weapons. Two clusters of gravitic launchers capable of hurling a mass of swarm missiles flank the spinal grav cannon. The grav cannon is essentially a modified Nova cannon that fire grav (implosion) warheads. It's a potent weapon, but its size and external mount mean it's vulnerable to enemy fire. 

The forward castle also contains the cavernous launch bays. There is enough space to launch 3 Astartes companies, with additional heavy-lift capacity for orbit-to-planet operations. Secondary launch bays are housed in the ship's main body. These bays aren't big enough for large scale assaults and are reserved for priority transports and the like.

The ship's dorsal ridge and flanks are crowned by massive ion cannon batteries. These are essentially Tau versions of Imperial lances. Each turret is smaller and each weapon lighter, but when slaved together they are at least as effective as their Empire counterparts, and far more reliable. An alternate design for the Bellum did away with the spinal cannon, in favor of a second set of ventrally mounted ion cannons.

The Bellum's massive broadsides are made up of two distinct weapon types: two-thirds are medium-range railguns that cause damage based on kinetic energy alone and the rest are short-range heavy railguns that can fire a variety of warheads, such as magma and implosion bombs. The former have a lot in common with Imperial broadside batteries, but their accuracy at range is somewhat better. The latter combines railgun tech with the design principles of bombardment cannons. The effect on the target is largely the same, but again the accuracy at range is somewhat better due to the higher velocity of the ordnance fired. The battery bays are modular, and several designs were evaluated before settling on the current loadout.

Point defense is excellent, based around Tau burst cannon and integrated tracking arrays. Battle barges are already tough nuts to crack with missiles and small craft, but the Bellum class ups the odds even more. If more ships can be built using this new hybrid tech, Bellum has the ability to integrate point defense to create a nearly impenetrable grid.

The Bellum class can launch and support 3 companies of Astartes in Thunderhawks. It does not, however, have provisions for standard boarding torpedoes. Trials were conducted, but the rail launch kills even Astartes, so it's not a viable option. Likewise, drop pods were removed to free up space for additional ventral ion batteries. There are provisions for a full teleportarium, but Credence lacks the ability to produce this technology, so currently, the Bellum has no teleport capacity. A total of 5 Astartes companies and their wargear and support can be housed on board, but a more typical complement is 3 companies.

Like all battle-barges, the Bellum is heavily armored and superbly shielded, and equipped with numerous redundancies. That said, the Bellum lacks a lot of the manual overrides and backups that are some common on Imperium warships, and is even more reliant on it's tech-priests (technomancers) to operate at peak efficiency. Unlike other Astartes craft, battle-barges are not fast and agile. It's a blunt instrument, meant to hammer the enemy into submission on its own, or acting as the anvil is an Astartes battles group.

Once the kinks have been ironed out, a properly handled Bellum-class battle-barge with a full complement of Astartes has the potential to be among the most powerful battleships in the galaxy.


Daughters of the Word (wargear)



Hextrix is a busy man, always working to expand the sector's industries, administering the tech-priests, and researching new and wondrous technologies.

Baal-pattern light power armor: STC-compliant power armor. Based on patterns derived from existing Daughter armor, with some modifications by Hextrix since he didn't have access to the actual templates at the time. Produced in some quantity on Argoth. It's named after Tanith-Baal.

Hextrix is working on an Astartes-compatible version of this armor, for when there are no more ancient legacy suits or salvaged armor to go around. Thus far his work hasn't been wholly successful, due to a lack of resources and proper research and production facilities.

Domina-pattern bolt pistol: Pistol version of the Domina-pattern bolter.

Domina-pattern bolter: Thus far, Daughters have used a variety of bolt and (Tau) plasma weapons, but Hextrix is close to mass-producing a new model bolter, the so-called Domina (Lady) pattern. It's based on the same pattern as the not-so-successful Astartes Domo model (it fails reliability testing). About 90% of the parts used are the same and if fires the same ammunition. Which isn't very useful unless everyone uses the same weapon pattern. What is useful, however, is the custom integration with the Baal-pattern PA, which allows the Domina to use sensor data from the suit, increasing accuracy.

Dagon-pattern incinerator: Abortive attempt at combining a standard flamer unit with a toxin dispenser for use against especially hostile bioforms (read: Tyranids). The actual weapon works well enough, but it's finding a toxin that can be combined with the promethium mix that's the problem.

Jericho-pattern fireblade: This is a human-sized battle sword that utilizes Tau tech to generate a plasma beam along the blade's cutting edge. It's no archeotech powersword, but it's a lightweight and effective alternative to chainswords. 

Saturday, May 30, 2020

Events 253.M42




Deathwatch recruits: A number of Astartes (presumable loyalists) have made their way to the Jericho Sector where they hope to link up with the Imperial Remnant there (like so many others they seem to think Jericho is a shining beacon of hope and faith). They've arrived in ones or twos or small groups. Some have come to honor old pledges to the Deathwatch, some seek glory, others are the last remnants of their companies or even chapters.

If you accept the new recruits, you may add up to 5 squads of Veteran Deathwatch to your Bodyguard (so they have no upkeep cost). It could have implications later on, if/when some of them find out you're all heretics and traitors. Or not; it's worked out fine thus far.

Traitors! Seven Astartes, two of them from the Old Guard that's followed Barotta since the start, and five from the First Batch recruited prior to Aurum, have turned traitor. Led by veteran Decurion Magnus, have seized a transport and fled, presumably to the Hadex Anomaly. It's currently unclear what other traitors, if any, have joined them, but it looks like some Daughters may have gone with them. The defection was swift, brutal, and silent - a good example of Astartes in action.

Remove 1 TP(BT) from the roster. Gain 10 XP.

The Pyre: Intelligence reports indicate that a Space Marine strike force (or Chaos warband) of at least 3 vessels passed through the area around Vanity, before setting course for the Anomaly or possibly Magog. The ships did broadcast no signals, and their heraldry did not match any know Astartes Chapter. 

It seems unlikely that the task force came out of the time warp. On the other hand, how did the ships get to Vanity if they didn't come from another time?

No effect. Just information at this point.

Friday, May 22, 2020

Melkior (Fortress/Unclassified World)

Cave by ~Nele-Diel on deviantART | Fantasy setting, Fantasy places

+++PLANETARY DATAFAX+++

Cryptic references to a Fortress World named "Melkior" have recently surfaced. According to the source, Melkior was stricken from the Roll of Worlds sometime before the Battle of Hethgard. The reason is not listed, but the planet's supposed location is: it's only a short jump from Hethgard or Eleusis.

Melkior was found to be a relatively pleasant Earth-like world with fairly decent resources. Its poisonous atmosphere is being processed by massive Mechanicus air scrubbers and will be breathable in a few generations. Meanwhile, the population is hosed in a string of domed cities.

Apparently there was some form of a viral outbreak or something in the cities, although it's unclear exactly what it was and who it infected all the cities. On orders of the Inquisition the failsafes on the dome airlocks were overridden and the people inside perished over the span of a single night.

If the domes are closed and the millions of corpses removed, Melkior can be made into a working settlement. 

Thursday, May 14, 2020

Events 247.M42


+++EVENT DATAFAX+++

A time of miracles (Castobel): In the desolate wastes of Castobel, mysterious crystalline structures are growing across the land. Around these areas, plant and animal life is quickly recovering, far quicker than should be possible...

Castobel improves to Habitability to Bleak.

Events 246.M42


+++EVENT DATAFAX+++

Old forts: A number of former Fortress Worlds have decaying fortifications. These can be claimed, or scrapped entirely.

Alphos: Fort 6 (6 MT)

Calisi: Fort 6 (6 MT)

Pyrathas: Fort 8 (8 MT)

Spite: Fort 8 (8 MT)

Hethgard: Fort 10 (10MT)

Wrath: Fort 6 (6 MT)

1 action is required to strip a fortification.

The Technomancers of Credence

From you | Futuristic helmet, Helmet concept, Helmet design

+++FACTION DATAFAX+++

Technomancers are tech-priest from Credence. They have a lot in common with Mechanicus tech-priests, but they are not quite the same. For one, they are more willing to use thinking machines (AI), who they control by networking human minds with machine minds. But the most striking difference is their strange amalgamation of STC and Tau technology.

Additional info unlocked by Past, Present, and Future research: It is highly likely that Tau technology evolved from Credence STC-deviations. If this is the case, the rise of Tau civilization may have been kickstarted by Central Intelligence Explorator Ships venturing beyond the Astronomican and making contact with a primitive species...

Gain 5 XP.

Events 245.M42



+++EVENT DATAFAX+++

Claiming a Forge World (Credence): The deviant forge World of Credence is ready to rejoin the greater galaxy. The Central Intelligence has recognized Barotta as the Avatar of the Machine and wishes to know how to proceed.

Option 1: Integrate Credence. Gain a Lvl 10 system. Cannot rule more than 1/2 Temporal and Zero Spiritual. Resources/Industries/Services (starting ratings 0/0/5/10/2) can be ruled normally. Also directly control military assets (in addition to the Titans and Ordinatus already claimed), such as fortifications and armies.

Option 2: Create a Vassal. Credence becomes the heart of Barotta's Mechanicum sub-domain. Gains 1/2 of Credence's income, but does not count vs. sprawl, and the garrison is paid for by the vassal. A vassal can be called upon to provide additional aid and forces in times of war (there is only war). 

Technomancers of Credence: The Central Intelligence activates 1000 Technomancers (tech-priests) that join the Jericho Sector (removes any future events caused by lack of tech-priests).

Techno-crusaders of Credence: 1 titan demi-legio (STC Reavers and Warhounds with Tau weapons) and 1 Ordinatus (Tau macro-railguns) have already joined Barotta.

The following units remain on Credence (in reserve): 1 SH Armor (Tau-human hybrid SH tank Brigade), 2 Elite Armored (Skitarii Guards, equivalent to Tau battlesuits), 2 Armored (Tau-human hybrid Leman Russ-equivalent tank Divisions), 4 Mech Inf (Skitarii with Tau guns and armor).

Escorts required: Due to the increasing size of the domain and a large number of trade routes, the current escorts are insufficient to protect the shipping lanes, should the Stigmartus or other pirates resume their raids.

Credence (Forge World, Canis Salient)

Fractal Gold and Machines VJ- pack - YouTube

+++PLANETARY DATAFAX+++

There exists in the annals of the Jericho Reach, stories of a Forge World that were overrun by malevolent machine intelligences. All attempt to pacify it failed, so it was decreed that it would be purged from all Imperial records, lest this blemish upon the honor of the sector become known to the great Imperium. But the name survived: Credence.

Probably just one of many void-myths... to scare your kids with, or put the fear of the God-Emperor into the cog-heads. Recently, a star chart was found in the bazaars of Eleusis, claiming to show the way to Credence. A hundred like it "surface" every year, but none are real. But this one just might be - it bears the seal of Sebastian Thor, one of the Imperium's most renowned characters, and the words "Whoever brings fire and faith to the Soulless shall be bequeathed the Paradise World of Carmyn."

Turns out Credence isn't a myth, but a real place. It was probably founded around M35 by a breakaway Mechanicus cult, It's tech-priests dabbled in non-STC technology, things they had recovered while exploring the Ultima Thule, the distant parts of Ultima Segmentum, beyond the light of the God-Emperor. Their ships moved freely through the Warp without the aid of the Astronomican, using secret and forbidden technologies to interface man, machine, and the Navigators of House Fallast.

Eventually, the Adeptus Mechanicus declared the cult to be outside of acceptable norms and moved to purge it. The cults factory-hive holdfasts on Samech were destroyed, but the cult leaders had prepared for this eventuality. Their ships were scattered far and wide, beyond the reach of the Imperium. Many patrols were sent after the heretics, but no trace was ever found. it was assumed they had fled into the dark and distant corners of the galaxy. All records were purged, and the cult was forgotten.

In reality, the cult's Technomancers had long prepared for this day. Forewarned by an Avatar of the Machine, they had prepared a secret hideout right in the middle of the Jericho Sector, on the world of Credence, a system unreachable using conventional warp drives due to local Immaterium conditions.

They have remained in hiding for millennia, slowly building their base into a Forge World, and assembling skitarii and engines of war, waiting for the day when another Avatar would arrive to awaken the Central Intelligence.

It was a good day when Barotta finally revealed himself. Credence stood strong, but millennia of separation had taken its toll. Without access to outside resources, the system had been plundered of every natural resource, and only draconic recycling measures kept the factories going even at minimum capacity. But now that the greater galaxy is within reach, there is no limit to the wonders that could be forged on Credence.

The leaders of Credence are the Lord High Technomancers (quite the title), who are the key nodes in a planet-spanning computation network of tech-priest and machine intelligences known as the Central Intelligence. The CI is both a single entity and the result of the combined human-machine intelligences networked into it. According to Mars this is tech-heresy of the highest order. As are many of the other technologies of Credence, merging as they do Xenos and STC tech.


Saturday, May 9, 2020

Astartes Assault Cruisers (CA)

40K Lore: Battle of the Fang | Battlefleet gothic, Battlefleet ...

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Astartes Assault Cruisers fulfill a role somewhere between a Strike Cruiser and a Battle Barge. They are larger, and better able to withstand the punishments of the line of battle, but slower and more cumbersome than their smaller brethren. They can comfortably launch two full companies worth of Astartes against any opponent, and like the CS can carry many more Space Marines if acting as a troop ferry.

Dragon-class: These ancient vessels are patterned after the Salamander's Ebon Drake, the first Assault Cruiser ever constructed. The Ebon Drake left Mars shortly before the Heresy started. It sported many systems now considered archeotech. Ships laid down after the Heresy are but pale copies.

Ravn-class: The Space Wolves have adapted the Dragon into the Ravn-class. It packs powerful battery broadsides, lances, bombardment cannons, and vast launch bays. Speed is nothing to write home about, slower than the original, but the Ravn is tougher than it has any right to be.

Thursday, May 7, 2020

Astartes Strike Cruisers (CS)

BattlefleetGothicArmadaStrikeCruiser


The term Strike Cruiser (CS) applies to an entire type of ships - it's not just a single class. Just as Destroyer is a type of ship and the Cobra Torpedo Destroyer is a class. In this day and age, Strike Cruisers are almost exclusively used by the Astartes. They are potent warships, about the size of a Light Cruiser of the Imperial Navy. Regardless of class, they feature a heavily armored spaceframe, with ample shielding and powerful engines. 

Armament is relatively light and optimized for ship-to-ship boarding actions and planetary assaults rather than fleet battles. Strike Cruisers almost always have teleportariums, boarding torpedoes, and drop pods. Most classes also have large hangar bays, with Thunderhawks being favored.

A strike cruiser can comfortably support a full company of Astartes, with all the vehicles and support craft they might need. It's possible to cram one or two additional companies aboard, but these will then be without vehicles and support craft of their own.

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Scutum-class: The Scutum is perhaps the most common class of Strike Cruiser. It has much in common with the Spatha, including the bombardment cannon and launch bays, but drops lances in favor of better battery armament. Shielding is superb for a vessel this size. 

Spatha-class: The Gladius-class Attack Frigate's big brother. Its forward quarter is dominated bombardment cannon and cavernous launch bays for its large complement of Thunderhawks. It packs two forward-firing lances for ship-to-ship combat, and light batteries port and starboard. 

Vanguard-class: The Vanguard-class is a relatively uncommon variant that has been optimized for fleet combat, which can be seen as odd for a ship type never intended for this purpose. It drops the bombardment cannon altogether to pack twin lances, good battery broadsides, and excellent point-defense system. It's even more nimble than other Strike Cruisers.

Onager-class: The Onager is a rare class of Strike Cruiser. Its forward quarter is dominated by a massive Nova Cannon, a weapon more commonly found Mars-class battlecruisers. Because of the size of this weapon, the Onager has no launch bays or lances, and only a light battery armament. Like all Strike Cruisers, it's quick and agile for its size, but its shielding is sub-par.




Skill Changes (Rules)

What if I told you you can change rules mid game - Matrix Morpheus ...

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Changes to some skills affect Barotta:

Common Lore: Not affected (he has no ranks, only intellect). With 4 Intellect and the Library, he'll be fine.
Forbidden Lore: Set equal to ranks in Dark Symmetry (DS is now a specialization).
Scholastic Lore: Set equal to ranks in Word of Light (WoL is now a specialization).
Techno-arcana: Not affected (he has no ranks, only intellect).
Warfare: Set equal to ranks in Astartes (Astartes is now a specialization).

Some Psy-related changes:

Psy Rating: Set equal to ranks in Arcana (Arcana is no longer part of the game).

Divination: Set equal to ranks in Dark Symmetry or Arcana, whichever is higher. Precognition using the Symmetry (or the Tarot) is now considered a psychic power.
Telepathy: Set equal to ranks in Arcana.

Action Costs (Domain Rules)

Lights Camera Action - LIGHTS-CAMERA ACTION Chemistry Cat

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All actions have a base cost of 1, including but not limited to: Diplomacy, Explore, Quest, Research, and Wage War.

All actions require some effort, and effort = cost.

Actions with costs based on system/holding level are unchanged.

Wednesday, May 6, 2020

Sister Superior Riga of the Angelic Touch

The Bounty Hunter by Bogdan-MRK (With images) | Fantasy art ...

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Dark and brooding, Sister Riga doesn't really look the part of a sweet sister of the Orders Hospitaller. Her healing touch cannot be denied, however. Nor her skill with the tools of the interrogator. Or her eagerness in other matters.

Riga would always wear white. In battle or in peace, in bed, or in the torture pit. Always white. Until the day she failed Barotta, and allowed mutation to creep into his Astartes. Then she failed to tell him the sorry state of affairs. Now she wears black to remind her of the price of failure.

She comes from the same simple origins as Karla Omega. And like her fellow Daughter has had to go above and beyond what she trained for. Perhaps the strain has been too great, or her skills not sufficient. Perhaps, after all, she's a pretty thing to look at, and a fun toy, but not more.


Primaris Kay, Duskborn Wyrd, Trained Sorceress


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Light of hair and blue of eye, fair Kay looks like the angel she is not. Born on the Feral World of Dusk in Calixis, she's a former Black Ship prisoner, freed by the Light (or Chaos reavers attacking the Imperium). Trained as a sorcerer by the Salt Witches on Queensworld (Diamantina).

Attached to Barotta early on and has followed him on all his adventures. At some point, either before or after meeting Barotta, she became a disciple of Samus and was possessed by a Daemon. She no longer has Samus' dubious blessings, as the Daemon was ultimately banished by the Banner of Terra (she also doesn't have Nurgle's rot).

She's got very few memories of her life under the Daemon's thumb, and have had to rediscover (or reinvent) herself. With unlimited access to the Ever-changing Library, her powers have grown by leaps and bounds. Truth be told, Barotta has no idea what she can or cannot do these days. Her mind is equally unreadable; those few who experience possession and live are either driven insane or hone their minds harder than adamantium - or both.

Kay has a false sanctioning brand to go with her equally fake devotional tattoos, but they are hardly needed anymore. Who would dare lay hands on the Lady next to Barotta?

Lady Adeptus Karla Omega

36 Random Pics to Turn Your Day Around | Cyberpunk character ...

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Karla Omega is a Daughter of the Spiked Fist, trained in the ways of the Machine, but no true tech-priest. Due to a desperate lack of proper Mechanicum adepts, she was forced to do a lot of stuff she wasn't really qualified for. But when your Chapter takes the plunge into a warp vortex, leaving you hanging dry, what can you do?

Half woman, half machine, Karla Omega is still a passionate creature, far removed from the cold logic of the Mechanicus. She diligently explores the pleasures and pains of the flesh, while seeking to unlock the deeper mysteries of the Machine God, following paths of her own (if you wish to listen to rumors, she's seduced and tortured her way to many secrets).

In battle, she wears a unique suit of artificer armor designed and made by herself. When not dressed for battle, she favors a clinging body-suit of black, worn under flowing robes of golden mist-silk that reveal more than they conceal. Her head she leaves uncovered, to show off the pure chrome of her skull.

Aun'Ui Velk'Han Tu'Lur Tu'Kutur (Tau Ambassador)

Ethereal by Ignyte-creative on DeviantArt

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Tu'lur Tu'Kutur is the Tau Ethereal ambassador of the Velk'Han Sept to the Jericho Sector. His personal name means something like Great Personal Integrity and Unflinching Will, while his title can best be translated as Prelate (or possibly just Ambassador) of the Kingdom of the Broken Star-paths.

He was the one that negotiated the release of hostages on Argoth and oversaw the establishment of diplomatic relations, the Maw trade route, and the expulsion of humans from Tau-held worlds. He's currently residing on Carmyn where the embassy is located. He's accompanied Barotta on diplomatic missions several times.

He's a hard Xenos to read, both in terms of body language (aliens all look the same, don't they) and psychically (his alien mind is just full of gibberish). What you cannot understand you should never trust. On the other hand, if actions speak louder than words, he's been a lost useful connection for the Jericho Sector. So what's more important? Trust or profit?

Events 241.M42


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Calixian refugees (Calixis): The Tau have made contact regarding the resettlement of human refugees from the Calixis. They are fleeing the wars and chaos that's gripping that sector, and aren't affiliated with the Tau. If they can be settled close to the Warp Gate, the Tau is willing to move them there.

The game effect would be a 50% reduction in rule cost of suitable planets (Alphos, Calisi, Pyrathas etc).

Tyranid sighting (Cocijo): A Rogue Trader visiting the Federal World of Cocijo (top of the map) has sent an astropathic message containing a mental image of what looks like a small Hive Ship, or possibly a larger cruiser-type bio-ship, and several escorts approaching the planet.

Tuesday, May 5, 2020

Archmagos Hextrix of the Lathes

techno wizard - concept sketch OC | Cyberpunk, Character art ...

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Hextrix is a trained and anointed Magos of the Lathes, from the days before the place fell to Chaos and became corrupted. Barotta found him on a backwater planet in Calixis, and persuaded him to join him on his great quest.

He has served well - and risen high - and is by far the most important and competent of the (way too few) tech-priests serving the Jericho Sector. No wonder he commands the Mechanicus of the Sector and personally controls one of Argoth's three main hives. 

He's not above exploring dark sciences and Xenos tech, but takes a dim view of Dr. Xammeroon and her "old-fashioned and dangerous ways."

Arch-Prioress Tanith Baal

Medieval blond/white hair albino female warrior character ...

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The Arch-Prioress is an older (compared to the girls under her command at any rate) woman, stern and grey-haired (by choice, not old age). Her origin and her past are not known, but presumably, she saw service with the Daughters before there was a Coven of the Vile Huntress. Some of the others whisper that she has stood in the presence of the Prophet, and received his blessings.

With the rise of the Jericho Sector, her star is in the ascendant: of all Barotta's servants, she is the one in charge of overseeing the spread of the Word and the Will of the Prophet. She's performed admirably, save one slipup when she failed to keep the Chapter Master informed about the mutations affecting his men.

Who knows what magic she worked, what dark pacts she called upon to get out of that one...

Captain the Honorable Earl Jarex the Elder, First Minister of Commerce and Lord High Chancellor of the Guild Commerica (Vizier)

Star Trader Artwork by Dave Seeley | Science fiction art, Sci fi ...

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Born on a voidship somewhere in Segmentum Obscurus, Jarex is a spacer born and bred. His true lineage is a big unknown, but by the time Barotta met him on Diamantina, he was a self-proclaimed Rogue Trader - without the Queen's Charter. 

His map to the Jericho Maw Warp gate proved most useful, and when Barotta found himself in need of a commercially inclined individual, he remembered Jarex, languishing under the Mad Queen's thumb. Truth be told, Jarex was the only trader he had really spoken to, so the shortlist was very short indeed.

Initially intended to traffic the future-past route to Vanity on his galleon, Jarex somehow ended up as the de facto head of all things commercial and trade-related. In fact, he has not visited the past even once and is unlikely to do so.

If you overlook his money-grubbing ways and lecherous attitude towards women, his constant lies and embellishments, and the childish need to award himself titles of all kinds, he's done - and is doing still - a tremendous job filling Barotta's coffers.

Dr. Lydia Xammeroon (Vizier)


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Dr. Lydia Xammeroon is a former geneering specialist turned Remembrancer. She's the grandchild of Hubert Xammeroon, the famous Remembrancer who follower the 1st Legion as they ventured into the Milky Way following the recovery of their Primarch.

By chance - or fate - she was assigned to the Night Lords fleet Barotta visited on the eve of the Heresy. And by chance - or fate - she was aboard one of the ships to cross back to M42. She was none too happy when she found out what had happened, but she took it in stride, and her entrepreneurial talents soon propelled her into a position of prominence and power.

She's a woman who believes in logic and science. She puts on a polite face and mumbles the prayers, but doesn't really believe. Many from the past do not. But her job is not to believe. It is to produce resources for the Jericho Sector. Let that be her sacrament to the Gods.

She's recently adopted a full-body cybernetic prosthesis of Tau manufacture. This hasn't sat too well with a number of people, Archmagos Hextrix included. But what can he do? His true master not only tolerates the Tau but trades with them and uses their technology for his own ends. And is it not she who fuels the forges of the Adeptus Mechanicus?

Mors Accipitres/Death Hawks (Astartes Chapter)

DeathEagles.jpg

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The Death Hawks are known as  Mors Accipitres in High Gothic, literally Death that comes silently swooping (like a bird of prey). They are of unknown founding, probably M36, and are likely of Fated Sons stock, though no Primogenitor is listed.

In 999.M41 the Death Hawks worked with Wolf Lord Gnyrll Bluetooth's command, seeking to end the Red Corsair threat against Parenexes. Due to some failure on the Hawk's part (or so the Wolves claim - the Hawks don't comment), the Corsairs turned the tables on the Corpse-God's followers and wiped out both Astartes commands. 

The Corsairs began hunting the Hawks actively after this. By 237.M42 they had cornered the Chapter and stood poised to wipe them out. Barotta intervened psychically and had his Eldar allies lead them to safety through the Webway. Two companies were saved, led by CM Vladimir and CL Nicolay.

Astartes Celebrantinum/Celebrants (Astartes Chapter)

Celebrants Astartes

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The Celebrants is a Chapter of an unknown M36 Founding and unknown lineage (possibly Fated Sons descendants, but nevertheless Loyal Sons). They are the Astartes Celebrantinum in High Gothic, literally Space Marines who perform the rites (of Battle).

The Chapter served with distinction for many years, until a failure to obey lawful orders directly resulted in the loss of the Crimson Consuls Chapter to an Alpha Legion plot. After becoming aware of the consequences of their disobedience, the Celebrants struggled vainly to be rid of this black mark on their name, going too far, too often. Eventually, only a single fleet-based company-sized group under Captain Agamemnon remained.

Had not Barotta reached out, it's likely the Celebrants would have ended at some point during the current century. The Celebrants are tenacious soldiers, with a special knack for fighting Tyranids.

Monday, May 4, 2020

Events 240.M42


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Increase in system level (Spite): Human refugees from Tau-held worlds have been directed to Spite for the past five years to reduce the influx of settlers on Kaggeran. Abandoned manufactorum towns are slowly filling up, and city-scapes devastated by civil war are being restored to working order.

Spite +1 to level 3.

Old wounds (Spite): The influx of "Tau-lovers" threatens to upset the fragile equilibrium on Spite. The "Loyalists" fear for their continued survival. The "Tau-lovers" are feeling oppressed by the smaller "Loyalist" ruling elite. Steps should be taken, or there will be strife.

Crystal clear (Castobel): The seeded genesis crystals are responding faster and differently on Castobel. Some areas devastated by the retreating human defenders are now giving off a faint golden glow, reminiscent of Aurum. But the truly unique part can be found at the old site of Hive Talzis (destroyed by Cyclonic torpedo), where massive crystal formations are now sprouting from the ground.

Events 239.M42

Keep Calm and Carry On - Wikipedia

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Increase in system level (Kaggeran): Human refugees from Tau-held worlds have been arriving here in ever-growing numbers for the past 10 years or so. They have settled vast swathes of land that have lain fallow since the Quarantine.

Kaggeran +1 to level 4.

Gorx wars (Kaggeran): Refugees and old-timers do not always mesh well, and there is a good deal of violent conflict between the two. It's not too bad, but could grow worse.

Spite (Fortress World)


Ruin City -- Wei Gao | Futuristic city, Ruined city, Post ...

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Spite was a Fortress World from which Lord Commander Sebiascor Ebongrave marshaled the forces under his command against the Tau. This world was a heavily settled and industrialized but was left in ruins following a Tau counteroffensive that involved a massive uprising of human malcontents (widely believed to have been supported by the Tau). The Tau did not, however, stay to claim the world, but moved on to other targets.

The system was still being fought over by the remnants of Imperial loyalists and Tau-sympathetic rebels when Barotta arrived. The civil war between "Imperials" and "Tau-lovers" has died down, largely thanks to Barotta. An uneasy truce is in effect, but bloodshed could resume at the drop of a feather.

The planet itself is a fairly nice affair, where humans can comfortably walk around without protective gear, and even live off the land. In terms of resources, it's meager fare indeed. With enough settlers, it could become a prosperous world. Some human refugees from Tau-held worlds have arrived over the past few years, but the planet could take many more.

Calisi (Fortress World)

Quotes about Post Apocalyptic (36 quotes)

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The cities and garrisons of Calisi were abandoned prior to the Battle of Hethgard. The citizens were moved to other, more defensible locations, while the soldiers and their arms were used to reinforce Hethgard. Only the poor and the useless were left behind. Servants too old to be useful, former soldiers too injured to fight, women and children.

Fortunately, the Tyranids never arrived, and the planet was spared. The system was claimed by Barotta, but the inhabitants couldn't care less. They know how to fend for themselves, and have little use for an overlord who will only take their meager earnings, and abandon them in their hour of need.

The people remaining here either live in shanty towns around the old industrial-military complexes or wander the empty countryside, looking for salvage. The planet could easily house a few hundred million settlers and several armies.

Karlack (Fortress/Dead World)

Exterminatus | Warhammer 40k | Fandom

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Karlack was a human-inhabited world that had retained a semblance of civilization despite 5 millennia alone in the dark. It's peoples initially rejoiced when reunited with the Imperium, but their happiness was soon crushed by the demands of the crusade. The world's population swelled tenfold, its industries multiplied a hundred times, and its fields were farmed beyond exhaustion. At some point, the planet's ecosphere collapsed, and people became resentful, rebellious even. Harsh measures were taken.

Karlack was the principal seat of the Achilus Crusade High Command, home to the single most powerful concentration of the Imperium's military might within the Reach. After Hethgard, no one heard from the system, and none of the patrols sent there returned.

It was eventually revealed that Karlack had turned to Chaos, specifically Khorne. Every ship that had gone there had been seized by cultists, and incorporated into the "Great Star Ark" that would carry the faithful back to their loved ones on Carmyn. It's a given that there would be bloodshed when they arrived to find their promised paradise a cesspool of Saaneshi corruption.

Barotta put an end to this dream, seizing the hulk, and reclaiming the ships that could still be repaired. He then virus-bombed the surface of Karlack, wiping away all life.

Pyrathas (Fortress World)

Brown Dwarf and Moon by md9-ca on DeviantArt

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Pyrathas: Pyrathas was an Imperial Fortress World found within the Pyrathas Majorus System of the Jericho Reach. The system's primary star is a fierce, blue-white supergiant. This star is orbited by a second brown dwarf in a tidally locked orbit. Inside this brown dwarf's penumbra, Pyrathas also hangs in a tidally locked orbit, shielded from the fury of the supergiant. Its strategic location made it the second-largest (after Karlack) anchorage for the Imperial Navy in the Iron Collar.

The planet is marginally habitable and resource-poor and was ignored by the Imperium until Hive Fleet Dagon seemed like it might devour everything. It was believed that the glare of the system's primary would be enough to deter any Tyranid invasion. Thus, a colony was established on the surface, a place of retreat in case things went south.

A tendril of the Hive was indeed utterly devastated at Pyrathas. But rather than make the Tyranids stay away, it made them evolve. The next, larger tendril returned around the time of the Battle of Hethgard, fully adapted to the harsh stellar radiation.

The two Navy escorts protecting the place were quickly overwhelmed, as were orbital and plane-based defenses. Tyranids landed en mass on the surface, and all seemed lost. Then the God-Emperor interceded, the Tyranid Overmind was destroyed, and the Tyranids at Pyrathas lost cohesion, and the absorption of the planet's resources was halted.

Numerous feral Tyranid creatures continued to roam the planet for years. They were dangerous if provoked, but rarely worked in groups anymore, and could even be scared away with high noise and bright lights. By the 230s they had largely been eliminated by Marine Scouts proving their worth to the chapter.

Alphos (Fortress World)

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Alphos: Alphos was a human-inhabited world that was conquered during the first expansion phase of the Crusade. It was subsequently turned in to part of the Iron Collar, the ring of Fortress World protecting the Well of Night.

Alphos was only lightly defended during the Battle of Hethgard, but still managed to gain the upper hand against the Tyranid splinter fleet sent there. Something about Alphos made it very hostile to the invading Xenoforms, and more Tyranids died to the environment than to the guns of men. The invaders eventually adapted, and from a crashed hive ship a Tyranid synapse creature directed the remaining Xenos against the increasingly weak human garrison. The synapse creature was eventually eliminated by Barotta's new breed of Aurum marines, greatly reducing the Tyranid threat on Alphos. 

The searing hot sulfurous atmosphere makes Alphos a hell-hole, requiring heavy protective garments and breathers if you want to go outside, but it's vast mineral fields are too rich to be left idle, so the workers toil now, as they always have, stripping away one layer of rock to expose the next. The Adeptus Mechanicus did some preliminary terraforming studies, but the results were not promising, and the project was ended. Instead, a large number of Squat abhumans were moved here, as they are better suited to Alphos' harsh environment. 

Rheelas (Mining World)


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Rheelas is a Mining World in the Canis Salient. It was quarantined by Lord Ebongrave alongside Kaggeran and Argoth (it was deemed tainted by the Tau, but too valuable for Exterminatus).

Unable to support its population without food imports, this mining world suffered greatly from the decades-long blockade of the Quarantined Worlds. Most of the mines and refineries fell into disrepair, as workers slowly died off due to starvation. Despite the blockade, a few Rogue Traders traded food and weapons to the world, in return for whatever minerals the warlike miners could provide.

When Barotta arrived to break the quarantine, each mine complex had become an isolated feudal state, warring endlessly with its neighbors over dwindling resources. Rather than use force, Barotta proposed the food for resources program, which the warlords all accepted with a minimum of violent persuasion.

Rheelas has resumed exports to Argoth and is quickly becoming that planet's main supplier of everything from common ores to exotic materials. Old enmities die slow, however, and the local mine-lords are not above engaging in a little internecine strife over particularly rich ore deposits. The world is one of the destinations for humans expelled from the Tau Sept.

Kaggeran (Agri World)

Great Big Nature captures the never-ending migration of wildebeest ...

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Kaggeran is an Agri World in the Canis Salient. It was quarantined by Lord Ebongrave alongside Kaggeran and Argoth (it was deemed tainted by the Tau, but too valuable for Exterminatus).

When the quarantine hit, Kaggeran became a world without purpose. Without anyone to export to, Kaggeran's endless fields became desolate and weed-choked, and the massive grox herds dwindled and turned feral. Countless desperate agri-workers flocked to the planet's cities, swelling the endless slums, and providing a massive pool of recruits for the armies of countless petty warlords and kings.

When Barotta arrived to lift the quarantine, he found a world that, despite its agricultural resources, was starving, as its fields lay fallow and its workers had become warriors, fighting over scraps of food and dwindling technological resources. Barotta offered weapons and luxuries for the warlords that could provide him with agricultural produce. And death to those that did not.

Kaggeran is slowly but surely regaining its feet. In a generation or two, it could be back to where it was before Lord Commander Ebongrave consigned it to a slow, wasting death. Much of its exports go to Argoth, but grox meat reaches every part of Barotta's great domain. The world is one of the destinations for humans expelled from the Tau Sept.