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===Dread Fleet Organization=== ====The Fleet==== <div class="toccolours mw-collapsible mw-collapsed" style="width:1100px"> ''"Listen here laddie. If it wasn't for that much manpower then the entire Dread Fleet would be impossible to operate. We may be Marines, but we ain't the Emperor. We can do many things better than yer common folks, but we can't run all of this on our own. If we could, then we would not have this many bondsmen to help us run it."'' - 2st Mate Reggar of the Warp Cutters on the functioning of the Dread Fleet. <div class="mw-collapsible-content">The Black Lock’s Dread Fleet is organized under the Fleet pattern that is known as the Nomad-Predation pattern (like the one used by the Carcharodons Space Marines). Each of the companies have one Flagship (usually a Battle Barge or anything similar to it) and several smaller ships from Heavy Cruisers to Escorts. Additionally each such company strike force has many specialized voidships that can both fight and maintain other ships. Still, when the Black Locks require it, then they'll land on one of the human populated areas or the dock with the space stations of the Calico Colonies in order to trade or recruit (or simply taste the local beverages and flirt with the tavern wenches). However, the Chapter’s company fleets are powerful enough to not bother most of the time with selecting specific targets unless the enemy they face is exceptionally powerful. Despite their Nomad-Predation pattern, there are present elements of a Crusade Fleet pattern akin to that among the Black Templars. If a company swears an oath, then it doesn’t matter how long will it take them to accomplish it, they will fulfil it. Of course they don’t take such oaths easily. If it is something of extreme importance, then they will do it without a second thought. Most of the time the Dread Fleet will travel through the space eliminating dangers such as renegades, outlaws, pirates of any kind, xenos, heretics or void monsters that terrorize a vital part of a slower-than-light-speed route. Sometimes the Black Locks are asked (or more like hired) by influential trade guilds or trade-oriented Rouge Traders to guard their shipment when they travelling to faraway systems. These people contact the marines by various ways and always offer them wargear of greatly above good quality. Though most of the time they can actually meet the marines by drinking with them in a tavern in one of the colonies. In later times the Dread Fleet created a smaller fleet made out of multiple members from all the ten companies and volunteers from around the Calico Colonies. This Expeditionary force was made to go into neighbourhood systems (including those far away) in order to look for the remaining Halcyon Disk Fragments, as well to aid Imperial troops they meet or to eliminate dangers that are plaguing other sectors. These Expeditionary Fleets do periodically return in order to swap company members and volunteers, to resupply and re-equip certain elements and to generally make check-ups on the ships before going back on another journey beyond the Calico Stars. </div> </div> ====Chapter Organization, Members and Allies==== <div class="toccolours mw-collapsible mw-collapsed" style="width:1100px"> ''"Well we do have formalized force organizations and our tactics. Yeah m'lady, we do have markings and we do read the Codex from time to time. Then again, there are no Chapters that are completely adherent to it since they all pick up all that is fitting to them. We? Each one in the Dread Fleet have their own takes on it, though we love to hit hard and hit fast every heretical scurvy dog that is unlucky enough to turn his back on Him in the great lighthouse of His realm."'' - Brother Vinci of the Rum Grails to Colonel Varna of the Valhallan 209th during a chat in the mess hall in the Regimental Command. <div class="mw-collapsible-content">Each Black Lock Company is responsible for its own equipment, resources, vehicle pool, forge, sanctity, vaudon cove (their version of the librarium) and more importantly, recruitment. To differentiate between the members of each company, every Black Lock has the left side of their chestplates and their arms and gauntlets in different colours. The left pauldron where a company number should be is replaced with a company emblem, whereas the right pauldron has the chapter symbol. In order to differentiate which marine belongs to what type of squad/lot and to which squad/lot he belongs, the markings are implemented on the marine's kneepads. Left one for squad/lot number, the right for markings indicating tactical, heavy support or assault roles. In case of veterans, they get a crux terminatus marking on their right kneepad. In case of Terminators, the right kneepad is where the company symbol belongs. </div> </div> =====Master of The Dread Fleet===== <div class="toccolours mw-collapsible mw-collapsed" style="width:1100px"> ''"Our enemies are many. They often have weapons and tactics that makes them think they have a chance against The Emperor's finest. Let them come and we will put this to the test."'' - Attributed to Ahab Eduardo Teach. Chapter Master of The Black Locks, Master of The Dread Fleet, Captain of The Black Cutlasses. Also known as Captain Blackbeard. <div class="mw-collapsible-content">This position is occupied by one of the ten Captains of the companies who is selected via voting. Only the Captains can vote from among themselves. In order to determine a new Master of The Dread Fleet, the Captains are shown their deeds and heroics that were the results of their brains and brawn. It is based on these that a new Master of The Dread Fleet is chosen. To be a Captain is already a enormously responsible task. Being someone that is the Master of The Dread Fleet is even more difficult, as such an individual must not only mastermind his own company’s movements, but also those of the rest of the Black Locks. In battle, a Master of The Dread Fleet is always accompanied by a squad of Honour Guard Terminators. Such a group led by the most powerful Lock in the Chapter is indeed an inspiring sight. Additionally, by having access to the rarest and most powerful artefacts in the Dread Fleet, and having it combined with his centuries of hard won experience, only short of the most powerful of enemies can actually hope to match the Master of The Dread Fleet. </div> </div> =====The Captains===== <div class="toccolours mw-collapsible mw-collapsed" style="width:1100px"> ''"Ya have to admit. Being part of a Chapter is something not everyone is privy to. To be a Captain even more so. For me? I get all the rum I want."'' - Brother Captain Sparrow. Excerpt from ''"That what you are allowed to do as one of the Captains of the Dread Fleet"''. <div class="mw-collapsible-content">Each company is led by a Captain. Compared to normal Codex compliant ones, Black Lock Captains are both leaders and champions that earned their position by both brains and brawn combined with great heroics and adamantine nerves. To be a Captain is of a great responsibility, for such warrior decides where and when to go and fight with his company. Additionally it is they who lend their warriors to others and they vote for a new Master from among themselves. In battle, Captains are terrifying warlords that lead their lads into combat. Although they can take care of themselves, they are always accompanied by a group of Old Timers (their equivalent of Veterans) that act as bodyguards. Only the most powerful (or luckiest) enemies may hope to actually face a Captain and survive the experience. </div> </div> =====The Mates===== <div class="toccolours mw-collapsible mw-collapsed" style="width:1100px"> ''"Being the 1st Mate is not an easy task as many think. You often have to aid your Captain. Mind you apart of doing what the other 2nd Mates do, I have to do extraordinary paperwork along with leading and fighting. Sometimes even going so far as to lead it in person when the Captain suddenly has something that makes him occupied. Still not so much as Captain Peter has to do, but that requires a Space Marine to deal with it. If only our brothers didn't jump before thinking, then I wouldn't have this much to do. But that's the life in the Crimson Blades Company for you."'' - Excerpt from the Memoirs of 1st Mate Hagthorpe of The Crimson Blades Company <div class="mw-collapsible-content">Each Company has four mates between which each company is divided for easier force management. The Second Mates are the actual equivalents to a Codex Captain. These Locks are drawn from the veteran cadres of each company based on both their leadership skills, as well as both brains and brawn. The First Mate however is something different. To be one is to become the right hand man of the Company Captain (or Master of The Dread Fleet). When the Captain has business to do, then it is the First Mate that takes over command if the Captain is not present. A Second Mate becomes a First Mate if he distinguishes himself in battle and will prove himself very competent. If the actual Captain dies, then his First Mate becomes the new Captain. </div> </div> =====Chaplains===== <div class="toccolours mw-collapsible mw-collapsed" style="width:1100px"> ''"Even marines such as we need spiritual support. My brothers need much of it after they deal with the blasphemies of those that were considered once our [[Chaos Space Marines|brothers]]."'' - Chaplain Alaric of The Serpent Watch to Inquisitor Pontus ''"I swear if they are still partying in the hall instead of doing something productive other than training, then it will not end on bashed skulls!"'' - Chaplain Rotusmund of the Rum Grails <div class="mw-collapsible-content">Black Lock Chaplains are no different from those in other Chapters. They act as spiritual leaders of the Chapter that look after the spiritual condition of their brethren, and are also responsible for overseeing the training of new Locks. In battle, the Chaplains drive the Locks to even greater feats of zeal as they plunge into enemy lines, crushing or slicing everyone that crosses their path with their unique Anchor-headed Cronzius. Just like in the case of the new Master of The Dread Fleet, the eldest Reclusiarchs choose the newest Master of Sanctity via vote from among them. </div> </div> =====Witch Doctors===== <div class="toccolours mw-collapsible mw-collapsed" style="width:1100px"> ''"So ya wanna learn da arts de vaudon eh? Das not gonna be eazy lad. First of ya need ta lis'n to da spirit realm. BUT! But ya must be cautious. For the arts are bout' communicating with da spirits. The real ding is if said spirits are not daemons. Dat. Dat is something one must learn how to differentiate. If ya will not learn fast, then do not complain when I hafta exorcise ya with da help of a Chaplin."'' - Elder Vaudon Mombusu to Sanctioned Psyker Hekatio <div class="mw-collapsible-content">The Black Locks' equivalent of a Codex Librarian, Witch Doctors are versed in the Arts de Vaudon. A form of psychic discipline that includes a broad selection of specialties and paths, it is said that the Arts de Vaudon died out many millennia ago due to Ecclesiarchy activity in the Calico Stars because they saw it as no different from Chaos Sorcery, which was proven wrong after a series of researches conducted by certain Ordo Hereticus Inquisitors. Despite this, there are now very few Vaudon users other than the Black Locks. The marines have this thanks only to the efforts of the legendary Demetrius Hex who is believed to have refurbished the Arts and taught them to those of the Void Eagles that would become the Hex Company. It is not a wonder since the first Witch Doctors came from this company and taught the others the Arts. Each of the companies adapted specific aspects of the Vaudon, but the Hex Company Witch Doctors practice them as a whole, including the unique to them Path of Smoke and Spirits. A fully fledged Witch Doctor always wears his suit of power armour that, apart of the heraldries of both the chapter and company they belong, also wear ornament masks made out of animal skulls and bones, further adorned with tribal-like markings. The older the Witch Doctor, the richer the mask is adorned. When not in battle, Witch Doctors craft talismans for their brethren to ward off the evils of the Warp, probe the minds of everyone in search of the seed of Chaos, enact rituals to produce various effects such as summoning the spirits of the dead, and with the coming of Tyranids, detection of the encroaching shadow across the warp. In battle, these psykers manipulate the warp in a different matter when compared to more traditional Librarians. Through their lives, the Witch Doctors subtly accumulate warp energies while simultaneously harnessing them openly from the warp, yet not in such quantities as Librarians do. This way they can unleash enormous amounts of power with a smaller probability of the Perils of The Warp happening. In more critical situations, the Witch Doctors may harness the optimal amounts of warp energies and unleash all the accumulated ones they stored into one, enormous psychic storm, yet with a high risk of Daemons assaulting their minds. Additional tasks of the Witch Doctors are also detection of warp abnormalities on a planet the chapter is stationed on. Interestingly, all Witch Doctors are considered to be linked with the Hex Company and made into honorary members of that company. Since the Samdi Baron is considered both Captain and has the same status as a Codex Chief Librarian, the most powerful Elder Doctors from any of the companies are thus relegated to the Hex Company if they are chosen as the new Baron. </div> </div> =====Techmarines===== <div class="toccolours mw-collapsible mw-collapsed" style="width:1100px"> ''"Here is yer leg. I built in a small hidden container that holds an additional grenade just in case you need an additional throw. It opens from behind, and the tibia part has been further reinforced with additional layers of armour. Just be careful that a plasma blast won't wipe it out. I have enough work with the motor pool and a dozen other lads of ours, and that leg of yours is quite the artwork I did."'' - Cog Brother Marcus of the Void Plunderers <div class="mw-collapsible-content">Just like among other Chapters, Techmarines are vital to the functioning of the Black Locks’ warmachines, equipment, and forging of new wargear. Additionally all Techmarines are responsible for the functionality of the Dread Fleet’s vessels and purifying the (least) corrupt weapons that were “acquired” from fallen Chaos Marines with the aid of Chaplains and Witch Doctors, as well as (albeit extremely limited) research on recreating xenos tech without their taint for the Imperium along with the Fleet Tinkerer Magos’s. The Techmarines are a tightly knit group, and they aid each other even in the most direst situations, as well as sharing their researches...most of the time. The Cog Brothers of the Void Plunderers are known to be the busiest of the Dread Fleet’s Techmarines. </div> </div> =====The Black Locks in general===== <div class="toccolours mw-collapsible mw-collapsed" style="width:1100px"> ''"Well brat, here we are. Ya went through a lot, this is a fact. You survived and Ork onslaught and Dark Eldar raids. You avoided being snatched by heretics and you even killed two of them. And...have to say, ya actually helped me back there with getting out of this here uncomfortable situation I got myself BECAUSE OF YOU. But the fact ya helped me get out of this mess makes me forget about it. Welcome to the Myst Graves kiddie. Ya can say it's something of a family. A tight knit one you can say."'' - Cutthroat Veteran Erasmus to the child that will be known later as Brother Captain Rackham <div class="mw-collapsible-content">There are three groups of Black Locks in the Dread Fleet. The Novices, or Kiddies as they are called by the older members, are the youngest Black Locks that are in training. Novices are, depending on the company, recruited from various places over the Calico Colonies as young warriors and soldiers or as even younger children. In case of the latter they are mostly orphans that can be found in the slums of the major colonies or on the few war worlds that are present in the star cluster. Some of the young recruits are either from feral or civilized planets, or slaves (either freed ones or those who managed to escape their overseers). Some are even infants whose parents died in battle or in some accident (this varies greatly among the colonies). The kiddies undergo a brutal training after being screened for corruption and genetic capabilities to become space marines. After receiving the geneseed and their first implants, the recruits are given Grog to drink. Grog is a medium strength alcoholic beverage that has a strong stench and is simply put...disgusting. On the other hand, Grog has many substances that are extremely toxic to normal humans, but not to the kiddies since the implants absorb the substances that are present in the beverage. This is used so that the implants wouldn’t be considered by the will-to-be Black Lock’s body as something alien and wouldn’t try to reject them. When a kiddie ends his training, he becomes a Lad. The lads are actual Black Locks who finished their basic training, gained their power armours, and fit for their combat tours. These warriors make up the core of every of the ten companies. Just like in Codex compliant Chapters, each newly induced lad goes through Devastator, Assault and Tactical training. Though some of the companies take a different take on it. Myst Graves, being the only company to practice the use of Scouts, make their recruits go through it before they can become full-blown Locks. Crimson Blades for instance take example from the Blood Angels and make theirs train as Assault Marines before they can advance further. After their training routine finished, the freshly baked Crimson Blades keep their jump packs. Some lads do not stay as simple battle brothers and become full-time pilots or drivers. Although all Black Locks can pilot and drive any aircraft or vehicle, it is these aces that deliver the Black Locks to their destination, no matter if it’s the battlefield, the ship they are orbiting, or they are transporting civilians to a safe zone. The smallest, but considered as a elite, are the Old Timers. These old marines saw a lot, fought a lot, and killed a lot. Each company has their own veterans that lead the lots or are bodyguards for either the Mates or Captains. Old Timers accumulated enormous amounts of experience thorough their centuries of active service and know well how use it against the Chapter’s enemies. Having access to the best armour and wargear the armouries have to offer, these veterans make a great difference on the battlefield. In combat, these Black Locks can be seen either leading lots, spearheading the rest of the marines into where the battle is fiercest, or serving as the bodyguards of one of the Mates or the Captain himself. In a similar fashion to the Space Wolves, promotion to the veteran cadres of a company isn’t solely based on experience and years of service. On certain occasions, even the youngest of lads will be promoted based on acts of exceptional courage. When not in battle, the Old Timers will be telling stories of their efforts to children and younger members of the Chapter. In the case of the first, they do change certain things in some of their stories, since how will you tell a child that you slew in the past a Champion of Chaos or blew up a daemon engine? </div> </div> =====Bondsmen===== <div class="toccolours mw-collapsible mw-collapsed" style="width:1100px"> ''"How should I say? I grew up here and know this place since I remember. The other bondsmen are not too shabby, and the marines? Cannot complain about them. They cannot be complained about at all. Yeah, we do multitask, but some of us do one job more often. And these people do not change this often between tasks. I would love to talk more about this, but I must go. The children are waiting."'' - Bondswoman Angie. Nursery staff of the Black Cutlasses Company ''"Darn. Not diaper duty again..."''' - Brother Farel of the Black Cutlasses. Given the task of working along with twenty other Bondsmen in the nursery after an unfortunate accident in the hangar involving a Storm Talon, its missile launcher, and rotten Void Kraken meat ''"Got myself a new life after they saved us from being Dark Eldar slaves after our commander wrote us off as dead. The only thing we need to is just help them with their duties. Not bad of a new start, right?"'' - Bondsman Patches, former Imperial Guardsman of the Cadian 279th <div class="mw-collapsible-content">Just like every space marine chapter, the Black Locks also have serfs, though calling them this way would be considered rude to some point. Bondsmen, as the Black Locks call these men and women, are normal humans that help the Black Locks in various ways. From cooking, cleaning, paperwork and archiving, to ship and machine maintenance and taking up stations that require both responsibility and competence. In return the bondsmen get very good education and better living conditions that are equal to those seen on few Imperial worlds. They range from multi-generation wide families that started out as serfs back when the Black Locks were still known as the Void Eagles, to people that were saved by the marines from either purges initiated by the Inquisition, or from places and situations where the Imperium simply abandoned them. Thus among the bondsmen there can be found former guardsmen, priests, tech-priests, psykers or even untouchables. Despite their position, bondsmen are treated equally by the Black Locks. Not to mention that the above works the aforementioned bondsmen do aren’t done purely by themselves. The lads get certain duties they have to do, and bondsmen are here to help them in their duties. That is seen as odd by others outside the chapter. Especially by other space marines. This even goes to the point that all the Lads (barring the Old Timers, Mates and Captains), share the same space with the Bondsmen. Even living in the same sections of the ships quarters. Bondsmen make up a gargantuan part of the Dread Fleet. No wonder here since a large fleet like that the marines have, not to mention the number of aforementioned marines and vehicles at the chapter’s disposition would require enormous aid in maintenance. Compared to serfs from other chapters, bondsmen can take part in battle (and get their own share of loot). The Locks give them better wargear that would be seen among those of the Tempestus Militarium and can utilize their own motorpool. These combat forces are utilized as fire support and to hold objectives of tactical and strategic values. </div> </div> =====Rogue Traders===== <div class="toccolours mw-collapsible mw-collapsed" style="width:1100px"> ''"Aye, I know the Black Locks. Done many deals with them, as well gave them my services. And they payed well. These Lock Doubloons of theirs are made of some valuable metals and gems. And the craftsmanship and details that were put into them...this will fetch a delicious price on some worlds."'' - Attributed to Rogue Trader Jarwell <div class="mw-collapsible-content">Rogue Traders are vital for the Imperium no matter what. These brave individuals are used to explore the unexplored, claim new planets, meet new xeno races, and depending on the situation, trade with, or exterminate them. Being individuals unbound by the tight system of the Imperium, rogue traders can go everywhere (unless their warrant of trade tells them and their descendants to stay in a particular sector), be present where there is an opportunity to strike business, or to simply do whatever they want to. To be granted this much freedom is tempting in the extreme, as there are rogue traders that either are pious members of the Imperium, doing their work in HIS name without neither the Ecclesiarchy nor any institution hampering them, or those that went drunk with aforementioned freedom to the point of turning into piratical renegades that pillage and plunder everything that crosses their path. It is unsurprising for the Black Locks to have contacts with these colourful personalities. There are times when both traders along their own crews fight side-by-side with the marines. Some of them have strong links with the Black Locks and therefore both sides aid each other in difficult times. Not to mention that there are Rogue Traders that constantly travel with the Chapter. Having contacts with Rogue Traders means additionally that the Black Locks get not only military assistance from them when needed, but also a reliable source of information and certain wargear. </div> </div> =====House Gentius Navigators===== <div class="toccolours mw-collapsible mw-collapsed" style="width:1100px"> ''"If you would keep a little silent? I'm trying to focus here. You would not want to suddenly end up dangerously near a sun...or a black hole...or in the centre of the [[Eye of Terror|eye]]?"'' - Navigator Elsham <div class="mw-collapsible-content">Not exclusively a part of the Dread Fleet, but no less an ally that is with the Chapter since the 36th Millenium. House Gentius was once one of the few top houses on Terra, yet due to a incident, that today would be considered more trivial than serious, had to abandon its holds there and become a nomadic house. Thanks to a breeding program via carefully arranged marriages (and applying powerful fertility increasing substances to both males and females), Gentius produced many stable navigators. Thanks to their nomadic style on the other hand, as well as their knowledge of warp currencies and navigation skills, their members are truly uncommon in terms of quality. That is unless they won’t drink any alcohol while travelling through the warp. Appearing light years off track can be insanely irritating, thus they are forbidden from drinking anything alcoholic before a warp jump. For some reason they ceased all contacts for three centuries until the incident with a Chaos Fleet led by the Apostles of Minthras. If it wasn't for the Black Locks arriving on time, then the navigators wouldn’t live another day, or worse... Grateful, the Navigators gave a number of their own members to the Chapter. Sometimes the Navigators will actually take the fight to the enemy and use their abilities to aid the Black Locks, no matter if it is direct combat or using their abilities to pinpoint where a enemy will be teleporting in his troops or summoning warp creatures. </div> </div> =====Fleet Tinkerer Tech-priests===== <div class="toccolours mw-collapsible mw-collapsed" style="width:1100px"> ''"Aaaah. Some fine STC you found here. As agreed. After we finish analyzing it we'll give you certain data from it for personal use. Meanwhile could you and your brothers help us out? Unfortunately our Grav lifters broke down for some reason. When I get my hands on the dimwit aspirant who forgot to check on one of the Omnissiah's blessed creations then I will..."'' - Magos Dissel of Fleet Tinkerer to Cog Brother Verisius <div class="mw-collapsible-content">The Calico Stars are a vast expanse that is mostly unexplored due to the constant warp storms and the things that exist in the Abyss in aforementioned Unexplored Regions. Many of the worlds that exist there have multitudes of unique natural resources that can be used in multiple branches of the Imperium, thus it was forbidden to turn them into such places like Forge Worlds, and even then mining operations have become very limited. The Mechanicus at that time were thoroughly enraged by this, but the Colonies found a way for them. Instead of building large Forge Worlds, they should instead invest into large, self sustaining fleets that would travel the colonies and present their services, harvest the rich in resources asteroid fields and dead worlds, look for STC among the systems, and supply the Calician Guard Regiments. Thus the Constructor Fleets came into being. Previously the most dominant Constructor Fleet was Fleet Ferro, yet due to their dabble in tech-heresy, and slaughter of other fleets after the Black Locks revealed said tech-heresy, they were nearly annihilated and forced into the warp. Since then Fleet Tinkerer took over and made sure there will never be a monopolization on technology, and even goes to such lengths as to encourage rivalry and competitiveness between the other Constructor Fleets in order to avoid them going into stagnancy, yet will terminate everyone if they are blatantly using xeno-tech instead of trying to create Imperial alternatives without the alien taint. This is in order to avoid creating another incident like in the case of Fleet Ferro. Fleet Tinkerer has strong ties with the Black Locks due to how much the marines helped them, and even greater with their Void Plunderers company. </div> </div>
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