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===The Nightmare Companies=== Truly unique units among the battlefields of Segmentum obscurus, the Nightmare companies are the elites of the secluded Black Suns warband. ====11th Company==== Known by several names, most commonly "Company of Wrath", the 11th company of the Black Suns is formed of the strongest among the ranks of the lesser companies. The chosen members go on a pilgrimage to Scintilla's hellish surface, where the remnants of their sanity is destroyed. What returns is a husk that knows hatred, rage and a monstrous purpose, they are merciless, sadistic and cruel beyond comparison. Their newfound madness comes with some of the greatest powers the Black Suns wield: unnatural speed and strength fuelled by their rage, half-incorporeal forms that phase through space in what seems like teleportation, and an aura of fear so potent even many of those who know no fear recoil from in a mixture of confusion and uncertainty. They wield the mightiest melee weapons of the Black Suns' arsenal, forgoing ranged weaponry they no longer need. Nearly any melee weapons known to man are available to the 11th company, but as elites of the Black Suns, most of them wield only the most potent and specialized of blades, mauls and gauntlets. ====12th Company==== While the 11th company embodies the wrath of the Black Suns, the 12th company embodies the mind: "Company of Sorcery" is their well-earned nickname. While the Black Suns have a large number of psykers and sorcerers, only the most intelligent and strong of will may join the Nightmare Companies. While they share the pilgrimage on Scintilla with the 11th company's initiates, the 12th company's members return very different from their brutish brethren: While their sanity is destroyed, their powers are greatly enhanced as they learn the arts of runecrafting, profound understanding and control over minds and the power to reflect the maddening light of the Tyrant Star and twist shadows to do their bidding. ====13th Company==== A true nightmare, each of the few servants who reach age and power great enough to ascend to the 13th "Company of Madness" is barely recognizable as a human, or indeed a living being of Realspace. Each of them is a unique but unmistakably monstrous entity: While a few among the 13th´s members retain most of their human appearance, their faces are invariably nightmarish, twisting form of mouths, eyes and appendages. All bear a few similar traits when it comes to their minds: Broken, inhuman, a shadow of its former self, their personalities and thought processes shift toward that of a predator´s: Cunning and intelligent, yet always hungry and striving toward their next feast. Recruited from among both marines and humans, the creation of these beings is one of the most guarded secrets of the Black Suns, along the true nature of these creatures´ existence. They are powerful entities physically, and bear reality-shattering psychic might that rivals that of a Greater Daemon. Many fight constantly and physically, seeking foes to prey upon in the name of the dark realm they seek to create. Others fight with their psychic might, tearing apart the essence of reality and warp with equal glee. A few of them, however, seem content in plotting and deceiving, donning silver masks to hide their monstrous nature where possible. These men and women are the most dangerous ones of the 13th company´s numbers, for they bear the greatest powers among their kind yet act in an unnatural, calm behaviour that can easily hide their true potential. Only 39 individuals have ever joined the Company of Madness. While such creatures could easily turn the tide of any battle, they are a limited resource, and far from immortal: 18 of them have been slain in battle, and eight more have been thrown into the depths of the warp even daemons dare not delve into. Only in a truly apocalyptic battle would one be deployed, and only in defence of the most unholy secrets of the Black Suns have two fought alongside each other for they are quite capable of accidentally killing each other in their frenzy.
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