Skaði's Thralls
Skaði's Thralls | ||
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Battle Cry | "something" |
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Founding | late 39th 40th millenium | |
Homeworld | "Skaði VI", Sometimes labled "The Former Domain of the Champions of Skaði" in Imperial Documents | |
Strength | 2-3 regiments of around 300-330k pennitents every Tithe | |
Specialty | Guerilla Warefare, Ambushes, Sniping, Winter Warfare. | |
Allegiance | Imperium of Man | |
Colours | White with Brown Leather, Red and Blue feature on Insignia. |
Finnish Feral Penal Legionarries, What could go Wrong?
A continued affirmation that /tg/ will stop at nothing until the grim darkness of the 41st Millennium contains every single conceivable thing ever. Or, you know, that there are some pretty robust creation tools that fa/tg/uys are able to use prolifically and to great benefit.
The Thralls
In the grimdark ruins of The Former Domain of the Champions of Skaði there is only Snow, Trees ("Trees"), Death and the Endless Steam of Thirsting Saunas. Or, at least, that is the world’s reputation. Skaði's Thralls are experts in in Hit and Run Foret combat, reaching the same level of Proficency as the famed Gaunt's Ghosts and quite possibly outperforming them in frigid enviroments similar to their Homeworlds. The Thralls Often Wield Long-Lasguns and Laslocks as oftern as they bring regular Lasguns as they bring regular lasguns and Bottles filled with Promethium funtion as their preferred form of grenade. Skaði's Thralls are able to fight Trench Warfare effectively enough but will often send squads ahead to slow the enemy's advance with their signiture use of Snipers, Booby-Traps and Ambushes which will often be used in conjunction, an xeno tank may stop short of a pit trap intended to destroy it only to be abushed, with the foiled trap now serving as a road block Pintle gunners on the tank will be shot dead by Snipers allowing the ambushers to drop Promethium Coctails inside the vehicle killing the crew and possibly exploding its ammunition before beheading the dead with astonding speed and vanishing back into the forest as quickly as they came under cover of Sniper-fire, Additional Booby Traps and a few brave indivuals who will keep fighting to buy their squadmates time, often charging the enemy with a grenade belt once they think the Ambushers will have had enough time to cover their tracks. Leaving a shaken enemy and alot of decapitated corpses.
Feral Cannibles
Skaði VI is a dangerous place, not is its climate incondusve to human life but the evil that wiped out the Chapter of Space Marines who used to call the planet home stil lingers on in their Ruined Fortress Monastery, now referred to as "The Angels Graveyard". As the PDF is mainly tied up both fighting and prepearing for this evil the Planets Tithe of Guardsmen is instead filled by criminals, individuals who have commited what are viewed as crimes by the planets savage inhabitants, though some of the Raised Legionarries are your usual theives or murderers the vast Majority of Skaði's Thralls are actually cannibles, most of whom are self-confessed. Food is difficult to come by even in the best of times on Skaði VI and in the brutal Winter entire villages have been found dead in summer from insufiicent foodstores, as such it is extremely common for starving individuals to resort to eating to body of another human who has already died in order to survive, when spring comes these cannibles often feel extreme guilt and wish to redeem themselves in the eyes of the Golden Flame (The Emperor) and offer themselves up to the justice of their peers, which is almost always service in the Thralls.
The Zealous need for redemtion experessed by most of the regiment soon rubs off on guardsmen recruited for other crimes (Theft, Murder) resulting in a regiment that is all to happy to sacrifice themselves for the Emperor, snipers who are located wil often stay put and keep shooting, dropping their Rifles only when they enemy is in effective range of their other weapons, Ambushes will often be baited with a sacrifical squad of guardsmen who are all too willing to die in order grant the enemy false confidence and many a Booby Trap has been intentially triggered by a Thrall in order to kill catch out any pursuing enemies as well. This is so extreme that Lord Commisar -- will command his troops to return from missions with "more heads then they left with" not only does this encourage the Thralls to sacrifice themelves only when absolutely, by making ambushers decapitate dead enemies before taking off or forcing Snipers to close in on their kills for proof (The Commisar will exept bags full of head mush in the case of Headshots) the Thrall's need for Martydom is somewhat alleviated. This comes together to make a terrifylingly efficient Hit and Run force, able to drag the enemy across an apparant sea of traps and Ambushes all the while wittling them down for sniper perches whilst still willing to stand their ground and get killed in order to hold the enemy in place and allow other parts of the regiment to operate as efficently as they do however when forced to fight defencively with no ground to rake their foe along they have been noted as performing "admirably but without distiction" as the Thrall's stubborness crossed with little to no real artilary, armour or seige equipment and few gun emplacements often results in Trenches held solely by the Thralls being difficult to break but easy to take once the admittibly lethal No-mans land has been dealt with whilst Thralls in conjunction with regiments more suited to Trench warefare can result in lethal combinations, the Penal Legionarries happy to go on suicidal missions to set up traps in No-Mans land or attempt to range behind enemy lines to disrupt enemy supply lines.
History and Background
Skaði VI was an unremarkable Ice Ball with 0 inhabitants when the what would become the Skaði System was first brought into the fold during the glory days of the great crusade by the Word Bearers (often known simply as "One of the Emporers Space Marine Legions by other planets in the sector for obvious reasons") however some time afterwards a Chapter of Space Marines now known as the Champions of Skaði eventually came across the Skaði VI and found it covered in Feral Human Tribes, Finding truly Ancient Transport ships on the Planets surface further investigation into the ancient Data logs found that at some point in the very distant past several regiments of Imperial Guard (or Army, details are hazy) were stationed here while the local arm of the Administratum "Figured out what to do with them" what ecxactly this meany was unspecifie. Whatever happened it appears that the Guardsmen were forgotten about completely leaving the troops on their own for thousands of years. During this investigation the local Tribes were appalled at the "interlopers" for stepping foot on what the Tribesmen revered as "the Mountains of the Flame" and preceeded to wage what was apparantly a brutal Guerilla War against the Space Marines killing not one but three Astartes over the course of 5 Terran Years and diabling a Razorback. Finding this effort impressive the Champions Chapter Master declared the Tribesmen to be worthy Recruitment Stock and used the favour granted by recovering the ancient troop transports to claim Skaði VI for his Chapter constructing their Fortress Monestery on the grounds in which the ancient ships once stood (note that exactly when this happened has been lost to the Administratum as has whether or not the Champions of Skaði named themselves after the system they called home or if the Skaði system was renamed by the Space Marines once they arrived.)
For many years the Champions of Skaði reigned of Skaði VI and it's thought that this is where many of the planets traditions come from. The practice of giving children extremely basic lasguns so that they could shoot the small songbirds which live in Skaði's forests and are the only reliable source of Omega 3 and Vitimins D and C on the planet was almost certainly started by the Marines to raise the quality of their recruits (were else would the Tribesmen gotten their guns from) and the willingness of Skaði VI's modern day inhabitants to hand over their guilty to the Penal Legion probably comes from how the old Champions of Skaði would take convicted Theives, Murderers and Cannibles and turn them into Servitors. This however was not to last.
In Mid to Late M39 the Chapter would come into contact with an unknown chaos warband. over the course of many-many brutal Skirmishes the Chapter of Space Marines would be wittled down to just over half strength until, in early M40 the full force of the Warband decended on the System. Split between The Hive World Skaði XVIII and The Domain of the Champions most of the Warband, led by a horrfying Deamon Prince assulted the Marines in their Fortress Monastery. The details are unkown but when the Imperal Counter-Attack finally arrived the Chapter had been wiped out with all hands lost and though many corpses had been left behind the Warband and their Deamon Prince had seemingly vanished into Thin-Air. However they were not gone.
Roughly every 70 years or so the Warband, now known as The Tide reappears, spilling out of the Angels Graveyard they ravage the countryside slaying as they go and piling high mountains of skulls before vanishing again as quickly as they came. First suprised by these attacks, the remains of the PDF that had been set up by the Astartes were able to rebuild and prepare for attacks developing many of the tactics used by the Thralls today in direct responce to the Warband profficency in head-on comabat and it was seeing the effects of what the Skaði's named "the Death by Inches" that covinced Imperial Officals that the Servitor Stock that the planet was currently offering up as Tithe woud be better served as a Penal Regiment and so, Skaði's Thralls were formed
Skaði's Thralls was originally the name given to the Chapter Serfs who served the now extict Chapter of Space Marines who used to occupy Skaði VI and for awhile after the death of the Astartes the world would pay its Tithes not with Guardsmen but by offering up their criminals as Servitors parts in much the same way they had offered their criminals up to the Space Marines, however after the 1st Skaði's Thralls proved a decent, if short lived success it was decided that would be offically labled a feral-guard world and later have proven so effective that the local arm of the Administratum has granted them many medical neccesities such as Callipers, Pennicilin and Medicae kits in order to boost Birth Rates as well as Vitimin Suppliments to boost the Health and physical abilities of the Planets Population. crucially, while the increased population has increased the amount of mouths to feed beyond the feral worlders abilitie to provide enough sustinance the people of Skaði VI are repeatedly denied Food Aid outside of the Vitimin Tablets in a deliberate effort to increase rates of Canniblism in the populace and thus boost the amount of souls joining the The guard even further then the boosted population would suggest. This worked fantastically, especially once hoarding and eating a Years supply of Vitimin Suppliments in an attempt to stave of starvation was also made a crime as it "Took advantage of the Emporers Generosity" and now the Planet can reliably provide 2 to 3 and sometimes even 4 large Penal legions, which is more then enough for Guerilla Warefare specialists such as the Thralls.
Notable Skaði Regiments
the Skaði 1st - The original Penal Legion, deployed against Necrons with some success before the over-sacrifcal nature of the Thralls ran them so ragged that the Xenos were able to overrun the remaining troops. Their overall performance coupled with confirmation that a Necron Lord had been cuaght in the blast of a Thrall booby-trap (that, admittibly, had still failed to kill him) resulted in more Regiments to be raised
The 16th Skaudi Thralls Re-named by their commanding general who reportadly couldn't pronounce the old name and didn't care to learn. The Skaudi Thralls still served with extreme distiction against the Tau and what were later comfirmed to be Dark Eldar on Boldena XXVI, afterwards were mistakenly deployed to the deserts of Wolsen II alongside 4 regiments of Kreig Death Corps instead of the planets equtetorial Jungle where 2 more Kreiger Death Corps were mistakenly deployed instead. Despite being completely out of their element the Kreigers reported that Skaudis Thralls adapted well to the change of tactics and were "valiently" wiped out after 3 and a half weeks of fighting One Squad bringing down =]REDACTED[= before getting overrun.
The 19th and 20th Skaði's Thralls - Raised right before a Tide attack these Regiments were attached to the PDF to help fight them off before being redeployed to =]REDACTED[= alongside =]REDACTED[= against =]REDACTED[=, apparantly served "well considering the circumstances" for the duration of the campaign after which both regimiments were =]REDEPLOYED TO THE SEGMENTUM OBSCURUS[=, never to been seen nor heard from again.
49th "Greenskinners" 50th "Bartenders" and 51st Skaði's Thralls - Raised after Administratum measures to boost Skaði's Tithes, first time 3 Regiments were raised in a single Tithe, deployed against various minor Ork Waaaghs on a String of worlds before being redeployed against the traitor world Threka V alongside 1112th Dellen Rifles an the Vuanted Catachan Devils, Fought a particuarly brutal set of Guerilla Campaigns in on the Planets Campaigns and joined by the recently deployed 64th "Muk-Skip" Catachan Jungle Fighters during the last push to the Planets capital in what would be know as the "Red-Delta Massacres" afterwards the remains of the regiments would be disbanded and their members folded into the Mukskips.
221st "Quite Violence" Skaði's Thralls notebly the first regiment to be joined by Commisar -- also fought against the Tide whereing the attacked general was reportedly "Eaten Alive" by the warrior known as the Bleeding One. Taking command Commisar -- would reign in their suicidle tendencies and introduce what are now common practices in the Thralls notebly the act of taking the heads of the enemies which originally started as a method of psycological warfare, the heads of dead Tidesmen would be Purifyed and ceremonially burned which would forever deny the soul a place on the Skull Throne. This Served well and the warband quickly retreaded from whence they came, the 221st would serve with distinction against Waaaghs Smashhamma and Burningit before wiping out a band of Traitor =]STORMTROOPERS[= despite massive losses afterwhich ther -- was offically granted the title of Lord Commisar and the 221st was folded into
--'s somethings originally made up of leftover elemements of the defunct 221st, 233rd and 234th regiments of Thralls, attached to Lord Commisar and contitaly replenished with survivours of Thrall Regiments that have been heavily reduced by long campaigns. -- has served the Commisar for decades with many Legionaries going on to fill positions of authority in other Regiments of Thralls and and a few even managing to earn the Emporer's Pardon! Many Generals attached to regiments of Skaði's Thralls are Veterens who have proved themselves to Lord Commisar -- as Sargants in the -- and any Thrall who has earned a degree of renown has earned even more here. Currently deployed against the latest Tide incursion a brutal guerilla war is taking am greater toll on the Khornates then ever before
Unique Equipment
Lasguns
Although the vast majority of Hua Yuan‘s Guard forces use imported Galaxy or Accatran pattern Lasguns, a large number of local designs have been catalogued by the Adeptus Mechanicus. Collectively known as HY-Grade Las Weapons, these locally manufactured devices are infamous for their ubiquity in the lower levels of the hive as well as their unreliability. Although inexpensive to manufacture (and thus perfect for use by underhive gangs), substandard materials and improper fabrication techniques routinely lead to problems not suffered by equivalent armaments. Among the most commonly reported are a failure to focus photon beams correctly, as well vastly fluctuating power outputs. These two factors often manifest in the weapon appearing to fire differently coloured beams between shots, often with substantially varying levels of killing power .
Hua Yuan soldiers issued with locally sourced weaponry often seek out replacements as soon as it is possible to do so, to the dismay of quartermasters from allied regiments. Nevertheless, enough have been observed in combat by other regiments for the phrase “a Hua Yuan lightshow” (a barrage that looks impressive but fails to do any real damage) has entered Guard cant in several theatres.
Las-Uzi
Certain members of the guard found that more traditional las-weapons weren't quite suited to the task at hand, and resorted to a more homebrewed recipe. The las-compact submachine pistol was a signature of the gangs and Mechanicus of Hua Yuan, its compact nature and high rate of fire are well suited to the cramped and narrow home it was born in. Its shot-count seems to vary per chargepack, but it is usually around thirty shots with overcharge capabilities. It is otherwise reliable for something so niche.
Las-Uzi Pistol 30m S/–/6 1d10+2 E Pen 0 Mag 30 Rld: Full (Reliable, Overheats, Variant Lasgun settings) 1.5kg Average
Blinkers
Another tool in the arsenal of the Hua Yuan Exterminators is the diverse set of 'blinkers'. These small devices consist of high intensity lights hooked to self contained power sources and rudimentary alternating systems. These tools play an important role in the Exterminator's 'Colors and Mayhem' doctrine, serving to add yet another layer of disorientation and misdirection to the already cacophonous displays utilized.
These devices are all flash and no bang, simply projecting their blindingly bright light at random intervals to distract and disorient foes. Blinkers can be thrown or set as traps and are primarily used on cultists, rebels and humanoid enemies.
To maintain stores, Enginseers and sharper Guardsmen manufacturer these devices in the field with locally sourced [Read: looted] materials. As they are hive specialists, there is rarely a lack of material. The complexity of the devices vary from division to division, with the more elite ones, such as the Fifth Division, using specific wavelengths and colors that their optics are polarized against. This allows them to use the devices more freely and tactically against their foes. The less experienced or less Specialized Divisions are content with making rudimentary devices, making up for the danger of blinding themselves with rigorous drilling in communication and usage.
Tyranid Dust Stimulants
A special Combat Stim made from powdered Hormagaunt nervous tissue, Tyranid Dust is a commonly utilized drug among members of Exterminator Regiments. Inducing in those who snort large quantities of it the ability to "see" Tyranid warp signatures, at the cost of their ability to see color. Those who consume such quantities of "'nid Dust" are also prone to losing their self control, entering a hyperfocused trance, in which they will obsessively seek out and attempt to kill any Tyranids they can find. Killing Tyranids in this state tends to induce a strange trance-like state that allows users to better resist Tyranid Psyker attacks, an invaluable trait when facing down Broodlords.
The use of Xenon is closely guarded secret outside of the Exterminators, and an open secret within, innuendo and doublespeak composing entire conversations when referencing the dangerous Combat Stim. Commissars entering a Tyranid Hunting Exterminator unit (which is the large majority) quickly discover the origin of this sickly drug, and its pervasiveness. Used as a moist snuff or chaw to produce a consistent hyperactive state, rolled like a lo stick and smoked to ward away exhaustion and allegedly prolong life or mixed with Hua Yuanese sewer herbs to induce a heavy stupor (often used whilst on leave), mixed in tea to combat aging and relieve soreness of the muscles, and most dangerously as a glowing white snorted snuff.
Snorting the drug produces the most potent effects, sending those who are heavily addicted to the drug into homicidal rages against the drug's progenitor xenos.
Directions to produce Tyranid Dust
Required Materials:
- Four ounces of Hua Yuanese Mind-Mold
- Tyranid Subject
For safety one should don a Void Suit or similar protection, and for best results one must capture a LIVE gaunt, although the results can be produced as long as the subject's brain is intact and the creature has been dead for no longer than 12 hours. Termagaunt adrenal glands can be used as well but will create a much tamer product. If the subject is deceased only the head is necessary.
1. Expose the cranial cavity of the Tyranid subject by removing the cranial plated carapace
2. Sprinkle the mind mold on the immobilized or dead Tyranid organism's exposed brain, ensuring proper coverage of the exposed area.
3. Wait until the Tyranid's immune system starts showing signs of repelling the infection, or if using a deceased subject wait for about 20 minutes.
4. Using a flamer or similarly intense source of heat, exterminate the Tyranid. When using a decease Tyranid just sear the brain without melting it
5. Extract any swollen nodules from the burnt husk.
6. Dry them, then crush them into a fine powder within 14 minutes of extraction.
If done correctly the final product should be a fine, glowing white substance. The color and brightness of the glow indicates purity.
After taking a dose, which lasts 1d10+2 hours, a character does the following: Make a Challenging (+0) Toughness Test. If the character fails by three degrees or more, they are considered infected by Mind Mold (see Dark Heresy 2nd Edition Core Rulebook). Upon success, the character gains the Forbidden Lore (Tyranids) skill at rank 1 and they must make a Challenging (+0) Willpower Test. Success grants the character immunity to Fear effects originating from Tyranids, plus the ability to automatically detect all Tyranids and Genestealers within a number of meters equal to their Perception Characteristic.
Standard kit
- One Field Uniform
- One set of Poor Weather Gear
- One Lascarbine (Main Weapon) with four Charge Packs and the Compact modification
- Two Frag Grenades
- Two Smoke Grenades
- Two Krak Grenades
- One suit of Light Carapace Armor
- One Microbead
- One Respirator/Gas Mask
- One Rucksack or Sling bag
- One set of basic tools
- One Mess Kit and one Water Canteen
- One blanket and one Sleeping Bag
- One Rechargeable Lamp Pack
- One Grooming Kit
- One set of Cognomen Tags or equivalent identification
- One Primer or Instructional Handbook
- Combat Sustenance Rations; Two weeks’ supply
- Tyranid Dust stims x 14
- Enlisted Ranks
- One Mono Knife
- Officer Ranks
- One Ceremonial Blade.
The Crunch
- Regiment Classification
- Standard Guard Regiment
- Regiment Demographic
- Firstborn
- Nature of Recruitment
- Standard Conscription
- Homeworld Designation
- Hive World
- Homeworld Terrain
- Dead World
- Regiment Core Units
- Infantry
- Specialization
- Hive Warfare
- Loyalty Rating
- Adherent (standard)
- Special Equipment
- War Trophies
- Regiment Creed
- For The Homeworld
- Regiment Friends
- Imperial Guard ("Occupying" Praetorians)
- Regiment Enemies
- Tyranids
Only War Statblock
Hua Yuan 1st Exterminator Regiment
- Hive world
- +3 to any two of Agility, Fellowship, and Perception
- Skills
- Common Lore (Imperium), Deceive, and Linguistics (Low Gothic)
- Accustomed to Crowds
- Crowds do not count as difficult terrain, When running or charging Hive worlders take no penalty to Agility tests to keep their feet.
- Hivebound
- -10 Survival checks outside of artificial environments.
- Urban Violence
- Start with one of the following talents; Heightened Senses (Hearing), Paranoia, or Unremarkable.
- Starting Wounds
- Start with -1 wound.
- Commander Type
- Maverick (2 points)
- Starting talents
- Resistance (Fear)
- Regiment Type
- Line Infantry (2)
- Characteristics
- +3 Strength, –3 Intelligence
- Starting Skills
- Athletics
- Starting Talents
- Rapid Reload
- Standard Kit
- One M36 Lasgun and four charge packs per
- Training Doctrine
- Close Quarters Battle (5)
- Starting Talent
- Double Team or Combat Master
- Special
- Members of regiments that specialize in Close Quarters Battle gain an additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range.
Favored Rare Weapons
- Basic
- Meltagun
- Heavy
- Plasma Cannon
Special Rules
- Tyranid Dust Stims
- When taken in near overdose levels (5 doses) drains color from the user's vision and reveals Tyranid and Genestealer warp signatures. Gives the user an overwhelming desire to kill any seen Tyranids, and must pass a -30 (Very Hard) Willpower to retreat from combat with Tyranids. Each Tyranid killed in melee by the user while affected grants +5 permanently for Willpower tests to defend from psychic powers and effects from Tyranids to a max of +30.