Nobledark Imperium Forces of Chaos
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Notable Daemons and Followers of the Dark Gods
Drach'nyen
The War of the Beast was truly a terrible affair. Daemons of every stripe were called forth by the Ruinous Powers to assault the Imperium from every conceivable corner at the same time, in numbers that had not been seen before or since. In the Segmentum Pacificus, the Interex, the interstellar power that had joined the Imperium as a semi-autonomous member state, came under attack by the daemon Drach’nyen. Although capable of warfare, the Interex preferred to focus on the virtues of the human condition. To them, Drach’nyen, a being born of the darkest aspects of human nature, was like their greatest nightmare come to life. However, at the same time, because Drach’nyen was born of the basest urges present in all of humanity, there was little the Interex could do to truly stop him. As a result, the defeat of Drach’nyen came from a rather unexpected source: the Kinebrach.
As a Chaos-fearing race, the Kinebrach did not make Chaos-corrupted swords for no reason. As a race of weapon forgers and metalsmiths, the Kinebrach naturally saw making swords as a way to bind and deal with daemons. If a daemon is bound to a physical object, then it is tied to a single place and is not free to corrupt and torment mortals as it wishes. Once the daemon is forged into a sword, all one has to do is lock the sword away where no one can hear its temptations and make sure no one ever uses it.
Being a daemon of fundamentally human origin, there was little that even the most powerful human inhabitants of the Imperium could do against Drach’nyen. The Kinebrach, however, were not human, and suffered from no such limitations. The leader of the Kinebrach and the greatest of their warsmiths, Ra-Ha-Be, challenged Drach’nyen to single combat on Mount Afonso, a forge built into the side of a volcano that the Kinebrach had considered their finest workshop. The daemon was truly a ferocious opponent, but eventually, Ra-Ha-Be beat Drach’nyen and forged him into the shape of a sword, at the cost of his own life.
Unfortunately, in the chaos of the War of the Beast, the sword was lost and eventually ended up in the Warp, where it fell into the hands of Chaos. Despite being sealed in the form of a sword, Drach’nyen still has a mind of its own. If Drach’nyen believes the one wielding him to be worthy, he grants his power to his wielder to turn them into an unparalleled engine of close-combat destruction. However, if Drach’nyen believes his wielder to be weak or that someone else would prove to be a better master, he turns on his wielder, either stabbing them in the heat of combat or outright ripping the soul from their body. Many followers of the dark gods and even several daemons have learned this the hard way.
Drach’nyen has acquired sort of a legendary reputation among the followers of Chaos, as it is said that the sword’s chosen wielder will be the one who finally brings the Imperium to its knees. After going through many wielders, in late M37 the sword fell into the hands of Lady Malys, the Daemon Queen. The fact that Lady Malys has come into ownership of the sword, and has remained in possession of it for several millenia, has convinced many of Malys’ claims that she is the true chosen one of the Ruinous Powers.
The Fallen
- Chaos Space Marines collectively referred to as "The Fallen", not just Dark Angels - Not as common as in canon, due to no entire legions turning traitor like in canon, but make up for it with a shitload of daemons, Heretek technology (e.g., Obliterators), and blessings from the Chaos Gods. Chaos Gods are far more lavish with their blessings to their favorite toys, to the point that every Fallen Captain, perhaps even every Sargent, is approaching Chaos Champion-tier power. - Largest contingent comes from the Dark Angels, of which 2/3 to 3/4 turned traitor during the War of the Beast. This doesn’t sound so bad, but Dark Angels were by far the largest legion, and so having 2/3 of them turn is like having two entire legions go traitor. The fact that the largest contingent of traitors came from his legion is what made the Lion so fanatical about hunting them down. - Vlka Fenrika – Said to be second largest. Quite a few of them were Unrefined Canis Helix survivors, which made Russ rather uncomfortable, and were led by Skyrar, who was close enough to Russ that the latter would have called him brother - Imperial Fists – Basically everyone on Necromunda, estimated to be 1/5 - 1/4 of the entire Legion but with considerably more Imperial Army assets then the DAs. - Night Lords – Decent number of traitors. The ones who joined to get their jollies off. Some Slaaneshi or Nurglite (of the “pain” and “despair” flavors), but mostly Chaos Undivided. Loyalist Night Lords hate them with a passion. - Virtually every legion (and later chapter) had chunks converting either during or after the War of the Beast, either out of lust for power or just making bad bargains with the gods for the sake of survival.
The Crone World Eldar
Crone Eldar infantry squad organization
The smallest grouping of the warriors boils downs to 5 warriors in 1 raiding party. These parties are commonly a squad of ten that were split into two during small scale raids. The most basic warriors that make up the bulk of the Crone Eldar warbands are known as Unlanded Warriors, due to the fact Crone worlds lack the space for private property many simply rent living space. These Unlanded Warriors often join the military to gain land and power. The rank of Subjugator is equivalent to a Sargent who ruthlessly keeps the squad in line. The rank of Second Hand is for who serves to help the Subjugator in all matters and also act as a courier while being second in command. The Witch-doctor is included in a squad to heal permanent damage and provide counter minor psyker support on the battlefield, although these weak psykers could but won’t heal minor wounds as these wounds serve to provide pain and pleasure. The Witch-doctor is always accompanied by an Unlanded Warrior who would protect and help the Witch-doctor but also be always around to put down the psyker if driven too insane or rebelled. The Whippers are the only pair of warriors who have less lethal weapons and are melee specialist. Whippers are also infamous for whipping comrades when ordered to by their Subjugator. The pair works to bring in targets alive and fend off melee warriors. The last 4 others in the squad are the Submissives who can be armed with melee weapons or ranged weapons like the Saw Rifles, and act as flexible general infantry.
Typical equipment
The Subjugator normally fights with a blessed sword and a Saw Pistol. Second Hands can have the same weapons as the Subjugators or have a Splinter Rifle instead. The Witch-doctor is often seen with a phallic staff which can smash skulls and the pointed bottom is made to slice through cloth flake armor. The Unlanded Warriors including the Witch-doctor guard are often armed with melee weapons like swords, hammers, and mauls with Repeating Saw Pistols. Alternatively the Unlanded Warriors are often also armed with a Saw Rifle and Saw Pistol. Whippers normally carry around a melee weapon, whip, and several Nervous Pistols
All Saw weapons fire mon-molecule dices like Eldar shuriken weapons but are shaped like a buzz saws. The difference between the ammo is to prevent the rounds from sticking on a target but instead to simply slice through organs and arteries. Saw Pistols are semi-auto pistols that fire bursts of rounds. Repeating Saw Pistols hold more ammo, have a stock, are heavier, and can also fire automatically. Saw Rifles unlike the Splinter rifle doesn’t fire using pellet or slug rounds, these rifles shoot with steady stream of rounds being sent like an Eldar shuriken weapon. The blessed swords are just regular melee weapons but are given special effects by Warp sorcery or by one of the Dark Gods. The phallic staff is a weapon that becomes larger at the top with its head usually being round while the bottom of the staff is sharpened to pierce cloth, leather, chainmail, scale, and thin plate armor. Witch-doctors are known to disable human Guardsmen by simply shoving their staff through the flake cloth even most feudal worlds with metal armor can’t stop the piercing. Nervous Pistols can only fire once before reloading. Shooting out all 9 chemically laced bolts at once are all connected to the weapon via extremely thin wires. If these bolts touch flesh after firing, they would send a shocking electrical current aided by chemicals on the skin to overwhelm the nervous system and stop any motor functions of the humanoid size target.
Crone Eldar Notable Groups
Scions of the Old Helm
Khorne's elite military cult of pre-fall Eldar warriors and guardians turned to him in its wake. They earned their place in his favor when in the fall he watched them turn their ships inward to the great debauchery and slaughter their kin as the writhed together in the filth of Slaanesh, cut down mad sorcerous seers as they exalted the ever changing glory of the expanding eye, and harried and hounded the clinging sycophants all about Isha as Nurgle dragged her down into the garden. They warred through the Shah-dome's upper surfaces, brought continent shattering climax to the mounting hells on the empire's worlds as the washed in immaterial miasma, and shredded the webway within the Eye, spilling pocket universal redoubs into the eye's cloying nebula. He granted them his mark and blessing, and in time since they have proven their worthiness of his esteem as terrors among even the worst heavies of Chaos. The forces of this ancient military cult have made particular efforts to drag the remains of Khaine into Khorne's domain, but their legacy of horrific, bloody war has been felt in every corner of the Galaxy.
The Bleeding Star
The story of the Bleeding Star begins with Archon Darumache Zharr, and his Kabal of the Venomed Breath. After a plot to destroy a more powerful rival backfired on him, Archon Zharr and his Kabal chose to flee into the Webway rather than stick around for the inevitable overwhelming retaliation. After wandering the Webway for decades, raiding Imperial worlds and rival raiders for supplies, they found something incredible- a proto-craftworld in orbit around a warp rift, crew slaughtered in the Fall but otherwise untouched. Archon Zharr instantly declared this their new base, and named it 'Port Razor'.
The millennium that followed was good for the Venomed Breath. Port Razor gradually attracted other outcast Kabals and lone Dark Eldar, mercenary bands, Ork Freebootas, xenos pirates and Chaos marauders, until it had become a city in its own right. Commorragh in miniature. Constantly on the move and equipped with the finest cloaking fields, it provided all the scum of the galaxy with an inviolate base to strike at civilization from. Until the Imperium finally tracked Port Razor down, and assembled a Crusade to destroy it.
Unwilling to abandon his domain twice, Lord Zharr committed to a vicious defence. However, deprived of their usual advantage of mobility with the need to defend a mostly-static position, his fleets were slowly destroyed or simply deserted. Port Razor itself was forced deeper and deeper into the warp storm, fleeing into the depths where Gellar fields failed, beyond the reach of the Imperium. It was assumed to be destroyed, and centuries passed without further sign of Port Razor and the Venomed Breath.
Then the Bleeding Star emerged. Outer hull encrusted with the hulks of thousands of ships, the outline of what was once Port Razor was still visible, having been transformed into a Space Hulk in the terrible depths of the warp storm. The old inhabitants had been likewise transformed. Archon Zharr and the Venomed Breath had sold their souls to Chaos in exchange for survival- and power. The Bleeding Star ripped its way through an entire sector before it was finally damaged enough to drive it away. Before, Port Razor had been a base, a port; now the Venomed Breath operated it as a warship, a super-dreadnought of horrendous power. They had fallen primarily to Khorne and Nurgle (and Slaanesh not at all- they take particular pleasure in killing Croneworlders who follow She Who Thirsts), and their behavior reflected that; much more willing to assault the enemy head on, much more willing to stand and fight- and much more capable of doing both. Now capable of true warp travel thanks to the thousands of daemons bound into its hull, the Bleeding Star blazes bloody paths through the Imperium, only stopping when grievous injury forces it to withdraw and recover. It licks its wounds for decades, or centuries, loitering beyond the reach of any foe in the Warp- then it comes in again, without mercy, without warning.
Over the millennia of its operation, Port Razor and the Bleeding Star are estimated to have killed trillions of Imperial citizens. Its every appearance is met with furious force- but each time, it manages to slip away, leaving burning ships and worlds in its wake.
Crone Eldar Elite Infantry Units
Gorgons
Gorgons pursue the Slaaneshi ideal of sensation being a weapon in and of itself. They eschew conventional weaponry in favor of bizarre arrays of demonic hologram emitters, noise-makers, and more exotic sense-effecting devices. They use these to attack the minds and souls of their targets directly. At its simplest, a Gorgon's attack is simply a spray of epilepsy-inducing noise and sound, paralyzing and confusing entire companies with sheer neural overload. A more focused attack can burn out a mind entirely, causing brain-death without a single trace of physical damage. Given time in which to work, increasingly exotic effects are possible, from mass hallucinations to causing basically arbitrary mental illnesses to 'programming' a mind to respond to certain subliminal cues. A Gorgon's approach to combat varies widely by individual, ranging from full-frontal epileptic assaults to slowly programming entire regiments with subliminal cues to explode into fratricidal violence at the right moment.
Fortunately for the Imperium, the sort of absolute understanding of psychology needed to make a good Gorgon is rare; the sort of skill that allows entire regiments to be attacked at once rarer still. In addition, Gorgons are not often liked by their fellow Croneworlders. They approach sensation with a highly technical mindset, speaking of baud and bit-rate and qualia where most Croneworlders speak of overwhelming religious ecstasy. This limits how well coordinated they are on the battlefield, with the Gorgons mostly being left to go do their own thing, irrespective of where they would be most useful on the battlefield. Still, a skilled Gorgon at the wrong place at the wrong time can- and has- turned successful campaigns into catastrophes.
Meatweavers
Meatweavers are thankfully a rare sight on the battlefields of the Imperium. They depart dramatically from the normal humanoid form, constantly remaking themselves into new forms. While they are capable of acting as combat medics, they do so rarely; their true calling is the creation of abominations. They stalk the battlefields of the Black Crusades, collecting the dead and dying of friend and foe alike and remaking them. Skeletons re-articulated, muscles resectioned, flesh ripped apart and put back together into monsters. The exact nature of these things varies, from stripped-down snake-like infiltrator forms to tank-killing amalgamations of hundreds of corpses. Even when they deign to heal, they never leave their 'patient' entirely unchanged.
In direct combat, meatweavers are a relatively modest threat; dangerous in melee but lacking ranged weapons, and generally preferring to avoid direct engagement. What makes them lethal on the battlefield is their ability to recycle the dead into various combat organisms, fast enough to be tactically useful; given more time, and more bodies, a meatweaver can create an army. Clearing a hive which has had a meatweaver cabal squatting in it for several months is a bloody exercise in frustration. Fortunately- and a small comfort it is- they often disregard practicality in their creations. On the rare occasion a meatweaver has been interrogated, they indicate their work is a sort of religious sacrament, an act of creation/rape that brings them closer to their god. As such, strict military usefulness is a secondary consideration; for every murderbeast there's a stationary sculpture, incapable of anything but moaning.
There are indications that meatweavers are themselves creations; that on occasion, a meatweaver will select a particularly 'suitable' individual and remake them into a new meatweaver.
Meltheads (name tentative)
Meltheads appear to be in a state of constant disintegration, sloughing off tracts of skin and slowly bleeding from every pore. This is because they are, in fact, constantly disintegrating, at a rate matched by their incredible powers of regeneration. They form the cornerstone of the Croneworlder's biological/chemical attack capabilities; their flesh, as it dissolves, gives off toxic/hallucinogenic fumes of wildly varying effect and potency. In light concentrations, this can be warded off with standard NBC gear and void suits; in heavy concentration it ignores any and all conventional precautions, as it is psy-active and warp-based, and these qualities come to the fore as it accumulates. In addition, these clouds can exhibit mobility and sentience, actively pursuing enemies and hindering the movement of people caught in them. In addition, by ripping out their own (regenerating) organs and performing various rites with them, Meltheads can create still more elaborate and dangerous effects. The most common of these is the 'smoke pot', which simply vents long-lasting fumes in vast quantity until destroyed; enough smoke pots are certainly capable of rendering a world forever uninhabitable. Other known effects include 'rust clouds', which destroy machinery with hideous effectiveness, and 'purple fog', which can evidently phase in and out of existence and exert limited mind-control abilities over people caught in its range of influence.
For all their terrible power, Meltheads do have weaknesses. For one, they are often listless and unmotivated, having to be goaded into battle by their handlers; without provocation, they are often content to wander listlessly and stare blankly into the middle distance. Second, the smog generated by a Melthead is evidently in some sense still part of their 'body'; this means they can exert control over its movement and effects, but also that the smog dissipates quickly upon the Meltheads' death. Third, enough fire does indeed burn off the smog, making massed artillery and airstrikes a viable option for dealing with the more exotic or permanent effects. Finally, to the relief of the Imperium, for all their power, Meltheads are quite rare.
While Meltheads are generally seen among Croneworlder forces, Nurglite examples have been known, and are generally even more hideous. There are indications that Meltheads are actually the castoffs and rejects of some experimental regime or procedure; what the finished, complete product would look like is almost too hideous to contemplate. Finding more information on this potential threat is a top priority of the Inquisition.
Phalanxes (name tentative)
Phalanxes form the heavy-armor assault infantry of the Croneworlders. They are sealed into suit of possesed armor, which quickly (and extremely painfully) integrate themselves into the biology of its host. Once put on, the suit cannot be removed. The armor is not actually that heavy, and Phalanxes retain most of their agility; what makes them durable is the armor's ability to shift in response to incoming threats. Lasers? The armor becomes a near-perfect mirror, reflecting the incoming fire back at the attackers. Bolters? It becomes a bizarre labyrinth of sharp angles that deflects the shells away from vital organs. Plasma? Electrically charged sea-urchin spines that disrupt the magnetic sheath of the bolt and cause it to detonate harmlessly in midair. Melee attacks? The armor can go so far as to sprout bladed limbs of its own to parry with. Almost any kind of attack in existence has some kind of counter, and the Phalanx can use them all. The armor also incorporates strength-boosting mechanisms, allowing the use of heavier-than-usual weapons, the most iconic of which is the Zweihander; a ten-foot-long power blade made for cleaving through entire ranks of men at once.
Thankfully, forging such suits of armor is time-consuming and difficult, limiting the number of Phalanxes in service. The only reliable way to overcome a Phalanxes' armor either with overwhelming force (heavy artillery, tank cannon) or by targeting them with multiple types of weapon simultaneously and hoping the armor gets 'confused' and is unable to effectively ward off them all. Among other Croneworlders, Phalanxes are both respected and pitied; the nature of the armor means that anyone who dons it effectively gives up all other sensation in favor of the heat of battle; an admirable choice in some ways, but not one most Slaaneshi would make.
Slaughtermen
The result of a Chaos Eldar being infected with the Obliterator techno-virus. Slaughtermen are capable of forming nearly any man-portable weapon out of their evil-nanomachine-infused flesh, for a wide definition of 'man-portable'. Even more dangerous, Slaughtermen are capable of extreme precision with their weapons; as their ammunition is as much a part of their body as their weapons, they can perform such feats as seeing through and steering their rounds mid-flight. This allows incredible feats of BVR accuracy, as well as makes them excellent scouts. On top of that, they are also capable of creating 'drone' weapons such as autoturrets and spider-mines in order to harass the enemy long after the Slaughterman itself has vacated the area. Fortunately, the formation of such tools is apparently extremely taxing and rarely done.
Slaughtermen do have their weaknesses. They do not have unlimited ammo; they evidently have an internal 'reservoir' of ammo-mass that slowly refills over time, and can be expended. This contributes to their emphasis on precision over mass of fire; compare Traitor Astartes infected with the Obliterator, who have either genuinely unlimited ammunition or simply a vastly larger 'reservoir' and thus lay about with abandon using heavy weapons. For another thing, they use projectile weapons almost exclusively; their ammo-scrying and ammo-steering abilities do not operate, or operate with reduced effectiveness, with energy bolts. Finally, even though their ability set would be greatly complemented by stealth and camouflage, they are often anything but stealthy. Flamboyant markers of rank and kill-count (synonymous among Slaughtermen fraternities) are the norm, which allows them to be picked out easily on the battlefield. Of course, exceptions exist. They are also found with some frequency among Khornate Eldar, for obvious reasons.
Crone Worlds
Of the Crone worlds, many, including the great domain of the Eldar, the shellworld capital now named Shah-Dome, are the domain of the Slaaneshi cult, and at some unreachable heart of the capital the Brass palace meets reality. The writhing heart of this semi-real kingdom is Slaanesh's access point to its base in the blasted wreck of the eldar empire, an asset unmatched by the older gods, and its loyal cenobites freely wander from eye to true warp. However, throughout the eye and beyond the prince's rivals have ensconced their favored. Mighty orders of killers dedicated to Khorne, undying eldar warriors, tempestuous empowered orks, and blackguard astartes of the imperium among them dominate the wolds in the wilds of the eye, and even carve out their own domains in the warp itself. Tzeench's sorcerers have taken mostly to the winding fortresses and redoubts of the webway, seers that cannot be tricked but by themselves and must read their own mind to know what they're thinking. The schemer's faithful magi and tinkers are indispensable in the courts of Shah-Dome and Commorragh, but their wicked, plotting colleges are distinctly unwelcome. The few followers of Nurgle among the eldar contemplate their grandfathers from the gutters and laboratories of the great cities of darkness, but most remain with him in his garden. Of the few active beyond his noxious hedges, the most prominent are attendants of Isha.
The Rant
See The Rant
Chaos Guard
Chaos Guard is a generic term for humans at war on the side of Chaos. Their ranks are as diverse as humanity itself, ranging from Guardsmen who simply saw too much to revolutionaries seeking any weapon they can get to nobles and underhive gangs trying to get a leg up over their rivals. Many Chaos Guard were simply born into Chaos, raised on planets within the Eye of Terror or far from the Astronomicon's light. The paths to Chaos are many, but the destination is always the same.
Most new-minted Chaos Guard forces are quickly incorporated into well-established warbands. Most of these are lead by Chaos Eldar or the Fallen, with the Chaos Guard simply filling out the ranks of cannon fodder. Of course, it is a large galaxy, and even a minority of independent Chaos Guard battlegroups is still a very large number in absolute terms. The quality of any given battlegroup varies wildly, influenced by origin, prior battles, and how much its patrons care. On the one end, you have howling mutant cultist hordes; on the other, discipline and tactics on par with the finest regiments of Imperial guard. Chaos Guard forces often slide up and down this scale over their operational history; a howling horde may be beaten into an elite force by the brutal logic of natural selection over the course of multiple battles, while a proud Imperial Guard force may have their brains rotted and degenerate into near-mindless mutants as they slide deeper into the grip of Chaos.
Likewise, the equipment of Chaos Guard forces varies widely. Those few fortunate enough to establish ties with the Dark Mechanicus are equipped as good as or better than any Imperial Guard regiment, but most find themselves without consistent access to an industrial base and incapable of maintaining advanced equipment. Such battlegroups find themselves forced to raid Imperial space just for basic supplies, and often degenerate back to basic infantry weapons: lasguns, autoguns, and melee weapons. Of course, there is wild variation here, as everywhere else; Chaos Eldar thralls are often partially equipped with Eldar weaponry, while warbands based out in the fringes of the galaxy can have strange xenos weaponry, unknown to even the most wide-ranging Ordo Xenos inquisitor.
One thing the many factions of Chaos Guard have in common, however else they differ, is that they are dangerous. Imperial Guard, Aspect Warriors, Astartes; all are harsh teachers. Would-be Chaos Guard must learn swiftly or be destroyed. Many, even most, are destroyed; the rest learn. Whether a proud and disciplined soldier or howling berserker, elevated by Chaos' gifts or reduced to a shambling unit barely a step above Chaos Spawn; never count a Chaos Guardsman out until they are dead and buried. Sometimes, not even then.