The /tg/ Heresy
Okay guys, be excellent to one another and don’t fuck this up
Legion Overview
The Primarchs
The Traitors
Silver Spears: Maranthos Egille, Charismatic leader, likes flashy weapons
Bulwark: NONAME, Cautious and cynical but otherwise average
Black Augurs: Visios the Voidwatcher, Fast reflexes, quick to make decisions. Far-signted, divination psyker.
Life Bringers: Johannes, extremely skilled apothecary, prefers to purge problems and build anew
Mastodontii: NONAME, Optimistic, weak psyker
Council of Iron: NONAME, Short temper, physically strong, absolutely no fear.
Argent Legion: Malphas, Irreverant.
Iron Rangers: Rogerius Merrill, Obsessively seeks knowledge regarding tech
Wolves of Dawn: Hektor, Horus analogue, Friendly, great leader.
Sons of Fire: The Burned King , Ruthless, willing to make utilitarian sacrifices. Loves fire. A cold soul who only seems to take pleasure in purging worlds to the crust.
Battle Rams: Kranios, straightforward warrior almost immune to physical trauma. Possessed by a large host of daemons who direct his actions post-Heresy.
Children of Armok: Uriel Starikov, Charismatic, political and espionage genius. Everyone likes him, but kind of distrusts him because of his spymaster reputation. You can guarantee that if there is a secret , no matter how buried it is, Starikov knows it. Is obsessed with getting into the Black Library.
The Loyalists
Knights of Justice: Bohemond, Charismatic, stubborn, zealous
Steel Marshalls: Roman Albrecht, Builder, Ruler, puts things together.
Machine Guard: Fjordous Machenis, driver and talented marksman, can pull the best out of a vehicle and machine spirits in general.
Silver Cataphracts: NONAME, Occasional shining moments of glory, loves dakka
Omegon Annihilators: NONAME, Master of words, can convince you of anything.
The Crusaders: Thomas Gaudin, Loyal to friends, ruthless to enemies
Void Privateers: NONAME, Excellent sailor
War Scribes: NONAME, Great at analyzing masses of data
Thunder Kings: Brennus, Extremely patient and meticulous
Eyes of the Emperor: NONAME, Paranoid, anxious, cowardly
Scions of Europa: Kleisthenes, Creative, disciplined, and brave
Lizard Feet: NONAME, Beastmaster, great at training dinosaurs
The Entombed: Golgothos, Extremely stubborn and has a personal Vendetta against Johannes, now a Dreadnought.
Children of Armok: Urist Starikov, Charismatic, political and espionage genius. Everyone likes him, but kind of distrusts him because of his spymaster reputation. You can guarantee that if theres a secret , no matter how buried it is, Starikov knows it. Is obsessed with getting into the Black Library. [So he’s not!Ahriman?]�
The Legions
Traitor Legions
Silver Spears: Slaanesh, melee focused
slaanesh legion with imperial rome theme, notEmperors Children Oppulent, excessive, hedonistic. They favour any method, but are easily baited by their emotional nature. They are a tough legion to face due to their obsession with training and constant striving for supremacy. They were present on Istvaan and Terra.
Bulwark: Undivided, defense focused
technically traitors cos renegade - Heavily defensive notIronWarriors Sieged by the Silver Cataphracts and the Steel Marshalls in the 'CRUCIBLE' where they lured the two loyalist siege legions into an open challenge on a mega-fortified world. Serious and dour, they are pragmatic to the bone, despite not being a heretic, they refuse to bow to the Emperor.
Black Augurs: Undivided, ambush focused
notNightLords They use fast and brutal tactics, favouring ambushes and any way they can inflict morale damage on their foes. They didn't fall to chaos, but did choose to fight on Hektors side. They were present at the Istvaan V scenario that nearly destroyed the strength of the Knights of Justice, the Entombed, War Scribes, and Lizard Feet.
Life Bringers: Nurgle, biological/chemical warfare focused
resident Nurgle Marines, but not quite death guard. Pragmatic and logical to the extreme, they would rather eradicate a world and rebuild it with terraforming, than have to fix it as it is. Highly protective of their battle brothers and allies. Extensively used biowarfare before the heresy, were present both at Istvaan V, and at Terra. Became Nurgles chosen legion, incorporating his diseases etc into their weapons. Still believe they are healers freeing the galaxy from corruption, they continue to purge planets and reseed them with new life even after the Heresy in their warped view of a green paradise. This usually looks like a rotten mix between Catachan and Nurgle's garden where only their cultists, genetically adapted and mutated for that biome, can survive for long. File:Life Bringer marine.jpg
Mastodontii: Undivided, rapid vehicle focused
vehicle based and rapid assaults. Kind of like ChaosWhiteScars or Dark Eldar The Mastodontii make extensive use of vehicles for rapid deployments and heavy support. They are optimistic by nature, and will keep trying until they persevere. They joined the traitors as they saw the Imperium as the rapidly stagnating form it was becoming.
Council of Iron: Tzeentch, psyker focused
resident notThousand sons Tzeentch The Council does not bend. They are ridiculously stoic and utterly unfazeable. They are more stubborn than dwarves when their will is opposed. They make extensive use of Psykers, and their Marines inevitable march towards their enemies, covered by heavy, *portable* firepower makes them a fearsome foe.
Eternal Zealots - notEmperorsChildren/Word Bearers not Slaanesh tho,
Proud, Zealous and self-righteous, the Zealots were the first chapter turned by the Children of Armok, and used to turn Hektor himself. They desired to be shining examples of what the Emperors Will could do. This close-minded zealotry lead to their downfall however. They favour close combat, and will take any opportunity to duel a loyalist marine, to prove their superiority - especially since gaining the favour of the gods.
Argent Legion: Malal, surgical strike focused
was a loyalist at the beginning of the Heresy, due to hatred of Sons of Fire and Black Augurs primarchs, they turned traitor for reasons currently unknown. (creator chooses) They use surgical strikes and ambushes. They seize control of strategic strongpoints and disable the enemies ability to fight. They were innovative and competitive by nature, which drove them to extreme arrogance, but they were always friendly, if a bit over-bearing with their arrogant nature. How this has changed no-one knows.
Iron Rangers: Undivided, assasination focused
The Iron rangers are pragmatists. They don't need to use a direct and costly assault when a sneaky assassination would get the job done. They are taught to work alone or in small groups, and using guerrilla tactics, have outfought much larger well equipped foes. They turned traitor due to Hektors promise of the secrets on Mars. They never got there however, being confronted by the Scions of Europa en route to Terra.
Wolves of Dawn: Undivided, standard combat focused
Greek companion/fraternity feel. They prized brotherhood and fraternity above all else. Corrupted by the Eternal Zealots, and pushed down the path to beginning the Heresy. They were the most even-keeled of all the legions - able to enjoy themselves as well as be serious when required. Their fall was the greatest shock, as if the most well-rounded could fall, what does that mean for the other legions? Upon the death of Hektor, his council, the Heralds of Apollo, briefly fought to decide who would take his place. Agamemnon, leader of the Wolves of Dawns first company would rise triumphant, and after the heresy, would repeatedly try to out-achieve his Primarch. The Wolves were the largest legion before the Heresy, and now make up a large percentage of most of the Traitor legions attacks.
Sons of Fire: Khorne, flamer focused
The Burned King was always a twisted soul. Twisted like a flame. The Sons of Fire are no different, obsessed with burning. Everything. They set entire systems ablaze for the Emperor, but they found a new master in Khorne. They are not angry, or even quick tempered, but are just cold, calm and ruthless. They were present on Terra and the Burned King is now a daemon prince. On Istvaan they collected all of the dead loyalists, and burned their bodies and armour to slag and ash, before piling their scorched skulls in a pyramid inside of a captured ship, and firing it into the Warp.
Battle Rams: Undivided, focused on daemonic possession, highly resistant to fall and physical trauma
Battle Rams suffer from a simple mindset. Leaders lead. Individual low ranked members are usually horrible at making tactical decisions, it is not until they reach higher ranks that they are expected to understand how each action contributes to a grand battle plan. Regardless, even the highest ranked Longhorn struggles to understand the influence of their actions on a galactic scale. Kranios was possessed by countless daemons of every Chaos God constantly commanding him to perform tasks for their patron deities within the warp. So much as being in his presence left those around him at an extreme risk of possession. The Battle Rams turned into a melancholy group, making camps in the Formless Wastes of the Warp until one for their leaders to become possessed and give them some purpose to follow.
Children of Armok: Undivided, manipulation focused (though with some Tzeentchian leanings)
AlphaLegion meets WordBearers with Cold War spy shit thrown in. Started the whole Heresy by corrupting the Eternal Zealots to be their legion-sized deniable asset. They did this to corrupt Hektor, who they saw as a route to greater power and knowledge, which is what the Children seek. Abnormal for a space marine legion, the Children make extensive use of espionage networks, and diplomacy/politics, preferring to force an enemy into a friend, or turn an enemy on itself. Both sides think the Children dragged their feet, but ultimately sided with them. They Children did this as it allowed their spynetworks to double in size, and become far more useful. They have started to gain more negative attention post heresy for their lack of following the Codex, from both the Scions for not following the Codex, and the more puritanical and skeptical factions of the Inquisition who are beginning to wonder how the Children get such accurate intelligence on the Traitors without being tainted themselves...
Loyalist Legions
Knights of Justice: Close combat fast attack, no Not!Culture
They are fast and surgical. Hold a code of honour most highly, and are rather zealous and stubborn. Tricked by the Traitor legions in an Istvaan V style scenario, and has spent post heresy trying to recover their huge losses. Like to get up close and personal to bash/slice in skulls. For flavour, I imagine a KoJ war council happening something like this -https://www.youtube.com/watch?v=Ez6wfJWVCeI Substitute "God wills it!" for "The Emperor wills it!" or another suitable phrase.
Steel Marshalls: Close Combat siege specialists, possibly Not!Arabic
Even tempered, noble, and pragmatic. Their siege methods are archaic, using ladders, tunnels, and constructed siege towers like the Terrans of Old. They succeed through their natural toughness, armour, and their exceptional skill at close combat. They almost completelty eschew firearms and traditional vehicles in favour of melee weaponry, and often use custom reinforced boarding shields. They will often challenge enemies to duels, and have more power swords than most legions. Mechanist Warriors: Fast and reckless, no Not!Culture Reluctant to pick sides in a fight between brothers, eventually siding - after some considerable pressure from the Omegon Annihalators - with the Emperor. They favour fast and unconvetional tactics. Serious, wild, and sometimes reckless through bravado and heroics.
Silver Cataphracts: Siege specialists, Not!Russians
Dour and sombre to the point of fatalism, the Cataphracts can seem unmotivated at times. They do however get shit done. They are very effective siege warriors, preferring to breach fortifications then charge in with heavy weapons supporting the assault. Despite their fatalistic nature, they enjoy a good drink.
Omegon Annihilators: Close Combat specialists, hyper-religious
They are fierce, and zealous, undying followers of the Emperor and His Will. They eschew complex strategies for faith and cold steel. They favour close quarters combat and are like the Black Templars meets Word Bearers. flamers/meltas, Bolters, and close combat weaponry.
The Crusaders: Generalists, no Not!Culture
Zealous, but tempered. They make a point of being fair and honourable where they can. Were second most powerful legion after the Heresy. Offered a logical and well thought out alternative to the Codex offered by the Scions of Europa.
Void Privateers: Close Combat specialists, brutish Not!Vikings
Roguish, affable and quite boisterous. They seem uncouth and undisciplined to the more codex legions, but no-one can argue the Void Privateers aren't good at what they do. They love a good close up fight.
War Scribes: Generalists, Not!Boring
Cautious, methodical, and predictable. They are competent only for their sheer eye for analysis and detail. Where other legions favour boldness, the Scribes favour tried and proven methods, and do not deviate from them. They are the least fun marines.
Falcus Cobalt: Snipers, no Not!Culture
The Falcus are jovial yet stoic. They are however precise and scarily adept at using targeted attacks to remove or weaken an enemy threat. They make great use of snipers and devastators, and have more predators and devastators than most legions.
Thunder Kings: Generalists, Repentant, Not!Celts.
Even-tempered, proud, and noble. The Thunder Kings took the Heresy badly, with more than half of their legion fighting for Hektor and his Traitors. They are now repentant, trying to quietly clean up their mess. They are renown for taking a cautious, methodical approach to warfare, and favour combined armed tactics over any single focused doctrine.
It is rumored that the Thunder Kings claim descent from similar genetic stock as the Thunder Warriors of old, and are simultaneously the subject of interest and revile as a consequence. They are larger than the majority of other Astartes, yet exhibit no other outward signs that’d betray such lineage.
During the Heresy, seven of the twelve tribes abandoned the Emperor and Brennus, heading towards Terra to assist Hektor Cincinnatus. Four of the remaining tribes set out in the same direction, assisting loyalist forces in various skirmishes and battles in the vicinity of the Sol system. It would be almost a year before Brennus lifted himself from Alessia, burning the world behind him, and took his last remaining tribe--his personal one--with him to Terra.
In the modern era, the tribal structure has been disbanded, and the Chapter no longer recruits from a single world. The loyalist tribes were instead broken off into their own individual Chapters, and are known to maintain close ties to the original Thunder Kings--who are all of Brennus’ original tribe.
Eyes of the Emperor: Ranged specialists, craftsmen
Paranoid, wary, and skittish by nature, the Eyes of the Emperor favour engaging their enemies at range. As such, they spend a lot time crafting and mainting equipment - they have gotten rather good at it. They are ridiculed by some close combat oriented legions, but have a good relationship with the mechanicus, and were present in the defense of Mars.
Scions of Europa: Codex marines[Possibly?], Greco-Roman inspired ethos and culture
The Scions are defined primarily by their bravery and their combination of discipline and tactical flexibility, allowing them to work well both as a single Legion and in conjunction with others, coordinating the strengths of the Legions with each other in combined engagements. However, their bravery has proved to be a double-edged sword, as they refuse to retreat unless under the most dire of circumstances, so they suffer higher losses than normal. Their emphasis on tactical flexibility results in higher-than-normal Tactical Squads, and all marines in the Legion are trained in basic proficiency of all standard weapons. For some reason, they lack psykers among their ranks. Many of the Legion drew their initial recruits both from Holy Terra and the planet Europa, a Civilized World that emerged from the Dark Age of Technology and the Age of Strife with its high culture and traditions intact - passed down since the first colonists arrived from Terra with the planet named after that continent of old that gave birth to some of ancient Man’s greatest civilizations. Their bronze-painted armor, trimmed with gold and cloaked in red, is an homage to the old Terran warriors of Europa. The Scions are even tempered and practical with smart if predictable tactics. They aren't the most flexible legion, but their adherence to their Codex allows them to be prepared to work with all legions, and counter all foes. They were the strongest loyalist legion post Heresy, and used that time, with some secret backing from the Children of Armok, to get their Codex approved. Kleisthenes here; our strength lies in our creativity, our flexibility was what defines us. As for the Codex, I don’t feel strongly one way or another about us being *the* Codex chapter, though if it needs to happen, I’, fine w/ that. [This highlighted passage contains material yet to be resolved] okay, well how would your legion write the codex? would you have a flexible way to deal with every situation?
Machine Guard: Vehicle users. Ranged Preference.
Reluctant to pick sides in a fight between brothers, eventually siding - after some considerable pressure from the Omegon Annihalators - with the Emperor. They favour fast and unconventional tactics. Serious, wild, and sometimes reckless through bravado and heroics. The use of vehicles in this fashion wins them no points with the Ad Mech but it is proven to be effective. Their geneseed insofar has been stable but they lost a great many number on Istvaan V and were left powerless for the remainder of the Heresy Era. They have slowly been rebuilding their numbers and their stockpiles but still lack behind severely. Each marine is a trained pilot of any vehicle they could encounter in their service life and a trained marksman but they lack severely in close combat ability and the only ones considered of acceptable skill was the primarch himself and most of the honour guard assault marines.
Lizard Fleet: Dinosaur mounted. Lizard themed
Wild yet calm and collected by nature, the Lizard Feet are a strange chapter, who only get away with their rampant use of the dinosaurs from their homeworld because of their legions strength and effectiveness. They excel in jungle warfare like no other.
The Entombed: Defensive specialists, death/tomb theme.
The Entombed favour defensive sieges. They do not besiege because of the casualties inherent with doing so. They are indomitable, and stoic to the point of absurdity. They strangely have very few vehicles, preferring to use Dreadnoughts custom fitted to suit roles the legion desired. A flaw in the Entombed Geneseed makes it extremely difficult to recover Gene stock from the corpses of the fallen. To compensate for this, they prefer to field Terminators, Dreadnoughts, and Centurions. Every Terminator Squad is lead by a Terminator Apothecary, called an Undertaker. The legion has no psykers whatsoever. Their homeworld Sepulchra is an ashen wasteland, barely able to support life. The surface is covered in craggy grey badlands, with gale force winds kicking up heavy dust storms. There is a deep network of natural caverns which reaches miles below the surface, and it is here that the Orks of Warband Skullgub make their home.
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Timeline
Istvaan III:
Events are being told for those unfamiliar with the battle. Pic semi-related.
Hektor responded to a distress signal from the already captured world of Istvaan III. He returns, stating that the price of falling from the path of enlightenment must be a public display of humiliation, electing to wipe out the local government by way of deploying 5 legions to the planet. Those elected were the Silver Spears, the Mastodontii, the Council of Iron, the Sons of Fire, the Eternal Zealots, and the Wolves of Dawn. The fighting seemed unusually harsh, however the plan seemed solid, and was playing out very much as was thought. However, the handpicked ground troops got word that there was another plan in motion. Hektor had planned to have all loyalist troops on the ground, and condemn the planet to Exterminatus via Lifeeater Virus. They managed to seek cover, forcing Hektor to ground troops once the planet was clear, stretching the battle to over a month. The purpose of the plan was twofold: to cull the members still loyal to the Emperor, while simultaneously forcing those Legions to commit. Any objections/additions/alterations?
The Scions fill the role that the Ultras would have, so they are lured off by the Iron Rangers. Leaving the Crusaders on Terra. Objection, Scions fought on Terra against the Iron Warriors and Argent Legion Alright, allegorically. I thought you meant just the actual legions. My apologies for the misunderstanding. No problem, we’re still pulling all the threads of this AU together. If the Scions are a Large Legion, and there’s a Ruinstorm analogue, wouldn’t part of the Legion be stuck on Terra while the bulk is left in notUltramar? I hadn’t thought of them as being larger than others *during* the Heresy, but having the forces split would be doable; that happened to a lot of Legions during the Heresy.
Istvaan V
The Istvaan V legions were the Entombed, the Machine Guard and the War Scribes (mainly cos 2 of those legions creators seemed to have left the thread)
Angered and blinded by their betrayal, Golgothos chose to deploy all 10 companies on Istvaan V, holding not a single marine in reserve. He cut off the Black Augur's air support and deployed his Legion at a strongpoint, a narrow causeway between two lakes he knew the Augurs would have to move through if they wished to rendezvous with the other traitor legions. The Augurs called to the Life Bringers for support, and they opted to bombard the site with artillery shells loaded with gas. The bombardment killed eight entire companies of Entombed, without offering a single target to return fire upon. The Entombed's geneseed flaw means that all geneseed recovery has an 80% failure rate. Suffering such massive losses, The Entombed were forced to return to their homeworld, and have never recovered.
Terra
The Zealots are the first openly traitor legion, playing the role the word bearers did, while the Children of Armok were the original traitors, and play the role Erebus does in the books and being the one to corrupt notLorgar.
The Zealots were acting unwittingly as agents for the Children of Armok, and through them Hektor And this shit starts from there.
Is there going to be a Calth/Shadow Crusade analogue? What Legion has its own stellar empire for the Sons of Fire to burn to the ground?
And our AU's alternative to the Iron Cage is the Crucible - a challenge by the more renegade than outright traitor Bulwark, vs the Steelmarshalls and the Silver Cataphracts
At the time of the Istvaan III Atrocity, a precise estimate of the Sons of Fire’s fighting strength and disposition was difficult to make. The Sons often fought as a small number of large scale deployments, with the bulk under the Burned King formed into the 13th Expeditionary fleet, and the Sigillite’s Agents were disliked and kept at arms length. Best estimates of their observed strength were around 150,000 Space Marines, placing the Sons of Fire in the middle to high levels of comparative strength amongst its contemporary fellow Space Marine Legions. They were also well-supplied and supported by the Legio Ignis (Fire Kings) Titan Legion and a fleet of at least sixty capital class vessels. It is commonly estimated that of all the Traitor Legions that had fought at Istvaan III in the purge of the Loyalist faction within their ranks, it had been the Sons who had suffered the greatest casualties, with well over 35,000 Legionaries believed to have met their deaths on both sides. Aside from the many wounded, it is recorded that a number had succumbed entirely during the protracted fighting to an insane pyromania and had to be forcibly restrained and removed back to the the fleet for containment, lest they burn even their allies to ash.