Our current list of players stands at:
Imperial Space Marines
Grey Knight Purifier: Emperor's Champion Ramiel the Sunderer, commanding the Dornian Hunt Crusade of the Black Templars Chapter.
Deus Ex Ferrum: Iron Father Igneon Govannus, commanding Clan Company Shologar of the Iron Hands Chapter.
Marshal Sampson of Terra: Captain Sidus, commanding the 5th Company of the Flesh Tearers Chapter.
Brother-Sergeant Bohemond: Lord-Captain Altair Davros, commanding the 2nd Company of the Paladrean Knights Chapter.
Kassill: Wolf Lord Thorimir Kingslayer, commanding the 12th Great Company of the Space Wolves Chapter.
Chapter Master Ignis Domus: Wolf Lord Hrothgar Firefist, commanding the Company of the Firefist of the Space Wolves Chapter.
Brother Dresker: Captain Daker Velrath, commanding the 3rd Company of the King Eagles Chapter.
Marine Errant: Lieutenant Commander Anton Narvaez, commanding the 4th Company of the Marines Errant Chapter.
Marshall Keegan: Marshall Keegan Diomedes- 8th Outremer Crusade of the Black Templars
Kami: Jarl Argis Cairn-Breaker, commanding Argis Cairn-Breaker's Great Company of the Space Wolves Chapter.
Chaos Space Marines & Daemons
Possessed Marine: Dark Apostle Mordred The Black-Handed, commanding the 18th Host of the Word Bearers Legion.
The Colossus: Sorceror-Scholar Lord Memnon Heraclea the Red Son of the Corvidae, commanding the host of Memnon
-Max-: Jarl Bolverk, commanding the Iron Hounds Warband.
Piousservant: Lord Icarus the Changer, commanding the Cabal of the Burning Wings of the Thousand Sons Legion.
Noctus Cornix: Daemon Prince Dhar Aq-shyash, commanding the Ankou Pact of the Night Lords Legion.
Kraull the Rampager: Captain Garadon the Harrowing, commanding the 28th Company of the Night Lords Legion.
Vesper : Lord Serevor, commanding the 5th Company of the Night Lords Legion.
BearingTheWord- Dark Apostle Marduk, 34th Grand Host of the Word Bearers Legion
Witchhunter Kraine: Lord Arthashastra of Rahab Cell
DrDoom: Draxas the Unholy and the Eighth Grand Company of the Black Legion stand ready.
1.Only Power Armored Armies are playable.
2. You must declare which planet and area your battle report will score for. Victories are worth 5% control.
3. The scenario is Loyalists vs. Chaos.
4. Only victories count, and losses do not count against you.
5. At the end of the contest, the winning side, be it Loyalist or Chaos, communally writes a piece of fluff detailing your victory.
6. There are five worlds to add your score to. Each world has three areas you can add your victory too. Areas start at 50/50 control.
7. If an area is locked, then the opposing side may continue to post victories to it. 10% unlocks it for victories to begin counting again.
To sign up, post the side you will be joining, and the name of your forces commander. Do it in this format.
Loyalist/Chaos: Generic Commander Name, of the Generic Unit Name, of the Generic Chapter/Warband.
Once you have signed up, any game you play, within the once per week total will score for your team.
Signups conclude at the end of the month, and after they are closed, we will elect a Warmaster of Chaos, and a Magister Millitum of the Imperium. These will be the coordinators, who decided where to place your victories. How they are chosen is up to you, but they must be chosen, and ready to start by June tenth.
Current fluff is as follows.
So, here we go for the War Zone break-downs for the planets:
Planets of the Arx Rift
Arx Minoris: There is little to distinguish Arx Minoris in a literaral sense. A barren ball of rock in an equally barren solar system, Arx features a few small mining concerns run by the Adeptus Mechanicus. Its most prominent settlement is the Arx Listening Station, a small base populated and run by the Imperial Navy. Its many auspex towers and antenna clusters keep constant vigil upon the Arx Rift, one of the very few paths by which Traitor forces can exit the Eye of Terror. Its sibling, Arx Majoris, is a gas giant of no particular note.
- The Listening Station:Staffed by the Imperial Navy, this facility is mostly underground, its cogitators, barracks, and armories all buried beneath the radiation-blasted surface of Arx. From this subterranean redoubt, the Imperium's minders watch the Rift, directing the forest of antennae, auspex dishes, and psychometic readers of the Antenna Farm to keep a weather eye out for the ever-threatening predations of Chaos raiders.
- The Antenna Farm:The Listening Station is nothing without the Antenna Farm, for it is here that devices of all manner -- mechanical and arcane alike -- keep watch upon the ever-shifting tides of the Arx Rift. The Rift is highly unstable and a threat to any vessel attempting to ply its tides, but remains one of the best chances for the forces of the Archenemy to break out of the Eye of Terror and penetrate into the Imperium's vast interior. At last count, the Farm is over three thousand square kilometers, all of it filled with reaching antennae and massive dishes aimed squarely at the Great Eye.
- Gavalar Minehead:A relatively new facility to Arx, the Minehead is run by the Tech-Priests of Tartus Magna, who also sometimes provide technical assistance to the Navy personnel sequestered at the Listening Station. What, exactly, the Techpriests pull from the Gavalar mines is a mystery to the sector authorities, for Arx has few known metals or minerals of any real industrial worth. Nonetheless, the Tartan magi are ruthless with their security, and Praetorian battle servitors guard the area around Gavalar, cutting down any who cross their paths.
Tartus Magna: This minor forge world has long been a part of the supply chain that keeps the defenses of the Cadian gate strong. Manufacturing Kantrael-pattern lasrifles in the billions, as well as heavier armaments like the Chimaera APC, Tartus Magna was curiously bypassed by Abaddon the Despoiler during his break-out from the Rift at the beginning of the 12th Black Crusade. This of course brought the suspicion of the Inquisition to the world, and Imperial authorities continue to clash with the Tartan Arch-Magi to this day.
- The Titan Stacks:Although Tartus Magna does not have its own Titan Legion, its proximity to the Great Eye and the needs of the Imperium means that it does have a repair facility for those massive war machines. The Stacks have lain idle ever since the end of the Gothic War, when what few Mechanicus ground forces actually engaged the enemy during that conflict came here to rest and refit.
- Steelgrad Tractor Manufactorum:Its name being somewhat of a misnomer, the Steelgrad Tractor Manufactorum is one of the single largest armament production sites in the entirety of the Gothic Sector. Here, Leman Russ battle-tanks and the ubiquitous Chimaera personnel carrier are built in the thousands every year, shipped off to the various armies of the Imperial Guard throughout Segmentum Obscuras.
- The Magnopolis: The primary forge-hive of Tartus Magna, the Magnopolis is the center of power on the forge world. Topped by a series of towering hive-cities, the Magnopolis covers half of a continent and, if rumors be true, challenges even the home forge of the Fabricator-General himself in size. However, its outer reaches are broken slums and wastelands of refuse, the leftovers of the brief revolution that was ruthlessly put down by the skitarii centuries ago.
LV 427: A previously unexplored planet, LV 427 had little strategic value before the campaign. Subsequently graded as a death world, it is a wilderness of primordial crags and methane seas. Nonetheless, it became a battle ground of importance during the Arx Containment. Holding it became a matter of great importance to both sides, as it sits in a curiously quiet warp-corridor that made it a transit hub for the Traitors attempting to drive free of the Eye of Terror.
- The Alien Range:The largest geological formation on the planet, the Alien Range is a massive array of mountains covering over a quarter of the planet's surface. Its towering peaks give way to stygian crevasses that plunge into the unexplored depths of the planet's core.
- Prometheus Down:Situated on the edge of the Alien Range is the crashed ruin of a xeno starship of massive size and unknown provenance. Just how the vessel crashed on LV 427 is unknown, as are even greater questions: Where did it come from? Where are the crew? What technological secrets could its twisting corridors be hiding?
- Hadley's Hope:The initial landing site of the Mechanicus Explorator team that first came to LV 427 is now immortalized as the small colony of Hadley's Hope. Controlled by the Mechanicus but populated by volunteer settlers from the hives of Purgatus, Hadley's Hope exists now for one purpose: to provide a permanent base for the Mechanicus teams that continue to explore LV 427's wilderness. . . and the derelict spacecraft at Prometheus Down.
Purgatus Secundus: Purgatus Secundus is a hive world on the brink of collapse. Conquered by the Black Legion during the Gothic War and subsequently re-taken by the Imperium following the Despoiler's withdrawal back to the Eye, Purgatus was heavily subjected to cleansing efforts by the Holy Ordos, being spared Exterminatus only by the benevolent orders of Lord Admiral Ravensburg. Its population and industry had been in decline ever since, reduced almost to the point of indentured servitude by their Ordo Malleus governors, until the coming of Chaos once again.
- Gehenna Hive:The capital city of Purgatus Secundus, Gehenna is one of the few hives on the planet that has not been cleared out and purged by the Inquisition. Now home to an estimated sixty-seven million souls, Gehenna stands virtually alone as a major population center on the benighted world. It is here that all of the world's greater functions of industry and government are located, with every power-player gathered together under the watchful gaze of the Ordo Hereticus.
- Beacon Citadel:After the reconquest of Purgatus, the Inquisitorial authorities made their homes within Gehenna Hive; most of them did not survive the subsequent Purgatoid Uprising. After the purging of the other hives and the consolidation of the planet's remaining population within Gehenna, the Inquisition built a sprawling complex for themselves in the wastelands. Named the Beacon Citadel, it is here that the Inquisitorial armies are stationed, ready to exterminate the populace should they turn once more from the Emperor's Light.
- Lethe Anchorage:The Lethe Anchorage is Purgatus' satellite, a combination orbital waystation and star-fortress. Jointly-controlled by the Administratum and the Inquisition, the Anchorage provides a safe locale where imports and exports can be moved to and from Purgatus under watchful eyes. It also sees constant Black Ship traffic, houses a Deathwatch station, and is armed with dozens of cyclonic torpedoes -- just in case.
Grim's World: An agri-world of little note, Grim's World provides foodstuffs for several planets throughout the Gothic and Scarus Sectors. The people of Grim's World have long told tales of fey creatures that share their world, although hunters of the Ordo Xenos acting on these stories were never able to substantiate the claims. During the Arx Containment campaign, however, Grim's World became a hive of xeno activity, threatening the supply lines of the Gothic Sector defenders and forcing the Astartes to contest for its open plains and city-sized stockyards.
- Saint Alban's Wood:St Alban's Wood is a massive forest and the source of many of the faerie tales of Grim's World. Beneath its enchanted boughs, it is said, cavort elfin folk, centaurs, mighty winged serpents, and other, more fantastical -- and sinister -- creatures. The Ordo Xenos has never been able to prove or disprove any of these tales, and so the stories continue to entertain and frighten the local populace.
- Nebra-Sky Agricultural Complex:: Nebra-Sky, named after a long-lost farming mecca of old Terra, is the single largest farming collective on Grim's World. It consists of massive swathes of farming fields filled with all sorts of corn and grains, and even extends underground, where automated hydroponic facilities grow less soil-intensive fruits and vegetables.
- The Slaughterstocks:Colloquially known simply as "The Stocks," the Slaughterstocks is where all the world's livestock is brought to be slaughtered, skinned, and processed into foodstuffs that can survive the long voyages to other worlds; that it still has to be viable for human consumption is sometimes lost on the stocks' administrators. Grox, chicken, "wild" ruffalo, aurochs, vesper cats -- if it is made of meat, it eventually passes through the Stocks.
The Imperial Navy
- Admiral Delon Colning is an experienced commander, having served with distinction in multiple campaigns during his tenure under Lord Commander Solar Jaxon. However, following the tragedy of Scound’s Fall and Jaxon’s subsequent fall from grace, Colning found himself persecuted for his loyalty to the former Lord Commander, and was removed from front line service and thrown into the backwater of Imperial Space. Several decades of careful politics and bartering have seen him transferred out of the Segmentum Solar fleet and into the Segmentum Obscuris where he eventually managed to assume command of the Arx post. Though the job is thankless and the stigma of Scound still dogs his waning career, Delon is a man of exceptional character, and considers his work far more important than any honors it may achieve. He views the Arx post as a stopgap on the Eye of Terror, nowhere near as storied and revered as its sibling the Cadian Gate, but no less important to defend. He has spent the last twenty years constantly planning and preparing, convinced that someday he will be forced to contend with a Chaos incursion through his territory of space. Regrettably, his senior officers do not share his convictions, and Colning has struggled to receive even basic reinforcements, although he drills his small fleet of defense monitors and frigates mercilessly in preparation.
- Lieutenant Commander Nathaniel Malinx has served for almost 20 years under Admiral Colning, nearly the entirety of his commanding officer’s tenure at Arx. In contrast to the Admiral, Malinx has little combat experience, having been dispensed to Arx as one of many tokens intended to silence the Admiral’s constant resource requests. While he did nothing to quiet the Admiral, Colning has made the most of the boy. Over several years the two grew close, and Colning now relies on his Lieutenant Commander as a second in command for operations in the sector. Malinx shows a remarkable intuition, avoiding traps and schemes in training with deft grace. Had he the capacity, Colning would have had the boy tested for latent psychic capacity, but getting him into Arx had been a struggle, and the Admiral has no intention of sending him off again. Malinx shares his commander’s convictions that Arx is a critical point of defense, but he also lacks the senior officer’s haunting sense of duty and purpose, making him a useful in-between for the Admiral and his men. Malinx holds secret reservations about his abilities; previously a Third Lieutenant, Colning forced his promoting to Lieutenant Commander upon his arrival to Arx, on the grounds that it was the most junior rank capable of holding the position of second in command of the fleet. While the Nathaniel appreciates the gesture, he is not sure he is capable of living up to the position in the heat of battle. Malinx frequently comes into contact with Prefectus Joslyn Hetherisle of the Logis Strategos, and despite her reserved personality, the two get along better than should be expected given their respective allegiances.
- Wing Commander Solvast Deth served under Colning during his time in Lord Commander Solar Jaxon’s fleet, growing to admire the man’s tactics and his unassailable sense of duty. Then a mere Wing Captain, he regretted seeing the Admiral dragged down into the politics of the Scound’s Fall debacle, but was powerless to stop it. Many years later, the now Squadron Commander heard of Colning’s situation, and volunteered to be dispatched to Arx, passing up a position in a frontline fleet headed towards Segmentum Pacificus, almost certainly a gateway to high command appointments. Though doubts and regrets do lurk in the back of the Wing Commander’s mind, he enjoys being back under Coning, who recognized Solvast as an old friend and promoted him immediately upon his arrival. Solvast and Nathaniel Malinx share a very different relationship. The Wing Commander full heartedly supports the boy’s fears that he is not worthy of his rank, and believes the position belongs to someone of more combat experience and a longer history with the Admiral…. Himself perhaps.
The Imperial Guard
- Colonel Illiel Parax is the commanding officer of the Magnan 30th, and has been for several decades. An aging woman, he has lived in the shadow of the Gothic War her entire life. Following the end of the war, four regiments of Guard were left in the Arx Rift, depleted and haggard but still coherent. After a time the regiments were combined into the Magnan 30th and 31st, the first an infantry element and the second an armor regiment, and based on the sector’s forge world. In the centuries since, the regiments have been completely replaced by descendants of the original members and some new recruits from the surrounding planets, and Colonel Parax took command in late 560. By the time she assumed this position, which also gives her control over the 31st, Imperium interest in the Arx sector had waned considerably, and as such she has always been plagued by a lack of fresh supplies and equipment that cannot be supplied by Tartus Magna. The regiment’s stagnant recruiting has actually bolstered it in some ways, however, as service has become a matter of tradition and honor in families, with most guardsmen able to trace their lineage to one of the original regiments, and sometimes a single man. This, combined with the fact that the Departmento Munitorum has been content to leave the regiments in the Arx rift as its own defense, has bred a strong sense of loyalty into the army. Colonel Parax shares this passion, and trains her men routinely in the fields and woods of Grim’s World and the barren wastelands of LV-427 to ensure their combat readiness. That said, being a native of Purgatus her entire life has meant relatively little combat experience for the Colonel, though she has recognized this fault and worked diligently to counter it by studying Imperial combat doctrine and battle histories. The Colonel harbors some minor grudges against Admiral Colning, who remains an outsider as far as she is concerned, but his combat experience is invaluable and she respects the man for his accomplishments. She and Judge Tiras are much closer, the Colonel acting as a sort of mentor for the Judge and her PDF forces. Governor Meredgal’s inattention doesn’t particularly concern the Colonel, who runs her regiment in essential autonomy from the governor.
- Arch-Magos Cerian Nadex has led a quiet life under the arm of the Adeptus Mechanicus. Steadily progressing from his humble beginning as a Lexmechanic, then a period as a Transmechanic, the Techpriest managed to synergize the two roles and earn himself a position as a Logis. To accompany his new position he was assigned a new station, the Arx listening post, and when the former Arch-Magos of the nearby forge world passed into the embrace of the Omnissiah, Cerian was promoted to fill his space. Whereas most inhabitants of the systems consider it a forgotten sector, Cerian relishes the quiet. He has spent the decades refining his technique, analyzing the data passing through the listening post and eagerly collecting any scraps of information from other Mechanicus positions that arrive with the bi-annual supply convoys. Initially, Cerian was most displeased with the arrival Admiral Colning and his detachment. This led to a cold start, the Logis preferring to isolate himself within the temples on Tartus Magna, away from the Naval officer’s incessant drills. However, several years after the Admiral’s appearance, Cerian’s algorithms began shifting, producing increasingly worrisome results. The Techpriest has since come to believe a major conflict is impending, one that will see the Arx Rift consumed in warfare. Under direct orders from his superiors, Cerian has kept this information to himself, but has cultivated a healthy respect for the Admiral, grateful for his presence should the equations prove correct. The Arch-Magos occasionally comes into conflict with Prefectus Joslyn Hetherisle, whom he believes tends to keep some of the data from the listening post concealed from him, and he is a product of the deep feud between the Mechanicus and the Ordo Malleus of the Arx Sector, putting him at odds with Inquisitor Serea Lockres.
The Adeptus Terra
- Planetary Governor Arvas Meredgal was born on Purgatus Secundus, though not to the then ruling family. When he was 23, a political overthrow of the hereditary line that had ruled the world in the centuries following the Gothic War caused widespread chaos, and almost pushed the planet into civil war. Arvas’s father was selected as the next governor, and despite beginning tremendous efforts to pull the world out of its economic slump, he was assassinated three years into his term. Aras stepped into his father’s role, and has been trying to save his dying home ever since. Having spent his life on economic matters, which he views as the avenue of salvation for Purgatus, he has let his military capacity slip, something that Admiral Colning is most displeased with. The Admiral and the Governor have many points of conflict, and while they both recognize in each other a desire to protect the system, they are divided as to how to go about it. The 12th Black Crusade still scars the minds of Purgatus’s citizens, despite having occurred in generations past. Whether Meredgal’s reluctance to militarize is because he fails to fully appreciate the threat of a Chaos incursion, or because he cannot bring himself to face another such event, is unclear. Arvas maintains good relations with Logis Cerian Nadex, and the two have spent many years working to boost the optimize the output of Tartus Magna and Grim’s world in order to bring much needed income to the system. While not particularly close friends, they respect each other’s role and collaborate on professional matters very well.
- Judge Laurel Tiras has spent the last decade of her life guarding Purgatus Secundus from a relapse into madness. When her predecessor died of natural causes, the populace took the opportunity to overthrow the hereditary government, leading to widespread riots and disorder. Fresh off a tour amongst a relatively quiet forge world, Laurel was less than enthusiastic about being stuck in Arx, but took solace in her work. She began her term with an iron fist, enforcing absolutely zero tolerance of any disorder, and the five years following her arrival saw the local jails filled to capacity. The message came across however, and the benefit is that with the exception of some persistent gangs, Purgatus’s hives see only very light crime, spared a descent into anarchy. Tiras’s time since has been divided between enforcing Imperial law and working with the PDF. Governor Meredgal lacks the discipline to effectively protect his planet in Laurel’s eyes, and she has stepped up to become the de facto commander of the defense forces, perhaps overstepping her bounds slightly but proving effective nonetheless. Consequently, she and Admiral Colning have forged a fast friendship over their mutual desire to guard the rift, and the two work closely during training exercises… particularly closely, if some of their subordinates are to be believed. Colonel Parax has also been an inspiring mentor and teacher as Laurel forges the PDF on Purgatus into a fighting force.
- Prefectus Joslyn Hetherisle is the 67th Executive of the Arx listening Station. A member of the Logis Strategos, she seems to be the one individual not forgotten by the Imperium in Arx, maintaining steady contact with her superiors and having the authority to request whatever she needs without issue. Maintaining a small staff of thirty or so Ordinates below her, she manages all data that is collected by the listening post, and is responsible for analyzing it and reporting these analyses to her superiors. Her role puts her in minor conflict with Admiral Colning and the Imperial Navy personnel that run the station, who feel that Naval Intelligence should be handling the information, and who are somewhat contemptuous of the attention she is paid by the Imperium. A native of Grim’s World, her farming background has been eclipsed by the hard façade of an Imperial official, giving her a somewhat cold and distant air. However she still has a soft spot for the agri-planet, occasionally sneaking off for a small escape amongst its mystical forests.
- Inquisitor Serea Lockres is the Ordo Malleus representative in the Arx Rift, the latest in a long line of representatives who have been watching the sector closely ever since the Gothic War. Appointed by her master and the previous representative, she left her home in the Arx sector for almost fifteen years in order to train as an Inquisitor. Though she rarely speaks of this period, it is assumed that she saw much in her travels, as she returned to the sector as jaded and wise as any Inquisitor. She assumed her position shortly after returning, and has spent the time since fastidiously reporting to her superiors. A native of Tartus Magna, she hold her offices there as well, affording her a high level of autonomy from the Planetary Governor on Purgatus, whom shares the hereditary distaste for her organization that most citizens of the Arx sector do, a result of centuries of invasive scrutiny and observation. In her absence the Judge Laurel Tiras managed to assumed a large role in the sector, and the Inquisitor was perturbed to learn the extent of that influence when she assumed control. As such, she and Tiras come into conflict often, the Arbites agent attempting to militarize the PDF of Purgatus and enforce Imperial Law, and the Inquisitor believing it is still the Ordo Malleus’s job to police the one heretical citizenry of the Arx sector. Serea has considerable forces hat her disposal, including a contingent of Imperial Stormtroopers and her own Scarlet Cadre, a force of recruited agents serving the Ordo Malleus on Purgatus.
Combat In the Arx Rift
- Following the Gothic War, Purgatus Secundus saw turmoil for several decades. After the majority of the Imperial Guard and Navy had left, the few regiments left in the system had to contend with sporadic uprisings and Chaos raids. The largest of these was the Second Battle for Doplor, when a contingent of Thousand Sons entered the system. Under cover of a warp flare from the rift, they landed on Purgatus and assaulted Hive Doplor. The forces stationed there were quickly overwhelmed and the city captured and locked down. When Imperial Guard forces arrived it was to a wall of defense guns and barred gates, and a siege of the hive began, with artillery from the Kithrisin 611th hammering away at the walls while the traitors hunkered within. Weeks of attrition eventually saw the Guard inside the outer hive perimeter as their numbers began to win out, though the Sons only receded deeper into the hive. The siege continued until, suddenly, the chaos forces punched through the cordon and fled, leaving behind a slaughtered population within the hive and no explanation for the assault. They were pursued back into the Eye of Terror, while the hive was cleansed by the Ordo Malleus in a chilling echo of the purging that had occurred at the end of the war only decades earlier. Shortly afterwards, the remaining Imperial Guard regiments were combined to form the Magnan 30th and 31st.
- The forge World Tartus Magna has spent the centuries since the Gothic War struggling to repair its infrastructure. This has been hindered by the constant supply pressures placed on it by the Cadian Gate, and these same pressures have made it a choice target to those seeking to weaken the fortress world. Centuries after the 12th Black Crusade had been put down, a heretical cult appeared almost overnight on the world, garnering thousands to its cause. The Ordo Malleus immediately began exterminating the cult members, and considered the heresy yet another mark against the forge world that had so “fortunately” escaped major damage during the War. This brought out old conflicts, and before long the planet was under complete sanction by the Inquisition. Enraged by the affront, the Arch-Magi of the world attempted to dispatch an emissary to address the Mechanicus for intervention. When this envoy was mistakenly destroyed by the Inquisition’s blockade, the tech priests entered open revolt. The resulting conflict, known locally as the Night of Four Fires, was short but brutal. The sector’s Imperial Guard was deployed under Inquisitorial command, much to the displeasure of the Guard commander, and engaged the Skitarii legions of the forge world. Despite their ferocity, the morale of the forge world forces was quickly degraded, and they soon after capitulated. The Ordo Malleus was ruthless in their victory, executing most of the ruling Magos, and placing severe restrictions of the liberties of the Mechanicus research. To this day the Ordo Malleus headquarters of the sector are held on Tartus Magna, and the two organizations hold a deep distaste for each other.
- A barren world with no permanent residents, LV-427 has seen little conflict, even during the height of the 12th Black Crusade. Its hostile atmosphere and terrain, combined with a lack of strategic elements, meant it was paid little interest. However, its position along an easily traversed section of warp meant that it became a chaos strongpoint during the war. As a result, while there was little ground combat, the Imperial Navy made several attempts to cordon the planet. The fiercest of these conflicts was the Third Battle of LV-427, which saw elements from two Imperial Fleets engaging chaos forces orbiting the planet. While the initial stages of the conflict played to the Imperium’s favor, the balance turned rapidly as a large chaos fleet emerged from the warp midway through. While the Imperial Navy attempted to engage the new arrivals as well, they were ultimately overwhelmed and nearly half their ships lost. Several of these loses were due to an unprecedented shift in LV-427’s gravitational field, which boosted its pull significantly. Several vessels in low orbit suddenly found themselves incapable of escaping, and were lost when they crashed to the planet’s surface. Due to the high toxicity of the planet and the force of the impact, no survivors were assumed and no rescue missions attempted. The site containing the crashed ships, which ended up fairly close together, is known as Matring’s Graveyard, and has been seen only once since the end of the Gothic War, by an off course element of Imperial Guard during a training exercise on the planet.
- Grim’s World saw widespread conflict during the Gothic War as it became used as a staging area for both sides of the conflict. This ultimately resulted in the Assault of Sepia, when Chaos forces attempted to capture the Imperial half of the planet and cutoff reinforcements into the sector. Though they inflicted heavy casualties, and succeed in tying up Imperial reinforcements for almost a year, they were ultimately defeated, and it cost them their own foothold on the planet.
- Arx Minoris was subject to multiple assaults throughout the Gothic War as chaos forces attempted to destroy the station. Anticipating such an attempt, the Imperial Navy dedicated a powerful fleet to the protection of the planet which was largely successful. One notable exception would be the Sabotage of Arx, wherein a contingent of Night Lords infiltrated the planet and managed to disable half the array. They would have successfully incapacitated the entire system if not for the intervention of Mechanicus Skitarii stationed at the listening post, whom, while destroyed, bought enough time for reinforcements to secure the reminder of the station and drive off the Chaos agents.
Edited by Grey Knight Purifier, 21 May 2012 - 01:16 AM.