Jump to content

IO - Armies of the Machine God


Demus Ragnok

Recommended Posts

More Mech Houses:

The Sautash Demi-Clave (credit to Beren)
The so-called Demi-Clave is a direct result of the 4th Rangdan Xenocide, where two thirds of the notoriously independent House Charel's military forces were deployed to the front line, where they would serve in close proximity to several Taghmata from the Forge World Vamast. Over the years of the war, the Knights would suffer damage to their sacred armours faster than they could be repaired by their Sacristans, and lost more supplies than could be granted by the treaties which bound their homeworld to the Imperium. Through these savage battles, it was Vamast that provided their necessities and in the fury of annihilative war, oaths were forged and sworn between the two factions as they fought alongside one another in life and in death.

Returning from the Xenocide, the much-diminished lances were much altered in aspect. Many of them bore icons that symbolised battles fought alongside the taghmata of Vamast, or marked where a component was owed to that world. New rituals, hastily granted on the eve of battle, where used to rouse their Knight's machine spirits to war. Above all, their respect for the Mechanicum had greatly risen. Their kin saw this, and marked them apostates for it. Decrying them for having allowed themselves to bound as the House had sworn it never would, they cast the Xenocide veterans from their shores. In light of their performance alongside once another, Vamast deemed it more than logical to offer the exiles safe harbour, in exchange for the solidification of battle-forged bonds in the Sidon Protocals. Thus established on the ravaged world of Quelan as its cities were rebuilt, House Sautash were born.

The Bulwark Dynasty of Jiklunva
Based on the fauna-rich agri-world of Ocad, House Jiklunva was tasked with defending Richal and its domains in the Nerska March. This arrangement long preceded the presence of the Imperium in the region, and Jiklunva had been permeated by a variation of the Cult Mechanicus. In the many wars that wracked the March before and after its incorporation into the Imperium, the Knights of Jiklunva demonstrated their worth as capable servants and soldiers.

Come the Insurrection, the House found its loyalties split and, mirroring Richal itself, was plunged into a brief and bloody civil war. These were fought on six separate worlds, with the Insurrectionists ultimately triumphant. It is recorded that companies of the Drowned played a role in some of these struggles, descending on Loyalist holdfasts and killing all they found within. The last holdouts on Ocad itself were taken alive, however, and dismembered before the now victorious masters of Richal. The House was then set to the conquest of the Nerska March in Icarion’s name.

The Indentured House of Amstarod
House Amstrarod was a powerful House before it was found by Imperial Explorators in 839. M30, but one which would in time be undone by its pride. That pride was wounded by the way in which their subjects were now required to answer to the Throne and its agents, with resources tithed to the Great Crusade, and worsened by the death of the High King in battle on Carnium. Less than a decade after his father swore fealty to the Emperor, the new High King of Amstarod reneged on his oaths and the Knights rose in rebellion against the Imperium.

Retribution was swift in coming, and House Amstarod was broken and brought to heel by the Lightning Bearers and the Knights of House Sunhava. Icarion passed sentence swiftly, and the domains of Amstarod were confiscated, while the House was put under the control of the Forge World Nihon. This arrangement can be viewed as an echo of the notorious Pact of Morbidia, and likewise rendered the scions of Amstrarod as the slave-soldiers of Nihon. With dark irony, the agents of Kelbor Hal would call upon Nihon’s service nearly two centuries later. Once again Amstarod would rise up against the Emperor - this time at the behest of Icarion himself.

Edited by bluntblade
Link to comment
Share on other sites

The Battarax Siege Troll, a.k.a 'that time the ordo reductor wanted to stick legs on a termite drill'

 

Battarax Siege-Troll – Ordo Reductor – Siege Drill

 

Introduction

One of the many elements of the Insurrection that cause the Mechanicum as a whole to re-think it's approach, the Battarax was a creation born of necessity as the civil war that shook the red planet came to an end. Built to help the final attack on Olympus Mons, the Ordo Reductor who had been depleted in their capacity, took to the problem of the siege voraciously, as a chance to test some of the most taboo battle-calculations against their own kind could finally be tested.

A heavy and slow-moving walker when out in the open the drill acts as both siege equipment and breaching unit as it digs its way through the earth and bursts forth behind enemy lines, devastating those around it with it's heavy weapon mounts, covering the troops behind it as they pour into the undefended territory. Due to it's sheer size and weight as well as the defensive systems, it is more than capable of holding it's own for long enough to allow supporting troops to secure the area around it.

 

History

With the scale of what faced those Martian priests of the Reductor looming over them, they were given a challenge from the Tenth Primarch himself; “Reduce their walls to memory and carve a path into their belly.” And as any loyal servant of the Ordo would do, they committed to their task with great abandon, bringing their greatest weapons, martial processing and knowledge to bear.

While the red sand shook and the roots of Olympus Mons trembled at the terrible assault breaking down it's gates, the Ordo Reductor launched an assault of their own into the depths of the catacombs below. At the head of several cohorts of Skitarii and Cybernetica, the newly formed drilling machines lead the charge.

Prior to the battle many ideas had been put forth and refused, most centring around the use of the drills themselves. While several patterns were available, all were simply armoured boxes that offered little in the way of support once they had breached. Most would, in fact, be detected long before they reached their destination by the various sensitive monitoring devices within the mountain, and be met with defenders who could easily pick them off as they disembarked from the vehicles. The drills needed to not only get the troops to the destination quickly to minimize response times, but to also be able to provide the troops with enough firepower and defensive measures to cover them while they did disembarked. With some swift development using Martian forges abandoned during the Schism, the Ordo repurposed a large shipment of Termite Assault Drills that were bound to some far-off Imperial Guard regiment. All before the events of the Day of Revelation swiftly changed the course of the Great Crusade.

Using the ample space inside the drills they were swiftly filled with all manner of control systems and combat-cogitators. Several miles of wiring, cables and connectors linked all of the drills systems and fed the wealth of knowledge to a large command throne packed tightly into the centre of the troop compartment. While a snug fit for most magos every piece was necessary to allow the newly dubbed 'Battarax' to function as a fighting vehicle.

 

As Above, So Below

While the various Ordos, Collegias and Legios brought the city of Olympus Mons to ruin above ground, the Ordo Reductors deployed their newly created tools to cut into the myriad of chambers that cored the great red mountain. It was understood that while the city above was a great task that would take the combined might of the many arms of the Imperium, the labyrinthine maze that expanded below would need to be cleared chamber by chamber, which would be a monumental task in and of itself.

To this end the Siege Troll's were launched at the head of a veritable horde of Skitarii and Cybernetica. The troops would follow behind the drills and move to secure the area once the drill had breeched and cleared out any immediate enemies. This same procedure would take place in dozens of chambers, all coordinated by several Reductor Covenants as one combined strike, catching the traitors off guard as they focused on the siege above.

As each of the 5 great gates were torn asunder, the drills of the Ordo cut their way into the underbelly of the fortress. Bursting into storage warehouses and foundries in a shower of rockcrete and streaming shells as the gun turrets unfold and lay down a withering hail of fire, the Siege-Troll's pulled themselves from the debris. This metaphorical gut-punch saw a swathe of the fortress fall under loyalist control as it was quickly followed by cohort after cohort of skitarii and cybernetica pouring from the earth. Swiftly moving through the mountain's innards to vital junctions and objectives meant to cripple and drive the traitors deeper into their keep, the combined efforts of those above ground and below saw Kelbor-Hal's mindless hordes driven back and the traitorous Fabricator-General driven from the red planet forever.

 

Design

While continuing to resemble it's progenitor design, the Battarax has significant changes to it's internal systems that allow it to function as a heavy breaching unit. With the internal space replaced with cogitators and servitor slave-minds it has turned this newfound processing capability into tactical awareness and firepower. With two sets of retractable legs recessed into the main body the drill can also move under it's own power to manoeuvre itself into drilling position as well as when it bursts into enemy fortresses. This added mobility allows the vehicle great flexibility and provides the best defence for any troops following behind it as it puts it's bulk and shields between the defenders and the assaulting force. Finally, through the addition of several weapons stations, phase-shield modulators and auxiliary systems, a Battarax can not only dig it's way to a target, but have the staying power to defend this new beachhead.

 

Armament

While the main 4 armatures of the Battarax can be swapped out on the whim of the Ordo Reductor Magii in charge of it's mission, the standard loadout for them are two heavy bolters and two volkite culverin weapons. Attached to mounting plates that can recess into the body of the vehicle itself during drilling, these weapons are controlled by servitors mounted internally and are the main method of attack once the unit has breeched an enemy complex. These 4 individual mounting points for heavy weapons allow the drill to be able to take on a number of enemies of varying size and toughness, allowing the Battarax to hold it's ground until reinforcements back it up.

Though neither the Melta Cutter or the Siege Drill are designed with the intent to effectively engage enemies, they can serve just as improvised weapons if necessary. The former melta cutter system, while short-ranged. Can effectively cut open armoured carapaces and tanks just as easily. While effective in extremely close range, it is only to be used when absolutely appropriate, as the power usage of such a system can drain the power from other important systems. This power use isn't normally a problem as the system is used during tunnelling while others such as the shield generators and weapons systems are powered down. It only becomes a problem when all of said systems are engaged at once, like when a Battarax has emerged and is trying to defend with it's shields, fire weapons systems and move at the same time, causing strain on the power generator if the melta cutters are engaged as well.

The latter siege drill acts more defensively once the vehicle has dragged itself out of it's tunnel and into battle, the dense cutters and drill plating are able to shrug off significant amounts of fire even without the help of the on-board shield. It's use as an offensive weapon is simple in terms of theory, but a little difficult in practice if the enemy has the advantage of mobility. While the drill can easily churn through barricades and bunkers it's use on anything that isn't standing still is non-existent due to the slow nature of the drill itself, even with the newfound mobility of the Battarax.

 

Control Systems

Taking up most of the internal space of the previous troop-carrier are the extensive cogitators and servitor-stations used to control the Battarax and it's many systems, all connected to the command throne tucked away in the centre of the mess of armour and cables. With the command throne using a MIU link, it allows the Ordo Reductor Magos to control the various outstations and power levels of the drill to optimize it's use on the battlefield. Two weapons servitors manage the general functions of the attached heavy weapons while the technician in charge controls the movement of the drill, shield and power systems.

 

Defences

As it's main form of protection, the Battarax manipulates the already existing Phase-field generator mounted on the Termite chassis to use as a defensive shield. Initially used purely to help the drill bury it's way through the earth, with the introduction of several projectors and modulation cogitators, the field is capable of warding off small-arms fire with ease and heavy weapons fire for a significant amount of time.

Through a mixture of the Termite's original design and Ordo Reductor resource acquisition, the Battarax's armour plating has also been significantly bolstered as several long strips of adamantium plating and support structure are implemented. Through reinforcement of the original frame the siege drill has seen an increase in the pressures and gravities able to be endured while in use, allowing it to drill through tectonically unstable terrain with little effect to the pilot. The addition of the hardened plating on the outside also allows it to mitigate more extreme temperatures and weapons fire, giving it greater survivability in battle and even the ability to temporarily able to withstand moving through molten magma.

 

Miscellaneous

With the backing of the Ordo Reductor the Bettarax was destined to include strange an esoteric elements of technology that would make it stand out on the battlefield, and of course it delivers on this. Thanks to the radical change in the vehicle's purpose the installation of command systems left a significant amount of room left to be filled, and the mobility system did this perfectly. Made up of 4 large legs recessed into the body, each can be articulated, folding out and essentially turning the drill into a walker as it emerges from it's tunnel, covering those behind it as it sets up a beachhead. Each leg is made up of 3 articulated joints with the majority of the leg covered in thick armour plating that lies flush with the hull when retracted into it's housing. Though still relatively slow compared to any tracked of wheeled vehicle and even by walker standards, it is seen as a great boon to the overall design.

The unprecedented mobility allows for much greater combat capability when the Battarax emerges from it's tunnel, able to cover it's weaker rear armour by facing it away from enemy positions and secure an area rather than sitting almost beached as the previous Termite design would have been.

While somewhat of a rarity considering the nature of the Ordo Reductor, the internal deployment system, previously used for firing grenades out of the vehicle, has on occasion been repurposed. Used initially during the Martian siege, this deployment system, consisting of a airlock tube leading to the outside, had a teleport homer deployed from it instead. While the mainstay of Reductor and Skitarii forces could follow behind the Siege Troll as it dug through the earth to emerge with the machine itself, several routes would prove too dangerous even for the augmented troops of the Mechanicum. It was decided that these more dangerous routes would employ teleportation instead, and as the Battarax burst forth from the ground, it deployed the homing beacons to great effect.

By no means a standard practice when most Mechanicum troops can survive the harsh conditions of marching through cramped tunnels, but the use of the homing device proved incredibly effective and would be noted for future use.

Much like the teleport homer, the addition of deployable barricades to the sides of the vehicle was by no means a standard practice upon it's initial inception, but you would be hard-pressed to find one without them now. Whether for use by the troops that follow the Siege Troll out of it's tunnel, or by elements teleported in, flak and ceramite barricade plating is bolted onto the main body and released when ready. With two rows of explosive bolts attaching the barricade to the drill, it releases them with explosive force, and drops the cover into place, providing any infantry with ample protection. Proving effective in decreasing the initial number of casualties during drill assaults. The simple nature of this modification lead to it's adoption amongst the other Drill Magii and an increase in relations between the Ordo and any infantry elements working alongside them.

Link to comment
Share on other sites

  • 2 weeks later...

After a ridiculous amount of time I finally came back to the siege drill project I started in like...August. So here it :cussin finally is, the Batterax!

 

Battarax Siege Troll – Ordo Reductor – Siege Drill

 

Introduction

One of the many elements of the Insurrection that would cause the Mechanicum as a whole to re-think it's approach, the Battarax was a creation born of necessity as the civil war that shook the red planet came to an end. Built to help the final attack on Olympus Mons, the Ordo Reductor who had been depleted in their capacity, took to the problem of the siege voraciously, as a chance to test some of the most taboo battle-calculations against their own kind could finally be tested.

A heavy and slow-moving walker when out in the open the drill acts as both siege equipment and breaching unit as it digs its way through the earth and bursts forth behind enemy lines, devastating those around it with it's heavy weapon mounts, covering the troops behind it as they pour into the undefended territory. Due to it's sheer size and weight as well as the defensive systems, it is more than capable of holding it's own for long enough to allow supporting troops to secure the area around it.

 

History

With the scale of what faced those Martian priests of the Reductor looming over them, they were given a challenge from the Tenth Primarch himself; “Reduce their walls to memory and carve a path into their belly.” And as any loyal servant of the Ordo would do, they committed to their task with great abandon, bringing their greatest weapons, martial processing and knowledge to bear.

While the red sand shook and the roots of Olympus Mons trembled at the terrible assault breaking down it's gates, the Ordo Reductor launched an assault of their own into the depths of the catacombs below. At the head of several cohorts of Skitarii and Cybernetica, the newly formed drilling machines lead the charge.

Prior to the battle many ideas had been put forth and refused, most centring around the use of the drills themselves. While several patterns were available, all were simply armoured boxes that offered little in the way of support once they had breached. Most would, in fact, be detected long before they reached their destination by the various sensitive monitoring devices within the mountain, and be met with defenders who could easily pick them off as they disembarked from the vehicles. The drills needed to not only get the troops to the destination quickly to minimize response times, but to also be able to provide the troops with enough firepower and defensive measures to cover them while they did disembarked. With some swift development using Martian forges abandoned during the Schism, the Ordo repurposed a large shipment of Termite Assault Drills that were bound to some far-off Imperial Guard regiment. All before the events of the Day of Revelation swiftly changed the course of the Great Crusade.

Using the ample space inside the drills they were swiftly filled with all manner of control systems and combat-cogitators. Several miles of wiring, cables and connectors linked all of the drills systems and fed the wealth of knowledge to a large command throne packed tightly into the centre of the troop compartment. While a snug fit for most magos every piece was necessary to allow the newly dubbed 'Battarax' to function as a fighting vehicle.

 

As Above, So Below

While the various Ordos, Collegias and Legios brought the city of Olympus Mons to ruin above ground, the Ordo Reductors deployed their newly created tools to cut into the myriad of chambers that cored the great red mountain. It was understood that while the city above was a great task that would take the combined might of the many arms of the Imperium, the labyrinthine maze that expanded below would need to be cleared chamber by chamber, which would be a monumental task in and of itself.

To this end the Siege Troll's were launched at the head of a veritable horde of Skitarii and Cybernetica. The troops would follow behind the drills and move to secure the area once the drill had breeched and cleared out any immediate enemies. This same procedure would take place in dozens of chambers, all coordinated by several Reductor Covenants as one combined strike, catching the traitors off guard as they focused on the siege above.

As each of the 5 great gates were torn asunder, the drills of the Ordo cut their way into the underbelly of the fortress. Bursting into storage warehouses and foundries in a shower of rockcrete and streaming shells as the gun turrets unfold and lay down a withering hail of fire, the Siege-Troll's pulled themselves from the debris. This metaphorical gut-punch saw a swathe of the fortress fall under loyalist control as it was quickly followed by cohort after cohort of skitarii and cybernetica pouring from the earth. Swiftly moving through the mountain's innards to vital junctions and objectives meant to cripple and drive the traitors deeper into their keep, the combined efforts of those above ground and below saw Kelbor-Hal's mindless hordes driven back and the traitorous Fabricator-General driven from the red planet forever.

 

Design

While continuing to resemble it's progenitor design, the Battarax has significant changes to it's internal systems that allow it to function as a heavy breaching unit. With the internal space replaced with cogitators and servitor slave-minds it has turned this newfound processing capability into tactical awareness and firepower. With two sets of retractable legs recessed into the main body the drill can also move under it's own power to manoeuvre itself into drilling position as well as when it bursts into enemy fortresses. This added mobility allows the vehicle great flexibility and provides the best defence for any troops following behind it as it puts it's bulk and shields between the defenders and the assaulting force. Finally, through the addition of several weapons stations, phase-shield modulators and auxiliary systems, a Battarax can not only dig it's way to a target, but have the staying power to defend this new beachhead.

 

Armament

While the main 4 armatures of the Battarax can be swapped out on the whim of the Ordo Reductor Magii in charge of it's mission, the standard loadout for them are two heavy bolters and two volkite culverin weapons. Attached to mounting plates that can recess into the body of the vehicle itself during drilling, these weapons are controlled by servitors mounted internally and are the main method of attack once the unit has breeched an enemy complex. These 4 individual mounting points for heavy weapons allow the drill to be able to take on a number of enemies of varying size and toughness, allowing the Battarax to hold it's ground until reinforcements back it up.

Though neither the Melta Cutter or the Siege Drill are designed with the intent to effectively engage enemies, they can serve just as improvised weapons if necessary. The former melta cutter system, while short-ranged. Can effectively cut open armoured carapaces and tanks just as easily. While effective in extremely close range, it is only to be used when absolutely appropriate, as the power usage of such a system can drain the power from other important systems. This power use isn't normally a problem as the system is used during tunnelling while others such as the shield generators and weapons systems are powered down. It only becomes a problem when all of said systems are engaged at once, like when a Battarax has emerged and is trying to defend with it's shields, fire weapons systems and move at the same time, causing strain on the power generator if the melta cutters are engaged as well.

The latter siege drill acts more defensively once the vehicle has dragged itself out of it's tunnel and into battle, the dense cutters and drill plating are able to shrug off significant amounts of fire even without the help of the on-board shield. It's use as an offensive weapon is simple in terms of theory, but a little difficult in practice if the enemy has the advantage of mobility. While the drill can easily churn through barricades and bunkers it's use on anything that isn't standing still is non-existent due to the slow nature of the drill itself, even with the newfound mobility of the Battarax.

 

Control Systems

Taking up most of the internal space of the previous troop-carrier are the extensive cogitators and servitor-stations used to control the Battarax and it's many systems, all connected to the command throne tucked away in the centre of the mess of armour and cables. With the command throne using a MIU link, it allows the Ordo Reductor Magos to control the various outstations and power levels of the drill to optimize it's use on the battlefield. Two weapons servitors manage the general functions of the attached heavy weapons while the technician in charge controls the movement of the drill, shield and power systems.

 

Defences

As it's main form of protection, the Battarax manipulates the already existing Phase-field generator mounted on the Termite chassis to use as a defensive shield. Initially used purely to help the drill bury it's way through the earth, with the introduction of several projectors and modulation cogitators, the field is capable of warding off small-arms fire with ease and heavy weapons fire for a significant amount of time.

Through a mixture of the Termite's original design and Ordo Reductor resource acquisition, the Battarax's armour plating has also been significantly bolstered as several long strips of adamantium plating and support structure are implemented. Through reinforcement of the original frame the siege drill has seen an increase in the pressures and gravities able to be endured while in use, allowing it to drill through tectonically unstable terrain with little effect to the pilot. The addition of the hardened plating on the outside also allows it to mitigate more extreme temperatures and weapons fire, giving it greater survivability in battle and even the ability to temporarily able to withstand moving through molten magma.

 

Miscellaneous

With the backing of the Ordo Reductor the Bettarax was destined to include strange an esoteric elements of technology that would make it stand out on the battlefield, and of course it delivers on this. Thanks to the radical change in the vehicle's purpose the installation of command systems left a significant amount of room left to be filled, and the mobility system did this perfectly. Made up of 4 large legs recessed into the body, each can be articulated, folding out and essentially turning the drill into a walker as it emerges from it's tunnel, covering those behind it as it sets up a beachhead. Each leg is made up of 3 articulated joints with the majority of the leg covered in thick armour plating that lies flush with the hull when retracted into it's housing. Though still relatively slow compared to any tracked of wheeled vehicle and even by walker standards, it is seen as a great boon to the overall design.

The unprecedented mobility allows for much greater combat capability when the Battarax emerges from it's tunnel, able to cover it's weaker rear armour by facing it away from enemy positions and secure an area rather than sitting almost beached as the previous Termite design would have been.

While somewhat of a rarity considering the nature of the Ordo Reductor, the internal deployment system, previously used for firing grenades out of the vehicle, has on occasion been repurposed. Used initially during the Martian siege, this deployment system, consisting of a airlock tube leading to the outside, had a teleport homer deployed from it instead. While the mainstay of Reductor and Skitarii forces could follow behind the Siege Troll as it dug through the earth to emerge with the machine itself, several routes would prove too dangerous even for the augmented troops of the Mechanicum. It was decided that these more dangerous routes would employ teleportation instead, and as the Battarax burst forth from the ground, it deployed the homing beacons to great effect.

By no means a standard practice when most Mechanicum troops can survive the harsh conditions of marching through cramped tunnels, but the use of the homing device proved incredibly effective and would be noted for future use.

Much like the teleport homer, the addition of deployable barricades to the sides of the vehicle was by no means a standard practice upon it's initial inception, but you would be hard-pressed to find one without them now. Whether for use by the troops that follow the Siege Troll out of it's tunnel, or by elements teleported in, flak and ceramite barricade plating is bolted onto the main body and released when ready. With two rows of explosive bolts attaching the barricade to the drill, it releases them with explosive force, and drops the cover into place, providing any infantry with ample protection. Proving effective in decreasing the initial number of casualties during drill assaults. The simple nature of this modification lead to it's adoption amongst the other Drill Magii and an increase in relations between the Ordo and any infantry elements working alongside them.

Link to comment
Share on other sites

  • 3 months later...

Forge Worlds

Xei’An - Warriors of Peace

Iomin - Fire Keepers

Eskut - Halcyon Wardens

Aehiri - Red Eyes

Cahonides - Warriors of Peace

Thecalia

Yivadus

Antire - Black Stars

Ur-Gamma - The Riven

Atar-Median - Obsidian Guard

 

Knight Households

House Brutii - Crimson Lions

House Ursus - Crimson Lions

House Sarmatis - Crimson Lions

House Zivich - Halycon Wardens

Houes Franze - Red Eyes

House Caraxes - Red Eyes

House Tyrinth - Warriors of Peace

House Kaigan - Warriors of Peace

House Fioranti - Black Stars

 

Titan Legions

Legio Audax - Crimson Lions

Legio Tempestus - Halcyon Wardens

Legio Pallidus Mor - Godslayers

Legio Astraman - Godslayers

Legio Atarus - Obsidian Guard

Legio Xestobius - Alabaster Order

Legio Vindictus - Alabaster Order

Legio Defensor - Red Eyes

Legio Interfector - Red Eyes

Legio Tonarum - Fire Keepers

Legio Solachra - Warriors of Peace

Legio Reavas - The Riven

Legio Apollona - Black Stars

Legio Contego - Halcyon Wardens

Edited by TrajantheGreat
Link to comment
Share on other sites

  • 2 weeks later...

Forge World Aehiri

The Forge World of Aehiri became one of the most infamous forge worlds in the Imperium, known for their high levels of aggression that bely their mechanical exterior. They quickly became established as firm supporters of the Ordo Reductor, having a higher concentration than conventional forge worlds. Whilst aimed against the enemies of the Imperium, they received few complaints as their style of warfare was brutally effective. It was this that earned them the attention of the Red Eyes, and the fate of Aehiri became inextricably linked with them.

Link to comment
Share on other sites

  • 2 weeks later...

Archmagos Jirhas-Uya

A wicked, cruel and calculating Magos, Jirhas-Uya is the infamous archmagos of Aehiri, whose work into rad weaponry and sheer brutality with which he wages war has earned him the favour of the Red Eyes. Jirhas gained his reputation through the development of a variant of the rad furnace, making the Forge World of Aehiri the leading edge on the production of rad weaponry. Jirhas has had to pay a price for this prominence, though, as the rad poisoning has heavily damaged his body, requiring extensive augmetics and an abeyant to even move himself. On the battlefield, Jirhas-Uya is a steaming fountain of radiation, with mortals and even Astartes crippled by merely approaching him. Surrounded by his personal scyllax guardian-automata, he is a force of sheer destruction.

 

Magos Rarke-Omez

A rising tech-priest from Aehiri, Rarke is one of the firmest supporters of Archmagos Jirhas-Uya. However, he does not specialise in rad weaponry as does Jirhas, but instead is focused on the vehicles and automata of the forgeworld. Due to his closeness to Jirhas, he has been gifted a piece of rare technology from the Dark Age of Technology, the Cortica Primus. In return, Rarke’s main battlefield role is to maintain Jirhas’ bodyguard of automata, a vital job.

Link to comment
Share on other sites

  • 1 month later...

House Caraxes

House Caraxes was isolated from the rest of the galaxy on its homeworld of Valtigar, until the Great Crusade rediscovered them. Serving first with the Red Eyes, their shared aggression and martial spirit gained them the favour of Theoderaf, who favoured them above other knight households. Since that point, House Caraxes has been utterly loyal to Theoderaf and the Red Eyes, and they joined them on the Great Crusade. The House is renowned for its fearsome Knights, with each one being known for its angry machine spirit and always wanting to get into combat. They have no preference as to close quarter or ranged combat or any restrictions on the types of Knights they will use, as long as the enemy is destroyed and House Caraxes stands victorious.

 

High King Aerymarr Maltaris of House Caraxes, Pilot of Baenyx
The High King since Valtigar was discovered by Theoderaf, Aerymarr realised the futility of resisting the Imperium, and joined with the Magos of Aehiri in sending a delegation to the Red Eyes surrendering. Aerymarr refused to kneel before the Red Eyes’ delegation, being too proud and declaring that he would kneel before none who had not earned the right. Upon meeting with Theoderaf, Aerymarr and Baenyx stared him down for a few seconds, before kneeling. Theoderaf bid him rise, saying that from this point on he would kneel before no man, only the Emperor of Mankind.
Aerymarr is a proud king, highly aware of his skill as a pilot and his loyalty to the Emperor and Theoderaf. Because of this, he is absolutely convinced of his own right to rule, and the righteous of his mission, and so will never relent in a cause he believes in or retreat from a campaign he believes is just. For those under him, he is a benevolent yet stern ruler, not allowing inter-house rivalry to split out of control if it could damage Valtigar or House Caraxes’ crusading ability. He has been known to challenge any who seek to undermine his authority to a knight duel, with the long list of his defeated rivals serving as a warning to all.

Link to comment
Share on other sites

  • 4 weeks later...

House Tyrinth

House Tyrinth, though a new Knight Household, has earnt a striking reputation due to its heroic actions in Segmentum Obscurus. They put honour above all, even military effectiveness or smart political moves. They believe all living beings, indeed all of existence, are organized into a hierarchy set in place by the will of the Omnissiah. They regard it as the sacred and unquestioned expression of divine will. To ignore or violate the Order is to blaspheme against the world itself. Scions are supposed to always treat each other with extreme respect and politeness, even if they are actually bitter enemies, for to fail in public manners is to violate Courtesy and possibly even “lose one’s face,” an unforgivable social error.

 

Lord Commander Zhongtaro

Pilot of Laertes, a Questoris Knight Paladin

The peak of the hierarchy of House Tyrinth, Lord Commander Zhongtaro exemplifies simple living and martial prowess, and has gained a close personal relationship with the Jade General because of it. Zhongtaro and his trusty Knight Paladin have risen to the top by successfully defeating all challengers in duels, being a peerless close combat duellist. Some within the Household say that Zhongtaro has been blessed by the Omnissiah, being able to push Laertes’ Machine Spirit harder without losing control than any other in the House.

Link to comment
Share on other sites

  • 4 weeks later...

Forge World Yivadus

 

Forge World Yivadus is a minor Tertius Grade Forge World in Segmentum Ultima, discovered in the middle of the Great Crusade. Suspicious of outsiders, and particularly other Forge Worlds seeking to steal their secrets, Yivadus has become specialised in producing automata designed to defeat other Mechanicum-style foes. Whilst during the Great Crusade they showed little sign of exceptionalism, little more than an odd local pattern, during the Five Ruins their automata proved a powerful force.

 

History

Yivadus was a Forge World founded just before the Age of Strife, and suffered greatly during it. They were one of several minor forge worlds in the Talgat System, and had an intricate web of alliances and enmities that escalated into infighting over access to the now limited vital resources. The archmagos of Yivadus was a suspicious and ruthless magos, who had dedicated his years of study to automata and production. Believing that war with his fellow forge worlds was inevitable eventually, she began designing and producing specially-designed automata to counter other Mechanicum forces, melding together existing technology. When war did break out, Yivadus’ automata proved the deciding factor, as the automata of the other forge worlds were swiftly defeated and their resources were absorbed by Yivadus. By the time the Imperium rediscovered Yivadus, all other Mechanicum colonies in the system had been destroyed or conquered, and Yivadus reigned supreme.

As representatives from Mars arrived to negotiate the reintegration of Yivadus, the magi of Yivadus were hostile, yet knew that wasting their valuable resources fighting Mars would be futile. Yivadus agreed to rejoin the Imperium peacefully, but refused to share their automata with the wider Mechanicum, despite repeated orders sent from Mars.

Link to comment
Share on other sites

  • 2 months later...

Actium

 

The Forge World Actium is a Forge World on the Western Fringes of the Imperium in Segmentum Pacificus that specializes in the production of advanced energy capacitors and the objects said capacitors power such as Las- and Plasma-weaponry, teleportariums, Super-heavy Tanks, and Battle Titans. Actium itself is a large world, half again the size of Jupiter and dominated by a vast and tumultuous ocean and a single supercontinent where the Forge-cities are located. Crisscrossing the tracts of sea is a network of monorails that transport raw materials from mining rigs to the mainland as aerial travel is unsafe due to the violent atmospheric conditions present. These conditions are also responsible for the orbital spires that reach into the upper atmosphere to the dockyards there where finished products are shipped across the sector. 

 

The military forces of Actium are composed of the Legios Cataegis and Fulminata as well as smaller elements from the Ordo Reductor and Legio Cybernetica. Legio Cataegis, colloquially known as The Storm is a small and highly mobile fighting force with a much higher than average proportion of Skitarii Rangers, and wear black and silver uniforms. Legio Fulminata, or the Thunderbringers, are the Forge World's Titan Legion who are renowned for their preference for long range engagements and share the colors of Cataegis. Actium's particular sect of the Cult of the Omnissiah is characterized by its central belief that the machine should not subvert humanity but instead enhance it and as such its Tech Adepts and Magi have markedly less extensive and numerous augmetics.

Link to comment
Share on other sites

The Notitium Sanction

Following the Conclave of Terra, the Mechanicum under Kelbor-Hal smarted under the checks to their attempts to gain a more equal share of power. However, analysing the orders for the newly created Reclamation Command, an opportunity was spotted. As such, the Mechanicum issued the Notitium Sanction as part of their avowed commitment to the Reclamation Command. 

 

Teams of tech priests and skitarii fanned out from Forge Worlds to their nearby worlds in order to search for signs of the Emperor’s presence, as was required by the new Command. However, these groups were also tasked with collecting many other sorts of information, under the pretence of a rigorous investigation. Geographies, demographies, economic breakdowns, socio-political tensions and martial disposition were all recorded and sent back to their Forge Worlds where they were poured over by the magos and included in their calculations and plans moving forward.

Edited by TrajantheGreat
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.