THE BLOOD SUNS
▪ GENE-SEED (PREDECESSOR): Blood Angels
▪ FOUNDING: 3rd
▪ CHAPTER MASTER: Kreios
▪ CHAPTER WORLD: Cruentum
▪ FORTRESS MONASTERY: The Peak
▪ FLAGSHIP: Galleria of Cruentum
▪ MAIN COLORS: Deep red, black, supernova white, copper for honorifics and awards.
▪ SPECIALTY: Fighting Xenos
▪ BATTLE CRY: For Sanguinius! For our Emperor! We Burn bright, and bring the long night upon our foes!
▪ CURRENT STRENGTH: Near 1,100 strong with the scouts, neophytes, and death company factored in.
▪ KNOWN DESCENDANTS: None.
▪ ALLEGIANCE: Loyalist to the Emperor's cause, but suspicious of the High Lords of Terra.
ORIGIN OF THE CHAPTER:
The Chapter was created by a Sanguinary Priest given visions that a figure, wreathed in red, copper, and fire would deliver of the Blood Angels from their curse, and that this figure would come at the end times of the Imperium. This figure explained that, just as a star would enlarge and become a supermassive red giant before exploding into a supernova of white hot fury, and then collapse into a black hole that took all things, even light, with it, -that the Blood Angels and the Imperium would have their brightest moments before their end, and then collapse into destructive nothingness that also took everything around them with it. Sanguinius's bravest and brightest moment was trying to redeem and then destroy his corrupted brother, and the Emperor's brightest and biggest accomplishment was the moments before the Horus Heresy, so too would the Chapter go if these self destructive tendencies were not quelled.
The Priest shared these visions with only a few, including a chaplain and a few of his company command, but his ideas took hold. A new Founding was being offered near this time, and the Priest saw this as an omen that he should take this opportunity to possibly preserve the Chapter for it's bright, fiery, greatest moment, and so founded the chapter of the Blood Suns. Both as sons of their Primarch, and wearing the red of beating, blood red, supergiant stars on the verge of a white-hot nova explosion.
The Chapter traveled far and wide, but mainly east through the galactic seas until arriving near the Eastern Peripherary, where they met Eldar, Tau, Necrons, rebellions from forgotten Imperial worlds, and many other Xenos undocumented by Imperial records. Amongst this strife and perpetual war, the Chapter found their homeworld.
CHAPTER HOME WORLD:
Near the heart of the Mansfeldus Sector on the far Eastern Periphery, circling a binary star system, is Cruentum, a luxuriant ocean/island planet sitting in the circumstellar habitable zone. Most of the surface of the planet is underwater, but the ocean at it's deepest is only a mile down. The highest point of dry land is where the fortress-monastery of the Blood Suns sits. This crag raises out of the ocean over two miles into the sky. It is a dormant volcano who's seemingly limitless geothermal energy is vented to power the impregnable void shields and other defenses of the Blood Suns chapter home. It is a fitting fortress for such a chapter: A staunch, solemn redoubt holding in the red, hot fury of the fortress's potential destruction within itself, which channels that power to further the causes of the Emperor and Sanguinius, yet liable to burst forth in unexpected violence and consume everything around it. It has been named the Peak, and a burning, bright signal sits upon it, acting as a lighthouse for thousands of miles in all directions.
Cruentum's shallow ocean and lack of super-massive land masses means the ocean is relatively fresh and comparatively without salt compared to other worlds. The ocean and the smaller islands and archipelagos are full of teeming flora, fauna, and wildlife. The planet is also unique in that it does not rotate across a traditional axis and so does not have a traditional day and night in a predictable half of the planet's rotation. The seemingly erratic rotation means all portions of the planet see sunlight relatively evenly over any given period of time, meaning ice caps are unable to form but for short periods of weeks before being melted.
With the stars being unreliable guides to the local human populace, and no landmass large enough to provide the stability of civilization, the people are a fiercely self sufficient breed. Humans gather in tribes that never number more than hundreds in a single unit, creating small floating fleets that go between the islands. Maps are sacred treasures as the land moves less than the currents, the moons, and stars, meaning they only have themselves and their families to depend upon. The Peak's signal light is commonly believed by the locals to be the center of the known universe, but it is only those who pass the tests on the slopes of the fortress monastery that ever learn the greater truth behind their legends of an All-Father and His Son, who died to provide hope for all and placed the symbol of that sacrifice upon the Peak.
In the Mansfeldus sector, out on the Eastern Fringe, the light of the Imperial Astronomicon does not shine as brightly as it does elsewhere in the Imperium of Man. Xenos threats and the influence of Chaos are more widespread, and many systems in the sector still contain native space faring empires that never saw the fury of the Great Crusade 10,000 years ago. It is in this sector, ripe for both conflict and conquest, that the Blood Suns have made their home and many wars have been fought.
Recently, a terrible warp storm has drawn the attentions of many races, as was foretold, prophesied, and calculated by the different races, and have all pointed to the imminent appearance of a Space Hulk of terrible proportions. It is bigger than a floating continent, and has appeared in the sector. It was a remnant of the Dark Age of Technology, a time even before the collapse of the Eldar Empire, the creation of the Eye of Terror, and even the Emperor's Imperium of Man. Imperial, Chaos, and Xenos factions all desire the possible Archaeo-Tech that could be found on the hulk, known only as The Tomb of the Dragon.
Previous appearances of The Tomb of the Dragon had seen whole Imperial expeditionary fleets disappear as the space hulk warped from place to place, distorting and destroying those caught in it's warp-wake. But even the debris that has floated off the hulk was priceless enough to justify such losses, and found items have advanced both the technological levels and the rites of power for the forces who captured the Arcaeo-Tech. Any force that could claim The Tomb of the Dragon for itself and learn it's deeper secrets would be set to harness it’s destructive potential and could easily conquer whole swathes of the sector. The Blood Suns have taken it upon their duty to purge any opposing force's contest to the traveling hulk, even to see the space hulk denied to others by destroying it and the knowledge it contains. This replacement of idealism with such harsh pragmatism is further evidence of how dim the Emperor's Astronomicon shines in this sector.
The Sons of the Suns show their heritage as Blood Angels as the heat of battle warms their veins, and the war drums beat in tune with pulses. They are masters of invasion style warfare, a possible holdover from the intense beachhead invasions and naval guerrilla warfare that allows the future Blood Suns to strike as swiftly as the Cruentum currents. They descend upon the enemy as Angels of Death, in drop pods, diving aircraft, jump pack insertions, and fast mechanical deployments. There is no safe place when defending against an invasion from the Blood Suns, just some spots on the battlefield that are temporarily closer to a landing spot than another. While trained for zero gravity void combat, ship to ship boarding actions, systematic underground exterminations, and close quarters urban warfare, the Sons of the Sun prefer open horizons and a sky over their head. If the enemy desires to hide in their holes, then orbital lances, subterranean charges, and promethium floods will flush such cowards out.
When a more traditional frontal attack or land assault must be called for, large scale mechanical and armored assaults on fast, Lucifer patterned engines are preferred. While few other Space Marines can equal the skill of Blood Suns with jump packs, speeders, or aircraft, the various drivers of the vehicles using Rhino chassis make up for the lack of maneuverability of ground vehicles with a penchant for death-defying maneuvers that are unheard of among other mechanized infantry forces. The current record holding driver for such stunts among the chapter launched a Rhino off a small bluff, over a dwelling, and landed upon five Orks caught underneath. It was reported that one neighboring Ork of the same squad started to speak his disbelief of such an amazing trick, but didn't get to his second word before tactical marines, flamers and bolters in hand, disembarked and cut down the entire Ork force.
ROLL OF HONOR:
The Trials of Scarthonyx
The Dark Eldar are constant raiders out on the Eastern Galactic Periphery as Imperial forces are sparse this far out. The Blood Suns, having met the Eldar's trickery countless times, have become one of the most adept Imperial forces to countering the quick Eldar speeders and skimmers. In the compliant colonist world of Scarthonyx, one squad of Assault troopers were awarded for their amazing artifice of war by either dropping themselves onto the open topped skimmers as they passed under, or timing their ascent to grab upon the dangling racks and blades underneath, causing some skimmers to crash and many times slaughtering the pilots to ensure such a fiery end. One marine, Brother Azmodus, was seen still fighting Eldar pirates as the skimmer disappeared into the Webway, and many believe the unprecedented two year halt to the raids afterwards might have something to do with Azmodus's actions on the other side of the portal.
The Kraken Released on Jumantium
The Blood Suns have much experience in the past decades that Hive Fleet Kraken has descended upon Imperial Worlds. As the Blood Suns have lost much of the compassion towards humans in their constant suppression of rebellious forces, the main tactic is to allow a hive fleet to invade a world and then either poison the planet with virus bombs or torch it ahead of the conquest, whichever will weaken the hive fleet by expending or wasting resources. But a local forgeworld, a rarity this far from Mars, had to be protected, and so four companies mobilized to defend it. Initially, the chapter master at the time saw the futility of a prolonged ground campaign, so strike cruisers and smaller frigates deposited strike teams of marines in the outlying asteroid belt mining colonies. Using atomic blasts, these asteroids were pushed into the path of the largest of the command hive ships. Some were able to be dodged, but the movements pressed the enemy Tyranid ships into a closer cluster, allowing Imperial ships to focus fire and outmaneuver the encrouching xenos. As the last volley of the asteroids approached, atomic charges blasted many of the rocks apart, creating small, mineral missiles hurling at near the speed of light in the deep space void. These remnants were able to pierce and stop the ship containing the Norn queen of this splinter fleet, and with the head of the organism based fleet lost, the remaining marines were successful in wiping the system over the next two years of prolonged purge missions. During this time, the forge fires of Jumantium never stopped, but shells, rounds, and ammunition supplies were, at one point, being taken from the assembly lines directly to the front defense forts of those marines defending the Forges.
The chapter is no longer Codex adherent, as the circumstances of their deployment beyond many supply lines has lead each company to be more self sufficient. Therefore, each company is a self contained battle, scout, and veteran hierarchy, with reserves only existing in theory. Every company has a commander, librarian, and priest or chaplain, a few squads of veterans to lead the other squads or form lead strike elements, several squads of scouts and inductees to teach, and various tactical, assault, and devastator marine squads. The various armories of each company will have some bikes, speeders, dedicated transports, and supporting armor, but with the chapter prioritizing high impact, invasion strategies as battles must be won quickly and decisively before moving on to the next battlefield, drop pods, jump packs, and flyers are predominant in all companies.
1 Battle Barge - The Flow of Red Honor
5 Strike Cruisers
11 Rapid Strike Vessels
The Blood Suns believe that the High Lords of Terra are not to be trusted. This belief has led them to set their home so far from the light of the Astronomicon, and out of the prying eyes of the agents of the High Lords, like the Inquisition. They believe the Omnissiah beliefs practiced by the Mechanicum to be a heresy, as they more closely remember the teachings of the original Imperial Truth. They don't deny the amazing psyker power of the Emperor or Sanguinius, but don't place them in the realm of some omniscient, benevolent divine being either. Both had flaws, and those flaws live in the blood and minds of the Blood Suns, who wait for the future of redemption they will be lead to by their red and copper suited leader which was prophesied of by the original founding Sanguinary Priest. They venerate Sangiunius as a role model, and follow his teachings. These beliefs are closely held to only adherants of the chapter, and with their reclusive nature, there is little fear of prolonged questioning by the Inquisition.
Also, the Blood Suns believe that the end of the Imperium is nigh, and that they have a duty to purge the galaxy of the enemies of Man as much as possible, hoping that the "Long Night" between the next Age of Darkness is shortened and more likely to allow a resurgence of human activity if the xenos threats are extinguished prior to the fragmentation of the Imperium.
New recruits for the Blood Suns are inducted regularly. Of the many inhabitants of Cruentum, those who are great athletes, warriors, or unusually brave will attempt to climb the Peak to speak to the supposed red spirits who live upon the mountain. These petitioners are either seen in broken husks that have tumbled down the mountain, or return in almost unrecognizable glory in bright colored armor several years later to speak of the glory of service in the Angels. The climb up the two mile peak, near the edge of the breathable atmosphere, is arduous and plagued by predatory avians who could eat men whole, just as they are used to fishing in the waters surrounding the Peak. Careful planning for the ascent, bravery and courage beyond those of most mortals, and skills perfected over a decade of survival on the harsh seas of Cruentum, are necessary to reach the copper gates of the Peak. Those who make it are welcomed by other serfs in the process of being inducted, and the physical process where a mortal man is turned into an Astartes of the Blood Suns is begun shortly thereafter. Unlike other Blood Angel successors, the physical transformation has a much higher success rate than many, but the Chaplains and Priests are in disagreement on why such a high rate exists.
The first assignment after a decade in the Scout squads of the different companies is a refining of their aim and weapon prowess amongst the Devastators, with their second assignment being as Assault Marines. Those who can keep their blood lust in check during both ranged and close melee are then promoted to the Tactical squads where they fill any role needed on the battle field.
Time is very rigidly structured for an Astartes not actively campaigning. The Blood Suns believe martial discipline comes from the combination of physical and mental discipline that is only achieved with ritual, practice, regimen, and effort that is maintained by the Chaplains and Priests of the chapter. Studies of philosophy, tactics, Imperial history, xeno physiology and weaknesses, art, math, mechanics, military theories, and many other areas are as important in holding back the Red Thirst or Black Rage as the physical discipline found in combat and weapons training, exercise, conditioning, and regular hypno-therapy. Time is allotted even when it comes to when and where they are permitted individual expression of the arts, and marines are given the subject matter to create about. This creates a unity in the chapter that is surprising to others who see it, as the frater are more united in expression, ideas, beliefs, and temperament than most other Chapters. This kind of cohesion is necessary when there is such a diverse amount of threats surrounding the chapter.
For Sanguinius! For our Emperor! We Burn bright, and bring the long night upon our foes!
Blood Angels based.
CHAMPIONS OF THE CHAPTER:
Chapter Master - Kreios - Called the lord or master. He is master of a thousand campaigns, having been responsible for the wars to cause the extinction of a dozen xenos species single handedly, Kreios's legend amongst the chapter is as bright as the double sun system the Blood Suns call home. He is a former Sanguinary Guard, and was promoted to the position of Chapter Master from the Sanguinary Priesthood. All Chapter Masters are promoted from the Sanguinary Guard, but not all Chapter Masters have to be priests. Many are. Like all previous chapter masters, he retains the same suit of Sanguinary armor that each chapter master has used. As it is so old, it has irreparably lost or damaged the single thruster that modern Sanguinary Guards have, and been replaced with a double thruster jump pack.
Chief Epistolary Librarian - Saint Michael, the Arch Angel. A psyker of great power, he has permanent psychic wings which seem to emanate from his body. Once, on a combat assault mission while jumping out of a Stormraven, his jump pack failed. Availing himself of the broken machinery, he used his powers to guide himself safely to the ground. The Psychic impact of his fall killed hundreds of Orks upon landing. He wields the force axe that is common within the library of the chapter. Because of this incident, he will not don the Terminator armor some Librarians prefer, finding it too cumbersome, and is often found in the front of battle, his axe cracking with power and psyker might.
Master Techmarine - Orestes - Master artificer and a devoted technician. He loves fixing the land raiders and flies the Stormravens himself sometimes. Orestes has forsaken the Machine God, like all Techmarines in the Blood Suns, due to its heretical bent. The normal machine cog imagery was changed to a nova sun. They have abandoned many of the rituals, incense, and other decorations that typical Techmarines possess, and paint their armor in Chapter Colors except for a single bright, Blood Angel Red shoulder and knee pad for their squad markings. He forgoes the servo harness since he prefers the mobility of a single servo arm.
2nd Company Captain Evander - "The Good Man" - He has been the 2nd Company commander for hundreds of years despite being a veteran of many campaigns. The 1st company commander has changed more often than Evander, who "hates the stench and enclosure of Terminator armour" and refuses to wear it. Evander has turned down promotions because they would sometimes take him into duty where his jump pack would not be useful. This restriction has placed him in a disfavored light to all the senior commands he's been under, but no one can deny the results from his miraculous precision when Deep Striking deep behind enemy lines. He is famous for literally landing with his boots upon one great Ork Warboss who was upon the back of his personal transport, and then killing the driver of the Battlewagon so it collided with a Stompa, ending an Ork assault without even firing a bolt round.