Crimson Guard

“They came upon our position like a river of red; an unbroken line of armor and guns stretching across our battle lines. Without a word they opened fire, and I witnessed destruction the likes of which I had never seen. Minutes passed, and still they kept firing. With so few of us left, I knew it was the end, and at that moment, as I took one last look at the grim facades of these soldiers, I knew the Machine God was real. I threw my weapon away and awaited his judgment.”
–Last recorded testament of Vasallis Noch, the Butcher of Sahcrin
In the wake of the War of Brass, the Skitarii Legions of the
Lathe Worlds were in utter ruin. Entire forge worlds found
themselves with virtually no troops left, their warrior cohorts
smashed and their command structures decimated. Outside
of the wounded Legio Venator, the Mechanicum of Calixis
lacked a strong standing army, and for the first time in
hundreds of years were suddenly vulnerable.
To alleviate this weakness, High Fabricator Kovikal Quietus
used the Iron Wall of Silence to start a discreet rearmament
drive throughout the Calixian forge worlds. A number of
the more militarily minded
Tech-Priests were moved
into positions where
they could work to
replenish the fighting
ranks, and the remnants
of the Calixian
Explorator Fleets were
used to ferry these new
recruits to various training
installations, usually under
the guise of supply runs to
keep their true nature hidden.
It took many years to bring
this grand plan together, but once
everything was in place Quietus
found himself with a new force
consisting of some of the best-trained
and best-equipped troops
in the Sector. He dubbed this
new force the Venatorii, the new
hunters of the Calixis Sector, a
force that was to remain separate
to the recovering Skitarii forces and
act as the true elite of the Lathes.
With their unique organization and
frightening red armour, the few
outside of Mechanicum circles aware
of them soon began to call this
untested army the Crimson Guard.
The Calixian Conclave, always
watching when new powers appear in the Sector, took a keen interest the formation. Quietus may have instigated a wall of silence, but the eyes and ears of the Inquisition were everywhere, and hidden agents
of the Ordo Hereticus watched
each step of the Venatorii’s development. But the Conclave
unexpectedly decided this Crimson Guard was not a threat for
their concern. They would keep their eyes upon them though,
and perhaps even call upon them should the need arise.
The Inquisition has called upon the Venatorii on numerous
later occasions since their formation, most dramatically during
the Meritech Wars. The savagery with which the Venatorii
fought cemented their reputation throughout the Calixis
Sector, but the Inquisition soon found themselves shut off once
again as the Iron Wall of Silence slid back into place.
It took another five hundred years, and a new heresy born
of the Tech-Priest Umbra Malygris, to end this era of exclusion. Those
Inquisitors whom the Mechanicum approve of have received
Venatorii support. The Inquisition guardedly uses such forces,
knowing that they are undoubtedly reporting back to their
Mechanicum masters, but viewing it as an opportunity to see
these Crimson Guards in action and gauge their prowess.
To be a single Venatorius within the Crimson Guard is to walk
at a level above common warriors, even the Skitarii. Equipped
with powerful integrated weapon technologies that draw their
energy from the soldier’s own Potentia Coil, a single maniple of
Venatorii can unleash a ceaseless storm of death at their enemy. The
Venatorii wear thick crimson carapace armor recovered from the
deepest data crypts of Lathe-Het, and use millennia-old designs
for powerful lasrifles. This unique armor, itself a product of the
peculiar gravity of the Lathe Worlds, covers
their features entirely, leading to a solid and
inexorable wall of faceless red and black
that can often defeat enemies with fear
before a single shot is even fired.
The higher ranks of the Crimson
Guard are more frightening still. The
Triarii maniples are amongst the most
experienced, their bodies altered with
additional cybernetics and ancient
las technologies that few outside of
the Lathes can match. The graceful
Celerii, taken from the best the Triarii
have to offer, rise on broad Alatus-pattern
jump packs and act as the Venatorii’s shock troops. The elite
Celerii Tribuni officers, far more
machine than man, represent not
only the best fighters but also the
finest strategic thinkers within
the Crimson Guard. These dread
commanders can bring a terrifying array
of weapons to bear, and their presence
can quickly turn the tide of a conflict.
Through the power of their
unique organization, their training,
their augmentation, and the weapons
technology each soldier carries, the
Crimson Guard rival any of the armed
forces within the Calixis Sector, and
the Fabircators of the Lathes have
done everything in their power to
make sure this fact is well known
among their would-be rivals.
==Becoming a Crimson Guard Soldier==
Although originally built from the remnants of the Lathe’s
Skitarii legions, modern Venatorii are recruited far earlier in
their military careers. Taken from the most promising of recruits,
they are further augmented with additional cybernetics and
implants, including the Potentia Coil that powers their unique
and dangerous integrated weapons. Once their basic training and
augmentation is complete, a process that usually takes between
five and eight years, they join the lower ranks of the Venatorii
cohorts, and are stationed on the various Mechanicus installations
and forge worlds throughout the Calixis Sector. Those who prove
more skilled than their fellow soldiers might find themselves fast-tracked
for Triarius augmentation training, or even secondment
to the Inquisition should such a request be made.
All Starting Skills, Talents, Traits, Gear, and Wealth listed
here fully replace the Rank 1 Guardsman listing.
Required Career: Guardsman
Starting Skills: Common Lore (Machine Cult, Tech),
Speak Language (Low Gothic), Tech-Use.
Starting Talents: Exotic Weapon Training (Integrated
Melee Weapon), Exotic Weapon Training (Integrated Ranged
Weapon), Melee Weapon Training (Primitive).
Starting Traits: Heart of Steel, Mechanicus Implants,
Skin of Iron.
Starting Gear: Crimson armour, red Mechanicus robes
(Good Quality clothing), Venator Blade, charm (Mechanicus
devotional icon), Integrated Lathe-Lasrifle.
Starting Wealth: 100+1d10 Thrones
Monthly Income: Military Class
Restrictions: Must have the Forge World Home World Origin.
==Unique Equipment==
Integrated Lathe-Laspistol
Despite being the smallest integrated weapon in standard use
among the Crimson Guard, the Integrated Lathe-Laspistol is
no less deadly than its larger cousin. It has a good rate of fire
and decent penetrative abilities, but lacks
the range of the rifle.
Pistol, 40m, S/2/–, 1d10+5, E, PEN 2, Clip N/A, RLD N/A, Tearing, WT 2kg, Cost 150, Very Rare
Integrated Lathe-Lasrifle
Originally derived from an ancient archeotech design, the Integrated Lathe-Lasrifle packs a greater punch than regular Lasguns. The standard weapon of the Crimson Guard, Lathe-Lasrifles are fast beocming a more and more common sight throughout the Calixis Sector.
Basic, 100m, S/2/–, 1d10+5, E, PEN 2, Clip N/A, RLD N/A, Tearing, WT 4.5kg, Cost 200, Very Rare
Integrated Lathe-Lasblaster
The Lathe-Lasblaster sits at the pinnacle of Lathe-based las
technology. Issued only to Triarii Crimson Guard and higher,
the Lathe-Lasblaster differs from the Lathe-Lasrifle in that the
entire forearm is removed and replaced, making it almost a
form of cybernetic weapon. With a targeting system linked to
a user’s bionic retinal implants, the Lathe-Lasblaster can cut
down countless foes in a matter of seconds.
The Integrated Lathe-Lasblaster must replace either the user’s
left or right arm. The gun itself replaces the hand and forearm,
joining at the elbow. The arm cannot be used for anything
else once the Lathe-Lasblaster has been installed. Installing an
Integrated Lathe-Lasblaster is a time-consuming and delicate
procedure that requires trained professionals, and therefore
follows the rules for attaching bionics and implants. An Integrated Lathe-Lasblaster is not a normal cybernetic, however, and thus does not
add to the user’s Toughness Bonus. Jury-rigging an Integrated
Lathe-Lasblaster is an exceptionally difficult task; all Tests for
adapting external power supplies, as well as recharging depleted
Lathe-Lasblasters, suffer an additional –20 Penalty.
Basic, 80m, S/–/4, 1d10+5, E, PEN 8, Clip N/A, RLD N/A, Tearing, WT 6kg, Cost 950, Extremely Rare
Phased Plasma Rifle
Once a technology that could have supplanted all other forms
of offensive firepower, plasma technology is now all but lost to
the Imperium. Very few forge worlds possess the knowledge to
create plasma weapons, and most of those only manage to do so
by following ancient sets of instructions created millennia ago.
As one of the more dangerous special issue weapons within
the Crimson Guard, the Phased Plasma Rifle does away with
many of the drawbacks common to Imperial plasma weaponry,
all but eliminating the need for recharging, and significantly
reducing the excess heat that conventional plasma weapons tend
to generate. This technology is guarded jealously, and since it
was rediscovered the Tech-Priests of the Lathes have refused
any attempts to adapt the technology for more general use.
From their perspective, the Phased Plasma Rifle is a weapon of
purity, and to change it in any way would defile the machine-spirits
that drive each weapon. With the Adeptus Mechanicus’
glacial opinion unlikely to change, this weapon will remain
only within the hands of the Crimson Guard.
Basic, 100m, S/2/4, 2d10, E, PEN 6, Clip N/A, RLD N/A, WT 12kg, Cost 1200, Very Rare
Catalytic Mass Driver Weapons
Despite a strange and unexplained aversion to melta-weaponry,
the Crimson Guard are not bereft of armor-cracking firepower.
Catalytic Mass Drivers are one of the strongest weapons in
service to the Venatorii, and one of the few known integrated
ballistic weapons. The gun uses energy from the Potentia Coil
to propel tiny shards of metal at alarmingly high velocities,
enough to rip through most known types of personal armor.
The basic Catalytic Mass Driver is also one of the few integrated
weapons that is known to run out of ammunition, yet the
projectiles it fires are so tiny that the drum-sized magazines can
last for many hours of constant use. The Heavy Catalytic Mass
Driver is a larger version of the standard rifle-sized weapon. It
does only slightly more damage than the regular weapon, but
its rate of fire is considerably higher.
Basic, 120m, S/–/5, 1d10, R, PEN 12, Clip N/A, RLD N/A, WT 7kg, Cost 600, Very Rare
Heavy, 150m, S/–/10, 1d10+4, R, PEN 12, Clip N/A, RLD N/A, WT 16kg, Cost 2800, Very Rare
Coil Whip
Often seen in the hands of Venatorii Decani, and sometimes
even the fabled Electro-Priests, Coil Whips are long,
segmented chains that glow brightly with electrical energy.
Swung in a great arc that fills the air with forks of man-made
lightning, this integrated melee weapon can knock a man in
full power armor off his feet with a single blow.
Melee, 1d10+5, E, PEN 4, Flexible, Shocking, WT 3kg, Cost 600, Very Rare
Venator Blade
Only ever seen in the hands of the Crimson Guard, the Venator
Blade is a long dagger of Lathe construction. Like other Lathe
weapons, its exceptional craftsmanship makes it almost impossible
to destroy, whilst dealing far more damage than normal.
A Venator Blade grants its user a +15 to Weapon Skill
Tests and cannot be destroyed by the effects of a Power Field.
It counts as having an Armor value of 35 if directly attacked.
Venator Blades are always considered Best Craftsmanship,
and these bonuses are already included in their rules.
Melee, Thrown, 3m, 1d5+3, R, PEN 4, Razor Sharp, WT 0.5kg, Cost 2500, Very Rare
Crimson Armor
Only issued to the Crimson Guard, this armor is in many ways a
standard set of Storm Trooper carapace armor. Where it differs are
both its weight, reduced significantly thanks to the extraordinary
manufacturing techniques of the Lathes, and the internal systems
built into the amour's intimidating, skull-shaped mask.
All, AP 6, WT 6kg, Cost 12,500, Extremely Rare
Alatus-Pattern Jump Pack
Broad and baroque in design, the Alatus-pattern Jump Pack
differs from other, similar, devices due to the way it is surgically
attached to the user and draws its power internally from their
Potentia Coil. Plugs and connections from the unit link directly
into the user’s nervous system, allowing them to control the
Jump Pack’s movements with the slightest thought. Often
taking the form of a sweeping pair of mechanical wings,
the Alatus-pattern Jump Pack is a common sight among the
elite Celerii formations of the Crimson Guard—the personal
bodyguards of the Venatorii commanders.
The Alatus-pattern Jump Pack doubles the user’s base
movement value, or can be used to gain the Flyer (12) Trait for up
to one minute. Extended flights tend to drain Potentia Coils far
quicker than short jumps, so the user must pass a Challenging
(+0) Toughness Test after using the jump pack to gain the
Flyer Trait or gain one level of Fatigue. The mechanical wings
grant the user the Fear (1) Trait, and can be used to buffet the
enemy in combat, granting the user a +10 to all Parry Tests.
The Pilot (Alatus Jump Pack) Skill, and the Mechanicus Implants
Trait are required to use an Alatus-pattern Jump Pack.
Cost 3,000, Adeptus Mechanicus Only