Black Fangs Legion

Zephala

Zephala Xenos

Veilborn Legions

Basilisks

Other Zephala Divisions

*Some music for you to enjoy while you read, by Gaston Larrouy aka La Rouille*

* Vanguard
* Vanguard
 Allegiance
 Founding
 Leaders
 Homeworld
 Strength
 Battle Cry

The **Black Fangs** are a Veilborn Marine Legion who owe their existence to an unlikely alliance: The Zephala Syndicate. A xeno-human alliance founded by four xenos species and an Alpha Legion warband in possession of the Raptor Project gene technology. With the effort of the new Syndicate and the interference of a powerful warp entity, the Veilborn Marines were created. An amalgamation of Imperial and xenos science formed a powerful but often flawed new breed of Space Marine to push back the darkness. At the head of this force are the Basilisks. Primarch-like beings with extraordinary power. The Legion Masters of the Black Fangs is Basilisks Kwaku Anansi, assisted by Basilisk Ogun Jabari. These two are known as the Iniquum Geminos. The Flawed Twins.

For centuries, the Black Fangs have operated within dark space, using the darkness created by the great Rift to hunt the servants of the four Gods of Chaos. With the Imperium's forces spread across the galaxy, combating millennia-old enemies, much of the galactic fringe remains out of reach, and so too do the Black Fangs. In Imperium Nihilus they operate, expanding the Zephala Empire through violence and benevolence. The Legion is ruthless when persecuting the agents of chaos, using poisons and venoms to bring horrific death to their foes. No creature is beneath the attention of the Black Fangs. Xenos and humans alike are purged or saved based on their worthiness, not because of species or wealth. Those deemed unworthy will meet the wrath of the Black Fangs Legion.

## Preface

Black Fangs Internal Log

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+++DATE: 999.M41

+++BY: Legion Master Kwaku Anansi

+++SUBJECT: Complete Legion Records

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+++CONTENTS+++

*We are the Black Fangs. We fight against the servants of Kalfu - the four false gods - in a shadow devoid of the Emperor's light. Although we are in the darkness, our vigil remains. We must hold off the Kalfu's influences wherever they appear, for if we fail, the galaxy will succumb to death by countless wounds. Our predecessors were willing to do anything to stop this from happening, but they failed. We are better than they were - stronger and more capable. As the product of a hundred centuries of effort of five species, we must be better. After millennia of doing the same thing with little effect, our strategy must become more refined than those that came before.*

*One day, the agents of the Imperium will come. We invent, create, build, and design, and while doing so, we spread our knowledge throughout our sliver of the Imperium and destroy those who would see all of humankind burn. If the Imperium deems us radicals and attempts to destroy us for this, we will not go quietly. We will cull the self-serving, power-hungry and shortsighted fools who call themselves servants of the God-Emperor. They hold onto their status by keeping alive a stagnant, rotting corpse of an Empire which has long lost sight of the future. They cling to the ever-darkening present at the expense of the people who keep the cogs turning. They do not understand that to avoid the calamitous end the galaxy is approaching, we must be unified against the powers of chaos. Xenos and humans against the darkness. Those who do not see must be purged.*

*If we ever fail our duty, I will not allow our history to be lost. Like those that came before, our history will be passed down to the next generation. Here, I have documented all that is known of our Legion, for if we are ever destroyed, our successors must know the truth and learn from our mistakes.*

*Cleanse the Lord of Decay*

*Refute the Lord of Lies*

*Crush the Lord of Skulls*

*Deny the Lord of Excess*

*For the glory of mankind*

*Death to Kalfu!*

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## Background

The Black Fangs' hunt has forged them into specialists at dismantling chaos cults across the stars. They do not follow the *Codex* as they were created outside of the Imperium. Their organization makes use of five gene lines, combining the strengths of each. Their Veilborn gene-seed, fused with the energies of the warp God Yent̪ʘa, holds power that both strengthens and weakens the Black Fangs. Three of the five gene lines are afflicted by mind-altering curses that affect all who are of those lines. The Black Fangs Legion has a relatively high proportion of Marines exhibiting psychic potential. Not all are as powerful as the librarians of the space marine chapters, but a large portion of the Legion manifests some level of power. Alongside the Veilborn warriors, fight xenos and baseline humans alike. And in the shadows of society lurk human agents ready to manipulate a world to benefit the Legion before the main force even arrives.

The Black Fangs are split into two Chapters. The Vanguard is sent to confront large-scale rebellions, using hybrid warfare to harass and crush armies. The second Chapter, the Maroons, engages in guerilla campaigns and information warfare employing stealth and fear tactics. Together, the twin Chapters purge any trace of corruption from the worlds they visit.

## History

### Founding - The Unveiling

The Black Fangs Legion and their Basilisk leaders were created by a group known as the Zephala Syndicate. The full history behind the Unveiling can be found in the History section of the Zephala Syndicate.

### Early History

Since the days of their Legion's birth, the Black Fangs have waged a relentless crusade to expunge the blight of the Kalfu from the space that surrounds the Zephala System. With righteous fury in their hearts and bolters at their side, they scoured the stars in search of any world that dared serve the evil gods of the Immaterium.

But the path to glory is never without its trials, and the nascent Legion faced many a challenge in its early years. In a battle for the ages, the Soulweaver Prime himself was bested by a vile champion of the dark gods and was plunged into a slumber from which he has yet to awaken. The loss of such a formidable warrior left a great void in the Black Fangs' ranks, one that the young Legion struggled to fill.

## Notable Campaigns

* Expedition to Theatre X(ca.003.M42) -  The Black Fangs were deployed to contain a rebellion on the world of Llwyd. Reports of the distress call coming from the world made note of Astartes clad entirely in black that bore no heraldry as being sighted among the traitors on the ground. They commit their Vanguard Chapter to prosecuting the campaign to subjugate Llywd and upon arriving, the revolt quickly dissolves on first contact with the Black Fangs; the traitors are put to flight and casualties mount. But the Black Fangs caught no sight of the midnight-clad Astartes on the ground nor in the surrounding space of Llywd, surmising that they had departed before their arrival in system. Following the pacification of Llywd, the Vanguard Chapter of the Black Fangs begin to redeploy their forces to the next warzone; but before doing so, they comb the nearby space while doing so their augur arrays pick up a high priority distress call within the asteroid belt of the star system. They take their lead vessel, the Onyx Vindication and try to identify the vessels that appear derelict and drifting without direction. Their keel-tags return negative and no answer comes from the downed vessels though the Vanguard do make note of ethereal lights that encased the onyx vessels. Upon positioning themselves to board the seemingly derelict vessels, they roared into life and rained volleyfire on the fleet using asteroids for cover. Though momentarily stunned, the Black Fangs flushed the vessels out of the belt and gave chase. Throughout the pursuit, the Onyx Vindication reaped a murderous tally of enemy vessels as they chased the offending fleet to their port. Upon arriving, the vessel disgorged its transports and made planetfall, taking shelter on the night side of the world. On first observation, the planet appeared diseased, encased in an iridescent sphere that appeared alive. Augur arrays by the fleet of the Black Fangs came back inconclusive as to what this phenomena was. The Legion's Soulweavers quarrelled amongst themselves as to whether to land or to immediately call for Exterminatus. They eventually chose to commit several squads to make planetfall at the behest of Soulweaver Prime Kaymar but noted the planet was likely warp-poisoned. Five squads made planetfall via Thunderhawk and upon entering the iridescent film, their comms immediately fell silent. Nearly three standard weeks later, a mauled Thunderhawk re-emerged from the planet and contained within it were five Astartes left catatonic and exhibiting anomalous symptoms. The Soulweaver Prime regretted the decision and immediately called for Exterminatus. But whilst preparing to do so, the film surrounding the planet must have interfered with the fleet's augur arrays and masked the approach of an enemy fleet comprised of jet black vessels covered in aetheric flashing lights. The Black Fangs fell prey to the same tally they reaped on those they pursued and were routed from the system. In a desperate bid to flee, the fleet translated out of system before reaching the Mandeville Point, further adding to the damage suffered and the mission was classed as a complete failure. Bizarrely, any information regarding the system's location or the deployment to this daemon world was wiped from the vessels internal databanks only adding to the mystery surrounding the event. The returned and catatonic Astartes began to relay their stories when they returned to lucidity, but they were shadows of their former selves and their thoughts clouded in fog. Little memory of their doings or what they encountered amounted to a coherent narrative, Soulweavers performed psychic screenings of their fellow battle brothers to glean any information and themselves encountered the same fog. One by one they began to perish after the fact, the only evidence regarding their being on this daemon world were the helmet vidlogs captured by the Astartes. Although fragmentary, the logs told a story of two predatory packs butchering each other under ethereal shimmering lights beneath forest canopies while the Astartes also succumbed to the elements of the hostile world they landed on. Any first hand memory of the happenings on the surface of the world was thus also lost, not even the Navigators of the Black Fangs could recollect anything about their mission to Ograis. The Black Fangs catalogued this event as the Expedition to Theatre X, given that they had next to no information regarding the events. The footage also identified the black clad Astartes that bore no heraldry barring lights that flickered over their armour, and when the Black Fangs went to press forward on identifying these Astartes, they only turned up a name: the Nightgaunts.
* The Synrock Campaign(ca.010.M42) -  Ba Jacobei and his squad, responded to a distress call from a remote jungle planet. His whole squad died in a trap after Jacobei's gene curse was activated. The details of this event are covered in the short story Drums and Death.
* Decapitation on Thranthos -  An Agri-world encountered by Kwaku Anansi and his Venomblade named Thranthos, was self-sufficient for several years after the Rift opened. With the ability to supply their own food, the world was not dependent on the greater Imperium. This sense of security allowed the planetary governor and her council to grow complacent. Without the need to pay tithes, Thranthos entered a state limbo, its government engaging in an extended debate about what should be done with excess produce. The obvious answer was to reduce production and allow their people to rest, as overproduction created problems with storage and disposal. Despite the simplicity of the problem, the farmer's committee held daily debates for more than ten years, occasionally settling on a plan before reconvening the next day without changing anything. This endless cycle led the citizens of the planet to continue their work while burning the vast majority of their harvest. Upon hearing this information, Kwaku attended the next gathering, ensuring that every member of the government appeared before him. Hundreds of individuals had been granted power due to Thranthos' governing bodies bloating in size over the years. With their schedules filled with nothing of importance, the call of a Space Marine was answered with haste. Once all members were present, Kwaku appeared before them in his formal robes, hoping that a lack of visible escort and weaponry would help smooth the process. He asked them what they wanted to do, as the Agri-world's services were once again needed. Without hesitation, the entire room burst into argument and debate about what should be done. With so many voices in a room meant for half the amount of people present, the noise was deafening. After ten minutes of chaos, Kwaku had enough. He released an ear-piercing whistle that sounded like the chirp of a pleasure world bird. Despite this noise, the arguing persisted. He made the noise again with no improved results. After the third time, the Venomblade Xandilu, who were camouflaged in the far corners of the large room, revealed themselves. Panic set in closest to where the five Xenos appeared, but surprisingly, those in the center of the seating area had no response. Even when the slaughter began, dozens of committee members continued their debate about grain transportation and productivity. When every member of the council was dead, Kwaku instructed the remaining staff in the building to clean the room. This task served as a warning which travelled around the planet at the speed of a rumour. Members of the Seraphine Afana were called in to install a new government. A government that spent less time debating and more time acting. From this point on, no such tergiversation was tolerated by the Black Fangs, or the Zephala Syndicate as a whole.

## Legion Home System

Zephala is a quintenary star system. It is a rare occurrence in the galaxy, even if one does not consider the planets which orbit each star. In the system, there are five planets which seem to be cloned. These 20 planets total have nearly identical compositions and sizes and are all the same age. The origins of this anomalous system are not known, but the leading theory is that the system was created by a race much more powerful than one can imagine or a divine being. Zephala is home to five species. The Zephalan xenos, the Kufyndrak, Arnixi, SanZik, and Xandilu. More recently, during the Syndicate's formation, human refugees arrived. Though humans live on each planet in varying populations. Each xenos species owns one of the cloned, habitable planets, which are all named Yemaya. To differentiate between each clone, a prefix is added, identifying what species dominates that specific world. These planets are Kuf-Yemaya, Arn-Yemaya, SanZik-Yemaya, and Xa-Yemaya. The suns which the Yemayas orbit are named after the species as well, along with all other cloned planets orbiting that star. The planet chosen by the Black Fangs Legion is Xa-Yemaya, inhabited by the Xandilu people.

### Legion Home World - Xa-Yemaya

    Yemaya, the Black Fangs' homeworld is a lush and diverse planet with vibrant ecosystems and treacherous terrain. Located within the Dark Space, Xa-Yemaya teems with life, from dense jungles and towering mountains to its expansive ocean. The planet is known for its rich biodiversity, harbouring exotic flora and fauna, all with a unique connection to the warp. At the top of the food chain are the Xandilu, a sentient species who lived in relative harmony with the planet for hundreds of thousands of years before humans arrived. After conferring with the Xandilu, the Veiled Serpents were given research regarding the planet's wildlife and their warp acuity. With this known, the Veiled Serpents then deemed the world suitable for recruitment and settlement for their descendent Legion. The warband saw the Xandilu's knowledge of genecraft mastery at using the warp venoms present on the planet as an asset. An unknown xenos race with these talents would be a helpful ally to the space marines they were hoping to produce.

Before this decision was made, many of the Veiled Serpents showed their aversion to the existence of some of the warp-tainted creatures on the planet, especially the Weaver spider. Purging the more malevolent beasts of the planet, as these members recommended, would have enraged its population. Any attempt to tip the scales of the delicate ecosystem, especially by outside influence, would be met with significant and immediate retaliation. All the Zephala Xenos would fight anyone, including the Imperium itself, to protect even the smallest insect from extinction. As the Xandilu have been able to survive for millennia without any problem, this drastic action is seen as unnecessary. If the planet, or its inhabitants' support, is ever lost, a potent part of the Black Fangs' arsenal would be lost as well.

Xa-Yemaya is a planet of contrasts, where beauty and danger intertwine. Its dense jungles hide mysterious creatures, while its oceans conceal deadly predators. Xa-Yemaya is rich in resources and is harvested for its unique flora and fauna, which are used to create weapons, ammunition and other equipment for the Black Fangs Legion. The aforementioned warp sensitivity of the Yemayan animals imbues the harvested resources with unique potency, allowing their venoms to cripple and even kill space marines. This is why Xa-Yemaya was chosen as the homeworld of the Black Fangs. The other inhabited planets of Zephala, while containing equally dangerous toxins, did not have the resources the Xandilu could provide to the soon-to-be-formed Legion.

#### Fortress-Monastery

The Black Fangs' Fortress-Monastery, The Brood, is located on a body of land near the center of Xa-Yemaya's land masses, close enough to allow travel from most locations on the planet's surface. After decades of development, The Brood transformed from a secluded jungle fortress to the capital of the planet. Skilled human and Xandilu traders, workers and artists were brought in to help develop the Legion's culture and weaponry. Manufactoroms were built on the land, followed by halls in which performers could practice their art. Building by building, a city sprouted from the jungle. The more people the Legion employed, the more buildings they needed. Space was allocated to housing, entertainment, food production, and other wants and needs. On many other worlds, the land would be cleared entirely to allow for city growth, but not on Xa-Yemaya.

With respect to the jungle, as per the tradition of all Zephala people, the new Brood City's expansion was limited so as not to interfere too much with the region's ecosystem. To follow Xa-Yemayan architecture, the city is heavily integrated with the jungle, using the dark wood of the jungle's trees as the primary building material. Even when cut down, the trees maintain their structural properties, yielding a wood that is strong and flexible enough to be formed in elaborate shapes by talented carpenters before being hardened to adamantine toughness. The oldest trees, often several millennia old, are kept in place, towering multiple times over the tallest buildings. These trees are connected underground to others like them, creating a web of roots that spans the entire landmass. Growing from the roots of these giants is a network of smaller symbiotic sprouts, which take the shape of large trees in their own right. These sprouts produce a thin layer of non-invasive vines on most surfaces. With a building plan that avoids damaging this flora, Brood City became a sprawling green metropolis with the Brood at its center. Its streets curve with the shape of the root system underfoot, giving it an aerial view similar to a large, manmade spider web. Since its creation, Brood City has been populated by all types of Zephala Xenos. All buildings are designed, to an extent, to allow access to all Zephalan species in an effort to foster inclusivity.

The Brood proper is built in one of the island's great bounty trees. It is a dark grey fortress of rockcrete and metal buried beneath shaped and hardened wood. Using biological techniques, The Brood effortlessly melds with the great tree, gun nests hidden under organic curtains and defence lasers tucked under branches, waiting to emerge and spit fire at approaching enemies. Surrounding this beautiful weaponized tree fortress is a beautiful city which exhibits artistry nearly as breathtaking as that of The Brood itself.

The constant presence of the Legion and its staff helped the Black Fangs come into their role as revered members of the Xa-Yemayan society. With The Brood proper at the center, Brood City became the planet's cultural, governmental, military and religious capital. Many Xa-Yemayans treat the journey to the fortress as a mandatory pilgrimage that must be completed at least once in a lifetime. Even though the vetting process for residence in Brood City remains strict, applicants from all over the world still apply.

### Forge World - Xa-Skriark

Nestled within Zephala, the Forgeworld of Xa-Skriark remains an enigma to those beyond the system's borders. Shielded from prying eyes and shrouded in mystery, it operates under the watchful guidance of its enigmatic leader, a brilliant xenobiologist named Teluul Mosswood, Interpreter of the Xenarite Sacrament.

Forged through an alliance of fate, Xa-Skriark's existence owes its genesis to an invitation extended by the Veiled Serpents. In early M31, the Veilborn Project bestowed upon Xa-Skriark a realm of opportunities. In return for their loyalty, Teluul and his tech priests gained access to an exclusive study of the Zephalan xenos, a treasure trove of knowledge. They were granted permission to establish a research base on all Yemaya planets, sanctuaries teeming with exotic and unique life forms, much to the delight of Teluul Mosswood.

Xa-Skriark's tech priests, driven by an insatiable hunger for innovation and a relentless pursuit of progress, are extremists within the Adeptus Mechanicus. The offer of a safe refuge, away from the Emperor's light and the ever-watching eye of other Forge Worlds, was an incredible chance at freedom. Now, after centuries of development, they stand at the forefront of experimentation, unyielding in their desire to forge new frontiers of technology. Bound by their devotion to the Zephala cause, they embark upon uncharted paths, delving deep into unexplored domains of scientific exploration and discovery. Xenos technology is dissected on Xa-Skriark in hopes of uncovering what makes them work.

Within the confines of Xa-Skriark, the relentless hum of machinery intertwines with the ethereal whispers of technological secrets yet to be unveiled. Here, the clashing of ideas births new possibilities, while the relentless pursuit of knowledge fuels the forge's eternal flame. Xa-Skriark is a haven for those who dare to dream and defy convention.

This Forge World is partially responsible for creating the Gene-seed and organs used to create new Veilborn Marines. With the genetic material used by the Raptor project, even pure geneseed can be created. Xa-Skriark continues to modify gene-seed and create new gene organs, supplying all necessary allies.

With the help of the native xenos, the Sub-Skriarka, the Veilborn Seraphine Afana and their tech priest allies work tirelessly for the betterment of the Syndicate.

### Partnered Mining World - Xa-Jahzara

Xa-Jahzara is rich in metals and serves as one of the mining worlds in Zephala. Its relative proximity to Xa-Skriark makes it the perfect supplier for the forge world.

## Legion Organisation

The Black Fangs follow their own path, taking lessons from the legions of old and using them as a framework upon which they have built their own organizational structure. Separated into two major bodies, the Legion has units for both stealth and direct actions. The Black Fangs show a fluidity of operation, with each Chapter working together where necessary but having enough independence to take on their own campaigns when possible. These units make use of Xenos warriors of the SanZik, Kufyndrak, Xandilu and Arnixi, with each species having its own roles in the Legion. Each Chapter is run with a loose organizational structure that changes dynamically based on the situation. The most rigid structure within the Black Fangs Chapters are squads, which stay mostly the same regardless of the mission at hand.

### Chapters

#### Vanguard

The Legion summons the Vanguard when it faces large-scale warfare. The line marines of this Chapter are known as mbébwa, all of whom have varying strengths, specializing in the psychic discipline of Venomancy. Venomancy is an Arnixi-founded art that allows the user to invoke in their enemies the symptoms of any Yemayan toxin upon sufficient study of the material. In battle, when in the presence of humanity, they focus on using the powers of Seraph sloth venom. The Seraph sloth is a creature of the Yemayas whose venom exhibits chaos-suppressing powers and gives these psykers abilities similar to that of the theosophamy discipline, including a golden glow. While effective against the archenemy, the Black Fangs' main target, this specific venomancy power reinforces the belief of space marine divinity in the populations they free. All who witness them are awestruck, believing the Emperor's Angels have come to save them. However, the Black Fangs are never hesitant to use it to their advantage. All mbébwa suffer from the Chapter's curse, known as Incandescent Rage, which has varying effects based on the strength of their psychic abilities.

The mbébwa arm themselves with chemical and plasma weapons, heavy vehicles, and bolters. In combat, the Vanguard launches a swift assault, clearing a key area and then holding it, trapping the surrounding territory. They will then hold this position with long-range weaponry while sending strike forces out to clear surrounding areas. The Vanguard's weaponry includes swords and axes coated in venom that cause all types of slow and painful deaths. To further enhance their combat capabilities, the Vanguard is aided by the adept pilots of the Legion's techmarines, who provide air support. Heavily armoured vehicles are preferred by the Vanguard, helping them set up their holding positions with ease. Usually, heavy weaponry is not employed to keep the civilian population safe and build rapport during the liberation process. These Veilborn Marines are accompanied by all the Zephala Xenos species in roles that best suit them.

The Chapter is run at the company level with roughly 200 Veilborn marines and other warriors of deviating species populations in each company. Most fully trained techmarines are stationed in the Vanguard. Companies are grouped into battle groups, which are of variable sizes and change depending on need. Basilisk Ogun Jabari leads this Chapter and is advised by the former Xandilu elder Ungelo, the Soulweaver Prime, Baron Samby and the Alyndrak, who are all present in his command squad.

#### Maroons Squads

The Maroon Chapter is made of small, highly autonomous squads skilled in infiltration, sabotage and terror tactics. They carry out covert missions to eliminate critical targets or disrupt supply lines. Their equipment includes suppressed weapons and snipers for stealthy attacks. They also use more unconventional weapons such as hellfire-round firing bolters and toxic flechette-firing shotguns to strike fear in their enemies. The maroons coat their blades with venoms containing paralytic agents and other compounds harvested on their home planet.

Each squad consists of 9 Battle Brothers, known as "Ba," led by a lidè, with every squad having at least one Fòjron demolition specialist, one Baron, one Arnixi Alchemist, and one Xandilu healer. Despite their independence, the maroons still answer to their Legion Master, Basilisk Kwaku Anansi, who coordinates their missions and resources with the Vanguard.

Select parties are summoned to aid the Vanguard when the situation demands it. Typically, the Legion master will send a limited number of squads to assist in battle unless the circumstances are particularly grave. In these cases, additional reinforcements may be necessary. When the Legion mobilizes the Maroons and the Vanguard jointly, the Legion Master assumes control of all the Black Fangs involved. The Chapter employs a multifaceted approach to combat, with the Hunters often utilized as flanking or sapper forces, while the Vanguard occupies the enemy's attention in a strong position. Mixed with propaganda warfare and other tactics, the Black Fangs widdle down the enemy until they have no more resources or morale.

#### Officer Ranks

* Brood Mother: The Brood Mother is the leader of the recruiting effort for all the legion military organizations. This includes scouting for xenos, human Suma and Veilborn aspirant recruits. She is also on the council for Zephala Government.
* Soulweaver Prime: The Soulweaver Prime is the Chief Soulweaver of the Black Fangs, responsible for leading and coordinating his specialists in battle. They are always highly skilled in ranged combat, as the most skilled Veilborn sniper in the Legion prioritizes marksmanship over psychic power.
* Baron Samby: As the Chief Baron of the Black Fangs, the Baron Samby is a respected and revered Legion member. He leads the Barons in their duties and is an advisor to the rest of the Legion's command structure.
* High Alchemist: Leader of the Legion's poison development efforts, the High Alchemist is an Arnixi that uses its mind to further push the adaptability of the Legion's venomous weapon. It also oversees the production of weapon coatings and specialized venomous ammunition, never leaving the Black Fangs' home planet.
* Lidè: Leaders of the Maroon Squads

### Specialist Ranks

* Barons: These warriors serve a dual purpose, as both apothecaries and chaplains, attending to the physical and spiritual needs of their battle brothers. From tending to wounds and administering life-saving treatments to providing spiritual guidance. The Barons are also trained to identify and address the varying gene flaws of the Legion. For this reason, their gene seed is the purest out of those used by the Black Fangs, and one is present in every squad.
* Xandilu ʘʼa: The ʘʼa are specialists in biomancy. Where the Barons are able to temporarily treat wounds on the battlefield and extract gene-seed, the Xandilu ʘʼa are able to heal wounds. They can increase the healing factor of Astartes warriors, allowing for grievous wounds to close extremely quickly. This process is hard on the body and can only be done once before a long period of hibernation is necessary.
* Xandilu k'ɶ: Xandilu k'ɶ are beast tamers, able to control hordes of trained Yemayan wildlife. Without the desire to sacrifice Yemayan humans en masse, the Black Fangs make use of the beasts of Yemaya to act as distractions and hunt the enemy. k'ɶ are able to communicate with these creatures in their native languages. k'ɶ tame and care for the ǁekara that are used as mounts in battle.
* Soulweavers: These librarians are telekines, using an obscure type of telekinesis known as Fluid Telekinesis. By using this discipline, the Soulweavers can manipulate the air around them, as well as any fluid within their range. With this power, they can divert projectiles and wield floating blades. The primary use of Fluid Telekinesis is the control of bullets and other equipment that is filled with venom. The Soulweavers can send poison gas bombs flying through the air into a crowd of enemies or curve a venomous bullet from their rifles into the gaps in a foe's armour.
* Arnixi Alchemist: Arnixn are specialists in the venomous weapons the Black Fangs utilize. Able to customize venom mixtures from substances found on Yemaya, the Alchemists tailor their squad's weapons to fit a mission's needs, tweaking the lethality and effects of their weapons. Alchemists are also responsible for brewing the i̗nsíkri that provide the Black Fangs with their lethal bites. The most notable power of the Arnixi, other than their use of Venomancy, is their strong telepathy. They use this ability to gather battlefield information, relaying it directly into the minds of the Black Fangs they work with. They can also use this power to puppet constructs created by Kufyndrak Smiths. These constructs, containing xenos and warped material, serve as a relay for the Arnixi, extending the range of their powers. Though the Arnixi are too precious to risk in direct combat this way, they still have a physical presence, though their bodies remain far from the warzone. Alchemists are also master falconers, using giant eagles to scout before and during combat. By seeing through their eyes, the Arnixi can create a detailed map of an area. Combined with their mind-scanning telepathy, they can paint a vivid image of the battlefield. Alchemists and soulweavers work closely together as snipers and spotters.
* Fòjron : Fòjron are the Black Fangs techmarines. These trained engineers maintain the role of pilots and heavy weapon specialists. Outside of battle, the Fòjron have ample time during travel to not only maintain their squad's armoury but also develop and experiment with new equipment.

### Line Ranks

The Black Fangs adhere to a ranking system based on seniority. Those who have been fighting for longer, with more combat experience, are often the ones who are the correct choice for leadership positions. The rank symbols represent the shape of Yemaya's land formations.

### Specialist Formations

Brotherhood of Venom: The personal guard of the Ogun, elite members of the Vanguard with ɠIkurukʼu at its head. The members of this formation wear a type of armour that is exclusive to them. The marines in the Brotherhood are capable of using fumigator warsuits when necessary.

Venomblade Nã́si: Honor Guard of the Anansi, dedicated warriors that follow in the shadow of the Legion Master. These warriors are the best of the Maroons, with veterans and promising new blood kept in equal measure.

## Legion Equipment and I̗nsíkri

With the help of xenos engineers and the facilities of unscrupulous members of the Adeptus Mechanicus, the Legion is able to create weapons using both Imperial and xenos technology. The Black Fangs strive to improve their wargear wherever possible. With the network created by the Headless, the Black Fangs have access to much of the primaris arsenal.

The xenos warriors are equipped with advanced technology specifically designed to suit their physiology and complement their combat styles. Their equipment is a result of collaboration with humans and the technology of the other Zephala xenos, especially the Kufyndrak. The armour and weaponry used by each xenos species can be found in their articles.

The Black Fangs hold speed and mobility in high regard, valuing them more than heavy firepower and heavily armoured vehicles. Their equipment is a testament to this philosophy, as they heavily rely on fast-moving vehicles to swiftly navigate the battlefield. In place of battle tanks like the Astraeus Super-heavy or Repulsor Executioner, the Legion uses quick-moving Impulsor transports, outrider bikes and land speeders to enhance their attacks. Instead of heavy artillery, they make use of aircraft, such as the Stormtalon gunship, to gain air superiority during large-scale assaults. The Black Fangs, though preferring this strategy, are not limited by it.

Without much defensive equipment, the Black Fangs Maroons make use of powerful anti-infantry ammunition and close combat weapons, along with long-range anti-materiel rifles for fire support. With a diverse array of unique chemical weapons, the Black Fangs execute rapid strikes before swiftly withdrawing, preempting any potential counterattacks that could exploit their lighter armour.

### Close Combat Weapons

Each of the Legion's warriors is proficient in the weaponsmithing practices of Yemaya, honing their skills over decades of practice and battle. Every weapon they wield is a work of art crafted with precision and care to suit the individual style and preference of its owner. No two weapons are alike, for each is imbued with the personality and fighting spirit of its creator. But it is the source of the weapons' raw material that truly sets them apart. The Black Fangs often abandon the standard-issue metals and alloys favoured by so many other Legions. All of their blades are made of bone, harvested from the Kufre beasts that roam their home planet's great ocean. Using ancient techniques passed down through generations on Yemaya; these bones are forged into complex shapes and honed to monomolecular sharpness. Every member of the Black Fangs must craft their own blades before beginning their service.

#### Maroon Exclusive Weapons

* Vaelia Sword
* Maroon Throwing Knife
* Nightfall Combat Shield

Vaelia ʂiʂ|ara

The preferred weapons of the Black Fangs Maroons. The Vaelia is a thin-bladed sword with a graceful curvature, combining the qualities of a cutting edge and a thrusting weapon. Its tip is perfect for penetrating armour, where with just the breaking of skin, any weapon coating applied can do its poisonous work.

Maroon Throwing Knife

Knives used by the Maroons. These blades are not only used in melee combat. These knives are designed to be thrown from great range, their aerodynamic design ensuring that they strike with unerring accuracy and lethal force. But it is not just the knives' physical properties that make them so fearsome, for they are also coated in a potent venom. A single cut from one of these blades is enough to fell an unmodified human with the right I̗nsíkri, making them a truly terrifying weapon to behold.

Nightfall Combat Shield

The Nightfall Combat Shield features a sleek design constructed from Kufre bone that offers both lightweight maneuverability and exceptional durability. Its surface is adorned with intricate engravings and ornate details, reflecting the rich heritage and martial tradition of the Maroon warriors. Equipped with an energy field generator, the shield generates a shimmering, resilient force field upon activation. This energy barrier can withstand the impact of incoming projectiles, blunting their force and offering a reliable defence against ranged attacks.

#### Vanguard Exclusive Weapons

Every battle brother must craft their own set of these weapons before joining the Vanguard. The time spent forging personalized gear, surrounded by drums, will give every fallen brother a period of intense focus away from battle.

* Wavepiercer Spear & Waveguard shield
* Vanguard Combat Knife

Wavepiercer Spear & Waveguard shield

The Wavepiercer spear is the main weapon used by the Vanguard Chapter in conjunction with the Waveguard combat shield. The Wavepiercer spear is made of sharpened Kufre bone fixed to a metal shaft. To make the weapon manoeuvrable when used in one hand, the spear is half the length of the average spear. The Wavepiercer is meant to stab and slash the enemy in short range, the preferred combat situation for the Vanguard. To match the Wavepiercer, the Waveguard shield is small and compact, making up the lost space using a vertical bar protruding from the top and bottom of the shield's body, extending from the hand grip. This bar is used to block and parry attacks that the shield body cannot. As well as being an extra defensive option, the Waveguard bars can be used to bludgeon foes. The spear and shield are used as if they were one, providing constant protection while creating openings for a counterattack.

Vanguard Combat Knife

Knives used by the Vanguard Chapter. A blade of similar size to the standard Astartes combat knife but with a curved edge starting two-thirds up its length.

#### Specialist Prestige Weapons

* Ikayema
* Yemangulu
* Ada
* Eben
* Weaver Sickle Sword
* Mindsplitter Axe

Ikayema

The preferred melee weapon of the Alchemists and a true masterpiece of Yemayan craftsmanship. Though it resembles a standard short sword in the bottom half, the ikakalaka boasts a crescent moon tip that sets it apart from all other weapons of its kind. The points of this moon shape are perfectly suited for puncturing armour and skin alike and can deliver a venomous payload to the target, ensuring that the Alchemists' enemies meet a gruesome and painful end. Each blade is lovingly crafted with the utmost care and attention to detail, ensuring that it perfectly suits the fighting style and personality of its owner.

Yemangulu

The weapon of choice for the Brotherhood of Venom is the Yemangulu. Unlike traditional swords, the Kufre backplate sword boasts a thick curved blade that gives it the appearance of a battleaxe, striking fear into the hearts of the Vanguard's enemies. This is no mere tool of war, but a symbol of the Brother of Venom's skill and prowess on the battlefield, a testament to their unwavering loyalty to the God-Emperor.

Ada

This chain sword is a weapon of true savagery, its whirring teeth tearing through flesh like the jaws of a ravenous beast. The Barons wield the Ada, each strike a testament to their skill and battle-hardened experience.

Eben

The Baron's Crozius Arcanum takes on a large, ovular, fan-like shape. It is a symbol of the Baron's faith and the unbreakable bond he shares with his brothers in arms. As he wields this weapon of holy might, the Baron strikes fear into the hearts of his enemies, for they know that they face not merely a man but a warrior imbued with the drive to do anything to win. The Eben is a symbol of the Baron's devotion and loyalty to the Zephala Syndicate and all that it stands for.

Weaver Sickle Sword

The bane of the Chaos Space Marines, wielded by any Maroon willing to perfect its techniques. This weapon is crafted by its owner to match his specific combat needs. Its curved blade and hooked tip make it ideal for manipulating an enemy's weapon, a technique lost on human opponents who can be easily overpowered. But against the transhuman might of the Chaos Space Marines, it can be the difference between victory and defeat. With the Weaver Sickle Sword in hand, a skilled warrior can disarm and disable even the most formidable of foes, using the weapon's unique design to turn their strength against them. It is a weapon of finesse and precision, requiring a quick mind to use effectively.

Mindsplitter Axe

Used exclusively by Black Fangs Soulweavers. This axe has an ornate blade, showcasing complex twisted bone designs. These designs are crafted by softening the bone blade with a specific warp-enhanced venom and bending it to fit the desired shape. These axes are made to channel energies into their enemies.

### Ranged Weapons

The Black Fangs make use of ranged weapons as much, if not more, than their well-crafted close combat arsenal. Striking from the shadows and inflicting horrific diseases from an unknown location is often more terrifying than being seen taking a head. With no reservations about inventing, the Black Fangs make use of their own custom bolt gun pattern. To complement this, they also use a commonly overlooked anti-materiel rifle.

* Huntsman Pattern Bolt Rifle
* Boötes Pattern Bolt Carbine
* Exuberant Pattern Anti-Materiel Rifle
* Warpstalker Force Rifle

Huntsman Pattern Bolt Rifle

With how much time and effort the Black Fangs' manufactorums put into creating their custom power armour and ammunition, it simplified things to have fewer weapon patterns in production. For this reason, all Bolt rifles used are the newly developed, modular Huntsman Bolt rifle. The Huntsman functions similarly to the cawl pattern bolt rifle but with strengthened internals. This design change allows it to withstand the forces necessary to accelerate bolt rounds to higher speeds. This is necessary, as much of the Black Fangs' ammunition does not have rocket propulsion and relies on the gasses built up in the barrel to give the bolts their velocity. It also has a removable suppressor, allowing it to be either loud or quiet depending on the situation, just by screwing the suppressor on or off. This allows the Black Fangs to use their guerilla warfare and misdirection tactics more effectively, masking and unmasking their presence in unpredictable ways.

Boötes Pattern Bolt Carbine

The Black Fangs' Maroon party required a more compact weapon package than the huntsman pattern bolt rifle provided. To fill this gap, the Boötes was created using the Fornax Pattern Bolt Carbine of Forge World Horicoln as its base. Like the Huntsman Bolt Rifle, the Boötes was created to fulfill all the needs of one Chapter. In this case, it replaces all bolt carbine patterns, including the oculus and instigator patterns. The Boötes is modular, allowing for the Maroon to swap parts in and out on the fly, adapting to threats when they present themselves. In order to fire rounds with no in-air propulsion system, the internals are stronger than normal bolt weapons to compensate for the immense pressure generated during firing. The long suppressor makes the weapon silent when in use, but when desired, it can be removed for intimidating effects.

File:Exuberant Mk3.png

Exuberant Pattern Anti-Materiel Rifle

A rifle of ancient design, added to the Black Fangs' arsenal to fill in a gap in their armoury. As guerilla fighters, using heavy weapons in the middle of battle reduces the ability to hit and run. With the incredible range the Exuberant rifle provides, its increased mass is negligible. When striking from such a distance, the speed at which one needs to reposition decreases. This rifle allows the marksman to operate detached from the squad, eliminating heavy threats from afar.

Warpstalker Force Rifle

The Warpstalker sniper rifle is the weapon of choice for the Soulweaver snipers. The Warpstalker is based on the Consternator Pattern Bolt Sniper produced by the Forge World Horicoln. It is a sleek, black, and highly advanced weapon designed specifically for long-range engagements. The venom rounds used in the Warpstalker break apart on impact, releasing the potent toxin within. The rifle is fitted with a powerful optical scope to give the Soulweaver the line of sight necessary to control the paths of their venomous payloads. Warpstalker rifles can also use traditional rifle ammunition, including the long rifle version of the Traitor's Bane Bolt.

### Custom Ammunition

The Black Fangs have access to the full array of ammunition, including shotgun gas and flechette rounds. They will use whatever is necessary to achieve the desired effect. During their time hunting traitor Astartes and heretical cults, they have modified the designs of much of this ammunition, as well as created entirely new designs. The Legion's fear tactics are greatly enhanced by the ranged weaponry they possess and the gruesome variety of violent deaths they cause. Every new round, save the multipurpose rounds, is designed for silent firing when used with the Black Fangs custom bolter.

* Multipurpose rounds -  A modified Kraken penetrator round used as the default bolter ammunition for the Legion. The multipurpose rounds have three firing options. In standard mode, they act as standard Kraken bolts, launching forth and detonating with a short delay after impact. This delay allows maximum penetration before the adamantium core is propelled the rest of the way into the target. In airburst mode, each bolt is fed distance information on firing, which affects the time it travels before detonation. Before reaching the intended target, these rounds explode into a spray of shrapnel that shreds light armour and flesh. In surface detonation mode, impact occurs, and the secondary charge explodes immediately, maximizing collateral damage. These multipurpose rounds are used as the standard ammunition for the Vanguard Chapter.
* Iku rounds -  Modified morbidus rounds with similar effects. These bolts deliver a lethal load of toxins, killing the target instantly and silently, just as the ammunition they are based on. Instead of releasing a gaseous hallucinogen, iku rounds release leaping mushroom spores laced with irora iku poison. This not only keeps the hallucinogenic effect of morbidus rounds, but it also infects the surrounding enemies with a toxin that inflicts intense, crippling pain. This poison can only be cured through psychic intervention, lasting up to 24 standard hours.
* Viper rounds -  Each viper round contains a seed from the Yemayan viperplant. These plants grow aggressively when in contact with organic matter. The round forgoes the mass-reactive warhead, instead packed with a much larger initial charge that propels a seed-carrying, armour-piercing projectile. Once the target's flesh is penetrated, the round activates, releasing the seeds it was carrying. Quickly, the viperplant seeds grow, drinking in the blood and fluids around it and releasing paralytic venom, which both numbs and paralyzes the surrounding area. If given enough time, the viperplant eventually turns the target into a dried corpse, sprouting flowers from its skin.
* Gas Powered penetrators -  Solid bolts with no secondary charge or mid-air propulsion. These solid rounds are made of adamantium, coated with mercury. These bolts fly through the air, propelled only by the expanding gas in the barrel of the bolter that fired it. The lack of an explosive charge makes the impact extremely quiet, making this the preferred ammunition used by the maroon Chapter.
* Weaver rounds -  Air burst shells packed with solidified Weaver Vernon. Before impacting the target, the bolt explodes, coating the target and its allies. Weaver venom, when in contact with skin, causes immediate necrosis of cells and eliminates the body's ability to clot. These rounds are used as crowd control with no initial lethality, allowing the Black Fangs to take screaming, dissolving prisoners who can be given an antidote before they succumb to their injuries. If no antidote is administered, those hit will die after long hours of suffering.
* Traitor's bane -  Ammunition designed specifically to be used against traitor Astartes, using the Alpha Legion's banestrike rounds as inspiration. The bolt comprises a small conventional charge used for propulsion and a larger one surrounding a thin explosive needle. Ahead of the needle is a shaped charge connected to a pressure-activated tip. This round has four stages of activation. First, the trigger is pulled, and the projectile is accelerated through the barrel using the expanding gas created by the conventional charge. Like stalker silenced rounds, Traitor's Bane bolts do not have a rocket propulsion system. Instead, they move through the air at subsonic speeds. On impact, the shaped charge activates, sending a jet of molten metal into the target. A third explosion propels the explosive needle into the hole created by the shaped charge, where it detonates deep inside the target.
* ǁekara Rounds - ǁekara Rounds are modified hellfire rounds which use the venom of the ǁekara as its acidic payload. The change in material has no functional change on the ammunition, but the venom from the ǁekara is much more accessible than the mutagenic acid used in traditional hellfire ammunition. The use of a renewable, harvestable material also removes the need to produce the acid through chemical techniques.

### Utility Equipment

* Web Canister: The canisters contain a formula developed by the alchemists to replicate weaver spider silk. It is a viscous and extremely adhesive substance that, when deployed, releases a blast of silk, coating the nearby area. The substance is designed to be effective on various surfaces, including metal, stone, clothing and even flesh. When deployed, the web canister creates a sticky patch that can immobilize anything that makes contact with it. If used offensively, web canisters make movement for a coated victim impossible, binding their limbs together and trapping weapons in sheaths. The effect is so strong it can slow the movements of even traitor Astartes in their power armour. The canisters are especially useful for creating traps and chokepoints, or for slowing down large groups of enemies during an escape. This web-like substance is often mixed with the Alchemist's choice of Yemayan toxins. The most common mixture creates a web with corrosive properties, eating through armour, muscle and skin alike. This combination is especially sinister, as any attempt to remove the webbing from one's body results in increased immobilization and agony. Webs become attached to swatting hands, which quickly are eaten away, often not before more panicked fingers spread the webs to more sensitive areas such as the face and eyes.
* Silken Bola: Made of woven strands of incredibly durable spider silk-like thread, woven together into a weighted bola. When thrown at a target, the strands wrap around their legs or arms, causing them to become entangled and immobilized. The silk is so strong that it can easily trap even heavily armoured foes and is difficult to break free from without cutting the strands. Silken bolas are an effective tool to capture and bind prisoners.

### Astartes Power Armour

The Fòjron are continuously developing new technology to enhance their Legion's Power armour, utilizing the technology of the Zephala Syndicate to suit the needs of the Black Fangs' Chapter. The helmet features of these variants include advanced auto senses, improving their combat efficiency. These improvements include improved night vision and faster-reacting auto-reactive photochromatic lenses to help the Black Fangs with their nocturnal attacks. More notable than these small improvements are the helmet's extra "eyes ."There are a variable number of supplementary "eyes" spread around the front and top of the helmet. These extra vision receptors provide an increased horizontal and vertical visual field. The larger feed can be navigated in the same way as normal vision, or the feeds can be blink-clicked to show the perspective of a chosen receptor. Each perceived eye is independent, allowing the user to keep one eye in the default perspective while using the other eye to look in a different direction. This enables the veteran to be aware of their surroundings even if they are not facing in that direction.

The elite forces of the Black Fangs are outfitted with armour with a cameleoline coating, allowing them to blend in completely with their surroundings.

#### Astartes Armour Variants

* Mark X Fangbitten Variant
* Mark X Viperstrike Variant

Mark X Fangbitten Variant

Fangbitten power armour is worn by the Black Fangs' Vanguard. This armour is lightweight when compared to the Primaris tactics armour, designed to enhance the wearers' agility while boasting better protection than Phobos pattern armour. Among the changes is a modified pauldron design, which removes material. Fangbitten armour is fitted with the Wings of Ọya and Weaver's Touch gauntlets.

Mark X Viperstrike Variant

Viperstrike power armour is worn by the Black Fangs' Maroons. It is even lighter than Phobos power armour. Viperstrike armour has strong but silent servo motors. The abdomen has overlapping plates that cover this vulnerable area. The pauldron is constructed with limited material, allowing for better articulation of the shoulder. Without the need for the auto-reactive pauldron systems, the armour can be lightened even further. Viperstrike armour is fitted with the Wings of Ọya and Weaver's Touch gauntlets and boots and Sankofa Cloaks.

### Power Armour Accessories

* Sankofa Cloak: A cameleoline like cloak made of feathers from the Sankofa Eagle, carefully woven together and integrated with technology developed by the Legion. With a thought, the marine can change the cloak's texture and colour, replicating the mimicry ability of the Sankofa eagles themselves. This process renders them nearly invisible if they are fully covered by their cloaks. The use of a renewable resource for this device lessens the cost of each cloak, allowing the Black Fangs to equip a high percentage of the Maroon Chapter with this equipment.
* Wings of Ọya:     A modified grav chute that allows the user to both increase and decrease their apparent mass, through modified suspensor field technology. With an increased mass, the space marine becomes incredibly difficult to push back or knock over, reinforcing them against enemy attack. With a decreased mass, traversal becomes easier, boosting the user's already preternatural fluidity of motion. In this state, they are able to propel themselves over larger gaps and perform impressive acrobatic maneuvers. Along with increased mobility, this nearly weightless condition provides them with a silent gait.
* Weaver's Touch: An upgrade for the boots and gauntlets of armour that mimics the ability of weaver spiders to cling to surfaces. The armour is equipped with micro-scaled hairs that can be activated, allowing the wearer to adhere to any surface as if they had been woven into it. This allows for vertical and even inverted movement on most surfaces. Additionally, the armour can detach from the surface without leaving any residue, leaving no trace of its user's presence. This makes it ideal for stealth missions and infiltrations, as well as for maneuvering in complex urban environments. In addition, this property on gauntlets eliminates the possibility of being disarmed during combat. The user's grip strength is complemented by gauntlets that are bonded to their weapons.

### Heavy Equipment

The Black Fangs rarely use heavy equipment, but when they do, it is one of the modified war machines customized to fit the Legion's combat doctrine more effectively.

* **Fumigator Warsuit:** These warsuits are powerful exoskeletons that grant a single marine the strength and resilience of a tank. The Fumigators have heightened defensive capabilities and possess a unique offensive advantage. The Legion innovated by equipping these warsuits with fumigation cannons mounted on each shoulder, connected to two canisters on their back, containing the Legion's bioweapons. The Fumigator warsuits are named after these cannons, which emit a vaporized liquid consisting of either a pure agent or a mix of distilled Yemayan Jungle Water created by the Legion's alchemists. This fogbank is lethal to anyone with exposed skin, and its effects are determined by the Vanguard alchemists. The Brotherhood of Venom is trained in the use of the Fumigators and will lead the charge in any battle in which these machines are used. Although the warsuits' use is rare, they always herald complete extermination, and the traitors who experience the vapour trail that follows them suffer a painful fate.

### I̗nsíkr

The alchemists of the Black Fangs are master manipulators of toxic agents, delving into the darkest corners of chemical science to produce potent mixtures with a diverse range of effects. These mixtures are carefully tailored to the Legion's needs, carried by specialized ammunition or applied to weapons as required.

But their work is not limited to simple mixtures. The alchemists of the Black Fangs are skilled in modifying existing samples and refining or diluting them further to create doses of variable lethality or combine them with other agents for a mixed effect. It is a delicate process that requires a steady hand and a deep understanding of the properties of each substance. There are several different types of potion:

#### General I̗nsíkri

These venoms and poisons can be used to pack special bolter rounds and

* Paralytic -  Venom of the Yemayan barbed viperplant can render an enemy immobile in seconds.
* Necrohemorrhagic -  Venom of a Yemayan weaver causes organic material decay and intense bleeding.
* Dread-inducing -  From the poison of Yemayan amphibians, called the Irora Iku, this mixture causes a sense of impending doom, followed by intense pain. The experience lasts 24 Terran hours on average.
* Mind-altering -  From the Sankofa Eagle, this venom sends those inflicted into a state of panic. They will fight against their own kind in an effort to run from whatever engagement they are a part of. If detained, they will attempt self-harm, bashing their heads into walls or clawing at their eyes. When in the presence of the Sankofa from which the venom originated, they enter a state of docility and become incredibly receptive to all manner of order and request given to them.

#### Airborne Agents

* Hallucinogenic -  Created by processing spores of the leaping mushroom, it causes a variety of hallucinations: Auditory, olfactory, tactile, visual, and gustatory. The Alchemist can heavily customize these elixirs, but testing their effects can only be done in the field. Leaping mushroom spores are compressed into a canister, making for effective smoke bombs that cause hallucinations. Its variable symptoms and dosage make it the hardest i̗nsíkri to control.
* Asphyxia inducing -  A leaping mushroom subspecies produces spores that stick to the respiratory tract of any that inhales it. Enough spores entering one's system will lead to asphyxiation and death. These spores, like their hallucinogenic versions, can be compressed and used as smoke bombs against targets without respiratory protection. If the sufferer is taken into proper care, they can make a full recovery, their bodies purging the spores through natural processes. This makes it both a lethal and nonlethal area denial weapon depending on the Alchemist's needs.
* Nerve Disrupting Vapour -  Created by vaporizing water containing the Mind Eater virus, this gas attacks the nervous system of any who are exposed to it. Unlike leaping mushroom spores, Yemayan vapour bombs cause nearly invisible clouds of deadly gas that can infect humans regardless of respiratory protection. The only indication of the attack is a slight increase in humidity. If this is felt, it is already too late. Any exposed skin is a suitable surface that allows infection, and even a small amount can result in catastrophic damage to the body, if not death. As well as minor symptoms, like vomiting and profuse sweating, this nerve disruptor causes the failure of brain function, breaking down communication to vital organs. Quickly, the target will die, and any trace of the weapon used will dry and disappear. This i̗nsíkri is often used in enclosed spaces where wind and other environmental factors cannot disrupt it. This allows the target to be exposed to a full dose, whatever that might be.
* The Red Mist -  The red mist, while not literally red, is Yemayan Jungle water that causes the Red Tears disease. This weapon can be in either a vapour or liquid form, depending on the specific needs of the Alchemist. Whichever way it is used, the Red Mist causes intense bleeding from the eyes, ears and nose, followed by intense internal bleeding. This disease is highly contagious, spreading through exposure to infected blood but also through the water vapour produced during breathing and speech. Without the proper equipment to combat infection, the Red Mist can wipe out an entire settlement, leaving nothing but bloodied corpses. While not the quickest weapon at the disposal of the Black Fangs, the Red Mist is useful for laying siege with limited operators, instilling fear and creating bargaining opportunities with said fear.
* Mind Blight -  Yemayan jungle water that causes the Sankofa Iku Fever, an illness that causes a high fever, followed by violent paranoia and eventually a long-lasting, excruciating seizure. Without proper care, any one of these symptoms can cause the death of the infected or those around them. With sufficient dosage, the latter stages can be induced much earlier than they would naturally occur. The best use for this weapon is to turn large militarized groups against themselves. Those in control of heavy weapons and machinery are especially useful, as they will not hesitate to turn their guns on their allies, even if that means the destruction of whatever weapon they may be in control of.

## Legion Gene-Seed

The acceptance rate for the Veilborn gene-seed implantation is remarkably high, but developing these new marines was not without problems. The original Raptors material was changed throughout the development of the Veilborn project, introducing new powers and traits but also new defects and mutations. This was most likely caused by overzealous modification of the original genetic material and the introduction of foreign material. Most of the gene-seed the Black Fangs use is as flawed as their Basilisk leaders. The most notable influence of this tainted gene-seed is the warp's hold on the entire Legion. The psychic acuity of all recruits is boosted, giving all Black Fangs the psionic classification of at least Omnicron.

### Common Black Fangs Aspects

All gene lines used by the Black Fangs have common physical mutations. The only visible deformation is their most noticeable physical feature besides their obvious post-human physiques: a set of elongated canine teeth capable of easily piercing flesh down to the bone.

Unrevealed to those outside the Zephala Empire, the Fangs have two more physical abnormalities. The Black Fangs’ Betcher’s Gland was improved, allowing it to isolate and accumulate consumed dangerous materials for future use. At the same time, their extraordinary Preomnor gives them resistance to all manner of toxins, making them immune to even the most lethal of warp-corrupted poisons. This combination of gene defects allows them to imbibe libations distilled from venom typical to their homeworld, holding it in their systems for use in powerful and deadly bites when necessary.

The Black Fangs have a more "human" mentality than most other Space Marines. They believed that understanding the emotions of the enemy and those they were meant to protect would give them a tactical advantage in many situations. This change also increases the emotional range of the Black Fangs when compared to other space marines. This difference in their understanding of human emotion allows the Veiled Serpents to better appeal to the human populace of the worlds they reconquer. Instead of slaughtering everything before leaving the planet in awe, the Black Fangs like to foster loyalty through whatever acts they believe are necessary. Some worlds need an iron fist, but most require a reminder that they are worth saving. With this increased empathy, the Black Fangs also know how to execute a terror campaign. Where many Legions are clinical and precise with their offensives, the Black Fangs know when to draw out an act or attack to get the emotional response they want. Similar results can be achieved through logic and reasoning, but the Black Fangs have the edge with their modified psyche. As well as being able to help when openly interacting with elements outside the Legion, the emotional shift helps with infiltration and espionage, allowing them to more accurately predict the actions of others and relay more precise orders to the Asasen agents they work with.

### Gene Organs

The Veilborn Black Fangs have none of the organs implanted in Cawl's Primaris Marines. The Zephala Syndicate was unable to construct the Sinew Coils, the Magnificat, or the Belisarian Furnace without the plans to do so. Without these Primaris organs, the heights reached by the Alpha Legion's project were only marginally above that of the Raptor project.

Without the complement of the Primaris gene-seed organs, the Black Fangs are comparatively weak and fragile. They compensate for this not just with guile and trickery. At the request of the Veiled Serpents, the Zephala Syndicate helped create four organs to improve the Black Fangs. The following organs are all made in collaboration with the Xandilu, who gave not only their assistance but also many of their own offspring for the Veilborn Project. However, said offspring were intentionally created in a vegetative state for the purpose of study. Not all genetic organs are used in every gene line to help with the stability of each marine. The organs used by each line are covered in the gen lineage section below.

* Xandilu Haemastamen -  Scientists of the Zephala Syndicate have created a modified Haemastamen which alters the blood of the Black Fang, similar to the original Haemastamen. This modified organ changes the blood chemistry of the Veilborn marine, making it closer to that of the Xandilu themselves. The modified blood carries oxygen and nutrients more efficiently than that of baseline humans. However, the blood of the Black Fangs is highly toxic and can cause symptoms similar to rabies if it comes in contact with open skin. The infected experience a fever, bouts of anxiety and confusion, and eventually become aggressive, attacking others in an attempt to spread the infection. Despite being detrimental to those who come into contact with it, this blood allows the Xandilu to heal the marine better when injured. A better understanding of the blood flowing through these warriors' veins enables the Xandilu biomancy to have a greater effect. While damage such as lost limbs cannot be reversed, organs can be repaired from much more severe damage than would otherwise be possible. The blood is green due to the altered chemistry.
* Cognitive Cipher -  This specialized organ, based on the Xandilu trait of sharing their memory, is implanted near the Ossmodula. This organ allows the Veilborn to selectively suppress and manipulate their own memories, granting them exceptional control over their recollection of events. By altering their memories, the Veilborn Marines can protect sensitive information. With enough effort, the Veilborn can wipe their entire brain clear, sending them into a vegetative state while depriving their interrogators of any information they might have been able to extract. By using pre-set code phrases, the original memories can be unlocked. Each marine is assigned such a set upon creation, with the only logs held on Xa-Yemaya. When reanimation is needed, the words are read aloud by a machine in a soundproof room to ensure no one, not even the other Black Fangs, learns of a brother's specific code.
* Echo Sinews -  These organic enhancements, based on the Xandilu's shape-shifting vocal cords, modify and strengthen the vocal cords of the Space Marine. The Echo Sinews augment not only the raw power of their vocal capabilities but also the marine's control, allowing them to replicate voices and sounds with uncanny accuracy. Through the use of these enhanced vocal cords, the Space Marine becomes a master of vocal mimicry, capable of employing their voice as a powerful tool for deception, intimidation, and strategic communication.
* Neural Weave -  Forms a network of interconnected nerves throughout the Veilborn Marine's body, enhancing their coordination, reflexes, and sensory perception, making them able to react to certain stimuli without conscious effort. This gives them supreme agility and exceptional skill in close-quarter and ranged combat using visual optics. Such an increase in nerve density leads to more pain when the space marine is struck in battle, but their other augmentations allow them to fight through even this agony.

### Gene Lines

In hopes of creating a versatile, balanced Legion, the Zephala Syndicate made the Black Fangs by using five separate gene lines of varying levels of modification. Like the Emperor's own legions, when gene lines work together, they can help compensate for deficiencies in each other. This is a common practice in large Imperial operations where multiple space marine chapters work together as a group, though it is often not as seamless.

The gene-seed lines are categorized using the following format:

Gene Traits -  Like the gene-seed of Adeptus Astartes Chapters, the Black Fangs' gene lines have physical, personality and even psychic differences that define them. This section briefly covers these traits.

Gene Organs -  Gene organs used by each line.

Population -  The prevalence of this gene line is given as a ratio to a sample size of Black Fangs.

Psyker Power -  Range of the marine's psychic power classification on The Assignment as well as a list of some of the psychic abilities that can manifest in these marines. Not all members have all abilities listed, and some have more. No two members are equally powerful while using them, even at the same level. In each line, there is often a wide range of mastery and aptitude that dictates what can or cannot be done. Almost as important as innate ability is the knowledge of the psyker using them. A weak psyker can use their limited power in battle-changing ways if they can imagine a way to do so. The specific abilities and strengths of the most powerful psykers will not be explored here, as their feats are atypical and can be extrapolated from the prior levels of strength.

The Mark -  Most of the Black Fangs Gene lines have flaws that manifested during their creation, most likely due to the manipulation of the base gene-seed and the addition of hybrid gene-organs. They range from minor symptoms to major physical and mental mutations. The flaw's severity depends on the Fang's psychic acuity. In this section, these flaws are defined, and their symptoms are split into levels each member will fall into approximately. The Black Fangs see these flaws as a mark of their imperfect creation and the creation of their Basilisk leaders. A mark on the soul that grows based on the abilities given to them. The more power they have, the more they suffer.

* Maroon
* Vanguard
* Soulweaver
* Baron
* Fòjron

Gene Traits

The Maroons are self-sufficient warriors who work primarily in small squads. They are highly adept at guerilla warfare, preferring to strike from the shadows and leave before they can be caught. To a man, the maroons are sadistic warriors who live to see the fear in the eyes of their enemies. They will often leave their foes dying, afflicted by a disease that will spread to their allies when they are found, weakening the Fangs' opposing force.

Gene Organs

* Cognitive Cypher
* Echo Sinews
* Neural Weave

Population

6/9 of the Maroon Chapter (Six in every squad)

Psyker Power

Maroon warriors who have psychic potential are of the biomancy discipline.

Level 1: Rho - Pi: These battle brothers have no powers.

Level 2: Omicron - Kappa: In the lower levels of psychic power, the battle brothers unconsciously strengthen their muscles and bones during combat with little effect.

Level 3: Iota - Eta: The maroons in this level can consciously perform biomancy in a similar way to the Xandilu. They can transform their bodies, strengthening their skin into armour or improving their muscles to increase their speed and strength. With an outstretched hand, they can sap the life from dying enemies, killing them and healing themselves in the process.

The Umbral Mark: The Kítireri Thrum (Corpse Thrum)

A curse looms over each member of The Maroon Chapter, a thirst for combat that gnaws at their minds relentlessly. For many members, every moment spent outside the thrill of battle is a torment, plagued by the constant, steady lament of a lonely drum.

The Kítireri Thrum is present in every Maroon Battle-Brother. Only weeks after implantation, the Fangs begin to exhibit signs of one of the three stages of this torment.

Level 1 - Akwa (Lone Drum)

A permanent droning drum that begins in the far reaches of thought that must be focused on to be heard. Noises that sound like words but are of no natural language. This pounding beat is understood nonetheless. It calls for the extermination of all that oppose the God Emperor. Akwa is only present in Fangs that have yet to take part in the battle, and the moment they do, they begin to experience Stage 2.

Level 2 - Krimpóng (Paired Drums)
 The droning increases in volume, now saturating every moment of the brother's life. In this stage, the Thrum's influence expands past simple motifs of extermination. When hunting a target, the sufferer will experience brief flashes of intense pleasure, rewarding the Fang for drawing out engagements. Acts of terror yield additional bursts of euphoria. They often pick off targets individually or reveal themselves intentionally to enemy installations minutes before an attack. Yelling and echoing calls in their home language before striking. In this stage, their enjoyment of battle remains secondary to victory. During a fight, the drums increase in speed, pushing the marine to maim most enemies before killing them. In many situations, the battle brother will allow their venomous arsenal to finish off a foe. Knowing of the slow death they inflict rewards the battle brother with even greater pleasure, even if they are not there to witness the deaths themselves.

Level 3 - Tínya (Drummer's Dance)

Their drive for battle becomes a longing desire for brutality when in the presence of the enemy. Though not entirely suicidal, their minds are clouded by an overwhelming desire for savagery in battle. Their impulses sometimes become unbearable, fueling acts of unnecessary mutilation before finishing a target. They will use their poisonous arsenal to inflict as much pain as possible, intentionally exposing the enemy to venoms in multiple places and at dosages that extend the duration of suffering. These brothers can still follow orders, albeit with a furious intensity.

Gene Traits

The most lively of all the Black Fangs, the Vanguard Marines love the celebration of battle almost as much as the battle itself. With a smile on their faces, they cut down their foes with nearly arrogant joy. The warriors of the Vanguard are group fighters who prefer fighting with their company rather than individually or in small squads. As a group, their psychic powers feed off each other, making them a sight to behold in the theatre of war.

Gene Organs

* Cognitive Cypher
* Xandilu Haemastamen
* Echo Sinews

Population

900/1000 Black Fangs in the Vanguard Chapter

Psyker Power

Vanguard Marines are practitioners of the Arnixi Venomancy discipline. With sufficient study, one can afflict the enemy with any of the symptoms caused by Yemayan venoms. These effects work even against creatures of the warp.

Level 1: Omnicron - Kappa: Baseline Vanguard Marines during battle, rarely manifest their abilities, making those that they are fighting feel dizzy.

Level 2: Iota - Epsilon: As true psykers, the Black Fangs can use Venomancy to manifest the symptoms of their preferred venoms at short ranges. Most of these Venomancers choose the powers of the Seraph Sloth, which is effective against the creatures of the warp and the chaos-tainted. With a mere thought, they can send holy flames at their enemies, setting them ablaze with golden fire. The use of this venom creates the illusion of tapping into the energies of the Emperor of Mankind. Although Theosophamy is not a discipline that the Black Fangs can utilize, they can use it as an asset when interacting with civilians of the Imperium by acting as if they can. This illusion is further reinforced by their genetic flaw. At range, the Black Fangs can enhance the power of venom-carrying ammunition or weapon coatings, which quickens the speed at which an enemy is infected and symptoms come about. When in groups, these marines become an unstoppable force, bringing with them a variety of afflictions to demoralize and destroy their enemies.

Level 3: Delta+: Vanguard Marines at this level are walking wards against the warp, creating clouds of golden venom by exhaling gasses from their breather grills. This rolling cloud of golden mist glows with ethereal power, burning all chaos-tainted creatures and neverborn who come in contact with it. The range of Venomancy extends, allowing them to infect and kill enemies from much further away than the weaker psykers. The rate at which symptoms come about goes from near instant to instant, with enemies dying from hemophilia or asphyxiating from paralysis within seconds.

The Golden Mark: Incandescent Rage

Level 1

All Vanguard marines have glowing gold eyes and, in times of stress, give off an aura which shares their emotions with those near them. This aura cannot be controlled at this level, and when in melee, they are an intimidating wave of transhuman anger.

Level 2

During battle, these Vanguard marines have a hard time controlling their rage, giving them a brutal nature. Their love of overkill is manifested in their increased use of hemophilic venom. They enhance said venom, making every blow a devastating strike. Minor scratches open, gaping wounds, and wounds grow to sever limbs. Their aura of emotion becomes a glowing gold light that envelops them. This light is painful to all around, including the marines themselves. This burning sensation is not affected by armour and is completely uncontained and unrestricted by power armour.

Level 3
The most potent psykers in this chapter are rage incarnate during combat, relentlessly attacking the enemy until they are all dead. These psykers find it hard to allow prisoners to live, driven by a wave of righteous anger, pushed to purge all the enemies of the Zephala Syndicate. With an increase in power comes a growth in their aura. What was a burning sensation becomes an immolating fire, physically burning those that get too close, friend or foe. This intensifies the closer one is to the psyker and the more they use their abilities.

Gene Traits

Soulweavers are a dark, brooding kind, preferring to use their weapons to express their feelings. Out of all the Black Fangs, the soulweavers participate the least in the celebrations of victory, instead spending time in deep meditation.

Gene Organs

* Cognitive Cypher
* Echo Sinews
* Neural Weave

Population

1/9 Black Fangs in the Maroon Chapter (One in every squad)

30/1000 Black Fangs in the Vanguard Chapter

Psyker Power

Soulweavers are psykers with the ability to use Kufyndrak Telekinesis. They have the ability to manipulate all types of fluids, including water, air, and even toxic liquids.

Level 1: Omnicron - Kappa: This level of soulweaver can subconsciously manipulate the trajectory of ammunition by moving the venom contained inside and manipulating the air around it. At this level, the change in accuracy is only marginal and unreliable.

Level 2: Iota - Eta: Psykers who possess the ability to control their powers have a wider range of weapons at their disposal. These individuals have the power to manipulate the air surrounding them, creating vacuums to silence their firearms and controlling the gas to prevent noise from escaping. As well as creating localized sounds, they can project noise further than would otherwise be possible, sending their voices a tremendous distance and making them incredibly loud. They can also create vibrations in the air, which can be used to distract their enemies. Additionally, they can create sounds that can be heard only by their intended target. Most Soulweavers carry small knives that they can control with their minds and launch at their enemies. The size of the weapon they can move with their minds is increased. These warriors can remove the sound of travelling bullets from a long distance. They can also accelerate venom, carrying bullets through the air with their minds, eliminating the need for self-propelling ammunition. Because of this, the bolts used by these Soulweavers have an increased range and higher payload. Using telekines, Soulweavers can manipulate the blood within living creatures, reducing their apparent mass to boost speed or increasing that of the enemy to slow them down.

Level 3: Zeta+ :Soulweavers possess the power to manipulate localized weather. They can generate precipitation to weaken their enemies and provide cover for their squad's approach. Additionally, they can conceal the sound of their squad's weapons and bullets in flight. This allows them to create a completely silent firing line when needed. By controlling the air, they can also create vacuums to suffocate those around them and eliminate the sounds of their movements. They communicate by vibrating the air and can produce loud sounds, mimicking bolter fire, to create the illusion of a larger attack force. These psykers have access to a vast array of flying weapons and are skilled in simultaneously fighting with their handheld weapons and psychic abilities. Soulweavers of this level can affect their enemies' blood, pulling it out of orifices, freezing or boiling it, or even slowing the blood flow to the muscles and brain, causing unconsciousness or immobility. This power extends to themselves. Zeta+ Soulweavers can completely control their bodily fluids, accelerating punches faster than even the Veilborn physiology can. They can push up against their body weight, becoming nearly weightless to traverse great distances or produce less sound during movement.

The Emerald Mark: Emerald Tears

Level 1
All Soulweavers, no matter how powerful, are afflicted with the Emerald tears. The first level of this mutation is just as the name suggests. When their psychic abilities manifest, their eyes release a green substance, giving them the appearance of tears running down their face. The Soulweavers are unique in that their mark is relatively tame, with the first level affecting all psykers no matter their power.

Gene Traits

Barons, as the Chaplain Apothecaries of the Black Fangs, are deeply invested in the well-being of their brothers. They attempt to lift the morale of everyone around them and are typically jovial spirits. Though many Black Fangs enjoy playing music, the Barons are almost all masters of Zephalan instruments. When multiple Barons get together, they put on a show worthy of being performed in the great theatres of pleasure worlds.

Gene Organs

* Cognitive Cypher
* Echo Sinews
* Neural Weave

Population

1/9 Black Fangs in the Maroon Chapter (One in every squad)

20/1000 Black Fangs in the Vanguard Chapter

Psyker Power

The Barons have no psychic powers.

The Markless

Barons have remarkably pure gene stock, sparing them from the marks of the other lines.

Gene Traits

All Fòjron are remarkably resourceful, able to repair and modify armour, weapons and other equipment with limited resources. This gene line makes particularly crafty marines with a knack for smithing. The Fòjron are talented smiths who, during their downtime, tinker and invent in the forges on their ships. They are dangerously interested in xenos technology, actively researching what they find during missions. All Fòjron are also master sappers who know how to use their ordinance sparingly behind enemy lines.

Gene Organs

* Cognitive Cypher
* Xandilu Haemastamen
* Echo Sinews

Population

1/9 of the Maroon Chapter (One in every squad)

50/1000 of the Vanguard Chapter

Psyker Power

Fòjron are of the divination discipline.

Level 1: Omnicron - Kappa: The Fòjrons' powers affect the flow of time, giving these techmarines the illusion of having above-average luck. Of all the solutions to an engineering problem that one could try, they have a better chance of starting with the correct one than others of similar training.

The Cerulean Mark: Visions of Loss

Level 1
When the Fòjron enter the state in which a space marine gets to rest, they are plagued with dreams of the past. They see the deaths of all who died while using equipment they worked on. If a battle brother died while wielding a bolt pistol the Fòjron repaired, they will see their death through their own eyes and feel the pain associated with it. The Fòjron has no control over this experience and forgets all they have learned during these events when they awake. They know it happened but have no recollection of the specific details.

## Legion Beliefs

The Black Fangs revere the God Yent̪ʘa, a relatively minor warp entity created by the beliefs of the Zephala xenos long before the Black Fangs were created. They view it as Nyankipong, "The Almighty," and see the people of Zephala as Nyankipong Pickibu, the "Children of the Almighty". As they march forward in the name of the Syndicate, they carry the weight of their promise to their God, steadfast in their mission to protect Zephala and all it represents.

The Legion's oath to fight the Kalfu and protect the innocent of the galaxy fuels a passionate commitment to protecting worlds from the relentless onslaught of the Archenemy. However, the Black Fangs have a limit to the losses they will accept. Their reliance on a small network of extremist forgeworlds limits the speed at which they can replace equipment. If a cause is truly lost, they will not hesitate to retreat, to reserve their strength for the next engagement. For as sacred as human life is, the fewer casualties the Legion suffers, the more manpower it will have to defend the next city, planet or system.

This stratagem is lost when the safety of the home system is at stake, as the Black Fangs would fight until the last man to defend Zephala from attack. They see its people as the reason they are able to fight as effectively as they do. For this reason, they treat all Zephalans with much more respect than any other group. In general, the Black Fangs view the unmodified masses of the Imperium, especially as beings that need to be protected from both external and internal threats. In order to fulfil this duty, the Legion will not hesitate to kill innocents if they are negatively impacting a mission.

The Black Fangs completely disregard the preachings of the Adeptus Mechanicus and their belief in the Omnissiah. They believe that any technological advancement that can be made to defeat chaos should be made. They believe the current state of the Imperium is partially caused by its technological stagnation. The Legion's techmarines care not for what could be deemed as tech heresy, and they are constantly striving to improve their gear. The decaying state of the Imperium of Man and its dependence on the Cult Mechanicus is seen as pitiful. Because of this and their origin, the Black Fangs have no formally trained techmarines, instead training their Fòjron on their homeworld or in the void. The Fòjron, not needing the training of normal Techmarines, can have differing levels of education, with Maroon Fòjron often being trained exclusively in the art of covert sabotage and traps.

Despite their opinions of the Adeptus Mechanicus, the Black Fangs maintain a relationship with radicals of that order, accepting the help of those willing to assist them in their permanent pursuit of innovation. The Legion must be incredibly selective in their choice of Forge World to avoid engaging the Cult Mechanicus in direct conflict. Unable to share their true nature before discerning the opinions of the tech priests present, the Black Fangs resort to espionage and subterfuge to determine if it is safe to ask for aid. This time is often time consuming, but once completed, the Black Fangs have another resupply location to rely on. Cooperating with like-minded Forge Worlds is paramount to the Black Fangs' survival, as supplies are hard to come by without trade with a Forge World.

When possible, the Black Fangs will return to Zephala, preferring to work with the trusted forges there.

## Legion Culture

The Black Fangs' culture is born of the long millennia in which the human and xenos populations of Zephala mingled, with many rituals taken from Zephala and more taken specifically from their homeworld of Xa-Yemaya Assisted by the xenos attached to the Legion and human serfs; the legionaries enjoy the performance of music and oral storytelling. The Black Fangs homeworld takes pride in their trade of weapon carving, and the first aspect of Zephala culture a Black Fang partakes in is the carving of their first weapon. The great Kufre of the oceans provides a rare resource in the galaxy. This sea creature's bones are made of a lightweight material that can be sharpened to a monomolecular edge, durable enough to withstand the impacts required of Astartes weapons. Through millennia of practice, the Zephala people have mastered this craft and openly shared the technique with the Veilborn marines, hoping it would help keep Zephala and the surrounding territory safe. The Black Fangs are experts in this weapon-crafting method.

The Vanguard, a slightly less used force of fighters travelling from world to world, conquering as they go, has more time to tinker with war gear. This results in the Vanguard containing the Legion's most adept artificer. During travel time, the mbébwa Fòjron hone their skills, modifying and repairing the Legion's armoury alongside their Kufyndrak allies. Any technological development is embraced fully by the Legion without resistance.

Due to the nature of the Maroon's operations, each member of this Chapter must have sufficient knowledge of field repairs for their equipment. To reach this end, every Ba trains not only in the arts of combat, stealth and sabotage but also basic weapon and armoursmithing. A Fang that cannot maintain his equipment with limited equipment during a lengthy guerilla campaign is a liability to the mission. While not quite as gifted as the smiths of the Vanguard, the Maroons are ready and able to repair a variety of equipment failures without the help of specialized artificers.

To help preoccupy the Legion during travel, the Black Fangs have developed a unique culture aboard their ships. Unlike many other Astartes, they embrace the arts and entertainment, bonding with their xenos brothers and human crew members. Each ship's crew contains a variety of musicians and writers who provide entertainment during long voyages. Almost every moment of the Black Fangs' lives is saturated with music, with a band that seamlessly rotates musicians to create a constant stream of music in the rooms frequented by the Fangs. These rooms include the training halls, forge rooms and, most importantly, the auditoria in which the battle brothers spend all their downtime. Here, the space marines enjoy sharing meals and drinks with the xenos and their crew, often recounting stories from their battles recorded and performed by the artists on board. The Vanguard, in particular, is known for its rowdy behaviour, training relentlessly and celebrating their victories with feasts. Ogun Jabari is known to frequent the auditoria, often leading the celebrations and playing his modified talking drum.

### Teeth Decoration

Teeth decoration is culturally significant to the people of Zephala. The Black Fangs all begin their lives with white teeth, but they turn jet black with age and venom consumption. A Black Fangs' teeth, especially their sharp fangs, are a significant weapon in their arsenal. As the Battle-Brother ages, they choose a new set of teeth to replace theirs. This process is not mandatory but encouraged, as the materials available for replacement are more robust than any teeth a space marine can be born with.

Along with outright replacement, the Black Fangs etch and engrave their teeth, creating intricate patterns in whatever their teeth are made of. Eccentric members will even inlay their teeth with gemstones if they can find them. This allows individuals in the Legion to express themselves more personally than by adding honour marks onto their power armour.

### Sankofa Falconry

Falconry is a Xa-Yemayan practice the Black Fangs adapted to fit their battle tactics. The first Legion falconer was the great Kwaku Anansi, who integrated the practice after he bonded with his Zikikya bird. All Arnixi Alchemists must be able to tame their own greater sankofa eagle before they are allowed to work with the Black Fangs. To do so, the Arnixi must complete a trial specific to their specialized role.

### Sankofa Equipment and Augmentation

These giant birds are powerful enough to lift creatures larger than themselves off the ground. While carrying an Astartes is impossible, their strength allows them to be fitted with lightly armoured vests. They also wear specialized helmets with auto senses and lenses similar to those of space marine power armour. This armour enables them to contribute to a battle, even when a firefight breaks out, protecting the eagle's vital areas from small arms fire. The helmets feed a constant stream of information to their alchemist partner. To enhance their offensive capabilities, the eagles undergo a procedure to replace their already powerful feet with power claws crafted to resemble their organic originals. The talons of these cybernetic upgrades are made of the same material used for weapon crafting: the backplates of the great Zephala kufre. Further augmentation is avoided unless an injury requires it.

### Rituals

#### Envenoming

During transit, the Black Fangs train and participate in many rituals, but none are more common than the ritual of Envenoming. Like Zephala drinking traditions, this ritual is the daily consumption of i̗nsíkri prepared by the squad alchemists.

Envenoming is also performed directly before the Ritual of the Hunt.

##### Ritual of the Hunt

Before embarking on a mission, the Black Fangs don their armour accompanied by groups of skilled drummers chosen from the Zephala population. They play a traditional rhythm performed before hunts on their homeworld. The drumming is accompanied by chanting and singing. As the drumming climaxes, the Black Fangs don their armour and weapons, ready to face whatever horrors await them on the battlefield. The drummers follow the marines and continue playing as the Black Fangs march toward their transport.

#### Death March

In the Black Fangs Legion, the ritual for mourning is just as crucial as the pre-mission ceremony. When a Legion member falls in battle, the Black Fangs gather in a sombre ceremony to honour their fallen brother. Instead of the upbeat rhythms present in the Ritual of the Hunt, mournful beats echo through the embarkation deck. The drummers play a much slower, mournful dirge while the Black Fangs beat their chests with balled fists in the same rhythm.

If possible, the fallen brother's body is laid upon a unique platform in a room for this specific purpose, surrounded by candles. The Black Fangs gather around the platform, their heads bowed. As the drumming and chanting continue, the squad Baron delivers a eulogy, praising the bravery and sacrifice of the fallen warrior. The Chaplain then leads the Black Fangs in an oath, pledging to avenge their fallen brother's death by continuing the fight against the enemies of the Imperium.

#### Ritual of Marking

In the Black Fangs Legion, tattooing and scaring themselves and marking their armour with tribal markings to commemorate achievements is a profoundly symbolic ceremony. The ceremony occurs in a sacred chamber decorated with traditional Zephala art, including murals and sculptures that depict the Legion's history and victories.

The Veilborn Marines undergoing the ceremony stand in the center of the chamber, surrounded by all Black Fangs on board their ship at the time. The artist, a skilled serf, begins meticulously drawing the design onto the chosen exposed skin. Using Zephala traditional scarification and tattooing, they start their work accompanied by drummers and singers who perform songs celebrating the God Emperor's glory and praising the Emperor's Angels. Once the process is complete, the Black Fangs mark their armour with tribal symbols representing their achievements, such as notable kills in battle or specific markings for that mission. During this process, human serfs take down stories from the mission that inspired each tattoo. All of these stories will be recorded in the Legion's history, but some will be turned into songs and retold in the future.

To conclude the ceremony, the Marines then share a celebratory drink of a special brew. This drink is formulated to neutralize all toxins stored in their Betcher's Gland from before the beginning of the mission to mark the end of the hunt.

#### Taking Hits

The Black Fangs Legion adopted the Xa-Yemayan traditional sword training method. Like many Xa-Yemayan traditions, the practice is always accompanied by music. This ritualistic combat practice is a one-versus-one attack and defence drill, with each participant taking turns attacking and defending. One member will be the aggressor, and the other will be "taking hits". The aggressor's job is to attack their training partner with various imaginative attacks. The aggressor disregards all thoughts of practicality and defence to pressure their partner with seemingly nonsensical attacks that test their partner's endurance, reaction time and skill. The aggressor's efforts are well-spent, as this flurry of attacks also helps them create and practice unorthodox strikes that could be useful in a real battle to catch an opponent off guard. After a set amount of time, the aggressor becomes the defending and vice versa. Taking Hits is one of the most culturally significant practices for the Xa-Yemayan people, and these training bouts between battle brothers often attract audiences of off-duty serfs. On Xa-Yemaya in Brood City, a stadium is dedicated to rituals, where the Legion holds events open to a public audience. These events provide entertainment but significantly improve the population's drive to produce and train aspirants for the Black Fangs' trials.

## Human Personnel

Like all Legions, the Black Fangs use human servants to fulfil many roles the battle-brothers cannot. All recruits are from Yemaya, with void births heavily frowned upon.

### Legion Súma

Súma are the Legion's servants, trained from birth on Yemaya to perform various duties for the Legion. Many of these workers crew the Legion's voidships, but the vast majority are stationed on their homeworld. Voidship Súma are responsible for all the duties of other Legion serfdoms, with additional Legion-specific obligations. The entire population of Yemaya will eventually become a Súma. If they are not chosen to become ship crew, they eventually settle into a profession that benefits the Legion in Zephala. These jobs include but are not limited to Venom farmer, Kufre hunter, and manufactorum worker.

Súma are treated exceedingly well by their Astartes patrons even though they treat their superiors with great reverence. While not of equal status, the lower ranks of the Súma are treated fairly and respectfully. Higher rank Súma are treated as equals, if not superiors, to the lower-ranked battle brothers.

The Kòmandan, the lead Súma, holds more authority than most battle brothers, only taking orders from the Legion's Basilisks. This is not only a sign of respect for their rank but also a necessity. Without this level of command, it is possible for a battlebrother suffering from any of the gene curses to gain control over the entirety of the Súma. It could have dire consequences if allowed, even for a moment. The Kòmandan can, and often does, directly oppose the wishes of the Astartes they command if they deem it necessary.

#### Súma Offices

* Medsin -  Support Apothecaries
* Atizan -  Support techmarines
* Okréma -  The Okréma assist the Black Fangs' Barons, and help record the Legion's lore. Every member of the Okréma is an artist of some kind, with the majority being musicians.
* Asasen -  Trained operatives for infiltration missions which the Black Fangs themselves would not be appropriate for.

### Súma Asasen

The Asasen serve a crucial role as spies and infiltrators. Trained in the art of deception from an early age, these serfs possess unique skills and attributes that make them invaluable assets in gathering intelligence and executing covert operations. They blend seamlessly into various environments, resembling ordinary inhabitants of the Imperium. Clad in unassuming attire and equipped with concealed surveillance devices, they move with bland anonymity, their true purpose hidden behind a veil of normalcy. The Asasen serfs undergo rigorous training in the arts of disguise, deception, and information extraction. They possess an innate understanding of human behaviour and are adept at reading cues, allowing them to exploit weaknesses and gain the trust of their targets. Masters of disguise, they can assume different identities, seamlessly adopting accents and mannerisms.

Employing a wide array of covert techniques, they gather intelligence through eavesdropping, infiltration, and manipulation of communication networks. Utilizing their expertise in cryptography, they intercept and decode classified transmissions, unearthing valuable secrets hidden within layers of encrypted information.

The Asasen serfs' loyalty lies solely with the Zephala Syndicate, and they operate under the strictest code of secrecy. Their actions are guided by the principle that the ends justify the means, enabling them to employ morally ambiguous tactics to achieve their objectives. They are adept at exploiting the weaknesses of others, whether through coercion, blackmail, or subtle manipulation, always working towards advancing the interests of the Syndicate and the Legion.

### Salvér Procedure

Elite Asasen are modified super soldiers who undergo several augmentations to fulfill their duty better. These augmentations were perfected when Chrystalline Gonsalveria underwent a drastic, life-saving procedure which saw her heart and some other internal organs replaced with artificial or Xandilu hybridized versions.

A common problem with the procedure was the inability of human blood to supply the new organs with sufficient nutrients and oxygen. Teluul's solution was a blood substitute that fixed the supply issues but led to accelerated degradation of organic hearts and veins. The blood was made with resilient Xandilu blood cells and Seraph Sloth venom, a mix that proved too corrosive, hot, and psychically unstable for safe use with an organic heart. This unlikely synthesis, created by a thousand years of alchemical study, was only held back by the limitation of artificial and vat-grown organs. Through studying xenos technology and relics, Amowia and his Legion created an artificial circulatory system to combat this, naming it Seraph's Heart. When asked about the components of the design, Amowia points to both daemonic and xenos influences. When members of the Black Fangs asked about its function, Amowia would not say. Instead, he said, "Some secrets corrupt the soul.", without elaborating further. The instructions for and the production of these organs are a closely guarded secret held within the depths of Skriark. Thanks to this development, xenos organs and hybridized vat-grown muscle were finally successfully introduced into a human subject without near-immediate heart failure.

The efforts of these combined organizations saved Chrystalline's life and served as the boost the Asasen needed to perform specialized missions neither baseline humans nor the Veilborn marines could. The upper limit of their lifespans has not yet been recorded, as the Salvér Procedure has not existed long enough for an Elite Asasen to have been retired due to age. It seems, for now, that the only rest waiting for these elites is death. This operation, now known as the Salvér Procedure, is performed on a small percentage of Asasen, providing them an incredible boost to physical performance. These modifications are rumoured to approach those of the Officio Assassinorum, but no direct comparison is possible.

Along with boosts in physical strength, reaction time and overall agility, the various organs provide a small fraction of the regenerative abilities of the Xandilu. Injuries suffered by these modified Asasen heal at an accelerated rate, often without medical assistance, a priceless ability in a profession where operatives are isolated for extended periods. This process is a side effect of Teluul's blood, which, because of the psychic reactivity of Seraph Venom and an unexpected reaction with the Seraph's Hearts, carries psychic energy through the host's body, providing fuel to Xandilu organic material, naturally healing it. Another effect of Teluul's blood is an even further increase in speed and power when certain combat stimulants are introduced into the bloodstream. This increase is accompanied by a golden glow emanating from the heart and showing through one's chest. The subject's veins are also luminescent and, in places, can be seen through the skin. The Asasen is also wreathed in golden, phantasmal flame, with particular intensity around the arms, shoulders and head. With this display being visible and leaving an enormously taxing combat fatigue when it wears off, the catalyst is only injected when the most good can come from it. Such situations include when cornered by a foe or, on special occasions, when posing as a Saint of the God-Emperor. This light is accompanied by an aura that makes surrounding humans aware of the person's presence. Most Asasen would rather avoid using such methods, preferring a traditional stealthy approach. Specialized armour can block the glow, but nothing, save for a specially crafted psychic hood, can contain the warp energy that radiates from the empowered blood upon activation. Only a handful of these hoods have ever been crafted, and all but one of them are used by Asasen, who work directly with the Vanguard Chapter. The technology is restricted by the complexity of its creation, the materials used, and, more importantly, the Black Fangs' desire to limit the chance of the items falling into enemy hands.

The first heart was transplanted into Chrystalline herself, with subsequent operations using inferior versions with reverse-engineered parts. This original heart would have been too efficient for the Asasen population, as it caused her to grow in size and made her constantly glow with what the aura Elite Asasen only experienced as triggered temporary effects. Even though it also provides a permanent increase in power, Asasen would not be Asasen if they stood out as much as she did. With the original Seraph's Heart, she can modify this amplified state, changing the intensity of the aura at will, though she is not entirely able to turn it off. Whether or not this constant state of emitting psychic power means she will die sooner than the others of her kind is unknown.

The Salvér Procedure was also attempted on Veilborn Marines and experimental subjects of untainted gene-seed. Both of these resulted in catastrophic failure for reasons that have still not been uncovered.

## Human Recruitment

The people of Xa-Yemaya lead lives that prepare them for the harsh conditions of their planet. Children are trained in the art of survival from a young age to ensure that they are not complacent in the safety of their cities. Yemayan children are exposed to the dangers of the jungle and the ocean, irrespective of their family status or wealth.

Before coming of age, there are ways to catch the attention of the Black Fang scouts. Several factors determine one's eligibility to become an aspirant, including:

* Proficiency in tracking and hunting animals
* Physical strength and endurance
* Mental toughness and resilience
* Leadership skills and ability to work well in a team
* Aptitude for combat and weapons training
Becoming a Black Fang aspirant is a highly esteemed achievement for the people of Yemaya. Families of aspirants are highly regarded for producing someone fit to join the ranks of the Emperor's warriors. Those not selected to become aspirants are still highly respected and contribute to the Legion's cause in various ways, such as producing Legion weapons or raising the next generation of potential aspirants.

To become a Black Fang, aspirants must overcome two gruelling trials: the Trial of the Jungle and the Trial of the Sea. These trials test the aspirants' survival skills and ability to adapt to the harsh environments of Yemaya. The Trial of the Jungle forces aspirants to survive in the dense jungles of Yemaya, facing fierce predators and dangerous terrain. The Trial of the Sea requires aspirants to brave the treacherous waters of the planet, battling massive sea creatures and unpredictable weather.

Only those aspirants who successfully pass both trials can become full-fledged Black Fangs, earning the right to bear the Legion's heraldry and fight in the God Emperor's name.

### Trial of the Jungle

The first task sees the aspirants of the Black Fangs prove their worth as hearty survivalists by venturing into the treacherous jungle alone to track and kill a dangerous creature known as a weaver. These human-sized spiders are always closer to the jungle's edge, and catching them off guard requires exceptional hunting skills. The aspirants must return to the starting position with a fang soaked in the spider's blood to prove their victory. They can take any gear or weapons they need to accomplish this task, but the aspirant must collect any waste material they produce. Overconfidence is a common pitfall for aspirants, as the Trial of the Jungle requires more than brute force to succeed. The aspirant must out-hunt a weaver in its natural habitat while avoiding the other dangerous jungle creatures and damaging the fangs in any way, results in failure. This trial typically takes less than an hour and is often concluded with a single shot. After the spider is killed, it is collected and processed into the weapon coatings used in the subsequent trial.

### Trial of the Sea

The second task is demanding and requires aspirants to work together as a team. Squads of 20 aspirants are split into pairs. They set out on boats designed to hunt down the great Kufre - a massive sea creature. The task at hand is to find and kill the beast. The aspirants must work together, with one pilot navigating the boat while the other attacks the Kufre with a bone spear coated in the weaver's venom. It is a hit-and-run tactic, where the spearman attacks the creature while the pilot maneuvers the boat to avoid the Kufre's counterattacks. If the spearman attacks at the wrong time or place, the Kufre could retaliate and capsize the boat, dropping them into a sea teeming with ravenous juvenile Kufre. The key to success is coordination and endurance, as the Kufre can take a while to tire and die from blood loss even when envenomed. Once the Kufre is defeated, the aspirants take trophies from the teeth and bones of the animal. The bones and plates are then used to craft the aspirants' first sword and knife, and the surviving aspirants have completed their trial.

## Xenos Personnel

### Kufyndrak Brawlers

The Kufyndrak are a species of warriors whose entire culture centers on martial prowess. Brutal strength is only second to the clinical application of force. Kufyndrak brawlers are attached to Vanguard companies, making up a sizeable part of the force. As line warriors of tremendous toughness, the Kufyndrak charge forth, using primarily melee weapons to clean the enemy before them.

### Xandilu Soldiers

Xandilu are biomancers who specialize in healing themselves and their allies. With their innate abilities to strengthen their bodies, they are natural soldiers. This species is split into two body types. The ɠIku are large brutes who prefer the Vanguard chapter, acting as line warriors. Their physical prowess makes them incredibly potent when fighting face-to-face. The !Xo are born hunters, capable of rendering themselves nearly invisible in all light waveforms. With this power, they help the Maroon Chapter in their terror campaigns, fighting from the shadows whenever possible. Xandilu healing specialists are prevalent throughout the legion, helping to keep their comrades healthy both inside of battle and out. Xandilu beast tamers use their wildlife collection as fodder for specific missions, causing other more trained creatures for particular jobs. They are a versatile unit with the best creature for any situation. The Xandilu, as a whole, are a valuable part of the Black Fangs Legion.

### Arnixi Scouts

Arnixi scouts are talented telepaths, mapping the battlefield with their minds. From afar, they do their work as safe from personal harm as any combatant can home to be. With the use of mechanical constructs they pilot, they can also contribute to fights on the front lines. Using these constructs as a focus for their power, they can extend the range of their abilities, giving a clear picture of the warzone to their allies. These constructs of Kufyndrak design are as dangerous as one would expect. Blades and guns are carried and attached to these machines, giving the Arnixi a deadly part to play in a fight. With their telepathy, they form bonds with Sankofa Eagles, seeing through their eyes to create an even more vivid image of their surroundings, even commanding these creatures to strike at one's foes if desired. Though fewer Arnixi are attached to the Vanguard Chapter, they are a valuable asset that the Black Fangs deploy in every theatre of war they find themselves in.

### Sanguarix Fighters

Sanguardix are the male members of the Sanzik species. They are talented in the psychic discipline of divination. With the ability to feel the waves of time, they can predict the movement of enemies and allies with a much higher percentage than would be possible. The power of most of these xenos could be seen as an increase of luck for themselves or misfortune for their enemies. A lucky shot deflects the correct way to wing a target, or a weapon jams in the hands of the enemy, preventing a killing shot. The most potent Sanguarix can use their powers more actively, looking into the future and seeing the trajectories of bullets and swords, dodging them before they are fired. Sanguarix fighters are skilled firearm masters who use long-ranged weapons to hit even moving targets with incredible accuracy.

### Zikolo Diviners

Zikolo are the female members of the SanZik species. Like the Sanguarix, they are talented in the psychic discipline of divination. The Zikolo that participate directly in the war effort participate by becoming a part, if not the leader, of voidship command staff. With their powers to predict the future, they are incredibly good at their jobs, giving insight into possible outcomes of the battle they are a part of. In the void, where many engagements happen at mind-boggling distances, there is a lot of time to use the information divined by the Zikolo, making them a vital part of all void crews. Their relative strength compared to their male counterparts makes them better suited for positions of authority command.

## Xenos Recruitment

Their respective planetary recruitment centers test the aspirant Zephala xenos warriors before being brought into the Black Fangs. The Black Fangs Brood Mother must make these xenos are seamlessly introduced to the chapter and squad they will be a part of. The only xenos ritual overseen by the Brood Mother is used to assess the capabilities of the Arnixi.

### Sankofa Bonding Ritual

The Sankofa Bonding Ritual is a recruitment ritual used to evaluate the telepathic finesse of possible Arnixi Alchemists. In this trial, the Arnixi enters the jungle of Xa-Yemaya unarmed and without its armour. It is tasked with finding and retrieving a Sankofa eagle from its breeding colony. The battle brother stalks through the jungle, avoiding any animals that might impede them. Upon reaching the communal nest, their aura will scare all present Sankofa, making it impossible for them to commune with any. The xenos must then lessen the range of their aura as much as possible while reaching out telepathically to all creatures around them. During this time, they look through the minds of the Sankofa eagles, trying to find one compatible with their personality. Once a match is found, they reach out to the creature, letting its intention be known. If the Sankofa is impressed, they will fly down from their perch and land on the Arnixi's wing. With this, the ritual is finished, and the Arnixi is allowed to join the Black Fangs.

By succeeding in this ritual, the Arnixi can reduce their presence in the warp to reduce detection. More importantly, they can pick out specific minds while in the presence of millions of creatures in the jungle. These skills are essential for Arnixi who join the Black Fangs Legion.

## Combat Doctrine

Masters of hybrid warfare, these soldiers have honed their skills to become experts in exerting unrelenting pressure on their enemies. With precision, they unleash their attacks, skillfully targeting weaknesses to inflict maximum damage. These warriors are a force to be reckoned with in battle, employing every method to achieve their ultimate objective - victory.

Maroons operate from the shadows, often weakening cults with subterfuge and infiltration before they fire their first shot. The Black Fangs, like their Alpha Legion parent warband, do not see the need to engage in "honorable combat" and often avoid fighting for long periods of time before striking quickly when sufficient information is gathered. Whether it be with long range firepower or Yemayan poisons. With the use of Súma Asasen, they eliminate key targets without the enemy knowing there were Space Marines or xenos there at all. The xenos elements of the Legion are often kept out of sight of the loyalist Imperial population, as the citizens of the Imperium are programmed to distrust anything that is not human. As a scare tactic, the xenos warriors are purposefully shown to enemy cultists to increase their apprehension about the situation they are in. Some worlds are indifferent about their saviour's species and are even sometimes more excited about xenos saviours if it means release from their servitude under the Imperium of man.

When a force of shock troops is necessary, the Vanguard enters the fray. Able to fight directly, much better than the Maroon squads, this Chapter is the front line of the Legion. Fighting using shock and awe followed by hold and clear tactics, the Vanguard is able to secure a position and clear the surrounding territory in a precise, methodical manor, dealing death by a thousand cuts. The hold their position with bolters and sniper cover, and strike out, to destroy the enemies that surround them with heavy weaponry and venom-coated blades, before retreating again in a cloud of toxic smoke and leaving a web of traps in their wake. The Vanguard's tactics are enhanced by the lethality of their withdrawal, with every injured enemy becoming a burden the enemy must carry or leave to die. Xandilu beast tamers often initiate battles using disposable animals, who are lethal in their own rights. These animals can be ordered to patrol an area, further increasing the zone coverage the Chapter can achieve. Unlike some other Legions, they prefer not to destroy an area with artillery. Instead, they hold with heavily armoured weapons and prefabricated fortifications while attacking with a small number of fast-moving vehicles that can maneuver swiftly on the battlefield or through cities.

If an enemy is exceptionally entrenched, the Vanguard utilizes its fumigator warsuit. These giant exoskeletons are resilient enough to push through all but the strongest of defensive fire and they carry massive power drills to destroy even the toughest of walls. When within range of the enemy, the fumigators unleash a rolling cloud of vapour which carries any number of Yemayan diseases into every building, trench and bunker without an air-tight seal. Once infected, the enemy is reduced to a horrific example to intimidate the remaining opposition.

The Vanguard cannot always succeed alone. Its real strength is achieved when the Vanguard and forces from the Maroons join together. When a particularly powerful or numerous foe is encountered, an appropriate amount of Maroon Squads will be called to battle. The Vanguard holds their claimed position while Maroon Squads use propaganda and fear tactics to uplift the populace and reduce the morale of the enemy, while striking key targets behind enemy lines. The ferocity of the Vanguard defence makes it easier for the Maroons to harass the enemy. When both Chapters come together, they are capable of securing victory where either one of them would fail on their own.

After a war is won, the Black Fangs engage in a short propaganda campaign, sealing the planet's loyalty, and recruiting a network of spies who can monitor the planet after the Legion departs.

### Falconry

#### Sankofa Eagle

The great sankofa eagles aid their Arnixi alchemist falconers by gathering information before and during battle. The lenses of the sankofa's helm are able to record and transmit images to its handler. This strengthens the alchemist's reconnaissance role during missions. With the steady stream of information from their flying partners, the alchemist can guide the sniper in making shots, even without a direct line of sight. These giant creatures are also capable of abducting humans. With their great talons outstretched, they swoop down, grabbing the victim's arms with their vicious power claws. The venom coating works instantly, driving the target into a compliant state. With instruction, the bird will either return the captive to the rest of the squad or drop it, often from great heights, into specified areas of the enemy encampment. Another direct combat tool at the falconer's disposal is the bony protrusions on each of the eagle's wings. Their outer primary feathers are replaced by thin sharp bone fingers that can decapitate foes who are unable to dodge their swift diving attacks.

The Sankofa eagles possess a hidden ability that grants them remarkable mastery in stealth engagements. Each feather of their bodies holds the power to alter their texture and coloration with a thought, rendering them nearly invisible in any environment. These avian predators are capable of concealing even the prone profile of a fully-armed space marine lying in wait. Additionally, their feathers are imbued with the power of bioluminescence, allowing the creature to create a blinding golden glow. This ability is used to overwhelm and confuse their enemies, who are already struggling to resist the effects of the poison coursing through their veins, dazzling them with ever-shifting hypnotic patterns.

To bolster the Black Fangs' fear tactics, the alchemist will instruct the eagle to fly, cloaked, over enemy camps, diving with their wings outstretched. This dive allows air to flow through bone cavities on their wings, creating a noise similar to a chorus of human screams. The sankofa can fly for long periods without getting tired, allowing for hours of intermittent noise that both covers the Black Fangs' movements and erodes the mental fortitude of all who hear it.

    When hallucinogenic gas is deployed, the great sankofa excels. With their enhanced senses and immunity to the gas, they are able to perform flawlessly inside the cloud. When used this way, the eagle can take a much more direct role in combat. The beast can be ordered to do many different actions, including but not limited to:

* Directing the gas with their wing beats
* Abducting or rescuing specific people from inside the cloud
* Killing or maiming a specified number of hostiles
In these situations, the maroons often allow some of the enemy to live. In their state of hallucination, gazing upon the shifting patterns on the wings of the great sankofa is like staring into the eyes of a daemon. This makes for a potent start to any interrogation.

Beyond their martial applications, the glowing Sankofa eagles serve as powerful tools of propaganda. After a conflict has been resolved, the remaining civilian populations must be pacified and their loyalties reinforced. The Black Fangs, as the Emperor's chosen angels, excel in this role. Before departing from a planet, the assembled squads will deliver a rousing speech in the largest population center, proclaiming the goals of the Zephala Syndicate. And behind the orator, a Sankofa eagle will perch, spreading its wings wide, showcasing a pair of eye-like patterns, and bathing the listening crowd in the resplendent golden light. The glowing aura emanating from the Sankofa bathes the assembled throngs in a family of the Emperor's light, possibly calming the more zealous type.

### Legion Tactics

Hallucinogenic smokescreen:
The gaseous I̗nsíkri created using leaping mushroom spores is used both to obscure vision and incapacitate enemies without respiratory protection. This technique is used frequently by the Maroon squads when engaging such foes, with the squad alchemist able to control its effects. Survivors of these chemical attacks have reported a plethora of effects, depending on what mixture they were exposed to. The hallucinogenic clouds cause chaos wherever they are thrown, but the one constant noted by all survivors is the appearance of the Black Fangs when they were under the influence. The Marines are said to look like "Black and green daemons appearing from the depths of a swirling white storm." The Fangs' photo lenses glow a bright yellow, leaving "streaks of burning fury that trail them as they sprint through the thick gas."

Vapour weapons:
The diseases carried by Yemayan Jungle Water are dangerous on their own, but they ascend to new heights when the Black Fangs' alchemists refine and customize their own strains. Vapour weapons take many different shapes. These airborne viruses are used in warsuit fumigators, vapour grenades, and even in small vials capable of infecting an entire room when opened with deadly effects.

Pharmacological Torture:
The Black Fangs see most physical torture as barbaric and ineffective. For every broken bone, a desperate lie escapes the lips of a heretic. The Legion prefers the use of pharmacologically advanced interrogation techniques when information needs to be extracted from an uncooperative source. From the variety of chemical agents developed on Yemaya, three are chosen by the alchemists for this use—the Irora Iku and Sankofa venoms and leaping mushroom spores. When used individually, these substances can crack even the toughest human. When used in conjunction and in greater quantity, these toxins can temporarily overcome even the immune defence of a space marine. With their bodies overwhelmed by venom, any subject is pliable to suggestion and open to questioning.

Sankofa venom produces an overpowering feeling of compulsion when in the presence of the sankofa itself. Alternatively, the sankofa venom can be controlled by a Soulweaver, making them much more desired in interrogations. Under the venom's influence, the sufferer will feel compelled to answer any question. While not a truth serum, this potion ensures that even a tight-lipped prisoner is unable to stay quiet for long. Irora Iku poison causes a feeling of intense dread, pushing the victim to madness and causing them to claw at the site of exposure. After enough time has passed, an excruciating pain flares across their bodies, making death feel like a pleasant alternative. If the prisoner is sufficiently restrained, the experience will leave no lasting damage, allowing subjects to be released after capture. This is a helpful tactic for creating disposable spies or saboteurs out of heretical captives after they are no longer useful for information. The fear of repeated exposure compels them to follow orders. The strain of leaping mushroom spore used for interrogations is specific to this task, making it the most effective for intelligence gathering. The spores create vivid hallucinations of whatever the person fears the most. Sometimes it is the interrogator themselves, but usually, when a heretic is too scared to speak truthfully, they are more afraid of their overseers. In this case, they will attempt to speak to the apparition, begging for their lives and pleading for forgiveness. In this mind-altered state, secrets are often spilled. To further ensure the reliability of any extracted information, the Black Fangs interrogate two prisoners separately to cross-reference the answers they are given. Pharmacological torture is used to support the Legion's other information-gathering techniques and is never used independently. As refined as this extraction method is, it is still possible to be fed information the subject does not know is false.

Yánda Code:

Yánda code is a unique communication system used exclusively by the Black Fangs Legion of Space Marines to communicate messages and intimidate their foes on the battlefield. This code is based on a complex series of clicks and percussive sounds backed by sometimes ghostly singing. Xandilu can speak this language fluently, as it is their native tongue, and the Veilborn Marines can use their augmented physiology to do the same. The language can be spoken through vox grills, as a tool in psychological warfare, alongside their advanced vocal mimicry ability. This creates an eerie or aggressive atmosphere, filled with both foreign and familiar noises to unsettle the enemy before attacking. The intimidating effect of ghostly singing in Yánda code can be enhanced by tapping and banging on objects such as tree trunks or metal piping and even the Black Fangs' power armour. Along with these more traditional methods, the Black Fangs can also use vox screams not unlike that of the Night Lords Traitor Legion. This is done through the use of an unknown techno-virus, released to run rampant on enemy communication networks.

Vox Drums:

The Black Fangs often employ a modified vox scream, known as vox drums. This scrap code infects enemy communication devices and speaker systems, playing a continuous drum beat, while keeping the system from being turned off. Unless the power to those devices is cut manually, these drums will continue, pounding the eardrums of those around. This results in the enemy choosing between audio torture and disabling their communications arrays.

Sniper Traps

Sniper traps are set up in various locations around Vanguard held positions. Enemy infantry is wounded in a clear location, where they remain until someone comes to their rescue. When those rescuers come, they provide the sniper with more targets to maim and kill. These sniper traps are a large hit to morale, with the injured enemy in pain, leaving the enemies a grim choice between killing their own ally or attempting a suicidal rescue.

## Notable Members

 File:BFBasiliskKwakuAnansi.png  Kwaku "Anansi": Kwaku is one of the Flawed Twins, and the Legion Master of the Black Fangs. Keeping a definite order of command between Kwaku and Jabari is necessary to coordinate the Legion. Kwaku is a fierce fighter with a love for fear tactics. He stalks his enemies from the shadows and strikes with tactics he has devised to significantly impact the enemy's psyche.

 File:BFBasiliskOgunJabari.png  "Ogun" Jabari: The Flawed Twin, Basilisk Ogun Jabari, is the towering figure at the head of the Vanguard Chapter. Jabari is huge, even outside his armour. His combat prowess, leadership abilities, and larger-than-life personality make Jabari a figure who commands the respect of his subordinates and inspires them to fight harder than ever before. A vicious warrior who leads from the front, Jabari is known for his aggressive tactics and unyielding determination. He fights with the ferocity of a beast, tearing through enemy lines with his massive axe and striking fear into the hearts of his foes. Jabari is a talented and powerful psyker who overwhelms his foes with his physical strength and mastery of venomancy. With Venomancy, he burns away chaos corruption with golden venom and spreads plagues to his enemies. His Mbébwa, the warriors under his command, look up to him with awe and respect. Jabari is more than just a leader - he is a force of nature, a living embodiment of the Black Fangs' steely determination and spirit. And as long as he remains at the head of the Vanguard Chapter, they will always be ready to face whatever challenges lay ahead. Ogun Jabari is the leader of the Legion's technological development. Before leaving Xa-Yemaya to travel the stars, Jabari fought against the largest Kufre shark in Yemaya, Olókun, killing it for the first time in recorded history. For this honour, he was gifted the bones and teeth of the entire creature to do with it what he wanted. Out of the creature's second-largest spine plate, he crafted an enormous weapon named Leviathan's Requiem. Jabari carved the story of the Black Fangs onto the largest spike and donated the piece to Brood City, a museum attracting pilgrims from all over the system.

Soulweaver Kaymar: The former Soulweaver Prime of the Black Fangs, who was incapacitated in the battle on Druellean VII. In a duel against a Mooncalf from the Pilgrims of the Plague Moon, Kaymar was caught off guard by an act of mutually assured destruction. The vile chaos champion impaled himself on Kaymar's sword and overwhelmed his mind with an intense psychic attack. In an unconscious state, he was moved to Yemaya in hopes of his eventual recovery.

High Alchemist Kofi: High Alchemist operating on Yemaya to further develop i̗nsíkri.

Baron Bembe: Baron Samby of the Black Fangs, with the task of monitoring The Kítireri Thrum's hold on the Vanguard.

Mbébwa Quajo: Fòjron in the Brotherhood of Venom.

Soulweaver Prime Emeka: Soulweaver Prime of the Black Fangs.

    Ba Jacobei: The Techmarine of the Venomblade is a skilled machinery operator, piloting a Warsuit when needed, bringing formidable firepower and tactical support to the battlefield. Behind the scenes, they tirelessly maintain the squad's weaponry and technology. Their expertise and dedication ensure the Venomblade remains effective, combining martial prowess with advanced technology. He was the sole survivor of the Synrock Campaign

Baron Nnambi: Baron operating in the Venomblade.

Soulweaver Idir: Soulweaver operating in the Venomblade.

Abróuni: A marine from an unknown Legion, found fighting a small chaos cult by himself. This warrior's identity became irrelevant when Ogun Jabari witnessed his zeal in the destruction of servants of the primordial annihilator. Leaving his squad to watch, Jabari leapt into action beside the mysterious combatant. Once the dust settled, Jabari had grown fond of the wayward soldier, bonding through the struggles of war. His fate was sealed when Jabari discovered this man's habit of trophy collection and armour tinkering. From then on, the mysterious marine served in Jabari's retinue, the "Brotherhood of Venom". Never once was he asked about the curious insignia hanging from his belt.

### Legion Súma

    Chrystalline Gonsalveria: The Kòmandan of the Legion's Asasen and the former shipmaster of Kwaku Anansi's personal craft, the Midnight Vindicator. Her attempt at the Trial of the Jungle is detailed in the short story The Weaver.

During a daemon incursion aboard the Midnight Vindicator, Chrystalline was locked in battle with neverborne. The struggle there was hard fought, costing the lives of much of the human crew. Crystalline survived the engagement but was mortally injured. On her deathbed, she agreed to a possible life-saving experiment.

She was brought back to the Yemaya system and given to Magos Biologist Teluul Mosswood and the Amowia of the Seraphine Afana on Skriark. Mosswood, with millennia of research and experimentation regarding Xandilu-human hybridization through his work on the Veilborn project, was curious about how feasible augmenting a baseline human with Xenos organs would be without gene-seed. Mosswood's first, non-vat grown subject was Chrystalline Gonsalveria.

After a successful implantation, Chrystalline was not only saved but also markedly improved. Her new stature, strength, and speed came with the side effect of a permanent aura of psychic energy that alerted everyone to her presence. The original Seraph's Heart also gave her a constant golden glow and phantasmal flames which appear all over her body. These effects can be suppressed but never extinguished entirely.

After the procedure, Chrystalline began wearing custom power armour, which hid her aura and flames while allowing for their strategic usage when desired. Releasing her aura and increasing its effects are effective ways of drawing enemy attention away from those around her, which often results in Chrystalline's position becoming the focus of enemy fire.

Now, with her new modifications, she takes a more combat oriented role in the Legion.

## Legion Appearance

### Legion Colours

The Black Fangs wear the colours of their respective Chapter. Maroon hunters wear primarily black armour with green accents and a green and gold pauldron displaying the original Legion symbol. The Vanguard has an inverse colour scheme with primarily green armour. The green and black colouration allows the marines to blend into their often jungle surroundings, and the dull gold represents their homeworld's star.

As the life of a Black Fang progresses, the brother will adorn their armour with trophies taken from creatures of the worlds they have travelled to. Unlike many other Legions, these fighters decorate their armour with tribal patterns and a refined form of scarification. These practices have an ancient Nordafrik origin; The armour of veteran members becomes a tapestry dedicated to their history.

### Legion Badge

The two Chapters of the Black Fangs share a common central symbol. A skull with four eyes, mandibles and an open mouth punctuated by four sharp fangs. Both Chapters have versions of this centralized icon, each representing their roles and mentalities. The Maroon Chapter symbol is backed by a simplified body plan of the weaver spider itself, meaning its intelligence and propensity for guerilla tactics. On the other hand, the Vanguard Chapter's symbol is surrounded by the teeth of the Kufre, a giant shark that, when aggravated, will hunt a target until it kills it or dies in the process. The two Chapters and their badges represent both sides of the Black Fangs' combat tactics.

## Enemies

 Orks |      | Burning with a seething hatred for the Ork threats ravaging the Galaxy, The Black Fangs view these interlopers with contempt and disgust, challenging every Klan they come across. They detest the Orks' wanton disregard for the planets they inhabit and vow to oppose them at every turn.

## Notable Quotes

### By the Black Fangs

"*The Adeptus Mechanicus is a necessary institution that fuels the Imperial war engine. They are also a pathetic cult that worships a perverse representation of the God-Emperor while stealing from the people of the Imperium. They jealously hoard their knowledge in an attempt to outdo others of their order. While doing so, they only provide a fraction of what they can afford to share, while so many of our people suffer and die in obscurity. All innovation is monitored and tested to conform with their religion, and what does pass these tests is often desperately controlled. We, the Black Fangs, will do what they will not. We will teach the ignorant, we will improve the old, and most importantly, we will spread our knowledge wherever we go. Our Legion is new, and our contributions can hardly begin to repair the damage the great Imperium's technological stagnation has done. But we must try anyways. For one should contribute according to their potential, and receive based on their necessities. Most Machine cultists would rather take from those in need to provide for themselves. I am disgusted that Humanity must rely on blasphemers that care more about competing with each other and advancing their own careers than improving the Imperium we hold dear.* "
—Ogun Jabari### About the Black Fangs

## Gallery

Chrystilline Before transformationCanon Friendly Kwaku Anansi, by Orniris TerensiCanon Friendly Ogun Jabari by Orniris TerensiCanon Friendly Kwaku Anansi on his throne, by LJ KohAlternative of throne scene, with Ogun Jabari and Chrystalline Gonsalveria. By LJ Koh