Machaen Heralds

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**This article, Machaen Heralds, was written by StealthyFiddle. It may be linked to any page without asking for the author's permission.**

## Machaen Heralds

Machaen Heralds Armorial and Legion Iconography

Offical pict-capture of a Machaen Heralds Astartes, adorned in his Panoply of War

## Space Marine Legion

### **Homeworld**

Terra(Originally)
Eris (After Compliance)

### **Unique Organisations**

Soterian Brotherbands
Aristaeus Brotherbands
Neptunial Brotherbands
Deimian Brotherbands
Cychreus Brotherbands

### **Observed Strategic Tendencies**

Overwhelming Application of Force
Drop Pod Assault
Shock and Awe
Brutal Melee

### **Colours**

Gray (Founding Scheme)
Gray and Crimson (Post Battle of Musco)

### **Battle cry**

"For the Emperor!", "For the Blood! By the Blood! For the Emperor!"

The Machaen Heralds are the XVIth Space Marine Legion raised by Malcador the Sigillite on Terra at the dawn of the Great Crusade in the late 30th Millennium. Headed by Azuth Valga, the Primarch of the Legion since the Battle of Musco during the Unification Wars, the Machaen Heralds have earned a grim and savage reputation. Willing to go to most any lengths to complete a mission, they commonly exit a warzone with far less numbers than they entered with. The Machaen Heralds first notable campaign after the Unification of Terra was the Compliance of Eris, their homeworld, which, after it’s pacification and compliance, was taken by the Heralds and transformed into their premier Training ground, and the outermost Fortress to protect Terra from outside threats.

## Legion History

### Savage Heralds of Terra

After the Emperor’s Sacrifice to save the Primarchs from the corrupting grasp of the Chaos Gods, the offspring of these Demigod-like warriors, the Legiones Astartes, were drawn to finish the Unification of Terra. The XVIth, would be formed, taking their geneseed from the mighty and savage Azuth Valga, and would conduct themselves much like their brother Proto-Legions. The XVIth would conduct and fight like their brothers, not developing any notable tendencies until their compliance of Boeotia, their training grounds upon Terra, where they started adopting a unique culture, mostly based upon the Ancient-Greco traditions from ruins in the area. These traditions would long become a favored naming convention in the legion, with Azuth Valga himself naming his favorite weapons of his arsenal after Ancient-Greco figures of legend. However, the compliance which most set them apart was their Compliance of Ursh, and specifically, the Battle of Musco. A particularly bloody battle for the XVIth legion, they lost near a full chapter of Astartes in a combat with a powerful Psyker, long cementing a hatred of most any psykers. In remembrance of their lost brothers, they bathed their hands and feet in their brother's gore, officially adopting a color scheme aside from the plain grey of their founding.

The XVIth Legion’s name after this point became synonymous with savage and brutal assaults that would not stop until their enemy was either dead or they could not wage war. This only grew as they learned more from their Primarch, for Azuth Valga had trained under Arik Taranis, who fought brutally, and savagely. Under Azuth Valga, the XVIth seemed more and more akin with their brutal forebears, the Legio Cataegis, the Thunder Warriors. They seemed to strive in this way of war, and never sought to change it. However, due to this very ignoble and savage way of war, they have not developed a well liked reputation, commonly referred to as ‘Valga’s Butchers’, a reputation they have accepted, for both Azuth Valga, and his legion of warriors both agree they are nothing more than warriors, bred for nothing else but to kill and destroy.

Without doubt however, their most famous and infamous battle before the Great Crusade was the Compliance of Eris, the Dwarf Planet beyond even Pluto. Long a home of villainy and scum, it was set to be brought into compliance by the Machaen Heralds, when they entered the area around Eris, they were immediately engaged by rudimentary defense systems, lulling a false sense of superiority. For as soon as the Machaen Heralds descended upon Eris, they were met with heavy fighting, and immense casualties. The pirates and scum had made home beneath the surface of the dwarf planet, leading the Machaen Heralds into chokepoint upon chokepoint. Even with their power armor, they were plagued by traps and ambushes. Brotherbands would be picked off, one by one, until Valga approved the deployment of one of the first Aristaeus Brotherbands, clearing a bloody swath for the other Brotherbands of the Legion. This deployment allowed the standard Brotherbands of the Legion to divide and conquer, wiping Eris clean of any and all life, and granting the Machaen Heralds the world upon which they would wrought more of their brothers.

## Legion Homeworld

The Dwarf Planet of Eris located in the Sol System, now the home of the Machaen Heralds has been treated as such, now a mighty fortress covered in battle damage, it displays the pure brutality of the Heralds. With no expense being made to properly repair the surface from any accidents. The mighty Manufactorums have created an atmosphere for Eris, filled with billowing smoke, and smog. The surface of Eris has been completely hidden from view except for the rare times in which the atmosphere is cleared. It is a rare sight to see a vessel of the Machaen Heralds not harbored at Eris’s mighty docking elevator, taking in new Astartes by the thousands.

### Hall of Kherion

The Hall of Kherion is the subterranean area in which Aspirants of the Machaen Heralds are thinned and culled. Through a brutal selection process the potential aspirants are sent through trial after trial until only the strongest remain, usually an entire Warbands worth can be done in a single group, with multiple groups going on at the same time. Each Group is about twice the size of a Warband, accounting for losses due to the Geneseed implantation. Once the groups have been significantly thinned and implanted, usually a little more than 1500 neophytes are left, which are then thinned down even further in the Logoi Aimorragias. This culling and blooding, usually done in groups of 30, help strengthen the bonds between brothers, and at the end, the aim is to have 20 Brothers to form a Brotherband. This methodology of creating new Astartes, while taking longer than usual, tends to create higher experienced Astartes, as well as closer kinship among them.

### Forge of Vulcan

Forge of Vulcan
The Forge of Vulcan is an immense Manufactorum, taking up a large majority of Eris, and covering its entire surface. The immense forges serve to supply The Machaen Heralds with most of their consumables, producing millions upon millions of Bolter Rounds for the Heralds to exterminate their foes. While it can produce most of their consumables, it has still not been blessed with the right to produce their Power Armor, nor do they have the secrets to produce it.

The Forge’s most noteworthy production, at least to the Heralds, is its massive Chain-weapon forges. Producing Chainaxes by the hundreds. Needed due to the Heralds tendency to destroy them. The most sophisticated production the Forge of Vulcan has is the Herald's many Vehicles, only knowing how to produce the Rhino in any significant numbers. While it possesses the knowledge to produce Land Raiders, mostly obtained from underhanded deals, it produces them in the deepest areas of the manufactorums to keep it a secret from the Mechanicum.

### Logoi Aimorragias

The Logoi Aimorragias is the Machaen Heralds Gladiatorial Pits, and Grounds, located deep beneath the surface of Eris, it serves as the primary blooding grounds for the Neophytes of the Machaen Heralds. In the Pits, thousands of Neophytes die each year, killed by their brothers in arms. The Logoi Armorragias is a holdover from the original recruits of Ursh, a practice which Azuth believed helps strengthen the Legion as a whole. The Logoi Aimorragias is a secret held close to the Legion, and is never disclosed outside the Legion. The many Prisoners taken by the Machaen Heralds, are sent to Eris, and are held in immense cells, to be used as materials to help the legion’s neophytes along in their path to become Astartes.

### Dysnomia

Dysnomia, the sole satellite of Eris, is a mighty fortress displaying the exact persona of The Machaen Heralds, it is a mighty Fortress of Iron, and is used as the Final step for the New Warbands to enter the Machaen Heralds. The Final Test involves multiple Warbands fighting each other to death, the victors enter the ranks of the Machaen Heralds, the beaten are sent to act as mighty opponents for Brotherbands to overcome. Dysnomia is both the testing ground for the Astartes of the Machaen Heralds, and the First line of Defense for both Terra and Eris. The Final Test, while brutal and effective, was done away with by Valga after he required more Astartes, more than the current process could provide.

## Legion Organisation

The XVIth, the Machaen Heralds did not change much of their organizational structure, however, the way they all interacted, did change. Their organization has remained nearly the same since the days of the Solar Unification, and thusly are very similar to the Terran pattern organizational structure created by the Imperial Officio Militaris for use by the Legion, which many Primarchs had completely disregarded or changed, however, Valga, not being very proficient with military structuring, decided to keep it the same, for it had worked for the majority of the Terran unification.

The smallest formation within the Logos Terra Militia, and the Machaen Heralds is the Squad, or as the Machaen Heralds have renamed it, the Brotherband. A group of 20 Astartes who remain together for life, advancing as a group, and refusing any and all reinforcement, they are a family who are as close a group as the Primarchs with their brothers. The Brotherband would elect from their number the Chieftain, the one the rest of the group believed was the best suited to leading the group, and the Chieftain was always able to be voted out, if they believed he either was not suited to the mission, or another had displayed skills applicable as the Chieftain. Veteran Brotherbands commonly only number a handful of marines, with a full veteran Brotherband being regarded as either insanely lucky, or insanely skilled.

The Heralds, like their brother legions, contained the equipment and wargear to field most any type of unit available to the Legions, however, they did have some specific strategical tendencies that would either forbid the use of, or encourage the use of specific organizational units. Most notably, they do not field destroyers as typically ordained, but instead field brotherbands designated as ‘Aristaeus Brothebands’, filled with those marines who have lost their own brotherband, and are put to use as both shock infantry, and the destroyers of the legion, killing most any who they come across.

The Heralds, however, do not have a very good supply of most complicated weaponry, for their method of war is very taxing on all of their equipment, and try to maintain good relations with the Mechanicum, specifically avoiding areas which may contain STCs, or upon the location of one, would specifically engage that area in order to secure it for the Mechanicum. Thus, they have a very stocked arsenal, and anything they use in significant numbers they can produce themselves, notably the teeth for chain weapons, and ammunition.

The Heralds adoption of new variants of squads was typically very slow, for Azuth Valga preferred to use what was ready, proven, and worked. Thus, they very rarely adopted new squad types. The only notable exception to this rule was the Tactical Dreadnought Armor, which Valga immediately saw the use for, and pushed for its development.

The Heralds have shown a very heavy preference to Assault and Despoiler Squads, preferring to get in close and tear their enemy limb from limb. However, even if the Assault Squads and Despoiler squads have preference in the legion, the Tactical Squad is still one of the most readily available and abundant squads in the legion, not due to their preference, but due to their very flexible nature, able to fill most any slot needed. The despoiler squad, while not as fast as the Assault Squad, was both equipped with bolters, and melee weapons, and thusly was more popular among the Brotherbands, as it allowed for them to cover a wide tactical range of possibilities.

The most common individual formation among the Heralds is the Battleband, a grouping of nominally 5 Brotherbands, for a nominal manpower of 100 Line-Astartes. The Battleband was the nominal and typical formation among the Heralds, and each one was led by a Battle Chieftain, the equivalent of a Captain, and was the base group deployed for campaigns.

The size of Battlebands in actuality was very vast, due in part to the specific treatment of casualties among brotherbands, some battlebands could be as small as 5 Line-Astartes and still be considered a full battleband, however, should this occur, typically another group of brotherbands are assigned and the remaining are instead treated as battleband veterans, should they not volunteer to another type of band.

The next formation present in the Heralds is the Warband, with a nominal strength of 1000 Astartes in 10 battlebands, and is the equivalent of a Chapter, and is led by a Grand Chieftain. The seniority of the Warbands was by number, the lower it was, the more senior you were, so the Grand Chieftain of the 1st Warband was the most senior of them all. While the battlebands were the base organizational step, Valga and the Heralds preferred deploying Warbands at a time.

The Machaen Heralds also had a pretty sizable fleet, with about 80 capital tonnage vessels, and near four times that number in lighter tonnage vessels, the vessels of the Machaen Heralds all put prime focus upon getting closer to the enemy to engage in boarding actions, however, they are still dangerous foes at range, putting prime importance upon Macrobatteries, and Macroturrets. However, when they get into range, they let loose a volley of Ursus Claws, pulling in any ship to allow for boarding. Elsewise, the only notable thing about their fleet is their overabundance of drop pod launchers. Every ship has a whole host of them to allow for both the rapid deployment of Astartes, and the support of the assault by launching down supplies and supporting Drop Pods

## Legion Command Hierarchy

The Machaen Heralds, like all Legion's, was commanded by it’s Primarch, Azuth Valga, who held absolute power over all the Legion. Below him were his Grand Chieftain’s, each the pinnacle of martial and strategic prowess in the legion. Beneath the Grand Chieftains are the Battle Chieftains, the leaders of individual Battlebands of 100 Astartes, below them are the Chieftains, each the leader of a brotherband, a closely knit family of Astartes. Every officer in the legion was expected to not only take active actions during a compliance, but they are expected to set examples for the rest of the Legion.

Below all the officers were the Rank and File Astartes of the Machaen Heralds, they were responsible for bringing Worlds into compliance. Where others may find the intricacies of the Machaen Heralds organization odd and confusing, it makes perfect and clear sense to them. At the base level, they are with their families, and fight with their families. To them, anything above them is simply for ease of assignment to operations, and strategic control.

While all organizations below the Warband technically were of the same rank and honor, there were unspoken honors given to those who fought longer, easier access to the Legion’s artificers, easier requisition of equipment, and assignment as Honor Guards. These honors were typically only given to those Brotherbands who have fought for longest, and were usually given the right to deny deployment. While rarely used, it gives those brotherbands the right to choose where they want to fight.

The Grand Chieftains of the Machaen Heralds had both subtle and obvious intricacies. On one hand, at the organizational level all Warbands were equal, but in practice, the lower numbered the Warband is, the higher the seniority of it’s Grand Chieftain, the 1st Grand Chieftain is of a higher rank than the 5th Grand Chieftain for example. In a more subtle intricacy, the Grand Chieftains were given the right to both protest and argue Azuth Valga’s decisions, however, in order for their word to have any meaning a majority would have to be reached among the Grand Chieftains, in their own personal Council.

This council of Grand Chieftains has no name, but is respected nonetheless, and while not officially endorsed by Azuth Valga, he has accepted its role in his Legion, acting as a failsafe should Azuth Valga make a poor decision. However, due to the role it serves, it is kept a very close Legion Secret, and none outside the Grand Chieftain’s, Azuth Valga, and his close council know of it. For should it be known it would not only indicate a weak level of control over the Legion, but it would look poor for Azuth Valga as a whole, insinuating he could not rein in his own Legion.

The overall organization of the Machen Heralds is done because at the end of the day, Azuth Valga is a poor organizer, instead he revels in the fight. The simple and fraternal way the legion is organized is done as such to both allow Valga to continue succeeding in what he is good at, but to also give his legion a level of independence unseen by Azuth Valga, among the other legions. This level of independence also allows for in the moment decisions by Chieftains of every level, allowing for quick response to most any situation. This, in conjunction with the overwhelming amount of forces deployed in most any situation allows for the Heralds to quickly dismantle and destroy any opposition.

While the Heralds mostly organize for ease of deployment, and fraternal bonds, it cannot be denied the importance of length of service and veterancy. Those Brotherbands who have served for longest are given both special treatment, but also preferential treatment. While those who have been deployed upon battle after battle, and succeeded each time are given the opportunity to act as a Chieftain’s Bodyguard, or are given the right to choose their own wargear, unrestricted by the typical organizational restrictions imposed by Squad designations.

### Special Ranks and Formations

* **The Council** - The Council is the informal organization of the Grand Chieftains of the Legion, a way for the Warbands to provide their input to the Primarch, and to allow them to settle any disputes. For they are completely anonymous and outside the typical organizational structure of the legion. Each member of the Council is of equal rank, and in order to come to any conclusion a majority must be reached. While they officially do not exist, and none outside it’s ranks, excluding Azuth Valga know of it, it serves a vital purpose in aiding Azuth Valga come to strategic decisions and diplomatic methods. The only way for Grand Chieftains to enter the Council, held in an off-limits area in the Spirit of Eris, is to show up in person, and to provide their individual identifying seal, usually embossed with a figure of Ancient-Greco legends.
* **Soterian Brotherbands** - The Soterian Brotherbands act as the Bodyguards of the Legions Officers, usually assigned based on rank, Chieftains would have 2, Battle Chieftains would have 5, Great Chieftains would have 10, and any rank above Great Chieftain would be assigned 20 Soterian Terminators. As a part of the induction into the Soterian Brotherbands ranks Marines must abandon their names, instead being known simply as a Soterian. Typically, Soterian Brotherbands are equipped with Chain Glaive and Storm Shield. However some may abandon their Chain Glaive in favor of a heavy weapon. Although their weaponry changes, they all are equipped with Masterwork Terminator armor of varying patterns.
* **Aristaeus Brotherbands** - Aristaeus Brotherbands are the most savage marines in the Legion, acting as the blunt hammer which Heralds the arrival of the Machaen Heralds. Marines volunteer to enter the Aristaeus Brotherbands, usually done so after their brotherband has been effectively destroyed, and once approved and accepted into their ranks, they undergo a procedure which marginally increases aggression and pain tolerance. Aristaeus Brotherbands are always equipped with Terminator armor, and Chain Axes, such a loadout fits their purpose admirably.
* **Neptunial Brotherbands** - The Neptunial Bands are not a specialized unit, but an assignment. Battlebands assigned the task of being a Neptunial band stay aboard important vessels, protecting them from boarding attempts. The first 5 Neptunial Bands are always assigned to the Spirit of Eris, to both protect it, and to act as a swift spear, capable of eliminating enemy vessels which it has started to board.
* **Deimian Brotherbands** - The Deimian Brotherbands are the specialists pulled from the ranks of the Cychreus Attack Squads. Fulfilling a similar role to the Cychreus Attack Squads, the Deimian Attack Squads are equipped with Jump Packs, and are tasked with the elimination of dangerous enemy elements, usually artillery pieces. Once this is complete, they are tasked with sowing as much fear as possible, usually by sporadic and continuous deployment and butchery, sowing confusion and fear amongst the enemy.
* **Cychreus Brotherbands** - The Cychreus Brotherbands are those squads who have been assigned the task of eliminating enemy leaders, no matter the cost. Usually wielding quite gruesome weapons, those capable of immense bloodshed and slaughter, they cut a bloody swathe until their mission is complete, at which point they retreat, waiting to be unleashed again.

### Officer Ranks

* **Warchief** - Praetor equivalent. An honorary title given out to the most savage and brutal Grand Chieftains. While conferring no seniority, it conferred an inherent level of respect. It is rare for the title of Warchief to be given out, as most Grand Chieftains are already the pinnacle of savagery and brutality. Those who are given the rank of Warchief are the most fearsome leaders of the Legion, their deployment typically implies it is an extremely important campaign.
* **Grand Chieftain** - Lord Commander equivalent. The Grand Chieftains of the Machaen Heralds are the leaders of the Warbands of the Legion, the chapter equivalent of the Heralds. They are supreme examples of what the Machaen Heralds strive to be, brutal, savage, and unrelenting.
* **Herald** - Lieutenant Commander and Lieutenant equivalent. The Herald are the elected Battle Chieftains among the Battlebands of the Warband, and act as the Grand Chieftain’s second in command, and is the one trusted with communicating the Chieftain’s command.
* **Battle Chieftain** - Captain equivalent. The Battle Chieftain is the leader of the Battlebands of the Machaen Heralds. They are usually elected from among their peers, and are typically the favored of the Battleband, usually meaning they are given the right by the rest of their brothers to speak for them all.

### Specialist Ranks

* **Champion of Ares** - *Legion Champion* - A Champion of Ares’ sworn task was to hunt down and slay the commanders and heroes of an enemy force in single combat. Armed with the finest weapons available, these deadly warriors embodied the honour of their Legion.
* **Warmonger** - These Battle Chieftains are hardened commanders who were much respected for their willingness to heroically throw themselves and their men into the toughest resistance, and are entrusted to prosecute shock assaults which crush the foe in a single action. To these warriors, the informal title of 'Warmonger' is attributed.
* **Herald of Talos** - *Legion Praevian* - A Herald of Talos was a unique position within the Legion who were often assigned to serve as the commander of a cohort of Battle-Automata, the walking engines of death forged by the Legio Cybernetica and bonded in service to an individual Space Marine Legion. Distrusted by most of their peers, only the most independent of marines would ever dare volunteer for the Heralds of Talos.
* **Elected Herald** - *Legion Delegatus* - A Elected Herald was a mid-ranking Legion officer, such as a Battle Chieftain, tasked with a specific mission by Legion high command and formally deputised to act in all matters with the full weight of their commander's authority. As such, they could mobilise the Legion's resources to the full, deploy its assets and, if performing a mission of vital strategic worth, assemble a strike force of chosen warriors.
* **Herald of Hecate** - *Chaplain* - The Heralds of Hecate, of the Machaen Heralds were the sole force responsible for the disposal of Psykers. Due to the Legion’s heavy distrust of Psykers, they have created an entire specialty responsible for the gathering, torturing, and killing of Psykers. The Hunters of the Heralds are also responsible for watching over the Legion’s Navigators and Astropaths, keeping them well aware of the thin line they are treading.
* **Herald of Perses** - *Master of Signal* - A Herald of Perses was commonly attached to the forward elements of a Space Marine assault, providing communications support across the wider warzone, and was capable of calling down a pinpoint bombardment from either orbiting fleet assets or static artillery positions nearby, engulfing the foes of Mankind in flaming destruction.
* **Herald of Thanatos** - *Moritat* - A Herald of Thanatos was an unofficial designation given to certain Astartes of the ancient Legiones Astartes who displayed suicidal urges and a blatant disregard for overall combat doctrine. Operating independently on the battlefield, these individuals were often employed as efficient shock assault troops and assassins.
* **Herald of Vulcan** - *Forge Lord* - The Herald’s of Vulcan are the true masters of the forge in the Machaen Heralds. They are unequalled in terms of skill in the legion, and are the prime artificers in the Legion. Typically the Herald’s of Vulcan do not leave their forges, however, should their skill be required, they take to the field upon devastating pinions of fire, letting loose the full destruction available to the legion
* **Herald of Asclepius** - *Primus Medicae* - The Heralds of Asclepius are the Chiefs in all things medical, they have the right and authority to deny even the Grand Chieftains. The Heralds of Asclepius is the senior-most Apothecary in the Legion. As head of the Apothecarion, the Master of the Apothecarion is responsible for assigning Apothecaries to Companies, so that they may heal their battle-brothers or recover the gene-seed.
* **Athenian Herald** - *Siege Breaker* - The Athenian Herald’s are the pinnacle when it comes to Sieges, unlike many in the Legion, the Athenian Heralds are calm, collected, and master strategists and logisticians. These are the few in the Legion trusted with Phophex, and are the sole Astartes in the Legion cleared to deploy tactical scale exterminatus.

### Line Ranks

* **Chieftain** - Sergeant equivalent. The Chieftain is the lowest ranked officer in the Legion. They are elected from their family and are typically switched about often, usually depending on the mission, the brother who is best at the needed task is elected Chieftain.
* **Brother** - Line-Astartes equivalent. The main force of the legion, these are the Astartes who make up the majority of the legion, and are the ones who are responsible for the majority of Legion actions.

## Legion Recruitment

The Machaen Heralds cast a Wide and Deep net when it comes to gathering aspirants. All elements of the Legion attached to Expeditionary Fleets are equipped with the capability of taking back aspirants to Eris to feed the Machaen Heralds more Astartes. They recruit from all worlds, Feral, Death, Feudal, Industrial, Civilized, they do not choose selectively. They simply take who they want, and send them back usually with a Battleband to act as protection. After they reach Eris, they are simply dumped onto the surface for the Astartes of Eris to deal with, and they return to their Original Fleet to do the process again. Typically no more than twenty of these groups are away from a fleet at a time, and should more than five be sent, it is not uncommon to reduce the accompanying protection to a single Brotherband of 20 Astartes.

Once the Recruits have been deposited upon Eris, the Astartes present will begin organizing them, grouping them into Brotherbands about four times the size of usual, or about 80 aspirants. This is done to all intaken recruits, as this is the basis upon which their training will occur. They are sent through grueling battles meant to harden themselves and drive them closer together. Each battle ends with a broken recruitment band, who are to act as more tests for the other recruits. After the groups are about 40 men left, they are finally implanted with the final stages of the geneseed, the stages most likely to kill them. Those who survive have one more test to complete before they are allowed into the Machaen Heralds proper.

The new Astartes are taken to the Moon of Dysnomia, upon which they fight, as the last test they are required to go through a bloody Wargame which takes its place upon the Moon of Dysnomia. In this wargame, Warbands are set against each other, and are instructed to eradicate the opposition. While deaths can occur, blunt weapons are used, and the power armor of the new Astartes serves to protect them against most Mortal Blows. There is no victor in this final test, instead, it was a test on their willingness to follow orders. Those who refuse, while praised, are left upon Eris and Dysnomia to help induct more Astartes into the Legion.

In most scenarios, it is not the Recruits which is the limiting factor of induction into the ranks of the Astartes, but rather the lack of Geneseed needed to create them. In an attempt to negate most problems regarding Geneseed limitations, all Astartes of The Machaen Heralds are required to surrender the Progenoid Gland in their neck. This has allowed The Machaen Heralds to create more Astartes but has also increased the potential damage should Eris be attacked. If it were to be attacked, nearly all of their Geneseed stock would be lost.

## Legion Beliefs

The XVIth Legion, and by extension, Azuth Valga, have developed a distinct and unique set of beliefs. Most of them stem from the Unification Wars, however, some have also developed as their geneseed has become more and more volatile. Usually the more extreme beliefs are kept in check. However, as the Great Crusade carried on, both Azuth Valga, and his legion slowly but surely began a moral decomposition. The Machaen Heralds have developed a very harsh culture, primarily due to their recruitment from Ursh, this has pushed the Machaen Heralds into becoming very savage in their methodology of war. However, they have pulled various cultural facets from all over Terra, primarily due to their very widespread recruitment methods. However, their primary Cultural source is from the area surrounding Boeotia, this is because they trained all their Marines there during the Unification Wars.

The Machaen Heralds, due in part to their method of war, have developed very close ties to their brothers, which makes itself evident in their Brotherbands, groups of Marines who refuse to accept new members into their family. This close bond has been exploited numerous times in the past, usually leading to entire Brotherbands being eradicated, through the simple means of taking one of their Brothers hostage. After Varga’s full induction as Primarch of the Machaen Heralds, he attempted to temper his legions savageness, to no avail, instead, he started tempering future recruits, creating a very obvious cultural divide in the legion.

### Bloodletting

Among the Legion, bloodletting has been common ever since their first group of recruits from Ursh. A sign of camaraderie, it is typically done before a major operation, in which every single astartes involved cuts their hand, and puts blood into a massive Cauldron. After the blood is put in, the entire group drinks a single cup of it, signifying should one of them fall in battle, all will feel the same pain, and all will mourn his loss.

### Victory Marks

Another tradition stemming from Ursh, it is common for Astartes of the Machaen Heralds to adorn their armor, and their body, with victory marks, with the symbology, and meaning behind each mark known only to the Astartes themselves, for there is no set group of symbols and their meanings. Victory Marks, usually set apart the veterans from the rest of the Battleband, and are typically treated with utmost respect.

### Bloody Handprint

A tradition developed by the Legion during the Unification Wars, it is the official practice of the Legion to gather the bodies of their fallen, and to adorn each of their suits of armor with a bloody handprint, the blood is usually, but not always, collected from the battlefield upon which they fell. Their suits of armor, then restored, are passed on, with that bloody handprint forever being engraved, embossed, and permanently marked upon their armor. To be granted such a suit is an honour beyond measure. As such, it is quite common for most Astartes of the Legion to have at least one such mark upon them.

### Terror Decorations

Officially forbidden by Azuth Valga during the early Great Crusade and before, the Terran elements of the Legion before Azuth Valga took command had started the practice of adorning their armor with terrifying sights, be it bodies, skulls, skin, or just terrifying iconography, in the hopes of demoralizing their enemy while the Heralds advanced. This practice, while officially forbidden, still has a massive portion of the legion participating in such practices, usually those who suffer from the latent psychopathy presenting the Legion.

During the height of the crusade, as both Azuth Valga, and his legion’s morals and ethics started to decompose, it became more and more regular, deeming the implications of such actions worth the ease of compliance it brought. Soon, during the late Crusade, even Azuth Valga partook, usually in the mounting of skulls upon his power pack.

## Legion Combat Doctrine

The XVIth Legion originally was far more flexible than it is currently, however, after Azuth Valga, Primarch of the XVIth Legion, was given command of the Legion, and after the Legion’s intake of recruits from Ursh, it developed an extremely harsh, brutal, and savage method of war. Taking no prisoners, and giving no quarter, they would never leave a warzone until all their enemies were dead.

Using a mass assault of drop pods is the Machaen Herald’s preferred method of war, dropping all around their enemy and using the shock of the drop, in conjunction with the rapid debarkation of thousands of Astartes to eliminate their foes. The cacophony of blades and combat is the Heralds preferred method of elimination, while they do not exclusively use close combat weaponry, even their ranged warriors are at least equipped with a Chainaxe.

However, even though the Machaen Heralds prefer melee combat, that does not mean they are ill equipped to conduct other operations. They have active and experienced armor crews, however, they make very little use of pure armor, instead they maintain a very large fleet of land raiders and their variants, purely to deliver the frightening and vicious payload of a brotherband of Herald Astartes. It’s fleet of Land Raiders, is large, vast, and almost always at full running order, the only times when it would not be so, is directly after a battle in which some Land Raider’s were eliminated.

The Machaen Heralds, before they were known as such, adopted the use of the Chainaxe from the Techno-Barbarians of Terra, and its bellowing call would signal the Heralds had arrived. Over the course of the Unification Wars, and the early Great Crusade, the Machaen Heralds had improved the Chainaxes to such a point other legion’s had started using them, in extremely limited numbers.

Already vicious and unrelenting in their combat, they would sprint, nay, full on bound towards their enemy, going as fast as they could they would meet their enemy, and after they broke and ran, they still pursued, for they would not leave a warzone until all had been killed. They burned cities, destroyed worlds, and broke empires in this fashion. They refused to do anything less, and after the dust had settled, the Heralds had already moved on, leaving the broken world in the grasp of the Imperial Army to build it up as they pleased.

## Legion Gene-Seed

The Machaen Heralds, as a whole, have very pure Geneseed, with no known major flaws. However, the geneseed led to, in some cases, psychopathy, leading to some elements of the Legion not having any real sense of right and wrong. Their geneseed also leads to very aggressive marines, lending themselves to melee combat. This minor flaw in the Geneseed has developed over the Great Crusade, becoming more and more prevalent as the Crusade pushes on.

## Legion Fleet

* **Spirit of Eris** **(Gloriana-Class Battleship)** - The Spirit of Eris is a Gloriana-Class Battleship, and the Flagship of the Machaen Heralds. The Massive ship is a reflection of its Legion, Brutal, Savage, and unrelenting, the Spirit of Eris, contradictory to its elegant name, is a very brutal ship, and typically adorned with many battle scars, and it is typically adorned with bloody decorum, a holdover from the Terran Neptunian Brotherbands. The Spirit of Eris is notably faster than most of her sister ships, due in part to Azuth Valga’s demands for a, quoted “Damn fast, and bloody unescapable ship”, the Shipyards of Mars increased the speed of the Spirit of Eris notably by removing many internal bays, making it have an overall smaller interior, and less Barrack space. However, the Neptunian bands and the Azuth Valga himself feel it is a needed sacrifice, for they believe the best method of naval combat is to smash right through the opposing ships.

## Legion Relics

* ***The Arean Panoply*** - The armor of Azuth Valga, it is a suit of masterfully made Artificer armor, it reflects its user to the extreme, brutally designed, with no ornamentation beyond need. *The Arean Panoply* is adorned with multiple iconographies of Greco Figures of Legend, due in part to his Legions training there. The armor was, when brand new, a shade of bright crimson, making him stand apart from his sons. This did not last long, for he had quickly adopted many of his son's Mannerisms, only repairing his armor to peak efficiency, and leaving all the damage as marks of honor. As a result, this once bright crimson armor now appears more gray with speckled red.
* ***Olympus*** -A Two-Handed Chain Axe of immense proportions, and is the preferred weapon of Azuth Valga. Capable of cleaving through a tank in a single stroke, it’s immense power is countered by its immense weight, leading to it being unwieldy, even in Azuth’s hands. It is nigh impossible for a regular Astartes, even in terminator armor to wield it. It is a massive construction of steel and brass, and was personally finished by Azuth. Adorning it's mighty frame are intricate brass embossments, depicting ancient Greco Figures of Legends.
* ***Ida*** - A large Power Maul, and a weapon not favored by Azuth, it is larger than normal, and is typically given to his Equerry, currently Olran Tongra. It is capable of crushing a human in a single blow in the hands of Azuth, however, given it is typically wielded by Olran Tongra as a Two-Handed Maul, it is still capable of crushing a human, however, it is far less agile. Adorned with numerous brass and silver decorations depicting ancient Greco Cultural figures, the head of the Maul is shaped to resemble a lightning bolt.
* ***Acheron*** - A Large Chainsword, and a weapon typically wielded in conjunction with *Tartarus*. Acheron is a very standard weapon, and is merely an upsized Chainsword. However, it’s internal mechanisms have been overhauled completely, making it an extremely reliable weapon. This has led to the undesired side effect of a squeal whenever the teeth of the chainsword come into contact with any significant resistance. It is adorned with brass filigree depicting ancient Greco figures.
* ***Tartarus*** - An archaeotech pistol capable of firing long laser-like beams, capable of burning through vehicles and man alike. Due to the powerful nature of the weapon, it is incapable of firing for long, and must instead be fired in 1 second bursts, elsewise it must be intricately repaired. Azuth rarely uses it, deeming it a cowardly way to engage in war. However, should the need arise, he will not hesitate to take it, and *Acheron* to battle.

## Legion Appearance

The Astartes themselves, could not be further different from one another, for the Machaen Heralds threw a wide and deep net, recruiting any and all aspirants that could be inducted into the ranks of the Astartes. Creating a very diverse range of astartes, bigger, stockier, shorter, or leaner.

### Legion Colours

The Machaen Heralds, like all the Legions, started off in the same gray of bare ceramite. They would wear wear under this heraldry until the fated battle of Musco, upon which they lost near 1000 brothers, and in remembrance, bathed their arms and legs in their fallen brothers gore, marking their new heraldry upon all records. From that point onwards, they marched under the color scheme of gray and crimson.

While this is their official color scheme, it is more common to observe the Machaen Heralds covered in gore, and damage. Depending on the Brotherband observed, they may have a more Macabre decorum as well. Each of the Astartes of the Machaen Heralds are unified in this simple, and symbolic color scheme.

### Legion Badge

The XVIth legion’s heraldry is that of two chainaxes, one dexter, one sinister. The Heraldry however has been changed and adapted among the Battlebands. They however, always include the Chainaxes, for the Chainaxe has become something of a sigil for the Heralds, and is a weapon of much respect.