recursal/Fanatic-Fandom huggingface dataset:
Dhul'hasa

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**Dhul'hasa** is a Legion Homeworld of the XIVth Legion - the Dune Serpents. This arid world is located on the Eastern Fringe of the far edge of the known Galaxy. It is a desolate, barely habitable world, home to nomadic tribes of desert-dwelling tribes. It was unto this war-torn world, that the Primarch Azus Bahmut would arrive.

## History

Far on the Eastern Fringe of the galaxy, a desolate, barely habitable world named Dhul'hasa was about to rise from obscurity. Once a hub of technology and scientific research, the Age of Strife broke Dhul'hasa, atmospheric pollution raising the global temperature of the planet so high that most of its surface turned to desert just as all contact with the wider Human Empire was lost. After this had followed centuries of territorial warfare between clans and factions, until almost all left on the world was dust. The one constant over this period of change and darkness was the ring of space stations and satellites orbiting Dhul'hasa, all scanning systems trained on the stars in the desperate hope that humanity would return from beyond the cloudless sky.

In just under a decade, Azuz would wage a bitter war of subjugation over the planet, fighting a war against those who coveted the advanced technology of the Primarch's incubation pod and attempted to experiment upon the temporarily subdued demi-god. Slowly, the Dhul'hasan clans fell to Azus of Bahmut, a figure revered and feared in equal measure due to his martial prowess and terrifying presence and morals respectively. To most Dhul'hasans he was rarely glimpsed, a hidden fiend who ruled with an iron fist. His elusive nature earned him the title 'Ghost of the Sands', a name he grudgingly appreciated. Eventually, the entirety of Dhul'hasa came under Azus' rule, and he began to turn his ambitions skywards.
Legion Master

A **Legion Master** (or Lord Commander), was a title granted to the commander of one of the Legiones Astartes during the early years of the Great Crusade. Originally, this post was held by an ordinary Space Marine Legionary in the absence of their missing Primarchs, who had been mysteriously spirited away from the Emperor's gene-labs by the Ruinous Powers. In their absence, command of a Space Marine Legion was given to a select few - warriors who were chosen for their tactical acumen, steadfast dedication and loyalty to the Emperor of Mankind and His Great Crusade as well as their unmatched personal combat prowess. Prior to the rediscovery of the Primarchs, they were the highest echelon attainable within a Space Marine Legion. As the Great Crusade progressed, and the missing Primarchs were eventually found, they would then assume command of their respective legions, replacing the Legion Master as overall commander.

## Known Legion Masters

Listed below are the known Legion Masters of the Legiones Astartes before their reunification with their missing Primarchs:
Bloodlords

Bloodlords armorial with heretic iconography.

A Bloodlords Heretic Legionary.

The **Bloodlords** are a traitorous faction, categorised as a Chaos Warband, that were formerly a part of the The Predators Legion, mainly composed of the ruthless tribe of the legion's homeworld of Mardum, which held to their barbaric and macabre rituals despite their reunification with their Primarch Andezo Sambedi. Forced to take a firm hand against his wayward sons, they were sent on a penitent crusade under the watchful eye of the Eagle Warriors' Primarch Ixiptatlan. However, unknown to Andezo, his closest brother secretly owed his allegiance to the Dark Gods, and over time, corrupted the Bloodlords to the worship of the Blood God Khorne. By the outbreak of the Icarion Insurrection, they had become wholly corrupted into a Daemonkin Host. However, they met their ultimate fate during the epic final battle of the Insurrection - during the Siege of Terra - when they faced off against the loyalist Ebonspear tribe, and were utterly annihilated.

## Background

Deriving from the deep swamps of their homeworld of Mardum, these members of the XXth Legion never made the attempt to lay down their old habits and rituals of their ancestors. The tribes of the Mardumian swamps were known and feared for their dark belief. Rumours of them still practising blood rituals and other insidious traditions quickly spread among the rest of the Legion until their gene-father Andezo Sambedi was forced to act. Censuring the whole Bloodlord tribe, he sends them on a penitent campaign under the watchful eye of one of his closest brothers, Ixiptatlan. It was him, who offered his help in dealing with the rebellious tribe. Attached to the ranks of the Eagle Warriors, the Bloodlords shall learn discipline and to follow the Imperial Truth. Unknown by Andezo, it was not his beloved brother, who offered his help. It was a more sinister being.

Soon, the Bloodlords learned the ways of the Dark Gods and openly celebrated their ancient beliefs. Blood sacrifices, dark magic, mighty tokens and even cannibalism made their way back to the sons of Mardum. Through their bloody beliefs, they soon heard voices from beyond, ordering them to slay and murder. It did not take long until Chieftain Odanka and his man gave into the whispers, opening their souls to the entities of chaos. The Bloodlords were reborn into the service of Khorne, becoming a Daemonkin Host. Odanka, now known as the Devourer, led his men at the side of Ixiptatlan until they finally met their fate in the form of the Ebonspear tribe - former brothers of the Predators Legion during the Siege of Terra - and were wiped out.
Djinn Missile

Though much isn't known about the creation of the missile, the Dune Serpents began arming their aircraft and vehicles with the augur-defeating munition with extreme effect during the Second Solar War.

## History

First appearing as waves of bombers over the rebel-held fortress of the Black Crag  in the Galactic West, the defenders retorted with barrages of anti-air fire and missiles. They were shocked when first, their weapons did nothing, passing through the supposed formation with barely a scratch, and second, their power generation facilities on the other side of the base were knocked out by a small wing of Mustatir fighters unleashing barrages of missile and bolt cannon fire. The attack was swiftly followed by various leaders of the rebel hierarchy being cut down suddenly and brutally from the inside, leaving the fortress in disarray.

## Description

A short and wide munition, the Djinn uses it's internal space to house the complex and mysterious 'Mamba' Cogitator Array as well as a powerful transmitter to both spoof enemy augur systems into seeing things that aren't there, and outright jamming them to blind them.

The nature of the weapon as a 'missile' gives some advantages to both of it's main functions, for fooling enemy systems it can mimic the appearance of a wing of fighters or bombers. The slow speed makes it seem as if the incoming wing of aircraft are lazy in their approach, or certain of their victory, and can bait less experienced commanders into over-committing his resources to deal with the non-existent threat. While in use as a jammer however, the slow speed and moving platform allow for certain parts of the battlefield to be targeted for certain periods of time, as well as prove hard to kill for ground-forces within the augur-jammed radius as it is flying so high.

The outer casing of the missile itself is relatively smooth, rounding off to a flat-nosed edge on the front and a pair of fold-out wings near the rear once it has been launched from it's mother craft. The combination of missile engine, wings and cogitator system allows it to patrol areas for extended periods of time, whether under it's own power or by gliding once it has run out of fuel. At the end of most Djinn missions the missiles are set to guide themselves down to safe places so they can be recovered, but if necessary can be used as a kinetic strike weapon as a last-resort. Using the momentum from their flight they can guide themselves onto various pre-determined targets or identified augur array's to inflict lasting damage. Though the destructive ending is effective, the missile systems are particularly hard to produce, so most Dune Serpent pilots leave them set to the default 'safe landing' mode for later recovery and use.

Configured normally on an aircraft, a single pylon and mount can hold up to 4 Djinn missiles each, and with a single missile able to mimic multiple aircraft, an entire decoy air attack can be managed and operated by a single fighter if need be.

## Technical Specifications

 Width
 Weight
 Engine
Akylles

**Akylles**, known as the Shield of Terra and the First Master, was an officer of the Halcyon Wardens who rose to high rank and standing during the dark days of the Icarion Insurrection.

## Early Years

Akylles was born and raised on Delos in the later decades of the 30th Millenium, recruited to the Vth Legion in his teens and assigned to Legate Sauhan's Cohort. He saw his first action as a full Astartes in the Koloss Syntheticide.

## The Insurrection

When the Insurrection began he was one of his company's senior sergeants, stationed in the Sol System under Alexandros' command, and swiftly assigned to the defence of Mondus Occulum.

The Battle of the Mariner Plain saw Akylles' captain killed, with the young sergeant taking charge of his company during the fighting and being given command over more warriors as shattered companies were consolidated. Further trials followed in the storming of Olympus Mons, Akylles battling side by side with Seleucus against a savage counter-attack at the height of the bloodshed.

## Legate Akylles

Akylles continued his rise throughout the First Solar War and Interregnum, fighting against the Eagle Warriors on Delos and holding the rank of Legate at the outset of the Conflagration and Corruption. He led his warriors in an action against the Xanite Mechanicum which saw a large taghmata destroyed on Khur.

Besides his role as a commander, Akylles found himself drawn into the orbit of the Warmaster. Alexandros took favour on the young Legate, seeing in him a soul not yet tarnished by the Insurrection, and in whom the promise of the Halcyon Wardens might yet be preserved.

As the Insurrection's toll continued to beat down upon his Legion, Akylles found himself one of the most senior Halcyon Wardens, and served as a key commander in the Siege of Terra itself.
Hectarion Mycenor

**Hectarion Mycenor** is the Primarch of the IIIrd Legion - the Crimson Lions.

## Physical Description

Hectarion is the second largest Primarch of the Brotherhood of the Lost, being almost eye to eye with Daer'dd although Hectarion isn't anywhere near as broad as Daer'dd (mainly because Daer'dd is a giant. Hectarion is actually on the broad side for a primarch). While he's an inspirational presence for his sons and no slouch as a tactician, Hectarion is at his most dangerous in close combat and he is, alongside Raktra and Gwalchavad, one of the best close quarters fighters of the Brotherhood of the Lost Primarchs. Because of this, he doesn't hang back in battle and is instead in the vanguard, seeking out the enemies leaders wherever they are and killing them.

However, unlike Angron, Hectarion isn't a one trick pony who fights and does nothing else (he'd also probably lose to Angron in a fight, in fact he does in his canon variation). He's more a barbarian king in space, and unlike Russ he doesn't just put on an act. He owns the role of barbarian king lock, stock and barrel, as evidenced by his empire, the Dominion. While he did learn the more modern aspects of Imperial bureaucracy from his brother and tutor, Alexandros Darshan VonSalim, he doesn't micromanage. Instead, he prefers to govern as the early Germanic kings did, offloading the more tedious elements of running an empire to his human bureaucracy while he deals with matters such as war (obviously) and dispensation of justice within the Dominion's borders.

In spite of all of this, Hectarion harbours a secret which he doesn't share with any of his brothers until the Insurrection and even then, he only shares it with Alexandros and Pionius. Back when he was a king on his homeworld of Mycenae, he fought a bloodthirster, Ma'annan, in single combat. While he defeated and banished it, it successfully left a shard of itself inside him and while the Emperor managed to banish most of it, he couldn't banish all of it without obliterating Hectarion's soul. As a result, a shard of Ma'annan has stayed a part of Hectarion's soul.

It is because of this that Hectarion has his unthinking loyalty. Other than a loyalty to his warlord, the first thing is that he feels the Emperor saved him from a slow degeneration into little more than a beast that was driven by a desire for bloodthirst and nothing more. Nothing Hectarion can ever do will pay off that debt in his eyes. Second, Hectarion feels as if he failed the Emperor. He was the only one of the Emperor's sons to be tainted by a daemon being melded with his soul and so Hectarion is driven by a desire to never fail again and, while it's often said Primarchs know no fear, Hectarion fears failure and feels that, of all the Emperor's sons, he has the most to prove. Hence his loyalty.
Mardum

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**Mardum** was the homeworld of the Predators. Once home to an advanced civilisation, by the time Andezo Sambedi was found there it had long been a mingling of Feral and Death World.

## History

Almost nothing is known of the civilisation which once existed on Mardum, save that it was clearly advanced. Extensive and advanced architecture remains, though the bones of these great cities lies under the thick vegetation which covers so much of the world. Elsewhere great tracts of landmass are given over to savannah and desert, but no matter the environment, Mardum's deadly, saurid fauna was a constant.

Tribes of great diversity grew up in the Age of Strife, or what the Mardumians often called the Stranding. Sundered by great distance, their awareness of other societies was as sparse as those of Old Earth's nations in the Iron Epoch. Where they bordered one another, however, there was fierce struggle for power and resources, though at all times the megafauna of Mardum remained the greater threat.

Man vied with beast for food and shelter in every environment, from the arid deserts to the ruined and overgrown hives.
Faela

A particularly harsh cold world, Faela has been left by Imperial authorities due to the lack of any developed civilisation and there being little of value on the planet itself. Due to the misshapen nature the core of the planet itself helps to make life all the harder, as magnetic-reliant devices and tools are made useless. The irregular and shifting magnetic forces cause pilot's instruments to fail, leads orbital readings of the planet to be faulty or outright fail and compasses to simply spin directionless. Left to it's own devices the natives of the planet have only had limited contact with any Imperial officials, telling of them as the 'Bird-Walkers' who visited centuries ago to bless their peoples. This initial encounter has enamoured the native population with the 'Bird-Walkers' often leaving totems and offerings on stone outcroppings that serve as part of their yearly migration routes.

While the interaction has been fairly limited a small observation post system has been set up at the peak of several mountainous areas of the planet, occasionally tasked with observing the locals or fauna on the world.

In reality, a posting on Faela is a dead-end for most in the Imperial Guard, the planet being seen as an easy way of disposing of incompetent or insubordinate troopers and officers with no hope of leaving. Though those that are posted there make the best of what they have there have been several records of desertion and subsequently 'going native' with many tribes happy to worship them as their sacred 'Bird-Walkers'.

Amongst the lesser elements of the planet are the appearance of sinkholes periodically in the tundra plains. While quickly covered by blizzards these sinkholes have been found to connect to a compact tunnel network. The locals refer to these sinkholes as 'Barda-Fellic' which roughly translates to 'Death-Pit' in gothic, believing them to be gateways to the underworld through which daemons can emerge. Such is the fear amongst the locals that they will take mile-long detours just to avoid going near one, even if they are in dire straights.
Antipaton

Antipaton was Legate of the Halcyon Wardens' Third Cohort for much of the later Great Crusade.

## History

### The Great Crusade

Antipaton was of the old Delian guard, an infantryman at heart who had destroyed entire Ork Waaagh!s with the disciplined fury of his warriors. A young commodore in Delos’ navy before his Ascension, his Brigades were among the finest practitioners of boarding actions in the Vth. He had their skill to thank for his flagship, the *Nautilus*, a powerful relic vessel which Antipaton had seized from the belligerent and hostile Maelynos Knight dynasty.

### The Icarion Insurrection

  Assigned to the Galactic south, the Day of Revelation found the Third Cohort resupplying at Hatross - it is testament to Icarion's certainty of securing their support that he set no traps for Vth Legion fleets. As a result, Antipaton was one of the first commanders to answer his Primarch’s summons to Mars in response to the Schism raging there. He arrived one month after Alexandros’ intervention, bringing substantial detachments of Knights and auxiliaries with him. He was at the forefront of the Halcyon Wardens’ actions after the casualties suffered by his comrades in the early weeks of the intervention, and commanded their vanguard on the Mariner Plain. The Third Cohort held against the waves of Skitarii, servitors and Adsecularis, and in the third hour Antipaton led a thrust which broke a formation three times their size, critically weakening the Insurrectionists’ centre.
Maahres-Pattern Stormbird

The **Maahres-Pattern Stormbird** was a variation on the Apophis pattern, the largest variant of the Stormbird and indeed the biggest of all the Imperium's gunships. Unlike its parent, however, the Maahres was modified by the Abyssii Mechanicum to drastically bolster its armour and offensive power, at commensurate cost to its troop-carrying capacity - seventy regular Astartes as opposed to the Apophis’ hundred and fifty.

Expensive to produce and consequently rare, the Maahres nonetheless found favour among the Halcyon Wardens, Lightning Bearers and the Wardens of Light. Its durability, coupled with an armament that could devastate almost any terrestrial formation, saw it deployed at the fore of airborne spearheads to protect the weaker craft behind it. On rare occasions they would be used as the sole means of forcing an initial landing, bearing armour squadrons or heavy assault units to carve out dropsites. The Vth Legion Myrmidons made particularly spectacular use of it, backed by veteran squads and led by their Primarch. Even when they were not needed for their destructive power they still had their uses; Alexandros wrote that "the psychological effects of a craft large enough to eclipse the sun at fifty metres up, vomiting fire from eight cannons, should never be discounted." The Strategos’ deadpan assessment would be borne out by several recorded instances of armies throwing down their guns to flee when these behemoths loomed above them. With the advent of the Insurrection, the demand for these craft would only increase.
Legio Fatalis

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The **Legio Fatalis** were a Titan Legion founded and based on the Forge World of Kotossa, within Tricendia. Favouring more mobile classes of Titan such as the Warhound and Reaver, they supported the Iron Bears on their campaigns, particularly the Fourth Grand Wartribe.

## Notable Campaigns

* **WAAAGH! 'Eadbursta** - The Legio Fatalis joined the Iron Bears and Predators in confronting and destroying this Ork Waaagh! on Yutan III.
Athenoi Terminator Squads

A Halcyon Wardens elite member of the Athenoi, arrayed in the Legion's finest Tartaros pattern Terminator Armour and armed with a deadly power spear and Guardian-pattern Storm Shield.

## Unit

### Equipment

Tartaros Power Armour, Guardian-Pattern Storm Shield, Power Weapon

### Tactics

Shock Assault, Shield-Wall Spearhead Tactics

**Athenoi Terminator Squads** are a Terminator-armoured elite unit utilised exclusively by the Halcyon Wardens Legion. These warriors are selected from the most stalwart, dedicated and formidable warriors of the entirety of the Vth Legion, making up the appointed bodyguards of their Primarch Alexandros himself. Arrayed in the finest Tartaros pattern Terminator Armour and equipped with master-crafted power weapons, they are the bane of their foes, striking at the heart of the enemy as a vanguard spearhead against which few enemies can stand.

## Background

Drawn from the most accomplished and valorous warriors in the Order of the Shield, the Athenoi were the principal Terminator elite of the Vth Legion. Clad in the finest Tartaros warplate and armed with storm shields, they symbolised their Primarch's devotion to safeguarding humanity, unerringly deployed where the fighting was thickest. Other notable Terminator units existed within the Halcyon Wardens, but the Athenoi were the most esteemed, selected for their discipline and idealism as much as their undoubted prowess.

As well as anchoring their Legion's shield walls, the Athenoi were a nigh-unstoppable force when the order was given to advance, their advanced armour making them capable of deceptively quick counter-attacks and charges. Thus the Warmaster himself usually took the field with several companies, and his dedicated Kavachoi bodyguard cadre were themselves part of the Athenoi.

## Unit Composition

* **1 Nikanor**
* **4-9 Athenoi Terminators**

## Wargear

* **Tartaros-Pattern Terminator Armour**
* **Guardian-Pattern Storm Shield** - The first prototype of its kind was invented by the Shield-Lord himself after being allowed to study the Custodians’ own Praesidium Shield. To better match the raw numbers of a Legion compared to the Custodians' few, sacrifices were made in alloy selection, relying more heavily on standard ceramite, and a smaller, on-board field generator. The result was a shield that could boast of deflecting lascannon fire while only requiring a fraction of time and expense to construct. By the time of the Insurrection, the storm shield had become a mark of status among the Halcyon Wardens and would prove potent tools of wars against the Traitor Legions.
* **Power Weapon**

### Optional Wargear

Any Athenoi Terminator may exchange their power weapon for one of the following:

* **Power Fist**
* **Chainfist**
* **Thunder Hammer**

Any Athenoi may upgrade their melee weapon to be Master-Crafted.

## Dedicated Transport

An Athenoi Terminator Squad numbering five warriors may select a Land Raider Phobos or a Land Raider Proteus as a dedicated transport. If the squad numbers ten or less, they may select a Spartan Assault Tank instead.
Legiones Astartes of the Five Ruins

The **Legiones Astartes** or **Space Marine Legions**, are the transhuman warriors created by the Emperor of Mankind on Terra, following the end of the Age of Strife, to unify the techno-barbarian nations that dominated the homeworld of Mankind and forge the foundation of the Imperium of Man during the Unification Wars. The Emperor began by creating his pseudo-Astartes - the Thunder Warriors. They were only the first step in the creation of superhuman fighters, which finally peaked in the creation of that which would later become known as the Space Marine Legions. The Unification of Terra successfully reunited the ravaged birthworld of Mankind, which rapidly became the Throneworld of the burgeoning Imperium of Man.

The Unification of Terra was only the beginning, and thus, the time of the Terran Wars of Unification was ended and the Age of the Great Crusade was begun. With the union between Terra and the technologically advanced Mars forged, the Great Crusade advanced onward, ready to reclaim the rest of the solar system in the name of the newly born Imperium.

## **Warbands and Demi-Legions**

Additionally, while not legions proper, the following major Astartes forces took part in the Five Ruins:
Expeditionary Fleet

An Expeditionary Fleet was the standard Imperial spacefaring force for exploration and campaigning during the Great Crusade.

## Overview

Terra served as the point of origin for the first Expeditionary Fleets and would do so for many more. In time, however, a great number of planets would birth their own, centring typically on a large Legiones Astartes or Excertus Imperialis force.
Blitzer Assault Squads

**Blitzer Assault Squads** are elite close-combat specialists utilised exclusively by the Halcyon Wardens Legion. These formidable warriors are chosen from the Vth Legion's penultimate close-combat specialists, utilised as the tip of the spear,
to strike a blow against their foes and sowing chaos and confusion amongst the ranks of the enemy. These deadly Astartes were but a pre-cursor to the main phalanx of a planetary assault that would inevitably follow, and often made all the difference in breaking a stalemate to help fracture an enemy's defences.

## Background

While the Halcyon Wardens were defined for many by their role as the Emperor's shield, they were quite ready to serve as His sword. The Blitzer Assault marines were defined by this readiness. They drew on the oldest traditions of the Vth Legion, though their tactical role had been long since modified by their Primarch Alexandros to support the methods of the
Halcyon Wardens. Armed for close combat, they were used typically to sow disorder among enemy formations, allowing the phalanx of their brethren to roll over all who stood in their way. At other times, or in the hands of more hot-blooded commanders, they were the tip of the Legion's sword-thrusts, descending to eliminate high priority targets with explosive violence.

On battlefields where phalanxes would struggle to operate, the Blitzers retained their usefulness, often leading rapid assaults to fracture an enemy army. Like the Athenoi, they counted among their number several of the Legion's most celebrated
companies, including Irvin Ruel's Katigoi.

## Unit Composition

* **1 Sergeant**
* **4-14 Blitzers**

## Wargear

* **Power Armour**
* **Eskut-Pattern Shotgun w/Flechette & Solid Rounds**
* **Bolt Pistol**
* **Chainsword/Combat Blade**
* **Jump Pack**
* **Frag & Krak Grenades**

### Optional Wargear

Any Blitzer Legionary may exchanged their Chainsword/Combat Blade for one of the following:

* **Heavy Chainblade**
* **Charnabal Sabre**
* **Power Weapon**

For every five Blitzers in a squad, one may exchange their Eskut-pattern Shotgun for one of the following:

* **Flamer**
* **Meltagun**
* **Plasma Gun**

The entire unit may take the following:

* **Combat Shields**
* **Melta-Bombs**

### Optional Wargear (Sergeant Only)

The Sergeant may exchange their Chainsword/Combat Blade for one of the following:

* **Lightning Claw**
* **Power Fist**
* **Thunder Hammer**

The Sergeant may also exchange their Chainsword/Combat Blade and Bolt Pistol for the following:

* **Pair Lightning Claws**

The Sergeant may also take any of the following:

* **Dragonfire Rounds**
* **Melta Bombs**
* **Artificer Armour**
Fall of Qarith Prime

The Fall of Qarith Prime was a battle fought late in the Icarion Insurrection. Coming on the heels of the Titandeath at Beta Garmon, it saw Icarion bring together the Legiones Astartes forces which still remained under his banner. The Loyalist defenders were completely destroyed while the entire civilian population was butchered, enslaved or sacrificed, and the Triumphal Spire was destroyed. In the aftermath, Icarion held a vast triumph before his final march on Terra in spiteful echo of the one held there by the Emperor.
Ashray Scout Squad

## Introduction

Entire wars are won on intelligence. To know your enemy and his movements give any commander a strategic advantage that, if used correctly can turn the tide of any battle and win wars. The Ashray Scout squad was developed for the specific purpose of gathering intel from the Scions Hospitalier's favoured environment, underwater warfare. Armed with sonar detection equipment they are sent ahead of assaults or to provide an early warning system for the fleet as a whole.

## History

Once reunited with Pionus and the new direction the Legion was headed, many tactics previously used were adapted for Astartes use. the Ashray squads were developed from technology used by the Abyss scavenging teams on Iona. An essential element of these teams was the ability to detect and track the great beasts of the depths that hunted them. To accomplish this rudimentary sonar technology was developed. Taking the form of a large two-handed device the portable sonar, known amongst the Legion as the 'Cyclops', could reliably detect and track sounds up to several miles away. While it's design was bulky for most mortals, having a limited battery life and a limited cone of detection, the device would give teams enough pre-warning should one of the deeps many monsters attack, giving them a fighting chance against the beast.

## Squad Composition

While the detection equipment itself is the main focus for this specific unit they do not act alone. A normal Ashray squad will consist of a squad Sergeant and two tactical marines  acting in support of two marines equipped with the sonar equipment. This increased squad size does mean an increased chance at counter-detection but this negative is far outweighed by the tactical flexibility given by the three extra marines and the equipment they can bring with them.

## Equipment

An Ashray Scout Squad is well equipped in both accessories and weaponry to help facilitate their role. Like any regular squad every member is equipped with the Scion's Tenya'ba Pattern Bolter, as the main armament of the 3 support members and held in reserve for those equipped with the sonar gear. The Obscura-pattern jump-pack is used to allow the squad to range far outwards of the main force, also providing enough energy to support the use of the sonar system lovingly nicknamed 'The Cyclops' by it's users. The Cyclops detection system consists of a modified heavy bolter chassis, removing the barrel and replacing it with a protective dome over the end covering the hydrophones and transducers used to detect enemies. The sonar has a effective range of 36km, spreading out in a 150 degree cone from the front of the sonar device. Melee weapons are chosen on an individual basis and any extra equipment such as grenades or small-scale sea-mines as the mission specifies.
Dominus Knight-Justiciar

The Dominus Knight-Justiciar is a huge Imperial Knight designed for the simple demolition of heavily armoured enemies at close range. Armed with the massive Justiciar Battleaxe, it wades into the thickest fighting undaunted, creating breaches in the enemy line for its kindred to exploit.

### **History**

The Justiciar was Daer'dd’s best-known contribution to the Imperium's array of Knight Walkers, and fittingly it was one of the very largest sacred armours. In keeping with the Great Bear’s preferred methods, the Justiciar was designed to be utterly deadly at close range. Armed with the fearsome power axe that gave the pattern its name, it formed a key part of House Blinstrubas and August’s line-breaker units during the Tricendian Conquests.

The influence of the Tricendian Houses and the proven power of the design carried the Justiciar into service with other Houses, though more conservative Houses and particularly those aligned with the Fabricator General disdained it. For those who did embrace it had to reckon with the demands of piloting with such a monster, bonding only their most redoubtable scions with a Justiciar.

### **Wargear**

* Justiciar Battleaxe - the Justiciar Battleaxe is perhaps the heaviest melee weapon carried by any Knight. Its power is similarly astonishing, demonstrated on the many occasions when a Justiciar has split open the carapace of an enemy war machine with a single blow.
* Twin-linked Graviton Flux-Bombard
* Ion Shield
Corvan

Corvan was a Forge World of unknown founding and age which was found unexpectedly by crusading Imperial forces in a pristine state, but utterly bereft of life. It was settled by a new sect of Mechanicum masters from Scanad and swiftly grew in power, raising the Legio Reventus, but suspicion hung like a pall over the world.

## History

Corvan's discovery was as unexpected as that of Xana on the other side of the Galaxy, and the circumstances all the stranger. An Expeditionary Fleet headed by House Vingilot alighted upon a planet which they recognised as a domain of the Mechanicum, pristine and yet inert. Exploring it from its spires to the very depths of its catacombs, they found no sign of what had caused it to become so deserted, and could not even estimate with any certainty when it had been vacated.

Like the Forge World from which it sprang, the ruling cult of Corvan was fiercely independent and militant, but over time it grew apart from its parent faction, to the extent that even the magi of Scanad deemed some unwholesome influence to be at work, unseen but connected to the same phenomenon that had seen the world deserted.
Blackguards

The **Blackguards** (also known by their Strelian name as the ***Ksernaja Gvardyi***) are a Fellowship of the Warbringers formed after the Suzerainty's secession from the forces of the Insurectionnists.

A formation of both the Warbringers and the White Guard, the Blackguards oversaw the quelling of rebellions within the Suzerainty's territory. They were famously responsible for their part in the Cull of the Blackened Hosts, where defectors to both Terra and Madrigal were relentlessly purged. Their armour is entirely blackened, save for golden trims.
Aegar Vyrn

**Aegar Vyrn** was a Marshal of the Shepherds of Eden, holding command of the Dawn Hammers Host at the outbreak of the Insurrection. With long decades of service as a champion of the VIIth Legion, Aegar Vyrn had ascended to its praetorate by the Day of Revelation. He was a skilled, charismatic leader, but just as potent taking to the field with hammer in hand. In the wake of Aureus, it was Vyrn who gathered the largest remnants of the Shepherds and led them through the gruelling years of the First Solar War. Taking in other broken Loyalist forces, he forged a host of disparate parts but unified purpose. This he would use both to defend the domain of Abyssii and to strike at the Insurrectionists, harrying their march on Terra.
Baron-class Destroyer

The Baron-class Destroyer was a ship design pioneered by the Mechanicum of Akira. It was favoured primarily by the Ist Legion, but saw service throughout the fleets of the Legiones Astartes and Imperial Army.

## Notable ships of the Baron class

* **The Bright Stars** - a destroyer squadron entirely composed of Baron-class vessels, attached to the 17th Expeditionary Fleet
Connect the Dragon

**Connect the Dragon** is the fifth mission of Just Cause 3 Extreme.

## Plot

December 6th, 2015.

Rico wielding the unique weapon flew to Insula Dracon aboard a Urga Mstitel Mk. I. Dozens of captured Urga Mstitel Mk. Is piloted by rebel pilots followed him.

Upon reaching Grotta Contrabandero, Rico regrouped with the local rebels.

6 AM, December 7th, 2015.

The local Medici Military forces of Puncta Sud awoke to hear alarm bells blaring all throughout the base. Little could they prepare for Rico's onslaught with his unique weapon.

10 minutes later, the base came under control of The Rebellion.

By the end of the day, the southern half of Insula Dracon was under Rebellion control.

Di Ravello could do nothing but watch helplessly as Rico wielding the shield-disabling weapon laid waste to his military forces.

Three days later, the entirety of Insula Dracon save for Corda Dracon: Centcom was under Rebellion control.
Han

**Han** was the homeworld of the Warriors of Peace during the Great Crusade. During the Fifth Ruin, it was subject to a ruinous attack by the Black Stars and The Riven, leaving it a Dead World while the Warriors of Peace took Jin as their new primary fiefdom.

## Han

### Type

Feudal World, Legion Homeworld (Warriors of Peace, formally), Dead World (Currently)

### Inhabitants

*Unknown*

Han is located in the far top left of Segmentum Obscurus, one of the furthest Primarch homeworlds from Terra. It has a varied climate, with great mountain ranges, lush forests and very fertile land to grow food. However, the technology of Han is still at a feudal level, meaning that most farming is subsidence and most inhabitants live in the rural areas. At the time of the Jade General's arrival on Han, there were three large and several smaller kingdoms, with a growing power in the flat and windy land to the north.
Dragon of Autumn

***The Dragon of Autumn*** is a unique battleship, the largest and perhaps most powerful warship in the fleets of the Legiones Astartes. Designed by Daer'dd Niimkiikaa of the Iron Bears, it serves as the flagship of his legion's First Grand Wartribe.

Said to be Daer'dd's finest creation, *The Dragon of Autumn* is the largest ship of the entire Imperial fleet at over thirty kilometres long. The massive prow bladed ship boasts decametre-thick tungsten and adamantium armour plating, and rows upon rows of shield generators. The Dragon is best suited for broadside actions, it's sides armed with broadside Nova cannons which only it's incredible mass can handle and plasma batteries. Under mounted macro rail cannon turrets compliment the broadside armaments and are very capable bombardment weapons. Though its two most noted weapons are that of it's Ursus Claws, used for grappling, boarding, and even tearing other ships asunder, and it's unnamed primary forward weapon.

Though most commonly referred to often as *The Executioner's Axe* or *Dragon's Breath,* it is technically a multi port plasmatic accelerator, at it's heart it is a heavy ion collider that produces super-dense quark gluon plasma from the heart of a neutron star. The plasma is so hot it melts at the sub particle state and can turn planets into micro stars in a only a few moments or tear through fleets with ease, though it can only fire at less than once per every few hours. The ship is commanded by Iron Queen and fleet mistress Lotara Sarrin, and is home to the Totem Guard, several dozen Clan Companies of the First Grand War Tribe, and close to a million crew members.
House Amstarod

House Amstarod were a Knight House which rose up against the Imperium and were brought to heel by Icarion Anasem. They were placed in service to the Forge World of Nihon, and would ultimately be ordered into the Icarion's own rebellion in a grim echo of their history.

## History

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

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

The **Conflagration and Corruption** was a period in the Icarion Insurrection which ushered in the worst violence of the conflict. It was marked by the rise of Chaotic corruption among the Insurrectionists, the breakaway of a faction within their ranks which became the Suzerainty, and the breaking of the stalemate established with the Interregnum.

## Notable Campaigns

* **The Death of Zbruch**
* **The Blood Crusade**
Heart & Soul FM

Type
 Leader

**Heart & Soul FM** is a radio station mentioned in IronClaw's **Just Cause X: Global eXchange** series.

## Description

Hosted by a German celebrity, a member of the Modern Talking music band, Thomas Anders, this station plays 80s and 90s pop song and light rock ballads. It's not as biased on propaganda shorts as the WAVE, but located on Kyungastani soil. It is still forced to play Russian IRBISSE news broadcasts. However it mostly keeps a very neutral, apolitical theme.

## Song list

* Modern Talking - Cherry cherry lady.
* MoonRay - Comanchero.
* Bad Boys Blue - You're a woman, I'm a man.
* Ace of Base - All that she wants.
* Silent Circle - Touch in the Night.
* Mr President - Coco jumbo.
* Saphir - Shot in the Night.
* Captain Jack - Captain Jack.
* Eifel 65 - I'm Blue.
* Baltimora - Tarzan Boy.
* E-Type - Set the World on Fire.
* Radiorama - Yeti.
* Modjo - Lady hear me tonight.
* Roxette - She's got the look.
* Culture Beat - Mr. Vain.

## Trivia

* It's named after Modern Talking track - "You my Heart, you my Soul".
Arcturus Meyan

Arcturus Meyan was a Remembrancer and historian, posted with the Void Eagles. His *From Unity to Insurrection* would become one of the seminal works charting the Imperium's collapse into civil war, though its authoritative account would ultimately see it suppressed along with so many other Remembrancer works.
House Vingilot

**House Vingilot** is a Knight House of mysterious provenance, oathed to a Mechanicum sect similarly mired in suspicion long before the Icarion Insurrection raged. They were the first to find the pristine yet derelict Forge World of Corvan and claimed it for their allies. In time they would grow close to the Steel Legion and join the Stormlord in his rebellion, before taking the side of the Suzerainty.

## History

Little is known of House Vingilot's origins, closely guarded by their scions. Even their patrons and allies on Scanad found them deeply mysterious, much as they valued the House's strength.

It is perhaps apt, then, that Vingilot were the ones to locate the deserted Forge World of Corvan.

The Knights of Vingilot served capably with the Steel Legion during the Qarith Crusade.
Knights Champion

The **Knights Champion** (also known as the **Bogatyry**) are a Fellowship of the Warbringers.

The Bogatyry used only four formal levels, which were not relevant on the individual's position in the wider legion, at least officially. These were the Grand-Master, single leader of the fraternity who invariably had a seat in the Pernach; under him were Masters, who could induct and advise, but were ultimately of little importance in the hierarchy of the Order. The main body of the Bogatyrs were Men-at-Arms, regardless of whether they were highly reputed knyazi or lowly seargents – a lack of distinction that was mostly theoretical as official rank would seldom remain unnoticed. Finally Squires were newly-induced members who had not yet surpassed themselves, but showed promising enough to be granted the azure heraldry.

Named after the knightly heroes of ancient Strela, the Bogatyrs are a lodge of champions. These warriors seek to prove themselves to both their peers, their superiors, and themselves. Eschewing the legion's habitual long-range warfare, they detach from the line with blade and bludgeon, seeking the most worthy foe to claim for themselves. The blue-cloaked knights of the Bogatyrs are in a constant state of self-doubt and a quest to set example. Most of these are officers, and to fail themselves would be to fail their men, and in turn their legion.
Eyebolt

## Eyebolt - Warp Monitoring Station

Set in the outer edges of the system the Eyebolt station is a basic enough warp monitoring station, few amenities, long stretches of nothing, but augmented by a small navy patrol fleet that works around the system. Rotating in year-long shifts the crew monitors the nearby space and deep space that borders the Sahaquel Reach and the Everveil. Equipped with sensitive listening devices and a fleet of probes the facility uses these to keep a close eye on the void for any hints of activity and reports it accordingly.

To the facilities credit it served well during the final stages of the Sahaqiel Gambit where it detected not only the insurrectionist fleets moving against the sub-sector's capital, but the subsequent supply forces following behind bound for Terra while the Navy and Astartes forces were occupied. This allowed loyalist forces to allocate an intercept fleet to capture the supply fleet instead of letting them slip away.

As with any Imperial station there are games, jokes and gambling to be had, both on and off-watch during the long and uneventful posts sailors have there. Mainly played by officers, one of the many games made up to pass the time is to take bets on which commander controls the system patrol fleet, with only their movements around the system as a hint. Non-commissioned personnel however, take to more traditional leisure activities such as cards and a game called 'Thread the needle' that involved firing the probe casing through a series of asteroid orbits onto a target. While the latter was heavily discouraged officially, more spent canisters seem find their way to the target area to the the station commander's shock.

Finally a past-time of most soldiers and sailors also takes place on board, deep within the stations bowels. A secret brewing facility for amasec setup by the naval engineers in the deeper bilges of the facility, steadily producing a flow of alcohol to the stationed personnel. Acting as a source of currency on board the station, it is traded around, especially with those who have run out of their own supply during long posts aboard.

### Stone Dragon – Outpost Level Garrison

Consisting of nothing more that a techmarine and several adjutants, the Stone Dragons garrison aboard Eyebolt are there to augment the Imperial Navy garrison and smooth over relations between astartes and mortals. To mirror the commitment and garner goodwill with the local Navy forces, those assigned to the station are committed to the same training period and year-long patrol. This also helps in maintaining morale as Navy commanders have a chance to coordinate with their assigned Techmarine to work together despite their genetic differences.

While rarely used, the Stone Dragons also provide a single Storm Eagle  for use in the event that the station needs to be evacuated or a message needs to be directly passed back in-system.