Daedalus Sidero

Lord Discordant

## Background:

A Hundred systems Daedalus brought to heel at his fathers command each one refusing to accept their new masters and the rights of conquest, chosen neither for statecraft nor diplomacy the Warsmith was charged for his merciless approach and unceasing resentment of those slowing the machine of war. With each system crushed under Daedalus' boot his bitter disdain would grow as his company stayed behind the main warhost as a garrison again and again, his tactics growing more brutal and careless towards the mortal populaces on each world until word of rebellion upon Olympia reached Perturabo's main warhost and Daedalus was found on the core world of the Charon system, a maiden world turned into an irradiated dead shell of a planet with its oceans boiled and land phosphex-scorched and it's only remaining population housed in his iron-clad citadel.

Returning to Olympia the Warsmith personally enacted decimation of his motherlands populaces, engaging in some of the earliest Astartes on Astartes combat with his brothers who refused their fathers orders and washing the streets of cities with the blood of mortals and until all the Tyrants of Olympia were laid low. Daedalus garnered notice from both without and within his legion and was rewarded with his own theatre in his Legion's next conflict in the Istvaan system, sent ahead of the rallying Xth, XVIIIth, and XIXth Legions to prepare the battlefield alongside the already dug in Emperor's Children, a simple task in comparison to slaying his own kin his cousins from other legions proved to be easy prey to the readied and underhanded Traitor Astartes tactics and with one fell sweep the dropsite massacre was enacted, though through victory Daedalus was rewarded with a familiar duty he bitterly accepted, remaining upon the blasted war-world and engaging in grinding warfare against the guerilla shattered legions until once again his prowess was needed elsewhere.

## Description:

Ancient and of great artifice Warsmith Sidero's presence can be felt on any battlefield he treads, between his mighty bearing and the force brought unto his foes by his mighty thunder hammer dubbed "The Last Argument of Kings" he bears the tools of war in all it's forms, from the mightiest hammer to the smallest of scalpel. Rarely alone he walks with the living weapons platform that is Cabeiri, whom despite his lumbering stature is swift to intercept any threats towards his master with either a hail of lead and plasma or the armored mass of his fleshmetal body.

Daedalus's armor gleams with brass plating overlaying sheets of obsidian ceramite forming the token hazard striped patterns along it's arms and legs, upon the left shoulder a thick gunmetal skull emblazoned on a reinforced pauldron while the right and his torso are enshrouded by crimson robes bearing a long forsaken warmaster's crest. Snaking from under the robes and overlapping armor plates mechanical tendrils and blades coiled and ready to snap at a foe with a thought from the warsmith. His right bracer sits larger upon his arm containing both storage and hydraulic mounted tools protruding from the wrist where the left is bulked by brass bars striping again over an obsidian sheet of ceramite.

## Personality:

* Pride: Wealth
* Disgrace: Wrath
* Motivation: Perfection

### Mental Disorders:

Alignment:

* Khorne: 2
* Nurgle: 1
* Slaanesh: 3
* Tzeentch: 2

## Statistics

Wounds: 19/19

Infamy Points: 5/5

Initiative: +9

Corruption: 45

XP: 500 Spent: 7200 (3600 for Warpsmith)

### Advancements:

* +5 Toughness, +15 Fellowship, +15 Int, +5 Willpower

## Combat

### Legacy Weapon: The Last Argument of Kings

**Base Legacy:** Good Legion Thunder Hammer

**Legacy of Excess:** When using his Legacy Weapon, the Heretic adds one extra Degree of Success to successful WS or BS Tests, as appropriate to the weapon. In addition, the Heretic chooses one additional Characteristic that benefits from a +5 bonus (Int) whenever the weapon is in hand. Should the Heretic fail a Test of his chosen Characteristic by four or more Degrees, he gains 1 Corruption Point (counting as a failing).

**Defender:** As he strikes down his foes, the momentum of his swings or the recoil of his weapon somehow manages to move him just right to avoid his enemies’ blows, as well the weapon may re-roll one failed Parry Test per Round. If the weapon has the Unwieldy or Unbalanced Quality, it instead loses that Quality.

**Pendulum:** The user has grown so bonded to his weapon that he can use its mass to aid his defensive moves. Once per Round, the Heretic may gain a modifier to an Evasion Test equal to the modifier to his attacker’s roll to hit.

Mk.3 Legion Power Armour (Modified)
11
11
13
 L.Leg
11
11

* Ceramite: +3 AP vs Flame, Melta, and Heat Attacks.
* Infernal Star: Force Field 50, Overload 01-05.

### Power Armor Subsystems:

* Devotional Iconography: The armour is clearly dedicated to the service of one particular Chaos God (Khorne). The wearer gains +10 to Command tests made against Daemons and targets devoted to that Chaos God. In addition, all Lesser Daemons of the chosen Chaos God not under someone else’s command or control automatically treat the wearer as their commander. The character suffers a -10 to all Fellowship tests made against Deamons and targets devoted to a Chaos Gods opposed to the chosen Chaos God.
* Enhanced Ceramite Plating: This armour has AP 10 on the Body, instead of AP 8.
* Auto Senses: Auto-senses: So long as the bearer is wearing his helmet, he gains the Dark Sight Trait and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades. (These benefits stack with any bonuses Chaos Space Marines may get from their organs and implants). In addition, the wearer gains the ability to make the Called Shot Action as a Half Action.
* Sustainable Power Source: Whether a miniature stacked atomic pile or something more esoteric, the backpack power supply of this armour is effectively everlasting. This suit of armour does not need to be recharged or replenished to operate.
* Collar of Khorne: Wearing the Collar of Khorne grants the user the same effects as having a Null Rod (A null rod can negate the powers of any psykers within 2d10 meters, causing them to take all tests to use any psychic powers with a –30 Penalty. They also offer personal protection from psychic attacks by granting a +30 bonus to resist any psychic power that directly affects him.), and force weapons never gain their regular abilities against the wearer.

## Cybernetics

#### Black Blood

* A combination of microtech from the Dark Ages and obscene xenos biotech flows though veins now forever tainted. The minions of the Omnissiah refer to this as Autosanguine, but those who call themselves the Dark Mechanicus know it as Black Blood. Too small to see but powerful in their vast numbers, these machines can repair minor injuries and speed healing. When applying healing the Heretic is always considered Lightly Wounded; he also heals much faster than mere mortals and removes two points of Damage per day

#### Dendrite Blades

* A lethal weapon that seems to act on it's own volition, Dendrite Blades consist of many linked metallic coils each ending in a serrated blade or wickedly sharp hook. They whip around the bearer almost as if seeking out prey. Each Dendrite Blade is a Mechadendrite and a Heretic must have the Mechadendrite Use (Weapon) Talent to gain it's benefits. Whenever an enemy makes a Melee Attack against a Heretic equipped with one or more Dendrite Blades he suffers a -10 penalty on his Weapon Skill Test for each Dendrite Blade the Heretic has equipped (To a maximum of 30) If the attacker fails his Weapon Skill Test by three or more Degrees of Failure the attacker immediately suffers 1 automatic hit with the listed profile, plus 1 additional hit per Degree of Failure beyond the third (To a maximum equal to the number of Dendrite Blades the character has equipped) Additionally a Heretic with one or more Dendrite Blades always counts as being armed with a weapon with the listed Weapon Profile. He must have the Mechadendrite Use (Weapon) Talent to wield a Dendrite Blade without penalty.

#### Good Cerebral Implants

* Good cerebral implants are very rare even among the elite and powerful, and are exceedingly difficult to arrange, becoming Near Unique in availability. These bestow Unnatural Intelligence (+2) and grants +20 bonuses to Logic and Lore Tests for the superior mental capabilities they now enjoy.

#### Good Mechanicus Assimilation

* This process is used either by the truly fanatical or the devastatingly injured, the user’s body is rebuilt with interlaced bionic replacements, augmenting and supporting the biological systems. Now almost as much metal as flesh, the Heretic gains the Machine Trait with Armour points equal to the number of times this replacement upgrade is acquired. When taken multiple times, note the number, as in “Mechanicus Assimilation 3” when taken three times. There are no Poor Craftsmanship versions of cybernetic, and Good and Best Craftsmanship versions simply make the upgrade less noticeable. Hereteks count this upgrade as Rare, as opposed to Extremely Rare.

#### Good Mind Impulse Unit

* Good models are perfectly tuned and the user feels the interfaced devices as if they were parts of their own body, even to specially modified weapons. They grant a +10 bonus to Tech-Use, Pilot, Drive, Logic, Inquiry and Weapon Skill Tests when interfaced with MIU systems.

#### Mechatendrils

* Equal parts tool and weapon, Mechatendrils snake restlessly around Hereteks and Warpsmiths as they seek out new tasks to complete. Used for complex repairs as well as combat, the versatility of the Mechatendrils make them invaluable if temperamental assets to those that reject the Omnissiah. Each Mechatendril grants a +5 bonus on Crafting Skill tests. A Heratic most have the Mechadendrite Use (Utility) Talent to gain this benefit. Additionally, a Heretic with one or more Mechatendrils always counts as being armed with a weapon with the listed Weapon Profile. He must have the Mechadendrite Use Weapon Talent to Wield a Mechatendril without penalty.

#### Utility Mechadendrite

* This 2m Mechadendrite incorporates a selection of useful tools and attachments, counting as a combi-tool and granting a +10 bonus to all Tech-Use Tests. It also contains six injector pistons each filled with one dose of Ligature Oil; these must be supplied and replaced separately. The limb is fitted with a Censer (see page 169), allowing it to billow fumes every 15 minutes with effects depending on the acquired ingredients. This can alternatively belch smoke clouds that may be employed in melee combat to distract and choke, imposing a –5 penalty to Weapon Skill Tests made by all living creatures within a two-metre radius for one round. This is a Half Action. Unless the censer is deactivated, all Perception Tests relying on a sense of smell made to detect the Heretic gain a +10 bonus. Also useful in combat is the cutting blade found at the end of one tip, counting as a knife with the Defensive Quality and Mono upgrade. A Heretic must have the appropriate Mechadendrite Use Talent to operate this implant.

## Inventory

### Tools:

Multi-key:

* A multikey is the perfect accompaniment for any Heretic seeking entrance to locked Imperial doors, the better to pry away the secrets hidden behind them. Multikeys can open almost all standard locks, making then illegal for most citizens to possess for understandable reasons and meaning most are carefully hidden away in boot heals or cloak padding. A Heretic using a multikey gains a +20 bonus to any Security Test when trying to open locks. There are no varying Craftsmanships of this item.

Narthecium:

* The tool of an Apothecary’s trade, a narthecium contains implements specially designed for Space Marine physiology and for performing first aid without having to remove the patient’s power armour.It also comprises various counter septics, skin patches, transfusions and other compounds engineered for the Space Marines’ physiology, and several stasis tubes for storing recovered gene-seed. A narthecium grants a +20 Bonus to Medicae Tests made on a Space Marine patient. It also raises the Threshold at which the patient is considered Lightly Damaged to 3 times his Toughness Bonus, and doubles the amount of damage healed by first aid. A narthecium also holds ten doses of any one drug. The drug must be acquired separately.

Scrap Code Generator:

* Highly dangerous to possess, this mechanism is tech-heresy of the most wondrous kind. When coupled with most sanctified Imperial machine spirits, it will inflict electronic virus-patterns into the datacurrents, disrupting the currents and inducing electronic seizures. The shattered remnants of the machine spirit can be reformatted into a more pliable and useful configuration, with new loyalties and functions. This device requires a Hard (–20) Tech-Use Test, but if successful the machine operated on will give up its secrets and obey commands in the future with only a Simple (+40) Tech-Use Test.

### Wargear:

Astartes Power Armor, Collar of Khorne, Beguiling Gem, Infernal Star.

## Talents & Traits

### Talents:

Basic:

Ambidextrous, Ancient Warrior, Armour Monger, Bulging Biceps, Cold Hearted, Combat Sense, Enemy (Adeptus Mechanicus), Greater Minion of Chaos, Horde Minion, Sound Constitution x1, Heightened Senses (Hearing, Sight), Nerves of Steel, Quick Draw, Resistance (Cold, Heat, Poisons), Swift Attack, Technical Knock, Total Recall, Unarmed Warrior, Unshakable Will.

Weapon Training:

Legion, Primary.

Mechadendrite Training:

Utility, Weapon

### Traits:

Machine (1), Mechanicus Implants, Multiple Arms (3) Unnatural Strength (+4), Unnatural Toughness (+4), Unnatural Intelligence (+2)

## Gifts and Rewards

Extra Limb, Slayer Limb (Ghibelline Hyperwave Clarion Cannon)

## Minions

Cult of Destruction
 Charonite Janissaries

### Obliterator Cabeiri

Wounds: 44/44

Initiative: +9

Fleshmetal Armour
26
26
26
 R.Leg
26
26

#### Talents:

Ambidexterous, Bolter Drill, Combat Sense, Deadeye Shot, Heavy Weapon Training, Independent Targeting, Legion Weapon Training, Storm of Iron, Target Selection, Technical Knock, Two-Weapon Wielder (Ballistic).

#### Traits:

Auto-Stabilized, Daemonic (2), Fear (2), From Beyond, Living Armoury, Size (5), Sturdy, Unnatural Strength (5), Unnatural Toughness (5), Violent Metamorphosis.

### Charonite Janissaries

Leader: Chorbaji Opsada

Traitor Guard Flak
7
(10)
7
(10)
7
(10)
7
 R.Leg
7
(10)
7
(10)

 Athletics
 Awareness
 Stealth

#### Talents:

Berserk Charge, Cold Hearted, Flesh Render, Frenzy, Weapon Training (Chain)