The GEoM's Empress??

Rift120

Well-Known Member
#1
Wellthis was mostly posted on Spacebattles, but since that website is in dire need of a new server and rumor has it its not going to get one, I'll repost what I had here.

Alright this has been percolating and refining in my head for the past month or so, inspired by a earlier VS question I posed. Namely comparing how ALicia, Tisiphone, and Megaira of Weber's 'In fury Born' novel would compare to a Daemon possesed human. Comments on that thread helped shape this idea.

As with all my ideas, any author who wants to pick it up, or even write a side story set in this version of the WH40k-verse is free to do so.


Essentially the events of the novel 'In Fury Born' happen as cannonically in the wh40k timeline. Keep in mind according to the novel its set roughly in the year 3000. WHich provides over 20,000 years before the age of strife for various species, technology, Gene-types, and philosphies to evolve, change, be lost, or disregarded to suit the author.

The earlyness of the time period also explain why there are no Orks or Eldar mentioned in the novel. HUmanity hasn't encountered them yet.

Anyway the basic premiese is that the Greek Gods were Warp Gods, that eventually were distracted and faded away or consumed by other Warp entities. (Perhaps by manipulations of the GEoM or Tzeentch.) However whatever the cause of there demise missed the Erinyes Daemon entities. Perhaps because all three were in a semi-stasis sleep in the warp.

The greek Gods perhaps feared the erinyes might grow to powerful if they were awake 24-7 and overthrow them, like they did the Titans... Not really important tho except as background fluff.

So the three Erinyes spent the years floating int he warp, slipping closer and closer back to the void of nonexsitence immaterium... until only Tisiphone remained, on the verge of fading back into the immaterium compeltely when she heard the call of Alica and the events of 'In fury born' occur.

At the end of the novel you ahve a unique sort of trinity of 'daemon', Human, and Machine possesing each other (Tisiphone, Alicia, and Megaira respectivly). However it shoudl be noted that Tisiphone isn't a typical warp Daemon, she is a creation of HUMAN warp gods. Thus she owes no allegience to any of the three Ruinious powers (Slaanessh isn't born yet).

More importantly her outlook tends to be pro-human, and is tempered by Alicia's values. In essence Tisiphone is about as 'good' as a Daemon can get. And since she's non-aligned with the ruinious powers, Alicia doesn't have to worry about corruption and mutation as much as a typical WH40k person possesed by a Daemon (Any more than the Harelquins of the Eldar worry about being mutated and such by the interests of the Laughing god).

THe end result is that Alicia is kind of immortal now, and growing in power of psychic and warp based as time progresses. (Even in the novel Tisiphone shows a wide variety of powers). Of course this brings her to the attentio of the only other immortal Human around with psychic powers. The future GEoM.

Alicia-T (For the sake of convience I'll just use this name when I am addressing the trinity of Alicia, Tisiphone, and Megira as a whole) will eventually run into the future GEoM as he guides humanity from the shadows, over the millenia.

As to how the GEoM views Alica-T? Well she is possesed by a Daemon true, but one that isn't inmical to Humanity. Plus her immortality and growing warp powers. the Future GEoM is likely to view her as his only human peer. Not as powerful or strong as he is, but in the general power level block, someone he can relate to and talk shop with (And human to boot... no annoying Xeno arrogance). As a peer he's also likely to find her attractive.

Not that they will be a stable couple... Alicia-T and the GEoM will likely fight often and have major disagreements on how he is guiding humanity. So they may get together for a month, year, or even a century.. but eventually part ways for years or centuries of time before they come back and make up over whatever difference of opnion they have that sparked their last fight.

Not sure what all the difference of opnions will be, but assuming I read a certain passageway of McNeil's 'Mechanicum' (Sadly I was only able to skim the book so I may be misreading it) Alicia-T is likely to definitly disagree with the GEoM on his setting up the foundation that would eventually become the Adeptus Mechanicus, and arranging to use the dreams of the 'Dragon' (Presumably the VOid Dragon) to further Mankinds technology.

Others could be the de-emphsizing of the neural links among combat troops, shifting it to only the elite having them... The secreative nature the GEoM prefers . (If she were around during the Grand crusade you can bet Alicia would raise a stink about the GEoM not warning his sons about the Warp and the dangerous entities in there... of course she isn't... see below)

Also at some point the GEoM will acquire Alicia's Genetic Data and Eggs in stasis.

Tisiphone is likely to be growing in strength and mastery of the Warp during this time period, possibly with some tricks the GEoM teachs her and Alicia.

As to Megaira. Well in the novel Megaira is very proud as to how advanced and powerful her Alpha-synth ship is. As the Millenia pass she's likely to purchase and acquire the knowledge to keep upgrading her main body to keep it cutting edge tech. As well as snag various technology designs that attract her interest. (money really isn't a problem.. especially since Alicia-T see's nothing wrong about bankrupting intergalactic drug cartels electronicaly)

Eventually constructing a Mobile 'base' out of some asteroid thats capable of maintaining her alpha synth body (And theoritically given time create other Alpha-synth ships.. albiet not as strong as Megaira...). Perhaps manned by Megaira modified Iron Men AI's....

Of course time passes, and Humanity eventually thinks they've figured out the trick to make true AI's, as opposed to Synth AI's that need human partners. And thus the creation of the Iron Men. This as well all know was a mistake.

The Iron Man Rebellion occurs. The GEoM learns of the 'final' solution to destroy all the Iron Men. Fearing that the virus may also affecte Megaira, he manages to get word to her of the upcoming virus release. And suggest the only way to avoid it... Not to be there. So ALicia-T, the Megaira programmed Iron Men manning her support base, and possibly some HUman followers head out beyond the realms of the Imperium of that time to avoid the Iron Man virus. Planning to return in a couple of centuries when its safe for Megaira.

Unfortunatly before they can return the Eldar Empire begins its long collapse and the Age of Strife occurs... Massive Warp storms cutting ALicia-T off from the Imperium. Alica-T may find a few cut off HUman worlds to protect.. but can't travel much closer than the fringes of the frontiers of the old imperium...

Meanwhile back on Terra.. The GEoM is forced to come out of the shadows and begin conquering the planet, and eventually launch the great crusade.

And of course create the Primarchs... and look at this Genetic data and eggs of Alicia he has stored just for this occasion (Note When Alicia finds out the GEoM made her a mommy and grandmother of well essentially every spacemarine out there without even consulting her she will NOT be amused.)

Time passes the Great crusade is launched. And during the Crusade the GEoM is noted as saying that one of the secondary goals of his crusade is to seek out 'Alica... My empress', as he knows she is still alive out there somewhere and as his peer is really the only one qualified to help him reunite Mankind and there destiny *this qualification of peers would be expanded to his primarchs when he rediscovers them*. Scraps of these musings on Alicia as his 'empress' will survive among the Ecclesiarchy creating a faction that believes one day the 'Empress will return to restore the Holy GEoM'.

This also factors into the II legion. Which remain unmentioned, but not considered traitors. Rather when their Primarchs were discovered.. the Primarchs decided it was more important to seek out Alica-T (Mother) than serve the Grand Crusade... Thus they went out into the wilds beyond the path of the crusade. So not quite traitors, but rather viewed as children of the Emperor whose priorities are misplaced. Hence why they aren't mentioned, yet remain seperate from the Traitor legions in the eyes of the other Space Marines that know of them.

Horus Heresy occurs... cannon 40k events...

II? legion eventually find Alicia-T... with the help of the space Marine's Alica-T carves out a mini-human empire... essentially waiting for the GEoM's crusade to reach the aprt of space where she is. While building up forces and defenses. Takes a LOOONG time for word of the Heresy and its aftermath to reach Alicia-T... and then she has to expand her own empire to reach the Imperium instead...

Alicia-T discovers the fringes of the Imperium of Mankind around 36-37 millineium. does NOT like what she sees and discovers about it. However by this point she is also aware of the threat posed by the Tyranid's... and the Imperium is the strongest force availble to counter them. If she interceeds now it will throw the Imperium into chaos and may allow the Tyranids to devour them all.

A tough choice. Essential ALicia-T and her forces remain on the frontier of the imperium.. as 'Mysterious Imperial forces' that occasionaly swoop down on beleaguered worlds to help fight off the enemies of the Imperium that menace humanity. As well as use her Alpha-synth ships to conduct hit and run raids on Tyranid fleets, Bleeding them slowly when she can.

40-41st millenium. Leman Russ tracks down ALicia-t in his quest to heal the GEoM and appeals Mother for aid.

Whether Alica-T can heal the GEoM is debatable, however Megaira certainly has enough old age Tech (remember she was upgrading and storing cutting edge technology right up to the end of the Dark Age of technology) to repair the Golden throne at the very least!

Leman manages to convince Alicia-T its time to re-enter the mainstream of the Imperium, and hopefully change it for the better.

Unfortunatly the PTB of the Imperium are not likely to be so accomdating... some will side with Alicia as she reveals herself, others will side against her be it because they believe she is a imposter, or 'daemon possesed! EVIL!', or even just because they are not going to give up the power they have in the Imperium so easily.

You're going to have a Civil war of the imperium that hasn't been seen since the Horus HEresy, perhaps even larger since the other WH40k powers certainly aren't going to stand on the sidelines here (Well the Tau might...it depends). Which is fitting since Leman Russ prophesized he would return during the 'end times'. Because Whetehr Alicia-T emerges victorious or not.. the IMperium of Mankind will never be the same again. So whichever side wins the current version of the Imperium is ending for soemthing new.
next part beginning was in response to someone who argued that Alicia would just lead a strike force into Terra instead of going to war with the imperium as a whole.

Al103... its not likely Alicia would be able to sneak in a effectivly large enough force to make her way to the Emperor's throne into Sol system. The Imperium of mankind is HUGE... and Alicia is on the very fringes of it to start. She has to make her way through that to get to earth, and she has to do it through the Warp. (Yes she has Wormhole FTL, but that has much shorter range and speed than Warp travel), and even than its a long trip.

More importanly Alicia is a military minded girl, She's not going to want to make that trip wihtout a proper logistics train to keep her supplied... which means she has to take territory int he imperium at the very least in the shape of a corridor from her area of space to Terra ( and then she'll need buffer areas to protect that supply corrider...), especially once she recognizes how heavily defended Sol System is.

Also Warp travel to Sol would be detected (part of the reasont he Necron ships managed to penetrate SOl I suspect is because they use NOn-warp drive).... sure Alicia has Wormhole FTL in the novel... but that has its own share of disadvantages. I'll discuss my views on that later when I look at tech differences

The fact is the defenses of Sol means she has to bring a large fleet in with her just crack it long enough to reach the Golden throne (which is heavily defended in and of itself) AND THEN keep the pressure off her back while she is busy trying to fix it/heal the GEoM. ANd thats not even going into keeping the enemies of the Imperium at bay in the meantime!

Alright a few thoughts on the other 40k powers in this.

Tau- Fairly neutral for the most part. If push comes to shove, they'd probably prefer Alicia's forces to win... if only because they tend to be more friendly to Alien's (Even the GEoM tolerated friendly aliens, and Alicia is from a similar time period). That having been said the Tau are pretty far from Terra, and have little incentive to strike out towards it. So its role in this civil war is likely to be purely mercantile. Although Alicia's forces recruting Kroot mercenaries isn't out of the quesiton.

As to ALicia-T's view on the Tau Empire, its probably along the lines of out of sight out of mind. If she does find herself considering them, its mainly as decent trading partners. Her forces in the Tau EMpire probably consist of some merchant style fleets, and a handful of Alpha-synth ships. POssibly the most dangerous aspect there for Alicia would be a Alpha-synth ship tasked with transporting backdoor Diplomatic parties between the Tau Empire and the Farsight Enclave's (To try and convince the Farsight Enclaves to return 'for the greater good' dontcha know)

Orks- Its a Good Waargh! Can we join in? Which side? Stoopid HUmies, all sides against Orks in a Waargh! (sorry I just can't write Ork). It looks like a good fight, you can bet some Orks are going to Waargh through it causing headaches for everyone.

Alicia-T's view: Orks are like the Cockroachs of the universe.. but can occasionaly be useful and bargined with (As in bribed with Dakka to point them towards that approaching Chaos Fleet to Waargh against in the short term). Plus I can't get the image out of my head of Tisiphone having fun leading various high powered Warp Deamons towards Gork and Mork in the warp, than escapeing while those two enjoy the good brawl she brought them.

Tyranids: OM NOM NOM NOM!! Alicia's forces are just another batch of Bio matter to be digested to them. If they give any thoughts to her force as a individual, its a slight annoyance at the Hit and run attacks her Alpha-synth ships make on there hive fleets. Annoying because of the damage the ships can cause, and even when they catch one.. they only have one measly human inside to digest.

ALicia-T's view: Probably the number one threat to the galaxy as a whole... Even Ork's can occasionaly be reasoned with, and the Warp powers worked around. THe necrons are tough but currently limited in number. The Tyranids are the big problem, and the main reason she's been holding off her attempt to reach teh GEoM till Leman Russ convinced her otherwise. Quite frankly in her opnion the Universe will be a better place if they were completely eradicated.

Perhaps most irritating to Alicia is that a Genestealer cult is much more difficult for her to detect than a Chaos cult in her area.

Necrons- Alicia-T is a complete unknown to them. Remember the C'tan and NEcrons Were in deep sleep during the time Alicia-T came to be, and she isn't anywhere near as well known as the GEoM among humanity (Yet). So the C'tan like the Deciever have very little data on her and her capabilities. At best they start out knowing there is a secondary human empire beyond the Imperium.. which while having some potentially irritating tech levels, isn't really large enough to challange them in the long run.

Once Alicia-T begins her march towards Terra that will probably change a bit. Certainly the Deciever is going to be annoyed, as Alicia will probably ruin several of his schemes for the Imperium of mankind (Necron Codex implies that the deciever has some sort of long term plan for the Imperium.. but has to make the High lords of terra more Ruthless and quick acting...). That having been said the Deciever is probably going to initially stand off and do some probing attacks and investigations to test the strength of Alicia-T's forces (Better yet.. Trick Nightbringer into doing it!).

Eventually Necron forces may commit a decent effort to try and stop Alicia, or they may focus more on the great warding and come into conflict with Alicia-T's forces as they accidentaly cross paths...

Alicia-T Views: If they were more numerous they'd rate right up there with the Tyranids. Alicia-T was surprised as anyone when the Necrons first started appearing as they woke up. Fortunatly she didn't have any adeptus mechanius or other sources to cloud her choices on how to deal with the Necron.

Standing orders for her forces on discovering a Necron Tomb world is to launch several dozen Blackhole armed SLAMS into it. No trying to take it by ground forces, or trying to figure out Necron Tech. blow it up and be done with it. Minor considerations for Tomb Worlds on populated planets may call in ground forces (Although if the NEcron Tomb is large enough, Alicia may make hte decision to write off the sentient population of the planet as is).

A result of this is that Necron presence in her home terriotory is rather light (she's had at least a 1,000 years or more to search her small mini-empire for Necron Tomb Worlds... and blast them to space dust before they are activated.).

Of course the real question is does Alicia make the connection between the NEcron and the 'dragon' the GEoM fought?

Eldar- A mini GEoM... oh joy. Jumped up annoyingly powerful Monkeigh. Even worse is Alicia knows how to hold grudges... and if you use her in a scheme that goes south or she doesn't care for AND she finds out, she WILL Be gunning for the Eldar that manipulated her and her forces. A very dangerous pawn to use, but then most powerful pawns are such.

As to her Civil war, who can say how the Eldar Farseers will act. Whether they prefer the Emperor on his throne, or not. One thing is for certain the Eldar will involve themselves one way or the other, the effect the outcome of Alicia's war is to big for them to ignore.

Alica-T views: She does not like Eldar.. outside of the ruinious powers, Alicia-T probably knows more about the fall of the Eldar Empire, the birth of Slaaneesh, and the connection to the age of strife than any other non-eldar being. So she holds the Eldar partially responisble for A ) Seperating her from Earth during the Age of Strife, crusade, and Heresy and B ) for creating Slaanesh *See below*.

In Alicia's opinon the Eldar who fled in Craftworlds should have done more to prevent their more decadant cousins from creating Slaaneesh. Instead of just running away. The Eldar's arrogance and casual manipulation of what they consider 'lesser beings' only make it harder for Alicia to do anything but view them with contempt.

Dark Eldar- ALicia-T would make a good soul sacrifice.. if they could catch her. As it is her forces are a headache... she has her forces trained with the tactical flexibility to counter the quick raids Dark Eldar prefer. Plus several of her ships (including the Alpha-synth's) are fast enough to catch a fleeing Dark eldar ship, and snatch whatever prizes they tried to snag from worlds under Alicia-t's protection. The fact that there sensors tend to be better than Imperium, makes it even harder to raid Alicia's core territories.

The idea of Alicia spreading her tech to the Imperium as a whole worries the Dark Eldar, as it would make there Raiding of 'Monkeighs' that much more difficult. So they'd probably attempt to stop Alicia-T from reaching Terra.. plus the chaos of the CIvil war is perfect for slave raids.

Alica-T views: If she views the Eldar with Contempt, she despieses the Dark Elder. Regular Eldar are just cowards who didn't step up to prevent and/or clean up the mess there old empire made. Dark Eldar actively helped create Slaanessh and aren't repentent in the slightest. Any day Alicia's forces can track and destroy a Dark Eldar Force is a good day in her book.

Tisiphone might consider Dark Eldar Souls ot be a nice Snack... if a bit unhealthy and fattening :p

If it weren't for the NEcron's and Tyranids... Dark Eldar would be the number 1 enemy of Alicia's forces.

Chaos/ruinious powers-

Now things get interesting, as a whole Chaos does NOT want Alicia-T to reach Terra. Even if all she can do is repair the Golden throne, doing so would set Chaos back *especialy if Alicia took command of the imperium as a whole*. Still there is a bit more:

Nurgle- Of the Chaos powers, Nurgle is the most neutral towards Alicia-T not having any strong feelings towards her one way or the other, unless she finds herself opposing one of Nurgle's schemes.

Tzeentch- Might be slightly intrigued by ALicia-T's unique status, but also no strong feelings for or against her. However Tzeentch does have several schemes that can use Alicia-T as a pawn in. Of course Tzeentch probably has several schemes to use that little dust mote in front of your computer as a pawn in as well...

Khorne- Probably the most conflicted of the CHaos powers in his opinion of Alicia-T. alternatly wants to kill her, claim Tisiphone as a daemon of his own (or subordinate)... her wrath as a fury is attractive to Khorne... who can't make up his mind.. convert, or destroy and absorb.. oh why did that damn Tisiphone have to stop Alicia's beautfiul rage as she attempted to destroy Governer Treadwell way back when? (could be used for some truly disturbing warp entity 'courting rituals')

Slaaneesh- despieses Alicia-T for being older than s/he is... Wants to seduce and kill/obliterate Alicia and Tisiphone completely... only adding on the seduce part because doing so would allow him to taunt and really torque Khorne off about snagging Alicia when he couldn't. and oh its too late now as i devoured both there souls.. HA HA!

Chaos Marines- Don't like her at all. Grandma (Chaos marines 'children' of Primarchs, who are the direct children of Alicia...) is really dangerous.. and doesn't approve of the way they have been acting. Plus she has at least one true space Marine legion to face them with...

Possible exceptions:

Alpha Legion: Its been argued that Alpha Legion defected because they were fortold that staying loyal would doom the imperium... and of the Chaos Marines, Alpha Legion operates mostly indepedntly from the other Chaos Marines. So it is within the realm of possibility that Alpha Legion might defect from Chaos Undivded to worshiping Tisiphone... not likely granted, but possible.

Fallen Angels: Your likely to see some of the more 'noble' Fallen angels head to Alicia's banner... its certainly POssible Cypher might join up...

Daemon Primarchs: hate and fear 'Mother'. Not only is she powerful enough to face them one one one and? win, but thanks to Tisiphone if they lose to Alicia they don't just go back to the warp. They stand a real good chance of being killed permantly. And Alicia has no sentimentality towards children she never met, so its unlikely she'd hold back like the GEoM did against Horus. So are a bit cautious when faceing forces they know Alicia-T is leading and extremely reluctant to face her in personal combat where she is still able to fight.

Alica-T's view: Dislikes Chaos as a whole, finds Khorne annoying, and really hates Slaaneesh (Probably has something to do with his/her repeated attempts to molest than KILL her.)

Chaos Marines she despeises as traitors to humanity. If she has any sympathy for any of the Traitor legions it would probably be for the Thousand Son's, who arguebly were tricked into Tzeentch's clutches, and thanks to Ahrimman have quite the punishment of there own. Althoiugh that certainly won't stop her from ordering ehr forces to engage and defeat them on the field of battle.

IF Alpha legion defects to Tisiphone, I don't know how Alicia-T would take it... but it would be interesting to explore.

Alicia-T might actually find a lot of sympathy for Cypher if you take the more 'good guy' approach to this charcter (Trying to redeem himself and heal the GEoM.) seeing some parralel's to her early life in her trinity.

If the Fallen angels can convince Alicia they are trying to repent she may allow them into her forces. ALbiet watched very carefully.
 

Rift120

Well-Known Member
#2
onto the imperium

Thoughts on the Imperium of Mankind.. the various factions and how they will react to Alicia-T's re-emergence onto the scene and starting the Civil war.

Space Marines- Probably the most conflicted. Those whose Primarchs join Alicia-T will obviously join her forces as well.. so the Space Wolves are a definite on siding with Alicia.

(Keep in mind there are 3 other Primarchs floating around unaccounted for that can be put intot he story if the author cares to. Vulkan, Corx, and Jaghatai Khan )

The Ultramarines will either side against Alicia-T or stay neutral...

The Dark Angels will definitly side with the HIgh lords of Terra, if only because Alicia would be open to accepting Fallen angels truely trying to redeem themselves.

Soul Drinkers Might join Alicia, or may continue there quest for a alternative to the Imperium of Mankind.

other chapters are really up to the Author, depending on what forces he wants to give each side as to whether they Join Alicia, The HIghlords of Terra, or just stay neutral. Although I'd suspect the majority would be in favor of maintaing the status quo.

HIgh Lords of Terra- unamiously oppose Alicia. Even if they believe she is the 'empress' to the Emperor, she represents a threat to their power.

Inqusition- Those INquistors who lean towards useing 'friendly' and 'Tamed' dameons to help the imperium will latch on Alicia as proof of there theory. Other wil be the generic "Kill the HEretic!"

In general the Puritan faction as a whole will side against Alicia and try to stop her.. of the Radical Factions, those who are members of the Xanthism and Recongregationism factions will generally side with Alicia... with Recongregationists as the most loyal (How better to reformat the Imperium than with a Empress at the head??)

ALicia-T doesn't care for the manipulations and habitual secret holding of the iNquisition if asked.

PDF- A planet by planet basis is probable here... if a Planet is inclined to throw there lot in with Alicia, than chances are the PDF is as well. (Although this certainly isn't a guarentee.)

Imperial Guard- similar to the PDF, each detachment would have to choose its loyalties to the High lords of Terra vs Alicia-T's. I suspect maybe 10-35% of the Guard that face her advance might defect to Alicia T's forces.. (note thats not the same as 10 to 35% of the entire Guard, who certainly will have other headaches to deal with beyond Alicia's forces)

Commiseriat- Generally loyal to the High Lords of Terra (hey thats what there training focuses on)... only 5-15 % would defect....

Sisters of Battle- majority sides with High Lord of Terra. THEY ARE the brides of the Emperor dammit! Not this jumped up daemon Bitch. Still some may be visited by visions from the Emperor and convinced to Defect... no more than 5% tho.

Alicia-T might be slightly amused and planning to Tease the GEoM about his 'harem' when she reaches him concerning her views of the Sisters as a whole.

Ecclehisarchy- a interesting case. Those that believe that the Emperor was searchign for his Empress during the crusade would be the only ones likely to defect. However even that isn't a guarentee as some will assume Alicia-T is a imposter. This may actually shatter the Ecclehisarchy as various factions war amongst each other about the truth of Alicia-T and her relation to the God Emperor.

Alicia-T would at best view the Ecclehisarchy as an annoyance... especially the ones trying to worship HER!

Imperial Navy- most side with High lord of Terra. Don't care for Alicia's new fangled ships and tactics and letting just anyone who is competent enough become space captins.. what about tradition and noble families becoming officers? May see 20-30% defect to augment Alicia's space forces.

Adeptus Mechanius- While some of the lowest engineseers might defect (Those generally assigned to defecting PDF/Imperial guards/Space marine detachments.) The Upper levels of the Mechanicum are all in agreement. Alicia must be stopped and Megaira handed over to them for dissection and retrievel of holy lost technology.

In other words Adpetus Mechanius is blinded by greed for the Tech knowledge Megaira represents and has in her databanks. And infurited that Alicia doesn't promote worship to machines, and actually teaches any average joe how to repair and *GASP!* invent and build new weaponry!

At best the Mechanicum view Megaira as a high ranked sub program of the Omnissaih, one who is obviously rogue because she is sharing Tech and not granting it to the Adeptus MEchanius like a good little program.

Alicia-T finds the Mechanicum disturbing. There drive to turn themselves into emoptionless machines reflecting Alicia's earliest fears about Cyber-synths. The hoarding of tech and secrets would also rub her the wrong way, while Megaira doesn't like there arrogance and demands that she turn herself in for dissection like a good little program.

and finally

Adeptus Custodes- Are aware of Alicia's existence and eventually that she can repair the Golden throne. However are also wary that she might be a imposter. In general will stay on the sidelines until she reaches Sol System.. and make a decision than...
In response to comments about the Grey Knights and adeptus mechanius

The Grey Knights may be loyal to the EMperor, but they are currently controlled by the INquistion. More importantly the Grey Knights are if I recall correctly SPecificly Anti-Daemon Space Marines.

Alicia-T is Technically Daemon Possesed, and while we know Tisiphone is not part of the Ruinious powers. The Grey Knights would only have ALicia's word on that. (the Emperor didn't think it important enough to mention Chaos and Daemon entities to HORUS before leaving for Terra, its not likely he'd have left notes for the Grey KNights to peruse saying 'Alicia is safe').

In essence the Grey Knights only Data on Alicia-T is that here is a Powerful Daemon Possesed indivudal who CLAIMS to be the one the GEoM was searchign to be his Empress (a fact that is only accepted by a portion of the Ecchliserchary.. ) and claims to be able to help the GEoM on the throne.

That is not enough to have the Grey Knights side with Alicia, especially since the Inquistion will at least in part be calling on the Grey Knights to fight against the ' Warp cursed heretic' Alicia. At best they stay neutral, until Alicia can prove she has the Emperor's best interest in mind.

As to the Adeptus Mechanius. Everything I have read about them shows them as hoarders of knowledge... and tending to believe any tech belongs to them. The only time they grudginlgy share tech is when the Inquisiton forces them to...

More importantly the various novels make clear that to advance in the Mechanius, one has to accept the upper levels view of technology, the path it should take, and who it belongs to. *Read the Dark Adept and Dark Disicple novels for a good showing of this*.

IN the end though the biggest thing is that the MEchanicum would be scandlized that Alicia-T shares its knowledge with everyone in her forces. To the upper levels of the Mechanicum whether they view Megaira as soem abomination, a true avatar of Omnimessaih, or a rogue program There views on the tech Megaiara has is unamious. Its lost human tech, IT BELONGS TO THE MECHANIUS. And the Mechanicum is the best to decide what the mere non Adeptus can be expected to be told how to properly use....

and whether invention is acceptable or herietical... etc..

Essentially the fact that ALicia-T and her forces aren't going to submit there tech to the Adeptus Mechanius, much less limit how non Mechanicum personnal can learn and experiment with will ensure the Mechanicum nearly as a whole is going to side against Alicia...

Granted there efforts may be geared more towards cpaturing MEgaira... but they won't be joining Alicia at all... the views on technology, information, and information availbility are just to different to allow them.

Only the lowest levels of the Mechancum, those who haven't had curioisty about how to explore potential new techonolgy and inventions programmed and surgically removed (literally!) from them as they advance in ranks of the Mechanicum, have any chance of defecting to Alicia.

So I stand by my estimate
In response to a argument presented 'The imperium would accept the words of a Primarch and not fight Alicia.'

Except the Imperium as a whole has had ample evidence that Loyal Primarchs can be turned and corrupted. Not everyone is going to believe she is who she says she is... even with evidence.

And then there will be those who see she is bonded to a warp entity and say 'well okay she may have been the Emperor's chosen ONCE, but look she's obviously been corrupted by the great enemy! She claims HER Daemon is different? Yeah right, thats what the ruinious powers WANT You to believe'.

Remember the Imperium as a whole are really big on the paranoia angle, and to be fair Chaos cultists have tried the 'I am a agent/redeemer of the emperor' before. Off the top of my head there is the little blurb in the Witch Hunter Codex Describing INquistor Lord Karamov's confrontation with the 'prophet of the emperor' Icarael. Whose followers were secretly Chaos cultists.


Add in that there will be numerous people in power who don't want to lose power should the Emperor awaken, or realize they will probably be purged by Alicia's style of goverment. Or those who are greedy for the power and tech Alicia's forces have. Oh yeah and we can't forget those who would not be able to accept Alicia's views on Justice and aliens (she makes deal with Xenos! She can't be good for the Imperium!). Or those who just stubbornly resist change.

In the end you have numerous people with influence who will willingly stand up and say 'this person is to good to be true, she is different and a heretic! a agent of Chaos! Kill burn annhilate. You can't trust a thing she says, she's obviously trying to get close to the divine emperor to try and destroy the golden throne'

The Imperium is a rather paranoid, secreative, and power hungry place.. especially in the upper echelon's of power. They are not just going to hand over the keys to Alicia short of the Emperor standing up on the golden throne and telling them to (And even then they'll be pockets that will still refuse.).

I mean just look at the Age of Aposty and Vandire and Sabestion Thor. It was blindingly obvous Vandire was out of his friggin mind and dangerously psychotic, yet the Imperium still fought agaisnt Sebestion Thor trying to save the imperium from the nut job Vandire. You can't say every force that fought as a loyalist to Vandire believed he was holy and guided by the Emperor...(well the "brides of the Emperor" did, but that wasn't the sum total of all the forces Sebastion Thor faced.). And that wasn't even as big a argument as a new 'empress' for the Imperium.

And thats not even going in to what sort of rabble rising the Ruinious powers, Dark eldar, and the Deciever might through into the 'loyalist' Imperial forces to convince them to oppose Alicia. (Possibly the Eldar to.. who knows what their schemes has them doing...)

The Ruinious powers have little claws in several imperial citzens of varying ranks and jobs... Whispering little paranoia and distrust into there ears woudl be trivial and difficult to detect. Or they could go the alternate route... have soem of their agents loudly proclaim in favor of Alicia... than let them be 'discovered' as tainted by CHaos... look they were in favor and Chaos cultists! Alicia must be in league with the Ruinious powers... KNowing Tzeentch he's likely to do both... and thats just obvious kid stuff manipulation.

The Deciver himself has already inflitrated the Imperium, having posed at least once as a System Govener! And imply he was only getting started in his manipulations. Fanning fear against Alicia's 'crusade' would also be childs play for the Deciever...


Speaking of the Ruinious powers Al, thats another reaosn she can't just sneak in. Sure she could do it alone... possibly (The golden throne and its surronding buildings probably have some wicked defenses, many geared towards Warp and Psyker abilities.). But once in, what happens if someone raises the alarm? Something the Ruinious powers could do fairly easily with just a minor manifestation. (Heck they'd probably find it funny as hell to do it... Tripping up Alicia at the last moment as she sneaks in towards the prize.)

Alicia is more than well aware of the Ruinious powers and thier abilities. Plus she is probably figureing that healing/fixing the Golden throne is going ot be a very labor intensive project (remember the only hard data she'd have on the throne would be Leman Russ's own observation... expecting her to have a quick fix based on what he has seen and can describe would be akin to going to your mechanic and telling him 'My car is makeing a funny noise, no I don't know the make Model or what not just that it makes this noise can you tell me whats wrong and how to fix it just from the noise?').

She's going to figure she needs time and tools to fix the throne, and start healing the GEoM if she can.... and she can't be stealthy while doing it... there are just to many unknown variables... even without counting on outside influence from the ruinious powers.
Lets begin to look at her Tech a bit

Alicia, through Megaira. has Access to a lot of Dark age of technology. But not all of it. Even with there 'support base' having databanks they still have a finite amount of memory. Plus Alicia-T would pick and choose tech of interest to them.

For example they probably have Data on how to fight and combat capabilities of most heavy ships used in the Dark Age of technology space fleet, however they lack the knowledge on how to build them. Mainly because Megaira is a Alpha-synth ship, and as far as ALicia-T knows when they gahtered the Data they would always be? connected to the Imperium. So they would have no need to store data on how say a BAttleship was built... just combat capabilities in case they ever face one in battle.

Of course some of that can be compensated by dissecting captured ships and reverse engineering, but thats not always guarenteed to produce a equally as good product.

On the other hand she has had nearly 20,000 years in her private empire to produce, reverse engineer, and 'reinvent' certain classes of vehicles and space ships so she has rough equivalents.

On the third hand she has comparitivly limited resources than the Imperium has, so some products that the Imperium can produce she can't because she lacks the resources for.. or she can't produce them in the same number.

Off hand the items she has complete data on and can have her forces recreate: Alpha-synth ships, Internal Synapse enhancments, dark age of technology ground force weaponry (Both infantry, and crew serviced) *Thus rare weapons in the Imperium, Alicia-T's can produce because she does have the schematics*... probably a few other odds and ends... maybe one or two 'carrier' space craft... oh yeah and Wormhole FTL.

That having been said to start off with Alicia-t's forces tend to be outnumbered by Imperium forces, but still better tech.

Augmentation of her Wasps (Her equivalent of Imperial guards) fairly wide spread.... limited only by genetic incompatibility to Synapses... perhaps 40-60% have basic sensory enhancment.... of that group 30% (note thats 30% of 40 to 60%.. not the whole 100%) have enhanced Synapse systems... akin to what the Marines had in the novel as standard issue. (Pharmocopiea for battle drugs, some light armor buiilt into there body, ability to use remote sensors *ala certain Tau units* for firing and scouting...) Enhanced Synapse can also use limited power armor.

I'm debateing whether or not to include a 'cadre' elite among Alicia's forces.. or with the presence of her space marines if that is to much overkill... if they do have Cadre elite, it amounts to less than 1% of the 30% of enhanced Synapse users... Ability to use the Tick combat drug (Extra attacks during Shooting and assault phase?) and full power armor. just shy of Space marine capabilities. (a average space marine can take a average Drop comando, but said Space Marine has to take his opponent seriously or they are dead.)

Her space Marine Legion, of which has the nickname 'Momma boys' by the other legions, are essentially the same as cannon space legion. Most of their equipment was created by the GEoM during hte age of strife, and produced at various forge worlds. So schematics of them would be rare to non existent to Alicia-T's forces. She can create knock offs ranging from nearly identical (Standard SPace Marine equipment... ) to Sub par (advanced stuff like termanitor armor.). Thus they still have 'ancient' relics and weapons and armor used because they are superior to the 'knock offs'.

So for example ALicia-T's Space marines can field a normal Terminator squad.. and for a lesser point cost a 'knock off' terminator squad whose power and armor rating is slightly inferior to a standard terminator armor.

THe main exception rare weaponry like say plasma guns/rifles? not quite so rare as Uncommon in Alicia's forces as she can produce them... but tends to assign them to specific squads. (Plasma weapons are not conductive to low collateral damage for example.) Remember ALicia is a Infantrywoman at heart, so she's likely to have kept abreast of various guns used by the Imperium infantry man up to the age of Strife.. and schemetics of how those work are much easier to reproduce.

Cyber-Synth AI's... presumably they've shrunk a bit over the millinieum until abandoned in favor of the 'now sane Iron men AIs'. Ground force wise any Titans she has should be equipped with them.. as well as ground bases. Might even go as far as saying that ALica-t's Baneblades equivalent might have low powered Synths (not very bright but better than pure computer...), while Baslisks might be hooked into a Synth network for more accurate support fire.

Effect in combat is:

1. such units require less manpower to operate.

2 enchanced sensors means better targeting. (FOr example the 'scatter' of the Baslisks linked to a Synth targetting computer is reduced by half.) Slightly better reaction time than Imperium equivalent units (Only slightly because if I recall imperial Titan pilot fuse with the machine itself giving it human reaciton time.. so Alicia's titans only get a slight benefit from the advanced processer of the lower grade Synth's which can recognize and anaylze threats a bit faster than the human mind presenting more accurate summaries for the human part of the titan to consider.) If i ever get around to reading 'abnetts' Titanicus this might change.

3. concerning chaos corruption/daemon possesion of crew or machine... Synth units machine AI's have a chance of recognizing and initiating self destruct before corruption turns the unit against freindly forces.

Space Combat is where the tech edge really shines. First off Synth capable ships (IN the novel average synths were only able to be installed into Battleship or larger classes... given a couple millenia of miniturazation... might be able to put basic synths into somehting as small as escort class ships (With larger ships having a progressivly more powerful Synth computer... Alpha synths are special tho.. see below)

THis has several results...

1. Smaller crew requirments than equivalent Imperial space craft. This can actualy increase storage for other weapons/units/fightercrafts/internal defenses agaisnt borders/etc. very useful in transports.

2. better sensors and reaction times in combat and outside

3. Harder for boarders to commandeer *not only do they have to deal with the crew, but then they have to override teh Synth AI controlling much of the ships systems.*

-SLAM drones and missiles... mainly used as couriers when Immaterium communication is to iffy.. back up to astropatheic communications. Also used as heavy duty missiles (Its a friggin balck hole missile), and Alicia-Ts equivalent to Cyclonic torpedo's.

Of course Alicia's combat doctrine doesn't have her use Extermitatus as often as Imperial units would. With the exception of Tomb worlds (Standing policy SLAM Necron Tomb worlds and bases into well oblivion.. 'lets see the tincans recover from THAT' is the basic philosphy here), and worlds hopelessly overrun by Tyranids.. to deny Bio matter to the hive fleet.

Needless to say both Necron and Tyranid forces HAte SLAM carrying vessels and make them a priority to destroy.

-Wormhole Drive *Unique to Alicia-T's forces.. in theory at least Synth units could be made by Imperial (or Tau) forces except for imperial design philosphies*

Any space craft capable of mounting a Warp drive can instead opt for a wormhole drive instead. Any ship class below Grand Crusier can NOT have both... Grand Crusiers with both Warp drive and Wormhole drive are rare... BAttleships are common to uncommon... larger the class of battleship, the more likely it has both.

Advantages of Wormhole drive-

-Completely sperate from the Warp. Thus pure warp drive ships can not prusue or intercept Wormhole capable ships that use Wormhole to approach or escape battle. Necron's can pursue with difficulty (there FTL isn't the same as Wormhole, but since its stuck in the Materium they can theoritically follow behind a Wormhole traveling Ship if they have the right sensors to detect it and are looking in the right spot TO detect it)

-Can penetrate areas suffering Warp Storms with no adverse affect. (Thus if a planet were say cut off by a local heavy warp storm preventing Warp travel there *Like in the novel 'The Traitors hand' for example* a Wormhole ship can bring relieving forces thorugh with no problem.)

This also means Alicia-T's forces can explore areas of the Imperium, Imperial forces can not due to warp storms and current in the Immaterium. (Of course some of those spaces are probably Necron tomb worlds and fleet bases.. so the advantage of this is debatable.)

-Limited undetectabliity- Requires specific instruments to detect gravitonic waves of incoming wormhole travelers. Tau, Necron and Orks *if the idea ever occurs to them anyway* can cobble together eqivalent detection units if they care to. Imperium 'technically' has the knowledge to do it, and schemetics for one, but is handicapped by millenia of pure 'warp travel' so 99% of systems imperial held don't have the proper equipment... and of the 1% remaining that do have Gravitronic detectors, most would not realize the signfigance of the incoming wave until it was to late *I.e. theya re there for Mechancium experimentation in different directions.*

Note Terra is a exception... they not only have gravitronic wave detectors set up in the system, but they are manned by tradition... with a traditional response to various readings coming in. (Thus due to tradition if the detectors tracked a incoming wormhole ship on Sol system, traditional response would be to alert 'impending unknown ship' to defenses of Sol... they don't have to understand why.. its tradition of holy Terra so its maintained.) THis is also why I say Necron FTL is different from Wormhole. because the NEcron incursion into sol would have been detected earlier if it wasn't.

-Defense advantage Black hole shield. SInce Wormhole travel is possible by 'falling' into artifical black holes, the front of the ship has a highly effective shield against weapons. Man I wish I had the Gothic spaceship addition ot WH40k so I could state the equivalent. But essentially short of a weapon capable of bypassing black holes, the front of a wormhole ship is invulnerable... except to massive barrages of energy weapons which MIGHT destabilize the black hole. (Yes even Necron weaponry). You have to strike the ship from angles or the rear to strike against conventional void shields.

Head on assualts of wormhole FTL craft are essentially suicidal.

Disadvantages

-Long range travel takes to long in comparision ot warp travel. Thus it is NOT practical for Alicia to lead a armada of Wormhole ships straight to Terra. It would just take to long to reach there. NOt sure of the exact ratio.. but lets say centuries to millenia for a pure wormhole trip from Alicia's empire to Terra.

-Units are BLIND to the real world in Wormhole. They can't get updates to changing battle situations, reinforcements, or what not while in transit.


-Due to the above Wormhole traveling ships are highly vulnerable upon immediatly exiting wormhole FTL. IF the opposing forces have the tech and knowhow to detect Wormhole FTL gravity waves, then setting up a ambush for a invading wormhole force is relativly easy and devestating.

-Wormhole travel can NOT emerge within a suns gravity well. Bad things happen to Wormhole drive if they do. (thus a Wormhole ship and a Warp ship invade a planetary system.. the Warp ship will generally reach the target first because they CAN materilize inside a suns gravity well from the immaterium)
more to follow
 

Rift120

Well-Known Member
#3
phew this is taking a bit... hard to realize I wrote up so much supporitng material... anyway... lets look at Alpha Synth's

some thoughts on Alpha-synths and unique units to Alicia-T's forces

-Alpha-synth ships.

Megaira over time during the dark age constructed a mobile repair base to keep her body in shape and regularly upgraded to cutting edge tech. A result of this repair facility, is that when its not maintaining MEgaira it can slowly construct other Alpha-synth ships of slightly lesser quality.

ALpha-synth ships are small, agile, and heavily armed. All are only equipped with Wormhole drive and thus are unable to enter the warp, but do benefit from the Blackhole shield fromt here front. THis combined with there agility in space makes Alpha-synth ships very difficult to destroy.

This wormhole drive plus there speed makes them deadly hit and run strikers on large fleets outside a stars gravity..able to wormhole in for a high speed fireing run, than wormhole out where none can follow. A tactic honed continiously against various Tyranid hive fleets.

About the size of a Destroyer, but carrying Crusier level firepower. However due to the small size ALpha-synths do not carry heavy Missiles and only two to four SLAM drones (Depending on model... assuming some miniturazation since the time of the novel) Which primary purpose is for communication.

Instead of wasting time on that space in the ship is used for smaller types of missiles, counter missiles, energy weapons and similar outputs.

The most important part of a Alpha-synth ship is that due to its Alpha-synth AI it has a crew of ONE. This opens up more space for weapons and ECM since a Alpha synth ship tehcnically only requires crew quarters for one.

The downside of this is that there is also very limited cargo capacity for the ship in question, be it man or materials. (not sure about the exact numbers.. anyone know where there are specfic stats on Furyverse Alpha-synth ships? All I got is what I can imply from the novel).

The crowning point is the Alpha-synth AI. Mankinds only truly stable AI, once partnered witha Human. Alpha Synth AI can manage and fly there bodies into combat in space with the ease a human can fight on land. Giving truly impressive sensor and reaction times. WIth the use of internal Tractor technology, it the AI can even be of limited use in repelling boarders.

All modern Alpha-synth ships are designed so that the AI unit can be removed. This allow Alpha-synth human pilots to retire into other occupations should they desire to after several tours of duty. Thus you can occasionaly find ALpha-Synth AI's in various Space docks, or ground adminstration duties.

-Alpha-synth AI: all ALpha Synth AI's are a fusion of Man and AI... not two seperate personalities. ALicia and Megaira are an exception, and every attempt to duplicate it has ended in tragedy.

That said the fusion is still a highly impressive mental combination. In addition to the Normal Synth ability to have a chance to self destruct if possesed by chaos. Alpha-synth HUman/AI fusions actually are HARDER for CHaos to possess and corrupt. This is because the Ruinious powers have to slip there corruption not only past the Human senses, but also the powerful AI as well.

Not that it is impossible, just very difficult. Plus there is also the chance the synth may be able to initiate self destruct before full corruption. THere are a handful of Chaos corrupted Alpha-synths out there.. but not very many.

A side note Alpha-synth human combo's are very difficult to pull illusions off on, mainly because you have to fool BOTH human and Alpha-synth AI's senses.

Alicia-T is damn near impossible because you have Tisiphone added to the mix and Megaira is independent... Illusions pulled on her generally fail as a base rule.

The computational power of the HUman/Alpha-synth mind is phenomanal. Able to rival the highest cybernetic computional enhancements of the upper levels of the Mechanicum. Without sacrificeing emotions, or organic halfs (Of course the Adeptus Mechanius views that as Heretical... but what can you do?)

-Unique Alpha-synth Megaira

Megaira the alpha synth body of the trinity of Alicia, Tisiphone, and Megaira is a league above the average Alpha-synth. She was and remains at the cutting edge of Dark age technology in both armor and fire power. If a average alpha-synth is difficult to destroy, Megaira is downright impossible.

Her enhancments over the typical Alpha-synth ship:

Speed and reaction time is marginaly faster...

Fire power and defenses is equiavlent to Battleship class spaceships as opposed to 'mere' cruisers.

Thanks to Tisiphone's presence, her armor and weapons can further be enhanced by Warp.. and possibly minor warp entites (Does anyone know a place one can puruse the warp abilities of a Chaos spaceship? I might be able to go into more specifics than)... including a mild level of regeneration.

Also Thanks to Tisiphone, Megaira is capable of entering and traveling through the Immaterium should they choose to do so.

-Chaos corrupted Alpha-synth

While highly difficult to corrupt, it is a far cry from impossible and over the millenia a handful of ALpha-synths have fallen to the wiles of the Ruinious powers.

Said corrupted Alpha-synths do NOT replicate or even approach the power of ALicia-T. Although some are deluded enough to think they do....

The fact is the creation of Alicia, Megaira, and Tisiphone was a unique set of factors, that all attempts to duplicate has failed (even when attempted by the Ruinious powers.) most often tragically and explosively.

Chaos Corrupted Alpha-synth do not gain much in fire power, although daemon possession of their ships does give them some minor enhancments and the ability to enter the warp. They are mainly a threat to other ships in space.

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Base Alpha-

During the millenia of the Dark Age of Technology, Alicia-T earned (and occasionaly stole from the nastier sorts) a enormous amount of cash. She invested this in building her own private mobile space yard to maintain and upgrade Megaira at will. thus was born Base Alpha.

Centered around a large Asteroid, Base Alpha remains Alicia-t's home base to the current 41st millenia. equipped with a powerful Gellert drive, it is capable of entering and traveling the warp... and when Alicia is present it can even do this without the gellert field active should it so choose (Tisiphone being more than adeaquete to protect the base from warp entities.)

Its databanks contain a large multitude of Dark age tech specifications and also several minor factories able to produce munitions for space fleets, and weaponry and light armor for ground forces. However its greatest jewel is the full tech specifications for the Alpha-synth style ship. and several docks that can be used to either create new Alpha-synth ships, repair them (including Megaira), or repair other ships up to light crusier size.

Defenses are heavy, aside from a support fleet that has developed over the millenia, and whatever ships are in dock for repairs. There are numerous gun and missile emplacments which essentially have unlimited ammo.

INternal defenses include a large number of Space Marines, as well as a contingent of Iron Men (the last in the universe! due to there scarcity they reserve themselves as the last line of defense around critical areas of the base).

Base Alpha also carries a conitngent of efficent Mining ships able to scour nearby asteroid's and such for materials for its factories. As well as several cargo vessels with wormhole drive designed to trade with nearby systems, be they Xeno or human, for supplies that can't be mined.

Ironically the existence of Base Alpha has been known to several Rogue Space traders for millenia, but most Imperial officails who heard of it fromt he rogue traders dismissed it as a 'space legend' or some Hulk that soem Xeno took over for a pirate trading base. At least until Alicia-T's crusade towards Terra began.

---------------------------------

Unique ship class- Wormhole Carrier.

The concept behind this ship is simple... it is a BAttleship sized craft devoted purely to transporting Wormhole capable ships through the warp.

To facilitate this it maintains a oversized Gellert drive, able to actually project a field around other ships in a fleet. the field is large enough to encompass and take along up to 2 Crusiers with it safely through the warp. It maintains several powerful Tractor beams on its hull to keep ships it is escorting within its Gellert field.

It also has internal bays capable of holding several Alpha-synth or similarly sized transports inside of it to further augment its abilities.

It is very lightly defended as the ship is never intended to enter combat. Rather its tactical doctrine is to materilize from the warp in deep space, deploy its charges, which can then reach nearby systems/space battles through Wormhole drive.

Variant-a of the Carrier class is designed to ferry troop ships, as opposed to space ships.. and thus has a little more interior space to provide troops with some mobility during warp travel at the expense of shrinking the Gellert field to only able to encompass up to one Crusier.

alright... up next some unique optional units/cults/ and ideas...
A quick side note on any STC's the human colonies Alicia 'found' in her empire... I suscribet hat any colony STC, while maintiaining a huge amount of data would have limited information on war machine, if only to prevent rebellion... thus any STC's she finds has data at best to create up to destroyers (for system defense), and possibly some low level titans.... enough to protect the colony, but not enought o allowe them to rise up in rebellion agasint the Dark Age of Technology Imperium (Also keep in mind the area's Alicia inhabits is on the fringes of HUman held worlds so STC's are likely to have been damaged over the years)....

in practice from Game/story standpoint Alicia has access to some Dark Age technology but by no means all or even a majority... (If she did she'd just curbstomp the imperium and that wouldn't be as interesting to read about than the stories of a new Imperium civil war.).

anyway on to some unique units
Alright some final unique ground unit thoughts... these are optional... but you know if Cadre (Optional) and Synapse enhanced MArines comes from Alicia, Alpha Synth and wormhole drives come from Megaira... why not something from Tisiphone?

Well we know cannonly the GEoM is able to fragement/create daemons from his essence to send out 'angels' to help and/or enhance loyal Imperial servents. (Off the top of my head there was that incident with Larkin in the Gaunts GHost series...)

Well lets assume he either taught the trick to ALicia or he copied it from her during the dark age of technology when the GEoM had free time to woo and train Alicia in person.

Either way by the time Alicia-T starts finding frontier settlements and establishing her own little mini empire while waiting for the GEoM to find her (remember its several millenia after the fact before she even hears about the Horus Heresy... and its outcome), Tisiphone should be powerful enough to split off part of herself to create 'Eryines' Daemons, and perhaps even take a few random warp entities under her wing (when its a choice between fading into the warp, being devoured by the Ruinious powers, or submitting to Tisiphone....)

Which makes one wonder how they might be used...here's my take on a possibility.

Eriynes of Justice (yeah I know I suck at naming)- THere is a special academy on BAse ALpha... where promising recruits are put through High level tests of Moral and mental fortitude. Applicants are tested and tempted day and night for years on end to determine there mental makeup and strength of will.

To those who pass, the ultimate honor awaits.. to be bonded with a Daemon of Tisiphone in partnership for the greater glory of Alicia's Empire. The testing is brutal and tough to ensure the minds of the recipients will not be overwhelemed by the Daemon during the bonding process, but rather form a partnership of which both HUman and DAemon draw upon the strengths of each other.

These few Elites are then assigned to various planets in the Empire to act in similar roles as leaders of the Arbites and Ordos Hereticus do in the Imperium. Some are public figures, others do there investigations in secret...

The mainly root out destructive criminals, slave traders, and terroists in there day to day work like normal Arbites, however few realize that this is not there primary mission in large populaces.

Rather their primary mission is to act as the first line of defense/warning against CHaos Cults and to act as a warning against powerful Gene stealer cults.

Afterall if a Chaos Cult grows strong enough to begin to dabble in the warp and draw upon the ruinious powers, a Local Daemon will notice fairly quickly unsanctioned warp rituals that draw on someone besides Tisiphone. They may not know where on a planet initially the cult is beyond a general area, but given time they can generally triangulate a location and summon a appropiate enforcement team to deal with them. As a result Chaos cults have a hard time establishing themselves beyond minor nuisance level before local law enforcements crash down upon them.

Genestealer cults are a bit more difficult to root out as there mutations and such are genetic. Thus other measures must be taken to detect it in its infancys. However should a genestealer cult grow strong enough to send a call through the warp to the Hive fleet, than any Erinyes on the planet WILL sense it immediatly. And they are authorized and provided with override codes for local SLAM and Astropathic communication methods to send warning to the rest of the Empire to send reinforcments immediatly.


All Empire held planets have at least 3-4 Eryines working there either undercover or publicily. HEavily populated planets may have up to 20 to 40 times as many living and working among them.

Furies Talons- There are those who have strong wills, but not enough to pass the exam to be bonded with a fragment of Tisiphone. Some lucky few though are judged worthy enough to be bonded to random warp entities that peldge there loyalty to Tisiphone in exchange for protection from the Ruinious powers and the threat of fading back into the nonexsitence of the warp.

Talons are not given the same level of authority as Eryines, due to the fact that since they were initially independent entities they can not be as fully trusted (Tzeentch has tried more than once to slip a warp agent of his own into the Talons), thus there power and authority are limited during the bonding ceremony.

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Cults of Tisiphone:

The closest thing to a organized religion. The collective group known as the CUlts of Tisiphone exist mainly in the Empire to serve spirtual needs and desires. The Spirit Panthenon of the Coyote 'mamas boys' marines, are the only other tolerated religion in Alicia-T's empire prior to her crusade to free the GEoM.


Despite the group name, The cults are actually a fractious lot... with acceptance by Alicia's goverment ranging from grudgingly tolerated, to highly and illeagel and persecuted.

Factions:
-Tisiphone the Guardian of HUmanity... Status: Tolerated
By Far the largest faction, the Guardian cult is the closest thing to a state Religion Alicia allows. It even is allowed a handful of Warp Sorcerers (Dedicated to Tisiphone...)


It grew out of the knowledge of the Warp and Warp Entities that Alicia allowed to be known to her subjects.

Having been taught that Warp entities are shaped by the minds and desires of mortals, be they alien or human, and some grow beyond the need of mortal followers. Adherents to this cult view Tisiphone as a Entity created by mankinds will and need for a protecter agaisnt the more malevoent 'false gods' of the Warp (Mainly the Ruinious powers.... although Eldar Gods and random maleovent Warp entities count as well)..

Note the following is mythology that Alicia views as more trouble than its worth to attempt to dispell...

Eventually she transcended the need of Human worshipers for existence and spent the Millenia guarding Humanity from the worst of the warp.... until she decided that she need a mortal Avatar to replace her sisters lost in the war agaisnt the entities that threaten mankind and thus sought out the holy and rightious Alicia to bond and lend the strength of humanity once again to her power. THey then sought out the Faithful machine Megaira to form the final piece of the holy trinity and form a stalwart shield, body, and sword against the foul denziens of the warp that constantly seek to conquer and pervert the denziens of the mortal realm to their evil ways.

Alicia, Tisiphone, and Megaira are rather uncomfterable with this (although Alicia and Megaira do get some fun teasing Tisiphone over the mythology), but realize those that follow this cult are a lot less likely to turn to the ruinious powers for worship or power.. and at least the Cult keeps the population somewhat informed about the dangers of the immaterium and the cost of dealing with the ruinious powers in unsanctioned CHaos CUlts.

TIsiphone the goddess- Status: Subtly disapproved of, but technically tolerated.

This faction is similar to Tisiphone the Protecter cult. BUt proclaim that Tisiphone is in fact a divine Goddess that found humanity and took it under her wing to guard her 'children of the mortal realm'. Due to dissaproval numbers of htis cult are rather small, but fanatical.


While not technically illeagal, the Tisiphone the GOddess faciton does not benefit from any special legal protections... and are not allowed to have practicing warp sorcerers (They do have some, but if discovered that chapter of the faction WILL be arrested.)

Alicia, Tisiphone, and Megaira are much more dissaproving of this cult. Tisiphone has never claimed to be a goddess, and indeed has publicily claimed she is not (Adherents of the cult stubbornly claim Tisiphone is just modest.). They find adherents of this cult highly irritating.. but relativily benign in the big picture.


Tisiphone unchained Faciton- Illeagel, enforcement and persecution depends on level of extremisim of adherents.

Followers of this cult ascribe to the origins of Tisiphone of either of the above two factions. However they have one extreme belief. They Believe That Tisiphone's bonding with Alicia and Megaira was a mistake and her ties to the Mortal world have weakened her both in power and in the strength of her rage. It is the goal of this cult to convince (Or force in some of the more extreme cells) Tisiphone to sever herself from Alicia and Megeria

Followers of this cult range from relativily harmelss preachers and non violent protesters, to Terroists... with persecution of the various cells varying in turn with the level of threat they pose to the populace.

Tisiphone has repeatedly denounced this cult... she has no interest in severing her ties with her 'sisters' Alicia and Megaira.

Megaira and ALecto Live Faction: Status: HIGHLY ILLEGAL... followers of this cult are to be turned in imemdiatly for trial and execution.

NOte while the size of this last faction is roughly equivalent to the Alicia the Goddess cult. ITs power is much weaker, as this faction is furhter splint into three general sub-cults at VIOLENT odds with each other. And spend as much time fighting amongst each other as they do the other factions, thus reducing their potential power and influence to the general level of street gangs and crime syndictes.

The followers of this faction also believe That TIsiphone should sever herself from Alicia and Megaira... not only because the Mortal and Machine 'weaken' her, but also they claim because the REAL Megaira and Alecto are waiting to rejoin their sister in protecting humanity... and they have been in contact with the Warp Entities Alecto and Megaira to prove it!

Only problem is they have 3 different pairs of Alecto and Megaira they claim to be in contact with... and view the 'Alecto and Megaira' of the other sub-cults to be 'evil daemon imposters'.

In reality all 3 pairs are imposters, disgused servents of Tzeentch, Khorne, and Slaaneesh (Nurgle isn't itnerested in this game).

subcults:

Furies UNitied- 'Alecto and Megaira' are Daemons of Tzeentch. Of the three Subcults this one tends to be the strongest, mainly because Tzeentch is using it as merely a toehold into spreading his influence and schemes among Alicia's empires. Thus of the three it tends to be the most low key. However this also effects recrutiment so this subcult remains small and unable to 'overpower' the other two subcults in their constant warfare.

Tisiphone Alpha (Again I suck at names)- Followers of this cult believe that Tisiphone needs to reunite with Megaira and Alecto to achieve 'perfection'... needless to say this is a disgused Cult of Slaaneesh, active in its attempt to pervert Alicia's empire (And eventually ALicia and Tisiphone themselves before devouring them) to its jaded rule.

Tisphone Omega- Followers of this sub cult believe that Tisiphone's fury and vengence is to tempered by Alicia's 'human mercy'... and She needs to reunite with 'Alecto and Megaira' to reclaim her natural merciless Fury against the universe. Khorne cult naturally.. most violent of the three as well.

Alicia, Tisiphpne, and Megaira are more than well aware of who truly runs these three subcults.. hence why they are highly illegal, and Tisiphone has publicily stated that all of the 'ALecto and MEgairas' are imposter agents of Powerful warp entities.

Inside Alicia's Empire the Furies UNitied is heavily persecuted... and with the help of her Eryines only range from nusiance to minor problems in there effects on the Empire.

However as Alicia's path towards Terra begins, the Furies United cults will pop up on Imperium worlds and become a serious problem... as they promote hte agenda's of the ruinious powers they represent and any world that submits to them will inevitably flal under the sway of the respective sub cults Chaos god patron... and those that don't will taint Alicia-T's forces with the suspicion of consorting with the ruinious powers even more.

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A few other thoughts

Navigator CLans- IN Alicia's Empire the NAvigator Familes that she has tend to be less manipulative than Imperium Navigator families and have a lot less power. This is mainly because Wormhole Drive as a alternate FTL, the NAvigator mutants are not the sole means by which travel among the stars can be achieved. (which should proove interesting when the established NAvigator Clans of the Imperium realize that the Wormhole FTL is a threat to their powerbase). THey are still important, but not indispensible.

Plus they suffered greatly in the past during a couple of attempts to shut down Wormhole FTL (Read ALicia-T squashed them like a bug and then forced them into humbling concessions) leading to their current outlook on life and their role int he empire being somewhat 'different' from there imperium cousins.
 

Rift120

Well-Known Member
#4
A few random thoughts I came up with before I started delving into the II legion 'coyote' marines

A few more odd thoughts and such... after managing ot find a copy of Codex Space Wolves and the Chaos Daemon Codex (Yay used book store!)

HAving now read the Space Wolf Codex, I am especially happy with my choice of having Leman Russ be the method by which Alicia finally decides its time to try and healthe emeperor or at least fix the golden throne.

Although I can see Alicia getting annoyed at the heroic condition. (I don't care if IT IS TRADITION.. I am NOT wearing a Metal Brassire MEgaira!)

More importantly the Space wolves according to the COdex have a history of defying the Lords of Terra, so it is fairly easy to see them defect to ALicia's forces at the request of their primarch

Although I am a bit confused on one thing. Namely the Iron Priest Spacewolf.. the codex states that they are unqiue type of Space marine, but equivalent to other chapters tech priests... Does this mean that the Iron Priests AREN'T trained by the Adeptus MEcanius?

And now some more random stuff:

POssible unique charcter

Gunner

In the 37th milleina Alicia-T ALpha synths encountered and defeated a splinterfleet in the Ibadatname Halo. While mananging to elminate the fleet nearly whole sale, a random Spore was missed and drifted in stasis unitl it finally landed on Ibadatname V a few millenia later. Fortunatly for the inhabits, said Spore seems to have been filled solely with experiemntal Tyranid organisms, in particular experiemnts in underground burrowing Tyranids.

Even more fortuantly said spore landed deep in the desert on the Northern continent... sparsely populated, in a desert valley named Paradise ironically. SHortly after landing the Tyranid organisms burrowed towards paradise in a attempt to consume its inhabitants for Bio matter.

They Hadn't counted on the local paranoid gun maniac Gunner, who rallied the sparse town residents in a spirited defense. ANd with a judicious use of high powered explosive and illeagel calibur firearms, managed to not only hold off the burrowing Tyranids until local help could come in. But also managed to destroy 90% of the invading organisims, while managing ot leave 20% of hte town intact after the fireball had died down.

Personally commended by the Local Fury for his bravery, Gunner was invited to join Alicia's Wasps as a independent contracter. Ever since Gunner has served the Empire well. Becomeing a master of Tyranid hunting, and setting up traps. Also a master of Firepower. HIs love of Guns is so great that one Ork Warboss proclaimed him "The Only Humiee that undastan... da true meanin of DAKKA!"

Stats (I have no clue.. help please?)

Special abilities

Know no fear- Gunner has been known to stare face to face with a Carnifex, all while calmly arming a plasma grenade to throw down its throat.

Gun Nut- Gunner is a fanatic about fire arms, and is always equipped with a Rapid fire, Assualt, AND heavy weapon or Melta *Determined at start of scenario which of the two Gunner has as his third weapon* with in easy reach. At start of each shooting phase, the player must choose which weapon Gunner has in his hands ready to shoot at the moment, which is the type of weapon he uses for the turn. THe player can then switch to a different type of weapon on the next turn. (For example turn one Gunner is charging towards a band of Ork's, so the player choose Assault weapon on hand ot give GUnner the best shot while charging. The second turn however a Big Stompa has moved up into range, so to face this new threat the player decides GUnner has switched to his Heavy weapon and for that turn must follow the rules for HEavy weapon usage.) Note: Gunner is also proficeint with Ordance weapons and can attach himself to a Ordance weapon squad with no difficulties

"IT'S GOING TO BE BIG!"- GUnner is always fiddling with his explosives... sometimes with catastrophic results. When useing a weapon with a Blast Radius, roll a extra 1d6. on a Roll of 5+ the blast radius is DOUBLED to represent a extra amoutn of explosives used.

"I AM... COMPLETELY OUT OF AMMO! Time for plan B!"- At the start of the 3rd round in play or higher, Gunner can elect to declare he is out of Ammo and setting a trap. All Enemy units with in 24' of Gunner must immediatly charge to his location, while Gunner is moved up to 7' away in any direction... once the enemy units are congregated around Gunners old position, place a large blast radius on the area to indicate the booby trap Gunner lead his enemies into... (Said radius IS effected by 'Its Going ot be Huge!' ability.. so roll one 1d6 to determine if blast radius is doubled.) Said blast ignores invulnerable saves. After the attack however Gunner is out of ammo and can no longer attack during the shooting phase for the remainder of the scenario. He can still assault and defend agaisnt Assualt, however his WS is HALFED for the reminder of the scenario (All he has left is his combat knife and rifle to use as club.)

(Yes... I did just suggest createing a WH40k original model based off of Burt Gummer from Tremors? Feel free to edit the above bio and abilities if you can think of something better)




-----------------
Few Random thoughts

-while the majority of Warp entites that join Alicia's banner, as opposed to Daemon's Tisiphone produces, would be relativily weak freelance Warp Daemons (Warp entities that came about in the immaterium from some idea not born of hte ruinious powers which have the option of A) trying to make it on there own and likely fade back into the Warp in a few years... B) be absorbed by one of the 4 ruinious powers and there Daemons... C) submit to Tisiphone's rule.. and after being examined minutely for suitability have at least some protection against the Ruinious powers and eventually fading away.

however should TIsiphone also recruit some Alien dieties, from allied Xeno powers? A alien pantheon that decided that thorwing there lot in with Tisiphone had better odds than trying to face the ruinious powers on there own? *Perhaps part of said hypothetical pantheon tried to fight off Slaanessh and got eaten like the Eldar Gods did?*

In retrospect I don't think the Thousand sons would be defecting to Alicia's side anytime soon.. not with the Space Wolves already there... Besides of the two I think Alicia would prefer the Space Wolves. She might feel some sympathy for the THousand Sons for how they ended up in Tzeentch's camp... but not enough to trust any that tried to 'defect' to her side... or view them as anything but enemies

------------------------

Some stories set in this bunny I'd Like to see someone write up:

-Leman Russ's first encounter with Alicia... for some reason I'm pictureing LEman Russ seeing what looks like a Space MArien force consorting with Xeno's and headstrong tries to attack the 'apparant' traitors. Only to be countered by a small *to him* Female in strange Power Armor who proceeds to PWN Leman. Upon defeat, Leman is surprised to see he is being spared... as another Primarch appears to introduce Leman to 'mother'....

eventually the story here would end with Leman Russ's petition to Alicia to seek out the GEoM on the Golden throne and his attempt to successful convince her that its time to retake the Imperium. Might have a bit of a overview of forces availble to Alicia (Giving a tour to her 'son')

-Eldar, Chaos daemons, Traitor MArines premonations of Alicia's upcoming crusade.. and there various takes on the potential risks, oppurtunities, and dangers (Remembering that Primarchs that ascended to Daemons both hate and *more importantly* FEAR Alicia-T... even the powerful Greyknights can only banish them back to the warp... Alicia-T is not only powerful enough to defeat them in one-on-one combat... but thanks to Tisiphone after said Defeat she has a pretty good chance of actually KILLING them permantly from the warp.)

-the 12 Tasks of Cypher- essentially a story based around Cypher seeking out Alicia, and the tasks Alicia gives Cypher to complete to prove his loyalty and sincere quest for redemption. (yes Cypher is mysterious as is his goals... which is kind of the point as to why Alicia won't just accept his word that he is 'friendly' he'd have to prove himself).

-The Mechanius, The NEcron, and the SLAM- a scenario detailing a race between the Adeptus MEchanius, and Alicia-T's space forces for a recently discovered tomb world. The MEchanius want to control the space to 'study' the 'deactived' Necron Structure... while Alicia's standing orders are to SLAM missile it into oblivion... oh and of course there is the third race.. the Necrons themselves racing to awaken and summon defending NEcron space ships...

-Alpah-synth for the greater good - Following the adventures of a Alphasynth and support fleet acting as MErchants int he Tau Empire... And occasionaly running diplomats to the Farsight Enclaves on the downlow.... BAsically just exploreing how the Tau react to the events of Alicia's crusade... on the side lines.

-Wouldn't mind seeing one of the ruinoius powers attempt to take advantage of a Warp Rift on some Imperium planet, only to be stymied by Tisiphone's Daemons and aligned warp entities... perhaps a flashback as a Inqusitor interogates 'survivors' of a decade long warp rift.. (The fact that there would be human survivors that weren't mutated after ten years engulfed in the immaterium would definitily interest the Inqusition.)

I'm sure there are hundreds more stories/scenarios someone can think up concernign the main crusade, or even its side shows..

On a slightly unrelated note... Is it wrong to be curious about what sort of INdpedent charcters you could create based off the Mythbusters? (And is it even worse pictureing them as Ork's? )
A very optional side thought... which I include mainly for completeness sake of what I posted over at space battles.
A very optional thought.. take or leave it...

but in reading COdex Chaos Daemons, I saw a little blurb on page 82. According to this blurb a legend states that Nurgle 'rescued' the Eldar goddess of Fertility and Healing Isha from being devoured by Slaanessh. Well relativily rescued since Nurgle is supposedly using her to test out his various plagues...

Got me thinking... presumably at least par tof hte Reason Isha hasn't left Nurgles realm is that... as miserable as her current exsitence is, alone she just doesn't have the power to resist being devoured by Slaanessh...

now suppose a Tzeentchian daemon snuck into Nurgle's realm and informed Isha that there is a new relativily benign warp power arising that has successfuly been resisting all the ruinious powers (Well not directly.. more like trying to seduce ISha to Tzeentch's throne... with soem 'accidental' mutterings about the 'Tisiphone bitch'....foiling various plans of the Ruinious power.)

Which in turn would eventually lead to Isha fleeing Nurgle's realm to side with Tisiphone...

This serves Tzeentch.. or at least his Daemon in several convulted ways.

1. The most obvious is that the loss of Isha would be a blow to Nurgle's power

2. It encourages Nurgle to be hostile to Alicia and her forces...

3. It really Torques off Slaanessh to see the 'one that got away' being free under alicia.... which make Slaaneesh put more effort into his attempts against her, and prompts Khorne to up his game in trying to snag ALicia-T and/or Foil Slaaneesh.... and of course that inevitably means some other front will be payed less attention to, which Tzeentch can take advantage of.

4. The Eldar's reaction... may fragment them even further...

a. Some Eldar offended that THERE Goddess is ocnsorting witha MONKEIGH... Hostile to Alicia

b. Some Eldar thinking maybe Alicia isn't so bad if there goddess sees somehting in her.

c. Some having to hide behind seriously wounded pride (A Monkeigh cna protect there goddess from the great enemy when THEY the ELDAR can't?)

D. might even create some tensions with the HArlequin Eldar (If one Goddess betrays Eldar for Monkeigh... why can't the other main Eldar God do so... especially one known for tricks like the laughing god is?)

and thats just off the top of my head....
Alicia-T's and her forces view on machine spirits

-Her forces do recognize that MAchine SPirits exist, however they do not view them as spirits in service to soem divine clockwork god.

Rather they view that those who build and handle various machines while htey are constructed and use them in person impart a bit of there spirit into the machine as a imprint. OVer time these imprints grow creating the Machine spirits... the more people who use a machien the stronger and more defined the spirit is. (hence a Lasgun just off the assembly line would have a rather weak spirit of only those hwo participated in building it and the pride they take in there work... WHereas a suit of terminator armor that had been in usee for millenia would have soaked up not only the imprints of its builders but alsoa bit of the fighting spirit and determination of the space marines who had used it in the past and would have a very strong and fierce spirit.) The love,m pride, and dedication someone puts into creating, useing, or mainitng a item also affects the strength of the spirit (A masterwork powersword having a stronger spirit than some generic mass produced power blade)...

Of course since the Machine spirits are just a impression of there human users and creators, this view is highly heretical to the Adeptus MEchanius as it denies that Machine spirits are divine in nature...
okay next post FINALLY goes into the II legion and its primarch.... man this is takeing sometime.. hope my net connection holds.
 

Rift120

Well-Known Member
#5
Stupid worthless D-link wireless router... cuts me off every night!

anyway where was I... oh yes... teh II legion... the Coyote 'Mamas boys' space marines. Enjoy

The case of the Primarch for the II legion of the Space marines has some unique aspects. When the 20 Primarchs were stolen from the Emperor and flung across the stars. The II legion Primarch ended up on the planet Tlogesi II.

A rural planet of open plains, thick forests, and mountains on a single continent surrounded by a large sea. Tlogesi had been inhabited and stocked with various earth animals imported and grown from seed stocks and existed as mostly a nature retreat/hunting planet during the dark age of technology.

During the course of the age of strife the population of the planet had fractured into three groups of people. The Mysterious Drallen who had appeared sometime during the middle of the age of strife, The villagers, and the Tribes. (yeah yeah I know... I suck at names)

The Drallen were the most technologically advanced of the three, living in three high tech city fortresses, from which they came out to rule over the villagers and attempt to enforce there will over the Tribes as well. Outside of their fortresses they wielded high tech, while gifting there human 'enforcers' with 20th century style equipment and weaponry. They were cruel overseers, crushing any sign of rebellion from the Villagers as well as scientific advancement. They also were noted for periodic 'Culls' where they would snatch up middle aged to elderly humans of the villagers to be taken back to their fortress cities never to be seen again. Though powerful they were relatively few in numbers

The Villagers lived at a Dark age/early renaissance level of technology. Fearing their Drallen Overlords. Advancement in science was kept down through both active enforcement from the 'enforcers' and the periodic Culls taking away most of the adult population that could teach the younger generation advanced sciences.

The Tribes lived a semi-nomadic existence on the plans and forests of the continent, each one having a strong Matriarchal type society as they followed the advice and suggestions of their Female Shamaness to guide the tribe. The Shamaness were the main 'chiefs' of each tribe, interpreting signs and messages from there tribes respective 'spirit guardian animal' on where to hunt, set up camp, wintering locations... which tribes to raid for young warriors, and which areas to avoid because the Drallen were attempting to set up a trap and try to spread their influence over the Tribes who mainly lived free from the Drallen oppression.

It was to this planet that the II primarch arrived, appearing from the Warp at the foot of the Moon Mountain. But the Primarch's arrival was not unexpected. Waiting at the clearing where he appeared was a Young Shamaness of the Coyote Tribe named Makkitotosimew (When looking up on Google native American names the site I was perusing had this as a Algonquin name.. upon reading the 'definition' of the name I HAD to include it look it up. )

Guided there by a personal dream sent by Coyote, Makkitotosimew recovered the Infant primarch and proclaimed him her child as a gift from the spirits. She named him Shiriki Aranack.

(SHIRIKI: Pawnee name meaning "coyote.", ARANCK: Algonquin name meaning "stars.". Mangled together it roughly means 'Coyote of the Stars')

Shiriki grew to be a proud young brave of his tribe. Earning warrior status early and constantly getting into trouble... either with rival tribes, or the villagers. Or pranking roving Enforcer patrols. Occasionally even the Wily Shiriki got in over his head, but proved to have a silver tongue as well. Thus was more often than not able to talk his way out or trick his captors into stumbling so that he can make good his escape. By his 16th year he was a minor legend among the Tribes... and took great pride in the Small reward the Drallen posted on his head for his 'pranks' upon the enforcer squads.

In the summer of his 18th year his Mother Makkitotosimew summoned him and told him Coyote had spoken to her, advising him to seek out and hunt for some game around a specific waterfall three days travel from the tribes current resting place. Obedient and respectful to the Shamaness to a fault, Shiriki took off on his hunt immediately.

It was on the evening second day of his errand that he spotted the Enforcer patrol battling and attempting to capture a young Brave of the rival Beaver Tribe. Rivals they may have been, but Shiriki despised the Enforcers and Drallen more, and so leapt to the aid of his fellow tribesman... the Two managed to beat off the attack and retreat to the pool seen in his Mothers vision. Once there the Two Braves managed to outwit and slaughter the remainder of the Enforcer squad, in the process declaring each other blood brothers.

This proved fortunate for the Mysterious brave turned out to be the favorite son of the Chief Shamaness of the Beaver Tribe. Shiriki's rescue of him turned them from enemies to strong Allies, and marked the beginning of Shiriki's quest to gather the tribes under his banner and defeat the Drallen once and for all.

The battle would be long and harsh for the tribes... Constant Hit and run attacks Drallen Patrols, luring them into ambush's, and suckering them into false Base camps that were either there to force the Drallen to waste resources or were explosive death traps (Sometimes literally... the Fox tribe being somewhat over fond of explosions and 'pwetty' Fire... ). Traps and ambushes that the Drallen attempted to set were constantly avoided or turned around thanks to Shiriki's wiles and the precog abilities of the Shamaness of the tribes.

IT would be in the 5th year of the conflict however that Shiriki and his tribal alliance would strike the most devastating blow. Guided by his council of Shamaness to the valley of scarred moose, Shiriki managed to actually capture a contingent of true Drallen... and revealed that they were not humans, but actually some sort of reptilian Xenos that had crashed on the planet during the age of strife. To even the Tribes Horror however, they also discovered that the periodic 'culls' the Drallen pursued were done because the Foul Xenos had acquired a taste for Human flesh. The culled humans turned into massive feasts for the sinister aliens...

At this revelation many of the Villagers in turn rose up against their Drallen overlords joining ShirikiÆs tribal alliance.

A decade past and a stalemate was reached... The Drallen were confined to their three cities, but the high tech fortresses proved impossible for the Tribes and Villagers alliance to assault... IT appeared that there was no choice remaining but to settle in for a siege that might last centuries....

But fate is a funny thing. One day during the start of the Siege Shiriki's mother, who by then had risen to become chief shamaness of the Coyote tribe, informed him to take his most trusted lieutenants and their honor guards and assemble in full honor at the clearing of the Moon Mountain where he had been found as a babe by the time that the 3rd moon of Tlogesi eclipsed the 1st. As he had throughout the war and indeed his whole life, Shiriki obeyed the advice of his tribes Shamanesses.

No sooner had Shiriki and his lieutenants arrived than a great starship landed, bearing the GEoM in search of his lost son. Upon discovering the current Xeno threat to his son's adopted home planet, the Emperor immediately dispatched some of his space Marine retinue to deal with the foul Drallen once and for all. Where there high tech enclaves had proven impervious to the weapons of the comparatively primitive Tribes and Villagers, the Drallens cities melted like butter under the fires of the holy Marines of the Crusade. Within hours the last Drallen had been exterminated freeing Tlogesi for pure human rule.


If the Emperor had expected that to be the only trouble with his wayward son Shiriki, he would soon realize otherwise. As shortly during the victory celebration he was vexed, indeed as he would often be with Shiriki Aranck, by his sonÆs insistence to learn about his mother and where she resided. The GEoM attempted to evade but while the superior in combat and power, it was Shiriki who was the champion of wiles and wit. He managed to trick out of the GEoM the name of his mother Alicia, and her current status as lost in the depths of space but believed to still be alive.

Upon learning of that the GEoM did intend to seek out Alicia, but not as a primary goal (And boy did they have a argument over priorities.) of his crusade, Shiriki agreed to take command of the II legion and to have several of his loyal tribes join him as future space marines of his Gene seed.

That agreement however lead to another fight between the two stubborn men. As Shiriki insisted that each tribe in full accompany his crusade fleet, in particular the Shamanesses who guided and advised the warriors of each tribe.

The Emperor did not approve of both the Mysticism practiced by the Shamanesses, and the fact that to a one each Shamaness was a minor Psyker to his eyes.

It is not clear exactly why the GEoM never noticed the various spirit animals among the tribes and their shamaness while he examined them. Some legends state that clever Coyote had them hide from the Emperor's gaze behind the mountains while he was on the planet... other sources say that a Mighty Tzeentch Daemon obscured their existence from the GEoM eyes as part of a sinister scheme of its own. For if the existence of the Warp Spirit animals had become known to the GEoM, he would never have allowed the Shamanesses to join his sons Legion forces in space.

As it was though he remained ignorant, and only viewed the Shamanesses as mystic Psykers. Still the argument between father and son raged for 3 days and 4 nights.... than word reached the emperor that another front of the Crusade had run into a powerful Ork Waargh empire. Unwilling to let his crusade Falter, the Emperor instead compromised... allowing the Shamanesses onboard the fleet but forbidding them from joining the Coyote Marines in combat.

Perhaps it was the Emperor's intent to wean his son off of the mysticism of his tribe with the high tech nature of the Crusade fleet, and the non-Tlogesi crew and Space marines to show him that pure science was the true course. If this was the Emperor's intent, than he would be sorely frustrated. For the Shamaness managed to adapt to their new found high tech life style, establishing vast nature preserves stocked with Flora and Fauna from Tlogesi on some of the larger battleship and support fleets to maintain their roots. As to the crew and non-Tlogesi Space marines of Shiriki's geneseed, they soon found themselves enjoying the Shamanesses natural wisdom and common sense in matters of the soul and heart. While the Shamanesses had the good sense not to direct how these being went about their job.

Thus for the next five centuries Shiriki and his Coyote Marines waged war in the name of the Emperor's crusade. IN particular in the name of his long lost mother Alicia. His incessant search and request for information on his mother ahead of other goals of the crusade quickly earned his legion the derogatory nickname 'Mamma boys'. The Coyote took pride in this insult however, enjoying how it made other forces underestimate them while proclaiming their loyalty to their matriarch.

The Shamanesses become integral to helping in decisions of the fleet, and there nature refuges they insisted on cultivating proved prescenietient (as many of their decisions do), when in the 4th century of service Tlogesi II suffered a massive cometary impact, decimating the planet and killing off all of its life except for what the Arks, as the shamanesses called there refuges, had taken with them. Incidentally there exists evidence that the GEoM was aware of the coming impact but was unwilling to send ships to intervene... perhaps as a attempt to bring his semi-rebellious son Shiriki in line.

Over these five centuries Shiriki did manage to meet several of his brother Primarchs, but by no means all of them. (Not sure which primarchs Shiriki would be unfamiliar with, except for the fact that he certainly would not have met Alpharius since he was discovered much later by Horus.)

not quite sure what his reactions to the other primarchs would be beyond (Suggestions welcome):

Of the Primarchs, Shiriki got along best with Leman Russ and Jakaharta Khan. Whenever he encountered one of them, they would inevitably find time to spend the night drinking and telling stories about their respective adventures. When all three of them met in one place the inevitable Bender that followed were truly legendary epics, even if they didn't remember half of what happened during the events. (Bonus points if someone cares to write up Shiriki, Leman, and Jakaharta waking up from on such bender... double bonus points if a power armor painted bright pink as part of a dare is somehow worked in too.)

Although not all such relationships were amicable, Lorgar of the Word Bearers particularly despised Shiriki. Mainly because Shiriki viewed Lorgar as to pompous and self righteous and took it as a personal task to try and lighten up the religious primarch through a series of pranks. Needless to say this did not endear him to his fellow brother.

Roboute Guilliman also disapproved of Shiriki as he viewed his forces as somewhat undisciplined....

As to Horus, Shiriki respected the man but kept his distance from the favored son of the Emperor. This was mainly on the advice of his Shamaness who noted they foresaw great changes in Horus's future, and that his "Ignorance in the name of science will prove to be a terrible handicap in choosing the right side."

Given time perhaps Shiriki and his shamanesses might have been able to have Warned Horus about the upcoming trap the ruinious powers had set for him. Alas it was not meant to be however.

In his 5th century of service, Shiriki found his battle fleet approaching a system upon which the second planet was noted as a human colony named Camelot. The planet had fallen into medieval savagery with high tech weaponry and it was Shiriki's task to bring it back to the light of the holy imperium.

It was during the approach that Shiriki's Niece Chepi (his mother Makkitotosimew biological granddaughter) and current heir to the role of cheiftess of the Coyote tribe summoned Shiriki. Upon meeting with him she proclaimed that she needed to accompany Shiriki on his assault of the planet.

Despite the GEoM demand that no Shamaness accompany combat of the space marines, Shiriki did not hesitate to accept his niece's demands. For he held his Shamanesses in greater respect than his father. Chepi accompanied her uncle on the initial drop.

While dropping Chepi indicated an isolated valley, enclosed completely by mountains upon which no human had ever set foot in the planets history, telling Shiriki his squad needed to land there. Confused Shiriki obeyed, and as his squad deployed turned to question Chepi as to why they had landed in an area where not only there were no human settlements, but that was hemmed in by mountains so that there were no passes to human settled areas.

Before He could question however the sounds of combat reached his squads ears. Investigating they discovered in the hidden valley a battle between Eldar and there dark Cousins in front of one of the Xeno's fabled Webway portals. Again accepting his shamanesses advice, Shiriki lead his squad into a flanking attack upon the Dark eldar forces rescuing the defending Eldar from the brink of annihilation.

After the Dark Eldar were routed, the two remaining forces stood at ready facing each other. Before battle could renew however, Chepi strode forth proudly from the protective ranks of the Space Marines. As she approached a Farseer separated herself from the defensive ranks of the Eldar. The two met in the middle of the battlefield and stared at the other. There they remained for three hours, moving nary a muscle beyond facial twitches as if locked in furious mental combat.

(not to far from the truth actually...)

Finally the Farseer nodded and turned to the Space Marines and Shiriki who had been busy managing the conquest of the planet remotely from his vox set. The Eldar farseer told the Primarch of a minor craft world that had encountered a sleek but powerful small ship with but a single female pilot several centuries ago, as well as reports of said ship in a certain far off quadrant of the galaxy. She also said that peering into the future she foresaw a terrible danger for the ship and her pilot and the need for strong allies if she were survived. After imparting the general location and direction of the quadrant, the farseer turned and the Eldar vanished back into the webway, pausing only to seal the portal on Camelot from future use.

As to why the Eldar gave up this vital information to Shiriki and his personal quest, one can only speculate. Perhaps they just wished to repay the debt incurred by preventing the Dark Eldar from gaining control of that node of the Webways. Perhaps it had something to do with several Exodite worlds that lay in the future path of ShirikiÆs part of the crusade. Perhaps they had their own reasons to want II legion wandering the warp... or perhaps they had some other convuluted scheme in mind. None can say but the Farseer herself...

Regardless the outcome was clear... Shiriki's fleet reprovisioned themselves and prepared for a long trek into the unexplored wilds of the warp to attend to his mother. Upon learning of his sons decision, the Emperor tried in vain through proxies to convince Shiriki to stay with the grand crusade instead of traveling alone to the far reaches of space where mere rumors of Alicia, from a xeno no less, was plying the stars in. But Shiriki's mind was made up; he was more loyal to the image of his mother than the Emperor.

The GEoM sent Lorgar and his Word Bearers to bring back Shiriki and his fleet to his presence to prevent his son from leaving the crusade. A task Lorgar looked forward to eagerly, hotly anticipating bringing his annoying sibling home in humble shame. But Shiriki was much cleverer. He awaited Lorgar's approach to nearly the last second, indeed as Lorgar reached the Camelot system the Primarch gloated that his brother had waited too long in having his command portion of the fleet jumping out.

It was to LorgarÆs fury however that he discovered that only a handful of ships remained in system, mainly those that were to worn to risk the long Warp travel. All crewed by Emperor loyalists who Shiriki had offered to let stay and guard the edge of his front of the crusade while he took the majority of his fleet into the wild warp in search of his mother. Clever Shiriki had disguised this old battlegroup and numerous cutters with ECM beacons to simulate his flagship and fleet. Having left warp days before Lorgar arrived...

Upon hearing this the GEoM anger was terrible to behold and he had the name of the II legion stricken from the rolls. However he did not go so far as to proclaim them traitors, instead declaring his son to be merely misguided in his priorities.

And as far as the imperium was concerned that ended the fate of the II legion well until the 41st millennia when they made their return to the Imperial galactic stage...

Phew.... alright thatÆs good enough for now... but I do have more...

Next post:

Brief overview the Coyote Mama boys legion search for Alicia, a look at Coyote and other warp spirit guardians of the legions 'tribes'. (Only have two really fleshed out in my mind... Coyote naturally.. but also I thought it might be fun to have one based off a character popular over at the TFF... letÆs just say she has Tails and they are Pwetty *wiggle, Wiggle* and I referred to her obscurely once in this post above.)

A suggestion for types of MARINE units... (Probably going to try to work in some version of the ADC... and I really need to think up an acronym to create ACME tech Marines :p )

Also look into the Shamaness combat units (Non augmented units advising and fulfilling many of the roles of the Librarians of a chapter? could prove interesting)

And I've had some thoughts on Dream catchers and how they might turn into unique equipment...

May also look into the 'Fighting Gnats' anti-tyranid space squadrons as well....

seriously though thoughts on the background I wrote up for Shiriki?
and part 2

Well the first part... the finishing of the COyote Marines trip, a breif overview of SHirike and the Marines themselves... and some unique equipment for Shirike (Although I am a bit torn on Coyotes claw as to keep as is or change toa different weapon...suggestions?)

Alright.. new computerà oh how I hate Vistaà. But lets continue.
Shiriki and the II legionÆs trip through the warp towards his reunion with his mother was long and difficult. Numerous battles were fight against foes of both the Materium and Immaterium as the fleet ventured far into the depths of unexplored, for the imperium at the time anyways, space.
Some encounters were relatively benign, if frustrating. Like the AltoidÆs system, where the space marine stumbled across ancient comm. Traffic that matched the ones used commonly by AliciaÆs in ancient databanks. Only to find a rag tag colonization fleet of the thought to be extinct species of Quarn, ancient allies of Humanity. (This meeting would turn out to be most fortuitous for Alicia in the future.)

Other Events were not so nice, such as the Warpstorm off of Noid-theta, where a whole quarter of the fleet was separated and lost for all time beyond conflicting rumors of the regiment fighting for and against the Ruinous Powers in obscure parts of the galaxy.

Eventually though they emerged into the Infernus Megatronus Binary star system. Which at that point was one of the network of allied Planets Alicia had been aiding in surviving the age of strife, her forces having not coalesced into a true Empire of her own quite yet.

Alicia had been lured there with a minimal force and trapped on the planet by a powerful Slaanesh cult that had secretly taken over the planets government, while Megaira was desperately fighting to break through renegade space forces, lead by a Treacherous rogue Alpha-synth. It was upon this scenario that ShirikiÆs forces emerged into and added there firepower to.

But the cultist were prepared, they had expected for reinforcements to come to the aide of Alicia I both space and land, albeit they probably were expecting her miniscule Cadre to come rescue her not the full might of a Space Marine Legion. Still despite the awesome power of the Marines the CultsitÆs were not worried, they merely triggered early there ace in the hole. A Ancient Xeno Artifact capable of triggering a massive Warp storm surrounding the planet, allowing a horde of Slaaneesh Daemons to materialize and attack the reinforcements and Alicia herself.

Yes, with this back up plan the cultists were more than adequately prepared to make a stand against even the might of a Space Marine Legion. The Legions Spirit Animal guides also emerging from the warp to engage in battle, not so much. The cute little Foxgirl who turned into a titan sized multi tailed fox that burned everything was just adding Overkill to Curbstomp at that point.

Instead of just one, albeit a highly powerful and experienced, warp entity named Tisiphone with a few fragments of herself as furies to face, the legions of Slaanesh DaemonÆs had expected to face, they now were confronted with a menagerie of warp influencing foes. From powerful Tribe ShamanessÆs equipped with mystical dream catchers that sucked the strength from malevolent Daemons, to the rampaging strengths and wiles of the Spirit guide pantheons, to the superhuman genetic fury of ShirikiÆs legions, oh and the pyro happy foxà The Slaanesh Daemons found themselves outflanked .

By the time Shiriki fought his way to the awe inspiring sight of Alicia and Tisiphone fighting as one against a virtual hoard of Daemons, the cultists and their vile allies found themselves completely on the defensive. It did not take long from then for Tisiphone to locate the Xeno device, and have Alicia send the coordinates to Megaira for a precise Orbital strike that destroyed it and ended the artificial warp storm. As the various warp entities, friend and foe alike, faded back into the immaterium.

As peace settled over the battlefield and the various forces turned to mop up and S&R recovery missions, Alicia in turn sought out her mysterious saviors. Shiriki was quickly brought before his mother and Kneeled before her. Then Promptly told her who he was and where he came from.

It is surely a mere myth that AliciaÆs initial reaction to learning that not only had the GEoM taken her genetic material without her permission but created 20 children that she had never even heard of from it was heard throughout the breadth of the galactic sectorà It surely could only have reached the upper atmosphere of the planetà outer system ships might have heard a faint scream at max.

Regardless it was not long before Shiriki and his fleet integrated themselves with his motherÆs forces, while the spirit guides of the tribes submitted to TisiphoneÆs authority with varying degrees of difficulty. Backed up by the might of a entire Space marine legion and her own Wasps and Cadre, AliciaÆs network of allied planets quickly began to grow into a empire that would challenge the Imperium in the 41st millennia in order to save all of humanity and the Emperor himself at the request of Leman Russ.
--------------

Primarch Shiriki- Unlike all the other Primarchs Shiriki was raised in a Matriarchal society, and thus puts more honor and awe upon his mother than his father. A brilliant strategist, Shiriki is a master of deception traps and trickery in combat. As well as off the wall schemes to aid his forces in battle.
Perhaps one of the most notable instances of this was during the Waargh Nararg incident. During the height of battle, Shiriki snuck into Warlord Grublug Nararg and promptly proclaimed that he wasnÆt Orky enough to beat Shiriki in a drinking contest. Naturally the Warlord couldnÆt let a Humie get away with this and rather than just blow the upstart away accepted his challenge, as did many of his Nobs. For 12 hours they all competed in drinking Grog, moonshine, and booze. One by one the Nobs fell over in alcohol induced slumber until only Nararg and Shiriki remained, Nararg unaware that clever Shiriki was cheating. Finally in the 12 hour Narag collapsed in a drunken slumber, and Shiriki proclaimed his victory and told the Orks to leave this space as they werenÆt yet æOrky enoughÆ to challenge him and his forces.
The results were a partial success with the majority of clans accepting the argument that they had to go forth and train themselves to be Orky enough to out drink this humie Spacemarine. (indeed to this day the Nararg clan of Orks will descend on any planet that they hear boasts the best beer or moonshine in the galaxy to train themselves to be better drinkersà), all but breaking the back of the warrgh incursion. but many Orks remained still willing to fight in there now hopeless waarrghà.

And despite his clever cheating, Shiriki was in the middle of them, drunk as a skunk. It was truly a miracle that his fellow space marines byt hat time managed to fight their way to their erstwhile leader before the majority of the Orks could decide whether to go seek other venues to learn to be more Orky or to attack the Humie who dared to try to lead them in a drunken karokee session (it was a LOT of booze)à

Afterwards while his metabolism was more than adequate to prevent any chance of a hangover, Tisiphone was more than happy to simulate the effects on his mind while Alicia shouted and chewed him out over his stupid planà

In combat Shiriki is brave a fierce, but prefers clever plans to head on assaults. In battle he considers it perfect if he can get his enemy to waste resources chasing after false targets, traps, or even targets of lesser importance. While confident and cocksure, he does suffer occasionally from being too clever as noted in the incident above.

Outside of battle he is a generally fun loving leader, always concerned with the state of his troops and their morale. Always ready with a joke or a prank. Actually Shiriki is a great lover of pranks, ranging from joking, to humiliating, to deadly all depending on how he views his potential victim. ItÆs said that after joining up with Alicia he has started a legendary prank war against his patron Coyote that has lasted for over 5 milleniaà

Perhaps uniquely among all the PrimarchÆs, Shiriki holds his normal human Shamaness as his natural superiors. Respecting their wisdom and advice granted not only by their connection to the Tribes guardian spirits, but also by the common sense they have gained as normal humans living, loving, and learning things that the Superhuman primarch and his space marines miss in their genetic enhancement. Shiriki views his Shamanesses as superior even to the GEoM, who while powerful has never had the viewpoint of a ænormalÆ mortal to draw wisdom and insight from. In fact the only being he views with more respect than the Shamaness, is his Mother Alicia who Shiriki seeÆs as kind of a Alpha-shaman. TO ShirikiÆs eyes Alicia, aside from being his honoured mother, has walked all the paths of humanity in ways the GEoM never could. She has been a normal mortal, a superhuman warrior in the Cadre, and finally a Warp wise individual through Tisiphone. The trials and wonders his mother has been through truly humble Shiriki, and she is the one being he will never consider crossing. His loyalty to her is unwavering.
Despite his respect for his mother and the Female Shamaness, or perhaps because of them, like his Patron spirit Coyote Shiriki is a known womanizer. He has had many affairs with Women over the centuries, although to his credit when such affairs ends he does make sure his ægirlfriendsÆ are well off. The number of children he has fathered since reuniting with his mother is unknown, nor is it known if there are any children of his bloodline in the Imperium as well.

In combat Shiriki wields æCoyotes clawÆ as his HTH weaponà a staff like power weapon that he normall wields like a quarter staff to crush the bones and trip up his opponents, as well as intercept blows of themselves, with a quick flick of a activation rune, a small force blade can materialize on the tip of either or both ends of the staff, transforming it into a spear or twin bladed weapon. Many a opponent has found themselves unexpectedly gutted in trying to block what they thought was a bladeless weapon, and thatÆs just how Shiriki likes it.

When he is not using a master crafted Bolt gun, for long range attacks Shiriki likes to wield ôSpirit hunterö, a bow infused with the gifts of the spirit guides of his tribe. Aside from normal modified arrows that Shiriki occasionally uses for silent killing (Primarchs can get a Lot of range from a bow and arrow with their superhuman strength), Spirit Hunter is also capable of firing bolts of Warp Energy for a bit more punch.

Shiriki is also equipped with a Dream Catcher (Greater) *See Shamaness entry*

Coyote æMamas boysÆ Marine

Shiriki AranckÆs II legion has the honor of being perhaps the only Space Marine Legion loyal to humanity that hasnÆt been broken up into Chapters. Having Left the Imperium prior to the Horus Heresy and protected by its Tribal spirits, the Coyote Marines have barely been touched by the Ruinous powers. Despite this, the Coyote Marines have never been a ænormalÆ space marine Legion.

Perhaps the most notorious difference is their use of Shamaness advisors. Powerful Precognizcient psykers, the Shamanesses hold a powerful role in the Legion. Which is astonishing because except for their Psyker powers and the rare boon from their spirit patrons, the Shamanessess are normal unaugmented humans. To have normal humans fulfill many of the roles Librarians do in other Space Marine units is unheard of, and contributes greatly to how other Space Marines tend to have disparaging views on the Coyote Marines when they recall them. (Keeping in mind that loyal Imperial Space Marines are generally unaware II legion still exists!)

The LegionÆs Primarch ShirikiÆs incessant quest for his mother as well as the common use of Shamanesses saddled the Coyote MarineÆs with nickname the æMamas boysÆ legion. A name that has stuck to this day, especially among Chaos Marines that have encountered the Legion from time to time. While you will often hear of the Traitor legions complaining that the current Chapter organization of the Imperium Space MarineÆs makes them æinferiorÆ to ætrue AstartesÆ, they consider the æMamas boysÆ to be even worse. Consorting with inferior Human slaves, and more concerned with æobeying mommyÆ, the Average Chaos marine views a Coyote Marine as lower than dirt as a warrior.
A view the Coyote Marines do not mind in the slightest. Or as Shiriki says ôThose idiots can believe whatever they wantà at the end of the day itÆs my Coyote ClawÆs that buried in their arrogant corpses.ö

Or to put another way, the Coyote Marines LIKE to be underestimated by their enemies. It makes it so much easier to fool them into making costly mistakes.

The II legion are masters of deception both physical and ECM, such that when facing them in combat a opponent can never be sure which type of units they are facing. One favorite trick for example is to let the enemy ædiscoverÆ a relatively lightly defended convoy taking officers to the front lines for inspection. When they swoop down to take out the juicy target, they inevietably find instead a heavy tank battalion ready to decimate there forces. Other moves may be feints, or spoiling attacks who sole purpose is to cause light casualties than retreat, luring pursuing forces into ambush after ambush.

When defending a location its even worse, because the Coyote marines have had time to set up numerous traps. Enemy forces assaulting HQ bases find empty locations that have maneuvered there forces out of position for a vicious counterattack, they find the æHQÆ is actually a killing zone, or (If the ADC are involved) the HQ they just assaulted is rigged to blow, eliminating the assaulting force completely while the Coyote marines simple have their real HQ hidden among dozens of identical locations.

Spies and intel are constantly faked, and its not uncommon for a assaulting force to actually have too many ætraitorsÆ providing them inside information that conflict so much that no one can tell the difference between the false intel and the real deal. The II legion is so good at this game that enemies familiar with them have been known to actually ignore intel provided by ætraitorsÆ and/or æsympathizersÆ as ætrapsÆà

These games and tricks will go on until the foes of the II legion are exhausted and spread out, than the marines move in for the kill with minimal resistance to their main forces. It is not for nothing that the Coyote MarineÆs can enrage traitor marines by pointing out that they æmay be Mamas boys, but these weaklings have a better kill ratio over you whiny traitors any day of the week!Æ

In the end the battle philosophy of the Legion is ôMake your enemy waste time and energy and men chasing after phantoms, while we slowly nibble them to death.ö

CoyoteMarines special units-
ò ACME Marines
ò ADC squad
ò Shamanesses
ò Spirit Warriors


alright next post should cover the above special units and finally explain my thoughts on dream catchers (I have 4 varients)... and maybe look into the spirit guides as well... includeing Sayuri the Fox spirit... who is more unique a Warp entity than you might think in my mind
finally caught up, as I haven't written up the last 4 units or the spirit guides quite yet (Although thanks to Daneel for letting me use Sayuri, I have plans to make her a unique warp entity...) Until I do, thoughts?
 

Rift120

Well-Known Member
#6
well two out of four promised isn't so bad...

(Credit to Book Monkey for inspiration for the ACME acronym)

ACME Marines- The Adeptus Cybernetic Mechanius Engineer Space Marines are the Coyote Legions version of the Tech marines. In the beginning of the II Legion the ACME Marines were their equivalent of Tech Marines. While the II legion remained with the great crusade, they were initially identical to any other LegionÆs tech marine complements. Trained by the Adeptus Mechanius and raised in the cult of the Omnissiah.

However the influence of the ShamanÆs upon the II legion, drove the II legionÆs tech marines to act as a counterweight to the ShamanessÆs mystical influences. As a result the ACME Marines embraced logic and science with a passion. Over the centuries of the II legionÆs time in the Great Crusade this passion led to the ACME Marines investigating the underlining principles of the various devices they maintened and repaired for their Space Marine brethren. As a result the ACME Marines were among the most knowledgeable and effective of all the tech Marines in the Legions during the Great Crusade.

This drive for knowledge served them well when Shiriki led his Legion away from the Great Crusade to seek out his Mother. As they were able to maintain the LegionÆs various war machines and ships magnificently during the centuries long trip away from any sort of support base from the Adeptus Mechanius.

Unfortunately in addition to their zeal, the ACME marines also possessed a great deal of curiosity about how the various technology worked, how to change it into new forms, and occasionally how to use it for more destructive purposes. Experimentation that the Adeptus Mechanius frowned upon as Heresy. While part of the Great Crusade this was not a problem, as the Adeptus Mechanius observers were sufficient to keep the ACME MarineÆs curiosity in check.

When the II legion left the Great Crusade howeverà Things changed. No longer bound by the Adeptus Mechanius from Mars looking over their shoulders the ACME Marines were free to experiment. Unfortunately through these experiments the ACME marines discovered a affinity for causing technology to break down and many of their æexperimentsÆ turned out to be faulty and somewhat dangerous. For a time chaos and mayhem reigned in the private laboratories of the ACME machines. Explosions too, much to the Delight of the ADC marines.

It was only after the unfortunate æIlludium p-32 explosive space modulaterÆ experiment took out a troop transport that Shiriki intervened and clamped down on the ACME experimentation. At least during the search. Although by far no means stopped them all together. It soon became common wisdom that to enter the ACME quarters on any ship without Blast armor of some type was a rather painful and messy way to create suicide.

Upon meeting with Alicia-T neither Shiriki, nor the ACME marines for that matter, could figure out why she found their name so amusing. Upon joining and enhancing Alcia-TÆs Empire, the ACME Marines were finally given a few planets and numerous barren asteroids upon which they could conduct several of their experiments in relative peace. And with no civilianÆs nearby to get caught in the resulting explosions from mishaps. These planets and Asteroids remain the main training ground for new ACME Marines.

The Average ACME Marine is a adept mechanic, who has a desire to see how various machines are put together and taken apart. Drawn mostly from the Beaver tribe, trainees are exposed to a rigorous and dangerous program that is part study, part assistant, part guinea pig for established senior ACME technicians at the various training compounds. Those who graduate almost always have several cybernetic enhancements, not so much because they help the ACME marine due his duties to his fellow cadets (although this to is true) but as a result of surviving numerous lab accidents while their training proceeded.

Millennia away from the Adeptus Mechanius and Mars has altered the religious doctrine towards the Omnissaih heavily. The belief structure that machine spirits are in fact the cumulative spiritual residue of the sweat and effort the builders, creators, and users instead of some divine essence created by a clockwork god. This is naturally highly heretical to the Imperium Mechanicum, but the ACME marineÆs donÆt care. They have their brothers and their experiments, so they are satisfied with their lot in life.

Special rules and equipment for ACME marines:

DESTROY THE HERETICS! - ACME marine units are the targets of choice for any opposing Tech Marine and Adeptus mechanius troops. Furhtermore Elite and HQ Adeptus Mechanius units despise the hereticial beliefs of the ACME marines and MUST engage and eliminate ACME marine units before attending to other matters. (In game terms Elite and HQ units must move into position or direction of any ACME marines they are able to see and are unable to engage any units that are not in the way of such an attack. Other MEchanicum units and Tech Marines will in general choose to engage a ACME marine in lieu of other opponents if the choice came up.)

Road Runner Bullets- ACME marines have had a long history of tinkering, experimenting and ultimately BREAKING technology of all sorts. As a result of their research they have developed a special anti-mechanical ammo. These bullets upon impact explode intoa cloud of micro machines and specialized EM Pulses designed to impair, impede, or outright destroy mechanical units.
Game effects- when a ACME marine unit is declard to be using Road Runner bullets his attacks do NO damage to pure infantry that do not have mechanical enhancements (Avg Imperial grunts, Kroot mercenaries, Tyranid units of any type.) Instead a successful wound will eliminate any bonusÆs granted by mechanical equipments or bionics on that unit (Cybernetics, Auspex, radio, etcà)
Aside from that Road Runner Bullets have NO effect on purely biological units like Imperial grunts, Tyranids, Kroot mercenaries, and Daemons that donÆt have machines in their unholy biology.

Units in power armor, Dreadnaughts, Tau mech suits, etc (Orks, Necrons, and pure Daemon with tech weapons excluded see below) on a successful wound must roll d6.

1- No effect, defenses managed to fight off the attack

2- Impede movement- for rest of game unit always moves as if passing thorugh difficult terrain and is unable to enter difficult terrain at all.

3- Total movement shutdown- unit is unable to move at all for rest of game or until destroyed

4- Armor breach- toughness and invulnerable saves are cut in half (+2 becomes +4à +3 becomes +6.. +4 becomes no invulnerable save or +6 if unit lacks invulnerable save etcà)

5- Weapon malfunction- one weapon of opponents choice is no longer functional for rest of game

6- Power core breach!- Unit is removed from play as casualty (if any other game mechanic causes a re-roll that comes up 6 for this test unit receives only 1 wound instead.)

-Ork technology is a unique case due to the fact it works as much by belief as by any mechanical principal. As a result any successful wound roll by Road Runner Bullet requires the player to roll an additional d6. On a roll of 4+ the opposing player rolls on the above table. Any roll of a 1,2, or 3 means that the bullet was unable to overcome the OrkÆs belief that its Gear and Dakka will still work and thus has no effect.

-Chaos Marines often imbue their equipment with DaemonÆs to enhance them, and thus have the same extra roll to see if the Daemon is able to defeat the Road Runner bullet as Orks do

-Pure Daemons that include mechanical parts in their unholy structure (such as soul grinders)use the Warp to run and augment their mechanical devices. As a result any inconvenience caused by the Road runner bullet only lasts one round before the immaterium fixes it, furthermore a Core breach always only causes one wound instead of eliminating the unit completely.

-Necron units are a special case, as they are always completely machine. As a result a successful wound roll on a Necron unit always causes 1 wound on the unit. Furthermore the opposing player must roll a additional d6. On a Roll of 5+, the Road Runner bullet has disrupted the repair abilities of the Necron Unit. Said Necron unit cannot be revived by the æthey rise againÆ rule of combat once they are defeated on the field of battle and count as casualties immediately upon losing their last wound point.

Vehicles-a Road Runner bullet gets a +2 bonus to their armor penetration roll. Furthermore the Damage roll does NOT suffer from the -1 penalty for not being a AP weapon. Also:

-Crew Shaken is replaced by Drive damage- unit can only move half its movement the next round and is unable to assault or use Tank Shock as well during the round

-crew stunned is replaced by Sensors down- all BS are halved for the remainder of the game.

Remaining Damage table remains the same.

Again Ork and Chaos Marines get to roll an additional d6 and on a roll of 4+ manage to avoid any effect of the Road Runner bullet.

Nano Pulse Cloud- A specialized form of nano clouds exists among the ACME marines to use when faced with a large number of mechanical foes. These clouds are controlled remotely by the Tech Marine to engulf and inhibit opposing mechanical opponents while his fellow marines take down the weakened opposition. However controlling these machines remotely and ensuring that they do not affect allied units require the ACME Marines full attention leaving him open to attacks.

Game effect- a ACME marine that neither moves, nor shoots or Assaults may instead opt to use a Nano-pulse cloud. Any enemy mechanical unit within 24ö of the Tech must roll a d6 opponents (except for Ork, DaemonÆs, Necron, and Chaos Marines )that fail to make a 5+ roll are affected.

Units that are not purely mechanical in their attack (Infantry grunts with cybernetics or auspex, Tau snipers, etcà) BS is halved as their sensors and weapons go haywire.

Purely mechanical units (Dreadnaughts, terminators, Tau Battlesuits, Gundrones etcà) lose one weapon in addition to having their BS skill halved for the next turn of the enemy.

Vehicles get a 4+ save to this to represent crew attempts to counteract the machines and pulse, failure to the role has the same effect as purely mechanical units and can only move half their normal distance during the turn.

-OrkÆs, Daemons, and Chaos Marines get a 4+ save for ground units and a 3+ save for vehicles to represent their Belief, the warp, or Daemon possession respectively

-Necrons are a special case, their advanced technology is harder to penetrate so they save the same as Orks, daemons, and Chaos Marines. However any Necron unit that is downed during the players and the next turn of the opponent (Counter attack) that is within 24ö of the ACME marineÆs regeneration is tampered and is unable to revive by the æthey will rise againÆ rule.

(For example a squad of Coyote Marines and a ACME unit face off against a squad of NecronÆs. The player declares before his shooting phase starts his ACME unit is using a Nano-pulse. His other squad of Marines attacks and downs four Necron units within 24ö of the prone Techmarine who is unable to attack or assault. The Opposing player gets his turn and assaults the Space Marine, losing another Necron Unit during said assaultà at the end of the round all of the 5 downed NecronÆs are immediately removed as casualties, unable to regenerate at all.)

* although mentioned only in passing I must make note the Sargath 7 are the creations of Academia nut.*

Meh the ADC didnÆt quite come out how I wanted it toà anyone who thinks they can write them up better feel free to.

ADC Marines- Adeptus Demolition Complexus AKA The EmpressesÆ nutcases AKA Worshipers of the Pwetty flame. Across the galaxy there are many groups that are noted for their destructive ways. The Sargath 7, the race of Orks, and of course than there is the ADC branch of the Coyote marines. This special section of cheerful pyros has set new standards for the concept of æcollateral damageÆ as they spread forth against all enemies in the name of Sayuri, Alica, and the cleansing flames of purity! *literally on that last one.*

Originaly formed from the Fox tribe members who joined ShirikiÆs II legion, the ADC soon became a dumping ground for every trigger happy lunatic and pyromaniac among the space marines.

The patron tribe of the warp entity Sayuri, the Fox tribe had always been a little flame and explosion happy. Indeed during ShirikiÆs rebellion against the Drallen on his home world, one could always tell when a ambush was set up by the fox tribe due to the fact that they always ended in large explosions.

It is thus no wonder that said tribe members quickly formed into a unique unit among ShirikiÆs space marines that focused on Flamers, Krak missiles, and Melta guns. If it exploded or caused fire, than the ADC was not only proficient at using it, but even went out of their way to tinker at it to make it explode more!
During the time the Coyote Marines spent pursuing the Great Crusade for the GEOM, the ADC soon came to be feared by Xenos across the front. Their battle cries of æMugyuu!!!Æ, æFOR THE PWETTY FIRE!!!Æ, and æLet the purity of explosions cleanse youÆ sounding across battlefield after battlefield, followed shortly their after by said battlefield becoming charred and cratered wastelands.

One would think that such that the cheerful ADC and ACME marines would be kindred spirits. Alas while the ADC are always happy to help the ACME marines with their experiments, mainly because they usually have æpwetty explosionsÆ involved, the ACME marines prefer to keep as far a distance from ADC squads as possible. This is because of the ADCÆs unfortunate tendency to suggest and press for new weapons that they dream up in their happy pyromaniac minds. After all who in their right minds would want to create Rocket Propelled Chainsword launchers, Nuclear hand grenades, Plasma guns with SÆmore creation material dispensers, and similarly overpowered explosive weaponry? Let alone their suggestions for vehicles and powerarmor!

*legend has it the ACME corp still has a bounty out for the head of whichever Fury it was who discovered the ancient Terra broadcasts of æanimeÆ and brought it to the attention of the ADC. When complaining to Alicia, she just responds æbe thankful they havenÆt discovered StrikersÆ*

Alicia herself has been noted to comment on the ADC. ôYes they are destructive pyromaniac nutcases who leave nothing but shattered burning ruins in the wake of wherever they goà but they are MY destructive pyromaniac nutcases.ö

The ADCÆs relation with Orks is complicated. While the ADC has clashed with the Ork race numerous times in the defense of Humanity, they have a slight fondness for the race. And Orks tend to like the ADC to. Several War Bosses have been known to refer to the ADC as æThe only Humies that understan the Dakka!Æ.

It is probably just wild rumors that some OrkÆs have even decided that the ADC is truly Orky in the pursuit of Dakka and worthy of being considered Bosses to them. Obviously just propaganda, although it should be noted that some ADC marines do seem to have rather ramshackle power armorà.

It is known however that ADC members can, and do, enter various Ork empires openly and leave relatively unscathed. At least until they reach AliciaÆs empire space where they are scanned thoroughly. Officaily to make sure they didnÆt bring any Ork Spores with them, although he real reason is to locate and confiscate any new ædakkaÆ they pick up on their ævacationsÆ.

Despite the headaches of trying to keep Ork contraband weaponry out of their hands, Alicia-t allows the trips mainly because it allows her to have somewhat limited diplomatic affairs with the Orks. Even if the affairs are generally limited to ægee there is this strong enemy we are fighting, perhaps youÆd like to Waargh against themÆ and occasionally missions looking for artifacts that exist or wander into Ork held spaceà

Plus the fact that the ADC almost inevitably get involved in explosion contests while in Ork Space, means Alica has less worries about them releasing their inner pyros while on leave in HER empire...

While all the Coyote space Marines chapters are watched over by their Spirit Warp Animals, the ADC is particularly close to their patron Sayuri. Even the 10% of the ADC membership that arenÆt members of the Fox tribe are watched over by her or her daemons closely, and it is not uncommon for Sayuri or one of her Daemon minions to manifest in ADC controlled areas of transport ships and battle barges (the ADC often being assigned a specific sector on any ship they are stationed upon in hopes of containing the inevitable shipboard fire that will erupt when they get boredà while in transit) while in warp.

The ADC is deployed on battlefields where the enemy absolutely must be destroyed, and where there is nothing fragile of interest to the Coyote marines or Alicia. If there is something of fragile interest to their enemies on the other hand all the better. *Æcan we make the Daemon/Xeno/traitor marine artifact burn?Æ is a popular game among the ADCà one they almost always win to for that matterà*
Equipment

-Pwetty Tails of Sayuri- Any psyker can use these artifacts in lieu of their normal close combat weapon. Looking like a handle from which numerous fox tails erupt and wiggle around *especially when stroked and called pretty æwiggle, wiggleÆ* with a life of their own. The number of tails each weapon has is a indicator of the strength and seniority of the psyker wielding it, although none have more than 8 tails. In combat the tails will elongate and strike and entangle foes like living whips. Although this is not how the Tails do their damage. The real threat is from the intense heat the tails generate as they strike, either penetrating armor with a intense strike from the tip of the tail engulfed in heat like a shaped melta blast, or set alight a foe entangled in the tail through spontanteous combustion.

In combat during the shooting phase the wielder can elongate the tail for a quick strike up to 3ö away with the equivalent of a Melta weapon.
During the assault phase, a successful hit will æentagleÆ a opponent stripping them of any counter attack or their next action while they struggle against the tails. A additional roll to wound must be done as well to see if the target spontaneously combusts from the heat of the tails wrapped around them or not.

-Missile Dreadnaughts- A dream of any ADC is to be attached to one of these specialized dreadnaughts, one of the few victories in their eternal quest to get ACME marines to produce æcooler weaponsÆ. Rather than a storm bolter or any gun, the dreadnaught only retains its left arm close combat weapon. The rest of the unit is covered with missile pods, storage, and missile loaders with its right arm being host toKrak rocket launcher as well. In combat the Dreadnaught can loose one, two, or a swarm of up to 10 missiles downrange to its enemies. (Unless ordered otherwise, they will inevitably do a swarm launch of as many rockets as they can because it naturally creates a bigger boom.)

Although having generally a limited shot locker of one or two such æswarmsÆ, the effectiveness can not be denied. Achiveing damage equivalent to a long artillery barrage with better accuracy, before they are forced to retreat to re-arm. The missile Spam can break just about any charge or large concentration of enemyÆs menacing their allies in battle.

Special rules for ADC

All ADC members are explosion nuts, thus any ADC unit is always equipped with Krak Grenades at no point cost.

ADC units can equip a Melta or Flamethrower at half the point cost of a normal unit

I can burn thingsà with my mind!- Any Psyker ADC unit *yes librarians to* MUST have at least half of their warp abilities related to fire in some mannerà

æOoooh Shiny weaponÆ- If a ADC member defeats a opposing unit in assault that has a weapon that has more strength/better penetration than his own roll a d6. On a roll of 4+ the ADC has looted the weapon and for the rest of the game has the strength/penetration stats of the weapon they looted (at the agreement of the opposing player this may also extend into future rounds of a long term game).

Explosive tinkering- ADC members are always tinkering with their weapons. When using a blast, barrage, or grenade roll a extra d6. On a roll of 1, 2, or 3 the weapon acts as normal. A roll of 4 means the weapon has a wider radius, double the blast radius, 5 means the weapon packs more punch subtract 1 from the penetration level (I.e. a AP of 5 becomes a AP of 4) and automatically bypass any invulnerable saves. A roll of 6 means a æbig boomÆ the player must call out æmugyuuÆ in appreciation but the blast radius is doubled and the penetration is reduced by one while bypassing all invulnerable saves.

Explosive and flame experts- Through trial and error every ADC member is a expert at the use of explosive and flamers.

Offensively- a ADC unit can re-roll any scatter effect of barrage and blast weapons if they donÆt like where the blast scattered. Player must accept the second roll no matter where it lands tho. Flamer using units roll a extra d6, on a roll of 4+ they can specify one opposing unit that MUST take at least one wound (unless of course all wound rolls fail) before the opposing player distributes the remaining successful wound rolls as normal.

Defensively- ADC units can reroll any one successful to wound roll per unit within the template when hit by a Barrage, Blast, or flamer weapon. The second roll stands.

Dakka trips- A ADC unit CAN be equipped with a Ork weapon (except the SHokk attack gun no gretchin to fire dontcha know) at twice the point cost a Ork unit would pay for the weapon.

Special ork rules

Surely thatÆs a rumor? -Occasionaly Orks like to study the Dakkaness of the ADC and will accompany them in battle (sometimes in disguise) or so rumor statesà a ADC player can insert a Ork unit into their combat forces for triple the point cost of said units. HQ, Elite, and unique Ork charcter can NOT be used.

Explosive contest- a ADC unit that comes within 12ö of a Ork unit of the same type (infanty, Elite, Heavy, etcà) can challenge said unit to a Explosion contest before the start of the next round. Neither units can shoot or assault during that round another unit directly. Rather the two players must choose a target on the field within range and then have all fo their units in the squad fire their most damaging weaposn at that spot which is assigned a toughness agreed upon between the two players (Generaly 4 or 5). Rolls to wound are made *if blast or barrage weapons are used, any other units within the blast radius can and will be injured indirectly and roll savings throws as normal*à the player with the most successful wounds is considered to be the æwinnerÆ having caused the most damage to the target.

If the Ork player wins they immediately gain a free shooting attack on the opposing ADC units with a +1 bonus to their rolls to hit and wound as they fire in celebration.

If the ADC unit wins, the Ork unit retreats from the battlefield to find a new place to train to become æmore orkyÆ so they can win the rematch. The squad is removed from the table *including any independent characters attached to them!* and half their numbers are counted as casualties when determining points. *note said units arenÆt killed they just leave to become more Orky, so in a multiple stage scenario units defeated in this manner can return with no penalty in later battle settings*

If both players tie in the number of wounds they inflict the contest continues to the next round of battle and neither units can attack anyone else in that round, nor can they be attack tho (The ADC units view it as a holy challenge that must not be disturbed, other Ork units just sit and watch and cheer on the Ork participants. ) If the contest continues to the last round of the game, neither players units count towards points when determining the score.
 

bissek

Well-Known Member
#7
Some thoughts:

Alicia would probably be referred to in the GEoM's records, at least in some parts (Which might not have anything to do with the sections that refer to his Empress), by her MoJ codename of Fury. There would probably be a lot of people trying to figure out who this 'Fury' was..

What about the two Xeno races from In Fury Born, the Rish and the Quarn? The Rish would likely still be enemies to both Imperiums (And possibly be corrupted by Tzeentch, given their love of manipulations), but the Quarn had always been an ally to humanity, something made easier by the fact that Quarn have no interest in the kind of planets humans like to colonize and vice versa. How are they getting along?

Do the records mentioning either 'the Empress' or 'Fury' mention her Marine/Cadre record? The Space Marines would have a hard standard to live up to if they knew there was once a Space Marine (of a sort) whose unit once took 80% casualties on insertion, and was still willing to lead an attack against a heavily armed and entrenched foe that outnumbered hers by 10:1 (more like 100:1 if you don't count the ones killed in the drop) - and won? How would the Space Marines and the Sisters of Battle react to knowing that the original Space Marines (Whether you consider the Imperial Marines or the Cadre to be the original Space Marines) had female members?

Wouldn't the Sisters of Battle know that the GEoM had a bride that predated them that he wished to be reunited with? That would mean that they would know they could very well end up being supplanted if/when 'the Empress' returned. Of course, that doesn't mean that they would acknowledge that Alicia DeVries is the Alicia DeVries rather than just someone using that name (assuming they know the Empress' given name).

For an alpha synth's storage capacity, In Fury Born states that 200 cubic meters is less than half the available volume of Megaira's cargo hold after she had been generously loaded with perishables and spare parts for her own usage. And the hanger bay is large enough to hold at least three large shuttles. Which means you can actually transport a hundred people in an alpha synth for short distances (1 alpha synth pilot, plus 33 people per assault shuttle).
 

Rift120

Well-Known Member
#8
bissek said:
Some thoughts:

Alicia would probably be referred to in the GEoM's records, at least in some parts (Which might not have anything to do with the sections that refer to his Empress), by her MoJ codename of Fury. There would probably be a lot of people trying to figure out who this 'Fury' was..

What about the two Xeno races from In Fury Born, the Rish and the Quarn? The Rish would likely still be enemies to both Imperiums (And possibly be corrupted by Tzeentch, given their love of manipulations), but the Quarn had always been an ally to humanity, something made easier by the fact that Quarn have no interest in the kind of planets humans like to colonize and vice versa. How are they getting along?

Do the records mentioning either 'the Empress' or 'Fury' mention her Marine/Cadre record? The Space Marines would have a hard standard to live up to if they knew there was once a Space Marine (of a sort) whose unit once took 80% casualties on insertion, and was still willing to lead an attack against a heavily armed and entrenched foe that outnumbered hers by 10:1 (more like 100:1 if you don't count the ones killed in the drop) - and won? How would the Space Marines and the Sisters of Battle react to knowing that the original Space Marines (Whether you consider the Imperial Marines or the Cadre to be the original Space Marines) had female members?

Wouldn't the Sisters of Battle know that the GEoM had a bride that predated them that he wished to be reunited with? That would mean that they would know they could very well end up being supplanted if/when 'the Empress' returned. Of course, that doesn't mean that they would acknowledge that Alicia DeVries is the Alicia DeVries rather than just someone using that name (assuming they know the Empress' given name).

For an alpha synth's storage capacity, In Fury Born states that 200 cubic meters is less than half the available volume of Megaira's cargo hold after she had been generously loaded with perishables and spare parts for her own usage. And the hanger bay is large enough to hold at least three large shuttles. Which means you can actually transport a hundred people in an alpha synth for short distances (1 alpha synth pilot, plus 33 people per assault shuttle).
You have to remember that in WH40k a LOT of data has been lost, and where the emperor is concerned relegated to myth.

the farther back you go, the more fragmented the record gets.... and keep in mind 99% of any records teh GEOM has on Alicia would date from teh Dark Age of Technology prior to the age of strife, and most of THAT would be official documentation that was most certainly lost during the age of strife. At best the most intact records might be in private diaries of the GEoM.

Hence why this fragmentory record would be highly debated as to whether the wife of the GEoM actually exists, is still alive, or was just a metaphor for something. Let alone those who might say teh fragmentory records weren't authentic in the first place.. hence why the Ecchilscery is schismed.

AS to her offical records, keep in mind IN fury born was set roughly in the year 4000, the age of strife in comparison didn't occur until the year 23,000.. and the further back we go the more fragmentory the data gets.

Also there is a decent chance the GEoM deliberatly obscured the data on Alicia. Keep in mind from the horus Heresy Series we know the GEoM was deliberatly trying to elminate religion and mysticism in exchange for Reason and Science. Keeping clear data of the existence of Tisiphone would be counter-productive to that point. And from the short story 'The last Church' we know the GEoM was not above erasing from history and recollection things that might contradict his 'reason and science' crusade.

(its in the novel 'Tales of Heresy' new release if your curious.)

Remember the Emperor never wanted to be viewed as divine (indeed he chastised Lorgar for promoting his 'divinity').

As to the sisters, keep in mind the 'bride of the GEoM' is a splinter subcult of the ecchiliserchy, not the main accepted belief. And even than there are multiple interpretations of what teh GEoM meant when he spoke of his 'bride'. (for RL comparision lets look at the classic 7 days creation.. some argue its literal, there are other that argue that it means more like 7,000 years from 'day is = 1,000 years' later in the testamant since man was only there to keep track on the last day, others that its fully metaphorical....)

For that matter Alicia and the GEoM were never officially married, they were closer to friends with benefits, as Alicia was literally the only human who was close to a peer through the millenia for the GEoM and even than they didn't always see eye to eye. The GEoM once he became Emperor of earth and long term goal of Humanity just assumes Alicia will submit to be his empress, and really she is the only choice as the closest thing to a peer he has, but is at best a after thought.

As to the Rishan and the Quarn. I figure the Rishan are extinct, in 'In fury born' they were already on the losing edge against humanity in the year 4,000. Give a couple millenia later and Humanity perhaps getting more xenophobic as they expand and desire more space. Humanity's old enemy the Rishan would be a easy target for genocide at that.

as to the Quarn, in my head its a bit more complex. If you read Shiriki's entry, you'll note I mention the Coyote marines stumbling across a Quarn colony fleet, a species that was thought to be extinct.

I actually have a rough outline in my head as to what happened to the Quarn... We know the Quarn enjoy bodily humor jokes a lot... unforutnatly for them around the year 10,000-12,000 they began to sicken as a race as a plague swept through them... during this period Alicia had a suspciious number of 'crisises' that kept her away from Quarn controlled areas...

It was only towards the end as several healthy quarn colony fleets fled their doomed race that she ran into them and discovered that it was Nurgle Daemons infecting the Quarn race with teh plague. Alicia managed to fight off the Daemons long enough for several such RTF to escape into the deep warp and was herself deeply suspcious as to why she kept being 'called away' during the majority of the Quarn plague

(GEoM plot to get rid of the Xeno's inhabiting planets he thinks humanity might make better use of?)

Essentialy in the Imperium the Quarn are no more and if met would probably be considered a unknown Xenos. not to eb tolerated, especially since the Imperium has no problem colonizing heavy G worlds that have minerals they desire.... humanity can't survive unaided? no problem we'll make it a penal planet and force the prisoners to mine materials for the good of the imperium.

Alicia's Empire doesn't have the Trillions of Humans to make such a penal colony profitable, and she's much mroe Xeno friendly. So the Quarn exist in her Empire as trading partners and mostly merchantmen. Of course this is only one more thing the Imperium will hold against Alicia and her forces....
 

bissek

Well-Known Member
#9
Well, it should be fairly easy to prove Alicia is not an impostor. DNA evidence could easily prove that she is the mother of the Primarchs.

The theory that she is corrupted by Chaos is harder. Even if she points out that she's known Tisiphone longer than she has the GEoM, that could be seen as evidence that she has always been corrupted and managed to hide this from him somehow. Some might even postulate that the mother of the Primarchs being corrupted before they were born is why some of them ended up being corrupted themselves.

If the Quarn are still around, they are likely in a long and vicious dispute against the Dark Eldar. While the Quarn don't fight often, they are merciless when they do, and one thing that sets them off is pirates (Who are not just criminals, they're criminals who are bad for business). And a lot of Dark Eldar tactics can be seen as acts of piracy.
 

Rift120

Well-Known Member
#10
once more into the breach Spirit marines:

It lives! Man this has taken forever.. but still here goes 'spirit Warrior' marines

Spirit Marines

The Coyote Marines have always been close to the warp and warp entities. Indeed one could argue their relationship with their pantheon of spirit guides marked them as even closer and wiser than the Thousand Sons were with all their research into psykers and Sorcery. However it is also true that Coyote and his Pantheon are much more frugal with the lives of their followers than the ruinous powers due to limited supply. Thus it is that while heavily influenced by the warp entities, warp mutation is fairly rare and controlled.
Indeed during the great crusade Spirit Marines were all but unheard of, both due to the need to avoid scrutiny by agents of the GEoM, and the fact that access to the spirit pantheon was difficult to perform under controlled situations.

This however changed once the Coyote Marines left the Imperium and discovered AliciaÆs empire. It wasnÆt even a century later that, acting upon vision granted to them the Shamness erected upon a remote backwater world several Dreamcatcher towers. Finishing their task mere hours before the planet was engulfed in a warp storm, the towers stabilized the planet into a unique warp world half in and out of the Materium, that became the first of several dozen Spirit Warrior planets.

The path to becoming a spirit warrior is long and treacherous. First a space marine must overcome a series of grueling mental and physical tests to prove they are worthy. Then they must travel to one of the handful of Dream worlds held under the banner of the Coyote Legion. Finally they must head into the wilds of the planet half in the Warp/half out.. with nothing more than some sacred herbs, holy fetish (sometimes aligned to a specific high spirit of the pantheon in hopes of attracting their attention), and a combat knife in what is often the second Spirit quest (The first being part of the induction ceremonies into the Marine legion)à leaving all other weapons and armor behind as they head into the wilds to commune with the warp.

The length of the commune varies, but the Marine in question will almost always eventually return.. in one form or another.

Ranks of Spirit warriors

Chaos Spawn- despite the best tests and trials, a few space marines inevitably slip through who are not up to the standards of the Spiritsà some of these are to full of pride or arrogance, perhaps they have a secret affiliation to the ruinous powers, or simply offend the spirits in some grievous manner. To those who fail in such a manner that should have been spotted earlier during the tests, Spawnhood is their eventual fate. For while not as hostile to humanity as the ruinous powers, the spirits do not take insults to their pride and time lightly. Any Coyote Marine that so insults the spirits will find themselves turned into these mindless amalgams of flesh and the warp, escorted back to the space port by a Spirit Daemon who will proclaim just who the luckless victim was, and which squad or chapter bears the shame of sending such a unworthy vassal as gift to the spirits.

The shame of producing a Chaos Spawn is immense, and over the millennia has resulted in adjusting the various tests and trials a potential Spirit warrior nominee must pass before even attempting their spirit quest. A result is Chaos spawn costs twice the number of points in a Coyote space marine army. Otherwise identical to the Ruinous powers Chaos spawn unit.

Warptouched- Above the Spawn, are those Space Marines who just fall shy of the demands the pantheon places for the Spirit warriors through no fault the spirits find offensive. These return to the spaceports bearing random warp mutations as a sign of their attempt to reach greatness. The shame of being warptouched is not so much felt among the chapter, but rather is a personal issue of the Warptouched Marine. One who thought he had what it takes, but was shown to fall just short. Such Marines tend to be humbled, and after a period o meditation and self-reflection often re-dedicate themselves to serving Alicia, Shirike, and the Coyote Marines with a renowned fanaticism to prove their worth on the field of battle.

Warptouched Marines are granted one Daemonic gift or psychic power at no cost (Said gift can NOT be specifically aligned to one of the 4 ruinous powers)
Their renewed dedication to prove themselves gives them the mental endurance to go above and beyond even the superhuman levels of the average space marine- during each round a warptouched can reroll one roll sans bonuses and penalties affecting that unit. The second roll stands.

Spirit Warriors- By far the most common outcome of all the tests, trials and preparations prior to the Spirit quest is a Marine who is pleasing to the pantheon, humble and loyal. So impressed the Pantheon will impress gifts upon the warriors very soul before releasing him back to his fellow marines to fight again.

Spirit Warriors also carry mutations, but whereas the warptouched are random and the spirit warriors mutations follow plan. All of their mutations are animal themed, albeit not all mutations come from the same animal! A spirit warrior is treated with great honor and will often be touted as examples of the strength and wisdoms of the chapter/squad/clan that they came from.
Spirit warriors benefit from Enhanced senses attempts to infiltrate/hide behind smoke screens/cover (essentially the same as Space Wolves enhanced senses but may be enhanced further)

Animal mutations- Each mutation (two free of charge.. roll d6 to see max number of mutations available to a unit.. 1Æs count as 2) grants a ability related to it.

A scorpion Tail for example might give a extra attack during assault, one that may include poisonà wings may grant the ability of flight allowing one to move through difficult and impassable terrain at no penaltyàEars or echolocation may make enhanced senses more effective (+1 bonus)à

Favored of the gods- The pantheon has limited resources, so those who they grant the honor of the title spirit warriors are by necessity made a little tougherà add 1 wound. To base states.

Spirit Champions- Occasionally a petitioning Marine really attracts the attention of the spirit animals. Those that do are guided through grueling tests of aptitude presented by one of the spirit pantheon aspects themselves. Those that fail become mere Spirit Warriors, yet for those who pass a greater reward beckons. Becoming a direct tool of their spirit guide themselves Spirit Champions essence are fused with that of a Warp entity fragment of their patron. Possessed by a warp entity loyal to the Spirit animals.

Unlike the possessed Chaos marine, a Spirit Champion tends to be more in tune and harmony with their possessing Warp Daemon, and as a result are more focused in battle as they do not have to struggle against the hungers of their possessing Daemons.

Essentially the same as a possessed Chaos Marine, although they cannot take any Mark of chaos to the Ruinous Powers (they are loyal to the spirit animal pantheons)

Rumor has it that a select handful of Coyote Marines prove themselves worthy enough to actually play host to a fragment of Tisiphone. These Fury Marines never return to their comrades, instead acting as personal warriors of Alicia to send forth against threats and black Ops as she sees fit. Legend has it the Fury Marines power is on par with that of most Imperium chapter masters, although this remains speculation as there are no surviving records of witness who see a Fury Marine in combat (Read I like the concept but canÆt think up even general stats :p )

Avengers- Every rule has its exception.. and the Avengers are the exception to the grueling tests meant to weed out the unworthy aspirants to the ranks of the Spirit warriors. The universe is a violent and treacherous place. Even in AliciaÆs empire war and loss are always near at one point or the other. Especially for the Coyote Marines who are at the forefront of the battle to keep AliciaÆs domain alive.

It is natural than that some will fall, be it by combat or treachery. Most of the times the fallen Marines brethren will mourn their fallen comrades and move on to the next conflict. But for some thatÆs not enough. For some a special hatred grows for those responsible for the death of their brothers in arms, grows to focus upon a specific enemy to the detriment of team unity. At this point Shamaness step in to counsel and attempt to guide the Marine back from the abyss of obsessive hatred. Sometimes they succeedà. But should they fail the Marine in question may petition to be allowed to become a Avenger.

The potential avenger should he be allowed will transport themselves to a dream world and immediately enter the wildsà once there they will make their petition to the spirits.. grant them the power to revenge themselves upon those who took their brothers in exchange for their souls and eternal usage as pawns of the spirits.

At this point the spirits judge the aspirants caseà should they decide against them, only chaos spawnhood awaits. Should they favor the aspirant though, he is possessed by a daemon and is no longer considered one of the Coyote Legion. Instead he becomes a lone warrior travelling from battlefield to battlefield either searching out his nemesis or advancing the goals and plots of his spirit animal patron (it should be noted Alicia-T NEVER accepts a Avenger into her serviceà ).

On the battlefield Avengers are ruthless warriors, charging unheeding of numbers or danger towards their targets in order to rip them to shreds. However they are also well known for their disregard of their allies. Often blasting their way through friendly units that they perceive slowing them down or quitting the battlefield at crucial moments to chase after mere rumors of leads towards their obsessionà

A player using an avenger unit must decide at the start of the game whether the Avengers nemesis is on the field. For the purpose of determining a nemesis any HQ, elite, or Independent charcter of the opposing player is acceptable.

A avenger unit MUST proceed to engage their nemesis by the shortest route possibleà even if ti means going through allied or enemies forces. Avengers can only shoot or assault Enemy forces that are blocking its path to his Nemesis.

COMING THROUGH!- any successful assault on enemy forces will allow the Avenger to break through past them towards his Nemesis. However since the Avenger isnÆt focusing solely on his opponents instead of just bypassing them, the player must roll TWO successful wound rolls in order to actually injure the enemy units

YOUÆRE IN MY WAY!- if passing through a allied unit roll a d6 on a roll of 4+ the unit must scatter 6 inches in a direction away from the Avengerà should the player fail the roll however the Avenger performs a shooting attack on the unit (Unlike the coming through rule only one successful roll to wound is needed )

You canÆt stop my vengeance!- The player can reroll any killing blow on the avenger that doesnÆt come from his Nemesis as the Daemon attempts to ensure its pact with the Avenger by protecting him. If the second roll kills the Avenger he is assumed to have been spirited away into the Warp to try again another timeà the unit does not count towards points scored by either side if removed in this manner. (Only way the avenger counts as points is if it is killed or kills his nemesis on the field. )

Its You and Me now- Once engaged in assaulting his Nemesis, neither side is unable to unengagedà regrouping, retreating, or consolidating is not allowed and the Avenger and his nemesis will remain in assault until one or the other is killed or the game ends.

Alternatively a player can declare the Avengers Nemesis isnÆt on the battlefield. IN which case the Avenger plays as a normal unit with the following exceptions

You CanÆt stop my vengeance!- Avenger can reroll any killing blow.. second roll stands. If killed by the second roll Avenger only counts as HALF its point value when determining score of casualties as he is spirited away into the warp to continue his quest for vengeance.

Chasing Rumors- at the start of each round the player rolls a d6.. on a roll of a 1 or 2 word has reached the Avenger that a lead to his nemesis has popped up elsewhere. The unit immediately retreats to the nearest edge of the playing field and is unable to engage any opponents except in self defense from an assault. Upon reaching the edge the unit is removed from play for the rest of the game and counts as a full point casualty in favor of the opposing player when determining score. (In a multi round engagement the Avenger is no longer available in battle scenarios that follow BUT still counts against the point total of the player.)


heh... now I just have to do the 13 Labors unit and Shamaness and i am finally done with the Coyote Marine and can go back to other ideas I've had concerning this empire... oh and the Spirit animal Pantheon...
 
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