This is the profile for the III Legion along with some additional world-building.
Legion III: The Phoenix Blades
"The Emperor designed us to excel at war and peace. We shall not be found wanting by him or his subjects." - Iskandar Basileus
Primarch: Iskandar Basileus: The Emperor's Champion
Symbol: A Phoenix with blades for feathers
Colors: Byzantine Purple
Capital World- Maromenos
Specialty: Strike Force Operations, Diplomatic Ventures, and High-Profile Bodyguards
Battlecry: "From the Ashes of War, We Rise!" or "We Rise!"
The III Primarch
Diplomacy, politics, and culture have long been building blocks of civilization. As much if not more so than might and fury. According to this, the Third Primarch was created to be more than just a commander or warrior. While undoubtedly skills the III possessed, he was designed to act as the velvet glove to some of his brother's iron fist. Iskandar Basileus is a unique blend of elegant refinement and vicious political skill. He is the iconic Prince-Politician of myth. Noble, charming, stalwart to his allies and brutal to his enemies. Iskandar presents to the galaxy at large what the Imperium can be and what it wants to be. A great culture born of the unification of mankind in both spirit and identity. The rightful ruler of the galaxy and steward of humanity.
Tall, and lean by Primarchs standards, Iskandar is notoriously handsome. Possessing the thin but muscled frame of a runner in exaggerated transhuman size. With silver-white hair and striking royal purple eyes. He speaks with a refined Terran accent cultivated to sound pleasantly exotic while still familiar to most Gothic speakers. Often dressing in clothes and ornaments plucked from numerous ancient and modern cultures. All of these factors working in concert to project the idea of a man who embodies 50,000 years of human civilization and culture. While some of his sterner brothers look down upon Iskandar for this ostentatious display. With even his Legion gaining the nickname the "Peacock Blades" from its cousins. Iskandar pays this little heed and instructs his sons to do the same. The Primarch understands that where battles are fought with bolt and blade he armors himself in adamantium and ceramite. In turn, where battles are fought with word and appearance he armors himself with silk and gold. Iskandar prefers to let his impeccable record of peaceful and military compliances defend his reputation.
While he acts as a cultural and diplomatic champion for the Imperium with artistry and skill. Iskandar's title of Champion of the Imperium refers to more than his political acumen. Of all the Primarchs very few can match the III in single combat. Of those that can only one or two have any real chance of winning consistently against him. Iskandar is an absolute master of the blade. Wielding his Uru-Blade, a memory-metal weapon with demigod-like skill. In matters of honor or trial, it is Iskandar who acts as the Emperor's weapon of choice. Many a rebellious or borderline treasonous Lord or Xeno Leader has been cowed by the sight of Iskandar reaching for his blade. On the battlefield, the Primarch acts as a rapidly moving agent of death. Leaving his commanders with his strategic insights and thoughts then sallying out to hunt down enemy champions. Fittingly countless artistic depictions of these heroic feats dot the Imperium.
Iskandar's talent for biomancy and offensive telepathy play well with the two gifts the Emperor gave him. The III Primarch is one of the two Perpetuals among the Brotherhood. Possessing near-perfect resurrective immortality. A safety mechanism to ensure that no matter what happens, an Immortal champion would walk the stars. Protecting and spreading the best of human culture. This leads to his second gift. The Singers Talisman. A psychically embedded disc of gold. Holding an ever-expanding record of mankind's artistic and cultural expression. Which aside from this monumental purpose of preservation allows the sum total of human psychic-energy expressed in artistry to be tapped into. A dangerous act that can just as easily help or harm Iskandar and the human species in general. The Primarch is however hopeful that one day when the Chaos gods are nothing but a myth. He can awaken the talisman fully and let the song of mankind echo through the warp till the end of time. Events upon Proxima changed the talisman's form, however, from a golden disc to a shining scar upon the Primarchs chest. Which eternally regenerates with him.
Iskandar Basilieus is in many ways the Emperor and Imperiums champion. Acting as a refined figure of diplomacy and culture to impress its members. While also cutting down mankind's foes with polished ease. All of the Primarchs have aspects of both war and peace within them. Ways they can serve mankind at its best and worse. Most of Iskandar's brothers are more dominated by the part of them meant for war. Iskandar is balanced near perfectly. Willing to make friends just as easily he can destroy enemies.
History of the Legion
During the Unification Wars, many of the ancient aristocratic families of Terra came under the Emperor's banner. Either through genuine belief in the cause or millennia of political skill ensuring they knew which way the winds were blowing. Many of these families had histories tracing back to before even the Golden Age of Silicon. With power and connections that could easily harm or help the infant Imperium. As a mechanism to put these powers to use and simultaneously collar the more unscrupulous clans. The Emperor recruited from there numbers the first of the III Legion. Who inherited the pedigree and refinement of these ancient families. Now bound to the Imperium by transhuman apotheosis. Unlike some of its cousin legions, the III saw little public use during the tail end of Unification. Acting as more subtle agents of the Imperium. With Iskandar Basilieus and his legion somewhat deputized under the Legio Custodes. To bolster the fledgling organization's numbers and learn under them. With the duties guarding the Emperor's most trusted servants and eliminating internal threats shared between the III and Custodes. This is not to say they did not see combat during these early years. Numerous early rebellions were put down by the Purple clad Astartes of the III Legion.
During Solar Unification, the III and IV Legion served alongside each other during the conquest of Venus. The stoic sons of Perturabo and the refined sons of Iskandar worked surprisingly well together. The deft political skill of Iskandar ensuring the victories against the warp-corrupted War Witches and their daemon engine Litho-Golems was well known. Along with the crucial role both legions played. Even now a matching pair of paintings of Perturabo breaking the gates of the Forge-Monastery and Iskandar decapitating the Coven-Dame decorate the Flagships of both Legions. When the Chaos attack upon the Solar system started the III Legion worked alongside the V Legion to rapidly eliminate enemy commanders. Crippling the already weak command structure of the rebellion and its warp-born reinforcements.
Throughout the Great Crusade, the III Legion earned many merits for its pattern of rapid peaceful compliances. While lesser in number than the majority of Legions. Due to the intense requirements for its Geneseed and duties as Guard-Aids to Imperial elites. The III Legion managed to persuade hundreds of worlds to join the Imperium with relative ease. Many of these worlds even now are renowned centers of art and culture. Military conflicts were of course also common. With the small size of the III forcing them to rely on Solar Auxilia forces to bolster their combat effectiveness. This has led to a very successful relationship between the two organizations. Revealing a talent for commanding mortal forces among the Astartes of the III.
This is not to say the Great Crusade went without difficulty for Iskandar's sons. The disastrous Proximo incident left a metaphorical scar upon the Legion. While a literal one marked there Primarch. Despite the bravery and sacrifice shown during the event that would earn the Phoenix Blades its name. A sense of failure was felt across the Legion. The near-death of the Emperor while in their care. Along with the death and rebirth of their Primarch wounded the Legion's pride. Iskandar quickly exploited this spiritual injury in himself and his sons. Driving them to new heights. With the Phoenix Blades fast rivaling the Imperial Heralds for peaceful compliances. These new worlds introduced into the Imperium would prove a valuable boon during the simultaneous and disastrous Beast-Wars and Rangdan Xenocides.
During these days of bloodshed and gigadeath. The Phoenix Blades fought as one of the seven Legions in the Beast-Wars. Fittingly the III Legion was divided into three parts. Each with specific duties in the conflict. The first segment acted as a strike force meant to rapidly decapitate enemy command structures. Under Iskandar's direct command it formed one of the spear-tip armies that became crucial in the war effort. Secondly, a large chunk of the Legion was spread out across Solar Auxilia forces. Acting as a force multiplier within the Imperial Army. Leading regiments to new heights with transhuman leadership and martial talent. Lastly was the segment acting as guard-aides across the Imperium. Whose duties were largely unchanged, if more difficult. Due to the demands upon their charges and the Imperial government.
The Phoenix Blades served with distinction in all three of these roles. Neck in neck with both the Lunar Templars and Lighting Riders for Beasts slain. With many mighty deeds of Iskandar and his sons immortalized by remembrancers in stunning works of art. Like the painting "Triage'' that depicts Apothecary Fabius frantically operating on half a dozen Astartes of Iskandar's honor guard. All wounded during the daring breakout of the Garuga encirclement. Or the Blade-Aria of the Phoenix, now a popular operatic piece. The statue "Burning Storm" depicting Iskandar Basilieus and Tengri Khagan fighting together against Beast-Boss Urlakk Grond stands within the Imperial Palaces Great Crusade museum. While Iskandar and his elites were not present during the Battle of Ullanor they played a significant role delaying Orkish reinforcements. Later leading the extermination campaigns to wipe out remnants of the Beast Empire.
After the Great Crusade, the III Legion took to noncombat roles with gusto. With periods of nearly ¾ of the Legion serving as Guard-Aides across the Imperium. Acting as a powerful reminder of the Emperor's will and valuable allies of his servants. Iskandar led the active combat members of the Legion in its duties of defending and expanding the Imperium. Until the disastrous campaign against the Chaos tainted Xenos known as the Laer. Which resulted in severe casualties among the Phoenix Blades. With Iskandar and some of his inner circle retreating from more public roles for nearly two centuries. Only returning to their normal role after the Moloch incident. Serving valiantly during the first Doom Tides. With the diplomatic skill and martial skill of the III Legion becoming increasingly valuable keeping the Imperium together during those dark years.
Astartes Biology
Appearance and Apotheosis-
The Geneseed of the Phoenix Blades is some of the most potent among the twenty gene-lines. Requiring incredible skill by Legion Apothecaries to cultivate and implant without issue. Strict requirements for potential Astartes and the difficulty of cultivating geneseed keeps the Phoenix Blades one of the smaller legions. Neophytes are picked from families with long documented genealogy and history of minor gene-corrections. The extensive data from these families, often being aristocrats of some degree. Combined with the exceptional quality of the candidates, due to eugenics or non-mutative gene modification. It creates some of the physically and most mentally enhanced Astartes to exist. This potency leads to very high rates of overshadowing. The Primarchs purple eyes and silver hair are present in all his sons to a certain degree. Unlike some lineages that fully overshadow facial features, like the VII or IX. Phoenix blades keep the same basic facial features of their origin, except refined into a more aesthetically pleasing variant.
Unique Organ- The Phoenix Feather. The III Legions' unique organ is an augmentation of the nervous system. Allowing for faster reaction time and better use of senses. Implanted before the Black Carapace, directly onto the spinal cord. The Phoenix Feather is an interwoven lattice of artificial nerves. Looking somewhat similar to a single massive pinion feather when it is fully connected to the existing nervous system. This system will merge with the existing nervous system and enhance it beyond existing Astartes standards. With the growth of new nervous tissue occurring to facilitate faster internal communication and enhanced sense. Resulting in Phoenix Blade Astartes being on average some of the fastest and most alert Legionaries. Enhancing their skill in combat and stewardship incredibly. Increasing the number and sensitivity of nerves does have the side effect of reducing the Astartes pain tolerance. While still superhuman, they can go into Shock and similar states with sufficient trauma.
Organization
Battlefield Deployments- In battle, the Phoenix Blades operate with two distinct methods. That complement and reinforce each other. As much as ⅔ of a deployed III Legion force will fight alongside mortal forces. Either integrated with Auxilia regiments. Or in squad to chapter sized force detachments. These deployed Astartes act as force multipliers and allow for bolstered mortals to make up for the Legions small numbers. Every Auxilia regiment under the III Legion is coupled with a squad or company of Astartes who serve with them. These mixed forces of Astartes and other Imperial armed forces act as the main body of the Phoenix blades offensive. Sweeping across battlefields with practiced skill, often nicknamed "The Wings" of the Legion. In contrast to the second deployment. Compact elite forces are known as the "The Talons." Modeled after the Primarchs honor guard. These Talons are usually Company sized forces who combine speed, mobility, and devastating destructive power. Working to disrupt enemy lines, eliminate crucial targets, and assist beleaguered allies. Unlike other Legions strikeforce elements, the Talons have little use for stealth or subtlety. Relying instead on their speed and skill to weave through the battlefield. In fact, different Talon Companies will work to make themselves visible and distracting to the enemy. Leveraging their fearsome reputation and transhuman skill to keep the pressure on their foes. Allowing the Wings to exploit any weakness uncovered by the Talons and push forward with surprising mobility. The Wings acting as a steady wave of martial power pressuring the enemy, and the Talons as roving pockets of resistance opening up cracks in the foe.
Homeworld: - Maromenos - The number of Golden Age paradise Worlds that survived relatively intact can be counted with both hands. Artificial Edens crafted as the most beautiful and serene planets in the galaxy. The culmination of terraforming knowledge gathered over the millennia went into these Worlds. Along with a few secrets taken from the Aeldari maiden worlds. Towards the end of the Great Crusade Iskandar and his Legion encountered one of these Paradise Worlds. On viewing the turquoise seas bordered by white-sand beaches, where horned grazers of stoic majesty drank from the water's edge. Upon hearing the song of the Crystal-Trees when a gentle breeze caressed their gem-fruits. Iskandar is said to have wept from the beauty. By some miracle, the world of Maromenos had survived unscathed and would become home to the III Legion. Idyllic cities and settlements dot the world. Hosting the greatest artists the Imperium has to offer. Entire clans under the patronage of the Legion live and work upon Maromenos. Along with the estates of Legion commanders. Often acting as Garrison and Keep to a surrounding city. Where Astartes spend their limited free-time among the peoples and artistry of Maromenos. The capital of this homeworld is a great Acrology known as the Chalkydri Roost. Where the Primarch lives and works. Here noble sons of countless houses become Astartes and both humans and transhumans hone their skill in the name of mankind. Maromenos is orbited by two moons. Palaiologos, an artificial Death Moon for the Legions training and Jiwara, a Forge Moon that arms the Legion and acts as Fleet Dock.
Recruitment- Unlike most other Legions the Phoenix Blades do not source the majority of their recruits from their homeworld or the surrounding sector. Instead, the countless noble houses and aristocratic institutions of the Imperium supply its neophytes. Guard-Aides of the Phoenix Blades keep a watchful eye out for families that might foster the traits valuable to the Legion. Marking these selected families for the Legion during their service to the Imperial elite. Houses selected by the Guard-Aides are approached by the Legion proper and given the option of tithing sons. Who will be taken to Maromenos, where they will be tested and trained. Those deemed unworthy of apotheosis due to genetic or mental flaws. Are apprenticed to the mortal workers upon the Legion homeworld, be they artist, bureaucrat, or auxiliary. Those who pass all the requirements face one of the most grueling transformations into Astartes. Followed by strict regiments of mental and physical training. Resulting in skilled warrior-artists in the Emperor's service. Families who tithe sons to the Legion are given a silver feather as recognition of their sacrifice. Which becomes a symbol of pride and social status for the family. Those who succeeded in having a son become Astartes are instead gifted with an ornamental sword. Some of the most prominent families to tithe into the III Legion possess entire armories of these blades. Marking the sacrifice and pedigree of the clan. These exemplar families can even apply for III Legion assistance or a Guard-Aide that might not be available to one of their ranks.
Unique Ranks and Roles-
Guard-Aides-
Making up nearly a third of the Legions number are these Astartes retainers. Who is assigned to important members of the Imperium at the discretion of its various governmental bodies. Ranging from high-ranking bureaucrats within both the Adeptus Terra and Adeptus Mars. To Rogue Traders, Imperial Agents, and even Auxilia Officers. Wherever the Emperor needs a trusted velvet glove wielding a blade, the III Legion can be found. The honor of being accompanied by these Astartes is very much a double-edged sword. While the Astartes charge gains a bodyguard and assistant of literally superhuman skill. Capable of protecting and serving in both political and marital ways. The ever-present threat of a gene forged killing machine always on the watch for signs of treachery or corruption is not to be taken lightly. Many a scheming official has made the mistake of thinking the Phoenix Blade serves them. Quickly learning the Angels of Death are not to be used in petty power plays or selfish plots. However, in most cases the Guard-Aides form effective working relationships with their charge. Acting together as skilled agents of the Emperor and Imperium.
Apothecary Primus- A rank and title held by the most skilled Apothecary within the Imperium. Which has belonged to Fabius Augustus (A ceremonial last-name given to those who have served under the Emperor in his household.) since the creation of the title. Having studied under the Emperor himself and crucially involved in the Legions rebirth after the Lunar Rebellion. Fabius has comfortably held this title and put it to good use within the III Legion. Refining the science of Geneseed cultivation and Astartes creation to new heights. His teachings spread throughout the Legions during the Great Crusade. Ensuring a constant supply of new Astartes for all twenty Legions. Fabius has also dabbled with more extensive experimentation. Including the Phoenix Blades Geneseed being tweaked to draw out its potency. With newly transformed sons of Iskandar possessing physical and mental capabilities above transhuman average. At the cost of heightened requirements for recruits and greater danger during Apotheosis. Rumors of other more exotic experiments do exist. Ranging from hybridized gene-seed to Astartes replicants. The fallout of some of these incidents has led to a squad of Custodes being assigned to Fabius Augustus. Not out of any fear of disloyalty but to protect him and the galaxy from his own genius.
Legion Culture
Personality-
The Phoenix Blades possess some of the finest interpersonal skills among the Astartes gene lines. With a natural aptitude for social manipulation woven into the Legions blood and culture. Being able to quickly understand and effectively handle many
disparate personalities is required of the Legions role. With the natural talent possessed by each Astartes cultivated by a complex web of internal politics. For in truth the noble charm and elegant sophistication of the III Legion hides a surprising truth. Pride and Arrogance are common Phoenix Blades. With many clashing egos of surprising size and fragility. Where all Astartes experience a muting of some emotions and enhancement of others. The Phoenix Blades alone deal with this curse of pride. A natural side effect of their skill and emotional intensity. With Phoenix Blade Astartes experiencing emotions that are typically not found within Astartes. To mortals in others in their charge, this side of the Phoenix Blades might never be seen. With the Astartes being calm, rational actors when working with baseline humans. Only experiencing the dangers of pride when in the presence of an equal. Iskandar and his officers work to curb the excesses of this flaw but not eliminate it. The motivational factor it provides along with the lessons of politics it teaches being considered well worth it. Additionally acting upon these feelings in any way that damages the Imperium is extremely taboo. With castigation of the most extreme variety meted out in these situations. Many of the older Astartes of the III mature past the arrogance of their youth and take pride in the pursuit of perfection. Following the path of Iskandar in searching to constantly improve themselves and mankind.
Customs- Numerous mechanisms exist within the Legion to ensure the complexities of pride and political machinations do not harm the Phoenix Blades. Chief among them is the Trials of Steel and Silk. Where internal disputes can be decided by either honor-duel or debate. If an Astartes feels slighted or harmed enough he invokes the trials. An officer in command of both accuser and defendant will moderate and choose the method of the trial. These duels and debates are decided not by the combatants but by a jury of III Legion Astartes. Who judges every action of both parties. These trials can be decided not just by the skill of a warrior but by his determination and preparation. The practice of debate and dueling has a purpose outside ending disputes. Astartes of the III constantly works to refine their skills and happily use each other as whetstones. Seeking to better themselves for the good of mankind. However, the results of all these challenges, be they practice or official is recorded. Used by the Phoenix Blades commanders to assign duties, promotions, and roles.
Unique Features- The Phoenix Blades follow in their father's footsteps in acting as Champions of the Imperium. Answering challenges to the Master of Mankind and his servants wherever they appear. These Astartes are indoctrinated to view themselves as representatives of the Imperiums culture and might. With their personal pride and devotion to the Imperium interwoven. Like the warrior-retainers of old, the Phoenix Blades work constantly to save face, for both themselves and their liege. To insult the Imperium is to wound them personally and to insult them is to attack the Imperium. Phoenix Blade Astartes are called upon to settle disputes with blade or word. Guard-Aides acting as champions for their charges. Cutting down those who stand in the way of the Imperium. While also acting as shrewd negotiators and debaters. Capable of accepting any challenge, no matter the form. Fighting for the Imperiums Honor and their own.
Battle Strategy and Equipment
Tactical Doctrine-
While emphasizing tactical flexibility and methodical preparation for any outcome. The Phoenix Blades has grown to become an expert in certain types of strike force operations. Relaying on tight-knit and highly trained squads of Astartes to rapidly push between objectives. Taking the traditional Astartes role of shock-trooper and polishing it to perfection. Blitzing through enemy lines with incredible speed and skill. Creating openings for the main Imperial force to exploit. Phoenix Blades in command or attached to Auxillia units will methodically study the role and aptitude of the mortal armed force. Putting their transhuman intellect to work refining a normal force into elites capable of feats not previously thought possible by such units. Together the wings and talons of the legion poke holes in the enemy strategy and ruthlessly exploit them. Punishing every mistake made with near-perfect coordination and skill.
Weapons and Armor- The smaller size and political connections of the Phoenix Blades ensures the Legion is never lacking in quality equipment. With the arms and armament of the III being on average some of the best made. Iskandar has long put his skill at politics to work cashing in favors with both the Mechanicum and his brothers to ensure his sons never go wanting. Power Weapons and Volkite guns are standard issue among the Legion. With their armor customized to each Astartes. Paragon Blades are a constantly sought after item by the Legions scores of duelists. With commissioning such a weapon often being one of the first things a newly minted officer does. Typically the Phoenix Blades rely on the standard if higher quality Imperium equipment. Preferring not to use unpredictable or otherwise messy weapons like phosphex or grav-guns. Relying on simple yet refined equipment to do its duty. Lesser copies of the Primarchs Uru-Blade are the one exception to this rule. With memory-metal weapons being a favored type of Paragon Blade for the Legion.
Fleet and Transport- The III Crusader Fleet was renowned as one of the most diverse of its kind. With vessels of every sort welcome in its voyage. With the powerful ships of the Legion at the head of this procession of vessels. Following the Primarchs Gloriana Class Flagship. A beautiful work of Martian shipwrights. Known as the Justitinan, the twenty-kilometer super-battleship possesses a fleet worth of armaments. While also holding some of the grandest galleries and diplomatic centers in the galaxy. Where countless treaties of unification have been signed. The tactics of the Phoenix Blades leads to a preference for mobile yet sturdy vehicles. Both in void and ground combat. With the legions talons making good use of the Land Raider tank to blitz through enemy lines. Additionally, the Phoenix Blades transports are kept in immaculate parade condition. Due to their service as not only weapons of war but tools of diplomatic persuasion.
Trivia
To the shock of many, Iskandar Basilious is actually not a very good artist. His transhuman intellect and exaggerated emotions born of a connection to the Warp hamper him. Works of his tend to edge into the uncanny valley or become photo-realistic to the point of stealing the magic from the artistry. After decades of practice, the Primarch has somewhat given up on these endeavors. Preferring to act as muse and patron for the Imperium's artistic community instead.
Most Astartes serve somewhere between 30-40 years in the main Legion before being assigned to being a Guard-Aide. Who will fulfill that duty until it is discharged by death or retirement. With the Astartes returning to active duty until another position becomes available.
Three chapters of Phoenix Blades are seconded to the Legio Custodes. Capable of fulfilling lesser roles of the Emperor's Legion if needed.
Octaviar Perturabo and Iskandar Basileus share a close friendship that is reflected in their legions. With Astartes of the IV being heavily involved with creating the defenses of Maromenos. In turn, many of the III greatest works of art decorate the Fortress-Cities of Perturabo.
Fabius Augustus succeeded in replicating a fully grown Astartes once. Creating perfect copies of an Astartes from scratch. The project was shut down when two of the twenty replicants went rogue. The fate of these replicants codenamed "Bile-1 and Bile-2" is unknown.
Imperial records indicate that Apothecary Primus was simultaneously present upon Terra, Maromenos, and three Phoenix Blade battle groups shortly after the replicant project.
Families who produce multiple failed neophytes are sent a broken ornamental blade and removed from the pool of potential tithe-clans.
The Phoenix Blade Crusader Fleet held the highest number of Remembrancers per Astartes of all the Fleets.
While rare the III Legion has one of the highest rates or Astartes who seek retirement.
Astartes capable of intimate bonds with mortals beyond friendship or mutual respect is rare. With the III Legion having some of the few recorded cases of Astartes falling in love or at least infatuation with mortals.
Curiously the III Legion and its Primarch have close relationships with the infamously dour X Legion and its Primarch Culain Macturson.
Ascendant Technology: Crusade Era Armor-Skeletons
Name: Crusade Era Armor Skeletons
Inventor/Manufacturer: Martian Mechanicum and Astartes Legions
Technological Description and Capabilities: The Great Crusade showed the Astartes Legions required weapons and armor beyond even that available to the Legio Armor. Shortly after the unification of Sol, a committee was put together to design a series of "Dreadnought" class power-armor. Headed by Culain Mactursan the X Primarch and counting numerous Mechanicum Magos and Legion Techmarines among its number. This committee combined recovered STC's for Golden Age industrial suits, numerous designs supplied by a number of Primarchs along with schematics used in Martian Knights and Titan designs. Creating three new classes of Power Armor. Terminator armor, designed to be a heavy-duty version of traditional Imperial power-armor. Dreadnought class armor-skeletons, a combination of Golden Age Exo-Skeleton and Albia Steam-Walkers. Lastly is the formidable Dreadknight class armor-skeleton, a heavily modified class of Armiger Knight war suit. Each of these suits was designed to fill a niche in the Astartes armory. Providing different grades of armor and heavy-weapons as needed for situations where normal equipment is not suitable.
Physical Description: Imperial Power Armor is often compared to "a wearable tank." This is not a strictly accurate assessment. It is, however, accurate for Imperial Armor Skeletons. With the adamantium frame and thick ceramite slabs of the suits absorbing all but the worst blows. Massive muscle-fiber bundles and enhanced sensor suites allow for the use of weapons that an Astartes would struggle to lift under normal occasions. Terminator armor being the lowest caliber looks like a simply larger and better-armored version of Imperial Power armor. The difference is greatly expanded in the Dreadnought and Dreadknight class skeletons. With the Dreadnought class resembling a bulky, squat bipedal suit that wraps around an already armored Astartes. Slow and lumbering the Dreadnought can be best described as a vaguely humanoid tank. Dreadknights are heavily based upon Martian Knight walkers and borrow much of the design but with a few notable differences. Dreadknight armor is shaped more accurately to human proportions. Resembling a two-story-tall Astartes in full battle armor. With the piloting battle-brothers inside its armored chest cavity.
Limits: All of the Armor Skeletons share the same basic weakness but to different levels. The Astartes inside suffers a severe loss in mobility in exchange for the extreme strength and durability gained. The Dreadknight avert this slightly, due to the repurposed systems of the Armiger pattern Knight. How-ever its massive size burdens it with new difficulties. Reducing the number of environments it can be effective in and making it an easy target for artillery.
Mech Suits Classes:
Terminator Class: A multipurpose armor-skeleton designed to fulfill any role needing mobile heavy weaponry. Its hardy nature and (relatively) small size allows it wide use on traditional battlefields, or cramped boarding actions or urban combat. Resembling oversized power-armor it is the poster-child of Imperial Armor-Skeletons.
Dreadnought Class: Absurdly heavily armored and equipped with siege-weaponry. The Dreadnought class armor-skeleton is meant to wade into the thickest and messiest parts of a battle. Shrugging off colossal amounts of damage and destroying anything that gets into range. Enhanced life-support systems borrowed from Albia steam-walkers allow Astartes to fight on in this suit despite heavy injuries. This and its numerous redundancies make disabling the suit or its pilot extremely difficult. In times of crisis, this life-support system can be used to allow heavily wounded Astartes to fight when under normal circumstance they should be in a Sus-An coma. This practice is considered taboo and the widespread use of it as an ill omen.
Dreadknight Class: Easily the largest and most powerful class of Armor-Skeleton. The Dreadknight blurs the line between Astartes infantry and Martian Titans. Extraordinarily expensive to produce the Dreadknight armor-skeleton, does not suffer from the nerve-drag and general clumsiness of its sibling suits. A trained operator can use the full range of dexterity, mobility, and technique they could normally use. Only multiplied by the Dreadknights size. The Legion elite who employ this armor-skeleton are used as champion-warriors against high-caliber threats. When deployed the Dreadknights face some of the most dangerous non-titan class foes the Imperium has. Including Greater Daemons, Orkish Warbosses, Aeldari Wraith or Flesh constructs, Rangda Theophages, C'tan Shards, and other force-multipliers that can completely alter a battle.
Ascendant Technology: Lexicanum and Cogitator Cubes
Name: Lexicanum and Cogitator Cubes
Inventor/Manufacturer: Created in a partnership between the bureaucratic wings of the Adeptus Terra and Adeptus Mars.
Origin of the Lexicanum: The Great Crusade and growing Imperium required more advanced data storage and retrieval methods. In order to deal with the rapidly increasing complexity of Imperial logistics and data. Martian Datalooms and Terran Archives were proving both insufficient. At the command of the Sigillite, the Adeptus Terra and Adeptus Mars worked together to develop a new system. After years of experimentation, the first version of the Lexicanum was developed. Using designs based on Golden Age designs discovered in the Kebira Crater complex, Sigillite Order engram systems, and Martian binary cant. The Lexicanum is an impossibly advanced archival system that is designed to hold the sum total of Mankinds knowledge. A reimagination of the STC and Neurosphere database of the Golden Age. Where the Neurosphere relied on warp based pathways that held the Akasha Library and its Standard Template Archive. The Lexicanum was designed to be entirely material in nature and extremely compartmentalized.
Lexicanum Cogitator Cubes: A key part of this system of data storage was the development of Cogitator Cubes or "Bone-Gems" as they are sometimes called. Martian advancements with fractal coding allowed for the inscription of petabytes of data into a crystalline matric. Allowing the Imperium to create crystals that are infused with a binary cant that is easily translatable with anything from crude las-readers to anyone with knowledge of the language/code/system and a microvisualiser. Systems like this had been tried before but had failed due to silicon corruption from Abominable Intelligence or Warp Predator interference. A Martian Genetor discovered the solution to this issue. Hydroxyapatite, the calcium crystal found in organic bones could be used instead of silicon or carbon crystals. Cloned or naturally sourced human bone could be rendered down and rebuilt as techno-organic Cogitator Cubes. The organic nature and sanctification process used in the creation of these "bone gems" protected them from all but the most extreme Warp Exposure and Abominable Intelligence tampering.
The Lexicanum Database: The limit to the size and storage space of these Cogitator Cubes is theoretically near infinite. Lesser cubes are capable of being assimilated into much larger Macro-Cogitator systems. Then this data can be copied into another Cube or transferred. Leading to the development of massive Data-Vaults across the Imperium where hab-block sized cubes contain sectors worth of information. This data can be easily copied into smaller less impressive cubes as needed. With them ranging from barely visible cogitator-grains, palm-sized personal recorders to the great Ossuary Archive of Mars that is believed to hold the sum total of the Imperiums knowledge. This system of copied and distributed data is linked together as the Lexicanum. With new information transferred and updated across the Imperium in a huge network of intelligence. Armies of cloned psychic brains guided by an Astropathic Choir can be used to transfer the raw binary data of these cubes as needed across the galaxy. These beams of hyper-dense spiritually translated binary traverse the Immaterium as psychic-lasers capable of cutting through minor warp-disturbance. These Lex-Arrays act as a supplementary system to the Astropathic network. Used for the transfer of large quantities of data. More important or smaller amounts of information are transferred by cube to cube audits and Astorpathic Choirs. Imperial worlds and vessels possess large Lexicanum Data-troves that are constantly updated by the resident Tech-Priests. This information is then transferred along with the Worlds Tithe or in ships case. When the vessel docks at an Imperial port. All this information feeds into the massive archival system that forms in a web from the Sol System outwards. Attached to the existing Astropathic relay system. This system of continuous communication and archiving of information makes it so important data ranging from Imperial Laws to STC designs are easily available across the Imperium. Connecting the new galactic human civilization and creating large deposits of information as needed.
Data Rating: Not all information is created equal and the Lexicanum uses two axis to rate it. Making it so every file or "grain" as they are called is rated by its importance and level of security. These two matrixes are rated 1 to 100. With 1 being the least important/classified and 100 being the most. Files are typically marked with a binary marker of some kind and a pair of numbers laying out the data rating. For example "file-name 5:58 Would be a minimum important piece of information that is fairly classified. This system makes it so a Cube can have hundreds of different files but only a portion of them accessible to the public. Requiring an authorization ranging from finger-print to neural scan or more to open the classified ones. The Importance rating is used for deciding the speed a "grain" should be sent. With it being placed in Astropathic queue or Cube-Transferred as needed.
Xeno Horrificus: Khrave (Erv'yak-Mitra)
Threat Level: Purgio-4. (Purgio-6 if Rangda infested)
Infestation Zones and Behavior: Primarily Migratory. Khrave have two basic patterns of behavior and infestation types. Independent Khrave who are not in direct contact with the Rangdan Kindred (Pending reclassification from Empire) will act as migratory hunters. Traveling the galaxy in small (5-50) fleets of "Webships." Searching for vulnerable sentient lifeforms. Preying upon pre-industrial planets, Void-Ships and any other group of sentients they can control. Either through force or subversion. These independent Khrave will devour the claimed food-source rapidly. Reproducing and growing the migratory fleet. These fleets will split upon reaching a certain size or meeting yet unknown criteria. It is believed these independent Khrave act as scouts and expeditionary forces for the Rangda Kindred. Mapping out resources and worlds for later expansion and harvest. Khrave who are in contact with the Rangdan will behave radically different. They will show much higher levels of aggression and search for inhabited worlds. Usually, ones encountered by Khrave Fleets but too well defended or populated for migratory Khrave to handle. Khrave Fleets will assemble into much larger forces of hundreds of ships and wield Rangdan technology. These macro-fleets will use similar tactics as migratory fleets to subvert and conquer entire worlds. With populations numbering higher than 500 Million. The Khrave will then rapidly set to work turning the planet into a massive farm of sentient lifeforms. Cultivating the conquered sentients as livestock. The Khrave will then act as a mixture of agri-worker and warden for the Rangda. Producing vast quantities of organic tissue for the Rangda Collective. Highly successful Khrave Farm-Worlds (With populations of sentient livestock in excess of 10 billion) will be upgraded to Rangda breeding-worlds. With the elite Khrave selected as willing hosts for other Rangda breeds. This goal of achieving host-status seems to be the ultimate goal of the Khrave.
Description: The Khrave are a species of cerebovoric body-stealers. Their natural form is an albino worm-like creature. Typically ranging from 10cm in length for hatchlings to 1.5 meters for elders. Khrave naturally lack sensory organs other than an advanced vibrational sense. With there true-body being predominantly a mass of neural tissue and digestive organs. With a mixture of mandibles and feeding spikes capping the worm-bodies mouth. Khrave have surprising levels of explosive speed and power. Capable of moving their invertebrate form rapidly in short bursts. Typically this is used for feeding or transferring between host bodies. While physically lacking this Xeno can claim a living body for themselves as a host. The Khrave-Worm will force itself into the body cavity of its desired host through any available orifice. Rapidly releasing a series of nerve-tendrils that will latch onto the major nerve centers of the host. Typically the spinal column for humans. The Khrave will hijack the host-bodies nervous system and start to remodel its host. Devouring large parts of its internal organs and replacing them with its own body. Effectively hollowing out the host, with its life-sustaining functions taken over by the Khrave. Typically the host consciousness dies from shock in the initial attack on the nervous system. However, some cases lasting for days or even weeks during the remodeling process is not unheard of. With its newly claimed body in full control. The Khrave will set to work using a mixture of natural biological agents, biomancy and its own technology to further alter the host body. With most Khrave spending time between rest, feeding our production, tweaking there body. With the hosts rapidly becoming almost unrecognizable as its original species. Using its new body as a form of exoskeleton the Khrave will attempt to "upgrade" to higher quality hosts if possible. With Ambulls, Ogryns, and similar large durable sentient species prized. Khrave are also naturally psionic, albeit too a limited degree. With raw ability comparable to a Kappa class human. However, Khrave feed in a semi-unique form among Cerebvores. Like most of there kindred they feed upon the neural tissue of sentient beings. (Adepts debate if sentients are required or preferred) Khrave feeds by extending their worm-body out of there host at rapid speeds. Thrusting feeding spikes into the skull-equivalent of prey and secreting a biological acid into the brain cavity. Then drinking the brain product. This method is not what makes the Khrave unusual. What is how they also feed psychically on their prey. Ripping pieces of the soul of the target out as it dies. This creates a tell-tale psychic imprint of Khrave activity and allows the Xeno to increase there psychic potential a fraction with each feeding. With more powerful psyker-prey providing greater increases. Unlike other Cereborves this additive effect is permanent. Where Rangdan Cerebevores can collect the psychic energy of prey and spend it in sorceric-currency. The Khrave actually increase there own psychic power with each feeding. Thankfully this process is very incremental and the most powerful Khrave encountered registered as a low Beta on the psychic scale. Anecdotal evidence suggests this process is assisted by psychological distress in the victim. Leading to Khrave displaying keenly sadistic behavior related to hunting and feeding. Research regarding this and other phenomena related Khrave use of psychological torture is undergoing.
Reproduction: Khrave are genderless and reproduces communally. With each worm-body undergoing a hormonal shift resulting in a clutch of pseudo-zygotes being produced. Khrave will then release these pseudo-zygotes into communal cisterns. Were the egg-equivalents feed upon each other. Until a tenth of the original number remains. Using the genetics and matter of consumed pseudo-zygotes to enhance themselves. The eggs will grow and eventually hatch. Where the largest of the ensuing worms-bodies are collected and have hosts prepared. The rest are kept in the cistern, to die and degrade. Adding additional fodder to the next reproductive cycle. Khrave also play a major role in the reproductive cycle of higher-order breeds of Rangdan. With elder Khrave are selected to be infected with Rangdan viral-strains. Which will gestate inside the Khrave's host-body. Passively feeding on the Khraves meals and psychic conquests. Increasing the natural potency and warp-resistance of the Rangdan. After sufficient growth has occured the Rangdan will pass into the Khrave worm-body and infect it as well. Effectively killing the Khrave and initiating a process where worm and host fuse together. Forming a new and powerful body for the newborn Rangdan. Which will be many times more dangerous than "feral" Rangdan raised on random hosts in quick infection.
Technology: The Khrave combine a mixture of psychic and mechanical technology. Only engaging in major biotechnology when in contact with the Rangda. With cyber-organic augments and adjustments common outside of Rangda influence. Khrave vessels take the shape of six-pointed stars. With each point and the center of the star a mass of Void Coral. A silicon organism that is commonly seen in Rangda Kindred construction. In between each point is a plasma-based Solar-Sail. That combines energy propulsion and ion-field technology to maneuver. Khrave ships of frigate equivalent and higher typically posses a warp-drive. Combining there natural psychic abilities, the Khrave can guide their vessels in short but accurate warp-skips. The psychically active nature of the Khrave and their feeding habits make extended jumps dangerous. Typically the Xenos prefer to Warp within 0.5 light-years of a targeted system. Then use ships Solar-Sails to glide into the system. Decreasing the risk of interception or detection. In combat, Khrave use a type of Warp-Based weapon that Imperial scholars have named "Glamours." Due to the shifting and exotic nature of the weapons. Warp-Glamours are in essence blades or projectiles produced of solidified psychic-energy. Not dissimilar to certain telekinetic and pyrokinetic techniques used by Imperial Psykers. These weapons do hold a number of abnormal properties. Including the ability to cause extreme amounts of pain to living tissue. Along with severely hampering the regenerative properties of tissue affected. Making wounds inflected by them intensely painful. As well as prone to infection, extreme bleeding, and scarring. Some Khrave weapons are also usable by non-Khrave. Like a particularly unpleasant weapon known to the Imperial Military as the Extinction-Carbine. That power itself using the malice of its wielder. To fire volleys of solidified hate. Capable of puncturing Ceramite with ease and reducing affected tissue to a mixture of warp-tumors and unhealing wounds.
Xeno Amblicalius: Jokaero (Pongo Indoles)
Threat Level: Salutari-9
Habitable Zones and Behavior: The Jokaero are one of the most curious species in the known galaxy. Imperial adepts long debated the origin of this designed species and its purpose. The common train of thought was they were another of the designed species of the Old Ones. Possibly designed as natural mechanics and inventors. While the curious technopathic abilities displayed seem synonymic with Old One creations. In truth, the Jokaero are a product of Silicon-Age Human technological innovation. Being in truth a modified species of the ancient Terran simian known as an Orang-u-Tan. The mistaking identification as an Old One creation is understandable, however. For the Jokaero were the product of a program to reverse engineer and recreate the Old One's techniques. Over the Milleina mankind quickly learned to fear the mad genius of the Orks and there natural technological proficiency. With generations of science-tests and wise-folk working to unlock the secrets of the Ork. While the full depth and complexity of the Old One's designs escaped mankind. Advents in early psychic technology and A.I. capable of handling the immense data coded within Orkish genetics and Collective-Consciousness. Allowed for primitive reproduction of the Orkish innate technological abilities. Cloned Orang-u-Tans, recreated from the fabled Noach Vaults were used in this process. Creating a new species that possessed an innate technological understanding. With intellect and technical abilities surpassing humans. This "Joke" of an Augmented Experimental Rebuilt Organism. Or A.E.R.O for short was also designed to have deficiencies in critical thinking and other higher-order mental tasks. Ensuring the experiment did not become a threat to humanity and was easily manipulatable. With the average Jokaero being not that much more complicated in its desires than an Orang-u-Tan. With reduced aggression and increased agreeableness, however. Eventually, the project was discontinued. With progress coming to a halt. The secrets of Old One biotech and psitech proved outside the domain of understanding. Thankfully the Jokaero's were saved from euthanization by a mysterious benefactor known as "The Revelator." Who released multiple breeding colonies of the simians into the galactic wilds. These "wild" colonies quickly developed into technologically advanced tribes. That mastered space flight and spread out across the galaxy. Existing as a multitude of Jokaero clans that travel the galaxy. Constantly seeking new technological discoveries and safety.
Description: Matching the appearance of ancient Orang-u-Tans the Jokaero is set apart from this ancient breed by two distinct factors. On inspection, the hands and feet of the Jokaero are far extremely dexterous. The Xeno's (Jokaero's are given this distinction for being sentient species of non-human descent) showing the ability to use its four manipulator limbs simultaneously with skill surpassing trained human professionals. Secondly, Jokaero's are almost always equipped with cybernetics and mechanical equipment. Only infants lacking any form of cybernetics. With more heavily augmented Jokaero usually acting as Patriarch or Matriarch of a clan or tribe. Personality-wise they are insatiably curious and generally friendly. Unless threatened they are more a danger to unintended machinery than humans. However, if the Jokaero feels it is in danger it will not hesitate to unleash its weapons. Usually a collection of digital-weapons that are often built into the Xeno. While lacking the ability to speak Gothic naturally, some Jokaero's undergo augmentation to there throat or brain. Allowing them to speak Gothic. Sign-Language is actually the main form of communication among Jokaero and non-Jokaero's. With the Language being remarkably complicated and requiring minor augments to hands and forelimbs for humans to speak it with mastery. Generally, the Jokaero co-exist within the Imperium as a protected vassal-species. Most Jokaero exist in tight-knit clans aboard a single spacecraft. Traveling the stars looking for resources to complete whatever projects the member Jokaero are working on. The distractable and in many ways simple-minded simians have proven difficult for Imperial diplomats to work with. Even so, a general agreement has been hammered out between the major tribes and the Adeptus Terra and Mars. With Jokaero ships being required to check in with the Imperial government whenever they enter or leave an inhabited system. Allowing for some level of tracking of the Species. As well the Jokaero are forbidden from unregulated trade or resource extraction. With Mechanicum worlds to act as trade-depots for Jokaero. Any resource or item needed by the Jokaero will be provided by the Imperium within reason. In exchange for Jokaero artifacts of similar value. Many Jokaero do choose to leave there communities and settle upon Imperial worlds and are prized by Mechanicum officials and Planetary Governors. Entire tribes or clans setting up residence in Imperial Space or on an Imperial World is not unheard of. With these Jokaero required to pay Imperial Tithe in the form of artifacts or service. In turn, the Jokaero can call upon the aid of the Imperium, gain access to vast stretches of protected void-space, along with satiating curiosity related to human technology without Imperial sanction.
Reproduction and Lifecycle: Being simian mammals the Jokaero reproduce as such. With each clan entering into a mating season roughly every eight solar years. All sexually mature members of the species will enter this state. The clan will seek out another clan undergoing this process and its willing males and females will partner off to produce offspring. Resulting in a new generation of Jokaeros. It is believed this process is meant to diversify genes and provide a predictable mating schedule for the researchers who created the Jokaero. Offspring will go join the Mothers clan and are raised communally. Jokaero naturally live for around sixty solar years but can reach much longer ages due to extensive augments and medical technology. Social rank and desirability as a mate directly correlate to the complexity and ability of a Jokaero's invention. Leading to a primitive technocratic culture. In many ways, this species walks the line of animal and sentient. With it holding a mixture of innate skill and technological genius with a primitive simian outlook on life. Often caring more about satisfying its banal curiosity of how things work. Or tinkering with technology for there own amusement and pleasure. However, they are to never be underestimated. Older Jokaeros are legendarily cunning. With a primal wit mixed wit than an intricate understanding of technology. While thankfully preferring to avoid conflict and escape from dangerous situations. Jokaero are incredibly dangerous if they feel no other option is available. Especially in the lead up to the mating season. Where brash young males will go towards incredible lengths to create works of technological wonder. All in the name of gaining a mate.
Technology: Where the Orks possess an innate understanding of technology and can produce deadly marvels from scrap. Orkish technology is legendarily unreliable and requires the gestalt WAAAGH! field to work properly. It is unknown if this is a design feature to combat the C'tan's power to manipulate the laws of physics. Or simply another side effect of the weapon-race degrading without the Old Ones influence. By contrast, the process that created the Jokaero. Relied less on psychic imprinting and more on gene-born instincts. If an Ork Mekboy creates a Gargant it does so from a mix of a psychic fever-dream and snippets of instinctual knowledge. With the process being more akin to human artistry than human innovation. Jokaero could be better compared to an arachnid spinning its web or an avian learning to fly. They do know full well what they are doing and how to do it. Just now why they do it or where they learned to do it. In truth, Jokaero are living deposits of Silicon-Age techno-lore. That provides countless artifacts for mankind to reverse engineer. An organic equivalent to the great repositories of the STC and Akasaka Records. These allied Xenos possess the ability to produce miniaturized weapons and tools of incredible complexity. Intricate devices once only produced by A.I. controlled molecular-forges. Even the starships of the Jokaero are bizarre and powerful. With each clan-craft possessing maneuverability and firepower enough to fight off foes that outnumber and outgun them. Jokaero are capable of creating technological wonders that were only discovered with the use of godlike Artificial Intelligences. That can be recreated by skilled means but would remain lost to mankind when the Age of Strife arrived Unless preserved by a species of idiot-techno-savants with incredible capabilities. It is suiting that a light thrown into the future by near accident would come in the form of such a strange creature.
