The Chaagrut Sector

From 1d4chan
Sector Cartograph, ca. 7710134.M42

THIS IS A WORK IN PROGRESS

TBD

Sector Overview[edit]

The Age of the Dark Imperium, also known as the Era Indomitus, is the current period of Imperial history, beginning after the destruction of Cadia in the Thirteenth Black Crusade and the formation of the Great Rift. During this period we find ourselves in the Chaagrut Sector where war has broken out dangerously close to Holy Terra. Chains of catastrophic Warp Rifts have isolated the sector while depositing enemies of the Imperium originating from across time and space.

A Tau fleet, carrying a large Water Caste Diplomatic Corps and guarded by the fire warriors of Sept Mang'Ro, has arrived in the Sector through a warp portal, fleeing the sinister Hive Fleet Nihiloor. At the same time, the Hive Fleet Raksasha immediately began a horrific campaign of planetary infestation and consumption in the agri-world cluster known as The Vines. Genestealer cults rose to meet them, using industrial fertilizers and waste to help create bio titans of unfathomable size before being consumed in turn. It is suspected that Raksasha appeared a few decades ago trough the Storm of Ending, probably by accident after the Cicatrix Maledictum opened; and avoided detection while sending spores of genestealers to nearby world to prepare for invasion. Now its numbers are massive.

In response the Order of the Twice-Blessed Towers has mobilized from the hives of their Shrine World, bringing with them the combined might of the Imperial Guard Regiment Skaði's Thralls and the warhound hosts of the Knights of the Autumn Court. In Hǿjager, The guerilla warfare of the Thralls and the heavy reconnaissance of the Legio Cavall warhounds, are directed by Order Palatines who set up devastating shock and awe attacks that leave the surviving Tyranids reeling. Despite their victories the outnumbered Imperial Forces are unable to slow the progress of Hive Fleet Raksasha, who absorbs its losses with distressing ease.

A Shield Company of the Adeptus Custodes arrive on the Shrine World of Skaði XVIII, to the joy and awe of the Sector's citizens. Tensions rise however as it becomes apparent the Custodes are there to fortify and cleanse the shrine world ahead of possible attack. While the Shield Host is successful in rooting out heretics and mutants, their activities draw troops and supplies that could be used at the front. After this time-costly purge, they procede to move with two maniples of the Legio Cavall, four regiments of the Thralls with five special squads of Company Deystivye, drawn directly from the Inquisition special forces, 150 Sisters of the Twice Blessed Towers and the Adeptus Custodes Company themselves, numbering 60 custodes, two dreadnoughts and their thralls.

Their main goal is to save the homeworld of Cavall, Titania. The remmants of the Legio Cavall and their securatii hold the assault of the genestealer cults and the Hive Fleet Raksasha; their biotitans already pushing trough the lines of the warhounds, three of the god-engines already lost under the giant scythes of the xeno monstrosities. If the forgeworld falls, there won't be enough supplies to sustain the rest of the campaign. The arrival of the combined fleet, lead by Prefect Listorias, Shield-Captain of the Refulgent Hunters, is the only change of pushing back, and eventually flanking, Raksasha.

But Fleet Raksasha is not the only threat the Chaagrut sector faces. Hive Fleet Nihiloor is smaller, but potentially even more dangerous. Worlds ravaged by Nihiloor are left as graveyards filled with poisonous gas and corroded metal. Worse still are rumors that Nihiloor captures prisoners, infecting them with worms that carve their way to a victim's brain and take control. These enthralled prisoners are then released, traveling to safe worlds to sabotage Imperial defenses. Some even say that their infiltration of infected spies was executed before they started consuming their first worlds.

The tyranid invasion unfortunately comes during the 70 year cycle of the Tide, a chaos warband that emerges from the ruins of the now extinct space marine chapter headquarters on Skaði VI. Skaði's Thralls, the planet guard highly prized for their combat prowess is forced to retain a large portion of their forces to contend with the threat.

And there are rumors the greenskins and drukhari are on the move.....


A History of the Sector[edit]

Era Events
Pre-History:
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The Dark Age of Technology:
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The Age of Strife:
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The Great Crusade:
The Chaagrut Sector is brought into the Imperial fold by the Primarch Lorgar and his legion of Word Bearers
The Horus Heresy:
Records of the sector during the Heresy have been lost but it is though that sometime during the End of the Heresy or beginning of the Scouring the Regiments of Imperial Army troopers who would become the Feral Tribes of Skaði VI were stationed there indefinitely and were eventually forgotten about.
The Forging:
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The Reign of Blood:
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The Plague of Unbelief:
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Circa 800.M38:
Offical Records are lost but it is currently assumed that Early M38 or late M37 a Chapter of Space Marines would arrive on Skaði VI and rediscover the forgotten Tribals. It is recorded that early M38 is when the "Champions of Skaði" Chapter of Space Marines would use the favour won by recovering the Heresy-Era Transport ships which the ancient army soilders had arrived in to claim the planet as their own. Whether the Marines named themselves after the Planet or the Planet after themselves has been lost to history
Circa 380.M39:
TBD
Circa 500.M40:
Champions of Skaði would come into conflict with an unknown Chaos Warband apparantly led by a Deamon Prince of an Unknown God, Presumed to be Khorne. The Marines would apparantly vanquish the Prince 20 Years into the conflict however it would return near the End of the Millenium to continue leading the Band before being slain again by =]REDACTED[=
738.M41-752.M41:
A "Counter Crusade" against a Chaos invasion of the Skaði System is called and a large detachment of either the Order of Valourus Heart, The Order of the Twice Blessed Tower, or a Predeccesor to the Twice Blessed Tower that had already Splintered of from the Valourus Heart (Records have since been lost) is assigned to lead the operation alongside many Walkers of House Pallis. The Heretics occupying The Hive-Shrine world of Skaði XVIII (otherwise known as "The Sacred Spires") on the farest edge of the System rooted out and exterminated. However when Imperial forces land on Skaði VI they find the Chaos Forces completely absent and, worse, the Chapions of Skaði are found dead to a Marine their Fortress Monestary blown wide open. The Order of the Twice-Blessed Towers later set up their headquaters on the sacred spires after one of their number acended to Living Sainthood during the initial Counter-Invasion and would soon be blessed with a second Living Saint during an assult into a discovered Webway portal against "Eldar". Skaði VI would start paying Tithes with Guardsmen soon after creating the Skaði's Thralls regiment of Guard, the Former Recruitment world pf Arcillian-II would also be forced to resume the payment of Imperial Tithes in the Chapters absence
Recent History:
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760.M41:
Present Day
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Worlds of Chaagrut[edit]

  • Skaði VI: "The former domain of the Champions of Skaði" as it is known in some documents now produces the famed Skaði's Thralls regiment of Imperial Guard. Extremely cold and covered in forest ("Forests") the only source of iron and a few other vital nutrients on the planet are small songbird sized avians which the planets children are tasked with hunting so as to improve their marksmanship. While hunting of these creatures are the main source of nourishment for the feral peoples of the planet, the best example of lethal creatures on the world, isn't fauna, its flora. The labyrixinia skatius, is a species of tree, if the classificaction as plant is somewhat dubious. These trees don't really reproduce as any plants do, and their genetic diversity is as low as their disease resistance is high. They grow big, with branches extending at every level of its trunk, being flexible and long, with the "leaves" at their end being like serrated blades. It doesn't seem the labyrixinia is purely photosynthetic, at least the sunlight on this planet shouldn't support trees this tall. What is important is their ability to suddenly whip with its flexible and sharp branches, producing deep cuts and intoxicating the poor fool that approaches one of these things without caution. The poison acts both as a psychotropic drug and as a way of cloning itself, after the toxin makes the host vomit its "seeds" in a far away place (usually the poison makes the target to be disoriented). This makes the labyrixinia a surprisingly good tool to build improvised defenses: labyrinths of fast, sharp and mind altering whips; ideal for the ambushes of the Thralls. They also like to use if as a drug in traditional rituals of their culture and their sap is glue of industrial quality.
  • Skaði XVIII: a Hive-Shrine world at the far-far edge of the system. The hives are only able to survive on this frozen world because of ancient, archeotech cores at the heart of every one. These heating towers warm and power the Hives without the need for sunlight (Skaði XVIII gets very little as it is so far away and because of the Ondürdis Mist) and also gives the ideal conditions and energy needed for the network of agri-tunnels and crioponic engines. As a result Skaði XVIII provide enough food for the planets entire non-underhiver population using ancient farming apparatus almost as poorly understood as the towers of the Hives, with even a slight surplus for their feral neighbours. The Order of the Twice-Blessed Towers has set up on the planet, claiming these ancient relics as holy works of the Emperor that are powered through sheer force of prayer (they probably aren't but saying that on Skaði XVIII will result in the death penalty). This troubles the Ecclesiarcy, because the synchretism with some of the theological ideas of the Mechanicus. However with two members of the local Sisterhood becoming Living Saints, the Sororitas are steadfast in the defense of their offshoot of the Faith and butt heads with the rest of the Administratum over its right to keep spreading their word.
  • Rezelkgulda: TBD
  • Navy Port Ceadora: Naval Headquaters of the Sector and home of the go-to Voidsmen for the Sectors entire Battlefleet the Ceadoran Voidwalkers. These pious warriors are all to happy to go down with an enemy ship after disabling its shields with Cyclopses and driving a Scylla into its Bridge.
  • Narsea Ciryn: A Former Dead World brought to life by a bungled Terraforming project (The Narsea) the details of which were lost to the Ad-Mech. Narsea Ciryn is a massive iceball, it's tilt propelling it from cold summers to even colder winters with 140 hour days. Nethertheless it's been cleared for settlement and a large amount of colonists were sent to set up shop there in the 40th Millenium, followed by another wave after an Administratum mishap to replace all the ones who starved. Burrowing into the Planets Gig-Cliffs and keeping themselves warm with Geo-Thermal heating from the planets many active volcanos (how does one have active volcanos on an ice planet?). The Colony is still in it's early days, They can only produce basic Coginators and Stub-Guns on-planet and only 60 million settlers spread out across the Planets surface (which is rather thin considering how much surface Narsea Ciryn has).
  • Gradhyllan: TBD
  • Mamalm: TBD
  • Lomka X: TBD
  • Lomka I: TBD
  • Pallisadus: Home of Pallas House, these brave knights were either rediscovered towards the end of the beheading or founded, Records are Sparse and contradictory and not even the House itself knows anymore. Founded or Rediscovered to protect Sandhärad XI these Knights hunt relentlessly for STCs in order to find out what is wrong with the truly ancient Walker that apparently belonged to the Houses Founder. a Legendary warrior who defended the world from Deamons during the ancient Age of Strife. The Kights are currently at war with a Genestear Cult that has taken over one of the Smaller planets in their system which is preventing them from helping out against Hive Fleets Nihloor and Rakasha
  • Rika Armamamentarium: Apparantly a rather Warmongering world in the Age of Strife, the Rika Armamentarium was brought to heal by Word-Bearers (Though Rika often teaches its children that they were brought into the fold by the Imperial Fists) before sending its arms and warriors to assist in the Great Crusade. Sometime during the Heresy the planet was rapidly re-fortified and apprantly repelled a small Word-Bearers raid before being labeled as more trouble then it was worth by the Traitor legions at the time (This is because the planet had no real navy nor the capacity to build or maintan one, something the modern-day Imperium has intentially continued) as a result the planet has many emplacements of ancient defences many dating from the Heresy but some apparently being put in place during the Age of Strife or even the Dark-Age of Technology. Aside from an admitably huge Ork Siege during the War of the Beast the planet has served the last 10'000 years more as one of the many deterents keeping enemies away from the heart of the Imperium rather then as a bastion against some pressing threat simply due to its location. This does not effect its tithe of guard however, as the population are very serious about not letting the lack of action weaken their resolve and as such the planets Millitarum Regiments are sent all over the Galaxy to the most dangerous of battlefields to Improve their abilities and Ward off the dangers of Complacantcy. Here service is life, the War will be forever and that is no bad thing.
  • Nixa: TBD
  • Uglah: TBD
  • Sandhärad V: TBD
  • Sandhärad XI: A Data Hive this Forge World is almost exclusively dedicated to storing and sorting information. With one exeption, underneath tehe Largest of it's two oceans 16 manufactorums are set up, these assembly line are important as Sandhärad XI is one of the few Forge Worlds in the Imperium that can still make Grav-Guns, and even still this is only becuase it's ancient Manufactorums contain arcane devices knowledge of which are lost to the Imperium that are able to turn raw materials into otherwise unobtainable parts vital to the construction of Sandhärad Pattern Grav-Weapons. Sandhärad's grav-Weapons take a long time to make but it makes use of a Rouge Trader house (Which claims to have been granted its Writ of Trade for this very purpose) to trade these Weapons all over the Imperium in return for valuble pieces of information to catalog in its vast datories
  • Højager: the Sacred Jungles of Højager orignally served as a beacon of purity to for the rest of the system before the Tyranids cam. Now it is Twisted and dead with two Hive Fleets fighting in the Void over which one gets to eat it in while the Genestealer Cult spawned by Rakasha fight Nihiloor's Brain-Leech Tralls on the ground. The Last of the Planets human defenders are holed up in the recently fortified Hospital-Covent of the Planets order of Hospitalar Soriatas praying to the God-Emperor for deliverence and debating if they should or should not detonate the stash of Starship Grade Torpeados underneath their last bastion in order to deny the Great Devourers(s) some Biomass if not the planet.
  • Ceta-Proxima: TBD
  • Molvåg: TBD
  • Bolga III: TBD
  • Gurtragard: TBD
  • Oserheim: TBD
  • Sophia's Bounty: TBD
  • Tatal V: TBD
  • Arcillian II: Formally a Space Marine Recruitment world Arcillian II's Hives have produced so much toxic sludge that their Underhives have been effectively abandoned, the Gangers left to devolved into (almost) Pre-Industrial Tribes who use the ancient Bionic Manufactorums that were once the lifeblood of the Under-Hives to Augment their bodies and survive in the poisonous Mire that are the Flooded Under-Hives. These Techno-Barbarians are chosen as the Planets Guard Tithe for the same reason the Administratum values feral worlders for service and once their crude Bionics are replaced by Astra Militarum-Grade Cybernetic Enhancements the Arcillian Sappers become one of the Sectors most potent Regiments of Guard.
  • Arcillian III: TBD
  • Arcillian V: TBD
  • Nevoghast: TBD

Military Forces of Chaagrut[edit]

Imperial Navy[edit]

Battlefleet Chaagrut TBD

Battlegroup Home Port Major Ships
Battlegroup A: Navy Port Ceadora Spear of Determination, Emperor Class Currently Deployed at the head of the Titania Emergency Defence Fleet
Battlegroup B: Titania Dockyards The Great Breaker of Fell Tides, or just The Great Breaker, Nemesis Class Currently Deployed as part of the Titania Emergency Defence Fleet, obviously.
Battlegroup C: Navy Port Arcillian Hammer of the Dammed, Retribution Class Deployed in defence of the Arcillian system
Battlegroup D: Sandhärad Dockyards Parabellum, Modified Invincible Class Currently Deployed as part of the Titania Emergency Defence Fleet, often used to bolster other Battlegroups, adding the specialist weaponry manufactured by Sandhärad XI to arsenal of the battlegroup it supports.

Battlefleet Chaagrut is TBD

Order of the Twice Blessed Towers[edit]

Order of the Twice Blessed Towers
Twice blessed towers 2.png
Main Convent: Skaði XVIII, Shrine World
Strength: 1.000 Sisters plus additional serfs and zealous followers
Specialization: Shock and Awe
Canoness Superior: Helen Von Longieu
Famed Battles: The Webway Regicide, The Morician Slaughter, The Reclaimation of Skaði XVIII, The Storming of Sandrads castle
Symbol: A stylized heart with two towers behind it. A stylized face with ornamentation, half female in gold, half skull in black.
Colors: White, black, and gold
Daughters Of: Order of the Valorous Heart
Nickname: The Crown of Skaði, The 'Towers

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Legio Cavall[edit]

Legio Cavall
Legio Caval Princeps.png
Home World: Titania, Forge World
Strength: 70 Warhound Scout Titans
Specialization: Recon, Pack Tactics, Scatter Weaponry
Commanding Officer: Princeps Aona Ó Sluaghadhaigh of the Autumn Court
Famed Battles: The Second Battle for Titania, the Winter Agression, the Defence of Titania Minor, the Battle of Oserheim, the Unrooting
Symbol: TBD
Colors: TBD
Nickname: TBD

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Sept Mang'Ro[edit]

Sept Mang'Ro
Mang'Ro Fire Warrior.png
Home World: Sept Mang'Ro (forces within Chaagrut Sector headquartered in hidden bases in the Beacarda Primus System, the Tormenter of Eternity, among other locations)
Strength: Low
Specialization: Stealth and diplomacy
Commanding Officer: Shas'El Mang'Ro Ril'Rax
Famed Battles: Battle at the Wormhole
Symbol: TBD
Colors: Green and Brown
Nickname: The Tau, Blue Heretics

Homeworld

A minor Sept of the Tau Empire, Sept Mang'Ro is located near the worlds of several minor xenos species and unaffiliated humans that the Tau hope to conquer though diplomacy, and as a result is home to an unusually high percentage of Water Caste members. It is often noted as being swampy and unpleasant. The Fire Caste of Sept Mang'Ro is known for its skill in stealth tactics, and fondness for stealth suits, which come in handy for the types of secretive diplomatic insertion missions the Sept has become famous for.

Tactics

Members of the Fire Caste are fond of Mont'ka, and make heavy usage of Pathfinders and Stealth Suits.

The Sept makes heavy use of auxiliaries including Kroot, Vespids, and the frog-like Galg mercenaries.

History

A task force from Sept Mang'Ro was one of several chosen to be among the first Tau to travel through a recently discovered wormhole in hopes that their skill in high risk diplomacy and operating stealthily would allow them to establish allies quickly on the far side of the wormhole. Unfortunately, some members of the Sept Mang'Ro task force, along with others charged with guarding and examining the wormhole were infected by parasites from a Hive Fleet known as Nihiloor. These infected Tau created an opening in the forces guarding the wormhole, allowing a large portion of the Hive Fleet to enter the wormhole almost directly behind the Sept Mang'Ro fleet.

An attempt by the Sept Mang'Ro fleet to return to Tau Space via the wormhole ended disastrously when the Air Caste underestimated the sheer number of Nihiloor ships guarding this end of the wormhole.

With no obvious way back to the Tau Empire, the lost Tau of Sept Mang'Ro settled on a strategy of trying to find allies among disgruntled humans within the Chaagrut Sector. However, thus far this strategy has been met with disaster. Heavily armed delegations were slipped into Beacarda Primus, Skaði VI, and other worlds in order to establish relations with potentially interested parties, however all these groups were eventually discovered attacked by PDF, Guard, and/or the Navy.

To make matters worse, several senior Tau have become disenchanted with the leadership of the expedition and have deserted. It also became increasingly well known that some Tau who travelled through the wormhole are also infected by brain parasites from Hive Fleet Nihiloor. This has led the Tau Fleet to become increasingly fractured as both sides accuse the other as being under the influence of brain parasites, and more desertions occur each time a Tau suspects his or her superiors as being under the influence of the parasites.

Current Status

The forces of Sept Mang'Ro are currently scattered among several worlds within the Chaagrut Sector. Cut off from the Tau Empire, they are in desperate search of allies that could provide shelter.

Their main force is currently hiding in the depths of the Beacarda Primus system, but small pockets, both loyalist and deserter, can be found in a number of isolated locations including the Space Hulk known as the Tormenter of Eternity.

Relations with Other Factions

Although desperate for allies, few are to be found in the Chaagrut Sector. Attempts to work with the Dark Eldar have failed badly thus far. Attempts to convert local humans to the Greater Good, or even find corrupt humans willing to sell information and goods, have also been met with little success. The few humans who have allied themselves with the Tau are generally recruited from isolated pockets rescued by the Tau from worse threats.

DA WURST Freebotas[edit]

DA WURST Freebootas
Da Wurst.png
Homeworld: Spacehulk, Tormentor of Eternity
Strength: 30,000 troops, split almost evenly between hulking Nobs and tiny gretchens
Specialization: Shooting and Looting, Da Wurst love their Dakka
Commanding Officer: Captain Jobba Da Grot
Famed Battles: Da Big Haul, Da ORKY Deal
Symbol: TBD
Colors: Green
Nickname: TBD

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Hive Fleet Raksasha[edit]

Hive Fleet Raksasha
Hive Fleet Raksasha Genestealer.png
Migration Origin: Southwest Chaagrut
Strength: THEY ARE BILLIONS
Specialization: Planetary Infestation, Spread and Devour
Common Bio-morphs Titanic Beasts and Symbiotic Swarms
Famed Battles: The Feast of Molvåg, The Decimation of the Vines, The First Battle for Titania, The Second Battle for Titania, the Assult on Imperial Outpost Ceta-Proxima
Symbol: TBD
Colors: Turquoise and Green
Nickname: Raksasha Rajas

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Hive Fleet Nihiloor[edit]

Hive Fleet Nihiloor
Nihiloor 2.png
Migration Origin: West Chaagrut
Strength: Roughly 300,000 bio-organisms. Number of brainleech infected: Unknown
Specialization: Corrosion and Poison
Common Bio-morphs: Feeder Tendrils, Brainleeches
Famed Battles: The Hojager Arbites Treason, The Mang'Ro Ambush, The Feast of Molvåg
Symbol: TBD
Colors: Orange and Grey
Nickname: Nids of Nih

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Shield Host of the Refulgent Hunters[edit]

Shield Host of the Refulgent Hunters
Gildy mc gildface.png
Home World: Holy Terra
Strength: 60 custodes with their serfs, support equipment and vehicles.
Specialization: Jetbikes
Commanding Officers: Shield-Captain Prefect Listorias, a Second Shield Captain
Famed Battles: =]CLASSIFIED[= The Storming of Sandrads castle
Symbol: A fire lance penetrating a black heart tied with snakes, representing the souls of abominable xenos.
Colors: Gold and Red
Nickname: Terra's First Lancers

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The Tide[edit]

The Tide
The tide.png
Resurrection Location: Skaði VI, Feral World
Strength: Roughly 10,000 Troops and 1 Daemon Prince
Specialization: Terror
Commanding Officer: Always changing
Famed Battles: The Extermination of the Champions of Skaði, and the Defeat of a long forgotten Tzeentchian sorcerous warband.
Symbol: A face screaming in anger, with streams of tears in the shape of centipedes
Colors: Blue and Copper
Nickname: The Tide, The Cursed of Skaði, Khorne's Shame

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Kabal of the Nightmare Menagerie[edit]

Kabal of the Nightmare Menagerie
Nightmare Menagerie.png
Commorragh territory:The Abomninable Circus, a cursed arena district.
Strength: Impossible to estimate eldar numbers. Is assumed this Kabal is relatively small as its a "recent one.
Specialization: These Dark Eldar seem to favour boarding tactics to a point they consider a boarding slaughter a form of art.
Commanding Officer: Archon Yzuras Bur'abros
Famed Battles: The Webway Regicide, the Harem Theft, the Gradhyllan Massacres, the Tower Heresy, the Titania Intervention, the Titania Betrayal, the Arcillian Abductions
Symbol: Several used including a hand holding a whip, teeth arranged to look like seated audience members, or assorted symbols inspired by those associated with the Harlequins
Colors: Black and Purple
Nickname: "The Eldar" (to Imperials), "The Circus Gang" (to other Dark Eldar)


Overview:

Kabal of the Nightmare Menagerie have long been a threat to void shipping and isolated communities within the Chaagrut Sector. It is unclear why they operate primarily within this region, but those few who are aware of such things believe it is because they have long maintained a strangle hold on the Webways leading to and from this region. Some even believe they somehow enticed the Tyranids to invade the sector, both in order to weaken Imperial central authority, but also to allow them to capture Tyranid beasts for their shows back in the Dark City.


Territory:

Despite being a Kabal rather than a Wych Cult, the Nightmare Menagerie operate primarily out of an arena known as the Abominable Circus. Just one of many arenas in the Dark City, it is moderately famous for spectacles involving sentient beings being hunted by dangerous predators, and vis versa. Some shows don't even take place entirely within the Abominable Circus, instead elaborate hunting grounds are created in derelict vessels, dangerous environments, etc., and the Nightmare Menagerie unleashes predators and prey in these trap filled environments and record the results which are later shown via holographic 3-D films shown alongside stylized reenactments.

Adding to the Abominable Circus's reputation is the fact that is located within a section of the Dark City where the barrier with the Warp is thin, allowing tormented shades of the dead and minor warp things to occasionally enter the area. Visitors to Abominable Circus only feel this adds to the excitement naturally.


Tactics:

Slave raids often bear a certain resemblance to shows put on by the Nightmare Menagerie, with various beasts and "creations" unleashed alongside the Dark Eldar themselves during boarding actions and raids on remote communities in order to help determine whose survival instincts will make the most entertaining shows. They even occasionally raid the infamous Space Hulk known as the Tormenter of Eternity for new critters to capture, or to film elaborate hunts for later presentation in holographic theatres.

The Menagerie is also fond of collecting strange trinkets and curios, and have launched attacks against well guarded locations simply to collect a particular item.

The Menagerie has close ties with the Wych Cults, Haemonculi, and other Dark Eldar that either operate, or live in the vicinity of the Abomninable Circus, so raiding parties are typically made up of an eccentric mix of formations associated with the Kabal, the Wyches, the Haemonculi, and more exotic creatures like the Mandrakes, and the various hunting beasts and other monstrosities captured by the Menagerie and/or created up by the Haemonculi.

Aside from their fondness for unleashing beasts and critters onto the battlefield, their preference for void combat, and their ability to incorporate members of several different Dark Eldar organizations during raids, the Kabal is also known for its preference for splinter weapons, seeing these as the most ideal way to deliver toxins to their targets. Like many Dark Eldar, the Menagerie love coating their ammunition with exotic compounds that cause extreme agony, involuntary reactions, and other hilarious results (to the Dark Eldar anyways). Most such toxins are meant to incapacitate rather than kill, though members of the Menagerie love testing out a new toxin no matter how lethal it is. The Menagerie is always on the lookout for new and interesting toxins when exploring death worlds for new critters for their collection.


Appearance:

Members of the Kabal use the colors purple and black, which are the colors of the Abominable Circus Theatre and also used by the several minor Wych Cults and Haemonculi Covens associated with the Abominable Circus. Archon Yzuras has an odd obsession with the Harlequins, and sometimes members of the Kabal and their affiliates will dress up in a similar manner during certain shows or raids.


History:

The Nightmare Menagerie was formed several centuries ago when an exiled noble named Yzuras Bur'abros combined the unaffiliated gangs operating around the Abominable Circus into one organization. The previous rulers of the Abominable Circus had been destroyed several centuries before his arrival, but the Abominable Circus had continued to operate under a loose alliance of minor Wych Cults and Haemonculi Covens. At first Yzuras's arrival was unpopular with the wyches and haemonculi, but overtime they came to respect his efforts to maintain good relations (by Dark Eldar standards) with all parties involved with the operation of the arena, as well as the increased raiding capabilities his Kabal provides. In recent times, all three types of organizations work closely together by Dark Eldar standards in order to perform raids, and operate the Abominable Circus.


Relations with Other Factions:

The Nightmare Menagerie raids numerous worlds within the Chaagrut Sector, primarily targeting humans and Tyranids, but will go after anything they feel will make their show more interesting, including various forms of dangerous wildlife.

A particular favorite, if risky, target of the Menagerie is the Order of the Twice-Blessed Tower since members of the Order are prized in "main events" and/or "star attractions" at the Abominable Circus, but also because the Menagerie likes trinkets associated with the Twice-Blessed Tower. During the so-called "Webway Regicide" the Order managed to destroy several webway gates and a raid base within the webway. A humiliating loss, particularly given the disadvantages humans typically have in the webway, though the Menagerie got vengeance by assassinating the so-called "Living Saint" and now view the whole incident with more amusement than anything.

Although still a minor player by Commorragh standards, the (relative) rise of Abominable Circus has earned the Nightmare Menagerie several bitter enemies within the Dark City, some of whom will even sabotage or launch counterraids on the Menagerie's real space operations.

They occasionally work as mercenaries for Tau and Orks, and themselves will sometimes hire renegade humans and orks as mercenaries. They are just as treacherous as any who hail from the Dark City however, so such alliances rarely last, though some mercenaries have been able to acquire high value goods from the Menagerie and lived to tell the tale.

Imperial Guard Regiments[edit]

“Stand true, you dogs of the Emperor! Steady that line!” *BLAM*

-Commissar Ranmothe encouraging the 2nd Company, 4th Heavy Dragoons, at the Battle of Heresy Field
Regiment Name Symbol Details Overview
Skaði's Thralls

Nickname: "Thralls, The Thralls, Those Feral Cannibles"

A vertical bar, one half red and one half blue
  • Specialization: Guerrilla Warfare
  • Strength: 2-3 Regiments of 300-330K Legionarries per Tithe
  • Famed Battles: TBD
Hailing from the ice covered feral world of Skaði VI, Skaði's Thralls are experts of winter and guerilla warfare. Long ago the world was the site of a space marine chapter, drawing upon the thousands of tribes on the planet for their recruitment. However, chaos cultists in the Imperial Navy delivered a devastating sneak attack from orbit, before leading a final purge of the area in person. Mauch of the hapters history was lost when the heretics destoryed their Monestary but the tribes have not forgotten their planet's past and are eager to strike down servants of the ruinous powers wherever they appear.

Skaði's Thralls are expert troops, skilled by nature and training to operate in any cold weather theater. Most dangerous of all are the "Winter's Soldiers", a special unit that recruits tribesmen convicted of cannibalism. These soldiers are led harshly by their commissars, their lives already forfeit. A Winter Soldier may spend weeks living in a frozen hole, waiting for the enemy to approach, before taking a single shot to eliminate an enemy commander. When the enemy draws in they often find themselves flanked by snipers who catch the now leaderless army in a withering barrage of sniper fire.

Ceadoran Voidwalkers

Nickname: TBD

TBD
  • Specialization: Shock and Awe, Mechanized Infantry
  • Strength: TBD
  • Famed Battles: TBD
The Ceadoran Voidwalkers are the defense force for the Imperial Navy Port of Ceadora that orbits the Gas Giant Emperor's Might. Rumored to be built during the Great Crusade the port has seen countless ships and armies pass through on their way to the Imperium's Crusades. These thousands of passing crusader armies have deeply influenced the generations of dock workers, who dream of the opportunity to join in such an endeavor.

In the past riots have broken out over limitations on imperial guard recruitment, damaging the port, and so recruitment is now done by lottery overseen by a priesthood of Regiment Officers who are in turn overseen by representatives of the Ecclesiarchy. Recruits are natural experts in operating in the void of space, having so often worked on the outsides of ships with only a rope to keep them grounded. The guard drills their natural ferocity until they are masters of shock and awe tactics, utilizing armored personal carriers and specialized breach cutter lasguns to break through defenses.

At some point in the past Port Ceadora was attacked by Chaos Space Marines who managed to destroy vast sections of the Port and killed dock workers and their families in the hundreds of thousands. The Ceadoran Voidwalkers have never forgotten this outrage and are eager to earn revenge for their ancestors in battle with the Imperium's enemies.

Uryl's Belters

Nickname: TBD

TBD
  • Specialization: Shock and Awe
  • Strength: 500,000 troops per regiment
  • Famed Battles: TBD
Raised from "Uryls Belt" an Astroid-Based Prison Mining Colony the Belters are at home both in the Void and underground. Employing many Abhuman Auxillaries not only does the belt produce Planet-Based Guard Regiments who are adept at: sieges, subterraining warfare & Undermining actions and capable of using their Void-Suits to traverse toxic battle-fields allowing them to gas their own with impunity. but also regiments of Naval Armsmen who are genuine experts at fighting in Astroid Belts as well as capable borders able to cut paths through enemy ships and even breach them from outside with Breaching Drills. The individual Uniform and Equipment for the Belters in either case is much the same, with Guard Regiments getting transports and artillary while Void-Regiemnts are given extra breaching equipment and Ox-tanks as well as large Breaching Drills that a human can only effectively operate in 0-G enviroments.

Though by galactic law Guard-Regiments are banned from fighting in the Void and Vise-Versa. One planet (or belt) can still raise both so long as they each stick to their respective warzones however this is still confusing for officals unfamilier with the Belters and many a Uryl Regiment of Guard has been barred from going planetside by an Admiral who has assumed that they are Voidsmen and it is not unknown for a Regiment of Naval Armsmen to be assigned to a planetary battlefield that they are, by law, not allowed to fight in. This is where their status as a Penal Legion comes in handy. If a Void-Regiement has been found fighting on Atmospheric planets or a Regiment of Guard is forced to engage in the Void the fact that they are Prisoners, most of whom Ab-humans, means that they entire regiemenr can simply be purged without much fuss or objection from anyone (Anyone who matters) instantly bringing an end to what could've be a massive scandel. It wasn't the Admirals fault he used Guardsmen in space those damn Penal Legionaries tricked him! This also makes them ideal for "Gray Areas". Say some heretics have occupyed a Small Planetoid or Large Space Station with an Artificial Atmosphere that still can't quite support life by itself, Is it an Artificial World/Small Planet that requires the Guard? Or is it a Large Astroid/Space Station that requires Voidsmen are deployed? in times when officals can't arrive to a conclusion in time Uryls Belters are the Regiment for the job. Send them in, Guard or Voidsmen, and if the Imperial Inquiry finds years afterwards that they should have deployed guard when they instead deployed Voidsmen or Vise-Versa then the Imperium can simply track down any surviving veterens from the offending regiment (or their decendedents, or another regiment of Belters with similar Numbers) and have them executed/tortured/converted into arco-flagellants, neatly resolving the issue without fuss or anyone losing their job (anyone important).

Deystivye Company

Nickname: “TBD

TBD
  • Specialization: Stealth operations
  • Strength: 100-150 scions after being ambushed and slaughtered by eldars
  • Famed Battles: The slaughter of the Hive of the stepi
An Inquisitorial company of stormtroopers reputed for their silent operations and their discipline but also for the fact that they are the Inquisitor Svetozara Korsakova's personal company. Sometime they fight alongside Skaði's Thralls as their elite troops and the sisters of Order of the Twice Blessed Towers which is normal since they both hail from the same schola.

A scion from this company can easily enter enemy territory complete his mission and exit the scene without anyone knowing about his presence. They are often suspected of kidnapping or murdering enemies of the inquisitor.

Recently when the Inquistor learned about the Tide she sent them all to discover any bit of information, but they where not alone a group of eldar found them and slaughtered them only more than hundred managed to escape and now hold a grudge against them.

Arcillian Sapper Corps

Nickname: TBD

TBD
  • Specialization: Siege-Breaking and Counter-Sieges. Elite-Augmented troops
  • Strength: 712,000 (2 regiments of 350,000 tribe gangers with an additional 6,000 in the Officer and Logistics corps) currently in system, 3 such Regiments are usually raised every Tithe with the Officers being raised from the Upper-Hivers and the middle Hivers making up te Logistics corps
  • Famed Battles: the Sally at Moten III, the Sencond Battle of Titania, The Unrooting, The Defence of Smite-Mountain, The Great Cave Action at Forcilly XVI-A, The Charge of Wrestle Squadren, The Charge of the Spooneaters.
The Bionic-Factorum Complexes of Arcillian II make so much toxic sludge that the Underhives of the world have been abandoned and allowed to flood, turning the inhabitants into (mostly) Pre-Industrial Tribals for whom the works of the Emperor in which they live are so far ahead of their Bog-Wood rafts and Fish-bone weaponry that they gladly lay down tribal differeneces to serve Him on Terra and gladly march to war on too bring honer to those He has allowed to live on the clean, non-toxic levels of the Hive unkowing that these are the same poeple who doomed them to a life of Techno Barbarism in the Toxic Bogs of the Flooded Underhives.

The Under-Tribals of Arcillian II are Actually Techno-Barberians as buildings that posses working-air units and ancient Augment-Factorums still function in the Underhives despite being submerged in Swamps, the Factorums are though of as holy as they are gifts from the Emperor which allow Tribals to survive in Swamps of Toxic waste by filtering the air and replaceing lost limbs, however the crude bionics are often made out of ancient scrap scavenged from other bionics and the Upper-Hives trash with some parts huen out of Bog-Wood. The Buildings that possess functional Air-Units however are fortifyed and fought-over fiercly but since damaging the ancient Hab-Systems that give the Forts their value the Tribals have had to become adept at Seiges, Seige-Breaking and Counter Seiges. Some Forts can be dug under and infiltrated from below so the tribals have learnt to deal with this as well as undermineing a beseiging force using a similar method as well as countering that. Many Hab-Forts are almost completly submerged meaning the Tribals have had to learn how to assult Bunkers. a common way to break seiges is to ally with another tribe who will either charge the besieging force on the strange swamp beasts they use as mounts or in primitive Fan-Boats, or the allied tribe may instead seige the Fort of the besieging tribe (if they have one) to draw them away, meaning the Tribes must know how to counter all this incase it happens.

All this has lead the Arcilian Under-Tribals to become extremely deadly on either side of a seige, so when Arcillian II was forced to start paying increased Tithes again after it could no-longer continue as a Astartes Recruitment world it was decided that an elite Tithe of the same Techno-Barbarians the Space Marines found worthy of their ranks would be reaised as the worlds guard, their shoddy augs would be replaced with Astra-Militarum-Grade Bionics and they would be drilled in the use of modern imperial weaponry and vehicles before being sent to the frontline. While heavily augmented tribals form the regiment soildery, it's volunteers from the upper-hives who make up a regiments command and crew any prestiguos vehicles (such as Baneblades) a regiment may recieve, while Middle-Hivers are recruited into a Regiments Logistics Division.

The Arcillian Sapper Corps are deployed to Imperial Sieges to lend their specialist expertiese a besieging army or to bring releif an Imperial Stronghold, their History is filled with seige-breaking charges and desisive assults such as the Charge of Wrestle Squadren, where an Arcillian Armour devision raced ahead of their supporting units to engage invading Tau as they made ready to finally take a bastion with eye-witnesses reporting that the first shots from the arcillian battle-tanks struck the Xeno Guns just as they where about to fire what would've been the final barrage. Or the Great Cave Action at Forcilly XVI-A where Imperial attempts at Undermining the Chaos Moon-Base met repeated succsessful counter-attacks until the Sappers where deployed after spending two weeks survaying the situation they luanched a massive subterranian assult that lasted 6 days from the initial tunnel-fights to the fianl breaching of the enemey courtyard.

The Rezekguldan Vat-Troopers

Vat-Troops, the Clone/Vat Brigade, Jumped up Servitors, Madmen: TBD

  • Specialization: CCQ, Attrition, Lethal Warzones
  • Strength: One 100 Million Strong Regiment per tithe. The average vehicle compliment for a regiment 3-15 Leman Russ Battle Tanks (often with no Sponsons) and 80-100 Chimeras (some Regiments have more and some deiviate from this wildly such as the almost entirly mechanised 909th)
  • Famed Battles: The Regebus Assult, The Battle for Tetra B, The Battle for Nova Terra No46, The Battle of The Pits, the Butcherhorn offencive, The First and Second Pushes at Pern, the Raid on Sorums-City
The Rezekguldan Vat-Troopers are grown & raised in massive numbers leading to a single, 100 Million strong regiment every tithe. These men & women have their intial training drilled into them by their Vats when they are still in the fetal stage of development and this continues untill they are fuly developed upon which they a 3-year Training period in the narrow streets of the Hives and the Fetid Swamps that make up the Inter-Hive Wastelands before being Shipped out. They are armed with very few regular Las-Guns and instead wield Sabers & Las-pistols, with Chainswords, Shotguns and Bolt-Pistols being common as well with Flamers attached to most squads.

Prefering to swarming the enemy up close (& very capable of using Swampy & Urban enviroments in order to facilitate this). The Vat-Troopers making Light use of Chimeras & Very Light use of the Leman Russ with other vehicles practicaly absent. To the Vat-Troops the High Casulties that often occur in tight enviroments such as Forests, Cities and Swamps must be embraced, not avoided, in order to acheive victory & they are at their best where Heavy-Casulties are already forcast as they can often acheive a K:D ration of 1:1 or even 2:2 in the Intial phases before breaking the enemy. Moving on to the "Clearing up pockets of resistence" phase which while equally lethal often result in the average Trooper killing an average of 2,3 or sometimes even 4 foes! before falling themselves. Quite an Acheivement when you consider how much more powerful their enemies often are when compared to the averege Guardsmen. an example of this s the Raid on Sorums-City where the Vat-Troops got a 1:1 Kill rate against Dark-Eldar Raiders! or The Battle of The Pits where the Vat Troops engaged and Destroyed a force of 66 Slaanesh-Worshipping Night Lords, (11 of whom were Chosen) With only 341 Rezekguldan Casulties. To cut down a Rezekguldan Vat-Trooper is to expose oneself to the Shotgun behind them. To Shoot them is to revel oneself to the Flamer in their squad and to bombard them from afar is to paint oneself with a target and for every clone killed, 100 Million wait to avenge them. The Vat-Trooper uniform is Tweed and they perfect High-Gothic (and often nothing else) with lots of "What What"s and "Tally-Ho"s sprinkled in. Their practise of cutting the faces of off enemies and, after having them checked for taint by an expert, personaly tanning them to wear as a mask is often dissconerting to outsiders, even ones who can stomac their tactics. They do this because every Squad is made of identicle clones and as such they wear masks to give them some sort of identity.

TBD Name

Nickname: TBD

TBD
  • Specialization: TBD
  • Strength: TBD
  • Famed Battles: TBD
TBD
TBD Name

Nickname: TBD

TBD
  • Specialization: TBD
  • Strength: TBD
  • Famed Battles: TBD
TBD

Power Groups[edit]

  • Svetozara Korsakova, Black Duchess of Skaði XVIII:

Sector Lords[edit]

TBD

Gallery[edit]

External Links[edit]

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