User:Kamaluq/Veiled Sentinels
| Veiled Sentinels | ||
|---|---|---|
| argent a tower sable | ||
| Battle Cry | "None shall live!" | |
| Founding | 13th, The Dark Founding (ca. M34) | |
| Successors of | Ultramarines | |
| Successor Chapters | None | |
| Chapter Master | Argas | |
| Primarch | Roboute Guilliman | |
| Homeworld | Emydion Eritraea | |
| Strength | Endangered | |
| Allegiance | Imperium | |
| Colours | White | |
Contents
History[edit]
The Veiled Sentinels chapter of Space Marines is generally viewed poorly by its peers, despite a long record of dedicated service to the Imperium. As far as records show, the chapter was originally founded from tithed Ultramarine stock – with all the expectations such a noble lineage entails – in response to particularly dire portents that foretold the need of establishing a watchful defense in the fringes of the Segmentum Tempestus. However, over time they began to exhibit a disregard for the Codex Astartes hitherto unheard of in any chapter drawn from Guilliman's own, and their gene-seed tithes exposed heavy genetic drift. Combined, these divergences have all but annihilated their rapport with their primogenitor and fellow successors alike, some of whom have repeatedly petitioned for the permission to remove what they perceive is a stain on the Ultramarine lineage. The Inquisition has repeatedly turned away such requests, citing insufficient grounds to do so, and the swiftness of these refusals has been remarked upon as showing an uncommon amount of support for the chapter from within the ranks of the Ordos.
The evident discrepancies between what the great Roboute Guilliman set down for posteriority and the Sentinels' own approaches are not, it should be noted, rooted in some deep-seated hatred for the great Primarch – indeed the chapter venerates Guilliman as their ancestor even as it disregards his teachings, a fact that has done little to increase its standing with other successors of the Ultramarines. If the chapter's own accounts can be believed, the White Sentinels first began to move beyond what the Codex proscribes when the approved patterns of camouflage listed therein did not match the environments they found on the worlds they stand guard over.
Homeworld[edit]
Their station in the Segmentum Tempestus means the Sentinels are commonly far removed from imperial affairs, the safeguarding of which is the very reason for their existence. From their home and recruiting world of Emydian Eritraea, the Sentinels stand vigil over the so-called Night Stars in the Viribilis Reaches, the furthest cluster of stars in the trailward Perseus Arm. Similar to their brothers of the Death Spectres, who guard the Imperium against the darkness of the Ghoul Stars and were likewise created during the Thirteenth Founding, the Sentinels have specialized in the art of fighting the foul xenos that inhabitate this area of the galaxy, such as the gargantuan Draazt or the insidious Malcontar. In recent decades, however, they have been commended for annihilating a splinter of the dread Tyrannid hive-fleet Leviathan while greatly under strength. It is this continued engagement of Mankind's most dire foes in the face of imminent extermination that has earned them the goodwill of the Ordo Xenos and made them a common candidate for the Deathwatch. They follow the call to service readily, even though their numbers are at an all-time low following the confrontations with the Tyranids and recent predations of the Eldar of nearby Biel-Tan.
Gene-Seed[edit]
Common wisdom regarding gene-seeds has it that there is "none purer" than that of the Ultramarines. This belief is widely shared among the chapter and its successors as well. The degree of divergence exhibited by the Veiled Sentinels is thus often taken as an affront against a most noble First Founding chapter, perhaps even a calculated insult by the Magoi Genetek themselves.
Though the reason for the mutagenic drift in the Sentinels' gene-seed remains a mystery, its markers are easily pinpointed:
- a lapse of the Occulobe, leading to increased photosensitivity and the development of natural "prey-sense" vision, accompanied by reflective cat's eye pupils and discomfort caused by bright light; and
- overstimulated growth of the Neuroglottis, causing strain on the vocal chords and leading to the characteristic hoarse whispering voice developed by Sentinels during their initiation.
| Blah
A Veiled Sentinels Space Marine gains the following benefits: +5 to Ballistic Skill and Perception, the Disturbing Voice (Whisper) Talent, the Unnatural Sense (Prey-Sense) Trait, and the The Quick and the Silent Solo Mode ability. Due to their oversensitive occulobes, Sentinels not wearing helmets in normal lighting conditions suffer a -10 to Awareness tests. |
| Demeanor: Watcher in the Dark |
| Watcher in the Dark is a Demeanour (see page 32 of the Deathwatch Core Rulebook) unique to Space Marines from the Veiled Sentinels Chapter.
Description goes here. |
Philosophy[edit]
Since the eradication of leadership hierarchies is one of their most effective weapons against an enemy, the Veiled Sentinels eschew such stratified chains of command among themselves and do not follow the dogmatic division of their manpower into companies as the Codex demands. Though they do use the term to designate a force of 100 brothers on the administrative level, it has no bearing on their command structure in the field and the title of Company Captain is often vacant. Instead, the backbone of the chapter are its sergeants, whose ten-man teams form ad hoc into as large a force as is needed for a given task. The sergeant who, as first among equals, bears responsibility during the deployment is called "Force Commander". Specialists are most often seconded directly from the Librarium or the Forge, but may also form their own squads if a deployment warrants such concentration of power.
Combat Doctrine[edit]
Core and center of the chapter's combat approach is the elimination of the enemy's key command personnel and the disruption of its logistics by striking and retreating unseen, only to strike anew from a different angle. This approach has made them masters of a form of warfare more commonly practized by the children of Corax, that is, the employment of stealth and guile. Unlike the Raven Guard and their successors however, the Sentinels do not advance under cover to unleash a hellish assault on their unwitting foe; indeed they value massed firepower over melee prowess, which is commonly considered the nobler form of warfare by many chapters. This preference has pragmatic reasons, not the least being that because of their historically (and now dangerously) small numbers, the precise application of superior power at range provides a better kill-death ratio than more glorious melee engagements. The Sentinels take this thought to its logical extreme and do not field assault squads at all, preferring to equip tactical squads for melee engagements if close-quarter combat cannot reliably be avoided. Jump packs do factor into the chapter's tactics, but usually as a means of deployment to or transportation between fights, rather than for charging the enemy once battle is joined.
In order for all companies to have access to sniper support, the chapter does not possess a separate scout company. Indeed, like the great Black Templars and Space Wolves, they integrate recruits seamlessly into their standard squads; scout duties, meanwhile, can be bestowed onto any battle-brother by their commander. It is considered a posting of great renown within the Chapter, as success or failure of any given mission will often hinge on thorough reconnaissance to provide crucial intel. As a consequence of this distributed approach to scout postings, the brothers of the Sentinels chapter have all learned to overcome the drawbacks of wearing powered armor in engagements of stealth, though many do in fact favor the lighter Scout armor whenever missions allow; for the same reason sniper weapons such as bolters of the "Stalker" pattern are widespread in their ranks, as is the use of stummers and cameleoline cloaks or tabards. Heavy weaponry is most often deployed in the form of missile launchers, which are treasured for their versatility, with Bolters and Lascannons close behind when mission parameters indicate an enemy's preference for infantry or armor, respectively. Plasma weaponry is considered to be too dependent on extensive maintenance to be fielded in greater numbers (though pistols see some use as sidearms), while most Melta weaponry is simply too short-ranged to fit into the Sentinels' combat doctrine.
Concerning vehicles, the chapter has a heavy preference for flyers over tanks, as the former fit more closely into their combat doctrine of shock and terror. Landspeeders and Attack Bikes see some use, though the preference is on superior units such as the Stormtalon gunship and, for transportation, the Storm Eagle. The chapter possesses a single Thunderhawk in gunship configuration, but uses it only sparingly.
Veiled Sentinels Pasts[edit]
- 1 –
- 2 –
- 3 –
- 4 –
- 5 –
Veiled Sentinels Primarch's Curse[edit]
Shadow of War
- Level 1 – Strike Unseen
- The Veiled Sentinel makes no move to hide his dislike of battle tactics that favor open engagements over ambushes and shock tactics. He must make a Challinging (+0) Willpower Test not to resist orders to strike directly at enemies.
- Level 2 – Terror Without Mercy
- Striking terror into the hearts of Mankind's enemies is impossible if one feels compelled to leniency at the wrong moment. Accordingly, the Sentinels' motto of "None Shall Live" has become the character's second nature. He must pass a Difficult (-10) Willpower Test not to kill enemies even if they surrendered, possess valuable intel, or are not themselves combatants.
- Level 3 – Who Watches the Watchers
- At this point, the chapter's doctrines of observation have become an obsession for the character, and he meets even the forces of the Imperium with suspicion and paranoia. All Codex Squad Modes cost 1 additional Cohesion if the Sentinel participates; he cannot at all participate in Chapter Squad Modes outside those of his own chapter.
| Skill or Talent | XP Cost | Requirements |
| Concealment | 200 | - |
| Concealment +10 | 300 | Concealment |
| Concealment +20 | 300 | Concealment +10 |
| Silent Move | 200 | - |
| Silent Move +10 | 300 | Silent Move |
| Silent Move +20 | 300 | Silent Move +10 |
| Tactics (Recon & Stealth) | 100 | - |
| Tactics (Recon & Stealth) +10 | 100 | Tactics (Recon & Stealth) |
| Tactics (Recon & Stealth) +20 | 100 | Tactics (Recon & Stealth) +10 |
| Talented (Tactics (Recon & Stealth)) | 500 | Tactics (Recon & Stealth) |
| Talented (Silent Move) | 500 | Silent Move |
| Eye of Vengeance | 1000 | Astartes Weapon Training, BS 50 |
| Guerilla Warfare | 500 | - |
| Sudden Attack | 1500 | - |
| Scornful Aim† | 1500 | Hatred (any one) |
| † New Talent: Scornful Aim
The Veiled Sentinels have learned to pour their hatred for the alien, the | ||
Veiled Sentinels Solo Mode Ability[edit]
- The Quick and the Silent
- Mode: Passive
- Required Rank: 1
- Effect: The Veiled Sentinels are unmatched in dexterity and fine motor control. Beginning at Rank 1, a Sentinel may reroll any failed test of Agility and its derived Skills (once per test), but must take the second result.
- At Rank 4, he receives a bonus of +10 to all tests of Agility and its derived Skills. (This does not count as an increase of the Characteristic, but does increase movement ranges.)
- At Rank 8, he gains +1 Degree of Success with all tests of Agility and its derived Skills.
Veiled Sentinels Squad Mode Abilities[edit]
- Sudden Death
- Action: Reaction
- Cost: 2
- Sustained: No
- Effect: At the start of any combat where neither side is surprised, the Sentinel may activate this ability before initiative is rolled or either side has acted. The Sentinel and all allies in Support Range gain a Surprise Round, just as if they had surprised the enemy.
- If the Sentinel is Rank 3, when rolling for initiative, he and all allies in Support Range may roll twice and choose their result for the following combat.
- Unassailable Grace
- Action: Free Action
- Cost: 1
- Sustained: Yes
- Effects: So quickened are the Sentinels' reflexes that even when cornered in melee, they slip away gracefully to return to the shadows, ready to strike anew. The Battle-Brother and all participating allies within Support Range do not suffer Attacks of Opportunity when leaving melee with an opponent while this Squad Mode is sustained.
- If the Battle-Brother is Rank 4 or higher, the Battle-Brother and all allies within Support Range gain a +20 to Agility while this Squad Mode is sustained in addition to the aforementioned bonus. This improves their Movement Speed, as well as any Agility-based Tests.
| Power | XP Cost | Requirements |
| Impenetrable Watchtower | 1500 | WP 40+ |
| And They Shall Know Fear | 500 | – |
| Sow Confusion | 750 | Concealment +10, Silent Move +10 |
| Harbinger of Fate | 2000 | Rank 5, WP 50+ |
| Sight Unseen | 1000 | – |
| Reign of Terror | 2000 | Rank 5, WP 50+ |
Veiled Sentinels Psychic Powers[edit]
- Impenetrable Watchtower
- Full Action
- Not Opposed
- Self only
- Sustainable
- When not moving, gain additional AP of 3 × PR to all locations; when used with PR 5+, ranged attacks are regarded as having Pen 0
- And They Shall Know Fear
- Half Action
- Opposed
- Radius of 5 × PR meters
- Sustainable
- Enemies in range reduce WP by 5 × PR, to minimum 01
- Sow Confusion
- Half Action
- Opposed
- Radius of 5 × PR meters
- Not Sustained
- Opposed Focus Power test against all Surprised enemies, on failure count as Surprised for additional round
- Harbinger of Fate
- Full Action
- Not Opposed
- Self
- Sustainable
- Fear 3 against enemies, +1d5 Cohesion
- Sight Unseen
- Half Action
- Not Opposed
- Radius of 200 × PR meters
- Sustainable
- Perspective shifts to any point within radius, up to 100 × PR meters above or below current position; +30 PER for duration, but unaware of own surroundings (unless in line of sight of new perspective)
- Reign of Terror
- Full Action
- Not Opposed
- Radius of 50 × PR meters
- Sustainable
- Channeling the essence of the Warp, the Librarian manipulates all combatants' perception of the battlefield. For enemies, it turns into the stuff of nightmares. This might mean that they perceive colors to bleed from the world, see shadows grow deeper, and the noises they hear may be eerily muffled or echoing where they should not. Even creatures of the warp are not immune, though their perception might be vastly different from that of mortals.
- Whatever their exact nature, the effects exude such an otherworldly malevolence that terror strikes all enemies, causing them to falter. At the same time, the Librarian's allies are in turn heartened, for they might see everything illuminated by the Throne's golden light, or some other effect that lessens the horrors of battle. While enemies suffer a malus of 2 × PR to all actions, the Librarian and his allies instead add that number to all their actions.
- The Librarian can even turn the warp essence he channels into an actual weapon, smiting foes with what might resemble deepest shadow for them but appears as bolts of angelic light for his brothers. Whenever this power is sustained, the Librarian can choose one enemy in range to suffer 2d10+PR Energy damage with a Penetration of 4 and the Shocking quality as part of the same action. (This attack counts as a ranged attack for the purpose of dodging.)
Veiled Sentinels Trappings[edit]
- Dreamcatcher
- Aiming provides +12/+24 to Ballistic Skill instead of +10/+20.
- Ritual Veil
- When the Kill-Team successfully kills an enemy of the Master tier (such as a Hive Tyrant or Tau Commander), they gain 1 extra point of Renown.
Veiled Sentinels Relics[edit]
- The Gaze of Terror
- Las-weapons are rarely found in the hands of the Astartes: too strong is their stigma as unseemly for the Imperium's warrior elite. The Gaze of Terror is an exception to this rule, though it retains little resemblance to its kin. The product of centuries of refinement and calibrations, it was only raised to Relic status in M38, when its creator, Forge-Master Cassius, was cleared of the accusation of tech-heresy by a high conclave of the cult of Mars. The Gaze had been one of his earliest works, and remains his most praised one.
- At its core, the Gaze is a lascannon stripped down to the size and weight of a longlas at the cost of stopping power and penetration. To compensate, Cassius twin-linked the weapon and refurbished it with dedicated cogitator arrays, granting pinpoint accuracy more in keeping with a sniper's weapon than most heavy weaponry. The wielder has the benefit of a built-in Omni-Scope, which combines the benefits of a Red-Light, Preysense and Telescopic sight. The data acquired through the scope is then wired back into the machine spirits' calculations, where dedicated routines analyze the environmental conditions and adjust the weapon's fire accordingly to afford the user optimum performance. These routines take time to run their course, so the benefit is not felt immediately, but with patient aiming the Gaze matches the benchmarks set by standard las-cannons almost effortlessly.
- Unlike standard las-weapons, the Gaze of Terror utilizes the non-visible spectrum of light: firing it does not give away the position of the shooter. The increased power draw necessary to still generate a viable discharge makes the Gaze prone to overheating, and it needs a few seconds to vent its heat sinks after every shot, but the benefit of remaining hidden and impossible to locate by audio-visual means even after attacking is deemed well worth these drawbacks.
- The genius of Cassius was the chimeric merger of the twin machine spirits, combining them without reducing them to merely two parts of the whole. The exact means of this were his best-kept secret, and he took the method to his grave – much to the chagrin of the Mechanicum. Though the know-how was lost with its creator, the effects of having two machine spirits work in tandem make the weapon extremely accurate, and can turn what would otherwise be a solid but unremarkable hit into a devastating blow: When the Gaze generates an additional hit from the Twin-Linked quality, the boni from the Accurate and Lance qualities apply to the second hit as well.
- Force Bow
- Drawing on the native practice of archery, the Librarium of the Veiled Sentinels has developed a special Force weapon that replaces the mor ecommon swords and staves among its ranks: the Force Bow. In secret rites, a flatbow carved by the Librarian's own hands is inscribed with markings of mystic might that allow him to channel his power into the arrow as he loosens it upon his target.
- As per the Force weapon rule, damage and penetration of the Force Bow is increased by +1 for every level of Psy Rating its wielder has, while in the hands of any other person, it is merely a (still very powerful) bow. It is Master-Crafted, and cannot Jam; the increased damage is already accounted for in its profile.
- Librarians of the Veiled Sentinels can choose to use a Force Bow instead of their standard Force weapon at character creation. Crafting arrows for their personal bow is a common method of active meditation for many members of the Sentinels' librarium, and as such they come at no cost.
| Name | Class | Range | RoF | Dmg | Pen | Clip | Rld | Special | Wt | Req | Renown |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Gaze of Terror | Basic | 250 | S/–/– | 1d10+7E | 3 | 20 | 2 Full | Accurate, Felling (1), Lance†, Overheat, Recharge, Twin-Linked | 9 | 30 | Distinguished |
| Force Bow | Basic | 75m | S/–/– | 1d10+3 | 1 | 1 | Half | Accurate, Force | 2 | 25 | Respected |
| † For every Degree of Success, this quality adds the weapon's penetration again. (1 DoS = Pen +3, 2 = Pen +6, etc.) | |||||||||||
