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Fandom Dark Legacy - Warhammer Great Crusade Era Alternate History - Character Index

OOC
Here

Grammatic

Knight of Nevermore
Roleplay Type(s)
For usage in the Dark Legacy Story, all characters will be posted and cataloged here for ease of access for all those involved. Keep in mind, while there is no approval process needed to post characters here and bring them into the roleplay, the GMs ( Grammatic Grammatic Bone2pick Bone2pick ) reserve the right to request changes to be made for the purpose of fitting in with the setting. We will work with you on what changes need to be made, and drive to create a joint conclusion everyone is content with. The template provided is just a baseline to use, if you want to add more feel free to do so, but please try and provide the minimum amount of information, so as to give everyone a good idea of the character involved.

Please not as well, at this time, only Imperial characters will be taking part in the roleplay.

Character Template​

Name: Names, aliases and titles your character may hold. Don't go overboard, it is more fulfilling to earn a name in story events than to give yourself ten at the start.

Race: Human/Astartes/Mechanicum

Homeworld: Where they born on Terra? The irradiated moons of Baal?

Allegiance: Space Marine Legion, Imperial Army Regiment, Forge World

Military Forces: Is your character the commander of an Expeditionary Fleet? A Legiones Astartes Company? The Princeps of a Titan Legion? Explain in a few words what forces your character will bring to bear against the enemies of the Imperium of Man.

Psychic Abilities: Keep it simple, nothing too overpowered.

Equipment: What weaponry does your character take into battle?

Historical Information: Where did your character come from? What were some of the defining moments in their life? How did they end up where they are now? This section can be as detailed or as minimal as you wish.
 

The 27th​

Type: Skitarri Regiment
Subtype: Guerilla
Name: 27th Guerilla
Specialty: Guerilla warfare, long-range combat, concealment, heavy weapons, ambush tactics, psychological warfare, intelligence gathering, infiltration, sabotage, psykers
Traits (good): Die Hard, Snipers, Well Provisioned, Forward Observation, Vanguard, Hardened Fighters, Favored Terrain (Jungles, Artic)
Preferred Enemies: Orks, Eldar
Traits (bad): Cloud of Suspicion, Honor Bound
Special Equipment Doctrines: Scavengers, Covert Strike, Chaeleoline
Homeworld: Glassius (Frontier World, Civilized World)
Company count: 15

Crew (Sicarian Inflintrator) Equipment: plasma pistol, crew uniform, gloves, blast goggles, crew boots, flak vest, hard helmet, elbow pads, knee pads, shoulder pads, arm pads, leg pads, protection mask, vox radio, ammo, bolter, respirator/gas mask, pistol holster, sling, coolant

Cavalry (Dragoons) Equipment: Explosive Lance, 3x frag grenade, radium carbine, carapace armor, shoulder pads, knee pads, elbow pads, riding boots, blast goggles, ammunition, phosphor pistol, 2x krak grenade, Power sword, uniform, gloves, mounted backpack, sheath (power sword), vox radio, mechanical augments, mechadendrites, sling, pistol holster, sword holster

Specialist (Herakli) Equipment: Neutron Laser, plasma pistol, ammo, weapons specialist backpack, uniform, protection mask, infantry boots, carapace armor, transonic razor, vox radio, 4x krak grenade, grenade pouch, coolant, cybernetic augments, binoculars, rangefinder, mechadendrites, camo netting, respirator, pistol holster, heavy sling, coolant, knife sheath

Commander (Tribune) Equipment: bolt pistol, officer uniform, ammo, power sword, cap, infantry boots, gloves, sicarian battle armor, elbow pads, knee pads, binoculars, ammo pouch, long rang vox radio, commander backpack, rangefinder, holoprojector, officers garments, officers sigil, rank sigil, respirator, pistol holster, sword holster

Marksmen (Skitarri Ironstrider) Equipment: Radium jezail (suppressors, flash hiders, sniper scopes), Ammo, binoculars, bolt pistol, 2x frag grenades, transonic razor, shoulder pads, skitarri war plates, knee pads, terrain boots, elbow pads, concealment paint/netting, uniform, gloves, vox radio, ammo pouch, grenade pouch, infantry backpack, respirator, sling, pistol holster, knife sheath

Medicae (Skitarri Scrapper) Equipment: bolt pistol, ammo, scrapper uniform, gloves, skitarri war plates, shoulder pads, knee pads, infantry boots, vox radio, scrapper supplies, mechanical tools, hell gun, pistol holster, sling, transonic razor, knife sheath

Engiseer Equipment: Omnisahi Power Axe, Mechanical Augments, Phosphor Pistol, arc rifle, Ammo, 2x krak grenades, Mechadenrites, Enginseer Power Armor, Servo Arms, vox radio, gas mask, pistol holster, sling

Companies:
1st Command Company
Personnel: all senior commanders (roughly 15 commanders and around 50 advisors/support personnel)
1st Infantry Company (Marksmens)
Personnel: 300 Marksmen
Training: Sharpshooters, Infiltrators, Survivalists
2nd Infantry Company (Marksmens)
Personnel: 300 Marksmen
Training: Sharpshooters, Infiltrators, Survivalists
3rd Infantry Company (Special Weapons)
Personnel: 150 specialists
Training: Anti armor, Demolitionists, Sharpshooters
1st Cavalry Company
Personnel: 100 riders
Mounts: Grox
Training: Skirmishers, Heavy Lancers, Close Order Drills, Heavily Cavalry
Grox Equipment: Skitarri War Plates, Blast Lens, Plasteel Enhanced Claws, Diamond Coated Teeth
Grox Trait: Combat Drugs
2nd Cavalry Company
Personnel: 100 riders
Mounts: Grox
Training: Skirmishers, Heavy Lancers, Close Order Drills, Heavy Cavalry
Grox Equipment: Skitarri War Plates, Blast Lens, Plasteel Enhanced Claws, Diamond Coated Teeth
Grox Trait: Combat Drugs
1st Sentinel Company
Personnel: 150
Training: Skirmishers, Infiltrators, Rough Terrain Movement, Light Fire Support
Additions: Camo Netting, Upgraded Sensor Array, Thermal Sensors
Vehicles: 150 Scout Sentinels (twin-linked heavy phosphor blaster, cognis heavy stubber)
2nd Sentinel Company
Personnel: 150
Training: Skirmishers, Infiltrators, Rough Terrain Movement, Anti Armor
Additions: Camo Netting, Additional Armor Plating, Additional Coolant
Vehicles: 150 Armored Sentinels (neutron laser, cognis heavy bolter)
1st Mechanized Company
Personnel: 150 crew members
Training: Anti Infantry, Fire Support, Armored Transports, Covering Fire, Rough Terrain Movement
Modified Systems: Engine (electric, silent, reduced size), Armor (added plating, camo paint), turret (Expanded, added armor plating, camo pain), Legs (armored, guards), Exhaust (Removed), Battery (Improved power capacity, reduced size), Fuel (removed)
Added Systems: Smoke Launchers (2 left 2 right), Searchlight (on turret), Camo netting, Dozer Blades, Wind Turbine Power Conveyor (at rear, uses wind to generate power for engine), Solar Panels (on hull, secondary power source for engine), Cognis Heavy Stubber (Pintle mounted), Thermal Detection System, Night Vision Viewing Cameras
Vehicles: 50 Onager Dunecrawlers (Eradication Beamer)
2nd Mechanized Company
Personnel: 150 crew members
Training: Infiltrators, Skirmishers, Rough Terrain Movement, Fire Support
Modified Systems: Engine (electric, silent, reduced size), Tracks (guards), Turret (expanded, added 2 medium weapon slots, armored), Exhaust (Removed), Solar Panels (on the hull, power engine), Battery (improved power capacity, reduced size), Vox (increased range, increased size, adapted for extreme heights), Fuel (removed)
Added Systems: Smoke Launchers (2 on each side), Searchlight (on turret), Camo Netting, Dozer Blade, Minesweeper, Chain Tracks (prevents sliding on ice), De Frosting System (for cameras, tracks, and other areas), Storm Bolter (turret), Hunter Killer Missile Launcher (turret), Thermal Detection System, Night Vision Cameras
Vehicles: 50 Vanaheim Salamander Scouts (Icarus Storm cannon Array, Cognis Heavy Bolter)
1st Artillery Company (Hellfire Howitzer, Balistera)
Personnel: 150
Training: Anti Personnel, Demolitionists, Flame Expertise, Poison Gas, Orderly Barrage
Howitzers: 70
Rounds: Napalm, HE, Gas
2nd Artillery Company (Shatter Howitzer, Balistera)
Personnel: 150
Training: Anti Tank, Anti Personnel, Danger Close, Covering Fire, Fast Response
Howitzers: 70
Rounds: Personnel, Implosion, AT
1st Medical Company
Personnel: 300 medical personnel 150 Medicae Servitors, 200 Extraction Servitors
Training: Combat Medics, Rough Terrain Movement, Herbalism
1st Combat Engiseer Company
Personnel: 300 enginseers,100 Heavy Repair Servitors,150 Lathe Pattern Multi Task Servitors, 20 Contego Pattern Bomb Disposal Servitors
Training: Sappers, Combat Engineers, Demolitionists
1st Logistics Company
Personnel: 300 logisticians
Training: Fast Response, Specialized Equipment, Hazardous
Vehicles: 50 Transport and Cargo Chimeras

Background: The 27th was raised in the {Redacted} system. To combat a local ork threat. Upon the regiment being formed they were nearly instantly sent to the threat. At the time they were commanded by Colonel {Redacted}. A battle quickly ensued between the regiment and the orks. Where the regiment assaulted an ork camp. This battle became known as the Battle of Kernusk Ridge. The regiment succeeded but not without taking losses. The regiment then received new orders. They were to stop an ork advance nearby about 4 clicks north. And so they marched at once. But what they discovered is not what they were told to expect. They found a horde of green skins. Led by a warboss called Grunkin. Donned in customized mecha armor.

The regiment fought for days. Using hit-and-run tactics to wear the orks down. But then they came to the last charge. Their armored assets charged forward behind their cavalry. One cavalryman stabbed Grunkin with his explosive lance. Killing the warboss. And winning the battle for the regiment as the ork force retreated.

They were later found to be surprisingly effective against orks. Someone in a high-ranking position (likely a general) decided to overview them. He instituted a new commander. Not expecting them to last long. They were abnormally successful. Although in the operations their colonel was assassinated so they needed a new one. Due to their behind-enemy-lines nature and extreme operations. The Mechanicus enhanced them with mechanical augments and supplied them with better logistics. Over time as more and more missions were executed they were transformed into skitarri. With this, they were supplied with what they needed. And Colonel Yesta was put in charge. And she reorganized the regiment into a guerrilla regiment. And that's where we are now.

Colonel Yesta​

  • Sex: female
  • Age: 26
  • Species: Skitarri (Enhanced Human)
  • Psyker: No
  • Rank: Colonel
  • Affiliation: Adeptus Mechanicus
  • Setting: Warhammer 40k or 30k
  • Home World: Glassia Prime
  • Height: 5’10
  • Weight: 160 lbs
  • Build: Athletic and Slim
  • Personality: Realistic, creative, intelligent, logical, reserved, introverted, paranoid, unorthodox, decisive, independent, patient, rowdy, unpredictable, adaptable
  • Skills: Guerilla tactics, speed, endurance, hunting, scouting, stealth, agility, marksmanship, ambush tactics, sabotage tactics, infiltration
  • Equipment: Mechadentries, Mechanicus power axe, artificer armor, carapace armor (under artificer), arc rifle, phosphor serpenta, personal conversion field, omnispex, metallic lungs, auspex scanner, officers uniform, officers hat
  • Background: Born on Glassia in a rural settlement. Her father was a hunter and her mother was a PDF member. She learned quickly to survive off the land. Being so far from civilization supplies didn't come easily. At age 9 she was hunting with her father. And by 14 she was a member of the PDF. Specifically, a unit that hunted dangerous creatures on the planet. At 18 her home was attacked by orks. She diverted from her unit. And found 3 of the orks slashing her mother's and father's corpses. She killed all of them. After this event, she had nothing anymore. So she joined the guard at 19. She was sent to the border planets. Specifically where Orks were prevalent. Which is when she earned her position as Colonel when her tactical prowess helped stop an ork advance. She has maintained her position for 2 years. Being deployed on numerous worlds to support many campaigns behind enemy lines. Specifically against the orks.

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Tech Priest Qeyia​

Sex: Female (can't tell very well)
Age: 1,512
Species: Enhanced Human (Magos)
Setting: Warhammer 40k or 30k
Psyker: Yes
Psyker Powers: Divination, Technopathy (Machine Spirits)
Psyker Level: Epsilon
Rank: Engiseer Major/Regiment Tech-Priest (Magos, Xenos technology (secretly), Psykana)
Affiliation: Adeptus Mechanicus
Height: 5'8
Weight: 300 Lbs
Build: Slim but muscular (mechanical)
Homeworld: Mars
Appearance:
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Personality: realistic, creative, extroverted, talkative, charismatic, devout, adaptable, calculating
Skills: Machine spirits, mechanical engineering, armored warfare, civil engineering, divination
Equipment: mechadentries, mechanicus power axe, bolt pistol, auspex sensor, mechanical lungs, experimental sniper
Experimental Sniper: Using a combination of Eldar and Imperium technology. This sniper is capable of hitting targets up to 5 kilometers out. It fires the shuriken projectile of the Eldar. But can swap to "normal" rounds (slightly slimmer than a bolter round).
History:
Born on Mars. Her parents were devoted to the machine god. Her mother was a Magos. Her father was a tech priest. At the age of 14, she was submitted to the Mechanicus. There she showed great aptitude for the machine spirits and armored assets of the mechanicus. At 16 she became an assistant to a tech priest. And at 18 she was made a scion. And assigned to fight Xenos. Specifically Eldar and Orks. And she became extremely adept with their technology and tactics. At age 26 she was made a tech priest. And secretly developed technologies with Xenos technology. As she found them to be fascinating. She has never been discovered and only a few know of her experiments and new technology. At 1,510 she joined the regiment as a part of Colonel Yestas recruitment program for the 27th.

Homeworld Info​

Glassia Prime: Fringe World, Civilized World
Predominant Terrain: Tundra Jungle, Frozen Oceans
Habitability: 8/10
Danger Level: 9/10
Moons: 2 (Hethia and Quinti)
Quinri:
Habitable: No
Notable Features: large amounts of acid geysers, no atmosphere, mountainous terrain, surface magma, unstable surface, frequent earthquakes
Hethia:
Habitable: Yes
Notable Features: Ice-covered oceans, relatively flat land, breathable atmosphere, slow rotation speed, local flora and fauna, shipyard
Allegiance: Imperium of Man
Sapient Inhabitants: Humans (66%), Orks (24%), Ratlings (15%), Ogryns (15%),
Galactic Location: Eastern Fringe (Glassia System)
Notable locations: Vestag (Orbital Station), Jhenua (Former Eldar Enclave), Poliyer (City)
Notable Industries: Hunting, Fishing, Mining, lumber, crystal making, jewelry, weapons production, mechanical tools production
Notable Skitarri Regiments: 27th Guerilla, 35th Guerilla, 104th Mechanized, 23rd Armored, 82nd Artillery, 75th Cavalry
Notable Factions: Adeptus Mechanicus, Ork Warbands

Malario Sejah​


Name: Malario Sejah
Nicknames: Mal, Sej, Rio,
Sex: Male
Age: 192
Species: Firstborn Astartes
Setting: Warhammer 40k or 30k
Psyker: Yes
Psyker Powers: Telekenisis, Biomancy
Psyker Rank: Beta
Rank: Paladin of The Order of The Umbral Inviolators, Sorcerer
Affiliation: Dark Angels: The Umbral Inviolators (Imperium)
Height: 8’4
Weight: 540 Ibs (with armor) and 320 Ibs (without armor)
Build: Slim by space marine standards, tall
Appearance:
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Homeworld: {Redacted}
Equipment: Artificer Power Armor (Chameleonic), Warp Staff, Force Sword, Plasma pistol, Personal Icon (Ring), frag grenades, psychic hood (Neural Shroud), Aegis, Energy Scanner, Vox (in helmet)
Personality: creative, paranoid, wordy, questioning, curious, impulsive. Gruddging (remembers what people did to wrong him and does not forgive easily).

Dark Angels: The Umbral Inviolators​

Name: The Umbral Inviolators
Legion: Dark Angels
Genesead: {Redacted}
Genestock: Modified
Affiliation: Imperium of Man
Colors: Standard Dark Angels
Often seen with camouflage or disguised according to their environment and enemy.
Heraldry: On their right and left shoulder pads. Signifies the company and also the company banner.
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Fortress Monastery: Fleet based. Have a flying fortress monastery called The Crypt. Roughly the size of a Battleship. It is equipped with modern systems and is mainly crafted for heavy firepower and mass amounts of attack craft.
Founding Reason: Protect border space, Counter (Renegades, Eldar)
Organization: Strict and Rigid
Demeanor: Brotherhood, Warriors of The Warp, Mark of The Hunter, Imperial Ties, Brothers in Battle, No Mercy, No Respite, See But Dont Be Seen, Swift as The Wind
Mutations: Psyker Influx, Merged Consciousness, Voice of Shadow
Boons: Rare Weaponry, Well Supplied, Extreme Training, Psychic Fortitude
Deads of Infamy: Eldar Hunters, Renegade Destroyers
Territories: N/A (wander all over the place)
Combat Doctrine: Sorcerous Might, Infiltration, Terror, Sabotage, Shock and Awe, Lighting Strike
Special Equipment: Beastial Companion (Massive snake-like creatures), Modified Weaponry, Preferred Fighting Style (Subterfuge, Psykers)
Current Status: Active, over numbered
Allies: Mechanicus, Dark Angels, Imperial Army
Enemies: Eldar, Orks, Renegades
Detachments: 16
1st: Veteran Detachment
2nd: Veteran Detachment
3rd: Veteran Detachment
4th: Veteran Detachment
5th: Battle Detachment
6th: Battle Detachment
7th: Battle Detachment
8th: Battle Detachment
9: Vanguard Detachment
10: Vanguard Detachment
11: Scout Detachment
12: Scout Detachment
13: Reserve Detachment
14: Reserve Detachment
15: Reserve Detachment
16: Reserve Detachment

The Crypt​

Class: Battleship/Carrier
Length: 8.8 kilometers
Width: 2.4 kilometers at the fins
Height: 1.2 kilometers
Armaments: Nova Cannons, Macro Cannons, Plasma Torpedoes, Boarding Pods, Missile Launchers, Railguns, Bombardment Cannon, Lances, Unknown Torpedo-like weapons, unknown Lance like weapons
Defenses: Void Shields, Armor Plating, Flak Cannons, Gellar Field, Autocannons, Auto Turrets, Gun Servitors, unknown laser point defense system
Attack Craft: Void Bombers, Interceptors/Fighters, Atmospheric Bombers
Propulsion: 12 Large Plasma Drive’s, 2 Large Warp Drives
History: It is unknown how the order acquired the Crypt. However, it is rumored to be from the Dark Age of Technology. As various strange weapons and defense systems are found upon it.

The Wailing Fleet (The Wailing)​

1 Battleship (The Crypt)
4 Cruisers
8 Escorts
5,000 Fighters
3,000 Void Bombers
6,000 Atmospheric Bombers
 
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Ok so, after our discussions on the Imperial Army regiment, that one is fine to progress. However, a few concerns with the Astartes group. First and foremost, at this point in the lore there are no 'independent' Astartes forces. Every Astartes is going to be part of a Legion, like we discussed in pms. Secondly, they are not going to have their own specific heraldry on their armor, or their own color scheme for that matter, they will have their parent legions armor and color scheme, and perhaps a specific company banner that shows their own identity. They would also refer to themselves by their parent legion first.

Further details as follows. Terminator armor is not all that prevalent in the various legions and is still experimental in many regards, so two full company sized forces of terminator armor is highly unlikely (even in 40k, the odds of having two companies of terminators, especially as independents is nigh impossible). On to some other things, psychic abilities in particular. No Space Marine forces is ever going to be able to control enslavers. They are a galaxy ending threat to everyone, and beyond the complications inherent in trying to balance that, it would not make sense in this story, so I will need to request both of those points get altered.

Anything you would like to add? Bone2pick Bone2pick
 
Hmmm ok weird beasts shall be just weird reptiles or somin. I can make them from Alpha Legion. Does that work? And other than that I can do it a bit later. Terminators shall become veterans. Their sigil thing shall be the company banner or somin. They will be Alpha legion as well.

Anything else?
 
In terms of things it might work to have them be Dark Angels. In lore the Dark Angels tend to be a diverse lot, so it could be somewhat believable for a certain detachment to have developed their own identity. The Dark Angels were a jack of all trades legion to an extent, which fits more with what you are going for I believe based on all the various elements grafted together. Alpha Legion tends to follow much different practices.
 
In terms of things it might work to have them be Dark Angels. In lore the Dark Angels tend to be a diverse lot, so it could be somewhat believable for a certain detachment to have developed their own identity. The Dark Angels were a jack of all trades legion to an extent, which fits more with what you are going for I believe based on all the various elements grafted together. Alpha Legion tends to follow much different practices.
changed
 
CommanderNecro CommanderNecro I see you’re taking on the Alpha Legion. That’s cool. I was in the process of creating a character for them but I’ll leave the XXth to you. I’ll switch over to the Death Guard. This way we’ll have better Legion/faction representation, and more importantly, I can puppeteer my character’s primarch without stepping on another player’s toes (plans).

Edit: Hmm. It looks like you switched over to the Dark Angels. I guess I’ll stick with the XXth then.
 
CommanderNecro CommanderNecro I see you’re taking on the Alpha Legion. That’s cool. I was in the process of creating a character for them but I’ll leave the XXth to you. I’ll switch over to the Death Guard. This way we’ll have better Legion/faction representation, and more importantly, I can puppeteer my character’s primarch without stepping on another player’s toes (plans).

Edit: Hmm. It looks like you switched over to the Dark Angels. I guess I’ll stick with the XXth then.
yeah think il stick with making things for Dark Angels at least for now and the Imperial Army. Few other characters maybe like a Rouge Trader pherhaps.
 
Hmm why was the tech priest not taken into the adeptus Astra telepathica when they were young and or their psyker talents were discovered. An epsilon psyker is rather powerful and wouldn't ho unnoticed. Also if they are commanding forces ( outside of servitors) with a guard unit over just fixing gear which is what engine seers do they would need to be a magos. Also 30k inquisition likely shouldn't be a thing outside of a tiny group.
 
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Hmm why was the tech priest not taken into the adeptus Astra telepathica when they were young and or their psyker talents were discovered. An epsilon psyker is rather powerful and wouldn't ho unnoticed. Also if they are commanding forces ( outside of servitors) with a guard unit over just fixing gear which is what engine seers do they would need to be a magos. Also 30k inquisition likely shouldn't be a thing outside of a tiny group.
oh yeah pfft forgot to take out the inqusition... also she is a magos
 
And how was she not claimed by the adeptus Astra telepathica an untrained psyker of that power would be ripe for deamon attack
this is 30k.... daemons arnt a thing (well they are but the Imperium doesnt know that)
 
I figured that would be obvious that she was sanctioned if she was a psyker... she was trained by the mechanicus
 
I figured that would be obvious that she was sanctioned if she was a psyker... she was trained by the mechanicus
The two would not get along as both take years of training and given you have a rune priest a man devoted to the spirits of the planet of fenris as a father
 
Then she wouldn't be a 32 year old magos also what field did she master what is she a magos of
Shes 34.... the great crusade by this point has been going on for 200 years... also it says it in parens thanks
 
The two would not get along as both take years of training and given you have a rune priest a man devoted to the spirits of the planet of fenris as a father
aight il change that gimmie a sec
 
Shes 34.... the great crusade by this point has been going on for 200 years... also it says it in parens thanks
Learning the secrets of the machine to the point of being a magos is like learning an ancient craft not college every secret is closely guarded by the teacher

Also as a magos your loyalty would be to the mechanicum of Mars you would lead the skitarri forces into war not be under the command of the imperial guard
 
Learning the secrets of the machine to the point of being a magos is like learning an ancient craft not college every secret is closely guarded by the teacher

Also as a magos your loyalty would be to the mechanicum of Mars you would lead the skitarri forces into war not be under the command of the imperial guard
hence why it says both...
 
Also shes not super experienced/well taught and its meant to be that way
 

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