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	<title>Death unto Darkness - User contributions [en]</title>
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	<updated>2026-04-27T18:55:38Z</updated>
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	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Rules_Downloads&amp;diff=4275</id>
		<title>Rules Downloads</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Rules_Downloads&amp;diff=4275"/>
		<updated>2025-06-23T16:43:07Z</updated>

		<summary type="html">&lt;p&gt;Tealix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
These are the decks of random effects that some characters make use of.&lt;br /&gt;
&lt;br /&gt;
==== LARP Decks ====&lt;br /&gt;
Developed by Rowena and Dave P - the LARP Decks are digital versions of our originally paper randomised decks designed to reduce printing needs - these apps incorporate the default power tests in them.&lt;br /&gt;
&lt;br /&gt;
A full guide is available [https://docs.google.com/document/d/1kc39zUjLThGuRcQU5VpTyE1gDq3nKBSn-sNRqNN0Avw/edit?usp=drivesdk here]&lt;br /&gt;
&lt;br /&gt;
If you would rather not use a phone then we will continue to have decks available to print and download - if trimmed using the guide lines these should for in most standard sized card sleeves (avoid japanese sized) - the exception are ruin cards which have never been issued in paper.&lt;br /&gt;
&lt;br /&gt;
==== Ruin Decks ====&lt;br /&gt;
Ruin is a core mechanic utilised by all players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember&#039;&#039;&#039;, where an effect may cross into being uncomfortable for you as a player - you may always redraw (in the case of the digital decks) or remove those cards from the deck entirely (in the case of physical decks) as some of these can be pretty grotesque.&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/ruin-minor/index.html Digital Minor Ruin Deck]&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/ruin-major/index.html Digital Major Ruin Deck]&lt;br /&gt;
&lt;br /&gt;
Ruin decks can also be downloaded as physical decks or used for quick reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ruin - Minor.pdf|Minor Ruin]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ruin - Minor - No Back.pdf|Minor Ruin (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Major Ruin Deck is used only when told to, or when a character is at &#039;&#039;&#039;Touched by Corruption&#039;&#039;&#039; and above.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ruin - Major.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ruin - Major - No Back.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with Exorcism can Exorcise these effects, the handbook (attached) covers how to do this (you should not download this unless you have the trait).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:An Exorcists Guide to Ruin and its Cures.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Medical Complications Deck ====&lt;br /&gt;
You will need a Medical Complications Deck if you have the &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; or &#039;&#039;&#039;Medicae&#039;&#039;&#039; traits.&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/medicae/index.html Digital Medicae Deck]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Decks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Medical Complications 2022.pdf|Medical Complications]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Medical Complications 2022 No Back.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Warp Phenomena Deck ====&lt;br /&gt;
Download this if you have the Psyker trait;&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/perils/index.html Digital Warp Phenomena Deck]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Deck&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Warp Phenomena 2022.pdf|Warp Phenomena]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Warp Phenomena 2022 No Back.pdf|Warp Phenomena (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Exorcism Risk Deck ====&lt;br /&gt;
Download this if you have the Exorcism trait&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/exorcism/index.html Digital Exorcism Risk Deck]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Deck&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Exorcism Risks 2022.pdf| Exorcism Risks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Exorcism Risks 2022 No Back.pdf|Exorcism Risks (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Lore Sheets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Specialist Lore Primers ====&lt;br /&gt;
The following Lore Primers are OOC documents containing useful facts your character would know based on what Lore Specialisms they possess - we do not have these for every Specialism, we create and update these as needed.&lt;br /&gt;
&lt;br /&gt;
These files are passworded, please request them from the usual contacts;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Malleus_-_The_Soul_and_Death-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Malleus_-_Daemonology-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Books of Forbidden Lore ====&lt;br /&gt;
These are IC (i.e. non-reliable) documents on the three [[Lore &amp;amp; Investigations|Lores]] forbidden to normal Imperial Citizens - these are not kept updated by the Game Team and represent historical documents written in the past - the Lore Primers are the only maintained lore documents;&lt;br /&gt;
&lt;br /&gt;
These files are passworded, please request them from the usual contacts;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Malleus&#039;&#039;&#039; lore may have read the Liber Maleficus Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Liber Maleficus Prosperitas-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Xenos&#039;&#039;&#039; lore may have read the Malleus Barbarus Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File: Malleus Barbarus Prosperitas -protected.pdf|Malleus Barbarus Prosperitas]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Hereticus&#039;&#039;&#039; lore may have read the Igneus Proditor Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Igneus Proditor Prosperitas-protected.pdf|Igneus Proditor Prosperitas]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters who have mastered &#039;&#039;&#039;Sorcery&#039;&#039;&#039; may have read...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:The_Liber_Scientia_Acroaticus-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Rules_Downloads&amp;diff=4274</id>
		<title>Rules Downloads</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Rules_Downloads&amp;diff=4274"/>
		<updated>2025-06-23T16:42:03Z</updated>

		<summary type="html">&lt;p&gt;Tealix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
These are the decks of random effects that some characters make use of.&lt;br /&gt;
&lt;br /&gt;
==== LARP Decks ====&lt;br /&gt;
Developed by Rowena and Dave P - the LARP Decks are digital versions of our originally paper randomised decks designed to reduce printing needs - these apps incorporate the default power tests in them.&lt;br /&gt;
&lt;br /&gt;
A full guide is available [https://docs.google.com/document/d/1kc39zUjLThGuRcQU5VpTyE1gDq3nKBSn-sNRqNN0Avw/edit?usp=drivesdk here]&lt;br /&gt;
&lt;br /&gt;
If you would rather not use a phone then we will continue to have decks available to print and download - if trimmed using the guide lines these should for in most standard sized card sleeves (avoid japanese sized) - the exception are ruin cards which have never been issued in paper.&lt;br /&gt;
&lt;br /&gt;
==== Ruin Decks ====&lt;br /&gt;
Ruin is a core mechanic utilised by all players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember&#039;&#039;&#039;, where an effect may cross into being uncomfortable for you as a player - you may always redraw (in the case of the digital decks) or remove those cards from the deck entirely (in the case of physical decks) as some of these can be pretty grotesque.&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/ruin-minor/index.html Digital Minor Ruin Deck]&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/ruin-major/index.html Digital Major Ruin Deck]&lt;br /&gt;
&lt;br /&gt;
Ruin decks can also be downloaded as physical decks or used for quick reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ruin - Minor.pdf|Minor Ruin]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ruin - Minor - No Back.pdf|Minor Ruin (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Major Ruin Deck is used only when told to, or when a character is at &#039;&#039;&#039;Touched by Corruption&#039;&#039;&#039; and above.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[Ruin - Major.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[Ruin - Major - No Back.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with Exorcism can Exorcise these effects, the handbook (attached) covers how to do this (you should not download this unless you have the trait).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:An Exorcists Guide to Ruin and its Cures.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Medical Complications Deck ====&lt;br /&gt;
You will need a Medical Complications Deck if you have the &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; or &#039;&#039;&#039;Medicae&#039;&#039;&#039; traits.&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/medicae/index.html Digital Medicae Deck]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Decks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Medical Complications 2022.pdf|Medical Complications]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Medical Complications 2022 No Back.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Warp Phenomena Deck ====&lt;br /&gt;
Download this if you have the Psyker trait;&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/perils/index.html Digital Warp Phenomena Deck]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Deck&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Warp Phenomena 2022.pdf|Warp Phenomena]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Warp Phenomena 2022 No Back.pdf|Warp Phenomena (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Exorcism Risk Deck ====&lt;br /&gt;
Download this if you have the Exorcism trait&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/exorcism/index.html Digital Exorcism Risk Deck]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Deck&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Exorcism Risks 2022.pdf| Exorcism Risks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Exorcism Risks 2022 No Back.pdf|Exorcism Risks (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Lore Sheets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Specialist Lore Primers ====&lt;br /&gt;
The following Lore Primers are OOC documents containing useful facts your character would know based on what Lore Specialisms they possess - we do not have these for every Specialism, we create and update these as needed.&lt;br /&gt;
&lt;br /&gt;
These files are passworded, please request them from the usual contacts;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Malleus_-_The_Soul_and_Death-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Malleus_-_Daemonology-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Books of Forbidden Lore ====&lt;br /&gt;
These are IC (i.e. non-reliable) documents on the three [[Lore &amp;amp; Investigations|Lores]] forbidden to normal Imperial Citizens - these are not kept updated by the Game Team and represent historical documents written in the past - the Lore Primers are the only maintained lore documents;&lt;br /&gt;
&lt;br /&gt;
These files are passworded, please request them from the usual contacts;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Malleus&#039;&#039;&#039; lore may have read the Liber Maleficus Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Liber Maleficus Prosperitas-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Xenos&#039;&#039;&#039; lore may have read the Malleus Barbarus Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File: Malleus Barbarus Prosperitas -protected.pdf|Malleus Barbarus Prosperitas]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Hereticus&#039;&#039;&#039; lore may have read the Igneus Proditor Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Igneus Proditor Prosperitas-protected.pdf|Igneus Proditor Prosperitas]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters who have mastered &#039;&#039;&#039;Sorcery&#039;&#039;&#039; may have read...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:The_Liber_Scientia_Acroaticus-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Rules_Downloads&amp;diff=4273</id>
		<title>Rules Downloads</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Rules_Downloads&amp;diff=4273"/>
		<updated>2025-06-23T16:41:55Z</updated>

		<summary type="html">&lt;p&gt;Tealix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
These are the decks of random effects that some characters make use of.&lt;br /&gt;
&lt;br /&gt;
==== LARP Decks ====&lt;br /&gt;
Developed by Rowena and Dave P - the LARP Decks are digital versions of our originally paper randomised decks designed to reduce printing needs - these apps incorporate the default power tests in them.&lt;br /&gt;
&lt;br /&gt;
A full guide is available [https://docs.google.com/document/d/1kc39zUjLThGuRcQU5VpTyE1gDq3nKBSn-sNRqNN0Avw/edit?usp=drivesdk here]&lt;br /&gt;
&lt;br /&gt;
If you would rather not use a phone then we will continue to have decks available to print and download - if trimmed using the guide lines these should for in most standard sized card sleeves (avoid japanese sized) - the exception are ruin cards which have never been issued in paper.&lt;br /&gt;
&lt;br /&gt;
==== Ruin Decks ====&lt;br /&gt;
Ruin is a core mechanic utilised by all players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember&#039;&#039;&#039;, where an effect may cross into being uncomfortable for you as a player - you may always redraw (in the case of the digital decks) or remove those cards from the deck entirely (in the case of physical decks) as some of these can be pretty grotesque.&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/ruin-minor/index.html Digital Minor Ruin Deck]&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/ruin-major/index.html Digital Major Ruin Deck]&lt;br /&gt;
&lt;br /&gt;
Ruin decks can also be downloaded as physical decks or used for quick reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ruin - Minor.pdf||Minor Ruin]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ruin - Minor - No Back.pdf|Minor Ruin (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Major Ruin Deck is used only when told to, or when a character is at &#039;&#039;&#039;Touched by Corruption&#039;&#039;&#039; and above.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[Ruin - Major.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[Ruin - Major - No Back.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with Exorcism can Exorcise these effects, the handbook (attached) covers how to do this (you should not download this unless you have the trait).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:An Exorcists Guide to Ruin and its Cures.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Medical Complications Deck ====&lt;br /&gt;
You will need a Medical Complications Deck if you have the &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; or &#039;&#039;&#039;Medicae&#039;&#039;&#039; traits.&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/medicae/index.html Digital Medicae Deck]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Decks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Medical Complications 2022.pdf|Medical Complications]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Medical Complications 2022 No Back.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Warp Phenomena Deck ====&lt;br /&gt;
Download this if you have the Psyker trait;&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/perils/index.html Digital Warp Phenomena Deck]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Deck&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Warp Phenomena 2022.pdf|Warp Phenomena]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Warp Phenomena 2022 No Back.pdf|Warp Phenomena (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Exorcism Risk Deck ====&lt;br /&gt;
Download this if you have the Exorcism trait&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/exorcism/index.html Digital Exorcism Risk Deck]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Deck&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Exorcism Risks 2022.pdf| Exorcism Risks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Exorcism Risks 2022 No Back.pdf|Exorcism Risks (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Lore Sheets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Specialist Lore Primers ====&lt;br /&gt;
The following Lore Primers are OOC documents containing useful facts your character would know based on what Lore Specialisms they possess - we do not have these for every Specialism, we create and update these as needed.&lt;br /&gt;
&lt;br /&gt;
These files are passworded, please request them from the usual contacts;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Malleus_-_The_Soul_and_Death-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Malleus_-_Daemonology-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Books of Forbidden Lore ====&lt;br /&gt;
These are IC (i.e. non-reliable) documents on the three [[Lore &amp;amp; Investigations|Lores]] forbidden to normal Imperial Citizens - these are not kept updated by the Game Team and represent historical documents written in the past - the Lore Primers are the only maintained lore documents;&lt;br /&gt;
&lt;br /&gt;
These files are passworded, please request them from the usual contacts;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Malleus&#039;&#039;&#039; lore may have read the Liber Maleficus Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Liber Maleficus Prosperitas-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Xenos&#039;&#039;&#039; lore may have read the Malleus Barbarus Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File: Malleus Barbarus Prosperitas -protected.pdf|Malleus Barbarus Prosperitas]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Hereticus&#039;&#039;&#039; lore may have read the Igneus Proditor Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Igneus Proditor Prosperitas-protected.pdf|Igneus Proditor Prosperitas]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters who have mastered &#039;&#039;&#039;Sorcery&#039;&#039;&#039; may have read...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:The_Liber_Scientia_Acroaticus-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Rules_Downloads&amp;diff=4272</id>
		<title>Rules Downloads</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Rules_Downloads&amp;diff=4272"/>
		<updated>2025-06-23T16:41:27Z</updated>

		<summary type="html">&lt;p&gt;Tealix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
These are the decks of random effects that some characters make use of.&lt;br /&gt;
&lt;br /&gt;
==== LARP Decks ====&lt;br /&gt;
Developed by Rowena and Dave P - the LARP Decks are digital versions of our originally paper randomised decks designed to reduce printing needs - these apps incorporate the default power tests in them.&lt;br /&gt;
&lt;br /&gt;
A full guide is available [https://docs.google.com/document/d/1kc39zUjLThGuRcQU5VpTyE1gDq3nKBSn-sNRqNN0Avw/edit?usp=drivesdk here]&lt;br /&gt;
&lt;br /&gt;
If you would rather not use a phone then we will continue to have decks available to print and download - if trimmed using the guide lines these should for in most standard sized card sleeves (avoid japanese sized) - the exception are ruin cards which have never been issued in paper.&lt;br /&gt;
&lt;br /&gt;
==== Ruin Decks ====&lt;br /&gt;
Ruin is a core mechanic utilised by all players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember&#039;&#039;&#039;, where an effect may cross into being uncomfortable for you as a player - you may always redraw (in the case of the digital decks) or remove those cards from the deck entirely (in the case of physical decks) as some of these can be pretty grotesque.&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/ruin-minor/index.html Digital Minor Ruin Deck]&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/ruin-major/index.html Digital Major Ruin Deck]&lt;br /&gt;
&lt;br /&gt;
Ruin decks can also be downloaded as physical decks or used for quick reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ruin - Minor.pdf|Minor Ruin]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ruin - Minor - No Back.pdf|Minor Ruin (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Major Ruin Deck is used only when told to, or when a character is at &#039;&#039;&#039;Touched by Corruption&#039;&#039;&#039; and above.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[Ruin - Major.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[Ruin - Major - No Back.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with Exorcism can Exorcise these effects, the handbook (attached) covers how to do this (you should not download this unless you have the trait).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:An Exorcists Guide to Ruin and its Cures.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Medical Complications Deck ====&lt;br /&gt;
You will need a Medical Complications Deck if you have the &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; or &#039;&#039;&#039;Medicae&#039;&#039;&#039; traits.&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/medicae/index.html Digital Medicae Deck]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Decks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Medical Complications 2022.pdf|Medical Complications]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Medical Complications 2022 No Back.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Warp Phenomena Deck ====&lt;br /&gt;
Download this if you have the Psyker trait;&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/perils/index.html Digital Warp Phenomena Deck]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Deck&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Warp Phenomena 2022.pdf|Warp Phenomena]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Warp Phenomena 2022 No Back.pdf|Warp Phenomena (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Exorcism Risk Deck ====&lt;br /&gt;
Download this if you have the Exorcism trait&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/exorcism/index.html Digital Exorcism Risk Deck]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Deck&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Exorcism Risks 2022.pdf| Exorcism Risks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Exorcism Risks 2022 No Back.pdf|Exorcism Risks (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Lore Sheets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Specialist Lore Primers ====&lt;br /&gt;
The following Lore Primers are OOC documents containing useful facts your character would know based on what Lore Specialisms they possess - we do not have these for every Specialism, we create and update these as needed.&lt;br /&gt;
&lt;br /&gt;
These files are passworded, please request them from the usual contacts;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Malleus_-_The_Soul_and_Death-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Malleus_-_Daemonology-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Books of Forbidden Lore ====&lt;br /&gt;
These are IC (i.e. non-reliable) documents on the three [[Lore &amp;amp; Investigations|Lores]] forbidden to normal Imperial Citizens - these are not kept updated by the Game Team and represent historical documents written in the past - the Lore Primers are the only maintained lore documents;&lt;br /&gt;
&lt;br /&gt;
These files are passworded, please request them from the usual contacts;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Malleus&#039;&#039;&#039; lore may have read the Liber Maleficus Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Liber Maleficus Prosperitas-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Xenos&#039;&#039;&#039; lore may have read the Malleus Barbarus Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File: Malleus Barbarus Prosperitas -protected.pdf|Malleus Barbarus Prosperitas]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Hereticus&#039;&#039;&#039; lore may have read the Igneus Proditor Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Igneus Proditor Prosperitas-protected.pdf|Igneus Proditor Prosperitas]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters who have mastered &#039;&#039;&#039;Sorcery&#039;&#039;&#039; may have read...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:The_Liber_Scientia_Acroaticus-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Rules_Downloads&amp;diff=4271</id>
		<title>Rules Downloads</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Rules_Downloads&amp;diff=4271"/>
		<updated>2025-06-23T16:40:45Z</updated>

		<summary type="html">&lt;p&gt;Tealix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
These are the decks of random effects that some characters make use of.&lt;br /&gt;
&lt;br /&gt;
==== LARP Decks ====&lt;br /&gt;
Developed by Rowena and Dave P - the LARP Decks are digital versions of our originally paper randomised decks designed to reduce printing needs - these apps incorporate the default power tests in them.&lt;br /&gt;
&lt;br /&gt;
A full guide is available [https://docs.google.com/document/d/1kc39zUjLThGuRcQU5VpTyE1gDq3nKBSn-sNRqNN0Avw/edit?usp=drivesdk here]&lt;br /&gt;
&lt;br /&gt;
If you would rather not use a phone then we will continue to have decks available to print and download - if trimmed using the guide lines these should for in most standard sized card sleeves (avoid japanese sized) - the exception are ruin cards which have never been issued in paper.&lt;br /&gt;
&lt;br /&gt;
==== Ruin Decks ====&lt;br /&gt;
Ruin is a core mechanic utilised by all players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember&#039;&#039;&#039;, where an effect may cross into being uncomfortable for you as a player - you may always redraw (in the case of the digital decks) or remove those cards from the deck entirely (in the case of physical decks) as some of these can be pretty grotesque.&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/ruin-minor/index.html Digital Minor Ruin Deck]&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/ruin-major/index.html Digital Major Ruin Deck]&lt;br /&gt;
&lt;br /&gt;
Ruin decks can also be downloaded as physical decks or used for quick reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ruin - Minor.pdf|Minor Ruin]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ruin - Minor - No Back.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Major Ruin Deck is used only when told to, or when a character is at &#039;&#039;&#039;Touched by Corruption&#039;&#039;&#039; and above.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[Ruin - Major.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[Ruin - Major - No Back.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with Exorcism can Exorcise these effects, the handbook (attached) covers how to do this (you should not download this unless you have the trait).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:An Exorcists Guide to Ruin and its Cures.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Medical Complications Deck ====&lt;br /&gt;
You will need a Medical Complications Deck if you have the &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; or &#039;&#039;&#039;Medicae&#039;&#039;&#039; traits.&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/medicae/index.html Digital Medicae Deck]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Decks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Medical Complications 2022.pdf|Medical Complications]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Medical Complications 2022 No Back.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Warp Phenomena Deck ====&lt;br /&gt;
Download this if you have the Psyker trait;&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/perils/index.html Digital Warp Phenomena Deck]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Deck&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Warp Phenomena 2022.pdf|Warp Phenomena]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Warp Phenomena 2022 No Back.pdf|Warp Phenomena (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Exorcism Risk Deck ====&lt;br /&gt;
Download this if you have the Exorcism trait&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/exorcism/index.html Digital Exorcism Risk Deck]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Deck&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Exorcism Risks 2022.pdf| Exorcism Risks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Exorcism Risks 2022 No Back.pdf|Exorcism Risks (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Lore Sheets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Specialist Lore Primers ====&lt;br /&gt;
The following Lore Primers are OOC documents containing useful facts your character would know based on what Lore Specialisms they possess - we do not have these for every Specialism, we create and update these as needed.&lt;br /&gt;
&lt;br /&gt;
These files are passworded, please request them from the usual contacts;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Malleus_-_The_Soul_and_Death-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Malleus_-_Daemonology-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Books of Forbidden Lore ====&lt;br /&gt;
These are IC (i.e. non-reliable) documents on the three [[Lore &amp;amp; Investigations|Lores]] forbidden to normal Imperial Citizens - these are not kept updated by the Game Team and represent historical documents written in the past - the Lore Primers are the only maintained lore documents;&lt;br /&gt;
&lt;br /&gt;
These files are passworded, please request them from the usual contacts;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Malleus&#039;&#039;&#039; lore may have read the Liber Maleficus Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Liber Maleficus Prosperitas-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Xenos&#039;&#039;&#039; lore may have read the Malleus Barbarus Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File: Malleus Barbarus Prosperitas -protected.pdf|Malleus Barbarus Prosperitas]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Hereticus&#039;&#039;&#039; lore may have read the Igneus Proditor Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Igneus Proditor Prosperitas-protected.pdf|Igneus Proditor Prosperitas]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters who have mastered &#039;&#039;&#039;Sorcery&#039;&#039;&#039; may have read...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:The_Liber_Scientia_Acroaticus-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Rules_Downloads&amp;diff=4270</id>
		<title>Rules Downloads</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Rules_Downloads&amp;diff=4270"/>
		<updated>2025-06-23T16:34:42Z</updated>

		<summary type="html">&lt;p&gt;Tealix: link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
These are the decks of random effects that some characters make use of.&lt;br /&gt;
&lt;br /&gt;
==== LARP Decks ====&lt;br /&gt;
Developed by Rowena and Dave P - the LARP Decks are digital versions of our originally paper randomised decks designed to reduce printing needs - these apps incorporate the default power tests in them.&lt;br /&gt;
&lt;br /&gt;
A full guide is available [https://docs.google.com/document/d/1kc39zUjLThGuRcQU5VpTyE1gDq3nKBSn-sNRqNN0Avw/edit?usp=drivesdk here]&lt;br /&gt;
&lt;br /&gt;
If you would rather not use a phone then we will continue to have decks available to print and download - if trimmed using the guide lines these should for in most standard sized card sleeves (avoid japanese sized) - the exception are ruin cards which have never been issued in paper.&lt;br /&gt;
&lt;br /&gt;
==== Ruin Decks ====&lt;br /&gt;
Ruin is a core mechanic utilised by all players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember&#039;&#039;&#039;, where an effect may cross into being uncomfortable for you as a player - you may always redraw (in the case of the digital decks) or remove those cards from the deck entirely (in the case of physical decks) as some of these can be pretty grotesque.&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/ruin-minor/index.html Digital Minor Ruin Deck]&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/ruin-major/index.html Digital Major Ruin Deck]&lt;br /&gt;
&lt;br /&gt;
Ruin decks can also be downloaded as physical decks or used for quick reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ruin - Minor.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ruin - Minor - No Back.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Major Ruin Deck is used only when told to, or when a character is at &#039;&#039;&#039;Touched by Corruption&#039;&#039;&#039; and above.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[Ruin - Major.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[Ruin - Major - No Back.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with Exorcism can Exorcise these effects, the handbook (attached) covers how to do this (you should not download this unless you have the trait).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:An Exorcists Guide to Ruin and its Cures.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Medical Complications Deck ====&lt;br /&gt;
You will need a Medical Complications Deck if you have the &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; or &#039;&#039;&#039;Medicae&#039;&#039;&#039; traits.&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/medicae/index.html Digital Medicae Deck]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Decks&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Medical Complications 2022.pdf|Medical Complications]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Medical Complications 2022 No Back.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Warp Phenomena Deck ====&lt;br /&gt;
Download this if you have the Psyker trait;&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/perils/index.html Digital Warp Phenomena Deck]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Deck&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Warp Phenomena 2022.pdf|Warp Phenomena]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Warp Phenomena 2022 No Back.pdf|Warp Phenomena (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Exorcism Risk Deck ====&lt;br /&gt;
Download this if you have the Exorcism trait&lt;br /&gt;
&lt;br /&gt;
[https://larpdecks.net/exorcism/index.html Digital Exorcism Risk Deck]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printable Deck&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Exorcism Risks 2022.pdf| Exorcism Risks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Exorcism Risks 2022 No Back.pdf|Exorcism Risks (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Lore Sheets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Specialist Lore Primers ====&lt;br /&gt;
The following Lore Primers are OOC documents containing useful facts your character would know based on what Lore Specialisms they possess - we do not have these for every Specialism, we create and update these as needed.&lt;br /&gt;
&lt;br /&gt;
These files are passworded, please request them from the usual contacts;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Malleus_-_The_Soul_and_Death-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Malleus_-_Daemonology-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Books of Forbidden Lore ====&lt;br /&gt;
These are IC (i.e. non-reliable) documents on the three [[Lore &amp;amp; Investigations|Lores]] forbidden to normal Imperial Citizens - these are not kept updated by the Game Team and represent historical documents written in the past - the Lore Primers are the only maintained lore documents;&lt;br /&gt;
&lt;br /&gt;
These files are passworded, please request them from the usual contacts;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Malleus&#039;&#039;&#039; lore may have read the Liber Maleficus Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Liber Maleficus Prosperitas-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Xenos&#039;&#039;&#039; lore may have read the Malleus Barbarus Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File: Malleus Barbarus Prosperitas -protected.pdf|Malleus Barbarus Prosperitas]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Hereticus&#039;&#039;&#039; lore may have read the Igneus Proditor Prosperitas...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Igneus Proditor Prosperitas-protected.pdf|Igneus Proditor Prosperitas]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters who have mastered &#039;&#039;&#039;Sorcery&#039;&#039;&#039; may have read...&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:The_Liber_Scientia_Acroaticus-protected.pdf]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=House_di_Firro&amp;diff=3541</id>
		<title>House di Firro</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=House_di_Firro&amp;diff=3541"/>
		<updated>2022-10-17T14:33:49Z</updated>

		<summary type="html">&lt;p&gt;Tealix: error correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;See Also&#039;&#039;&#039;:&lt;br /&gt;
* [[The Imperial Nobility]]&lt;br /&gt;
* [[Factions_of_the_Prosperitas_Sector#Noble_Houses_in_the_Prosperitas_Sector|Noble Houses of the Prosperitas Sector]]&lt;br /&gt;
&lt;br /&gt;
The di Firro family are an ancient and prosperous Rogue Trader Household, tracing their roots back to distant Imperial history. The current head of the Household is Lady-Captain Octavia di Firro. She holds the House’s Warrant of Trade, an ancient and obscenely well-guarded document reportedly signed by Saint Malcador the Hero himself. The di Firros hold the monopoly on the prestigious [[The_Prosperitas_Sector|Sol-Prosperitas Passage]], which they notoriously won from the weakened [[House Durovera]] in a bet.&lt;br /&gt;
&lt;br /&gt;
According to legend, the founding di Firro Captain, Antonia, was an adventurer and explorer during the Great Crusade, leading the charge of one of the God-Emperor’s Expeditionary Fleets. After a series of highly successful offensive actions in the Segmentum Obscura in early M31, Antonia supposedly sent Expedition Fleet 611’s post-operational report back to Terra. The document was simultaneously so accurate in its victorious and heroic content, and so offensively worded, that Antonia and all her progeny were made fabulously wealthy, granted a Warrant of Trade, and ordered “never to darken the Segmentum Solar again”.&lt;br /&gt;
&lt;br /&gt;
The House arrived in the sector sometime around 150.M41 and made much of its wealth in the push into Subsector Secundus by the Crusade forces, building a considerable number of trading outposts along the borders of the Rimward Marches. The House prides itself on a swashbuckling, daring reputation in the image of its Founder. Younger sons and daughters are encouraged to attach themselves to whatever risky endeavours are currently afoot in the Sector, and are often found serving with [[Battlefleet Prosperitas]], as senior officers in [[Imperial Guard Regiments of the Loyal One Hundred|Guard]] regiments, or as bravos-for-hire on the outer reaches of the Tenebris subsector.&lt;br /&gt;
&lt;br /&gt;
In recent years, the House has accumulated considerable trade power and a further foothold in Subsector Secundus, under the current Head of the House, the feared Octavia di Firro. It is said that the Lady-Captain di Firro is as hard as a flint, having lost all her immediate progeny in a series of tragedies over the last few decades - most recently, the tragic death of her last remaining child, Servilia, during the [[Sector_Report_III|retaking of Polarnus]]. In judgement of the ‘inability’ of any of her extended family to assume the role of heir, in 594, Lady-Captain di Firro unexpectedly announced that she had selected a new Scion-Heir: Charon Jensch, the husband of her late eldest son Lucius.&lt;br /&gt;
&lt;br /&gt;
The House&#039;s history through the 590s was marked by turmoil during the House Wars. In [[Sector_Report_V|mid 593]] the House entered open conflict with House Majid, with House ships sparring directly over an unnamed vendetta. The conflict continued until the mysterious destruction of the Majid fleet over [[Midsummer]] in [[Sector_Report_VII|late 593]]. &lt;br /&gt;
&lt;br /&gt;
Following the seizure of the Sector Governorship by Lady-Captain Autokrator Hermione Durovera in late 593, and the revolt of [[House Vilas-Lobo]], the di Firros declined to declare for either side - preferring to cement their control over Subsector Secundus, including seizing the vital strategic agriworld of [[Kydos]]. When the Autokrator&#039;s rule was legitimised by missives from Terra, Lady-Captain Octavia avoided any open defiance, reinforcing di Firro control of vital space-lanes and building support throughout the Sector.&lt;br /&gt;
&lt;br /&gt;
By 595, the House was in a state of uneasy peace with other factions throughout the Sector.&lt;br /&gt;
&lt;br /&gt;
=== Notable Nobles of House di Firro ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady-Captain Octavia di Firro&#039;&#039;&#039; is the holder of the di Firro Warrant of Trade. Octavia di Firro is one of the oldest Rogue Traders currently active within the Prosperitas Sector and is a savage foe to any who wrong her or her family. Highly respected and feared by the other Sector Nobility, she is notably vicious and pragmatic as a Captain, and has played a large part in securing the destiny and wealth of her House. During the House conflicts of 593, Lady-Captain Octavia cemented her House’s control over Subsector Secundus and the Prosperitas Trade Spine, including seizing control of [[Kydos]] from [[House Vilas-Lobo]]. She has declined to ally clearly with either [[House Durovera]] or [[House Vilas-Lobo]] in their contest for control of the Sector.&lt;br /&gt;
&lt;br /&gt;
Lady-Captain di Firro has suffered a series of tragedies in recent years, losing all three of her adult children – Lucius, Servilia and Anoretta. This has led to her making an unusual decision, as she has no blood heirs. She has adopted Charon di Firro (né Jensch), her late son Lucius&#039; husband, as her heir-designate. Her flagship, the &#039;&#039;[[Ships of Note of the Prosperitas Sector|Exile of the Void]]&#039;&#039;, is an unnecessarily fast Orion-class star clipper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scion-Heir Charon di Firro&#039;&#039;&#039;, unexpectedly nominated heir in 594.M41, is the widower of Octavia&#039;s son Lucius. The Scion-Heir is a member of a long-serving line of the Battlefleet’s void-aristocracy and is reported to have quite the history as a Naval Officer despite his apparent youth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucius di Firro [deceased 582.M41]&#039;&#039;&#039; was Lady-Captain Octavia’s son. He attracted some scandal by eloping with a military officer in the early 550s and neglecting his duties as House heir. He wrote a renowned series of journals about his exploits across the Sector. These were collected and published as the Travel Diaries of Lucius di Firro, and they are still popular to this day with pilgrims and tourists. He died during the [[Caudica|Caudican Exterminatus]] in 582.M41, leaving the Lady-Captain in mourning for over a decade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anoretta di Firro [deceased 564.M41]&#039;&#039;&#039; was Lady-Captain Octavia’s youngest daughter. She distinguished herself fighting as part of the House Fleet in engagements against pirates at the edge of Imperial territory, and was tragically killed during a boarding action in 564.M41.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Servilia di Firro [deceased 593.M41]&#039;&#039;&#039; was Lady-Captain Octavia’s eldest daughter. She was the most recent Heir to the House until her heroic death leading civilian volunteer forces defending [[Polarnus]] from Archenemy incursion in 593.M41.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=House_di_Firro&amp;diff=3540</id>
		<title>House di Firro</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=House_di_Firro&amp;diff=3540"/>
		<updated>2022-10-17T14:32:20Z</updated>

		<summary type="html">&lt;p&gt;Tealix: error correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;See Also&#039;&#039;&#039;:&lt;br /&gt;
* [[The Imperial Nobility]]&lt;br /&gt;
* [[Factions_of_the_Prosperitas_Sector#Noble_Houses_in_the_Prosperitas_Sector|Noble Houses of the Prosperitas Sector]]&lt;br /&gt;
&lt;br /&gt;
The di Firro family are an ancient and prosperous Rogue Trader Household, tracing their roots back to distant Imperial history. The current head of the Household is Lady-Captain Octavia di Firro. She holds the House’s Warrant of Trade, an ancient and obscenely well-guarded document reportedly signed by Saint Malcador the Hero himself. The di Firros hold the monopoly on the prestigious [[The_Prosperitas_Sector|Sol-Prosperitas Passage]], which they notoriously won from the weakened [[House Durovera]] in a bet.&lt;br /&gt;
&lt;br /&gt;
According to legend, the founding di Firro Captain, Antonia, was an adventurer and explorer during the Great Crusade, leading the charge of one of the God-Emperor’s Expeditionary Fleets. After a series of highly successful offensive actions in the Segmentum Obscura in early M31, Antonia supposedly sent Expedition Fleet 611’s post-operational report back to Terra. The document was simultaneously so accurate in its victorious and heroic content, and so offensively worded, that Antonia and all her progeny were made fabulously wealthy, granted a Warrant of Trade, and ordered “never to darken the Segmentum Solar again”.&lt;br /&gt;
&lt;br /&gt;
The House arrived in the sector sometime around 150.M41 and made much of its wealth in the push into Subsector Secundus by the Crusade forces, building a considerable number of trading outposts along the borders of the Rimward Marches. The House prides itself on a swashbuckling, daring reputation in the image of its Founder. Younger sons and daughters are encouraged to attach themselves to whatever risky endeavours are currently afoot in the Sector, and are often found serving with [[Battlefleet Prosperitas]], as senior officers in [[Imperial Guard Regiments of the Loyal One Hundred|Guard]] regiments, or as bravos-for-hire on the outer reaches of the Tenebris subsector.&lt;br /&gt;
&lt;br /&gt;
In recent years, the House has accumulated considerable trade power and a further foothold in Subsector Secundus, under the current Head of the House, the feared Octavia di Firro. It is said that the Lady-Captain di Firro is as hard as a flint, having lost all her immediate progeny in a series of tragedies over the last few decades - most recently, the tragic death of her last remaining child, Servilia, during the [[Sector_Report_III|retaking of Polarnus]]. In judgement of the ‘inability’ of any of her extended family to assume the role of heir, in 594, Lady-Captain di Firro unexpectedly announced that she had selected a new Scion-Heir: Charon Jensch, the husband of her late eldest son Lucius.&lt;br /&gt;
&lt;br /&gt;
The House&#039;s history through the 590s was marked by turmoil during the House Wars. In [[Sector_Report_V|mid 593]] the House entered open conflict with House Majid, with House ships sparring directly over an unnamed vendetta. The conflict continued until the mysterious destruction of the Majid fleet over [[Midsummer]] in [[Sector_Report_VII|late 593]]. &lt;br /&gt;
&lt;br /&gt;
Following the seizure of the Sector Governorship by Lady-Captain Autokrator Hermione Durovera in late 593, and the revolt of [[House Vilas-Lobo]], the di Firros declined to declare for either side - preferring to cement their control over Subsector Secundus, including seizing the vital strategic agriworld of [[Kydos]]. When the Autokrator&#039;s rule was legitimised by missives from Terra, Lady-Captain Octavia avoided any open defiance, reinforcing di Firro control of vital space-lanes and building support throughout the Sector.&lt;br /&gt;
&lt;br /&gt;
By 595, the House was in a state of uneasy peace with other factions throughout the Sector.&lt;br /&gt;
&lt;br /&gt;
=== Notable Nobles of House di Firro ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady-Captain Octavia di Firro&#039;&#039;&#039; is the holder of the di Firro Warrant of Trade. Octavia di Firro is one of the oldest Rogue Traders currently active within the Prosperitas Sector and is a savage foe to any who wrong her or her family. Highly respected and feared by the other Sector Nobility, she is notably vicious and pragmatic as a Captain, and has played a large part in securing the destiny and wealth of her House. During the House conflicts of 593, Lady-Captain Octavia cemented her House’s control over Subsector Secundus and the Prosperitas Trade Spine, including seizing control of [[Kydos]] from [[House Vilas-Lobo]]. She has declined to ally clearly with either [[House Durovera]] or [[House Vilas-Lobo]] in their contest for control of the Sector.&lt;br /&gt;
&lt;br /&gt;
Lady-Captain di Firro has suffered a series of tragedies in recent years, losing all three of her adult children – Lucius, Servilia and Anoretta. This has led to her making an unusual decision, as she has no blood heirs. She has adopted Charon di Firro (né Jensch), her late son Lucius&#039; husband, as her heir-designate. Her flagship, the &#039;&#039;[[Ships of Note of the Prosperitas Sector|Exile of the Void]]&#039;&#039;, is an unnecessarily fast Orion-class star clipper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scion-Heir Charon di Firro&#039;&#039;&#039;, unexpectedly nominated heir in 594.M41, is the widower of Octavia&#039;s son Lucius. The Scion-Heir is a member of a long-serving line of the Battlefleet’s void-aristocracy and is reported to have quite the history as a Naval Officer despite his apparent youth. After a long delay, he made his society debut in 594.M41.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucius di Firro [deceased 582.M41]&#039;&#039;&#039; was Lady-Captain Octavia’s son. He attracted some scandal by eloping with a military officer in the early 550s and neglecting his duties as House heir. He wrote a renowned series of journals about his exploits across the Sector. These were collected and published as the Travel Diaries of Lucius di Firro, and they are still popular to this day with pilgrims and tourists. He died during the [[Caudica|Caudican Exterminatus]] in 582.M41, leaving the Lady-Captain in mourning for over a decade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anoretta di Firro [deceased 564.M41]&#039;&#039;&#039; was Lady-Captain Octavia’s youngest daughter. She distinguished herself fighting as part of the House Fleet in engagements against pirates at the edge of Imperial territory, and was tragically killed during a boarding action in 564.M41.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Servilia di Firro [deceased 593.M41]&#039;&#039;&#039; was Lady-Captain Octavia’s eldest daughter. She was the most recent Heir to the House until her heroic death leading civilian volunteer forces defending [[Polarnus]] from Archenemy incursion in 593.M41.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=House_Majid&amp;diff=3539</id>
		<title>House Majid</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=House_Majid&amp;diff=3539"/>
		<updated>2022-10-17T14:26:01Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Spelling, grammar, clarity, consistency.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;House Majid were vagabonds living beyond the sight of the Imperium before they came to the Prosperitas Sector. They bear an ancient Warrant of Trade, but had for many years been beyond the reach of the Imperium. When their ships emerged from the [[Nemean Gulf]] in 263.M41 as a rag-tag fleet, the House owned little but the weary hulls of their voidships and the clothes on their backs. For nearly three hundred years they used their void knowledge to their advantage, transforming into a house of wealth and prosperity, claiming treasures from beyond the rim and forging new trade routes for the Imperium.&lt;br /&gt;
&lt;br /&gt;
For years, the House presented itself as reputable and devout, its twin faiths of the Emperor and Omnissiah divergent but not heretical, its relationship with the Imperial faith and especially the [[Ecclesiarchy_Loyalists|Missionaria Galactica]] one of close piety. House Majid vessels operated for many years as the long-reaching arm of the [[Prosperitas Crusade]]. It was rare for a House Majid vessel to not be accompanied by a Missionary of the Imperial Faith, given that the House projects a reputation of faithful dutiful servants. &lt;br /&gt;
&lt;br /&gt;
The wealth they developed using their Warrant of Trade was extreme, and the House could be found everywhere. Known for the strict discipline with which it treated its scions, the House went to extreme lengths to ensure it presented itself better than some of the more decadent nobles of the Prosperitas Sector. House Majid’s wealth was a sign of better times for the Sector, and some believed that one day it might eventually supplant the wealth of its greatest rival [[House Durovera]]... if it were not for the sudden surge of that House&#039;s fortunes under [[Armelius Durovera]].&lt;br /&gt;
&lt;br /&gt;
=== The Fall of House Majid ===&lt;br /&gt;
&lt;br /&gt;
The House&#039;s good fortune would have continued if it were not for the trade wars of 593.M41 when [[House Vilas-Lobo]] launched a sudden and coordinated attack on the trade holdings of the House, during which several Majid trade fleet vessels were destroyed or captured. The House regrouped at its agri-world holding of [[Midsummer]] to prepare for a counterattack.&lt;br /&gt;
&lt;br /&gt;
Perhaps if the House had been permitted to regroup, it would have survived, but it was to suffer a second devastating betrayal.&lt;br /&gt;
&lt;br /&gt;
Scion Erydia Majid, of the Plentiful Bounty, had brought shame on her family, and [[Sector_Report_VII|in 593]] as the fleet was mustering above Midsummer she was summoned before Lady-Captain Khadija Majid to answer for her actions. However, rather than face her liege and accept consequences for her actions, the Scion released some form of ancient weapon upon the Majid fleet. The effect was devastating. Ship after ship was disabled, and crippled systems shutting down led to the deaths of many of the House over the few mad hours that followed.&lt;br /&gt;
&lt;br /&gt;
The House survived, but at great cost. In order just to pay to repair its ships, it had to free its Cadet-House Volkov-Majid to become the newly arisen [[House Volkov]] and grant them Midsummer. Its trajectory since that bloody day has been one of revenge: House Vilas-Lobo wounded the House, but Erydia crippled it. &lt;br /&gt;
&lt;br /&gt;
Despite this setback, it was Majid ships that aided the evacuation of [[Olethros Secunda]], with Lady-Captain Khadija spending her life defending the colony long enough to allow much of its population to be evacuated in the face of Archenemy invasion. She left her niece Amira Majid to inherit her position as Lady-Captain.&lt;br /&gt;
&lt;br /&gt;
As the close of the 5th century of the 41st Millenium draws near, House Majid is a shadow of its former self: a House on the brink of extinction. But it has survived worse, and its faith and fury fuels its drive to continue on. Lady-Captain Amira Majid is nothing if not a resourceful woman: despite the horrendous costs to herself she has survived the near-extermination of her House - and is not as young and feckless as some Scions of the House. It seems likely enough that through savage determination the House will continue, even if it returns to its roots as an itinerant Trade house. However, with the House largely spent as a power, the system of balance between the Houses has been thrown off.&lt;br /&gt;
&lt;br /&gt;
Perhaps this stubborn will to survive is more than that though, for Lady-Captain Amira has a far greater mark of shame on her than other Majid scions: the one who brought the fall of her House was her own flesh and blood, her own daughter, and that betrayal runs deeper for her then any other Scion of the House - a shame shared only by her wife.&lt;br /&gt;
&lt;br /&gt;
=== Notable Nobles of House Majid ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady-Captain Amira Majid&#039;&#039;&#039; is the current head of House Majid. She is the niece of Lady-Captain Khadija Majid, and former lead Void-Mistress of House Majid’s combat and trade protection forces. Amira was known as her aunt’s right hand when it came to void engagements until Khadija&#039;s death in 594. She is well-renowned for a storied history in the Imperial Navy, where she earned the rank of Commodore. She is known for being a ruthless woman, not afraid of the lash or the bolt-pistol when it comes to disciplining those beneath her, but she is well respected by her crews.&lt;br /&gt;
&lt;br /&gt;
Her wife &#039;&#039;&#039;Septima&#039;&#039;&#039; is known to be a gentler soul and presents outwardly as a kinder woman than her wife, though there are numerous rumours that she is just as ruthless, and her enemies often vanish before they can threaten her family. Although Lady-Captain Amira now leads House Majid, the couple bear the weight of the shame for the destruction of their House&#039;s fortune. The renegade Scion of the House, Erydia, who unleashed a techno-viral attack that devastated the entire House Majid fleet in orbit of their vassal agri world [[Midsummer]], is their own child.&lt;br /&gt;
&lt;br /&gt;
Both women have sworn to bring their child to justice. Their flagship was the Dauntless Mk II-class light cruiser &#039;&#039;Fort Briggs&#039;&#039;, one of the few ships able to escape the destruction of the House Majid fleet, but since its sacrifice at [[Olethros Secunda]] along with Lady-Captain Khadija, they have commanded the Majid flagship, the Cardinal-class heavy cruiser &#039;&#039;[[Ships of Note of the Prosperitas Sector|Torchbearer]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady-Captain Khadija Majid [deceased 594.M41]&#039;&#039;&#039; was once holder of the House Majid Warrant of Trade. Khadija was generally considered to be a warmer and easier individual to work with - a canny and careful operator who built her wealth as much on trade deals with Sector factions as she did on exploiting the Imperial frontier. However, when House Majid fortunes were utterly devastated in a betrayal by their own, she survived by sheer tenacity, and led her ships in a hunt for the renegade Scion behind the attack. Her vengeance was never achieved, as the Lady-Captain gave her life protecting refugees evacuating from the Imperial colony of [[Olethros Secunda]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scion Erydia Majid&#039;&#039;&#039;, a hunted renegade, is the daughter of Amira and Septima. She is held responsible for her aunt Khadija&#039;s betrayal and the deaths of thousands of House retainers.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=House_di_Firro&amp;diff=3538</id>
		<title>House di Firro</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=House_di_Firro&amp;diff=3538"/>
		<updated>2022-10-17T14:16:55Z</updated>

		<summary type="html">&lt;p&gt;Tealix: fixing broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;See Also&#039;&#039;&#039;:&lt;br /&gt;
* [[The Imperial Nobility]]&lt;br /&gt;
* [[Factions_of_the_Prosperitas_Sector#Noble_Houses_in_the_Prosperitas_Sector|Noble Houses of the Prosperitas Sector]]&lt;br /&gt;
&lt;br /&gt;
The di Firro family are an ancient and prosperous Rogue Trader Household, tracing their roots back to distant Imperial history. The current head of the Household is Lady-Captain Octavia di Firro. She holds the House’s Warrant of Trade, an ancient and obscenely well-guarded document reportedly signed by Saint Malcador the Hero himself. The di Firros hold the monopoly on the prestigious [[The_Prosperitas_Sector|Sol-Prosperitas Passage]], which they notoriously won from the weakened [[House Durovera]] in a bet.&lt;br /&gt;
&lt;br /&gt;
According to legend, the founding di Firro Captain, Antonia, was an adventurer and explorer during the Great Crusade, leading the charge of one of the God-Emperor’s Expeditionary Fleets. After a series of highly successful offensive actions in the Segmentum Obscura in early M31, Antonia supposedly sent Expedition Fleet 611’s post-operational report back to Terra. The document was simultaneously so accurate in its victorious and heroic content, and so offensively worded, that Antonia and all her progeny were made fabulously wealthy, granted a Warrant of Trade, and ordered “never to darken the Segmentum Solar again”.&lt;br /&gt;
&lt;br /&gt;
The House arrived in the sector sometime around 150.M41 and made much of its wealth in the push into Subsector Secundus by the Crusade forces, building a considerable number of trading outposts along the borders of the Rimward Marches. The House prides itself on a swashbuckling, daring reputation in the image of its Founder. Younger sons and daughters are encouraged to attach themselves to whatever risky endeavours are currently afoot in the Sector, and are often found serving with [[Battlefleet Prosperitas]], as senior officers in [[Imperial Guard Regiments of the Loyal One Hundred|Guard]] regiments, or as bravos-for-hire on the outer reaches of the Tenebris subsector.&lt;br /&gt;
&lt;br /&gt;
In recent years, the House has accumulated considerable trade power and a further foothold in Subsector Secundus, under the current Head of the House, the feared Octavia di Firro. It is said that the Lady-Captain di Firro is as hard as a flint, having lost all her immediate progeny in a series of tragedies over the last few decades - most recently, the tragic death of her last remaining child, Servilia, during the [[Sector_Report_III|retaking of Polarnus]]. In judgement of the ‘inability’ of any of her extended family to assume the role of heir, in 594, Lady-Captain di Firro unexpectedly announced that she had selected a new Scion-Heir: Charon Jensch, the husband of her late eldest son Lucius.&lt;br /&gt;
&lt;br /&gt;
The House&#039;s history through the 590s was marked by turmoil during the House Wars. In [[Sector_Report_V|mid 593]] the House entered open conflict with House Majid, with House ships sparring directly over an unnamed vendetta. The conflict continued until the mysterious destruction of the Majid fleet over [[Midsummer]] in [[Sector_Report_VII|late 593]]. &lt;br /&gt;
&lt;br /&gt;
Following the seizure of the Sector Governorship by Lady-Captain Autokrator Hermione Durovera in late 593, and the revolt of [[House Vilas-Lobo]], the di Firros declined to declare for either side - preferring to cement their control over Subsector Secundus, including seizing the vital strategic agriworld of [[Kydos]]. When the Autokrator&#039;s rule was legitimised by missives from Terra, Lady-Captain Octavia avoided any open defiance, reinforcing di Firro control of vital space-lanes and building support throughout the Sector.&lt;br /&gt;
&lt;br /&gt;
By 595, the House was in a state of uneasy peace with other factions throughout the Sector.&lt;br /&gt;
&lt;br /&gt;
=== Notable Nobles of House di Firro ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady-Captain Octavia di Firro&#039;&#039;&#039; is the holder of the di Firro Warrant of Trade. Octavia di Firro is one of the oldest Rogue Traders currently active within the Prosperitas Sector and is a savage foe to any who wrong her or her family. Highly respected and feared by the other Sector Nobility, she is notably vicious and pragmatic as a Captain, and has played a large part in securing the destiny and wealth of her House. During the House conflicts of 593, Lady-Captain Octavia cemented her House’s control over Subsector Secundus and the Prosperitas Trade Spine, including seizing control of [[Kydos]] from [[House Vilas-Lobo]]. She has declined to ally clearly with either [[House Durovera]] or [[House Vilas-Lobo]] in their contest for control of the Sector.&lt;br /&gt;
&lt;br /&gt;
Lady-Captain di Firro has suffered a series of tragedies in recent years, losing all three of her adult children – Lucius, Servilia and Anoretta. This has led to her making an unusual decision, as she has no blood heirs. She has adopted Charon di Firro (né Jensch), her late son Lucius&#039; husband, as her heir-designate. Her flagship, the &#039;&#039;[[Ships of Note of the Prosperitas Sector|Exile of the Void]]&#039;&#039;, is an unnecessarily fast Orion-class star clipper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scion-Heir Charon di Firro&#039;&#039;&#039;, unexpectedly nominated heir in 594.M41, is the widower of Octavia&#039;s son Lucius. The Scion-Heir is a member of a long-serving line of the Battlefleet’s void-aristocracy and is reported to have quite the history as a Naval Officer despite his apparent youth. He has yet to make a formal society debut.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucius di Firro [deceased 582.M41]&#039;&#039;&#039; was Lady-Captain Octavia’s son. He attracted some scandal by eloping with a military officer in the early 550s and neglecting his duties as House heir. He wrote a renowned series of journals about his exploits across the Sector. These were collected and published as the Travel Diaries of Lucius di Firro, and they are still popular to this day with pilgrims and tourists. He died during the [[Caudica|Caudican Exterminatus]] in 582.M41, leaving the Lady-Captain in mourning for over a decade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anoretta di Firro [deceased 564.M41]&#039;&#039;&#039; was Lady-Captain Octavia’s youngest daughter. She distinguished herself fighting as part of the House Fleet in engagements against pirates at the edge of Imperial territory, and was tragically killed during a boarding action in 564.M41.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Servilia di Firro [deceased 593.M41]&#039;&#039;&#039; was Lady-Captain Octavia’s eldest daughter. She was the most recent Heir to the House until her heroic death leading civilian volunteer forces defending [[Polarnus]] from Archenemy incursion in 593.M41.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=House_di_Firro&amp;diff=3537</id>
		<title>House di Firro</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=House_di_Firro&amp;diff=3537"/>
		<updated>2022-10-17T14:15:35Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Spelling, grammar, clarity, consistency.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;See Also&#039;&#039;&#039;:&lt;br /&gt;
* [[The Imperial Nobility]]&lt;br /&gt;
* [[Factions_of_the_Prosperitas_Sector#Noble_Houses_in_the_Prosperitas_Sector|Noble Houses of the Prosperitas Sector]]&lt;br /&gt;
&lt;br /&gt;
The di Firro family are an ancient and prosperous Rogue Trader Household, tracing their roots back to distant Imperial history. The current head of the Household is Lady-Captain Octavia di Firro. She holds the House’s Warrant of Trade, an ancient and obscenely well-guarded document reportedly signed by Saint Malcador the Hero himself. The di Firros hold the monopoly on the prestigious [[The_Prosperitas_Sector|Sol-Prosperitas Passage]], which they notoriously won from the weakened [[House Durovera]] in a bet.&lt;br /&gt;
&lt;br /&gt;
According to legend, the founding di Firro Captain, Antonia, was an adventurer and explorer during the Great Crusade, leading the charge of one of the God-Emperor’s Expeditionary Fleets. After a series of highly successful offensive actions in the Segmentum Obscura in early M31, Antonia supposedly sent Expedition Fleet 611’s post-operational report back to Terra. The document was simultaneously so accurate in its victorious and heroic content, and so offensively worded, that Antonia and all her progeny were made fabulously wealthy, granted a Warrant of Trade, and ordered “never to darken the Segmentum Solar again”.&lt;br /&gt;
&lt;br /&gt;
The House arrived in the sector sometime around 150.M41 and made much of its wealth in the push into Subsector Secundus by the Crusade forces, building a considerable number of trading outposts along the borders of the Rimward Marches. The House prides itself on a swashbuckling, daring reputation in the image of its Founder. Younger sons and daughters are encouraged to attach themselves to whatever risky endeavours are currently afoot in the Sector, and are often found serving with [[Battlefleet Prosperitas]], as senior officers in [[The_Imperial_Guard_Prosperitas|Guard]] regiments, or as bravos-for-hire on the outer reaches of the Tenebris subsector.&lt;br /&gt;
&lt;br /&gt;
In recent years, the House has accumulated considerable trade power and a further foothold in Subsector Secundus, under the current Head of the House, the feared Octavia di Firro. It is said that the Lady-Captain di Firro is as hard as a flint, having lost all her immediate progeny in a series of tragedies over the last few decades - most recently, the tragic death of her last remaining child, Servilia, during the [[Sector_Report_III|retaking of Polarnus]]. In judgement of the ‘inability’ of any of her extended family to assume the role of heir, in 594, Lady-Captain di Firro unexpectedly announced that she had selected a new Scion-Heir: Charon Jensch, the husband of her late eldest son Lucius.&lt;br /&gt;
&lt;br /&gt;
The House&#039;s history through the 590s was marked by turmoil during the House Wars. In [[Sector_Report_V|mid 593]] the House entered open conflict with House Majid, with House ships sparring directly over an unnamed vendetta. The conflict continued until the mysterious destruction of the Majid fleet over [[Midsummer]] in [[Sector_Report_VII|late 593]]. &lt;br /&gt;
&lt;br /&gt;
Following the seizure of the Sector Governorship by Lady-Captain Autokrator Hermione Durovera in late 593, and the revolt of [[House Vilas-Lobo]], the di Firros declined to declare for either side - preferring to cement their control over Subsector Secundus, including seizing the vital strategic agriworld of [[Kydos]]. When the Autokrator&#039;s rule was legitimised by missives from Terra, Lady-Captain Octavia avoided any open defiance, reinforcing di Firro control of vital space-lanes and building support throughout the Sector.&lt;br /&gt;
&lt;br /&gt;
By 595, the House was in a state of uneasy peace with other factions throughout the Sector.&lt;br /&gt;
&lt;br /&gt;
=== Notable Nobles of House di Firro ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady-Captain Octavia di Firro&#039;&#039;&#039; is the holder of the di Firro Warrant of Trade. Octavia di Firro is one of the oldest Rogue Traders currently active within the Prosperitas Sector and is a savage foe to any who wrong her or her family. Highly respected and feared by the other Sector Nobility, she is notably vicious and pragmatic as a Captain, and has played a large part in securing the destiny and wealth of her House. During the House conflicts of 593, Lady-Captain Octavia cemented her House’s control over Subsector Secundus and the Prosperitas Trade Spine, including seizing control of [[Kydos]] from [[House Vilas-Lobo]]. She has declined to ally clearly with either [[House Durovera]] or [[House Vilas-Lobo]] in their contest for control of the Sector.&lt;br /&gt;
&lt;br /&gt;
Lady-Captain di Firro has suffered a series of tragedies in recent years, losing all three of her adult children – Lucius, Servilia and Anoretta. This has led to her making an unusual decision, as she has no blood heirs. She has adopted Charon di Firro (né Jensch), her late son Lucius&#039; husband, as her heir-designate. Her flagship, the &#039;&#039;[[Ships of Note of the Prosperitas Sector|Exile of the Void]]&#039;&#039;, is an unnecessarily fast Orion-class star clipper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scion-Heir Charon di Firro&#039;&#039;&#039;, unexpectedly nominated heir in 594.M41, is the widower of Octavia&#039;s son Lucius. The Scion-Heir is a member of a long-serving line of the Battlefleet’s void-aristocracy and is reported to have quite the history as a Naval Officer despite his apparent youth. He has yet to make a formal society debut.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucius di Firro [deceased 582.M41]&#039;&#039;&#039; was Lady-Captain Octavia’s son. He attracted some scandal by eloping with a military officer in the early 550s and neglecting his duties as House heir. He wrote a renowned series of journals about his exploits across the Sector. These were collected and published as the Travel Diaries of Lucius di Firro, and they are still popular to this day with pilgrims and tourists. He died during the [[Caudica|Caudican Exterminatus]] in 582.M41, leaving the Lady-Captain in mourning for over a decade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anoretta di Firro [deceased 564.M41]&#039;&#039;&#039; was Lady-Captain Octavia’s youngest daughter. She distinguished herself fighting as part of the House Fleet in engagements against pirates at the edge of Imperial territory, and was tragically killed during a boarding action in 564.M41.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Servilia di Firro [deceased 593.M41]&#039;&#039;&#039; was Lady-Captain Octavia’s eldest daughter. She was the most recent Heir to the House until her heroic death leading civilian volunteer forces defending [[Polarnus]] from Archenemy incursion in 593.M41.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Dramatis_Personae&amp;diff=3536</id>
		<title>Prosperitas Dramatis Personae</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Prosperitas_Dramatis_Personae&amp;diff=3536"/>
		<updated>2022-10-17T14:10:07Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Spelling, grammar, clarity, consistency.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Prosperitas Sector has many notable individuals. Through deed, fortune, or blood, when someone’s name becomes something of note, it is written in Administratum records, and it is a trivial matter to discover the identity of the individual for someone of an educated nature. The following list includes those individuals, alive or recently dead, who have garnered a measure of fame within the Prosperitas Sector. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Last Updated late 597.M41&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Major Nobility ===&lt;br /&gt;
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==== [[House Durovera]] ====&lt;br /&gt;
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&#039;&#039;&#039;Lady-Captain Autokrator Hermione Durovera&#039;&#039;&#039; is the Sector Governor of the Prosperitas Sector and holder of the Durovera Warrant of Trade. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armelius Durovera&#039;&#039;&#039; was head of House Durovera and Sector Governor until his death in 594.M41.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lance Durovera&#039;&#039;&#039; is a popular hero of Commissariat propaganda holovids, widely believed to be fictional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[House di Firro]] ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady-Captain Octavia di Firro&#039;&#039;&#039; is the holder of the di Firro Warrant of Trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scion-Heir Charon di Firro&#039;&#039;&#039;, named heir in 594.M41, is the widower of Octavia&#039;s son Lucius. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucius di Firro [deceased 582.M41]&#039;&#039;&#039; was Lady-Captain Octavia’s son. He died during the [[Caudica|Caudican Exterminatus]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anoretta di Firro [deceased 564.M41]&#039;&#039;&#039; was Lady-Captain Octavia’s youngest daughter. She was killed during a boarding action against pirates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Servilia di Firro [deceased 593.M41]&#039;&#039;&#039; was Lady-Captain Octavia’s eldest daughter. She died leading civilian volunteer forces at [[Polarnus]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[House Majid]] ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady-Captain Amira Majid&#039;&#039;&#039; is the current head of House Majid with a renowned history in the [[Imperial Navy]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady Septima Majid&#039;&#039;&#039; is Amira&#039;s wife and right hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady-Captain Khadija Majid [deceased 594.M41]&#039;&#039;&#039;, previous holder of the House Majid Warrant of Trade, died defending [[Olethros Secunda]] during its evacuation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scion Erydia Majid&#039;&#039;&#039;, Amira and Septima&#039;s daughter, is a hunted renegade, held responsible for the House&#039;s fall from grace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[House Roshan-Fikran]]====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abichael Roshan-Fikran&#039;&#039;&#039; is the ageing head of House Roshan-Fikran. She has no declared heir. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[House Ruttyer]] ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Gaedren Ruttyer&#039;&#039;&#039; is Head of House Ruttyer, known throughout the Sector as ‘The Rat King’. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Governor Axelus Ruttyer&#039;&#039;&#039; is the Governor of [[Letifer Secundus]], the son of Gaedren Ruttyer and the current heir to the House.&lt;br /&gt;
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&lt;br /&gt;
==== [[House Vilas-Lobo]] ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominatus Śikārī (Si-ka-ri) Vilas-Lobo&#039;&#039;&#039; is the Master of House Vilas-Lobo. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Governor Mindinha Vilas-Lobo&#039;&#039;&#039; is the Planetary Governor of [[Bachian IV]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[House Volkov]] ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord-Governor Emrys Volkov&#039;&#039;&#039; is the hereditary “Lord of [[Midsummer]]” and head of House Volkov.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cafall Volkov&#039;&#039;&#039; is Emrys’s only surviving son and the sole heir to the House.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morwen Volkov&#039;&#039;&#039; is Emrys&#039; only daughter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boyar Angharad Volkov&#039;&#039;&#039; is Emrys’ youngest sister and commands the House&#039;s new trade fleet, often seen at the Court of the Autokrator on [[Duroverum]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boyar Bronwen Volkov,&#039;&#039;&#039; Lady of Firstlanding, is Emrys’ sister.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[House Caerlyn]] and [[House Palamyr]] ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baron Peyton Caerlyn&#039;&#039;&#039; is head of House Caerlyn and husband of Ysabella Palamyr, locked in a war with her House since the unfortunate events surrounding their betrothal earlier in the century. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baroness Ysabella Palamyr&#039;&#039;&#039; is head of House Palamyr and wife of Peyton Caerlyn. Forced to commit familicide and slaughter a number of her family compromised by malign influence, Ysabella assumed control of House Palamyr at a young age.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Navis Nobilite]] ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novator Caius Solon&#039;&#039;&#039; is head of the Navigator [[House Solon]]. Unusually, he is often found mingling among the nobility on [[Duroverum]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novator Sereaus de Sousa&#039;&#039;&#039; is the head of the Navigator [[House de Sousa]]. The family teeters on the brink of extinction after the loss of two of her children.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady Anwyeth Alil&#039;&#039;&#039; arrived at the head of a Paternovan envoy in 595.M41 and has quickly established the cadet [[House Alil-Máta]]&#039;s branch in the Prosperitas Sector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Minor_and_Former_Houses_of_the_Prosperitas_Sector|Minor and Former Nobility]] ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Governor Catal [[Minor_and_Former_Houses_of_the_Prosperitas_Sector#House Antoni|Antoni]]&#039;&#039;&#039; is the hereditary Architect-Governor of [[Gaudium]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Governor Halina [[Minor_and_Former_Houses_of_the_Prosperitas_Sector#House Chenau|Chenau]]&#039;&#039;&#039;, an elderly but plasteel-tough woman originally from [[Helaerus]], is now the Planetary Governor of [[Macharion CDXI]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Governor Alice [[Minor_and_Former_Houses_of_the_Prosperitas_Sector#House Dunkeld|Dunkeld]] [missing since 594.M41]&#039;&#039;&#039; is the Planetary Governor of [[Lerwick]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Governor Egon [[Minor_and_Former_Houses_of_the_Prosperitas_Sector#House Gaudin|Gaudin]]&#039;&#039;&#039; was the Planetary Governor of [[Butonia]] until his [[Sector_Report_X#++_Current_Affairs_++|death]] in 597.M41.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Governor Aoife [[Minor_and_Former_Houses_of_the_Prosperitas_Sector#House mac Sachairi|mac Sachairi]]&#039;&#039;&#039; is the Planetary Governor of [[Kirkcud III]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scion-Governor Amari [[Minor_and_Former_Houses_of_the_Prosperitas_Sector#House Maldigri-Durovera|Maldigri-Durovera]]&#039;&#039;&#039; is the Planetary Governor of [[Monacus]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alastair [[Minor_and_Former_Houses_of_the_Prosperitas_Sector#House Rauchstadt|Rauchstadt]]&#039;&#039;&#039; was the head of the minor but wealthy [[Minor_and_Former_Houses_of_the_Prosperitas_Sector#House Rauchstadt|House Rauchstadt]], a trading House from [[Nivalis]], until the House&#039;s disgrace and his disappearance in [[Sector_Report_X#++_Current_Affairs_++|597.M41]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Count Bhaltair Stirling&#039;&#039;&#039; is the former General of the [[Kirkcud]] PDF, promoted to leadership of the newly-raised [[Famous_Regiments_of_the_Prosperitas_Crusade#15th_Kirkcud_Foot_Regiment|15th Kirkcud Foot Regiment]] of the Imperial Guard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Governor-General Sebius [[Minor_and_Former_Houses_of_the_Prosperitas_Sector#Van Heth|Van Heth]] [deceased 594.M41]&#039;&#039;&#039; was the military Governor of [[Kydos]], killed during the Toll War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khan Damir Zoric of the Pathka&#039;&#039;&#039; is the Imperial-backed planetary ruler of the savage world of [[Morghull]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Governor Kojo [[Minor_and_Former_Houses_of_the_Prosperitas_Sector#House zu Septimian|zu Septimian]] [deceased 594.M41]&#039;&#039;&#039; was the Planetary Governor of [[Olethros Secunda]] until his death in 594.M41.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Imperial Functionaries ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Adept Jarric Octavius [deceased 593.M41]&#039;&#039;&#039; is the former master of the Prosperitas Adeptus Astra Telepathica enclave. He was [[Sector_Report_IV|executed]] by High Warden Jacinta Kreel of the Black Fleet of Prosperitas following the destruction of the Tower of the Orphan’s Wail (the primary AAT holding facility for psykers awaiting shipment to Terra).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Warden Jacinta Kreel&#039;&#039;&#039; is the current mistress of the Prosperitas Adeptus Astra Telepathica enclave. A non-psyker with extremely prejudiced views towards their population, she has overseen increasing restrictions on their freedoms throughout the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emmissarius-Palantine Sylas Derrig Soren van Boren de Toombes&#039;&#039;&#039;, Envoy First Class, Servant of the Master of the Adeptus Administratum, Scion of House Boren de Toombes, Bearer of the Voice of the Throne, is an Ambassador from the Throneworld. He [[Gazetteer_VI|arrived]] in the Sector in 595.M41 to officially invest [[Sarina Khan]] as Warmaster. He has since travelled to [[Duroverum]] to establish an &#039;Embassy&#039; of Terra on the Capital World of the Sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chancellor-Artisan Majoris Balustrade Hacknesse&#039;&#039;&#039; is an elderly and mostly deaf professor of Ecclesiastical Archaeology and de-facto ruler of [[Mazar-63]], the hollow moon that is [[House Roshan-Fikran]]’s home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[The_Prosperitas_Crusade_and_High_Command#Notable_Figures_of_the_Prosperitas_Crusade|Crusade Forces]] ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warmaster Sarina Khan&#039;&#039;&#039; is the recently-appointed Warmaster of the [[Prosperitas Crusade]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warmaster-Emeritus Dragos Ulian&#039;&#039;&#039;, the third Warmaster to hold the title, is a legendary commander who, having gone missing in the 300s.M41, recently [[Gazetteer_VII|miraculously returned]] to the Imperium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Admiral Ridea Holz&#039;&#039;&#039; is the Director of Naval Intelligence and Warmaster Khan&#039;s right hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord-General Militant Ruprecht Janus&#039;&#039;&#039; is Aide-de-Camp to the Warmaster, recently retired as a field commander.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Adora Astara&#039;&#039;&#039; is a senior commander in the Crusade and commander of the [[Cerastes Salient]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commodore Haridax Kirill&#039;&#039;&#039;, the Void Wolf, is a former pirate and commander of the [[Jaculus Salient]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vice-Admiral Rycus Frolan&#039;&#039;&#039; is an ambitious [[The Battlefleet Prosperitas|Naval]] officer and commander of the [[Hydros Salient]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Admiral Denita Chandier&#039;&#039;&#039; is Commandant and de-facto ruler of [[Polarnus Station]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonel-Doctor Giancarlo Firenze&#039;&#039;&#039; is the retired Hero of [[Persephon IV]] and a popular propaganda figure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain-General Brianna Twine [missing since 592.M41]&#039;&#039;&#039; was a senior Guard officer in the Crusade, missing since the occupation of [[Polarnus Station]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commissar Demelza Quinn&#039;&#039;&#039; is a senior Commissar and the Governor of [[St Sebastian&#039;s Redoubt]] since 597.M41.&lt;br /&gt;
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&lt;br /&gt;
=== [[Ecclesiarchy_Loyalists#Notable_Figures_of_the_Prosperitas_Ecclesiarchy|The Prosperitas Ecclesiarchy]] ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Canoness Asenath Dinah&#039;&#039;&#039; of the [[Order of His Sanguine Tears]] is the single most powerful Soror in the Prosperitas Sector, commanding the Sector’s only Convent-Garrison.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archconfessor Pietr Thrane [deceased 593.M41]&#039;&#039;&#039; was the Archconfessor of [[Duroverum]] (the highest Ecclesiastical station on that planet) until his assassination in 593.M41.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prelate Hadrian Grulge&#039;&#039;&#039; is the widower of disgraced heretic Ignatius Grulge. Officially [[Sector_Report_X#++_Judgements_of_the_Conclave_++|pardoned]] for his husband&#039;s crimes in 597.M41, he now acts as a Coordinating Chaplain for the [[Fidelis Militia]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archdeacon Ingrid Dunkeld [missing since 594.M41]&#039;&#039;&#039; was the head of the [[Ecclesiarchy]] on [[Lerwick]] and wife of Alice, the Planetary Governor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Adeptus Mechanicus]] ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The_Mechanicus_Priesthood_of_Ferraeus#Notable_Priests_of_Ferraeus|Archmagos Myrioi-513]]&#039;&#039;&#039; is the Fabricator-General of [[Ferraeus]], and is a truly immense augmented being with little flesh remaining upon their bones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The_Mechanicus_Priesthood_of_Ferraeus#Notable_Priests_of_Ferraeus|Chief Princeps Leks Koenig]]&#039;&#039;&#039; leads the [[Legio Ferraeus]] Titan Legion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The_Mechanicus_Priesthood_of_Castellum#Notable_Priests_of_Castellum|Fabricator-General Every-Simply-Connected-Closed-Three-Manifold-Is-Homeomorphic-To-The-Three-Sphere Lockwood]]&#039;&#039;&#039; is the Fabricator-General of [[Castellum]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The_Mechanicus_Priesthood_of_Castellum#Notable_Priests_of_Castellum|Fabricator-Locum Continuity-For-All-Delta-There-Exists-Some-Epsilon-Such-That-If-Y-Lies-Within-Epsilon-Of-X-Then-F-Of-Y-Lies-Within-Delta-Of-F-Of-X Witherick]]&#039;&#039;&#039; is &amp;quot;Three&amp;quot; Lockwood&#039;s deputy in running [[Castellum]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The_Mechanicus_Priesthood_of_Naximus_Prime#Notable_Priests_of_Naximus|Magos Secutor-Navpati Amytis-yâzdah]]&#039;&#039;&#039; is the commander of the war fleet of [[Naximus Prime]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The_Mechanicus_Priesthood_of_Naximus_Prime#Notable_Priests_of_Naximus|Aspbed-Princeps Setareh Korrami]]&#039;&#039;&#039; currently leads the [[Naximus|Naximan]]-aligned Titan [[Demi-Legio Custodii Incudatem]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The_Knight_Houses_of_Anaximund#House_Qureshi|Satrap-Princeps Lalah Qureshi]]&#039;&#039;&#039; of [[Anaximund Alpha]] is the leader of House Qureshi and hereditary ruler of [[Anaximund Alpha]].&lt;br /&gt;
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&lt;br /&gt;
=== [[The_Adeptus_Arbites_in_the_Prosperitas_Sector#Notables_Arbiters_of_the_Prosperitas_Sector|Adeptus Arbites]] ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provost-Marshal Sammias Carrick&#039;&#039;&#039; is the current commander of the Arbites in the Prosperitas Sector. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High-Marshal Kemal Jabez&#039;&#039;&#039; is responsible for the policing of [[Subsector Primus]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady-Marshal Adjoah Sparksmith&#039;&#039;&#039; is responsible for the policing of [[Subsector Secundus]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord-Marshal Lask Yusuf&#039;&#039;&#039; is responsible for the policing of [[Subsector Tertius]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marshal-Protector Drusilla Vox&#039;&#039;&#039; is a [[Merewald|Merewaldian]] senior Arbiter and author of the &amp;quot;Vox Doctrine&amp;quot;, an Arbites philosophy which favours brutal suppression of the native [[Annwfyn]] and [[Ruwwad]] populations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Marshal Teneros Virellian-Volkov&#039;&#039;&#039; is the Planetary Marshal of Nivalis, and responsible for the &amp;quot;Virellian Doctrine&amp;quot; which proposes resolving conflicts with native Prosperitan ethnic groups with a minimum of violence.&lt;br /&gt;
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&lt;br /&gt;
=== [[The_Prosperitas_Conclave#Inquisitors_of_the_Ordos_Prosperitas|Inquisitors and Servants of the Ordos Prosperitas]] ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord-Inquisitor Hektor Aetós of the Ordo Malleus&#039;&#039;&#039; arrived in the Prosperitas Sector in 595.M41 to enforce the will of Terra on the Ordos Prosperitas. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady-Inquisitor Halcyona Duplesis of the Ordo Xenos&#039;&#039;&#039; is an enigmatic woman who has served the Prosperitas Sector for many years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inquisitor-Militant Corvinus of the Ordo Hereticus&#039;&#039;&#039; is the Inquisition&#039;s official mouthpiece with Crusade High Command, in his role as the Inquisitor-Militant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord-Inquisitor Darius Nasser of the Ordo Malleus&#039;&#039;&#039; is a reclusive Inquisitor always seen in a mask and green robes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inquisitor Inanna Zahid of the Ordo Hereticus&#039;&#039;&#039; is partly responsible for the Ordos Prosperitas&#039; successful campaign against the Heresiarch, Ignatius Grulge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inquisitor Jean-Luc Valtrois of the Ordo Astartes&#039;&#039;&#039; is a newcomer to the Sector, here following sightings of mysterious Astartes-like individuals on Crusade fronts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inquisitor Rilke Haslinger of the Ordo Malleus&#039;&#039;&#039; is an ancient, heavily scarred woman, universally disliked by her peers.&lt;br /&gt;
&lt;br /&gt;
==== Servants of the Inquisition ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interrogator Argento Vern&#039;&#039;&#039; is the Herald of the Conclave and responsible for delivering its proclamations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magos Bring-the-Machine-Spirit-To-Rest-and-Then-Arouse-It-Once-More&#039;&#039;&#039; is the senior Machine-Adept to the Inquisitiorial Conclave of the Prosperitas Sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjutant-Intelligencer Mordecai Nalen&#039;&#039;&#039; is a former Inquisitor stripped of his rank, who is now serving the Prosperitas Conclave as an intelligencer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Threats_of_the_Prosperitas_Sector#Foes_of_the_Ordos_Prosperitas|Foes of the Imperium]] ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ignatius Grulge&#039;&#039;&#039; was the former Cardinal of the Sector. He led the [[Temple]] Uprising, was unmasked and excommunicated in 593, and was [[Sector_Report_X|officially executed]] in 597.M41.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Former Inquisitor Alexandros Voss&#039;&#039;&#039; is the previous Inquisitor-Militant of the Conclave. He was exposed as a traitor and declared Excommunicate Traitoris in 593.M41. He remains at large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharre Ajax&#039;&#039;&#039; is the leader of the [[Rising Flame]]. He escaped Imperial custody in 593.M41 and is still at large. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herforingi Arnkatla Tain and Greppur Tain&#039;&#039;&#039; are the Archenemy warleaders of the [[The_Archenemy#The_Eye-Tribes|Ættin Heima]] tribes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gazbag&#039;&#039;&#039;, Prophet of the Twin Sunz, was the leader-beast of Ork Waagh! that ravaged [[Persephon]] until its disappearance in 594.M41.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armelius Durovera&#039;&#039;&#039; was the former Head of House Durovera and Sector Governor. Secret records held only by the Inquisition show that he was replaced by a shape-changing Warp entity in 586.M41. This entity was finally banished in 594.M41.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=The_Ecclesiarchy_Sects_of_the_Prosperitas_Sector&amp;diff=3468</id>
		<title>The Ecclesiarchy Sects of the Prosperitas Sector</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=The_Ecclesiarchy_Sects_of_the_Prosperitas_Sector&amp;diff=3468"/>
		<updated>2022-10-16T15:03:45Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See Also:&lt;br /&gt;
* [[The Ecclesiarchy]] - an overview&lt;br /&gt;
* [[The Imperial Faith]]&lt;br /&gt;
* [[The Order of His Sanguine Tears]]&lt;br /&gt;
* [[Death Cults of the Prosperitas Sector]]&lt;br /&gt;
* [[The Fidelis Militia]]&lt;br /&gt;
&lt;br /&gt;
The Loyal Ecclesiarchy of the Prosperitas Sector are recovering from a bloody internal struggle fought against the heretical [[Temple of the Saviour Emperor]]. Under the leadership of the now-executed heretic Ignatius [[Grulge]], the Temple split the Ecclesiarchy of the Sector in two and challenged its dominance of the soul of the Sector from 594-597.M41. With the Heresiarch defeated, the loyal Ecclesiarchy are trying to regather the splintered Faithful and deal with the remnant Temple and [[Fidelis Templar]] forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Loyal Priesthood===&lt;br /&gt;
&lt;br /&gt;
Priests in the Prosperitas Sector are not unused to having their loyalties tested. Before the coming of Cardinal Grulge the Priests of the Prosperitas Sector were fragmented; central rule by an Arch-Confessor on [[Nivalis]] was weak and many sects and planetary priesthoods were used to governing themselves. Grulge&#039;s arrival in the Prosperitas Sector marked a change in this as religious clamp-downs were initiated by the more tyrannical Cardinal as he sought to consolidate his power over them. He brought unity, many agreed, but his restrictions on religious freedoms were a stranglehold. It was dangerous for a long time for divergent sects to practice their beliefs openly; in hindsight, this grew the seeds of the proscribed beliefs of the Temple. &lt;br /&gt;
&lt;br /&gt;
In some ways this has ensured that those loyal Priests and Sects that survived the Temple Uprising are the most canny and strong-willed examples of their kind.&lt;br /&gt;
&lt;br /&gt;
The term &amp;quot;Loyalist&amp;quot; for the Sector Ecclesiarchy arose in 594.M41, when the &#039;&#039;&#039;Ecclesiastic Conclave of [[Agrial]]&#039;&#039;&#039; formed to denounce Grulge and present a writ of excommunication against the renegade Cardinal. Properly speaking, with the fall of the Temple, there is no &amp;quot;Loyalist&amp;quot; - there is only the Ecclesiarchy; but the term is still widely used by those wishing to distinguish them from the Temple&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
In the wake of Grulge&#039;s defeat, Ecclesiarchy leadership is divided. On one side, the &#039;&#039;&#039;Ecclesiastic Conclave of Gaudium&#039;&#039;&#039; formed from the myriad temples on [[Gaudium]] as the Hive World slowly began to drag itself back towards prominence in the eyes of the Ecclesiarchy despite the overpopulation and grime that saw it lose the attention of pilgrims. Meanwhile, the [[Order of His Sanguine Tears]] represent the most potent leadership and allies that the Loyalists can call upon.&lt;br /&gt;
&lt;br /&gt;
==== The War for the Soul of Prosperitas ====&lt;br /&gt;
&lt;br /&gt;
It is an ugly and ill-kept secret that the majority of Priests across the Sector swore loyalty to the Temple of the Saviour Emperor during Grulge&#039;s brief but divisive rule. Opinion is divided on how precisely to deal with those who committed the crime of following the Heresiarch&#039;s beliefs - especially those who have now recanted their views and pledge to loyally follow the Ecclesiarchy.  While the Ordo Hereticus purged Templars from posts in the great Imperial institutions, the Temple briefly held considerable power on many of the besieged worlds of Subsector Secundus where its Fidelis Templar were - and are often still - the first line of defence alongside their PDF forces. Many worlds accepted the tyranny of the Apostate Cardinal in exchange for his protection and were hesitant to demonstrate their duties to the Ecclesiarchy by acting against him; opinion is divided on what penalties should be levied for this collaboration. If all those who cooperated with Grulge were purged, some murmur, there would be precious little Ecclesiarchy left in the sector.&lt;br /&gt;
&lt;br /&gt;
=== Loyalist Sects of the Prosperitas Sector ===&lt;br /&gt;
&lt;br /&gt;
As it has grown and interacted with other cultures around the Imperium, so, too, has the Ecclesiarchy spawned sects and factions that practice divergent strains of belief to the core one. Many of these are purged for Heresy, should they be found to deviate in an unacceptable manner. Still, there are those who are seen to have some value to their continued existence, and are preserved and kept as part of the greater Ecclesiarchy.The Prosperitas Sector is no exception, and a myriad of minor sects call the region home.&lt;br /&gt;
&lt;br /&gt;
==== Nongentists ====&lt;br /&gt;
&lt;br /&gt;
Priest who come from both the Imperial Cult and the [[Machine Cult|Cult of Mars]] and seek to unify both faiths, Nongentists follow the teachings of [[The_Imperial_Faith#The_Saints|Saint Nongentae of Ferraeus]] who straddled the two faiths and was canonised for her loyalty to the God-Emperor and part in the construction of the Great Cathedrals of Nivalis. A fusion of both Cults, the Nongentists are an anomaly - they are favoured greatly by the Loyalist Priesthood because their technical skills are of great aid given the traditional friction with the machine cult, but their loyalties to Mars and obsessions with bionic modification (each member of the sect strives to be in perfect balance a hybrid of exactly 50% organic/machine) and their somewhat deviant fusion of Mechanicus designs and Ecclesiastical religious art do upset more traditionalist priests of both cults.&lt;br /&gt;
&lt;br /&gt;
To make matters more complicated the Nongentists have been known to educate those of the Imperial Faith in the mysteries of technology, inducting them into the Machine Cult in contradiction of the oaths of Tech-Priests to Mars and Priests of the Imperial Cult to the Ecclesiarchy. This strange fusion sect, who have appeared on many worlds since the breaking of loyalties with Cardinal Grulge, originates from [[Ferraeus]] and might well have been stamped out by other Priests there due to their unacceptably emotive faith compared to the machine-like ordered society promoted by the Machine Cult, singing loud hymns as they work. But their fanatical efficiency compensates for whatever upset their deviation from the norm occurs.&lt;br /&gt;
&lt;br /&gt;
In truth Priests of both cults treat the Nongentists with a degree of amusement and interest, seeing them as a potential template for cooperation rather than the traditional hostility between the two cults at best, and amusing contradiction at worst.&lt;br /&gt;
&lt;br /&gt;
==== The Redemption ====&lt;br /&gt;
The Redemption is an ultra-fanatical sect within the Imperial Cult, thought it is largely divorced from the guidance of the Ecclesiarchy. This violent cult was imported in the holds of Imperial colony ships bound from Segementum Solar and has holdouts across the Imperium. Its initiates dehumanise themselves, wearing masks and hoods to hide their faces, an act they believe turns them into ‘weapons’ of the faith. Dressed in red robes the shade of blood and fire, Redemptionists believe that the only redemption from sin is death, and their rampages against perceived ‘sinners’ more often than not consume innocent lives. &lt;br /&gt;
&lt;br /&gt;
While the Ecclesiarchy admires virtues of fanaticism, xenophobia and hatred, the Redemption of the Prosperitas Sector is often uncontrollable. It shows little respect to the leadership of the Ecclesiarchy and the Imperium, and is just as likely to turn its acts of violence on them as it is on the enemies of the Imperium. To this end, the Cult is largely outlawed on most planets in the sector and suppressed by Ecclesiarchy and [[Adeptus Arbites]] alike.&lt;br /&gt;
&lt;br /&gt;
Despite this, the Redemption&#039;s general distrust of the social order has kept it largely free of the influence of Cardinal Grulge and while Ecclesiarchy Loyalists have as many issues with the Redemption as the Temple, it serves to provide them with a useful hoard of fanatics who are violently opposed to Grulges tyranny and decadence.&lt;br /&gt;
&lt;br /&gt;
==== The Qawm&#039;Aljibal ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Main Article: [[History of Nivalis]] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the ancient shrine-world of [[Nivalis]], the native [[Ruwwad]] population have practiced worship of a figure they associated with the [[God-Emperor]] for generations before the coming of the Prosperitas Crusade. The ancient shrines of Nivalis are home to a sect which honours the twin disciplines of hunting and healing, finding both to be sacred practices. It has been declared orthodox by the Sector Ecclesiarchy, despite its unusual roots. &lt;br /&gt;
&lt;br /&gt;
==== The Raivan Sun-Cult ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Raivans#Raivan_Culture|Raivan Culture]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The religious practices the [[Raivan]] worship of the God Emperor evolved separate to the challenges that have faced the Imperial Cult through its long and tumultuous history. Unchanged for millennia, the Raivan religion is a rare example of elements of the &#039;original&#039; Imperial faith, though it has evolved entirely along its own lines. Solar worship is central to the aspect of the Imperial Cult found on [[Shadowglow]]. The world sees light one standard Terran daily cycle once every ten years, and a huge amount of focus is placed onto that day. &lt;br /&gt;
&lt;br /&gt;
==== The Gearwrights ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[The Gearwrights]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uncomfortably not yet officially recognised by the Sector Ecclesiarchy, the Gearwrights are neverthless an increasingly popular Sect found across the Sector since their refugee origins fleeing their home planet of [[Olethros Secunda]]. They devote their worship to their &#039;Saint&#039; [[Saints|Callum Gearwright]], who they claim to have been miraculously returned to life by the will of the God-Emperor. Relentlessly persecuted during the Temple Uprising, the Gearwrights are now to be found across the Sector, and have been particularly active in the restoration of [[Nivalis]] after its bloody civil conflict drew to a close in 597.M41.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Notable Figures of the Prosperitas Ecclesiarchy ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Canoness Asenath Dinah&#039;&#039;&#039; is the single most powerful Soror in the Prosperitas Sector, commanding the Sector’s only Convent-Garrison on [[Nivalis]]. , and having been newly-created as the Head of the [[Order of His Sanguine Tears]]. She is a grizzled, veteran Soror who has lost much in the line of duty, and is more heavily augmented then some lesser members of the [[Machine Cult]]. Initially an ally of Cardinal-Emissarius Grulge, the [[Order of His Sanguine Tears]] was responsible for stabilizing Nivalis and enforcing the Cardinal’s iron rule until his attempted purge of his opponents in the Ecclesiarchy in 593.M41 where she interposed her Sorors between his [[Fidelis Militia]] and his foes in the Priesthood. Since the unmasking of the Cardinal as a heretic, the Canoness and her order have taken rites of penitence in shame for their part in the rise of the so-called Heresiarch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archconfessor Pietr Thrane [deceased 593.M41]&#039;&#039;&#039; was the Archconfessor of [[Duroverum]] (the highest Ecclesiastical station on that planet). Thrane was the leader of a moderate faction within the [[Ecclesiarchy]] opposed to Cardinal-Emissarius Grulge until his assassination in 593.M41. Initially his death was blamed on non-Imperial elements; however, subsequently, Cardinal Grulge was accused of masterminding it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archdeacon Ingrid Dunkeld [missing since 594.M41]&#039;&#039;&#039; is head of the [[Ecclesiarchy]] on [[Lerwick]] and wife of Alice, the Planetary Governor. Known for being a friendly, bubbly personality, who sits neatly within the orthodox factions of the Ecclesiarchy, Ingrid is more charming then her wife, relying more on convincing others to her way of thinking than using threats. Since the [[Rising Flame]] uprising and [[Archenemy]] invasion in 594.M41, Ingrid Dunkeld has not been seen in public and is believed to have gone into hiding as-yet untraced by Imperial forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prelate Hadrian Grulge&#039;&#039;&#039; is the widower of disgraced heretic Ignatius Grulge. Officially [[Sector_Report_X#++_Judgements_of_the_Conclave_++|pardoned]] for his husband&#039;s crimes in 597.M41, he now acts as a Coordinating Chaplain for the [[Fidelis Militia]].&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Professional_Traits&amp;diff=3466</id>
		<title>Professional Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Professional_Traits&amp;diff=3466"/>
		<updated>2022-10-16T15:03:00Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Medicae ===&lt;br /&gt;
Medicae are trained in providing battlefield aid to casualties rather than the neat and precise work of a Chirugeon operating in a medbay or operating theatre - they are the Field Medics and Chop-Docs of the Imperium specialised in the rapid treatment of casualties on the battlefield or on the streets.&lt;br /&gt;
 &lt;br /&gt;
See the [[Medical Treatment]] section for full details on how to use this trait&lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
A Medicae can;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Opia&#039;&#039;&#039;: A Medicae can expend a supply to give a patient Opia allowing them to roleplay being quiet and sedated while treating complications.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Coag&#039;&#039;&#039;: A Medicae can expend a supply to spend 5s to give a patient Coag which causes their bleed count to cease until they can receive Triage at the cost of any Triage check on them automatically failing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battlefield Medic&#039;&#039;&#039;: Perform First Aid on a Bloodied character with one hand allowing them to pause the bleed count of two casualties rather than one, or to pause it on one while using a 1-handed weapon in their free hand.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Prep for Movement&#039;&#039;&#039;: Move a Bloodied character they are performing First Aid on.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medicae Auspex:&#039;&#039;&#039; You may use the call Scan on your current patient, at up to arm’s length from your Auspex, at will. You may call Scan at vocal range once before needing to Recuperate and appease the machine spirit - you may only scan for keywords in the [Chems] or [Lifesigns] categories.&lt;br /&gt;
* Physrep Requirement: An Auspex must be physrepped by a handheld scanner, or a obvious bionic eye/worn eyepiece.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Treat Wounds&#039;&#039;&#039;: Perform Triage with 30s of Medical roleplay.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medicae Training&#039;&#039;&#039;: Treat Complications that have the Medicae Intervention or Quick Fix solutions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Chirurgeon ===&lt;br /&gt;
Chirurgeons are medical professionals who are trained to work in operating theatres and medical bays rather than having a battlefield role - in the Inquisition they do not solely fulfil the role of healers and carers but sometimes are called on to carry out autopsies and detailed medical examinations.&lt;br /&gt;
 &lt;br /&gt;
See the [[Medical Treatment]] section for full details on how to use this trait&lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
 &lt;br /&gt;
You gain the &#039;&#039;&#039;[[Lore|Biologis]]&#039;&#039;&#039; discipline and &#039;&#039;&#039;may select one Specialism&#039;&#039;&#039; in it.&lt;br /&gt;
&lt;br /&gt;
Chirurgeons can;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Opia&#039;&#039;&#039;: A Chirurgeon can expend a supply to give a patient Opia allowing them to roleplay being quiet and sedated while treating complications.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stimms&#039;&#039;&#039;: A Chirurgeon can expend a supply to spend 5s to give a patient Stimms allowing the Chirugeon to call Get it Together on them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Coag&#039;&#039;&#039;: A Chirurgeon can expend a supply to spend 5s to give a patient Coag which causes their bleed count to cease until they can receive Triage at the cost of any Triage check on them automatically failing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Torpor&#039;&#039;&#039;: A Chirurgeon can expend a supply to dose a patient with Torpor suppressing (but not removing) the Shaken condition or a Madness effect until they have Recuperated.  On a Psyker this prevents them using their powers until they have Recuperated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Treat Wounds&#039;&#039;&#039;: Perform Triage with 30s of Medical roleplay.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Diagnose&#039;&#039;&#039;: With 60s medical roleplay examining a character you can identify any physical ailments, such as diseases, physical mutations, poisoning and other similar conditions. This does not allow you to identify mental or spiritual ailments such as those from madness and corruption.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chirurgeon Training&#039;&#039;&#039;: Treat Complications that have the Medicae Intervention or Quick Fix solutions and if in a Medbay treat cards with Proper Procedures.&lt;br /&gt;
&lt;br /&gt;
* After speaking with the Game Team perform other medical procedures with access to a Medbay including but not limited to; Installation of bionics (with the aid of a Tech-Priest), Conducting Autopsies.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Chirurgeon-General ===&lt;br /&gt;
(Requires: Medicae and Chirurgeon)&lt;br /&gt;
There are those who ascend the ranks of the medical profession within their service to the Imperium and Inquisition who represent years of work with their hands deep in blood and gore in order to perfect their art. These uncompromising individuals are leaders amongst the Chirugeons and Medicae of the Inquisition, tyrants of the medbay with experience coordinating medical teams in the medbay and on the field.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medical Team Leader&#039;&#039;&#039;: When coordinating a team of 1-2 other individuals with the &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirurgeon&#039;&#039;&#039; traits you may, by roleplaying coordinating your team, reduce the time needed for Triage to 15s - in addition should one of your team fail a Medicae check they may Draw Two Complications and pick the one they wish to deal with.&lt;br /&gt;
** &#039;&#039;&#039;Note&#039;&#039;&#039;: You do not have to perform triage, just instruct the members of your team, allowing you to protect them while they work. You do not need a free hand to use this ability and may engage in combat while using it (though you must roleplay directing your team by e.g. shouting instructions).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;I’m not losing this one!&#039;&#039;&#039;: &#039;&#039;&#039;Once per event&#039;&#039;&#039; if you are able to get to a character who has &#039;&#039;&#039;Died&#039;&#039;&#039; or &#039;&#039;&#039;Lost a Fate Point&#039;&#039;&#039; within 60s of them bleeding out you may inject them with a powerful stimulant or use a defibrillator to restart their heart.  You may use &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on them and inform them that that Fate point was not spent. &#039;&#039;&#039;If this character was on their last fate point then they are on half endurance for the remainder of the event.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Alchemist ===&lt;br /&gt;
Alchemistry represents the arcane sciences that exist within the Imperium for the brewing of chems, toxins and other potent concoctions of chemicals used by the Imperium. These talents are found all over the Sector, both legitimately in the various Chem-Guilds and places of Imperial research, but also amongst Crims and other Underworlders who use it for less legitimate means.&lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Chem-Fixer&#039;&#039;&#039;: You may expend a supply to do any of the following effects. Alternatively, you may give a chem to another character and instruct them in its use so they can use it on your behalf but may only instruct one character at a time.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Opia&#039;&#039;&#039;: Give a patient Opia allowing them to roleplay being quiet and sedated while treating complications.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stimms&#039;&#039;&#039;: Spend 5s to give a patient Stimms allowing the user to call Get it Together on them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Coag&#039;&#039;&#039;: Spend 5s to give a patient Coag which causes their bleed count to cease until they can receive Triage at the cost of any Triage check on them automatically failing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Torpor&#039;&#039;&#039;: Spend 5s to dose a patient with Torpor suppressing (but not removing) the Shaken condition or a Madness effect until they have Recuperated.  On a Psyker this prevents them using their powers until they have Recuperated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slaught&#039;&#039;&#039;: Give someone Slaught. This is injected when they become Bloodied. They may continue to move, attack and make calls in a frenzied rage for 10s before falling to the ground as normal, any melee blows during this time may call Rend. They cannot benefit from Get it Together and Triage Checks on them automatically fail. Their Bleed Count continues while they are on their feet for 10s.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mortalitas&#039;&#039;&#039;: You may coat a single melee weapon with a blade-venom allowing it to call up to 3 calls of Weaken.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hallucinogen&#039;&#039;&#039;: If you can trick an NPC into imbibing this you may use the call “Would you kindly? Hallucinate…” followed by a hallucination of your choice, this cannot be used to ‘command’ the user to do an action (such as see allies as foes).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Auctore Mortis&#039;&#039;&#039;: If you trick an NPC into imbibing this you may inform a ref - on non-augmented individuals this often causes a slow and painful death.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Imbibed Poisons&#039;&#039;&#039;: The nature of &#039;&#039;&#039;Auctore Mortis&#039;&#039;&#039; and &#039;&#039;&#039;Hallucinogen&#039;&#039;&#039; is that they degrade quickly once exposed to air, in order to gain this effect you must get your target to willingly imbibe food or liquid that you have personally handed to them moments after roleplaying tampering with it or to shake their hand if you have palmed some kind of delivery medium that they should be able to feel in your hand (such as a large coin-shaped object). You cannot leave items lying around poisoned, the chem breaks down in a matter of seconds.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Something from nothing&#039;&#039;&#039;: If you have no &#039;&#039;&#039;Mission Supplies&#039;&#039;&#039; remaining you can spend around two to three minutes gathering ingredients from your surrounding environment to allow you to do up to two Alchemistry effects - you may not then use this again until after you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experimental Alchemistry&#039;&#039;&#039;: You may inform the Game Team you wish to create a chem not represented above. You must hand a written description of what you are trying to achieve to a member of the Game Team it will be considered and you will get an answer as to whether it is possible and the cost required to create it - you may submit this before an event.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Once an Alchemist has successfully created a chem then they know the time, effort and components needed to replicate it again. As a general rule we will not approve any chems that are more powerful than the above effects such as granting immunities to certain calls.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Verispex ===&lt;br /&gt;
Verispex training is most commonly found in the Adeptus Arbites, where forensic experts investigate, discover and dissect every secret a crime scene – or criminal – has to offer. The Bounty Hunter Guilds of the Prosperitas Sector also frequently retain individuals with these skills, as does the Inquisition itself.&lt;br /&gt;
 &lt;br /&gt;
You gain the &#039;&#039;&#039;[[Lore|Arbites]]&#039;&#039;&#039; discipline and may select &#039;&#039;&#039;one&#039;&#039;&#039; specialism in it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Auspex&#039;&#039;&#039;: You may use the &#039;&#039;&#039;[[Scanning (Auspexes &amp;amp; Other Scanners)|Scan]]&#039;&#039;&#039; call at up to arm’s length from your Auspex by calling a specific target, at will. You may call &#039;&#039;&#039;Scan&#039;&#039;&#039; once at vocal range before needing to &#039;&#039;&#039;Recuperate&#039;&#039;&#039; and appease the machine spirit.&lt;br /&gt;
** &#039;&#039;&#039;Physrep Requirement&#039;&#039;&#039;: You must have a handheld auspex physrep or bionic eyepiece.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve walked the streets:&#039;&#039;&#039; You have years of investigative experience, after a period studying a clue that you lack an appropriate lore or trait to read the associated clue card of - you may read it. This ability cannot be used again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* You gain hints for finding hidden clues, this is detailed in the [[Investigations|Investigations]] rules.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Explicator ===&lt;br /&gt;
You have been trained in the arts of interrogation and torture, either by some sinister organization, the Adeptus Arbites’ Chasteners, or the specialists of the Inquisition. You are armed with tools and a knowledge of the mind and body, and how to break both to get the answers you want.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;  Please ensure that someone is &#039;&#039;ok&#039;&#039; with roleplaying out torture before you start working on them, if they are not then you can take them to an area where you are out of sight, and drop OC ask what questions you wish without simulating torture.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chastener&#039;&#039;&#039;: After 30s of roleplaying the interrogation of a captive character you may call “&#039;&#039;&#039;Would you kindly?&#039;&#039;&#039;” followed by a single request for information on a topic you want answers on, you can only use this call to compel information not force behaviours. You may do this up to five times after which you must Recuperate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Relentless&#039;&#039;&#039;: You may spend a point of &#039;&#039;&#039;Willpower&#039;&#039;&#039; call &#039;&#039;&#039;Rend&#039;&#039;&#039; on a captive character who you have already spent 30s interrogating to call “&#039;&#039;&#039;Would you kindly?&#039;&#039;&#039;” with the same restrictions - be aware some NPCs are less tough then PCs and will &#039;&#039;die&#039;&#039; if reduced to &#039;&#039;&#039;Bloodied&#039;&#039;&#039; by Rend. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Scribe ===&lt;br /&gt;
Found amongst the dusty tomes and scrolls of the Imperium, Scribes are commonplace enough individuals, afforded an education either by wealth or through the sponsorship of organisations such as the Adeptus Administratum, the Ecclesiarchy, and amongst the forbidden libraries of the Inquisition itself.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain two [[lore]] disciplines from the choice of &#039;&#039;&#039;Malleus, Xenos, Hereticus, Arbites, Biologis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Specialist Studies&#039;&#039;&#039;: You gain four specialisms to choose from any lore you possess.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Exhorter ===&lt;br /&gt;
Exhorters are natural leaders, a trained commander or a charismatic force of nature: no matter where they come from they serve as the soul of their retinues, cajoling, rallying or ordering their comrades to keep fighting when they are at the point of giving up.&lt;br /&gt;
&lt;br /&gt;
You gain the following abilities; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;There’s No Need For All This Bleeding&#039;&#039;&#039;: You can rouse even the most injured soul to fight through their pain - you may use the cue Get It Together up to twice. This may not be used on yourself. This ability cannot be used again until you Recuperate. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Let His Name Bolster Your Will&#039;&#039;&#039;: You can use your understanding and insight into the fears hidden in the human heart. This allows you to use your words and actions to calm the minds of others. You may either suppress the effects of Shaken on another character, or one of their active Madness effects until the next time they Recuperate. This may not be used on yourself. This ability cannot be used again until you Recuperate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Let His Fires Burn Within You&#039;&#039;&#039;: You may share your faith with another character to suppress their vulnerabilities to the Warp; they may ignore any warp-based dramatic effects that may be afflicting them or corruption cards below Overwhelmed until the next time they Recuperate. This may not be used on yourself. This ability cannot be used again until you Recuperate.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Spymaster === &lt;br /&gt;
(&#039;&#039;&#039;Cannot take&#039;&#039;&#039; Trader)&lt;br /&gt;
Occulators, Keepers of Whispers, Intelligencers, the Imperium depends on its many eyes and the spiders that sit at the web of their own intelligence networks. These are carefully fostered things that each individual has built over time giving them many eyes that whisper to them from the edges of the Sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whispers:&#039;&#039;&#039; You are tapped into a network of spies and informants that stretches the Prosperitas Sector - during a downtime cycle you have the choice to listen and receive rumours from around the sector or ask your network a single question.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Faces in the Dark:&#039;&#039;&#039; Before each event you will receive a list of three ‘sources’ with information that is relevant to the upcoming mission based on how you have defined the connections of your spy network - you will be able to meet with (or however you wish to describe it) ONE of these sources prior to the event. The list will have a name and description of the contact along with a short message from them to help you choose which to receive.&lt;br /&gt;
 &lt;br /&gt;
The exact nature of each Spymaster&#039;s intelligence network will vary wildly - a character with strong Ecclesiarchy ties might rely on a network of agents embedded within the Priesthood and Pilgrim migrations of the sector, where a character of more dubious connections might rely on agents drawn from various criminal syndicates or even proscribed cults. This can be defined when submitting your character.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Trader ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot take:&#039;&#039;&#039; Spymaster)&lt;br /&gt;
You possess some form of connection to an individual or a wider network who can supply you with unique items before a deployment.&lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Carousing:&#039;&#039;&#039; You are tapped into a network of traders who travel the Prosperitas Sector - during a downtime cycle you have the choice to listen and receive rumours from around the sector or ask your network a single question.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;From the Market&#039;&#039;&#039;: Before a game you will receive a list of three items, of which you can pick one - you will be given a description of the item along with a name - you will however have to acquire the item before you learn the mechanics of it (this is to limit us writing unnecessary mechanics pregame for items not selected) - part of the fun of this trait is there is both risks and reward for using these items.&lt;br /&gt;
 &lt;br /&gt;
The exact nature of your Trade Connections will vary wildly based on how you feel they will fit your character, a Mechanicus character might well be in receipt of experimental technologies from their parent forge for field testing, a Priest might have access to a cabinet of Holy Relics, or a more dubious character might find ways to get their fingers on Xenos artefacts from Cold Traders, or Illegal Chems from Criminal Enterprises - the possibilities are endless. This can be defined when submitting your character.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Willpower_Traits&amp;diff=3465</id>
		<title>Willpower Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Willpower_Traits&amp;diff=3465"/>
		<updated>2022-10-16T15:02:47Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Iron Within ===&lt;br /&gt;
Stubbornness is a common trait found within Imperial Citizens, but some Agents seem to function out of sheer spite. This allows them to suppress instinctive fear reactions, as well as make them incredibly hard to compel.This ability to suppress the innate instinct to obey drilled in via most Imperial education would be considered an undesirable trait - and is found in as many willful rebels as it is in iron-willed fanatics.&lt;br /&gt;
 &lt;br /&gt;
You gain +3 [[Resources|Willpower]]&lt;br /&gt;
 &lt;br /&gt;
Furthermore, you can expend 1 point of Willpower to call &#039;&#039;&#039;Sanctic Deflect&#039;&#039;&#039; against the call &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; or to resist an effect that would leave you &#039;&#039;&#039;Shaken&#039;&#039;&#039; or cause you to &#039;&#039;&#039;Descend into Madness&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Adamantium Will === &lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Iron Within)&lt;br /&gt;
You have incredible mental fortitude - so much so, that it is rare for it to come from natural means. Most who have such willpower are either calling upon Psychic training or (if unmutated) likely benefitting from the result of mindwipes, mental wards or other blocks placed on them by their Inquisitor. &lt;br /&gt;
 &lt;br /&gt;
You gain +3 [[Resources|Willpower]]&lt;br /&gt;
 &lt;br /&gt;
Any attempt to compel you to surrender information, such as by use of a &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; command automatically fails (call &#039;&#039;&#039;Ineffective&#039;&#039;&#039;).&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Faith and Fire ===&lt;br /&gt;
Though all have Faith in the God-Emperor, Omnissiah, or whatever aspect of the God-Emperor they give worship to, yours is more fanatical and driven. Your path is one of suffering, but through it you have the strength to silence permanently the whispering voices of that which would corrupt others.&lt;br /&gt;
 &lt;br /&gt;
You gain +1 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
You do not have Corruption cards. Instead, you have a set of Faith cards; the full details can be found in the [[Corruption and Faith]] section of the rules. &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;The Body and Soul Inviolate&#039;&#039;&#039;: Though you do not feel the tempting whisper of the Dark Gods your mind, body and soul can still be twisted by Chaos and other supernatural entities but your faith gives you strength. You may spend 1 willpower to resist an effect of this nature.&lt;br /&gt;
 &lt;br /&gt;
You can give up your Faith at any time - you get the trait slot back, and the Chaos Gods will reward you far more handsomely than those who have not walked the path - for your soul is stronger, and will make a far finer reward when you go to them.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;This represents faith in the God-Emperor, or the Emperor-Omnissiah - if you wanted to pursue a different form of Faith or pure Omnissian belief then you would be better with a Unique Trait&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Exorcist ===&lt;br /&gt;
Exorcists are a unique cadre of Inquisitorial agents who are trained by the Ordo Malleus in the esoteric methods to combat Daemons and Daemons alone - whether they still serve the Ordo Malleus or not they are known to be Daemonhunters with those specific talents and the Inquisition are aware of them.&lt;br /&gt;
A character with this trait should have unless given Game Team permission learned these arts at the hands of the Ordo Malleus - this training is uniquely available to the Inquisition.&lt;br /&gt;
&lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Malleus Discipline]] with the specialism &#039;&#039;&#039;The Soul and Death&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may use the abilities of an Exorcist as laid out in the [[Exorcism (Exorcists)|Exorcism]] section.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Flagellant ===&lt;br /&gt;
Pain is an illusion of the senses, and despair is an illusion of the mind. You have learned to use the most violent rituals of purification to steel your will in the Emperor’s service, and have had the signs of your faith (or your repentance; this is common among penitents) etched into your skin.&lt;br /&gt;
 &lt;br /&gt;
You are not a rational follower of the God-Emperor, your faith is founded on a constant cycle of pain and suffering - some might call you mad and they would not be far wrong.&lt;br /&gt;
 &lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Once per day&#039;&#039;&#039; you may put yourself through penance and suffering or hand your suffering over to a character of spiritual authority - you may treat this as doing &#039;&#039;&#039;[[Resources|Observances]]&#039;&#039;&#039; for the purpose of regaining your willpower. Unlike normal &#039;&#039;&#039;Observances&#039;&#039;&#039;, this does not require &#039;&#039;&#039;Hallowed Ground&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Will to Withstand Pain:&#039;&#039;&#039; You can whip yourself into a faithful rage - in this state you cannot make rational decisions or anything that requires intelligent thought to be able to concentrate, violence and combat are your only focus. After activating this ability you gain the following benefits, after it ends &#039;&#039;&#039;this ability cannot be used again until you have Recuperated&#039;&#039;&#039;. &lt;br /&gt;
** &#039;&#039;&#039;The Fury:&#039;&#039;&#039; You may expend &#039;&#039;&#039;Willpower&#039;&#039;&#039; to call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against attack calls - this may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This should be roleplayed by reacting to the blow but working yourself into a rage to resist it.&lt;br /&gt;
** &#039;&#039;&#039;The Calm:&#039;&#039;&#039; This state ends when there are no threats left for you to attack or you become &#039;&#039;&#039;Bloodied&#039;&#039;&#039;. You become &#039;&#039;&#039;Bloodied&#039;&#039;&#039; if you were not already - you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received Triage. You automatically suffer a [[Medical Treatment|complication]] when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Preacher ===&lt;br /&gt;
Missionaries, Fanatics, Hierophants, Drill Abbots - both the Priesthood and the laypersons of the Adeptus Ministorum are a recruitment pool on which the Inquisition heavily relies on as the spiritual aid of one of the faithful servants of the God-Emperor is something that is often needed against the most dreadful foes that the Inquisition comes up against - Preachers focus not upon the care of those they preach to but rather whipping them into a frenzy.&lt;br /&gt;
 &lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
A character who has this trait may expend a point of &#039;&#039;&#039;Willpower&#039;&#039;&#039; to perform a sermon dedicated to rallying and stoking the passion of those who listen to them to commit violence and steel their souls against the foes of the Imperium. &lt;br /&gt;
 &lt;br /&gt;
A character can only make ONE oath and cannot benefit from another oath until they &#039;&#039;&#039;Recuperate&#039;&#039;&#039;. All Oaths last until you &#039;&#039;&#039;Recuperate&#039;&#039;&#039; at which point their benefits disappear.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Hate the Witch! Burn the Witch!&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by anointing the flesh with holy oil, blood or water, the individual gains +2 Willpower and can use these points to resist calls of &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; if they could not already.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; Upon encountering a creature clearly of the warp, or calling &#039;&#039;&#039;Warp&#039;&#039;&#039; on its attacks you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suffer not the Unclean to Live&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by verbally exhorting another’s hatred of the other and the unknown you grant them the ability to call &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on themself once - they cannot do this if they are &#039;&#039;&#039;Bloodied&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; Upon encountering individuals attacking those you perceive as servants of the God-Emperor you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Accept All Challenges, Not One Step Back&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by anointing another&#039;s wargear, especially their melee weapon you grant them the ability to call &#039;&#039;&#039;Deflect&#039;&#039;&#039; twice - this may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This should be roleplayed by reacting to the blow but working themself into a rage to resist it. This ability cannot be used again until they Recuperate.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; You must charge into melee when you encounter a foe, and you cannot retreat from a fight - you either win, or you are dragged out &#039;&#039;&#039;Bloodied&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Psyker ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot take:&#039;&#039;&#039; Tech-Priest &#039;&#039;&#039;or&#039;&#039;&#039; Faith &amp;amp; Fire)&lt;br /&gt;
(&#039;&#039;&#039;This is a restricted trait&#039;&#039;&#039; - Psykers are only accepted as PCs in small numbers please check with the Game Team before building a concept around being a Psyker)&lt;br /&gt;
You are a psyker, born with the genetic ability to sense and harness the energies of the warp to twist and augment reality to your will. Taken and bound to the Imperium you are a slave, a tool to be used, kept tightly controlled for what you could be if you were ever unsupervised, unshackled.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psyker Mutation:&#039;&#039;&#039; You may use the powers of the warp as detailed in the Psychic Powers section gaining four powers from the Psychic Powers List.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mercy Blade:&#039;&#039;&#039; On a single Warp Phenomena per event that would trigger and potentially imperil yourself or others you may instead opt to use your Mercy Blade on yourself, you become Bloodied - this ability cannot be used again for the remainder of the event.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Astropathy:&#039;&#039;&#039; Astropaths are a unique form of psyker, they are created in this game by the player physrepping them by wearing a veil or band across the eyes - or using contacts and heavy scarring around the eyes - or physrepping ocular bionics that have been installed to replace a sense burned out by their creation. Details about Astropaths their drawbacks and abilities are in the Psychic Powers section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is assumed that a Psyker is Sanctioned&#039;&#039;&#039; (permitted to exist) and carries a brand somewhere on their flesh to mark this - they may also have the various accoutrements of a Psyker such as psi-cabling in the skull, staffs and rods that act as focuses/lightning rods for force power, the uniform of the Adeptus Astra Telepathica and a mercy blade - a silver dagger to take their own life if they feel the warp overtaking them. If you wish to play an unsanctioned psyker please discuss it with the Game Team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Rites of the Black Ships === &lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Psyker)&lt;br /&gt;
Imperial Psykers are broken things, chattel to the Imperium they have had their will reinforced by rituals designed to humble them and teach them their place in the universe - their wills are strengthened in humility but at the cost of being indoctrinated with the need to seek humbling in order to muster their will.&lt;br /&gt;
&lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once per day&#039;&#039;&#039; you may seek an individual of personal or spiritual authority to chastise you for being a psyker and assign you a penance to humble you - you may treat this as as doing Observances for the purpose of regaining your willpower. Unlike normal Observances, this does not require Hallowed Ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Unsanctioned Psyker may not benefit from this&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Defensive_Traits&amp;diff=3464</id>
		<title>Defensive Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Defensive_Traits&amp;diff=3464"/>
		<updated>2022-10-16T15:02:27Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Militant === &lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Supernal Reflexes &#039;&#039;&#039;or&#039;&#039;&#039; Adept Mortis)&lt;br /&gt;
You possess the wargear and training of one of the elite warriors of the Imperium: perhaps you were raised to be one of Militarum Tempestus, inducted as a Crusader of the Ecclesiarchy or served as an Arbiter on the frontline of law enforcement. You are hardier and more experienced in combat than others meaning that you are more used to pain and injury.&lt;br /&gt;
&lt;br /&gt;
You have &#039;&#039;&#039;+1 [[Endurance]]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physrep Requirement:&#039;&#039;&#039; Your kit must mark you as an iconic fighter of the 41st Millennium, such as the uniform of a notable guard unit or the Imperial Navy, the vestments of a Sister of Battle, the black Armour of the Arbites. These are all examples to provide easy reference: a militant can come from any walk of life, but they must aim to look like a militant member of an Inquisitor’s warband reflecting a more ‘combat focused’ approach to iconic kit. The goal of this is not to force everyone into cosplaying an iconic military unit from the tabletop but to wear a costume that clearly marks them as part of the setting as well as a fighter. We also wish to avoid requiring people to phys rep armour if they do not wish to - as this is not a game built around the restrictive nature of armour.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battle Hardened:&#039;&#039;&#039; Providing you are &#039;&#039;&#039;[[Building_a_Character#Endurance|Prepared for Combat]]&#039;&#039;&#039; you treat the call &#039;&#039;&#039;Rend&#039;&#039;&#039; as: “Lose One Endurance and react as if you have been hit by a more powerful bolt of energy or bullet” rather than its standard effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battlefield Awareness:&#039;&#039;&#039; You may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against one attack call whose source you are aware of. This may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. &#039;&#039;&#039;This ability cannot be used again until you have Recuperated.&#039;&#039;&#039; &lt;br /&gt;
** This should be roleplayed as either dodging or taking a blow on an armoured location.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Praetorian ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Supernal Reflexes &#039;&#039;&#039;or&#039;&#039;&#039; Adept Mortis)&lt;br /&gt;
&lt;br /&gt;
Bodyguarding is not an uncommon profession across the Imperium, from Gangbosses in the Underhive, to the Life Guards of Imperial Nobility, the talent for keeping aware of the safety of another is often valued in the Inquisition, Inquisitors have use of such individuals both for their own protection and for the protection of their Agents.&lt;br /&gt;
&lt;br /&gt;
You have &#039;&#039;&#039;+1 [[Endurance]]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physrep Requirement:&#039;&#039;&#039; Your kit must mark you as an iconic fighter of the 41st Millennium, such as the uniform of a notable guard unit or the Imperial Navy, the vestments of a Sister of Battle, the black Armour of the Arbites. These are all examples to provide easy reference: a praetorian can come from any walk of life, but they must aim to look like a militant member of an Inquisitor’s warband reflecting a more ‘combat focused’ approach to iconic kit. The goal of this is not to force everyone into cosplaying an iconic military unit from the tabletop but to wear a costume that clearly marks them as part of the setting as well as a fighter. We also wish to avoid requiring people to phys rep armour if they do not wish to - as this is not a game built around the restrictive nature of armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before an event you must agree with another PC’s player that you are bound to protect them.&#039;&#039;&#039; This can represent a sacred oath, Psykic conditioning, a Volitor implant or something more esoteric. This character cannot also have Praetorian or have another character with this trait already protecting them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battle Hardened:&#039;&#039;&#039; Providing you are &#039;&#039;&#039;[[Building_a_Character#Endurance|Prepared for Combat]]&#039;&#039;&#039; you treat the call &#039;&#039;&#039;Rend&#039;&#039;&#039; as: “Lose One Endurance and react as if you have been hit by a more powerful bolt of energy or bullet” rather than its standard effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oath-bound Defender:&#039;&#039;&#039; You must prioritise the protection of the individual you are oathed to unless they order you to leave their side, which you are bound to obey. &lt;br /&gt;
** If you are within 5m of the character you are oathed to you may call &#039;&#039;&#039;Look Out! Deflect!&#039;&#039;&#039; twice - you may also use any other sources of &#039;&#039;&#039;Deflect&#039;&#039;&#039; (but not those with Warp or Sanctic attached) to do this additional times. This has no effect against calls of &#039;&#039;&#039;Warp&#039;&#039;&#039; or &#039;&#039;&#039;Sunder&#039;&#039;&#039; - this ability cannot be used again until you have Recuperated. &lt;br /&gt;
*** &#039;&#039;&#039;Look Out! Deflect!&#039;&#039;&#039; means that your charge takes no effect from the call, and you take the call in their place - make this clear to your charge before the event as it is only important for you both to understand it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Ultimate Sacrifice:&#039;&#039;&#039; You may call &#039;&#039;&#039;Look Out! Deflect!&#039;&#039;&#039; &#039;&#039;once&#039;&#039; against a call of &#039;&#039;&#039;Sunder&#039;&#039;&#039; - you take the &#039;&#039;&#039;Sunder&#039;&#039;&#039; instead - &#039;&#039;&#039;this ability cannot be used again until you have Recuperated.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Chem-Trooper ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Supernal Reflexes &#039;&#039;&#039;or&#039;&#039;&#039; Adept Mortis)&lt;br /&gt;
The Imperium makes extensive use of implanted chem-injectors and face-mounted chem inhalers to augment its warriors in combat. Though often found implanted into Pit Fighters and the more brutish and unruly regiments of the Imperial guard, more refined versions exist to aid hyperviolent nobles in their pursuits. You possess an implanted inhaler/injector with a reservoir of drugs;&lt;br /&gt;
&lt;br /&gt;
You have &#039;&#039;&#039;+1 [[Endurance]]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chem-Troopers are addicts&#039;&#039;&#039;, without exception, whether they have implanted bionics that distribute drugs into their systems for them, or external inhalers and injectors, they are constantly taking in low levels of drugs to get their fix - this is an effect of this trait, if for any reason you unable to get your fix due to this trait being disabled for a long period by an effect you will become &#039;&#039;&#039;Shaken&#039;&#039;&#039; as your addictions kick in.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chempsycho:&#039;&#039;&#039; Providing you clearly physrep implants, a rebreather or an injector you can treat the call Rend as: “Lose One Endurance and react as if you have been hit by a more powerful bolt of energy or bullet.” Rather than its standard effect. You&#039;re on so many drugs that it really doesn&#039;t hurt enough to shock you into collapsing as fast as regular humans and the cocktail of drugs that clot your blood&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Frenzon Rage:&#039;&#039;&#039; Your injectors can induce a psychotic rage - in this state you cannot make rational decisions or anything that requires intelligent thought to be able to concentrate, violence and combat are your only focus. After activating this ability you gain the following benefits, after it ends this ability cannot be used again until you have Recuperated. &lt;br /&gt;
** &#039;&#039;&#039;The Rage:&#039;&#039;&#039; In this state uncalled melee and &#039;&#039;&#039;Blam&#039;&#039;&#039; have no effect on you (call &#039;&#039;&#039;Deflect&#039;&#039;&#039;). &lt;br /&gt;
***Call &#039;&#039;&#039;Rend&#039;&#039;&#039; or &#039;&#039;&#039;Knockback&#039;&#039;&#039; in melee every 3s.&lt;br /&gt;
** &#039;&#039;&#039;The Instinct:&#039;&#039;&#039; You may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against one attack call that you are aware of the source of - this may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This should be roleplayed as either dodging or taking a horrid blow and ignoring it. &lt;br /&gt;
** &#039;&#039;&#039;The Crash:&#039;&#039;&#039; This state ends when there are no threats left for you to attack or you become &#039;&#039;&#039;Bloodied&#039;&#039;&#039;. You become &#039;&#039;&#039;Shaken&#039;&#039;&#039; and &#039;&#039;&#039;Bloodied&#039;&#039;&#039; if you were not already - you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received [[Medical Treatment|Triage]]. You automatically suffer a complication when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you. If you were already &#039;&#039;&#039;Shaken&#039;&#039;&#039; you Descend into Madness.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Grizzled Veteran ===&lt;br /&gt;
Thanks to bionics, your natural toughness or just the mental fortitude you have honed though years of service to the Imperium are able to force yourself to to keep fighting despite your injuries and continue your service to the God-Emperor despite the pain of your wounds.&lt;br /&gt;
&lt;br /&gt;
You have &#039;&#039;&#039;+1 [[Endurance]]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;I will not die!:&#039;&#039;&#039; After you become &#039;&#039;&#039;Bloodied&#039;&#039;&#039; you may use &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on yourself after 10s of animated roleplay stitching wounds closed, praying to the God-Emperor or some other roleplay designed to represent fighting back to your feet.  &#039;&#039;&#039;This ability cannot be used again until you have Recuperated&#039;&#039;&#039;. You continue to Bleed through the roleplay period.&lt;br /&gt;
** This is treated as the normal &#039;&#039;&#039;Get it Together&#039;&#039;&#039; call, subject to the same restrictions such as calls that prevent it from affecting you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fight Through the Pain:&#039;&#039;&#039; You may continue to move, attack and make calls for 10s after being reduced to &#039;&#039;&#039;Bloodied&#039;&#039;&#039; so long as you are focused on completing a specific task (flip a switch, hold a door closed, ect). This ability cannot be used again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;. You are considered to continue to Bleed despite being on your feet for 10s.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Supernal Reflexes ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Aegis Training, Chem Trooper, Militant, Praetorian)&lt;br /&gt;
You have pushed yourself to the edge of what is humanly possible in terms of reactions, either via small chemical adjustments to your brain, bionic implantation or simply through training yourself to the absolute limits of what is humanly possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lightweight:&#039;&#039;&#039; You can never have more than 5 endurance.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Evasive:&#039;&#039;&#039; You may call Deflect against up to four attack calls whose source you are aware of. This may not be used against Sunder or calls with Warp attached. This ability cannot be used again until you have Recuperated. This should be roleplayed as dodging the blow.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Aegis Training ===&lt;br /&gt;
Used by the Imperial Navy, Imperial Guard, Arbites and Inquisitorial Crusaders in close quarters combat, breacher shields are large slabs of metal and ceramite that can withstand a huge degree of punishment. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Barricade:&#039;&#039;&#039; A character with a Breaching shield may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; up to six times against ranged calls from the direction they are protecting and are immune to calls of &#039;&#039;&#039;Dakka&#039;&#039;&#039; from that direction - they may use this shield to block any melee call. However they cannot call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against calls of &#039;&#039;&#039;Knockback&#039;&#039;&#039;, &#039;&#039;&#039;Boom&#039;&#039;&#039;, &#039;&#039;&#039;Burn&#039;&#039;&#039; or any call with &#039;&#039;&#039;Mass&#039;&#039;&#039; attached. &#039;&#039;&#039;This ability cannot be used again until you have Recuperated.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Repulsor Field:&#039;&#039;&#039; You may make a single call of Mass Knockback after charging into a group of enemies. This ability cannot be used again until you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sanctum:&#039;&#039;&#039; Should you &#039;&#039;&#039;Deflect&#039;&#039;&#039; a ranged call of &#039;&#039;&#039;Sunder&#039;&#039;&#039; or take one in melee on your shield it protects you from the call but destroys your shield forcing you to seek a &#039;&#039;&#039;Tech-Priest&#039;&#039;&#039; who can repair it during a period of &#039;&#039;&#039;Recuperation&#039;&#039;&#039;. You should attempt to safely discard this prop so that it does not block any further melee blows.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=The_Knight_Houses_of_Anaximund&amp;diff=3463</id>
		<title>The Knight Houses of Anaximund</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=The_Knight_Houses_of_Anaximund&amp;diff=3463"/>
		<updated>2022-10-16T15:02:15Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;See Also&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* [[Anaximund Alpha]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Facts about the Questor Houses ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They pilot giant mechs.&#039;&#039;&#039; while perhaps not as impressive as the [[Titans]] of the Adeptus Mechanicus the Knight-frames piloted by these warriors tower over most Imperial vehicles at nearly nine meters tall. Armed with arrays of lethal weapons and coming in various shapes and sizes, Knights are not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Their bond to their Knight has a mental effect on their personalities.&#039;&#039;&#039; The bond each Knight-pilot forms with their machine is deep and effects them on a mental level, due to a quirk of the design of Knights the mental link a pilot has seems to alter them to encourage protective behaviours towards others, but also manifests a kind of noble entitlement to rule.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They are neither Mechanicus nor Imperial but often serve one or the other.&#039;&#039;&#039; Though the Mechanicus lays claim to the method to create and repair Knights, the Knight-Worlds, the worlds where these machines first landed alongside human settlers are not part of the Mechanicus&#039; domain. When one is discovered there is often a rush to secure its loyalties and many end up as independent entities free of any rule other than their own but swearing their machines to aid the Imperium. The Mechanicus is often eager to claim their loyalties too often using their need for repairs to blackmail them into taking oaths of loyalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Four Facts about the Houses of Anaximund ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Their loyalty to [[Naximus Prime]] is secured by the Sidon protocols.&#039;&#039;&#039; [[Anaximund]] is a breadbasket world that feeds the ever-hungry labourers of Naximus Prime as well as supplying its Knights to the defence of its Mechanicus Masters. But this is not entirely by choice, long ago the ancestors of the Houses were forced to sign a series of treaties known to the Mechanicus as the &#039;Sidon Protocols&#039;. These protocols stripped the Houses of their ability to maintain their own Knight-frames, with all repair and supply provided by Naximan Tech-Priests loyal to Naximus rather than Anaximund.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They are an ethnically Ruwwad people.&#039;&#039;&#039; Though the societies on Anaximund and its moons are distinctly feudal, they are ethnically drawn from the [[Ruwwad]] people, as is their local dialect with its unique titles. Culturally the feudal serfs are divided into various &#039;tribes&#039; though most of these are not as barbaric as their names suggest with the exception of the &#039;Techno-Barbarians&#039; that dwell on the Moons of the world.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They are ancient.&#039;&#039;&#039; It is not known exactly when Anaximund was settled by the Knight-Houses but it is likely to have been over ten thousand years ago, their society has developed around the mighty Knight-frames many of which are so ancient to have been around when colonists first set down upon Anaximund Prime. Their culture has grown in isolation from the Imperium but they still eagerly embrace it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They are in a period of massive change.&#039;&#039;&#039; The coming of the Imperium to the Prosperitas Sector and first contact between the Knights of Anaximund and the Prosperitas Crusade has sent shockwaves through Anaximundi society. The adoption (in secret) of the Imperial Cult by several members of the Knight Houses represents a severe threat to their bonds with Naximus Prime as the Houses ever seek more freedom from their Masters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Questor Mechanicus ===&lt;br /&gt;
&lt;br /&gt;
During the early years of humanity’s colonisation of the stars, before the emergence of the Emperor, many worlds were seeded with human life. Accompanying some of these early colonies were an ancient pattern of exosuits, single-pilot walking frames similar to the technology used in the Titans of the Collegia Titanicus. Unlike Titans, these Exoframes were intended for construction and colony support, but over time, they were armed and armoured by their riders in order to protect the colonies as the Age of Strife progressed. Influenced mentally by their bonds with their machines, the riders of these suits came to view themselves as noble defenders and in time on many such worlds this psychological change brought about the emergence of a feudal nobility of suit pilots, the so-called Knights.&lt;br /&gt;
&lt;br /&gt;
The Machine Cult encountered many such worlds in the waning years of the Age of Strife has made it a quest to locate the worlds where these exosuits were seeded, often indoctrinating the riders and their maintenance crews into their religion, creating a dependence on the Machine Cult to maintain their Knight-suits. There are Knight-Worlds that the Imperium found before the Cult where the Knights serve the Imperium, and some Knight-Worlds have come to serve the Imperium of their own volition after breaking from bonded service to the Mechanicus – something of a point of political tension in the troubled times of the 41st Millenium.&lt;br /&gt;
&lt;br /&gt;
When one refers to a Knight, they refer both to the exosuit and the pilot, for they are one and the same – often when a Knight-suit becomes available the closest legitimate ‘heir’ to the Noble Houses that have formed around the pilots that command them will compete in various tests in order to undergo a sacred rite known as the ‘Ritual of Becoming’ where Knight-suit and pilot blend. As with all the arcane technological rites of the age, it is possible to fail in the ritual – the results of doing so are often psychologically and socially devastating, as a rejected scion is no use at all to a Knight House.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Knights of Anaximund ===&lt;br /&gt;
&lt;br /&gt;
The satrapy of Anaximund Alpha, the Prosperitas Sector’s sole Knight World, has long been a part of the colonies and dominions of [[Naximus Prime]]. For many years, the planet’s ruling House, Qureshi, have been yoked to their [[The Mechanicus Priesthood of Naximus Prime|Adeptus Mechanicus]] rulers by the ancient Sidon Protocols that cede all repair and maintenance to the Priesthood of Naximus, but the relationship between the Knights and their Masters is tense.  &lt;br /&gt;
&lt;br /&gt;
Historically as the only Knight World within the sector the Houses have often been called upon by other Forge Worlds within the Sector and even by the Imperial High Command when their firepower was desperately needed. Yet no matter the riches promised or consequences threatened, the former ruler of the world &#039;&#039;&#039;Satrap-Princeps Gul Qureshi&#039;&#039;&#039; only ever answered the call when their Naxmiman patrons allowed it. This has left bad blood within some Imperial Guard and Navy regiments on this frontier who have taken to sarcastically asking under their breath for “The Qureshi Cavalry” when a loss is certain and backup far from sight.&lt;br /&gt;
&lt;br /&gt;
But in recent years since the rise of the new Satrap-Princeps of the Knight Houses, Lalah Qureshi, the grip of the Ouroborus Omnissiah of Naximus on Anaximund has begun to slip with the foundation of more ties with the Imperium. Despite resistance from Naximus, there is an Imperial presence on world and missionaries from the Imperial cult have found willing ears amongst the upper echelons of some Households. &lt;br /&gt;
&lt;br /&gt;
The Naximan Mechanicus have always treated the Houses of Anaximund as servants, and the Houses has rankled at the disrespect they have received; the Machine Cult has done little to improve things, their contempt for the House, who they perceive as backwards, ill-treatment, and the forcible induction of members of the techno-barbarian tribes on the moons of Anaximund into the [[The Tech Guard of the Adeptus Mechanicus|Tech Guard]] have all served to drive a wedge between the two powers and it is rumoured that Anaximund seeks to break from the dominance of Naximus.&lt;br /&gt;
&lt;br /&gt;
This is a dangerous path, however as the warp routes that lead to the Knight-World are largely controlled by Naximus, and there is a very serious fear amongst the Houses that should they move too quickly against their Naximan Masters then the Tech-Priest will bring the Titans of the [[Demi-Legio Custodii Incudatem]] to enforce their will over the the wayward Houses.&lt;br /&gt;
&lt;br /&gt;
There are two Knight Houses on Anaximund each maintaining several &#039;banners&#039; of powerful Knight frames noble House Qureshi, that leads the world, and their subjects House Zahak .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== House Qureshi ====&lt;br /&gt;
&lt;br /&gt;
The leaders of Anaximund, House Qureshi are a political family that have held a grip on the world since Mechanicus records first began here thanks to the armoured steeds their Knights ride. Concerned less with blood ties, new members of the ‘family’ are chosen and adopted in from the most promising vassals within the planet’s society, even adopting those born into serfdom or amongst the Barbarians of the Moons  who show promise as potential Knight-Scions.&lt;br /&gt;
&lt;br /&gt;
Marching under the banner of a ancient winged Persian lion, the Sea Green, White and Silver of the House is a distinctive sight on the battlefields of the Prosperitas Sector. The House is known to be noble and brash and many consider it to be something of a tragic hero, fighting against the oppression of Naximus Prime.&lt;br /&gt;
&lt;br /&gt;
House Qureshi lays claim to the fertile lands that cover most of Anaximund&#039;s surface, these are heavily farmed by the tribal peoples who lay claim to them and live beneath the protection of the ruling House. Unlike their subject-House, Zahak, the Qureshi tend to enjoy being seen by their subjects, with the Knights of the House often roaming the countryside. This has practical reasons as well it keeps tribal competition from disrupting farming, but it also allows the Knights to keep the planets various forms of megafauna from preying on the populations of the tribes. &lt;br /&gt;
&lt;br /&gt;
The house’s leader &#039;&#039;&#039;Satrap-Princeps Lalah Qureshi&#039;&#039;&#039; is believed to be a convert to the Imperial Cult, but as yet she has not formally breached the Sidon Protocols and broken with Naximus Prime in an act of sedition, despite increasing tensions with her Naximan masters. An honourable warrior, she is divided by her belief in honouring the ancient ties she has with her Masters, and her desire to serve the good of humanity by aiding the forces of the Prosperitas Crusade.&lt;br /&gt;
&lt;br /&gt;
In the past half a decade however Lalah has been reported holding meetings with some of the more forward thinking of Naximund’s Magos as well as reportedly sending invites to high profile individuals across the Sector.&lt;br /&gt;
&lt;br /&gt;
With a political divide apparently developing within their patron&#039;s Forge World, some of the Knights of Anaximund wonder whether Lalah is preparing to dramatically shake up the nature of the Protocols she is bound under and look for greater independence. Others decry this as dangerous sedition and cannot believe she would be so bold when it is as yet uncertain that any other Mechanicus in the Sector know the secrets of the Knight technology the Houses rely so much upon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== House Zahak ====&lt;br /&gt;
&lt;br /&gt;
Though House Zahak may rankle at the treatment of the Houses of Anaximund by the Naximus Priesthood it is not so open-minded about the Imperial Faith as House Qureshi - but as a Subject-House it has always been cautious about voicing its concern about the seeming adoption of the Imperial Faith that has spread through the ruling House. Perhaps the most conservative House on Anaximund, House Zahak is very fundamentalist in its belief in the Machine Cult through the lense of the Cult of the Ouroboros Omnissiah.&lt;br /&gt;
&lt;br /&gt;
The House incorporates the serpent heavily into its heraldry taking both from its connection to the great drake of the Ourobrous as well as the serpent-imagery found in the tribes of techno-barbarians of the Moons of Anaximund. Its heraldry remains closest to Mars, with its crimson-hulled machines edged with gunmetal and grey. The serpent remains close to the heart of the House with it keeping keeping snakes in its bastions, to deal with rodent problems.&lt;br /&gt;
&lt;br /&gt;
House Zahak is fairly close to its superiors in House Qureshi culturally, with most of the differences arising from their lands being less fertile. House Zahak claims dominion over the three moons of Anaximund, and the &#039;Techno-Barbarian&#039; tribes that roam there. Where House Qureshi farms the land, House Zahak &#039;farms&#039; the savage Techno-barbarian tribes for worthy recruits to join the foot soldiery of the Guard though the Tech-Priests of Naximus Prime have been known to take a tithe of them for their own experiments.&lt;br /&gt;
&lt;br /&gt;
The Houses holdings are the few isolated bastions of technology, surrounded by primitive moonscapes with the House Zahak acting as a distant spiritual authority, and monitoring the tribes for actual threats emerging. Anytime the power balance of the tribes is threatened the dominant tribe are ‘chosen’ and harvested. But for the most part the House lives in small isolated communities, who normally only see the people they govern through the safety of their superior technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maharaja Mahnaz Zahak&#039;&#039;&#039; is the current ruler of the House, a devotee of the Machine Cult she has undergone extensive bionic modifications in her quest to become closer in her communion with the Omnissiah. She is wary of her Princeps-Satrap&#039;s recent leanings towards the Imperial Cult, fundamentally afraid that if the cult was introduced to Anaximundi society it would significantly shift the foundations of the ancient civilization of their world. The Maharaja is active in encouraging talent in the House, but her patronage comes with great expectations of those she has favoured to perform exceptionally above their peers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank and Status Amongst Knights of Anaximund ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Satrap-Princeps of Anaximund&#039;&#039;&#039; is the Highest ranking member of the Knight Households, this role has always traditionally been held by head of House Qureshi as the ruling House. The ruler of the world as well as its warleader, the Satrap-Princeps largely delegates rule to various members of their Household who are not in command of Knights to ensure there is continuity of rule when the House marches to war.&lt;br /&gt;
&lt;br /&gt;
After the Satrap-Princeps lie the &#039;&#039;&#039;Raja&#039;&#039;&#039; the baronial rulers of the feudal regions of Anaximund who are both masters of their Knight-frames as well as their lands. Each Raja is responsible for leading a &#039;banner&#039; of Knights into battle when they go to war as well as tending to the running of their regions, a duty that normally falls to a favoured spouse who demonstrates talent for it. &lt;br /&gt;
&lt;br /&gt;
Beneath the Raja are the &#039;&#039;&#039;Sardar&#039;&#039;&#039; who in low-gothic would be known as Knight Scions, though they are the lowest ranked Knight pilots, each one is still a feudal Lord in their own right controlling a sizable parcel of land within their Raja&#039;s territory.&lt;br /&gt;
&lt;br /&gt;
Under the Sardars are the minor nobles, the &#039;&#039;&#039;Bey&#039;&#039;&#039; who pilot the lesser Knight Frames known as &#039;Armigers&#039; while normally of the Houses, these are often tribal leaders of the feudal subject-tribes of Anaximund and the greatest honour that can be granted to such a being to be one of the vassal-knights assigned to protection and scouting duties.&lt;br /&gt;
&lt;br /&gt;
Though many hold equal status to the Bey, the lowest social tier of the Nobility on Anaximund are those who do not have the honour of riding a Knight, who are instead defined by their contributions as administrators to the everyday running of their world. while their role is no-less vital the martial society of the Houses of Anaximund define those who cannot &#039;walk&#039; (ride a Knight) as being of a less valourous and important role.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Techno-Barbarian Tribes of the Moons of Anaximund ===&lt;br /&gt;
&lt;br /&gt;
One cannot talk about the Houses of Qureshi without talking about their most famous (or infamous in some cases) subjects. It is not known what happened to the civilization of humans that once spread across the moons of Anaximund, but at some point, perhaps during the age of Strife it collapsed into war, reducing the otherwise habitable moons into wastelands dotted with the ruins of some forgotten civilization that once ruled there. But the inhabitants of this civilization did not die out, nor did they (as on some worlds) regress technologically. The Techno-Barbarian civilization that now dominates Anaximunds Moons with its varied Warlords and Tribes still maintains its hold on technological knowledge using various scavenged technologies as from its civilized ancestors.&lt;br /&gt;
&lt;br /&gt;
When House Zahak&#039;s ancestors first stepped away from their parent House, they came to the moons of their world to investigate stories of the civilization recorded by their ancestors on the planet below. It is believed by some scholars that once it was Anaximund that served its satellites, but that time is long gone. What House Zahak found on the Moons of Anaximund were warlike tribes in an ever-spiralling cycle of violence - but rather than seek to tame and dominate the moons, the House established bastions to watch over the tribes. Those that prove strongest are &#039;harvested&#039; to serve as foot troops for the Houses of Anaximund though sometimes they are taken to become [[The Tech Guard of the Adeptus Mechanicus|Tech Guard]] for Naximus Prime. &lt;br /&gt;
&lt;br /&gt;
Bedecked in the skins of predatory xenoforms that stalk the ruins of the Moons, and adorned in brutal armour, the savagery of the Techon-Barbarian tribes makes for excellent fighting stock which is prized by the Anaximundi Knight Houses to act as fighting forces to protect their Knight-frames from being swarmed by infantry. Armed with a variety of savage home-grown technology and advanced weaponry secured from Naximus Prime, the savage Techno-Barbarians are ferocious enough to break all but the hardiest foes with a brutal charge.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Close_Combat_Traits&amp;diff=3462</id>
		<title>Close Combat Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Close_Combat_Traits&amp;diff=3462"/>
		<updated>2022-10-16T15:01:40Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Assault Weapons Trooper (Melee) ===&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039; Chainsword and other chain weapons, Shock mauls, and Omnissian Axes &lt;br /&gt;
&lt;br /&gt;
The nature of the Inquisitions work means that warriors are often upfront and personal with their foes whether they like it or not - indeed the Imperium has found a number of foes that are tough enough or fast enough to contend with their devastating ranged arsenal necessitating the creation of weapons designed for a brutal melee.&lt;br /&gt;
&lt;br /&gt;
You may gain a single Assault Weapon from the following list per deployment:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(bladed weapons modelled to look like they have a chainsaw edge)&lt;br /&gt;
You may call &#039;&#039;&#039;Rend&#039;&#039;&#039; with this weapon in melee every 3s after swinging a blow&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Roaring Teeth&#039;&#039;&#039;: After successfully striking an opponent with a melee blow and keeping the weapon in contact with them for 5s you may call &#039;&#039;&#039;Sunder&#039;&#039;&#039;. You cannot use this ability again until you &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain Bayonet&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
(Bayonet attachments with a chainsaw edge on a larp-safe 2-handed weapon)&lt;br /&gt;
You may call &#039;&#039;&#039;Rend&#039;&#039;&#039; with this weapon in melee every 3s after swinging a blow&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapon Attachment:&#039;&#039;&#039; This does not replace either of your one-handed or two-handed weapon slots leaving them open for other traits including unique traits that grant melee weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shock Mauls&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
(blunt weapons modelled to look like they are electrified) &lt;br /&gt;
You may call &#039;&#039;&#039;Shock&#039;&#039;&#039; every 3s with a melee blow. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Supression Weapon:&#039;&#039;&#039; You may call &#039;&#039;&#039;Knockback&#039;&#039;&#039; up to 3 times after swinging a melee blow. Once expended, you must &#039;&#039;&#039;Recuperate&#039;&#039;&#039; to use these calls again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omnissian Axes&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
(must be propped to be exactly the same look as canon may only be taken by characters with the Tech-Priest trait who are not Knight-Scions)&lt;br /&gt;
You may call &#039;&#039;&#039;Rend&#039;&#039;&#039; with this weapon in melee every 3s after swinging a blow&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Machine-Bane:&#039;&#039;&#039; After 5s in contact with a foe you may call Haywire. You cannot use this ability again until you Recuperate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physrep:&#039;&#039;&#039; Your prop must be sufficiently technologically advanced in appearance or appropriately brutal looking to use this trait, some examples are given above but talk to the Game Team if you are uncertain.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Adept Mortis ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Militant, Praetorian, Chem-Trooper)&lt;br /&gt;
You have been well-trained in the arts of stealth and murder either at the hands of one of the many Death Cults of the Prosperitas Sector, or by the Inquisition in preparation for a life dedicated to killing those who transgress against the Imperium.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Covert Armour:&#039;&#039;&#039; You needn’t obviously present as Prepared for Combat (as per Starting Stats and Abilities)  in order to gain the additional endurance, you can wear synskin beneath everyday clothes to gain the benefit of its protection.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cameleoline:&#039;&#039;&#039; If your top layer of costume is a full-body synskin suit or a camo cloak you may call Deflect to the first three ranged calls while in cover rather than just the first two. Having the matching effect from Vigilator or Scum is not cumulative.&lt;br /&gt;
** &#039;&#039;&#039;Physrep Guideline:&#039;&#039;&#039; A Synskin is a monochrome (normally black) coloured suit of body-conforming fabric. A Camo Cloak is a cloak of either grey or earthy green or of an appropriate camouflage fabric to match the environment, it cannot be worn over bright garish costume  and still provide benefit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Fatal Cut:&#039;&#039;&#039; Should you be able to approach a character who is either not aware of your presence or does not consider you a threat (is making no active moves to defend themselves against you in a fight) you may, after landing a melee blow, call &#039;&#039;&#039;I Am A Knife In The Dark&#039;&#039;&#039; on them. You may not use this cue while under attack from another opponent or in the midst of combat.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin’s Panoply:&#039;&#039;&#039; You are trained in the use of toxins and poisons. &lt;br /&gt;
** &#039;&#039;&#039;Needle Weapon:&#039;&#039;&#039; You may carry one of these ranged weapons call &#039;&#039;&#039;Blam&#039;&#039;&#039; every 3s as default, however you may use The Fatal Cut benefit above by using them at a target within &amp;lt;2m of you at the cost of a &#039;&#039;&#039;Supply&#039;&#039;&#039;. &lt;br /&gt;
** &#039;&#039;&#039;Toxins:&#039;&#039;&#039; You may also expend a [[Supplies|Supply]] to call Weaken up to three times with a Needler (at range) or a blade coated in venom (in melee). &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Knife Fighter ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Duellist)&lt;br /&gt;
You are fast on your feet, and quick with a blade, focusing on whip-fast movements with your blades and vicious bladework to allow you to strike your foes with ease with smaller and lighter melee weapons.&lt;br /&gt;
&lt;br /&gt;
When armed with Knives (18-46cm/7-18 inches long) you may:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bladeborn:&#039;&#039;&#039; After 5s studying your opponent you may call either Rend or Weaken against them in melee. You may do this up to three times. This ability cannot be used again until you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guarded Strikes:&#039;&#039;&#039; When fighting defensively when carrying a pair of knives or a knife and a pistol, or just a single knife you may ignore uncalled melee blows (call Deflect) that strike your forearm.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Evasive Footwork:&#039;&#039;&#039; You may call Deflect to two melee blows or calls. This may not be used against Sunder or calls with Warp attached. This ability cannot be used again until you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Duellist ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Knife Fighter)&lt;br /&gt;
Martial skill is prized across the Imperium and the blade is still considered by many to be the ‘proper’ tool for settling disputes over the wide array of ranged weapons available to the servants of the Imperium - there are martial cults and schools that drill warriors in the martial art of using various melee weapons; &lt;br /&gt;
 &lt;br /&gt;
When armed with a Sword (36” to 42&amp;quot;) you may:&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Deadly Cut:&#039;&#039;&#039; After 5s studying your opponent you may call either Rend or Weaken against them in melee. You may do this up to three times. This ability cannot be used again until you have Recuperated. &lt;br /&gt;
&lt;br /&gt;
* Evasive Footwork: You may call Deflect to two melee blows or calls delivered via a melee blow. This may not be used against Sunder or calls with Warp attached. This ability cannot be used again until you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Strong as a Grox ===&lt;br /&gt;
You are both incredibly strong and stable on your feet thanks to your physical strength, bionic limbs or even an exoskeleton built into your armour - allowing you to be incredibly stable when handling heavier weapons and allowing you to punch with considerable strength in melee.&lt;br /&gt;
&lt;br /&gt;
You have &#039;&#039;&#039;+1 [[Endurance]]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mean Right Hook:&#039;&#039;&#039; You may call Knockback when striking a blow with a two-handed melee weapon (56”&amp;gt; props). After 3 calls this ability cannot be used again until you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stable Platform:&#039;&#039;&#039; You can move while firing an Automatic Weapon. You may only move at a slow walk while firing and, after you stop to Reload, this ability cannot be used again until you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Strong and Sturdy:&#039;&#039;&#039; When affected by a KNOCKBACK call, the effects last only 2s rather than 5s.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Science_and_Technology&amp;diff=3461</id>
		<title>Science and Technology</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Science_and_Technology&amp;diff=3461"/>
		<updated>2022-10-16T15:01:27Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Servitors, Servo-Skulls and Homunculi ==&lt;br /&gt;
&lt;br /&gt;
The Imperium&#039;s mastery of genetics and biological sciences compensates for its refusal to trust thinking machines. Where one might expect to find a highly intelligent cogitator such as the important functions of aiming ships weapons in the immense distances of Space, or in the calculation of the flow of wealth, one will often find one of the Imperiums bio-mechanical horrors instead. In roles once held by machine-servants and artificial intelligences, the Imperium places its reliance in flesh and brain-meat - deploying a collection of horrific engineered biological forms to do work humanity once relied on thinking machines to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Servitors ===&lt;br /&gt;
&lt;br /&gt;
The most common of these horrors is the &#039;&#039;&#039;Servitor&#039;&#039;&#039; a human or abhuman cyborg that has been deliberately robbed of free will by extensive technological augmentation of the brain. Servitors fulfil many roles across the Imperium, they are ubiquitous, save for the most technologically regressive worlds Servitors can be found everywhere. &lt;br /&gt;
&lt;br /&gt;
Servitors serve two practical uses, one they can perform activities where thinking, sentient, human would fail for various reasons, two they serve as an example for criminals that dare to breach the laws of the Machine Cult or the Imperium. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Servitorisation&#039;&#039;&#039; is a punishment considered preferable to death as it ensures that the body of a criminal will serve where its deviant mind would not. The process is complex and cruel, Servitors are sometimes referred to as &#039;lobotomized&#039; (a barbaric practice of involuntary neurological mutilation) but that fails to appreciate the extent to which this punishment is enacted on the brain of the individual. Servitorisation is not about causing deliberately inflicted brain damage, far from it, the process &#039;preserves&#039; the brain to act as the central intelligence for the cyborged machine it will later power. The brain is extensively implanted with bionic augments that trap it in cycles of pre-programmed behaviour unable to deviate from them without additional programming by a Tech-Priest. This is important for while particularly stupid individuals might be condemned to an existence of menial servitude bright intelligent brains serve to become advanced calculators or the control mediums of vast machines. &lt;br /&gt;
&lt;br /&gt;
Exactly how much of the sentience of the individual survives inside the mind of a Servitor is a question few Tech-Priests have applied themselves to studying. And all for the better, for the unanswered possibility that something does survive the process serves as an all the more terrifying deterrent to criminals and rebels. &lt;br /&gt;
&lt;br /&gt;
Nobody knows exactly how many Servitors are comprised of lobotomised criminals in this way, the scale on which Imperial technology makes use of biological components naturally requires a extensive use of vat-grown biological matter to supplement the flow of convicted citizens and Mechanicus menials into servitoristion facilities, much like the unknown fact of how much a servitor is aware of, what the ratio of vat grown to natural born servitors is is an unknown the Imperium has no interest in answering.&lt;br /&gt;
&lt;br /&gt;
There are more than a few examples of Servitors one can name;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tech-Thralls&#039;&#039;&#039; sometimes called &#039;Labour Servitors&#039; on Imperial Worlds, Tech Thralls are Servitors designated for labour use, they might be pressed into combat in times of dire need with extensive reprogramming but for the most part they are dedicated to either aiding human labourers in their tasks or labouring in areas where humans cannot. Agri-Servitors can be found plodding through crops with scythe-like bionics to aid the harvest, and ogre-like Migou crafted from vat-grown brutes have augmented bodies that can survive the toxic atmospheres of many mining and forge worlds -the complexity of these servitors vary, from multi-task servitors capable of multiple roles, to monotask servitors who are devoted to fulfilling one specific duty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Interfaced with Vehicles and Vessels&#039;&#039;&#039; Servitors can commonly be found amputated to save space and blended into the machinery of many vehicles and every void craft in the Imperium. Serving as the thinking brains to power targeting computers, navigational devices, even simply bound into servitor-choirs to blare out hymns to sooth the souls of sailors at Warp these more static servitors are common examples of their kind.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Expertise Servitors&#039;&#039;&#039; are almost invariably culled from criminals who possess some specific desirable talent, skill or intellectual capacity for a complex task. They are no more capable of independent thought then a normal servitor but enough is allowed to survive to ensure they server almost as an &#039;artisanal&#039; example of their kind. A good example would be the Calligraphus scribe-Servitor whose keenly augmented mind and quill-tipped limbs make it incredibly efficient at copying documents, transcribing speeches and taking minutes of meetings. Expressionarius Servitors are a particularly horrific fate awaiting those with artistic talent who dare speak out against the Imperium their artistic brains twisted and augmented to devote them to a lifetime of producing rote artwork for Imperial propoganda, or decorating an Imperial site.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Combat Servitors&#039;&#039;&#039; cover a wide range of cyborg creations from the simple Gun Servitors who act as platforms to lug heavy weaponry into battle, to the fearsome Murder Servitors who are outfitted with horrifying arrays of blades and are as much weapons of terror as they are combat machines. Combat Servitors are used both support units, and disposable forces, where it is felt that human lives being expended would be a waste - many powerful individuals surround themselves with a variety of these creatures finding comfort in their unthinking dumb loyalty to them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Devotional Servitors&#039;&#039;&#039; are a mix of individuals turned over to Cult Mechanicus and Imperial Cult religious activities. From Servitor-choirs, to those that trudge the streets of Imperial Cities bellowing proclamations endlessly, to those who serve only to scourge themselves as perpetual penitents for particularly theatrical priests. Arco-Flagellants straddle the line between these and combat servitors being both examples of the horrific fate of heretics, and raging bezekers when released.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Servo-Skulls ===&lt;br /&gt;
&lt;br /&gt;
While Servitors are an expression of one of the worst forms of punishment the Imperium can inflict on a criminal, Servo-Skulls are considered a symbol of veneration. A posthumous honour in the eyes of an Imperium built on its veneration of the dead and the past, it is not uncommon for the skull of a deceased Imperial servant of stature, statues are, after all, reserved for only the mightiest Imperial rulers and heroes, for most their remains being reused as a Servo-Skull is the highest form of posthumous veneration they could hope for. &lt;br /&gt;
&lt;br /&gt;
Shortly after death, the venerated  body is decapitated and the head flensed of skin and muscle, to create the core of what will become the Servo Skull this is then fitted with rare anti-gravity technology and outfitted with cogitator units and a number of other accessories to allow it to perform its duties.&lt;br /&gt;
&lt;br /&gt;
In the case of Servo Skulls intended for companionship a combination of brain preservation and memory engrams of the deceased are incorporated into the Servo Skull in order to create a very limited simulacra of life. This is often a practical design element allowing the memories of the individual to be preserved in some form allowing the Servo Skull to be used as a reference index. Such Servo-Skulls are often fondly maintained over generations, and are often ascribed with &#039;personalities&#039; by their owners. Though they are far less intelligent then a true thinking human, these more advanced examples can have quirks in their behaviour due to arcane Natural Language Processor codes allowing them to respond to the commands of their appointed owners.&lt;br /&gt;
&lt;br /&gt;
Such advanced Servo Skulls are however, less common, the vast majority of Imperial servants honoured with being transformed into such a thing are not worth the complex preservation work and cogitator logic-engines needed to maintain their memories to create such simulacra, and instead house basic processors or even noospheric receptors to perform basic tasks or operate under guidance from a neural interface. These are &#039;drones&#039; - mono-task machines programmed to perform basic routines such as flying in patrol circuits as reconnaissance and surveillance units, or delivering messages to a pre-determined address or individual they have been programmed to seek out, some are armed, bearing needlers and small las weapons either as tools of assassination or orbiting an individual as a secondary source of protection.&lt;br /&gt;
&lt;br /&gt;
Truthfully there is no end to the variety of roles a mono-task Servo Skull can perform and they are as ubiquitous as Servitors in the Imperium. Some Nobles may be attended to by a whole swarm of such creations, often favoured former servants they have outlived in their unnaturally long life-spans but who they keep close, both to honour them and remind their servants that they will serve them long after their lives have ended if they are loyal and dutiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Homunculi ===&lt;br /&gt;
&lt;br /&gt;
Homonculi are the ultimate fusion of Imperial bio-engineering and bionic technologies, to someone outside the Imperium they are horrifying expressions of humanities arrogance, new life made to serve mankind  or simply as a pet. They are rare enough creations, the most common of them are animal-like in shape, often created based on renditions of the native fauna of Terra before the Age of Strife brought about the extinction of most known species on the human homeworld. Plenty however, such as the grotesque Cherubs, are rendered in malformed near-human shapes in order to amuse, or reflect some favoured artistic creation that by all rights should not have been sculpted in flesh-form. &lt;br /&gt;
&lt;br /&gt;
None of these things are sentient, they are, at best blessed with animal intelligence but the majority are decanted from the flesh-vats as little more than braindead bodies, perfect to be extensively refitted with cogitators and neural interlinks to slave them to whatever&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Machine Spirits ==&lt;br /&gt;
&lt;br /&gt;
It is a core tenet of the [[The_Machine_Cult|Cult Mechanicus]] that all machines are endowed by the Omnissiah with a &#039;&#039;&#039;Machine Spirit&#039;&#039;&#039; - the core or &#039;soul&#039; of the device which must be placated with appropriate ritual behaviour in order for it to fulfil its sacred function. These rituals are shrouded in mystery and tradition, and can vary from something as simple as pressing a series of buttons while reciting a carefully-timed fragment of Binaric prayer to elaborate, cargo-cult rituals involving sacred unguents, incense and invocations of the Omnissiah.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Great Machines ===&lt;br /&gt;
&lt;br /&gt;
The Machine Spirits of so-called Great Machines - immense, complex constructions like an [[Battlefleet_Prosperitas|Imperial Navy]] warship or a [[The_Machine_Cult#The_Taghmata_Omnissiah_-_The_Faith_Militant|Titan]] - are nurtured and coaxed into life by the priests of the Cult Mechanicus. This is a delicate and sacred process which begins with the uploading of a living neural pattern: by ancient Machine Cult law, this must be taken from an animal. This neural pattern is embedded deep in the machine&#039;s systems, filaments growing through every control system and layer of code. Throughout the engine&#039;s lifetime it will learn and grow, becoming marked by the experiences and histories of the human crews which serve the mighty machine, and taking on some of their qualities and memories.&lt;br /&gt;
&lt;br /&gt;
The Cult Mechanicus keeps banks and banks of genetic data and neural matter for this purpose. Various animal minds are approved and tested for various machine taskings: a freighter might use some sort of placid herd animal mind, easily roused to rapid action by threats but otherwise easy to guide and handle during long straights of inactive travel. A Warhound Titan, by contrast, will often use a predator&#039;s mind (often a pack hunter given warhounds are often deployed in squadrons), aiding the Princeps linked into it by giving them instincts humans otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The Mechanicus require only a tiny sample of neural material for the stability required to upload to a large machine&#039;s systems, meaning some extinct animals live on through these bizarre means.&lt;br /&gt;
&lt;br /&gt;
This process can have its downsides, however. The strength of the primal mind of the Machine varies from forge to forge, from wild animal neural pattern to domesticated one; some Forges prefer to sheath the wild untamed neural pattern raw into the machine, whereas others tweak and lobotomise it until it is servile.&lt;br /&gt;
&lt;br /&gt;
Regardless of local Forge habits, the sacred symbiosis of blending a human mind within a machine&#039;s manifold - the neural interface through a Mind Interface Unit or MIU required to pilot a Titan, and preferred by some Navy captains to steer their vessels - has an impact on the human component. The stereotype of freighter Captains being sedentary isn&#039;t entirely undeserved, for example, but it isn&#039;t entirely their fault either; the mind of the ship influences them just as they influence the ship. A Warhound Princeps might go a step further, displaying predatory body language, or even filing their teeth to points - such is the potency of an awakened Machine Spirit.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Throne Mechanicum&#039;&#039;&#039; technology integrated into Imperial Knights is a rare exception to these processes, produced to STC patterns to allow a single pilot to operate these large mechanical fighting machines where in their God-Machine cousins of the Titans whole teams of Princeps and Moderati are required. The Throne Mechanicum typically possesses a default source program that dates back to the dark age of technology - embedded in it is a overarching drive to protect the worlds upon which the Knight is based - this infectious thought is something of an origin of how the noble protectors of the Knight Worlds such as [[Anaximund Alpha]] came to be and is a unique technology not fully understood by the Mechanicus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lesser Machine Spirits ===&lt;br /&gt;
&lt;br /&gt;
Lesser Spirits, such as those found in laspistols, cogitators and other less awesome devices, are not born from living neural patterns. While the Mechanicus make no formal theological distinction between Machine Spirits, the &#039;Spirit&#039; of an advanced weapon is more likely to be an ancient onboard computer, with a few characteristic quirks - or in some cases, something unique and supernatural. In most cases the techno-animism of the Machine Cult simply masks interaction with technology that possesses no animus of its own - though nobody educated enough to understand that a Tech-Priest &#039;appeasing&#039; the spirit of a Laspistol is simply sending instructions to the processor that governs its firing mechanisms and charge regulators would be stupid enough to say such a thing out loud for fear of persecution as a Heretek.&lt;br /&gt;
&lt;br /&gt;
To this end the Imperium and Mechanicus apply a belief that all machines are possessed of this animus though they treat it as something to be respected it should be noted that both the Imperium and Mechanicus possess an innate fear of &#039;thinking&#039; machines so rather than being responded to with joy, a machines &#039;machine spirit&#039; answering back to the user is generally reacted to with horror followed by the destruction of the item as noted above, the fear of thinking machines is deeply engrained in Imperial and Mechanicus cultural history.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Data-djinn ===&lt;br /&gt;
&lt;br /&gt;
Data-djinn are a curious machine-spirit as they have no true form to them - the majority of what a human from M.2 would call &#039;software&#039; is loaded onto physical wafers that must be inserted into the banks of Cogitators in order to function, these programs are fixed in purpose and never truly leave the storage mediums upon which they are kept. Installing or upgrading new &#039;programs&#039; into a cogitator is a laborious physical process of removing these wafers and replacing them with new ones - this is thanks to the Imperium and Machine Cult&#039;s longstanding fear of granting even the slightest degree of autonomy to data and the machine - a historical fear from a largely forgotten and conflicted event in pre-Imperial history that has made autonomous machines a deeply engrained fear. &lt;br /&gt;
&lt;br /&gt;
Data-djinn are those strings of code that are not bound to any physical form, they exist within data-mediums able to be transferred from cogitator to cogitator lacking none of the impediments that the Mechanicus inflict on most programs that render many Imperial cogitators ponderously slow-operating things. Naturally Data-djinn are only held by Tech-Priests and ownership of such programs by others is rigorously persecuted if they cannot find the protection of a powerful individual - these programs are not named for notoriously fickle creatures of pre-Imperial Terran myth without reason they can be unpredictable when released into a system and improperly handled can become corrupted and malicious code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scrapcode ===&lt;br /&gt;
&lt;br /&gt;
The Archenemy, Chaos, rarely has much respect for machine-spirits often binding machines with unusual and heretical programs drawn from some blasphemous source. But they do have their own forms of aggressive data that can corrupt and infiltrate Imperial machine spirits - formed from the code-speak of Heretekal scrapcode is infested with random and chaotic data and some sort of almost-sentient maliciousness when Imperial machinery is exposed to it. Once a system is infested the scrapcode begins to propagate like a virus in a living creature seeking to overwhelm and subsume the system - in most cases this causes the machine to enter a state of cascade failure and be disabled entirely, but some great machine spirits have been twisted entirely to the will of the Hereteks that infected it, turning the entire machine into a traitor against the Imperium.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=The_Mechanicus_Priesthood_of_Ferraeus&amp;diff=3460</id>
		<title>The Mechanicus Priesthood of Ferraeus</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=The_Mechanicus_Priesthood_of_Ferraeus&amp;diff=3460"/>
		<updated>2022-10-16T15:00:49Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can find many common notes about the Machine Cult on the [[Adeptus Mechanicus]] page.&lt;br /&gt;
&lt;br /&gt;
=== Four Facts About the Priesthood of Ferraeus ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;They are deeply loyal to the Imperium.&#039;&#039;&#039; The Priesthood of Ferraeus owes its existence to the [[The Prosperitas Crusade and High Command|Prosperitas Crusade]] and [[House Durovera]] and for that it is loyal. The Arch-Magos of Ferraeus is often a regular visitor at the Sector Senatorum, and considered to be a strong ally of House Durovera.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They worship the Emperor-as-Omnissiah.&#039;&#039;&#039; The Priests of Ferraeus worship the &#039;&#039;&#039;Emperor-as-Omnissiah&#039;&#039;&#039; as a single entity something that has made them more closely meshed with their usual opposition in the Imperial Cult. The ultimate example of this is [[The_Imperial_Faith#The_Saints|Saint Nongentae of Ferraeus]] who straddled both faiths to the point she was canonised by the local Imperial cult and has been embraced by a faction of Priests who straddle both cults, known as the [[Ecclesiarchy Loyalists|Nongentists]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The are warlike in their nature.&#039;&#039;&#039; [[Mechanicus Collegia: Secutor|Secutors]] are more common amongst the Priesthood on this world thanks in part to its foundation by their ancestors who accompanied the Titans of the [[Legio Ferraeus]] during their history as a nomad fighting force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They prefer brutalist, efficient designs.&#039;&#039;&#039; The Magi of Naximus are not fans of ornamentation, their weapons, their technology follows the most basic practical appearances their world is one of vast boxy superstructures and their bionics bulky but effecive.&lt;br /&gt;
&lt;br /&gt;
=== The Mechanicus Ferraeus ===&lt;br /&gt;
&lt;br /&gt;
The Priesthood of Ferraeus are considered the most orthodox of the Three Forges of the Prosperitas Sector - their Forgeworld taken from Heretek forces in the early years of M.41 by the Prosperitas Crusade, they were founded not from the a colony-seed planted by the ancient Mechanicum but rather surplanted the original rulers of their new homeworld who had turned traitor and given aid to the heretics of the [[Regency]] from the Tech-Priests who had formed the support structure of the [[Legio Ferraeus]] while it had been a nomad Legion.&lt;br /&gt;
&lt;br /&gt;
Considered blinkered and orthodox even by the standards of the Adeptus Mechanicus the Priesthood of Ferraeus have shown little to no interest in adopting new patterns of technology or ideas that stray from the scientific canon of Mars. This has, ironically, produced a greater-than-average number of [[Explorator Fleets of the Prosperitas Sector|Explorators]] from this Forge World than many others as a goodly number of young Magi chafe at the conservative attitudes of their superiors on this world and see the Explorator fleets as a way to escape its confines or are &#039;encouraged&#039; to work off their unorthodox tendencies amongst their ranks as a form of exile. An odd symbiosis exists between those that were otherwise rejected by the orthodox Priesthood and the Priesthood of Ferraeus as the fleets often have to rely on Ferraeus&#039; shipyards to repair their vessels before heading out beyond the edges of the frontier sector - meaning that Ferraeus often gets first pickings of discoveries the fleets bring back it feels it &#039;&#039;wants&#039;&#039; - such as verifiable STCs.&lt;br /&gt;
&lt;br /&gt;
Because of its origins in the militant service of the [[Legio Ferraeus]], the Priesthood of Ferraeus produces an above-average number of [[Mechanicus Collegia: Secutor|Secutors]], the Priests-Militant of the Machine Cult, who accompany many of its forces when they go to war alongside the Prosperitas Crusade. For this reason it is generally considered that they are, while Orthodox, quite an aggressive Priesthood. Something that has caused considerable friction in its dealing with the [[The Mechanicus Priesthood of Naximus Prime|Priesthood of Naximus Prime]] but most significantly with the [[The Mechanicus Priesthood of Castellum|Priesthood of Castellum]] who it has threatened to invade on several occasions not least because it considers the Castelli Priesthood to be traitors to its Forge for emancipating the former Research Colony from Ferraeus&#039; control.&lt;br /&gt;
&lt;br /&gt;
This predisposition for violence manifests in Ferraean society as a whole with violent bloodsports being a popular pastime teams of Ferraean Tech-Priests perfect their weapons engineering talents by sending heavily augmented Combat Servitors to battle in vast arenas for both weapons testing and public entertainment purposes while senior Magi watch on judging the creations of their junior peers on style, control, damage and aggression. This &#039;sport&#039; is popular enough that it is often distributed as holovid entertainment to the wider Prosperitas Sector that gather around projectors to see these augmented gladiators tear eachother apart in the blasted industrial wastelands beneath the forge&#039;s polluted orange skies.&lt;br /&gt;
&lt;br /&gt;
There is however a considerable number of Priest who have combined their loyalty to Mars with their loyalty to the God Emperor, observing a fusion of the Imperial Faith and Machine Cult these so called [[Ecclesiarchy Loyalists|Nongentists]] follow the teachings of [[The_Imperial_Faith#The_Saints|Saint Nongentae of Ferraeus]] and demonstrate a fanatical attitude considered by many of their peers of unacceptably emotive compared to the machine-like ordered society promoted by the Machine Cult, choosing to embrace their emotions rather than excise them Nongentists go about their duties with a fanatical fervour, singing loud hymns as they work. This is to the consternation of many Priests who do not follow their sects and if it weren&#039;t for the efficiency they continue to demonstrate, they might well have been suppressed long ago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank and Organisation amongst the Ferraean Priesthood ===&lt;br /&gt;
&lt;br /&gt;
The structure of Ferraeus closely follows the traditional or  &#039;[[The_Machine_Cult#The_Hierarchy_of_the_Cult_Mechanicus|Martian]]&#039; hierarchy system copied by many other Priesthood around the Imperium. It does however forgo the use of a Fabricator Locum as a single entity, &#039;&#039;&#039;Archmagos Myrioi-513&#039;&#039;&#039; the Fabricator-General of Ferraeus occupies the entire upper echelon of Forge command. The Archmagos operating several independent digital facets of their personality by spreading their biological compotents amongst multiple host armatures that act to give it a distributed command network over Ferraeus. &lt;br /&gt;
&lt;br /&gt;
Beneath Myrioi-513 the standard structure persists, with Magi controlling most of the functions of society with their Menial and Servitor labour-forces arranged beneath them in service to the mighty industrial machine that is the Forge. &lt;br /&gt;
&lt;br /&gt;
The surface of Ferraeus is organised into severan &#039;Forge Fanes&#039; each assigned one of the host-armatures of the Fabricator General who oversees operations while a &#039;&#039;&#039;Magos Senioris&#039;&#039;&#039; is ultimately responsible for the day to day business of operating the region. The output of each Forge-Fane changes on a regular basis as the needs of the Prosperitas Sactor, and the Crusade become apparent. Forges are constantly being rebuilt for other functions while Menials are shipped in massive mass-conveyors to whatever Forge Fane requires their particular labour talents that day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Naming Traditions of the Ferraeans ===&lt;br /&gt;
&lt;br /&gt;
Generally alpha numeric designations are used by the Priests of Ferraeus often combining ancient characters along with a string of numbers, such as &#039;Alpha-123&#039; for example. Some Ferraeans have a different first name that is not a character but an actual Imperial-sounding name followed by a numeric string, these individuals are usually those born outside of Ferraeus who have been inducted into the priesthood and are thusly required to sacrifice their family name in honour of their new choices in life.&lt;br /&gt;
&lt;br /&gt;
There is a now-small but not insignificant number of Ferraeans who come from the same sect as those who founded [[Castellum]] that observe the naming traditions more commonly found amongst the [[The Mechanicus Priesthood of Castellum|Castelli Priesthood]] but these are few, and many have re-designated themselves lest the hostility their forge feels towards their wayward brethren fall upon them too.&lt;br /&gt;
&lt;br /&gt;
=== Notable Priests of Ferraeus ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archmagos Myrioi-513&#039;&#039;&#039; is the Fabricator-General of [[Ferraeus]], and is a truly immense augmented being with little flesh remaining upon their bones. The Archmagos has augmented and expanded their neural capacity to ridiculous levels, forgoing a Fabricator-Locum for operating several independent digital facets of their personality and spreading their biological matter amongst multiple host armatures. Considered highly conservative by their peers, the Archmagos enjoys a close relationship with [[Crusade High Command]] and the Sector Government as the most closely Imperial-loyal Forge in the sector, and the only Forge with a full [[Titan]] Legion at its command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Princeps Leks Koenig&#039;&#039;&#039; leads the [[Legio Ferraeus]] Titan Legion. A formidable warrior, he is notably arrogant and ambitious. From the control throne of the Warlord &#039;&#039;Deus Imperatrix&#039;&#039; he rules like a petty God-King of ancient times; often overstepping his place in the order of battle to issue orders to allies outside his command chain, he is considered disruptive by many [[Crusade]] officers.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Combat_Support_Traits&amp;diff=3459</id>
		<title>Combat Support Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Combat_Support_Traits&amp;diff=3459"/>
		<updated>2022-10-16T15:00:27Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Scum ===&lt;br /&gt;
Those who have lived at the fringes of Imperial civilization, outsiders and criminals who know the desperation that it is to survive in the Underhive, Scum are often considered the worst of civilization by their fellow Agents, but that doesn’t mean that they don’t have a value to the Inquisition;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Vulture&#039;&#039;&#039;:  After a combat you may search the bodies of the dead, providing your foes were human, and were using firearms or obviously using chems, you may find a Mission Supply on their body. Daemon or Xenos does leave no useful supplies behind - you may not then use this again until after you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rat&#039;&#039;&#039;: You can conceal weapons on your body as such a call of &#039;&#039;&#039;Scan&#039;&#039;&#039; will not detect any weapons you have hidden on your person. A psy-active weapon will still be identified by &#039;&#039;&#039;Warp Scan&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weasel&#039;&#039;&#039;: Your life of surviving at the fringes of society have taught you how to keep your head down. you may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; to the first three ranged calls while in cover rather than just the first two. Having the matching effect from Vigilator or Scum is not cumulative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Ammo-jack ===&lt;br /&gt;
Be they Mechanicus artisans working on weaponry in workshops or underhive scum skirting the laws of the Machine Cult by producing unsanctioned ammunition, Ammo-jacks are technically competent individuals often found in the armouries of the Inquisition preparing all manner of esoteric weapons rounds for use against the horrors that the Inquisition faces in its hidden war. &lt;br /&gt;
 &lt;br /&gt;
Be aware if you choose to use this trait and are not a Tech-Priest then you should be careful to observe the rituals of the Machine Cult while doing your work. Though the Inquisition might turn a blind eye to a useful Heretek they are not in the position to defend such individuals from the Machine Cults wrath should it be aroused. &lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve got one of those&#039;&#039;&#039;: Providing you are carrying a backpack that appears to be laden with ammo, then you may expend a supply to enable up to three individuals with ranged weapons who have run out of supplies to gain a temporary &amp;quot;supply&amp;quot; allowing them to use their weapon until they would normally have to expend a supply. This “supply” lasts until used. You may not use this again until after you have Recuperated.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Special Issue Ammunition&#039;&#039;&#039;:  You can expend a supply to issue special issue ammunition to a character with the Special Weapons Training trait who has taken a &#039;&#039;&#039;Bolter&#039;&#039;&#039; or a &#039;&#039;&#039;Shotgun&#039;&#039;&#039; or an equivalent Unique Trait to grant them one of the following effects:&lt;br /&gt;
**&#039;&#039;&#039;Kraken Rounds&#039;&#039;&#039;: They may make up to three calls of Bolt.&lt;br /&gt;
**&#039;&#039;&#039;Dragonfire Rounds&#039;&#039;&#039;: They may make up to three calls of Burn.&lt;br /&gt;
&#039;&#039;&#039;Metal Storm Round&#039;&#039;&#039;: They may make a single call of Boom.&lt;br /&gt;
* In addition, there are several rounds available to Ammo-Jacks with specific traits:&lt;br /&gt;
** &#039;&#039;&#039;Tempest Rounds (Tech-Priest)&#039;&#039;&#039;: They may make up to three calls of Haywire.&lt;br /&gt;
** &#039;&#039;&#039;Hellfire Rounds (Alchemists)&#039;&#039;&#039;: They may make up to three calls of Weaken.&lt;br /&gt;
** &#039;&#039;&#039;Witch Bolts (Daemonhunter)&#039;&#039;&#039;: They may make up to three calls of Sanctic Bolt.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Daemonhunter ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Savant, Alienhunter &#039;&#039;&#039;or&#039;&#039;&#039; Witchhunter)&lt;br /&gt;
Agents of the Ordo Malleus, or those that have received training from them, Daemonhunters are often gathered from those who have experienced encounters with the manifestations of the warp and have lived to tell the tale - a Daemonhunter does not focus on ways to kill daemons as they do not work like living breathing enemies in that way but rather in surviving long enough to do enough damage to them that their forms decorporealise.&lt;br /&gt;
&lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Malleus Discipline]] with the &#039;&#039;&#039;Daemonology&#039;&#039;&#039; specialism.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Sacred Warding:&#039;&#039;&#039; When wearing warded clothing, you may call &#039;&#039;&#039;Sanctic Deflect&#039;&#039;&#039; to a single call with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached, with the exception of &#039;&#039;&#039;Sunder&#039;&#039;&#039;, from a Daemonic creature.  &#039;&#039;&#039;This ability cannot be used again until you Recuperate&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Phys Rep:&#039;&#039;&#039; Warded clothing is marked with decagrams over its surface, this could be etched into armour or on a stole.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Holy Icon:&#039;&#039;&#039; If you spend a point of willpower you may brandish an icon against a foe and call Sanctic Knockback.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Witchhunter ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Savant, Alienhunter &#039;&#039;&#039;or&#039;&#039;&#039; Daemonhunter)&lt;br /&gt;
&lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Hereticus]] Discipline with the &#039;&#039;&#039;The Hunting of the Witch and the Mutant&#039;&#039;&#039; specialism;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Null Warding:&#039;&#039;&#039; When wearing warded clothing, you may call &#039;&#039;&#039;Sanctic Deflect&#039;&#039;&#039; to a single call with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached, with the exception of &#039;&#039;&#039;Sunder&#039;&#039;&#039;, from a &#039;&#039;&#039;Psyker&#039;&#039;&#039;. &#039;&#039;&#039;This ability cannot be used again until you Recuperate&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Phys Rep:&#039;&#039;&#039; Warded clothing is marked with decagrams over its surface, this could be etched into armour or on a stole.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Witchbane:&#039;&#039;&#039;  You know how to target major nerve clusters or arteries, what toxins best assail a witch’s nerves, or other ways to weaponise your understanding. You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Weaken&#039;&#039;&#039; up to three times against a positively identified Psyker at range or in melee.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Alien Hunter ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Savant, Daemonhunter &#039;&#039;&#039;or&#039;&#039;&#039; Witchhunter)&lt;br /&gt;
Agents of the Ordo Xenos, or those who have trained with them, these agents are faced with a daunting task of facing a myriad of vastly different bioforms and threats in the execution of their work. Overspecialising in their line of work is a fool’s decision, leaving one unprepared against another threat. An Alien Hunter must adapt to the situation, altering their tactics and learning to fight a foe on their own terms.&lt;br /&gt;
&lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Xenos Discipline]] with the &#039;&#039;&#039;Current Xenos Threats&#039;&#039;&#039; specialism;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunter’s Eye:&#039;&#039;&#039; You may use the &#039;&#039;&#039;[[Scanning|Scan]]&#039;&#039;&#039; call at up to arm’s length from your Auspex by calling a specific target, at will. You may call &#039;&#039;&#039;Scan&#039;&#039;&#039; at vocal range once before needing to &#039;&#039;&#039;Recuperate&#039;&#039;&#039; and appease the machine spirit.&lt;br /&gt;
** &#039;&#039;&#039;Physrep Requirement:&#039;&#039;&#039; A handheld scanner (auspex) or an eyepiece of some kind.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;If It Bleeds, We Can Kill It:&#039;&#039;&#039; Once you have positively identified a species of Xenos you are up against, when you &#039;&#039;&#039;Recuperate&#039;&#039;&#039; you can prepare to face it, adapting your tactics, changing ou rounds in your weapons, and priming the array of technology that the Ordo Xenos relies on. This preparation only helps and affects the Xenos species you have prepared to face you need to recuperate and recalibrate if you want to face a different target - you may call &#039;&#039;&#039;Scan [Xenos Species]&#039;&#039;&#039; to be sure before you make any of these calls.;&lt;br /&gt;
** You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Haywire&#039;&#039;&#039; up to 3 times against members of your targeted species.&lt;br /&gt;
** You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Weaken&#039;&#039;&#039; up to 3 times against members of your targeted species.&lt;br /&gt;
** You may spend 15s not moving and aiming at a member of your targeted species, if you lose sight of them before you finish your count you must restart again, if you reach the end of your count you may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Sunder&#039;&#039;&#039;.  &#039;&#039;&#039;This ability cannot be used again until you have Recuperated&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Armour of Contempt ===&lt;br /&gt;
Preparation is the Armour of Contempt, to face a foe one knows and is prepared for, to prepare oneself and the field of battle favourably to increase one&#039;s chances of winning the fight against the foes of the Imperium who often have the upper hand in physical, technological or esoteric strength.&lt;br /&gt;
&lt;br /&gt;
This trait activates only when you select a foe you have encountered before, either at the same event or previously. They must be a ‘named’ foe, even if you do not know their name, a distinct foe who is clearly present. &#039;&#039;&#039;This is your Hated Foe for the event&#039;&#039;&#039; (you can always check with the Game Team if you are ever uncertain a NPC is valid) - when you encounter your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; in battle you gain the following advantages;&lt;br /&gt;
&lt;br /&gt;
* You gain &#039;&#039;&#039;+2 Endurance&#039;&#039;&#039; for that Combat&lt;br /&gt;
* You reduce any &#039;&#039;&#039;Rend&#039;&#039;&#039; calls from your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; to 1 Damage&lt;br /&gt;
* You may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against one call from your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; - including &#039;&#039;&#039;Warp&#039;&#039;&#039; but not Sunder&lt;br /&gt;
* Once if you are reduced to &#039;&#039;&#039;Bloodied&#039;&#039;&#039; in a combat where your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; is present you may use &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on yourself, however, unlike normal - this call affects you even if you have suffered a condition that would normally prevent you from using it. This ability cannot be used again until you have Recuperated. &lt;br /&gt;
* Should you defeat your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; then you can select a new one.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Kill Team Leader ===&lt;br /&gt;
While the Inquisition might favour individualistic Agents, there are things a bonded team of warriors can accomplish that an Agent of the Throne could not accomplish solo - squads from the Imperial Guard or Imperial Navy are commonly inducted though occasionally tight-knit underhive gangs are brought in for the same reason. Elite amongst these other than the power armoured Astartes of the Death Watch, are the Inquisitorial Stormtroopers in their black carapace armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements&#039;&#039;&#039;: To form a Kill Team you must have 2-4 other characters who are members of the Kill Team - all the members of the Kill Team must have matching costumes that clearly identify them as being part of the same united team. No PC can benefit from the commands of more than one Kill Team Leader at an event. If a Kill Team Leader dies during an event, their chosen successor may benefit from the effects of this trait for the remainder of the event. However, should they wish to use it in future they must buy it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orders:&#039;&#039;&#039; Your Kill Team should agree to a set of IC commands, these are cues that allow your group to benefit from any of the following effects. Once you have used one of these commands, you must Recuperate before using it again.&lt;br /&gt;
** &#039;&#039;&#039;Team! Take Aim!&#039;&#039;&#039; - If members of the Kill Team are in Cover then any ranged calls of Blam become Rend - this does not count as calling something other than Blam for the purpose of the Abundant Ammunition rule.&lt;br /&gt;
** &#039;&#039;&#039;Team! Go! Go! Go!&#039;&#039;&#039; - The team must charge their foe with the intent to engage them at melee range -, they may not make calls or attacks while charging but may call Deflect up to four times - these are lost once they enter melee reach of a foe.&lt;br /&gt;
** &#039;&#039;&#039;Team! Gun Them Down!&#039;&#039;&#039; - The team must stand still, they can make up to 3 calls of Dakka before Reloading and expending a Supply.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Price of Service:&#039;&#039;&#039; If a member of the Kill Team disobeys a direct order from the &#039;&#039;&#039;Kill Team Leader&#039;&#039;&#039; then they cannot benefit from orders until they have suffered an IC appropriate consequence for their disobedience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Example commands are provided - however, you are encouraged to come up with your own IC commands, which should ideally include a reference to your group (e.g. &amp;quot;Raivans, follow me!&amp;quot; or &amp;quot;31st Armored, leave none alive!&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Savant ===&lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Scribe)&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Alien Hunter, Daemonhunter &#039;&#039;&#039;or&#039;&#039;&#039; Witchhunter)&lt;br /&gt;
Not all scribes hide away in dusty libraries, some take to battlefields alongside Inquisitorial parties advising them from their vast arrays of tomes, scrolls and dataslate archives that they drag into battle.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; While using this trait you cannot hold a weapon in your hands or make any offensive actions. You’ll need a prop book or dataslate for your character to read though while you’re standing on the sideline of a fight, your skill is in ducking and dodging while you frantically leaf through your books looking for answers. You can do this only for foes your character has encountered or their Lores permit them to know about, so long as you do this you can;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Duck!&#039;&#039;&#039;: You’re used to ducking in and out of fights as you consult the tomes, you may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; once - you cannot use this against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. &#039;&#039;&#039;You cannot use this ability again until you Recuperat&#039;&#039;&#039;e.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hit the Weak Point!&#039;&#039;&#039;: After spending ten seconds studying an enemy NPC that falls into your speciality you may aid an ally to strike at a weak point or make some modification to their equipment to allow them to call &#039;&#039;&#039;Weaken&#039;&#039;&#039; against that foe. &#039;&#039;&#039;You cannot use this again against the same individual until you Recuperate&#039;&#039;&#039;.  For example: ‘There’s a small weak point between the second and third secondary ribs, strike there’ or ‘here, take this they’re deathly allergic to it’.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;You’re going to need this…&#039;&#039;&#039;: With thirty seconds of research of a specific type of foe (‘genestealer’ or ‘aeldari psyker’ for example) in combat or out (if you’re willing to predict a particular foe) you may hand something to three companions to protect them. They gain one use of &#039;&#039;&#039;Deflect&#039;&#039;&#039; against the specified foe, this may be used against calls of &#039;&#039;&#039;Warp&#039;&#039;&#039; if you prepare them for a foe that is likely to use the call. &#039;&#039;&#039;You cannot use this ability again until you Recuperate.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hit the Books…:&#039;&#039;&#039; If you encounter a recurring foe or a foe with a distinct ability that you need to find a counter for you may with ref assistance, throw yourself into researching it to prepare for another encounter. Using evidence (name, pictures, tissue samples, etc..) as appropriate you can enable an ally to negate that ability, this can include calls of Sunder if appropriate. The ref will advise you of what abilities it has and allow you to forewarn others as well as preparing your chosen target to be resistant to them.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_of_the_Ordo_Myrmidon&amp;diff=3458</id>
		<title>Technoarcana of the Ordo Myrmidon</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_of_the_Ordo_Myrmidon&amp;diff=3458"/>
		<updated>2022-10-16T14:59:55Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Myrmidon sect are considered brash and boorish amongst a Machine Cult that divests itself of emotion - they are the Order dedicated to worship of firepower in its raw form they worship the Gun as the most divine expression of the Omnissia-as-Destructor fusing themselves into weapons platforms for their favoured weaponry making them some of the Machine Cults most fearsome Priests Militant.&lt;br /&gt;
&lt;br /&gt;
To be inducted into this Ordo a character must have the &#039;&#039;&#039;Weapon of Old Night&#039;&#039;&#039; trait - the majority of powers of the Ordo Myrmidon revolve access to heavier and more devastating examples of these weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Martian Device - Antigua Scorpii ===&lt;br /&gt;
Upon induction into the Myrmidon order a Tech-Priest must choose to join one of two sub-sects — that of the Destructor (if they choose to focus on Heavy Weapons), or that of the Secutor (if they choose to focus on Special Weapons). Upon their full initiation into the cult, they will be presented with one of the ancient Antigua Scorpii, the artefact weapons of the cult. &lt;br /&gt;
&lt;br /&gt;
Ammunition for these weapons is RARE. You may not use supplies other than your own to reload these weapons; however, your fellows may trade their supplies with NPCs who can reload them. &lt;br /&gt;
&lt;br /&gt;
==== Las-impeller ====&lt;br /&gt;
Heavier versions of the more ubiquitous lascutter, used across the Imperium as an industrial device and military breaching tool, the las-impeller is designed to be operated by heavy servitor constructs or workers operating outside of gravity where its sweeping beams can be used to cut sections of hull plating to size for Imperial warships.&lt;br /&gt;
&lt;br /&gt;
* At targets over 5-metres away the Las-impeller may be swept from side to side allowing you to call &#039;&#039;&#039;Dakka&#039;&#039;&#039; at a rate of once-per-second up to ten times in a single burst of fire, after which you must spend five seconds reloading your weapon. However you only consume Supplies every two reloads.&lt;br /&gt;
&lt;br /&gt;
* At targets under 5-metres away the Las-impeller may call Bolt reloading every 10 shots.&lt;br /&gt;
&lt;br /&gt;
In addition you may push the Las-impeller;&lt;br /&gt;
&lt;br /&gt;
* You may spend 15s charging the impeller and expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to make a single call of &#039;&#039;&#039;Sunder&#039;&#039;&#039; at a target that is under 5-metres away from you. &#039;&#039;&#039;You cannot use this again until you have Recuperated.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse:&#039;&#039;&#039; Las-impeller cells are prone to becoming charged and discharging into their user whenever you Reload you take the &#039;&#039;&#039;Haywire&#039;&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Conversion Beamer ====&lt;br /&gt;
Rare in much of the Imperium, the Destructor cults of the Prosperitas Sector have obtained a number of these arcane weapons though trade with the Squat enclaves that occasionally pass through the sector. Arcane weapons that use focused antimatter beams to induct subatomic explosions at the point at which they strike the target. These beams collect more energy the further they travel making them far more dangerous at distant ranges then they are up close.&lt;br /&gt;
&lt;br /&gt;
* At targets over 10-metres away you may call &#039;&#039;&#039;Boom&#039;&#039;&#039;; at targets under 10-meters away you may call &#039;&#039;&#039;Bolt Knockback&#039;&#039;&#039; - this weapon reloads every 5 shots it makes.&lt;br /&gt;
&lt;br /&gt;
In addition you may push the conversion beamer;&lt;br /&gt;
&lt;br /&gt;
* You may expend a Supply to make a single call of Sunder after spending 10s aiming at a target over 10-metres away and not moving. &#039;&#039;&#039;You cannot use this again until you have Recuperated.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse:&#039;&#039;&#039; Antimatter cells are incredibly dangerous to handle and a damaged one can be lethal - the next time you Reload, call Boom centred on yourself as the cell detonates.&lt;br /&gt;
&lt;br /&gt;
=== Rites Repulsor ===&lt;br /&gt;
After 10,000 years, the Ordo Myrmidon are free to unleash charged graviton weapons upon their foes, using enhanced forms of Omnissian Axes, as well as less traditional Maul-like weapons - along with graviton charges - the Ordo are line-breakers of a premier order.&lt;br /&gt;
&lt;br /&gt;
* You may use inbuilt point defence Weapons to call &#039;&#039;&#039;Rend&#039;&#039;&#039; or &#039;&#039;&#039;Knockback&#039;&#039;&#039; at targets within 5-metres - you may use this five times after which you cannot use this again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
In addition you may &#039;&#039;&#039;push&#039;&#039;&#039; to:&lt;br /&gt;
&lt;br /&gt;
** Spend 10s unmoving and channeling the energies you regain your use of the above abilities as if you had &#039;&#039;&#039;Recuperated&#039;&#039;&#039;  - you may do this multiple times but must spend a supply or count as pushing again every time.&lt;br /&gt;
&lt;br /&gt;
* You may hammer your foot into the ground and expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Mass Knockback&#039;&#039;&#039; - you must Recuperate before you can do this again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse:&#039;&#039;&#039; Your graviton cells detonate call Boom centered on (and affecting) yourself next time you attempt to use one of these abilities.&lt;br /&gt;
&lt;br /&gt;
=== Rites Defensor ===&lt;br /&gt;
It is said of the Myrmidon Cult that their beliefs in defense are that nothing is greater then a strong offense - never is this more obvious then when they advance into the thick of battle ancient weapons blazing, with all manner of shaped charges strapped to the outer layers of their armoured forms that they can detonate to clear a path through their foes.&lt;br /&gt;
&lt;br /&gt;
You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call one of the following centered on yourself;&lt;br /&gt;
&#039;&#039;&#039;Frag-Charge:&#039;&#039;&#039; Call &#039;&#039;&#039;Boom&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tox-gas:&#039;&#039;&#039; Call &#039;&#039;&#039;Mass Weaken&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Lectro-charge:&#039;&#039;&#039; Call &#039;&#039;&#039;Mass Haywire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are protected from these effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse:&#039;&#039;&#039; You are not protected from these effects.&lt;br /&gt;
&lt;br /&gt;
=== Feedback-Curses ===&lt;br /&gt;
In addition to the standard triggers for power checks a Myrmidon must also do a power check for every time they move faster than a slow walk - their ancient weapons are often quite decrepit and dangerous if jostled too vigorously. Each of the Rites and Martian Devices above have their own unique curses.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Ranged_Combat_Traits&amp;diff=3456</id>
		<title>Ranged Combat Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Ranged_Combat_Traits&amp;diff=3456"/>
		<updated>2022-10-16T14:58:56Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Special Weapons Trooper ===&lt;br /&gt;
&lt;br /&gt;
Special Weapons Training (Ranged)&lt;br /&gt;
Examples: Flamers, Shotguns, Boltguns, Hellguns, Stake Crossbows &lt;br /&gt;
&lt;br /&gt;
You are entrusted with one of the rarer weapons of the Imperium - such a blessing is a sign of the Inquisition&#039;s trust in a warrior to move the resources necessary to ensure they have one of these rare and expensive weapons and the supplies needed to maintain it.&lt;br /&gt;
&lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
See [[Wargear &amp;amp; Equipment]] for additional rules governing these weapons, including ranges and time taken to reload, as well as clip-sizes.&lt;br /&gt;
&lt;br /&gt;
Before a Deployment (event) you may take a single special weapon from the following list on each deployment and may operate captured examples of such weapons temporarily (with ref permision);&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolt Weapons&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You may call Bolt every 3s at range&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Holy Bolter:&#039;&#039;&#039; The totemic value of the Bolter to the Imperium is immense; you gain +1 Willpower and +1 Endurance while wielding this weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You may call &#039;&#039;&#039;Blam&#039;&#039;&#039; every 3s. You may call &#039;&#039;&#039;Knockback&#039;&#039;&#039; or &#039;&#039;&#039;Rend&#039;&#039;&#039; at targets within 10m. If your prop is larp-safe it may be used to make calls in Melee even if 2-Handed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Primative but Efficient:&#039;&#039;&#039; Shotguns do not consume supplies each time they &#039;&#039;&#039;Reload&#039;&#039;&#039; after calling &#039;&#039;&#039;Knockback&#039;&#039;&#039; or &#039;&#039;&#039;Rend&#039;&#039;&#039; - instead expending a supply at the end of every combat where they were reloaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stake Crossbows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may call Rend every 3s&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Truesilver Bolts:&#039;&#039;&#039; You may call Sanctic Weaken with 10s of aiming - this only affects daemonic or daemonically corrupted foes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hellgun&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may call Rend every 3s&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Low Power Mode:&#039;&#039;&#039; Hellguns may be used to call Blam every 3s to conserve power cells.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High Power Mode:&#039;&#039;&#039; You overcharge one of your weapon cells, allowing you to call Bolt every 3s until you reload. This ability cannot be used again until you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Backpack Generator:&#039;&#039;&#039; Your prop must have cable attachments to you but these may attach to a small belt unit if you wish) - if you have a backpack unit then instead of consuming a Supply every time you reload from using Rend you instead consume one supply at the end of a combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flamers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may call &#039;&#039;&#039;Burn&#039;&#039;&#039; every 3s&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blessed Prometheum:&#039;&#039;&#039; You may call Mass Sanctic Knockback! any subsequent calls of Burn! Can be followed by Sanctic Knockback - this ends when the weapon reloads. This ability cannot be used again until you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatic Weapon (Heavy Stubber, Hotshot Volley Gun, Rotor Cannon, Multi-Laser)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may call &#039;&#039;&#039;Dakka&#039;&#039;&#039; every 3s.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stabilised:&#039;&#039;&#039; You need to remain unmoving while making calls of Dakka with this weapon.&lt;br /&gt;
Ammo Feed Pack: If you have a backpack unit with an ammo feed attached to this weapon you gain +5 calls before you must reload.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physrep Guidelines:&#039;&#039;&#039; Your prop must roughly match the look of any of these weapons from the setting art or, if you’re using a different kind of equivalent weapon from the canon, an appropriately advanced and technological prop. Talk to the Game Team if you are uncertain.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapon of Old Night ===&lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; [[Bionic Traits|Tech-Priest]] &#039;&#039;&#039;or&#039;&#039;&#039; [[Defensive Traits|Skitarii]])&lt;br /&gt;
The Machine Cult jealously guards a number of weapons designs that have been otherwise lost to the Imperium, incorporated into the superstructure of a Tech-Priest or a Skitarii these weapons are incredibly deadly and renowned amongst the Imperium for their lethal and horrific nature.&lt;br /&gt;
&lt;br /&gt;
See [[Wargear &amp;amp; Equipment]] for additional rules governing these weapons, including ranges and time taken to reload, as well as clip-sizes.&lt;br /&gt;
&lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
Ammunition for these weapons is RARE you may not use supplies other than your own to reload these weapons; however, your fellows may trade their supplies with NPCs who can reload them. &lt;br /&gt;
&lt;br /&gt;
You may choose to have this weapon &#039;&#039;&#039;Servo-Mounted&#039;&#039;&#039; or &#039;&#039;&#039;Hand Carried&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hand Carried&#039;&#039;&#039; weapons have no additional rules.&lt;br /&gt;
** The weapon takes up your 2-Handed weapons slot and is considered a 2-Handed weapon for the purposes of ammo and range, see [[Wargear &amp;amp; Equipment]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Servo-Mounted&#039;&#039;&#039; weapons must be incorporated into a character’s costume either mounted on a wrist, or on a backpack - they do not have to be rifle-length. A character who has a servo-mount who has run out of [[Supplies]] may make calls by using internal power cells losing an Endurance for each call. They cannot use this to call &#039;&#039;&#039;Sunder&#039;&#039;&#039;, &#039;&#039;&#039;Dakka&#039;&#039;&#039;, &#039;&#039;&#039;Boom&#039;&#039;&#039; or &#039;&#039;&#039;Mass&#039;&#039;&#039; calls. &lt;br /&gt;
** A Servo-mounted weapon only takes up a 1-handed weapon slot but is considered a 2-Handed weapon for the purposes of ammo and range see [[Wargear &amp;amp; Equipment]].&lt;br /&gt;
&lt;br /&gt;
Before a Deployment (event) you may take a single special weapon from the following list on each deployment and may operate captured examples of such weapons temporarily (with ref permision);&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-Launcher&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to make a call of &#039;&#039;&#039;Mass Burn&#039;&#039;&#039;, &#039;&#039;&#039;Mass Haywire&#039;&#039;&#039; or &#039;&#039;&#039;Boom&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volkite Blaster&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Call &#039;&#039;&#039;Bolt&#039;&#039;&#039; every 3s&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Death Ray:&#039;&#039;&#039; You may sweep the area before you with your beam. Call Dakka up to three times. This ability cannot be used again until you have Recuperated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IRad Cleanser&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Call &#039;&#039;&#039;Burn&#039;&#039;&#039; every 3s&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cleansing Radiation:&#039;&#039;&#039; You may drench an area in radiation. Call Mass Weaken. This ability cannot be used again until you have Recuperated&lt;br /&gt;
Servo-Mounted Special Weapon (Requires Special Weapon Training): If you have selected a Hellgun or Automatic Weapon from Special Weapons Training it can be Servo-Mounted by selecting this trait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physrep Guidelines:&#039;&#039;&#039; Your prop must roughly match the look of any of these weapons from the setting art or, if you’re using a different kind of equivalent weapon from the canon, an appropriately advanced and technological prop. Talk to the Game Team if you are uncertain.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Grenadier ===&lt;br /&gt;
Some foes are not trivial to dispatch with basic armaments, in such circumstances the Imperium turns to explosive weaponry in order to counter its foes - using a mix of handheld grenades as well as weapons designed to hurl them further distances.&lt;br /&gt;
&lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
*Explosive Ordinance: At the cost of a &#039;&#039;&#039;Supply&#039;&#039;&#039; you may fire/throw/launch an explosive;&lt;br /&gt;
** &#039;&#039;&#039;Frag:&#039;&#039;&#039; Call &#039;&#039;&#039;Boom&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Stun:&#039;&#039;&#039; Call Mass &#039;&#039;&#039;Shock&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physrep Guidelines:&#039;&#039;&#039; You may represent this trait by either throwing a throw-safe grenade, or with a grenade launcher or missile launcher prop - the effect is the same regardless.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Doorkicker ===&lt;br /&gt;
Cityfighters, Ex Gangers, Inquisitorial Stormtroopers - &amp;quot;Doorkicker&amp;quot; is a pejorative term for those warriors who thrive up close and personal battering their foes with the butt of their gun before shooting them and kicking in doors.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Up Close and Personal:&#039;&#039;&#039; Providing your prop is LARP safe you may fire a 2-Handed firearm in a melee as well as calling &#039;&#039;&#039;Knockback&#039;&#039;&#039; every 3s with a 2-Handed Firearm with a melee blow from the gun.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Breaching Charge:&#039;&#039;&#039; You may set off a grenade or charge when you enter an enclosed room - this calls &#039;&#039;&#039;Mass Shock&#039;&#039;&#039; or &#039;&#039;&#039;Mass Knockback&#039;&#039;&#039; - you cannot use this again until you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Strong and Sturdy:&#039;&#039;&#039; When affected by a KNOCKBACK call, the effects last only 2s rather than 5s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Moritat ===&lt;br /&gt;
Gunslingers of the Prosperitas Sector, Moritats are obsessive about their weapons having them machined and modified to perfection. It is a martial art of its own right in this Sector to hone one&#039;s skill with paired pistols and such warriors are often in demand in close-range brawls.&lt;br /&gt;
 &lt;br /&gt;
If you have the &#039;&#039;&#039;Special Weapons Training&#039;&#039;&#039; or Adept Mortis trait then you may have a pair of matching pistols from the relevant weapons choices rather than the usual one weapon they provide. You may use this to dual-wield Hand Flamers but they only benefit from the Paired Pistols part of this trait, none of the other abilities affect them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Paired Pistols:&#039;&#039;&#039; Your paired pistols are treated as a single weapon that takes up your 2-Handed weapon slot (see Wargear) they reload every 10 calls and have a range of 10m .  In addition if you only call Rend with this weapon then you only consume a supply at the end of a combat rather than each time you reload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Loaded for Gunplay:&#039;&#039;&#039; You may always call Blam with a weapon that can do so, regardless of if you have supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gunslinger:&#039;&#039;&#039; If you are in Cover and not moving you may call Rend instead of your weapons standard calls after 3s of aiming at a target. If you are in melee reach of a foe and have a pair of LARP-safe pistol props, you may call Rend every 3s with your pistols at foes you are in melee with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SUPPRESSING FIRE!:&#039;&#039;&#039; If you are in Cover and not moving you may call Dakka after which you must Reload (consuming a Supply).  This ability cannot be used again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Vigilator ===&lt;br /&gt;
Scouts, Hunters, Sharpshooters, Vigilators prefer to work from the safety of cover, or range ahead of other Inquisitorial Agents hunting for threats and looking for traps and other dangers that would otherwise prove a threat to their allies.&lt;br /&gt;
&lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Auspex:&#039;&#039;&#039; You may use the &#039;&#039;&#039;[[Scanning (Auspexes &amp;amp; Other Scanners)|Scan]]&#039;&#039;&#039; call at up to arm’s length from your Auspex by calling a specific target, at will. You may call Scan at vocal range once before needing to Recuperate and appease the machine spirit.&lt;br /&gt;
** &#039;&#039;&#039;Physrep Requirement:&#039;&#039;&#039; An Auspex must be physrepped by a handheld scanner, or an obvious bionic eye/worn eyepiece.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cameleoline:&#039;&#039;&#039; If your top layer of costume is a synskin suit or a camo cloak you may call Deflect to the first three ranged calls while in cover rather than just the first two. Having the matching effect from Adept Mortis or Scum is not cumulative.&lt;br /&gt;
** &#039;&#039;&#039;Physrep Requirements:&#039;&#039;&#039; A Synskin is a monochrome (normally black) coloured suit of body-conforming fabric. A Camo Cloak is a cloak of either grey or earthy green or of an appropriate camouflage fabric to match the environment, it cannot be worn over bright garish costume  and still provide benefit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sharpshooter’s Rifle:&#039;&#039;&#039; When armed with a large setting-appropriate 2-handed ‘sniper’ weapon which must have an appropriate long-distance optic (even if it is not functional) you gain the following benefits:&lt;br /&gt;
** If you have &#039;&#039;&#039;Special Weapons Training&#039;&#039;&#039; this weapon can be a modified version of a &#039;&#039;&#039;Hellgun&#039;&#039;&#039; or a &#039;&#039;&#039;Bolter&#039;&#039;&#039;.&lt;br /&gt;
** If you not using a Special Weapon and are in &#039;&#039;&#039;Cover&#039;&#039;&#039; and not moving you may call &#039;&#039;&#039;Rend&#039;&#039;&#039; instead of your weapons standard calls after 3s of aiming at a target. In addition if you only call Rend with this weapon then you only consume a supply at the end of a combat rather than each time you reload.&lt;br /&gt;
** You may spend 15s not moving and aiming at a target, if you lose sight of them before you finish your count you must restart again, if you reach the end of your count you may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Sunder&#039;&#039;&#039;.  This ability cannot be used again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Saboteur ===&lt;br /&gt;
From the Sappers of the Imperial Guard to the breaching charges used by the Arbites and Navy to breach buildings and bulkheads the Inquisition has an endless supply of explosives experts available to it who bring their deadly art to the aid of their Masters.&lt;br /&gt;
&lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remote Charges:&#039;&#039;&#039; A character with this trait can place up to five charges in the game environment. They carry a Detonator on their person: these charges cannot be set off by other means other than remote detonation by the character. Make sure you place these in locations you can easily identify when you set them off (or build a method of signalling into your props). Each charge must be placed at least 10m away from any other charges (including those set by other PCs). The game team will not monitor your charges or call your damage for you: you must find a way of calling the damage yourself. If you are unable to make the damage call audibly to its target(s), your charge fails to function.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosive Ordinance:&#039;&#039;&#039; At the cost of a Supply you detonate one of your charges for one of the following effects. These effects must be called as if the target was the charge and not at individual targets.&lt;br /&gt;
* &#039;&#039;&#039;Frag-Charge:&#039;&#039;&#039; Call &#039;&#039;&#039;Boom&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Tox-gas:&#039;&#039;&#039; Call &#039;&#039;&#039;Mass Weaken&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lectro-charge:&#039;&#039;&#039; Call &#039;&#039;&#039;Mass Haywire&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_of_the_Ordo_Macrotek&amp;diff=3455</id>
		<title>Technoarcana of the Ordo Macrotek</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_of_the_Ordo_Macrotek&amp;diff=3455"/>
		<updated>2022-10-16T14:58:36Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ordo Macrotek forms the greatest bulk of the Adeptus Mechanicus, the dedicated Enginseers of the Machine Cult; it is the Priests of this Ordo that construct and tend to the ancient technologies upon which most of the Imperium depends on functioning to provide. Amongst the servants of the Inquisition these Enginseers often find themselves working on smaller machines such as their fellows but they are qualified in the maintenance and repair of far greater machines such as War Engines and Voidcraft.&lt;br /&gt;
&lt;br /&gt;
=== Martian Device - Animatus Excindor ===&lt;br /&gt;
Just as the Enginseers can invigorate the animus of a machine so to can they extinguish it these devices are strange energy projectors that allow them to drain their foes sometimes appearing as staves, sometimes integrated into the individual;&lt;br /&gt;
&lt;br /&gt;
* The Excindor may call &#039;&#039;&#039;Haywire&#039;&#039;&#039; against targets within 10m every 30s.&lt;br /&gt;
&lt;br /&gt;
In addition you may push this weapon;&lt;br /&gt;
&lt;br /&gt;
* After 15s charging the weapon and not moving you may call &#039;&#039;&#039;Mass Haywire&#039;&#039;&#039; - this cannot be used again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rite of Becalming ===&lt;br /&gt;
Known as the Rite Machina Sedatio in high gothic,  a standard role that Macroteks and Datasmiths share is bestilling machines whose animus has become agitated or disrupted - after 5s of roleplay you may calm wargear, or sooth a machine spirit you are interacting with. &lt;br /&gt;
&lt;br /&gt;
* If the machine is an aggressive machine foe played by a member of crew you may instead use the cue &#039;&#039;&#039;Command Override! Be Calmed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rites Animus ===&lt;br /&gt;
Macroteks truly thrive when they are augmenting the machinery of the Imperium via closely guarded intimate knowledge of their internal systems enabling them to temporarily enhance them beyond their manufactorum specifications. &lt;br /&gt;
&lt;br /&gt;
After 30s of roleplay you may &#039;&#039;&#039;do a power test&#039;&#039;&#039; and expend a supply to confer one of the following blessings upon a character’s wargear if you fail they suffer the &#039;&#039;&#039;Curse&#039;&#039;&#039; instead;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repleo&#039;&#039;&#039; &lt;br /&gt;
You may grant three energy weapons (lasguns, hellguns and some exotic imperial weapons but not plasma or melta weapons) the ability to be used to make calls in a combat as if the user had one supply allowing them to be used in situations where they have no supplies or be reloaded for “free” once&lt;br /&gt;
* &#039;&#039;&#039;Curse:&#039;&#039;&#039; The cells dump their entire charge dramatically in one blast a weapon cursed by this calls one call of Bolt before causing the wielder to lose 2 points of endurance and disabling any limb in contact with the weapon as it burns red-hot. These may be treated as if they had taken a Rend call. The weapon may not be used until the user has spent a period Recuperating while repairing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Induro&#039;&#039;&#039; &lt;br /&gt;
You may reinforce the protective wargear of a character with Militant or who has a Unique Trait that confers some sort of ‘armour’. They may call Deflect to any call, including Sunder but not calls with Warp attached - they cannot use this again until they &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Drawback:&#039;&#039;&#039; A character with this blessing cannot move faster than a slow walk until they have used the Deflect call at which point they can move normally as they shed the ablative armour.&lt;br /&gt;
* &#039;&#039;&#039;Curse:&#039;&#039;&#039; The individual gets the protections as normal but they cannot shed it after using it, continuing to remain slowed until someone can spend 30s pulling the remains of the ablative armour off of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Praeuro&#039;&#039;&#039;&lt;br /&gt;
You may grant an energy weapon (lasguns, hellguns and some exotic Imperial weapons, but not plasma or melta weapons) the blessing to call Bolt instead of its normal calls until it &#039;&#039;&#039;Reloads&#039;&#039;&#039;. &lt;br /&gt;
* &#039;&#039;&#039;Drawback:&#039;&#039;&#039; Even if it normally would not, this weapon consumes Supplies when it reloads under this blessing and each time it is reloaded it also causes the user to lose 1 Endurance. This weapon cannot be used again until the user has Recuperated.&lt;br /&gt;
* &#039;&#039;&#039;Curse:&#039;&#039;&#039; When it reloads this weapon&#039;s power cell explodes violently - with the user calling Boom! centred on themselves. This weapon cannot be used until time is spent Recuperating and repairing it during the rest.&lt;br /&gt;
&lt;br /&gt;
A character blessed with a Rite of Animus may not be blessed with another Rite of Animus at the same time by yourself or another Tech-Priest - the competing datastreams which you maintain during these blessings can cause conflicts and cascade failures, the results of which are known to be explosively catastrophic for the blessed individual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Feedback-Curses ===&lt;br /&gt;
While one can test as normal for the Animatus Excindor it is preferable to do a power test each time you perform the &#039;&#039;&#039;Rite of Animus&#039;&#039;&#039; - the ‘Curse’ section under each blessing describes the effect of failure of each blessing - you are not aware you have cursed an item IC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the Animatus Excindor&#039;&#039;&#039; provokes a curse the user takes the following effect:&lt;br /&gt;
&lt;br /&gt;
The next time you attempt to fire the &#039;&#039;&#039;Animatus Excindor&#039;&#039;&#039; you suffer a call of &#039;&#039;&#039;Mass Haywire&#039;&#039;&#039;, the Animatus Excindor cannot be used again until you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
If you fail a power test MORE than once times then the length the Haywire effect &#039;&#039;on you&#039;&#039; increases by 10s for each failure.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Scars&amp;diff=3454</id>
		<title>Scars</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Scars&amp;diff=3454"/>
		<updated>2022-10-16T14:57:22Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scars replace traditional experience points and represent growth-through-suffering - a character in DuD that &#039;plays it safe&#039; will have a good chance of seeing out the end of the story - but it is only those who take risks with their fate who will truly be changed by their experiences.&lt;br /&gt;
&lt;br /&gt;
* For every point of &#039;&#039;&#039;Fate&#039;&#039;&#039; spent at an Event you can choose a Scar for your character over the next Downtime.&lt;br /&gt;
&lt;br /&gt;
Scars are usually unique traits as they result from the actions of the individual, where a scar is created by a player in coordination with the game team it will reflect the circumstances in which it was gained. Other than this, Scars are the same as a Unique Trait, coming with a &#039;&#039;&#039;Curse&#039;&#039;&#039; and a &#039;&#039;&#039;Boon&#039;&#039;&#039; - &#039;&#039;&#039;three example scars are given beneath just to help with understanding how we would go about creating one&#039;&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
===More Machine Now than Human===&lt;br /&gt;
Colonel Nekarts picked a fight with an explosive device last event and was left Near Death, spending a Fate to survive a friendly neighbourhood Tech-Priest temporarily patched her back together with bionics before an extensive surgery could be performed on her in downtime - the resulting surgery has replaced nearly 50% of her body with extensive bionics including several vital organs, sheathing her partially in adamantium. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse&#039;&#039;&#039;: Being so extensively modified including vital organs might make Nekarts tough, but it also leaves her vulnerable. She now becomes &#039;&#039;&#039;Bleeding&#039;&#039;&#039; if stuck by the &#039;&#039;&#039;Haywire&#039;&#039;&#039; call, and is vulnerable to &#039;&#039;&#039;Command Override&#039;&#039;&#039;. In addition, her body now occasionally aches for her phantom limbs and sometimes she worries about invasive losses of emotional processing due to the parts of her brain that have been replaced by bionics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boon&#039;&#039;&#039;: Colonel Nekart gain +2 Endurance and takes no damage from uncalled melee blows. Her limbs are not disabled when struck by Rend (though she still loses 2 endurance) and when her limbs are struck by Bolt it takes 30-seconds of mechanical roleplay to get them working again, rather than needing to Recuperate. In addition unless hit by a call of Sunder she does not become Maimed.&lt;br /&gt;
&lt;br /&gt;
===Honoured for Their Service===&lt;br /&gt;
Arbiter Fife threw themselves at the enemy last event, charging down a corridor, taking horrendous damage to slam their shock shield down and disrupt a heavy weapons nest allowing the rest of the team to reach an objective. They have been commended by their fellows and after recovering from their wounds have been honoured with a boon by their Inquisitor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse&#039;&#039;&#039;: Fife has been noticed by the Inquisition now, the expectations placed upon them mean that they are thrown onto progressively more dangerous missions by their Inquisitor even outside of mainline events - as a result they begin events with a random wound or appropriate roleplaying effect representing that mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boon&#039;&#039;&#039;: Fife&#039;s missions do mean they often walk away with useful objects and information - as a result, similar to the trade connections ability, they begin events with a relevant item, paperwork or piece of information connected to the event.&lt;br /&gt;
&lt;br /&gt;
===Brought Back...Different===&lt;br /&gt;
Scribe Brosken died last event, he&#039;s sure of it, but he woken up with some madly grinning person over them and the sound of his Inquisitors voice in his ear - he was returned to the mission by the Inquisitorial Representative but everything has seemed a bit odd since....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse&#039;&#039;&#039;: Brosken is constantly haunted by mad dreams and invasive whispers, he feels oddly incomplete - but yet he does not feel corrupted. His corruption track is replaced with an extended madness track that slowly claws away his psyche from him. In addition he can never have more than 2 Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boon&#039;&#039;&#039;: Brosken is a clone, born without a soul, an artificial pariah, he may call &#039;&#039;&#039;Ineffective&#039;&#039;&#039; against attacks with the &#039;&#039;&#039;Warp&#039;&#039;&#039; tag that target him and to calls of &#039;&#039;&#039;Would you Kindly...?&#039;&#039;&#039; in addition he may call &#039;&#039;&#039;Null&#039;&#039;&#039; twice if he is in melee with an individual and strikes them with a melee weapon - he cannot use this again until he has &#039;&#039;&#039;recuperated&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=The_Mechanicus_Priesthood_of_Naximus_Prime&amp;diff=3453</id>
		<title>The Mechanicus Priesthood of Naximus Prime</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=The_Mechanicus_Priesthood_of_Naximus_Prime&amp;diff=3453"/>
		<updated>2022-10-16T14:56:38Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can find many common notes about the Machine Cult on the [[Adeptus Mechanicus]] page.&lt;br /&gt;
&lt;br /&gt;
=== Four Facts About the Priesthood of Naximus Prime  ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They are Independent and Isolationist.&#039;&#039;&#039; In the years since first contact between the Imperium and the Priesthood of Naximus Prime very few Imperials have been permitted entry past the string of stations that guard the only safe approach of Naximus Prime thanks to the yawning black hole [[Void Hazards|22-32-Azhdahā]] . The Priesthood is rigidly independent still believing in a time where Mars and Tera were independent of each other and bucks any attempt at Imperial influence. They are also ethnically [[Ruwwad|Ruwwadi]] which plays a good part in their hostility even if they are partially removed from their people by their ways.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They survived ten thousand years of siege.&#039;&#039;&#039; Exactly how many times in the millennia between the fall of Prosperitas to the Archenemy in the Horus Heresy and the arrival of the Prosperitas Crusade the Naximans weathered assaults on their territory is unknown, but this played a great part in their isolation. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They worship the Omnissiah Ouroboros.&#039;&#039;&#039; The Naximans resoundly reject the divinity of the God-Emperor, and give worship to the Machine God in a form independent of influence, instead giving worship to the Omnissiah Ouroboros the Machine God in the form of a Great Serpent-like entity that (according to them) flows through all code. The Naximan Cult is deviant from many norms of the Machine Cult though exactly how far is unknown, the organisation of the Naximan Cult into a series of &#039;rings&#039; means that not even Naximan Priests sent out into the wider galaxy (who are often of the out-most Ring) have been fully indoctrinated into the mysteries of the inner ring of the Naximan Machine Cult.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They build ornate technology with baroque aesthetics.&#039;&#039;&#039; Unlike the brutalist designs of Ferraeus and the smooth lines Castellum, the Naximans spend a lot of time crafting beautiful creations. This is in part one of the reasons (alongside the quality of their work) that Naximan cybernetics are highly sought-after amongst the Imperial nobility, as they are quite beautiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Naximan Mechanicus ===&lt;br /&gt;
&lt;br /&gt;
Naximus Prime was the last of the Forge Worlds of the Prosperitas Sector to be united with the Imperium. At the far other end of the spectrum from Imperial-welcoming [[Ferraeus]], and neophile [[Castellum]] the Mechanicus of Naximus Prime still act as if they live in the Golden Age of Humanity, where the &#039;Mechanicum&#039; as it was then called was an Empire unto its own. &lt;br /&gt;
&lt;br /&gt;
Unlike those Hereteks who once ruled the world that is now [[Ferraeus]] - the Naximan priesthood did not serve the [[Regency]] during the millennia of heretic domination of this region, and remained effectively blockaded or under siege for the ten thousand years protected by a narrow warp corridor around the edge of the black hole [[Void Hazards|22-32-Azhdahā]] heavily mined and guarded by Mechanicum vessels, post-unification Imperial Forces remain actively unwelcome within this domain, allowed to enter only by the permission of the Council of the Forge.&lt;br /&gt;
&lt;br /&gt;
The result of this cybernetic mastery are Skitarii Legions filled with high quality cybernetic troops that stand elevated in the hierarchy of Naximus Prime and a common aspiration of all menial workers. The entire culture of this world is alien to the Imperium, every strata of society assimilated into the [[Machine Cult]], to outsiders, it is a strange and unwelcoming place, even towards other Tech-Priests, for the world has drifted down its own path in isolation. &lt;br /&gt;
&lt;br /&gt;
Independent, and still thinking of itself as existing in a time when the Mechanicum existed as a separate, and powerful, independent empire. The leading Magos of Naximus have made it clear they see [[Ferraeus]] and [[Castellum]] as both being overly reliant on the Imperium, simple vassal worlds of an Imperium they either don&#039;t know or don&#039;t remember existing before their isolation. To the Naximans the other Forges and the Adeptus Mechanicus (a name they rigidly refuse to adopt) are little more than a shade of the once-proud Martian Empire that allowed itself to be cowed by the Imperium.&lt;br /&gt;
&lt;br /&gt;
Naximus is served also by the lush Knight-World of Anaximund Alpha, a fertile bread-basket world, Anaximund’s sole duty is to devote its land-space to producing the crops and raising the animals that feed the ever-hungry worker-populations of the Forges on Naximus Prime. The world is defended by the noble warriors and their war-machine steeds of the [[The Knight Houses of Anaximund|Knight Houses]] – the Knights are bound by the ancient Sidon Protocols, forging a blend of the passionate warlike culture of the Knight House, and the cold logic of the Mechanicum.  Or so the Naximan Priesthood would like to believe or those the Anaximundi opinion on the matter differs.&lt;br /&gt;
&lt;br /&gt;
It is cybernetics where Naximus Prime gains its greatest renown and proves its indispensable nature to the Imperium. Thanks to the quality of locally mined metals the bionics crafted by the forges here are better made and more reliable than many others. Though the [[Machine Cult]] has always been known for its melding of flesh and machine as a religious principle it has reached a stage the majority of the population have bionic modifications, as a result of the artisan skill possessed by the Cybersmiths of Naximus Prime. It is a sign of wealth and beauty, to the people here to not be melded with the machine is an abnormality – the more subtle and delicate bionics considered ‘pretty’ and the larger, more steel and heavy duty types, considered a sign of strength.&lt;br /&gt;
&lt;br /&gt;
The Forge&#039;s guardians are numerous, for in addition to its [[The Tech Guard of the Adeptus Mechanicus|Tech Guard]] and the [[The Knight Houses of Anaximund|Knights of Anaximund]] it is protected by the Titans of the [[Demi-Legio Custodii Incudatem]].&lt;br /&gt;
&lt;br /&gt;
==== Tensions with Anaximund Alpha ====&lt;br /&gt;
&lt;br /&gt;
The insular nature of the Priesthood of Naximus is not shared by all its subjects, the [[The Knight Houses of Anaximund|Knights of Anaximund]] have always been held by the ancient Sidon Protocols. Effectively enslaved to Mechanicus protocol, the Houses have often been willing to commit to Imperial endeavours when the Masters of Naximus are not, leading to friction. Given that the Houses&#039; war machines are sorely needed by the Crusade, it has become something of a point of contention between Naximus and its subjects. Since the end of isolation the House has begun to question its reliance on a Forge that selfishly hoards its services when it is now able to reach out to other Forges who demand far less of it in exchange for meeting its needs. &lt;br /&gt;
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As of 595.M41 this tension begun to become more strained as the Houses loyalties have been sorely tested by the unknowable nature of the Tech-Priests. Their Knights subjected to modifications for experimental purposes regardless of their station, their deployments by the Magi increasingly erratic. Perhaps what holds the subject-Knights from declaring outright that they are breaking from Naximus is that the only trade route to their world is guarded by Naximan fleets and defence stations and the ever-present threat of the Naximans sending the Titans of the [[Demi-Legio Custodii Incudatem]] to enforce their will on rebellious Knights. Keeps such rebellion at bay.&lt;br /&gt;
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=== The Cult of the Ouroboros Omnissiah ===&lt;br /&gt;
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At the center of the Naximans &#039;alien&#039; culture to the wider Machine Cult is the veneration of the Machine God. Unlike other worshippers of the Omnissiah as a diety independent of the God-Emperor or not, the Naximan Machine cult does not venerate something that is depicted as human, the Ouroboros Omnissiah - a giant serpent with a cog-toothed spine eating its own tail is a presentation of what the Naximans believe to be called the &#039;perpetual force&#039; the cycle of energy transfer without loss that symbolises for them the purpose of the Quest for Knowledge that they undertake, for the Naximans it is simply not enough to understand the world, for they must reach a point they are close to their God and perpetual energy is theirs to master and claim. This has driven an attitude of experimentation that leaves many Naximan Magi willing to incorporate non-standard augments to reach towards this perpetual goal.  &lt;br /&gt;
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Serpent imagery is recurrent in the Naximan culture and appears in that of the culture on its subject-world of Anaximund Alpha this entity exists, according to Naximan doctrine &#039;within the wires&#039; and it is perhaps this particular veneration for circuitry that has born the attention to detail they demonstrate in crafting their Forges output. &lt;br /&gt;
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Beyond this very few know the full extent of the mysteries of this sect of the Machine Cult, because of the rigid &#039;ring&#039; structuring of the Naximan culture (see below) most of those who are sent out into the wider Galaxy have yet to be inducted into its deeper mysteries. This is in part because the Naximan&#039;s are well aware of the curiosity in their ways held by the other Tech-Priests of the Sector and the Inquisition and is cautious never to send those who know its greatest secrets away from the safety of protection. The Cult of the Ouroboros Omnissiah jealously protects its secrets from prying minds.&lt;br /&gt;
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=== Rank and Organisation amongst the Naximan Priesthood ===&lt;br /&gt;
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What is understood of the Naximan hierarchy is that it does away with any specific Master in exchange for a council of the Central Ring of the Machine Cult the so-called Magi-Satraps (singular Magos-Satrap) who rule the multiple Forge Fanes of their homeworld and its moons. The only non-Magi granted this title is the ruler of Anaximund&#039;s Knight Houses who is granted the title &#039;Princeps-Satrap of Anaximund&#039; despite not having membership of the Priesthood. On occasions the Council has been known to &#039;appoint&#039; a Fabricator-Šâhanšâh of Naximus to represent it, but such an individual is a faceless title representing the interests of the Forge rather than a true ruler of it.&lt;br /&gt;
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Beyond the Central Ring of the Cult, the majority of ranks are recognisable to those outside of Naximus, the post of &#039;Magos&#039; remains unchanged and most of the collegia exist on Naximus, though its Magi tend to be highly focused on achieving their tasks and a high number of deeply philosophical Magi focus on unravelling the mysteries of the universe rather than production and output. Until the arrival of the Prosperitas Crusade Naximan Tech-Priests only had to supply themselves and as such their world has only recently begun to produce to export to the wider Prosperitas Sector again via various trade agreements cut with [[House Vilas-Lobo]].&lt;br /&gt;
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=== Naming Traditions of the Naximans ===&lt;br /&gt;
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Most Naximan take two parts, drawing from [https://en.wikipedia.org/wiki/Semitic_languages Semitic] roots - these are often hyphenated. A direct result of the influence of the native [[Ruwwad]] culture of the original settlers of Naximus Prime with which the Magi make no attempt to hide their cultural ties to. Indeed Ruwwadi-Captained vessels are more warmed welcomed by Naximus (at a distance) then other vessels.&lt;br /&gt;
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Older and more senior ranking Tech-Priests draw from an older tradition of Naximan naming draws from a root in the alphanumeric serial number designated to their augmetic chassis when they achieve the ranks where they are able to craft one. This serial number is recorded as a prefix before the chosen name of the Priest. Such traditions are rather archaic and only practiced by the higher tiers of Naximan society or by those who seek to achieve status.&lt;br /&gt;
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=== Notable Priests of Naximus ===&lt;br /&gt;
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&#039;&#039;&#039;Magos Secutor-Navpati Amytis-yâzdah&#039;&#039;&#039; is an extensively modified Secutor (war-priest) of the [[Naximus|Naximan]] Mechanicum. The Magos Secutor-Navpati commands the Naximan Warfleet and holds rank equivalent to an Imperial Admiral. In 593.M41 she was responsible for collaborating with General Adora Astara to launch the Third Battle of [[Henlock]]. Her command extends over the [[Demi-Legio Custodii Incudatem]] and - in theory - the forces of [[House Qureshi]], plus extensive [[Skitarii]] maniples. It is said she is a terror to behold, her chassis incorporating multiple armaments otherwise forbidden to the Imperium.&lt;br /&gt;
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&#039;&#039;&#039;Aspbed-Princeps Setareh Korrami&#039;&#039;&#039; currently leads the [[Naximus|Naximan]]-aligned [[Demi-Legio Custodii Incudatem]] from the Reaver-class [[Titan]] &#039;&#039;Falx Omnissiah&#039;&#039;. A stern veteran of two hundred years of combat, she is aging, and considered to be reaching the end of her service life as she becomes increasingly blended with her God-Machine and it becomes hard to distract her from the manifold&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=The_Machine_Cult&amp;diff=3452</id>
		<title>The Machine Cult</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=The_Machine_Cult&amp;diff=3452"/>
		<updated>2022-10-16T14:56:04Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
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&lt;div&gt;=== Five Things To Know About the Cult Mechanicus ===&lt;br /&gt;
* &#039;&#039;&#039;They Revere Machines.&#039;&#039;&#039; The Cult Mechanicus believes that every piece of machinery is inhabited by a Machine-Spirit, and that only through placation – with litanies, rituals and sacred anointing – can the machine be induced to work correctly.&lt;br /&gt;
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* &#039;&#039;&#039;They Look Back, Not Forward.&#039;&#039;&#039; Despite their vast expertise, the Mechanicus are neophobes. Technological innovation in the Imperium is founded on the rediscovery of historical blueprints and templates, including the priceless and rare “Standard Template Constructs” which hold records of hyper-advanced technology once used by humanity in fathomless pre-Imperial history.&lt;br /&gt;
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* &#039;&#039;&#039;They Advocate Augmentation.&#039;&#039;&#039; Adeptus Mechanicus often replace organic body parts and systems with technological alternatives, sometimes to the point of near-total augmentation.&lt;br /&gt;
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* &#039;&#039;&#039;They are not Robots.&#039;&#039;&#039; While some may replace almost all their organic components with mechanical alternatives, the idea of artificial, created sentience is anathema to the beliefs of the Mechanicus and they will destroy it wherever they find it.&lt;br /&gt;
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* &#039;&#039;&#039;They are a Cult.&#039;&#039;&#039; Despite their love of technology and knowledge, they are not rational scientists; between their ceremonial red robes, sincere techno-animist beliefs, ritual and religious hierarchy, they are as mystical and secretive a mystery cult as any found in the wider Imperium.&lt;br /&gt;
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=== The Priesthood of Mars ===&lt;br /&gt;
The Machine Cult, known also as the Priesthood of Mars,  Mechanicum or Machine Cult is a technocratic religion that preserves the ancient technology that the Imperium is utterly reliant upon yet understands so little about. For this reason alone, the Cult has a near-unique level of autonomy and religious freedom within the Imperium and a monopoly over complex technology – they control their own fiefdoms, called Forge Worlds, where their machine-worshipping religion replaces the more traditional [[The_Imperial_Faith|Imperial cult]].&lt;br /&gt;
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The Adeptus Mechanicus is the Priesthood, it is what remains of what was once the &#039;&#039;&#039;Martian Empire&#039;&#039;&#039;. After the dark days of the Horus Heresy those Priests of the Machine Cult who had survived their own internal civil war made the decision (although some would say they were forced) to become more fully incorporated into the Imperium, becoming one of the Adepti of the Imperium. The Fabricator-General of Mars, as the nominal leader of the Mechanicus, became one of the so-called ‘High Lords’ of the Senatorum Imperialis, giving the Mechanicum a voice on the Imperium’s ruling council.&lt;br /&gt;
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The Adeptus Mechanicus is unique in its independence from the strictures of the Imperium; many planets have Mechanicus enclaves and embassies that remain independent and sovereign territories of the Machine Cult. However, that independence is dependent solely on the Mechanicum fulfilling its role in supplying the Imperium; there is no clear-cut rule that gives the Mechanicus right to autonomy, and most certainly, willing and overt flaunting of Imperial laws by Mechanicus priests and servants is not politically astute and comes with severe consequences.&lt;br /&gt;
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The Imperium, including the watchful [[The_Prosperitas_Conclave|Holy Ordos]], may respect the Mechanicus’ role out of political respect, but it is not beyond their reach to bring a wayward Tech-Priest or Forge World to heel by political or military means. The Mechanicus is powerful, but its internal political and religious divides render it disunited. There may be those amongst the Priesthood who dream of a resurrected and independent Martian Empire, but they are easily quietly removed by assassins and the levers of political machination before they reach positions of power where they would threaten the Imperium’s interests.&lt;br /&gt;
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=== The History of the Machine Cult ===&lt;br /&gt;
The Machine Cult was born of the red sands of the fourth planet of the Sol System, Mars. Founded by humans from before the Age of the Imperium, the Machine Cult grew in power and strength until it became the core of a fledgling Martian Empire, known also as the Mechanicum. In the waning years of the Golden Age, the Cult came to revere and worship the great machines it constructed and dedicated itself to the preservation of that technology as the Age of Strife descended upon humankind.&lt;br /&gt;
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One of the earliest powers amongst the stars, the Martian Empire and the Machine Cult was widespread before the coming of the Emperor. When the Imperium was founded, and Terra conquered, the Emperor forged an alliance with the Mechanicum, ensuring peace between what were two Empires of humanity and the supply of materiel and goods to the Emperor’s forces, the cornerstone of the Cult’s relationship with the Imperium.&lt;br /&gt;
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However the defection of the leadership of the Martian Empire to the service of the daemon Horus during the Imperium’s civil war, and the subsequent Martian Civil War, almost destroyed the Martian Empire.&lt;br /&gt;
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In the wake of the Heresy, the loyal Mechanicum were absorbed into the Imperium as the Adeptus Mechanicus, sacrificing a modicum of freedom in order to placate the reeling Imperium. This decision has been the cause of many internal disagreements among the Machine Cult – and is the reason why the Imperium has not made any attempt to stamp out their divergent belief.&lt;br /&gt;
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=== Core Tenets and Beliefs of the Machine Cult ===&lt;br /&gt;
Religious practice across the innumerable words of the Mechanicum is as varied as that of the Imperial Faith, and doctrine that is accepted as totally orthodox by one Fabricator-General will be denounced as Heretekal by the adherents of a different Forge-World. The details of correct religious practice and obedience to Imperial Law are all questions of theological and political debate – often owing as much to the relationships of power with a given Forge-World’s nearest Imperial neighbours as the conviction of faith.&lt;br /&gt;
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==== The Omnissiah ====&lt;br /&gt;
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The Omnissiah, or Deus Machina, or very literally in low gothic, the &#039;Machine God&#039; is central to the religion of the Cult.But the nature of the Omnissiah is a complicated one as many individual sects of the Machine Cult have their beliefs and these beliefs are as myriad as the Forge Worlds the Cult Controls, sometimes more so with multiple opinions on the nature of this entity being held on the same Forgeworld.&lt;br /&gt;
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But there are two fundamental disagreements on the nature of the Omnissiah that are almost universal.&lt;br /&gt;
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&#039;&#039;&#039;The First Disagreement&#039;&#039;&#039; is upon what the Omnissiah is - for many Tech-Priests the Omnissiah is the highest expression of the Techno-animism of the Cult, a deity that represents the source of the original inspirations to pursue understanding of technology the source of the &#039;motive force&#039; that drives the galaxy. But for others the Omnissiah is something less tangible, the Omnissiah is not a deity but the culmination of the &#039;Quest for Knowledge&#039; that is central to the themes of the Cut, the Deus Ex Machina the God in the Machine the ultimate realization of achieving the perfection of blending flesh and steel and achieving oneness with the machine. These are the two poles of the spectrum of arguments on this entities existence.&lt;br /&gt;
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&#039;&#039;&#039;The Second Disagreement&#039;&#039;&#039; is much younger, for it was born in the aftermath of the Horus Heresy and it is this. &#039;&#039;Are the Omnissiah and the God-Emperor the same being?&#039;&#039; This argument has wracked the Machine Cult for millennia, fundamental disagreements amongst those that believe the Machine God is a true entity that span from the Master of Humanities clear masteries of sciences beyond their reach. There are those who treat both as Gods respectful of veneration, those who worship the Emperor-as-Omnissiah and those who worship the Omnissiah as a god while respectfully disagreeing with the [[The Ecclesiarchy|Ecclesiarchy]] on the godhood of the Emperor (who can be proven to be a living entity) over that of their Machine God.&lt;br /&gt;
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This second disagreement is a cause of a LOT of tensions within the Priesthood and with the Imperial Cult and one that has yet to be resolved with any finality, if such religious debates ever will.&lt;br /&gt;
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==== The Universal Laws ====&lt;br /&gt;
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Certain key tenets, known as the Universal Laws, are held as fundamental to the beliefs across the vast majority of the Cult, and enforced by the edicts of Mars. Widely known examples include the following:&lt;br /&gt;
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* &#039;&#039;&#039;4th&#039;&#039;&#039;: Intellect is the Understanding of Knowledge.&lt;br /&gt;
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* &#039;&#039;&#039;5th&#039;&#039;&#039;: Sentience is the Basest Form of Intellect.&lt;br /&gt;
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* &#039;&#039;&#039;6th&#039;&#039;&#039;: Understanding is the True Path to Comprehension.&lt;br /&gt;
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* &#039;&#039;&#039;7th&#039;&#039;&#039;: Comprehension is the Key to all Things.&lt;br /&gt;
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* &#039;&#039;&#039;8th&#039;&#039;&#039;: The Omnissiah knows all, comprehends all.&lt;br /&gt;
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* &#039;&#039;&#039;12th&#039;&#039;&#039;: The Soulless sentience is the enemy of all.&lt;br /&gt;
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* &#039;&#039;&#039;15th&#039;&#039;&#039;: Flesh is Fallible, but Ritual Honours the Machine Spirit.&lt;br /&gt;
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* &#039;&#039;&#039;16th&#039;&#039;&#039;: To Break with Ritual is to Break with Faith.&lt;br /&gt;
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Some aspects of doctrine are however heavily debated by the Mechanicum. For example a tenet cited in some versions of the universal laws; &#039;&#039;A Soul can be bestowed ONLY by the Omnissiah&#039;&#039;, which is treated as doctrinal canon by conservative Tech-Priests with close Imperial affiliations would be heavily debated by a Tech-Priest who refused to acknowledge the existence of Souls or believed the Omnissiah to be a state one aspires to rather than an existent entity.&lt;br /&gt;
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The same issue is hotly debated over the use of Xenotech manufactured by alien species. More conservative priests cite a Universal Law, &#039;&#039;The alien mechanism is a perversion of the True Path&#039;&#039;, however this is not universally accepted. Although it is the consensus opinion of most of the Cult – there are radical elements that call this a needless political acquiescence to the Xenophobic Imperium, and there are rumours that some Imperial technologies have Xenos origins.&lt;br /&gt;
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Despite the religious dominion of the Imperial Cult, the Machine Cult has remained rigidly independent of the Ecclesiarchy, enjoying legal rights that ensure the free practice of its religion and the absence of more than token Imperial Governance of its territories. Indeed the political situation is such that ancient laws and ties give the Machine Cult the sole legal right to prosecute individuals observed to be breaching its religious tenets and rules upon the correct and proper handling of technology. This is in part because the [[Law_and_Order#The_Adeptus_Arbites|Arbites]] are just as reliant on the Cult for technology as the rest of the Imperium, and it would be impolitical to police the domain of the Cult.&lt;br /&gt;
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Indeed this conviction that the Machine Cult is the one-true-authority on technology means that many of the most ancient War Machines and technology of the Imperium are effectively ‘loaned’ to it by the Priesthood of the Omnissiah, something that is a cause of considerable tension between Imperial Commanders, and the Mechanicus representatives to their forces.&lt;br /&gt;
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There is however, one shared conviction between all of humanity that is shared between the Priesthood of Mars and the wider Imperium, and that is that thinking, sentient machines, &#039;&#039;&#039;Abominable Intelligences&#039;&#039;&#039; (or &#039;AI&#039;s&#039; for short) are utterly heretical and forbidden. The echo of some historical war between humanity and such machines of its own creation has left a deep scar especially on the collective minds of the Machine Cult and it is universally agreed that no Tech-Priest should attempt to recreate such technology out of utter fear that such a calamity will be wrought again.&lt;br /&gt;
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=== The Hierarchy of the Cult Mechanicus ===&lt;br /&gt;
Within the Adeptus Mechanicus there are hugely complex machinations of politics, rank and status that determine where individual Tech-Priests fall within the hierarchy of a Forge World. The political divisions of the Mechanicus are as much religious as they are territorial. Though most Forge Worlds will, broadly speaking, align with a single sect of the Machine Cult, there may be further sub-sects still who divide up the surface of a Forge World and its colonies into their own private enclaves. Above these minor groups, individual Archmagoi will act as regional governors of a particular sector of Mechanicus territory, answering to the Fabricator-General of their Forgeworld.&lt;br /&gt;
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A &#039;&#039;&#039;Fabricator-General&#039;&#039;&#039; or &#039;&#039;&#039;Arch-Magos&#039;&#039;&#039; and their deputy the &#039;&#039;&#039;Fabricator-Locum&#039;&#039;&#039; have charge of a full Forge-World, including temporal authority equivalent to that of a Planetary Governor in addition to their religious duties. But some [[The Mechanicus Priesthood of Naximus Prime|planets]] defer to a ruling council rather than granting any one Magos primacy over the others.&lt;br /&gt;
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Beneath the Fabricator-General are a vast array of &#039;&#039;&#039;Magi (singular, Magos)&#039;&#039;&#039; the fully inducted members of the Priesthood of Mars within the society of the Machine Cult all members of the Priesthood are referred to by the title of &#039;&#039;&#039;Magos&#039;&#039;&#039;, though they may possess other titles that define their specific rank within their Forgeworld all Priests are considered largely equal in the eyes of the wider Cult.  Beneath them falls the laity of the Cult Mechanicus, the Menials, Servitors and Tech-Thralls.&lt;br /&gt;
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The Machine Cult theoretically enjoys some degree of freedom outside of the reach of Imperial law but it is beholden to its own religious laws - a specialised Order of Tech-Priests sees to it that no Tech-Priest breaks the religious taboos of the cult, the &#039;&#039;Prefecture Magisterium&#039;&#039; sinister and dogmatic servants of the Machine God who do not hesitate to descend upon those they believe to be in breach of the religious laws of the Machine Cult and rapidly silence those who dare to speak out against the rigid doctrines practiced by the cult.&lt;br /&gt;
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=== The Skitarii - The Protectors of the Machine Cult ===&lt;br /&gt;
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While Tech-Priests do have their orders of Priest-Militant like the Myrmidons and the Electropriests it is the Mechanicus Protectors, the &amp;quot;Skitarii&amp;quot; who serve as the front line and elite fighting force fo the Adeptus Mechanicus - these heavily augmented soldiers are created obediently serve their Tech-Priest Masters who from deep bunkers or orbiting vessels direct their forces by remote noospheric links. Relying heavily on augmentation the life of these warriors is a brutal one from creation to Death but they do so with fanatical devotion forced upon their augmented brains by various neural controls. To others they seem no-longer human, the majority of these forces being cyborgs who have had their human features all-but stripped away.&lt;br /&gt;
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Skitarii are valued by the Adeptus Mechanicus otherwise they would not be entrusted execute missions on their own - though all possess neural enhancements and are indoctrinated to make them utterly compliant to the wishes of the Tech-Priests they retain some degree of mental autonomy and creative thought having their own distinct hierarchies within their &amp;quot;Legions&amp;quot;. The exact makeup of any Skitarii Legion varies massively and depends heavily on both the culture of the Forgeworld or Mechanicus territory it is raised from, for example the Machine Cult of [[Ferraeus]] constructs its Skitarii in the Martian standard pattern, favouring gleaming armour encasing what flesh remains of the original individual uplifted to the ranks of the Protectors and then adorning them in tabards and robes marked with the forge&#039;s colours whereas the Skitarii of Naximus Prime are primarily raised from the Techno-Barbarians of the Knight-World [[Anaximund Alpha]] and take on a much less uniform appearance with many reflecting the personal tastes of the Tech-Priest or Knight-Scion responsible for them.&lt;br /&gt;
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Some Skitarii are given greater autonomy then their brethren, having either through reversal of the initial surgeries done to make them more compliant or by simply never going through the full process in the first place. These individuals are often found in small numbers, representing unique and more elite members of their kindred - it is not unheard of for a Tech-Priest in the Prosperitas Sector to travel in the company of one or more of these warriors as a personal retinue - and in some rare circumstances such warriors have ended up as servants of the Inquisition where they have been separated from the individuals who liberated their minds.&lt;br /&gt;
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=== The  Taghmata Omnissiah - The Fury of the Forges ===&lt;br /&gt;
With the Skitarii able to be dispatched to deal with distant problems or to support expeditions, it is rare that an entire Forge World can be roused to war - when it does however the results can be quite bizarre as the responsibility for levying forces falls to each individual Archmagi as provincial lords to raise their own forces to contribute to the general muster. What this means in practice is that a host roused to the defence of a Forge World often displays the individual obsessions and specialisms of the various Archmagi - where a labour-sector might rouse hundreds of Mechanicus Thralls rapidly cyberized and deployed as a host of warriors a Archmagi whose passions lay in the weapons of war might turn out any number of bizarre contraptions that still await the approval of the Machine Cult or even massive weapons strapped to tracked scaffolds for &#039;field testing&#039; - it is a far cry from the marshalled ranks of the Imperial Guard or even the Mechanicus&#039; own Skitarii.&lt;br /&gt;
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However it is not uniquely the servants that join these ranks, the Faith Militant of the Machine Cult comprises of many Orders of Tech-Priest dedicated to war. Ravening hoards of Electro-Priests armed with electrical weaponry, lumbering Myrmidon priests laded down with their beloved firearms and heavy weapons and the grim Siege Engineers of the Ordo Reductor dedicate themselves to the Omnissiah as a figure of destruction rather than knowledge and discovery dedicated to finding their communion with their God in the fires of battle these individuals often lead the Taghmata into war and enjoy the position of being the &#039;Generals&#039; of the Machine Cult&lt;br /&gt;
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=== The Lay-Mechanicus - The Labourers of the Machine Cult ===&lt;br /&gt;
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Though some Lay-Mechanicus have the advantage of being posted to other areas of the Imperium and are thus considered &#039;students&#039; of the Machine Cult only present on worlds to be sanctioned to interact with sacred machinery, the great majority are born into a life of service.&lt;br /&gt;
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Differing from [[The Lowborn|Lowborn]] on normal worlds, those born on worlds within the domain of the Machine Cult experience a far cruller existence than those born on worlds under Imperial rule. Because the Machine Cult claims dominion over the mind body and soul of those under their rule, the &#039;&#039;Menials&#039;&#039; as most common Mechanicus servants are labourers whose entire lives revolve around the cycles of work-shifts and are given very little respite from the industrial hells they are raised in. &lt;br /&gt;
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Those considered bright or judged to be hardy enough, are permitted through the social darwinism of the Machine Cult to join the ranks of the Priesthood or the Tech Guard but most live and die as labourers...but only if they&#039;re lucky. &lt;br /&gt;
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&#039;The Flesh is Weak&#039; is a common saying of the Priesthood and few of their servants die unaugmented, menials judged to be physically lacking in some way are taken by the Magos responsible for overseeing them and augmented, willing or not, to fulfill their tasks. Without any rights cybernetic mutilation is performed on menials on a daily basis. Until many are barely recognisable as human.&lt;br /&gt;
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Those unlucky enough to be judged unfit in their current state, or proven to be rebellious suffer a far harsher fate - for unlike the Imperium who reserves Servitorisation for criminals, the Adeptus Mechanicus considers it a worthy use of a body they deem psychologically too rebellious to be useful but lacking the intellect worth of the Priesthood.&lt;br /&gt;
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Legions of Servitors, often called &amp;quot;Tech Thralls&amp;quot; by the Mechanicus mingle with still-sentient menials, a reminder of what awaits them should they be no longer useful to their Masters. Although the vast array of Servitors in service are usually produced from vat-bred stock, it doesn&#039;t mean that the visual image is often enough to ensure that rebellions amongst menials are very rare.&lt;br /&gt;
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=== Other Servants of the Machine God ===&lt;br /&gt;
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Through ancient bonds and oaths, the Machine Cult does not rely just on those forces immediately subservient to its will and has two additional resources it can call upon in times of war.&lt;br /&gt;
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The &#039;&#039;&#039;Collegia Titanicus&#039;&#039;&#039; is an elite fighting force comprised of the pilots (Princeps) and crews (Moderatii) of the gigantic hundred-story high walking God-Machines known as Titans. Dedicated to the Machine God and garrisoned on Forge Worlds the Imperium none-the-less refers to the Titan Legions as their own Adeptus, the [[Factions_of_the_Prosperitas_Sector#Military_Forces_of_the_Prosperitas_Crusade|Adeptus Titanicus]], and treats them somewhat independently of the Machine Cult itself. The Machine Cult thinks differently but grants the Legions a degree of autonomy and each has its own independent character and culture to it.&lt;br /&gt;
&lt;br /&gt;
Far more independent of the Mechanicus are the Knight-Worlds these human colonies owe no specific loyalty to the Imperium or the Mechanicus often feudal civilizations that have been tamed by the Knight-Houses from which they draw their name. But the Knight-Houses are dependent on Knights, smaller scale walkers then the Titans of the Collegia Titanicus that are none the less potent and have allowed the Knight-Houses their claim - and many Houses have treaties with the Mechanicus for the repair of their machines. In many cases these treaties are highly unfavourable to the House and make them little more than bonded-servants of the Machine Cult. [[The Knight Houses of Anaximund|Some]] rankle against these chains resenting their dependency on the Machine Cult, while others are full devotees of the Omnissiah, these are the &#039;&#039;&#039;Questor Mechanicus&#039;&#039;&#039; the Knights of the Omnissiah.&lt;br /&gt;
&lt;br /&gt;
=== See Also: ===&lt;br /&gt;
* [[Science and Technology]] for details on Servitors and Machine Spirits and other unique technologies.&lt;br /&gt;
* [[Factions_of_the_Prosperitas_Sector#The_Mechanicus_in_the_Prosperitas_Sector|Factions of the Mechanicus in the Prosperitas Sector]]&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3451</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3451"/>
		<updated>2022-10-16T14:54:39Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
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&lt;div&gt;Though a weapon in hand is essential for surviving in the Dark Millennium, the work of the Holy Ordos is not to win wars. That falls to the Imperial Guard and Imperial Navy, as well as the many other military arms of the Imperium. No, while servants of the Inquisition often fight horrors in the shadows of the Imperium, their singular and unenviable task is to &#039;&#039;understand&#039;&#039; those horrors — to investigate them and develop the methods by which they may be opposed or defeated. Worse, not all foes can fall to conventional weaponry — some are better defeated with wit then a blade.&lt;br /&gt;
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=== Using Lores ===&lt;br /&gt;
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Lores may provide you with briefing sheets and local information prior to a game. They can also be actively used in a few ways: &lt;br /&gt;
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You may receive a Lore brief prior to a game, or during downtime when something relevant to one of your Lores or specialisms comes up. &lt;br /&gt;
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Secondly, Lore gives you the ability to [[Investigations|Investigate]] by picking up clues.&lt;br /&gt;
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Some Lores allow for additional things such as speaking alien languages and some allow minor mechanical abilities.&lt;br /&gt;
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The final use of Lore is in allowing players to carry out research in downtime, and receive answers of varying accuracy — depending on how broad their knowledge is and how relevant their specialisms are.&lt;br /&gt;
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=== Lore Types ===&lt;br /&gt;
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The six &#039;&#039;&#039;Disciplines&#039;&#039;&#039; of Lore represent a broad general knowledge of a subject area, whereas &#039;&#039;&#039;Specialisms&#039;&#039;&#039; are specific areas of each discipline that represent &#039;advanced&#039; knowledge in a specialist subject. &lt;br /&gt;
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&#039;&#039;You cannot have a Specialism if you do not possess the relevant Discipline it is tied to.&#039;&#039;&lt;br /&gt;
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=== Malleus ===&lt;br /&gt;
The Malleus discipline represents a specialist in studying, interacting and combating the forces of the Warp, be they the ruinous powers themselves or the myriad of daemons and other psychic entities that live within that nightmare realm. This lore is considered threatening to the very soul of someone who learns it and as a result those who bear it are encouraged not to share their knowledge, lest they damn the innocent.&lt;br /&gt;
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=== Malleus Specialisms ===&lt;br /&gt;
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==== The Soul and Death ====&lt;br /&gt;
This specialism represents a fundamental understanding of the metaphysical nature of human existence in the context of the warp, both in the form of the soul, and in what little the Inquisition truly understands, or at least theorises, about what happens when you die. This specialism includes, but is not limited to: the nature of the soul, ghosts and how they interact with reality, and how the Warp can corrupt the soul.&lt;br /&gt;
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==== Daemonology ====&lt;br /&gt;
This specialism represents the practical study of Daemons and their nature as the native inhabitants and creations of the Realm of Chaos and the Dark Gods. This specialism includes, but is not limited to: identifying signs of a Daemonic summoning, identifying signs of their coming, and understanding elements of their nature, as well as knowledge of specific known Daemons.  &lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Death unto Darkness does not rely heavily on traditional depictions of Daemons from 40k canon. Because we are not producing a tabletop game, we like our Daemons to have breadth and variety not found in the canon, which exists to support a game with defined units. We prefer our Daemons to be more twisted and varied in form and role.&lt;br /&gt;
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==== Warp Mutants, Warp-Gifts and Psychic Powers ====&lt;br /&gt;
This specialism represents an understanding of the fundamentals behind how psykers and other mortals interact with the Warp. This includes both the study of unnatural abilities gifted by the Warp, and how it can corrupt and twist the body. This does not cover non-psyker mutants, who are, in the majority, a creation of evolution and environmental conditions rather than the Warp — despite the Imperium’s inability to tell the difference.&lt;br /&gt;
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==== Followers of the Dark Gods ====&lt;br /&gt;
This specialism represents a more fundamental understanding of the varied mortal servants of Chaos, their rituals, their secret signs and tongues, and known groups. This specialism includes, but is not limited to: what is understood about the technobarbarian tribes of subsector Tenebris, known cults of the Dark Gods, and what little the Inquisition knows about Traitor Astartes in the Prosperitas Sector. It does not cover the Dark Mechanicus or Chaos-aligned Hereteks.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of secret signs of Warp Cults is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet, which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
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==== The Dark Mechanicus, Daemon Engines and their Creation ====&lt;br /&gt;
This specialism represents a fundamental understanding about the Dark Mechanicus — those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy — as well as more recently fallen Chaos-aligned Hereteks, whether or not they claim heritage from the older group. It also covers the sinister binding of Daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known Chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights, and Scrapcode , the corrupted Warp-code that is used both to communicate between Hereteks and to infect Imperial machinery. Most importantly, a Tech-Priest could potentially use this knowledge to work out how to destroy such foul technology, and an Info-Executioner or Ordo Logi Tech-Priest might have a reasonable chance of penetrating a Heretek cogitator system, at considerable spiritual risk.&lt;br /&gt;
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----&lt;br /&gt;
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=== Hereticus ===&lt;br /&gt;
The Hereticus discipline represents a fundamental understanding of the internal and external threats facing the Imperium from human foes. This includes the cults and armies of the Archenemy, as well as Rebel and Separatist movements that seek to divide or change the Imperium from within. Hereticus Lore represents a life dedicated to the studying, hunting or otherwise interacting with divergent human groups and cultures.&lt;br /&gt;
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=== Hereticus Specialisms ===&lt;br /&gt;
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==== Heretical Cults of the Alien and the Warp ====&lt;br /&gt;
This represents a fundamental understanding of heretical religious beliefs that revere threats outside of the Imperium - their practices, their secret signs and tongues, their rituals, and their symbolism. This specialism includes, but is not limited to: the Devourer (Genestealer) Cults of the Prosperitas Sector, the practices of the Warp-religion of the Aurelian Way, and the scattered knowledge on the practices of other known cults.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of the secret signs of Warp cults is represented by having access to the &lt;br /&gt;
[[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet, which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
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==== The Rising Flame and other Rebel Groups ====&lt;br /&gt;
This represents an understanding of what is known about the Sector-wide anti-Imperial rebel movement known as the Rising Flame, as well as smaller and more localised rebel groups, such as the labour-agitators and hereteks of the Black Gauntlet. This specialism includes, but is not limited to: the structure and tactics of the Rising Flame; Xenos allies known to fight alongside them; and sigils, symbology and similar knowledge for other groups.&lt;br /&gt;
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==== Sects and Schisms of the Imperial Cult ====&lt;br /&gt;
This represents an understanding of the complex web of beliefs contained within the Imperial Cult — for example, knowledge about Imperial Death Cults, Sororitas Orders and Ministorum Sects — as well as those that stray over the line into heresy, such as the “Temple of the Saviour Emperor”. This specialism includes, but is not limited to: the rites and rituals of these groups; forms of secret communication, known figures and beliefs; and the legality of their practices.&lt;br /&gt;
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==== The Annwfyn, Ruwwad and other Divergent Cultures within the Imperium Prosperitas ==== &lt;br /&gt;
While “Imperial” culture is often monolithic, frontier sectors are home to many groups who see themselves as culturally and ethnically distinct and identify as such. In the Prosperitas sector, these include but are not limited to: the Annwfyn and Ruwwad major ethnic groups and their various planetary subgroups; unique planetary cultures established by Imperial settlers and/or Mechanicus; their languages, customs and practices; and other factors.&lt;br /&gt;
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==== The Hunting of the Witch and the Mutant ==== &lt;br /&gt;
This represents the common specialism amongst the agents of the Ordo Hereticus in identifying, tracking and hunting those who demonstrate mutations, especially psykic talent. This specialism includes, but is not limited to: the scientific and esoteric methods of detecting Warp mutants, psykers and divergent mutations from the sacred Terran form of humanity; the signs of the use of warp powers and the known gifts of the Dark Gods; and methods for the capture, killing and containment of such beings. &lt;br /&gt;
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=== Xenos ===&lt;br /&gt;
The Xenos discipline represents a life spent studying, hunting and defending against the myriad alien life forms that threaten human life across the entire Prosperitas Sector, as well as a basic understanding of the provenance of strange relics left behind on certain worlds within the Sector.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Previous versions of this Lore allowed characters to specialise in ‘a race’. Over the years we have been running DuD we’ve found that this has tied our hands in terms of ‘what written in the canon source material would my character know’ (generating a situation where players unfamiliar with, and without access to, source material feeling that they were not as widely-read as their characters should be).  As such we have pivoted Xenos lore briefings to cover broader topic areas and kept the majority of canon lore out of player hands. This allows us to define our Xenos without needing to worry about contradicting established canon. &#039;&#039;&#039;Ordo Xenos agents in the Prosperitas Sector do not have an encyclopaedic knowledge of every alien in the universe&#039;&#039;&#039; — rather, they have a narrow focus on those Xenos threats in this one Sector. &lt;br /&gt;
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&#039;&#039;&#039;Please Note:&#039;&#039;&#039; Knowledge of the following Xenos factions/beings is explicitly restricted to find out in play (FOIP), largely because the Imperium has not yet encountered them within the timeframe of this game:&lt;br /&gt;
&lt;br /&gt;
* C’tan and Necrons&lt;br /&gt;
* Tyranids (Genestealers and Genestealer cults are known but the hive fleets have not yet been encountered, so what they herald is not yet fully understood)&lt;br /&gt;
* Tau (although Kroot have been encountered)&lt;br /&gt;
&lt;br /&gt;
You may be aware of legends of minor Xenos species from elsewhere in the Imperium but unless a Xenos species is mentioned beneath, on the wiki, or in a Lore brief, you should not know details about it.&lt;br /&gt;
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=== Xenos Specialisms ===&lt;br /&gt;
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==== Human Agents of the Xenos and the Cold Trade ====&lt;br /&gt;
While the Ordo Hereticus&#039; primary interest is in human threats to the Imperium, the Ordo Xenos often experiences crossover with them when investigating Xenos who interact with humanity without violence. These Xenos cause political, economic and spiritual corruption rather than presenting a direct threat to human life. This specialism also covers the Cold Trade — the smuggling of forbidden technologies of Xenos origin into Imperial space, where they might increase alien influence, or indeed might present a threat in the hands of those who do not know how the technologies work.&lt;br /&gt;
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==== Xeno-Archaeology of the Prosperitas Sector ====&lt;br /&gt;
This represents knowledge and study of the wealth of historical alien ruins and artefacts left from ancient races who previously occupied this region of space. This covers the ruins of the Shavastii, Slann and Eldar cultures, as well as several unusual cyclopean structures built of black stone and coated in hieroglyphics. This specialism includes, but is not limited to: a basic, but not detailed, understanding of modern Eldar culture, and a limited understanding of the Fall; an awareness of the presence of the remnants of the Slann in the Prosperitas Sector; an understanding of the aggressive Shavastii who hate the Imperium; and knowledge of ancient ruins and alien artefacts in general, including those of unidentified origin. It does not include any understanding of pre-Fall Eldar existence or culture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of Eldar runes is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Eldar Translation Sheet]] which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in the Eldar tongue as well. There are no known ciphers for Slann hieroglyphics or for other ancient texts, such as the Shavastii writing system.&lt;br /&gt;
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==== Current Xenos Threats ====&lt;br /&gt;
This represents knowledge and study of the alien threats to the Prosperitas Sector that the Ordo Xenos have currently identified. This covers the threat of the Shavastii as well as the exiled Dark Eldar Haemonculi Coven that runs the Circle of Thorns criminal empire, as well as the sinister spread of the Devourer Cults and their Xenos Worm-Gods. This specialism includes, but is not limited to: an understanding of all the Xenos threats to the Sector, rumours about other active threats in the wider Imperium, and some cultural background based on what little the Inquisition has been able to learn about these entities.&lt;br /&gt;
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==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the Xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to: the maintenance of Xenotech, its operation, and at least a basic understanding of its capabilities. Most importantly, a Tech-Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech-Priest might have a reasonable chance of penetrating a Xenos cogitator system.&lt;br /&gt;
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==== Xenobiology ==== &lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, the study of xenoflora and xenofauna as well as other sentient races (other than humans and abhumans). This specialism includes, but is not limited to: understanding physical strengths and weaknesses, knowledge about the biological processes of other species, and, perhaps most importantly, that with the skills of a Medicae or Chirurgeon, you could understand enough of what you&#039;re looking at to perform life-saving treatment or meaningfully dissect a Xenos.&lt;br /&gt;
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=== Biologis ===&lt;br /&gt;
This Lore represents medical training, allowing one to identify common ailments and injuries. It has forensic value in identifying causes of death where they may not be immediately obvious, and represents the ability to carry out research into medical issues or perform medical actions not immediately pertinent to healing mechanics, such as the dissection of corpses, study of diseases, and operation of medical technology.&lt;br /&gt;
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A character with this Lore can identify the basic signs of diseases and infections common in the Prosperitas Sector, as well as the signs of genetic corruption in the human body.&lt;br /&gt;
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=== Biologis Specialisms ===&lt;br /&gt;
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==== Human, Abhuman and Mutant Biology ====&lt;br /&gt;
This represents a familiarity with human genetics and physiology, as well as the evolutionary offshoots of humanity and an understanding as to how they differ physiologically. This specialism includes, but is not limited to: spotting signs of genetic deviation in physiology and medical tests, and testing for genetic stability. A Chirurgeon with this specialism would feel comfortably able to gene-edit life within an artificial vitro-womb.&lt;br /&gt;
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==== Xenobiology ====&lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, vis-a-vis the study of xenoflora and xenofauna as well as other sentient Xenos races. This specialism includes, but is not limited to: understanding physical strengths and weaknesses of Xenos life, knowledge about the biological processes of other species, and perhaps most importantly, that with the skills of a Medicae or Chirurgeon, you could understand enough of what you&#039;re looking at to perform life-saving treatment or meaningfully dissect a Xenos.&lt;br /&gt;
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==== Diseases and Biological Weapons ====&lt;br /&gt;
This represents an understanding of many of the common diseases and ailments in the Prosperitas Sector, as well as the effects of biological weapons used by the Imperium and its foes. This specialism includes, but is not limited to: recognising the signs of certain ailments and weapons, knowing the correct procedures to take to protect yourself from them, and, if you are a confident Chirurgeon, you could reasonably provide life-saving treatment on someone affected by such an disease or weapon.&lt;br /&gt;
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==== Bionics, Implants and Implantation ====&lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, and identifying faulty or low-grade knockoff implants. A Chirurgeon with this specialism would feel able to handle the installation of a pre-constructed bionic; a Tech-Priest with this specialism would feel reasonably confident they could construct a bionic.&lt;br /&gt;
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=== Mechanicus ===&lt;br /&gt;
Mechanicus Lore is not the operation of machinery; all characters are assumed to be familiar with the operation of technology associated with their current or previous role in the Imperium prior to becoming an agent of the powers they answer to. A Princeps does not forget how to command a Titan simply because they are severed from it. Mechanicus Lore is an intimate familiarity with the workings of machines, the science that makes them function, and their repair and manufacture. &lt;br /&gt;
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=== Mechanicus Specialisms ===&lt;br /&gt;
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==== Heretek of the Dark Mechanicus ==== &lt;br /&gt;
This specialism represents a fundamental understanding about the Dark Mechanicus — those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy — as well as more recently fallen Chaos-aligned Hereteks, whether or not they claim heritage from the older group. It also covers the sinister binding of Daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known Chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights, and Scrapcode , the corrupted Warp-code that is used both to communicate between Hereteks and to infect Imperial machinery. Most importantly, a Tech-Priest could potentially use this knowledge to work out how to destroy such foul technology, and an Info-Executioner or Ordo Logi Tech-Priest might have a reasonable chance of penetrating a Heretek cogitator system, at considerable spiritual risk.&lt;br /&gt;
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==== Archaeotech ====&lt;br /&gt;
This represents the study of the technology of the Golden Age of Humanity, now referred to as the Dark Age of Technology, and the ability to understand — or at least work out — the function of those devices discovered by individuals travelling through the Prosperitas Sector. This specialism includes, but is not limited to: the maintenance of Archaeotech, its operation, and at least a basic understanding of its capabilities. Most importantly a Tech-Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech-Priest might have a reasonable chance of penetrating an Archaeotech cogitator system.&lt;br /&gt;
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==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the Xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to: the maintenance of Xenotech, its operation, and at least a basic understanding of its capabilities. Most importantly a Tech-Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech-Priest might have a reasonable chance of penetrating a Xenos cogitator system.&lt;br /&gt;
&lt;br /&gt;
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==== Martian Technology ====&lt;br /&gt;
This represents knowledge and study of the more esoteric technology of the Imperium. Martian technology is not the everyday technology that most Imperial citizens interface with on a daily basis, but covers the rare, more dangerous and more complex technologies, the knowledge of which is a closely guarded secret of the Mechanicus. This specialism includes, but is not limited to: the maintenance of Martian tech, its operation, and at least a basic understanding of its capabilities. Most importantly, a Tech- Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech-Priest might have a reasonable chance of penetrating an advanced Imperial cogitator system.&lt;br /&gt;
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==== Bionics, Implants and Implantation ==== &lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, and identifying faulty or low-grade knockoff implants. A Chirurgeon with this specialism would feel able to handle the installation of a pre-constructed bionic; a Tech-Priest with this specialism would feel reasonably confident they could construct a bionic.&lt;br /&gt;
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=== Arbites === &lt;br /&gt;
 &lt;br /&gt;
Arbites Lore represents the law-enforcement skillset and training of the Adeptus Arbites. While an individual with this lore may have never served in the Adeptus itself, they likely will have had training that has evolved out of years of Arbites refinement of the skill areas that they are required to follow. The Arbites, after all, predates the Inquisition when it comes to the arts of interrogation and excruciation to gain information from a suspect.&lt;br /&gt;
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With Arbites Lore you are trained to investigate crime scenes and look for clues, as well as being aware of common laws across the Imperium.&lt;br /&gt;
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=== Arbites Specialisms ===&lt;br /&gt;
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==== The Lex Imperialis ====&lt;br /&gt;
This specialism represents expanded knowledge of the Lex Imperialis (Book of Law). This trait can be used to find all sorts of laws to bring an individual or group to justice, to defend an individual or group from Imperial justice or for other varied purposes.&lt;br /&gt;
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==== Planetary Laws ====&lt;br /&gt;
You are familiar with the many different Planetary Laws of the Prosperitas Sector. You have an understanding of local bylaws, tithe laws, and the various different ways in which law is enforced across the Sector. While all true authority devolves from the Lex, many planets are given free rein to enforce authority locally in their own ways; you have studied many of these.&lt;br /&gt;
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==== Inheritance, Customs and Tax Law ====&lt;br /&gt;
You are familiar with the various economic and political crimes which plague the Sector. You have a developed understanding of which substances are illegal where, which Scion-Heir should inherit the planetary Governorship, and on what legal basis the local Cardinal is attempting to dodge their Tithe obligations.&lt;br /&gt;
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==== Criminals and Criminal Organisations ====&lt;br /&gt;
This specialism represents expanded knowledge of the criminals and criminal organisations active within the Prosperitas Sector, allowing one to recognise markings of interplanetary organisations, as well as giving knowledge of their methods, tools, and culture. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of the hidden signs that criminals use to communicate is represented by access to the [[Card Decks &amp;amp; Lore Sheets|Shade-script Translation Sheet]] which allows you to translate messages written in that script. This is a sign language, not a spoken language, but your character may know the correct hand-signs.&lt;br /&gt;
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&lt;br /&gt;
==== Militias and Paramilitary Organisations ====&lt;br /&gt;
This specialism represents detailed knowledge of the various House militias, Guards, PDFs, bodyguards, Frateris Templar detachments, and mercenary forces at large across the Sector. You have a good knowledge of which are officially sanctioned, which are delicately ignored, and which are outright illegal. You also have a good working knowledge of the legal basis for levying and raising such forces to assist the Arbites in times of civil unrest.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_of_the_Ordo_Logi&amp;diff=3449</id>
		<title>Technoarcana of the Ordo Logi</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_of_the_Ordo_Logi&amp;diff=3449"/>
		<updated>2022-10-16T14:52:37Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Datasmiths and Lexmachnics of the Ordo Logi are often the most overlooked members of the Machine Cult - their talents lie not with the handling and creation of machines but rather the understanding and manipulation of data, a far more subtle art then that of their brethren - this is aided by their access to restricted programs, known as Data-djinn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Martian Device - Data-djinn Lucerna ===&lt;br /&gt;
Data-djinn are incredibly rare programs that exist in a digital medium within storage-devices known as Lucerna - these ‘smart’ programs are not bound to physical mediums and when released can travel through the noosphere on whatever tasks they have been programmed for - they are not truly intelligent but their code can change making them dangerous if monitored;&lt;br /&gt;
&lt;br /&gt;
* Djinn-skein: You throw of a noospheric cloud of Data-Djinn used to infiltrate systems, after 15s focusing upon an obviously technological foe within 10m and &#039;hacking&#039; them you may call &#039;&#039;&#039;Command Override&#039;&#039;&#039; on them.&lt;br /&gt;
&lt;br /&gt;
This may be pushed to;&lt;br /&gt;
&lt;br /&gt;
* Anoint an individual (yourself included) and their wargear with protective data-djinn; until they next Recuperate they may call &#039;&#039;&#039;Resist&#039;&#039;&#039; against up to three &#039;&#039;&#039;Haywire&#039;&#039;&#039; or &#039;&#039;&#039;Command Override&#039;&#039;&#039; calls once these uses have been spent they cannot be used again until they &#039;&#039;&#039;Recuperate&#039;&#039;&#039;. You may do this to up to two individuals as well as yourself. You may not use this again until you Recuperate - you may not anoint additional individuals until you have confirmed the return of your protective djinns from those you anointed before.&lt;br /&gt;
&lt;br /&gt;
* Use your data-djinn to perform a techno-exorcism upon a system already infected with Scrapcode in most cases this will take a period of roleplay to purge but in cases of advanced corruption may either be impossible or require coordination with a trained Exorcist if you are not already one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rite of Becalming ===&lt;br /&gt;
Known as the Rite Machina Sedatio in high gothic, a standard role that Macroteks and Datasmiths share is in bestilling machines whose animus has become agitated or disrupted - after 5s of roleplay you may calm wargear, or sooth a machine spirit you are interacting with. &lt;br /&gt;
&lt;br /&gt;
* If the machine is an aggressive machine foe played by a member of crew you may instead use the cue &#039;&#039;&#039;Command Override! Be Calmed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rite of the Djinn-Skien ===&lt;br /&gt;
A Ordo Logi priest can release a djinn into local communications and cogitator networks using both wireless and wired connections to those networks&lt;br /&gt;
 &lt;br /&gt;
After 30s of meditation you may do one of the following;&lt;br /&gt;
&lt;br /&gt;
* You may call &#039;&#039;&#039;[[Scanning|Scan]]&#039;&#039;&#039; at vocal range for a keyword you possess - you may use this once before you must &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* You may ask a ref if you can, via whatever local networks there are, &#039;scan&#039; for any keywords you possess connected to those systems or broadcasting signals. This does not provide a direction, only a presence and does not detect well-hidden systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rites Delictum ===&lt;br /&gt;
While data-infiltrators rely heavily on the use of brute force invasion of cogitators and machine spirits while in close range of their targets via the use of brutal carnivore-programs and data-djinn. There are times where the attack must be done from a distance where these attack vectors are not available as they usually require, if not physical interface, then transmitting in the near volume of the target. The Rites Delictum require the data-infiltrator to project their mind into a network in order to defeat protective countermeasures - but they are not without risk, in such a state they are physically disabled and aggressive counter attacks can be damaging to their minds as well as their bodies.&lt;br /&gt;
&lt;br /&gt;
When a character with this rite encounters a protected system that they cannot easily overcome with their other rites then they must attempt this rite to enter it. They will encounter two data-hazards that they need to overcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firewalls&#039;&#039;&#039; are protective layers surrounding a protected system. Every system has a number of these guarding them. If a character wishes to overcome a firewall they must pass a &#039;&#039;&#039;power test&#039;&#039;&#039; with a 75% chance of failure - for each successful test they bypass a single firewall. Up to three characters with this rite may work together, but are considered a single entity - they may redraw this power test;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If they Overclock their MIU’s&#039;&#039;&#039; - until the end of the next combat all data-infiltrators involved cannot use Bionic Traits or the Weapon of Old Night while their systems are cooling - this can be done once per infiltration regardless of how many are involved.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;For Each Additional Data-Infiltrator (above 1) contributing to the infiltration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If an Ordo Logi Tech-Priest passes a Power Test (25% Chance of Success) to use their Data-Djinn&#039;&#039;&#039; - this can be done once per infiltration regardless of how many are involved - if they fail this test they suffer their Feedback Curse.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If an Ordo Malagra Tech-Priest passes a Power Test (25% Chance of Success) to use their Rites Incursus&#039;&#039;&#039; - this can be done once per infiltration regardless of how many are involved - if they fail this test they suffer their Feedback Curse.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If an Info-Executioner passes a Power Test (25% Chance of Success) to Disregard the Safety Protocols&#039;&#039;&#039; - this can be done once per infiltration regardless of how many are involved.&lt;br /&gt;
&lt;br /&gt;
In theory a data-infiltration team can infinitely attempt to break down the firewalls protecting a system, but such systems often have more active countermeasures in order to protect them in the form of &#039;&#039;&#039;Lockouts&#039;&#039;&#039; and &#039;&#039;&#039;Glacies&#039;&#039;&#039;-type Data-Countermeasures;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lockouts&#039;&#039;&#039; are triggered whenever enough power tests are failed for a system to realise it is under attack, they force the shut-down of that system which can sometimes a goal in and of itself for data-infiltrators. There are two forms of Lockout, the first is &#039;&#039;&#039;immediate&#039;&#039;&#039; upon reaching a certain number of failures, the second is &#039;&#039;&#039;timed&#039;&#039;&#039; where the data-infiltrators need to defeat any remaining firewalls before the clock hits 0 - this is not an actual timer, the length of a clock is variable and advances each time a power test is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacies&#039;&#039;&#039; programs are triggered after a certain number of Power Failures - a form of aggressive counter-attack data-djinn these cause a &#039;&#039;&#039;Haywire&#039;&#039;&#039; effect on the ‘lead’ data-infiltrator (the one who made the power draw that triggered this) - they cannot take part in the invasion for the next two power draws as they are knocked out. &lt;br /&gt;
* However, dangerous and sometimes deadly Black Programs exists, representing more advanced data-djinn or even malevolent entities in digital form, these can do anything from &#039;&#039;&#039;Command Override&#039;&#039;&#039;, to leaving their target &#039;&#039;&#039;Shaken&#039;&#039;&#039; to corrupting the mind and soul, to simply burning out one of the attackers MIU’s with a &#039;&#039;&#039;Sunder&#039;&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Feedback-Curses ===&lt;br /&gt;
Whenever you fail a power check you suffer the following effect which triggers at an appropriate moment after the return of a Data-djinn program to you;&lt;br /&gt;
&lt;br /&gt;
* Your Data-djinn has returned to you different for its experiences away from the Lucerna. As you attempt to contain it, it goes wild and assaults your systems. You may not make active use of your traits, though you still benefit from passive effects such as increased Willpower/Endurance or effects representing armour or innate toughness that do not require you to make calls or roleplay actions to benefit from. You may still make melee attacks in self defence, but these must be uncalled. This can be cleared with the Rite of Becalming otherwise it lasts 30s. You may not use your powers until you Recuperate.&lt;br /&gt;
&lt;br /&gt;
If you fail a power test MORE than once then the length of the effect increases by 10s for each failure you may spread these or take them all on one.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_of_the_Info-Executioner&amp;diff=3448</id>
		<title>Technoarcana of the Info-Executioner</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_of_the_Info-Executioner&amp;diff=3448"/>
		<updated>2022-10-16T14:50:57Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;rites&#039; such as they are practiced by Info-Executioners are a myriad of half-understood Mechanicus Rites, self-developed Machine rituals and natural talent for understanding data and code in order to gain understanding of it - they are not as impressive in their immediate impact as the true Technoarcana but they suit the needs of the individual Info-Executioners approach to sifting through Imperial data. Unfortunately the &#039;amateur&#039; (an unfair pejorative applied by the Machine Cult) nature of Info-Executioners (thanks to the Ordo Logi withholding its knowledge from them) makes them vulnerable to errant hostile data packets and scrapcode.&lt;br /&gt;
&lt;br /&gt;
=== Ride the Carrier Wave ===&lt;br /&gt;
Through either natural mental talents, neuro-boosting drugs or neural implants a Data-Executioner may open their mind and &#039;jack in&#039; to local communications networks using both wireless and wired connections to those networks;&lt;br /&gt;
&lt;br /&gt;
After 30s of meditation you may do one of the following;&lt;br /&gt;
* You may call &#039;&#039;&#039;[[Scanning|Scan]]&#039;&#039;&#039; at vocal range for a keyword you possess - you may use this once before you must &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* You may ask a ref if you can, via whatever local networks there are, &#039;scan&#039; for any keywords you possess connected to those systems or broadcasting signals. This does not provide a direction, only a presence and does not detect well-hidden systems.&lt;br /&gt;
&lt;br /&gt;
* You may expend a &#039;&#039;&#039;supply&#039;&#039;&#039; to change the Mode of an scanning trait you possess.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slice the Forbidden System ===&lt;br /&gt;
While data-infiltrators rely heavily on the use of brute force invasion of cogitators and machine spirits while in close range of their targets via the use of brutal carnivor-programs and data-djin. There are times where the attack must be done from a distance where these attack vectors are not available as they usually require, if not physical interface, then transmitting in the near volume of the target. The Rites Delictum require the data-infiltrator to project their mind into a network in order to defeat protective countermeasures - but they are not without risk, in such a state they are physically disabled and aggressive counter attacks can be damaging to their minds as well as their bodies.&lt;br /&gt;
&lt;br /&gt;
When a character with this rite encounters a protected system that they cannot easily overcome with their other rites then they must attempt this rite to enter it. They will encounter two data-hazards that they need to overcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firewalls&#039;&#039;&#039; are protective layers surrounding a protected system. Every system has a number of these guarding them. If a character wishes to overcome a firewall they must pass a &#039;&#039;&#039;power test&#039;&#039;&#039; with a 75% chance of failure - for each successful test they bypass a single firewall. Up to three characters with this rite may work together, but are considered a single entity - they may redraw this power test;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If they Overclock their MIU’s&#039;&#039;&#039; - until the end of the next combat all data-infiltrators involved cannot use Bionic Traits or the Weapon of Old Night while their systems are cooling - this can be done once per infiltration regardless of how many are involved.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;For Each Additional Data-Infiltrator (above 1) contributing to the infiltration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If an Ordo Logi Tech-Priest passes a Power Test (25% Chance of Success) to use their Data-Djinn&#039;&#039;&#039; - this can be done once per infiltration regardless of how many are involved - if they fail this test they suffer their Feedback Curse.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If an Ordo Malagra Tech-Priest passes a Power Test (25% Chance of Success) to use their infiltrator talents&#039;&#039;&#039; - this can be done once per infiltration regardless of how many are involved - if they fail this test they suffer their Feedback Curse.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If an Info-Executioner passes a Power Test (25% Chance of Success) to disregard the safety protocols&#039;&#039;&#039; - this can be done once per infiltration regardless of how many are involved.&lt;br /&gt;
&lt;br /&gt;
In theory a data-infiltration team can infinitely attempt to break down the firewalls protecting a system, but such systems often have more active countermeasures in order to protect them in the form of &#039;&#039;&#039;Lockouts&#039;&#039;&#039; and &#039;&#039;&#039;Glacies&#039;&#039;&#039;-type Data-Countermeasures;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lockouts&#039;&#039;&#039; are triggered whenever enough power tests are failed for a system to realise it is under attack, they force the shut-down of that system which can sometimes a goal in and of itself for data-infiltrators. There are two forms of Lockout, the first is &#039;&#039;&#039;immediate&#039;&#039;&#039; upon reaching a certain number of failures, the second is &#039;&#039;&#039;timed&#039;&#039;&#039; where the data-infiltrators need to defeat any remaining firewalls before the clock hits 0 - this is not an actual timer, the length of a clock is variable and advances each time a power test is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacies&#039;&#039;&#039; programs are triggered after a certain number of Power Failures - a form of aggressive counter-attack data-djin these cause a &#039;&#039;&#039;Haywire&#039;&#039;&#039; effect on the ‘lead’ data-infiltrator (the one who made the power draw that triggered this) - they cannot take part in the invasion for the next two power draws as they are knocked out. &lt;br /&gt;
* However, dangerous and sometimes deadly Black Programs exists, representing more advanced data-djinn or even malevolent entities in digital form, these can do anything from &#039;&#039;&#039;Command Override&#039;&#039;&#039;, to leaving their target &#039;&#039;&#039;Shaken&#039;&#039;&#039; to corrupting the mind and soul, to simply burning out one of the attackers MIU’s with a &#039;&#039;&#039;Sunder&#039;&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Feedback-Curse =====&lt;br /&gt;
Whenever you fail a power check select one of the following effects;&lt;br /&gt;
&lt;br /&gt;
* The next time you attempt to &#039;&#039;&#039;use a rite or push&#039;&#039;&#039; you suffer the effects of &#039;&#039;&#039;Haywire&#039;&#039;&#039; and call &#039;&#039;&#039;Mass Shock&#039;&#039;&#039; instead as violent code screeches out of your vox emitters.&lt;br /&gt;
&lt;br /&gt;
* The next time you attempt to &#039;&#039;&#039;use a rite or push&#039;&#039;&#039; your mind is flooded with feedback data overwhelming your senses -  you may not make active use of your traits - though still benefit from passive effects such as increased willpower/endurance or effects representing armour or innate toughness that do not require you to make calls or roleplay actions to benefit from - you may still make melee attacks in self defence, but these must be uncalled. This can be cleared with the &#039;&#039;&#039;Rite of Becalming&#039;&#039;&#039; otherwise it lasts 30s.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_of_the_Ordo_Malagra&amp;diff=3447</id>
		<title>Technoarcana of the Ordo Malagra</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_of_the_Ordo_Malagra&amp;diff=3447"/>
		<updated>2022-10-16T14:50:42Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ordo Malagra sometimes known as the Prefecture Magisterium is a tool Omnissian doctrine those who join this Ordo are the most rigidly dogmatic of the Machine Cult and dedicate themselves to being it’s most dangerous enforcers - sometimes referred to in slang as Tech-Assassins or Tech-Inquisitors these sinister Magi are skilled at eliminating bionically enhanced and mechanical opponents as well as infiltrating their systems and turning them on eachother.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Martian Device - Poena Gladii ===&lt;br /&gt;
The exact form of the melee weapons used by the Ordo Malagra can vary, some prefer swords while others prefer short staves - each to their own talents the Malagra carry these sinister weapons as badges of office distinct from the Omissian Axes favoured by most of the machine cult. These physreps must be no longer than 42” in length and are explicitly intended to be one-handed weapons;&lt;br /&gt;
&lt;br /&gt;
* You may call &#039;&#039;&#039;Rend&#039;&#039;&#039; with this weapon in melee as default.&lt;br /&gt;
* When striking an unaware target from behind who is not aware of your presence you may call &#039;&#039;&#039;I am a Knife in the Dark! Haywire&#039;&#039;&#039; - &#039;&#039;&#039;this ability cannot be used again until you have Recuperated&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You may also &#039;&#039;&#039;push&#039;&#039;&#039; the Poena Gladii to do the following;&lt;br /&gt;
&lt;br /&gt;
* After 5s studying your opponent you may call either Haywire or Weaken against them in melee - you may do this up to three times. &#039;&#039;&#039;This ability cannot be used again until you have Recuperated.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rite Interfectorem ===&lt;br /&gt;
As the primary hunter-killer specialists of the Adeptus Mechanicus, the Malagra are trained to sniff out the spoor of their preferred targets with advanced sensorium bionics;&lt;br /&gt;
&lt;br /&gt;
* Once you have positively identified a Heretek, Tech-Priest, Skitarii or Pattern of Servitor or Automata up against, when you &#039;&#039;&#039;Recuperate&#039;&#039;&#039; you can prepare to face it, adapting your tactics, changing ou rounds in your weapons, and priming the array of technology that the Ordo Malagra relies on. This preparation only helps and affects the machine you have prepared to face you need to recuperate and recalibrate if you want to face a different target - you may call Scan [machine/cyborg &#039;type&#039;] to be sure before you make any of these calls.;&lt;br /&gt;
* You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Haywire&#039;&#039;&#039; up to 3 times against members of your targeted category.&lt;br /&gt;
* You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Weaken&#039;&#039;&#039; up to 3 times against members of your targeted category.&lt;br /&gt;
&lt;br /&gt;
You may push to;&lt;br /&gt;
&lt;br /&gt;
* Spend 15s not moving and aiming at a member of your targeted category, if you lose sight of them before you finish your count you must restart again, if you reach the end of your count you may expend a Supply to call Sunder. This ability cannot be used again until you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rites Incursus ===&lt;br /&gt;
As data infiltration and retrieval specialists, the Malagra are skilled at both interrogating and overriding the impulses of machine-brains both bionic and fully automated in order to gather information and turn their foes weapons against them using data-spikes to deliver overriding code to their targets;&lt;br /&gt;
&lt;br /&gt;
* After striking with a melee blow instruct a machine mind to &#039;&#039;&#039;Command Override Ignore Me&#039;&#039;&#039; &lt;br /&gt;
* Spend 10s of focus to shut down an enemy Vox transmitter either via &#039;&#039;&#039;Command Override Vox Shutdown!&#039;&#039;&#039; or by relaying from a distance via a ref.&lt;br /&gt;
&lt;br /&gt;
You may also &#039;&#039;&#039;push&#039;&#039;&#039; to do the following;&lt;br /&gt;
&lt;br /&gt;
* After striking with a melee blow you may use Command Override to compel a machine or bionically enhanced individual to do whatever you want. &lt;br /&gt;
&lt;br /&gt;
=== Rites Delictum ===&lt;br /&gt;
While data-infiltrators rely heavily on the use of brute force invasion of cogitators and machine spirits while in close range of their targets via the use of brutal carnivor-programs and data-djin. There are times where the attack must be done from a distance where these attack vectors are not available as they usually require, if not physical interface, then transmitting in the near volume of the target. The Rites Delictum require the data-infiltrator to project their mind into a network in order to defeat protective countermeasures - but they are not without risk, in such a state they are physically disabled and aggressive counter attacks can be damaging to their minds as well as their bodies.&lt;br /&gt;
&lt;br /&gt;
When a character with this rite encounters a protected system that they cannot easily overcome with their other rites then they must attempt this rite to enter it. They will encounter two data-hazards that they need to overcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firewalls&#039;&#039;&#039; are protective layers surrounding a protected system. Every system has a number of these guarding them. If a character wishes to overcome a firewall they must pass a &#039;&#039;&#039;power test&#039;&#039;&#039; with a 75% chance of failure - for each successful test they bypass a single firewall. Up to three characters with this rite may work together, but are considered a single entity - they may redraw this power test;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If they Overclock their MIU’s&#039;&#039;&#039; - until the end of the next combat all data-infiltrators involved cannot use Bionic Traits or the Weapon of Old Night while their systems are cooling - this can be done once per infiltration regardless of how many are involved.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;For Each Additional Data-Infiltrator (above 1) contributing to the infiltration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If an Ordo Logi Tech-Priest passes a Power Test (25% Chance of Success) to use their Data-Djinn&#039;&#039;&#039; - this can be done once per infiltration regardless of how many are involved - if they fail this test they suffer their Feedback Curse.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If an Ordo Malagra Tech-Priest passes a Power Test (25% Chance of Success) to use their Rites Incursu&#039;&#039;&#039;s - this can be done once per infiltration regardless of how many are involved - if they fail this test they suffer their Feedback Curse.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If an Info-Executioner passes a Power Test (25% Chance of Success) to Disregard the Safety Protocols&#039;&#039;&#039; - this can be done once per infiltration regardless of how many are involved.&lt;br /&gt;
&lt;br /&gt;
In theory a data-infiltration team can infinitely attempt to break down the firewalls protecting a system, but such systems often have more active countermeasures in order to protect them in the form of &#039;&#039;&#039;Lockouts&#039;&#039;&#039; and &#039;&#039;&#039;Glacies&#039;&#039;&#039;-type Data-Countermeasures;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lockouts&#039;&#039;&#039; are triggered whenever enough power tests are failed for a system to realise it is under attack, they force the shut-down of that system which can sometimes a goal in and of itself for data-infiltrators. There are two forms of Lockout, the first is &#039;&#039;&#039;immediate&#039;&#039;&#039; upon reaching a certain number of failures, the second is &#039;&#039;&#039;timed&#039;&#039;&#039; where the data-infiltrators need to defeat any remaining firewalls before the clock hits 0 - this is not an actual timer, the length of a clock is variable and advances each time a power test is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glacies&#039;&#039;&#039; programs are triggered after a certain number of Power Failures - a form of aggressive counter-attack data-djin these cause a &#039;&#039;&#039;Haywire&#039;&#039;&#039; effect on the ‘lead’ data-infiltrator (the one who made the power draw that triggered this) - they cannot take part in the invasion for the next two power draws as they are knocked out. &lt;br /&gt;
* However, dangerous and sometimes deadly Black Programs exists, representing more advanced data-djinn or even malevolent entities in digital form, these can do anything from &#039;&#039;&#039;Command Override&#039;&#039;&#039;, to leaving their target &#039;&#039;&#039;Shaken&#039;&#039;&#039; to corrupting the mind and soul, to simply burning out one of the attackers MIU’s with a &#039;&#039;&#039;Sunder&#039;&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
=== Feedback-Curses ===&lt;br /&gt;
Whenever you fail a power check select one of the following effects;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The next time you use a Rite&#039;&#039;&#039; it fails and your internal firewalls that isolate your primary systems from the deadly machine-curse codes stored in your dataspikes fail, and your mind is flooded with scrap code - you may not make active use of your traits - though still benefit from passive effects such as increased willpower/endurance or effects representing armour or innate toughness that do not require you to make calls or roleplay actions to benefit from - you may still make melee attacks in self defence, but these must be uncalled. This can be cleared with the Rite of Becalming otherwise it lasts 30s.&lt;br /&gt;
&lt;br /&gt;
* The next time you connect with the Poena Gladii, call no damage and instead suffer the Haywire effect - you cannot use the Poena Gladii until you have spent time repairing it while Recuperating.&lt;br /&gt;
&lt;br /&gt;
If you fail a power test two or more times it is expected you will have two different effects active - additional effect should affect you on subsequent pushes rather than all at once - if you fail a power test MORE than three times then the length one or more effects increases by 10s for each failure you may spread these or take them all on one.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Bionic_Traits&amp;diff=3446</id>
		<title>Bionic Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Bionic_Traits&amp;diff=3446"/>
		<updated>2022-10-16T14:50:27Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bionic traits represent the melding of metal and flesh that is the holy work of the priesthood of the Omnissiah, prosthetics to mend injury and implants to improve the body beyond mere biology, as well as the tools of the priesthood themselves.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Flaw - Haywire&#039;&#039;&#039;: Characters with Traits from this section are more dramatically affected by [[Calls|Haywire]], during the 10s effect they cannot move, attack or make calls and must instead spasm violently.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Flaw - Command Override&#039;&#039;&#039;: Characters with Traits from this section are at risk of their enhancements being used as a backdoor into their mind - they must react to &#039;&#039;&#039;Command Override&#039;&#039;&#039; unlike normal characters.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Bionic Enhancements === &lt;br /&gt;
(&#039;&#039;&#039;Requires&#039;&#039;&#039;: Physrepping)&lt;br /&gt;
While drugs such as rejuvenat slow the progression of age, most Imperial citizens of a certain wealth and status subject themselves to bionic enhancement to both enhance their abilities as well as replace failing flesh - though the Adeptus Mechanicus follow this to its logical possibly extreme, seeking to replace more and more body parts until more of their body is bionic simulacra then organic material. This trait represents the installation of bionics that are more than prosthetic replacements for limbs and organs but rather customised work created by the Adeptus Mechanicus or a from a more illicit source, that enhances their abilities further.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For each time you choose this trait&#039;&#039;&#039; you gain +1 [[Endurance]]. &lt;br /&gt;
 &lt;br /&gt;
You may take this trait up to &#039;&#039;&#039;twice&#039;&#039;&#039; however the drawbacks from doing so increase if you do so;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If you take this trait once&#039;&#039;&#039;, then after being reduced to &#039;&#039;&#039;Bloodied&#039;&#039;&#039; you cannot benefit from the this trait until a &#039;&#039;&#039;Tech-Priest&#039;&#039;&#039; has performed the &#039;&#039;&#039;Rite of Becalming&#039;&#039;&#039; on you, or a &#039;&#039;&#039;Tech-Priest&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; has spent at least 30s recalibrating your systems and you have had the chance to &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If you take this trait twice&#039;&#039;&#039; then after being reduced to &#039;&#039;&#039;Bloodied&#039;&#039;&#039; you cannot recover to more than half your endurance until a &#039;&#039;&#039;Tech-Priest&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; specialised in bionics has undertaken repairs on you while you &#039;&#039;&#039;Recuperate&#039;&#039;&#039; (they still benefit from the period as well).&lt;br /&gt;
** &#039;&#039;&#039;The Flesh is Weak&#039;&#039;&#039;: It is said that those that increasingly replace their flesh with bionics begin to experience a sense of dislocation from their body and inattention for organic concerns.  Lifted from their body&#039;s inhibitions and often missing parts of their brains to implants, it is easy for them to become less and less recognisably human.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For each time you choose this trait&#039;&#039;&#039; you may choose two of the following implants;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Neural Failsafe&#039;&#039;&#039;: Cerebral implants designed to shock the mind to prevent mental intrusions - these implants activate when affected by the call &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; or an effect that would make you &#039;&#039;&#039;Shaken&#039;&#039;&#039; - you may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; - before writhing in pain for 10s - you may do this up to twice after which you cannot use it again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;.&lt;br /&gt;
** After you recover, you are not &#039;&#039;&#039;Shaken&#039;&#039;&#039; but you may experience blank spots in your memories surrounding whatever triggered your failsafe.&lt;br /&gt;
** If you are captured you, or a character you have entrusted control of your implants to, can overload them. If you choose to do this you can choose to either be &#039;&#039;&#039;Subdued&#039;&#039;&#039; or overload them to the point it is &#039;&#039;&#039;fatal&#039;&#039;&#039;. If you have transferred your implant control to another, then you will only become &#039;&#039;&#039;Subdued&#039;&#039;&#039;.&lt;br /&gt;
** For roleplay purposes you may agree an activation code for these with whoever holds the controls, they can either use them to inflict the above effect &#039;&#039;&#039;or&#039;&#039;&#039; agree a command for a more ‘corrective’ shock with no mechanical effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Augmetic Viscera&#039;&#039;&#039;: Focused upon increasing the natural resilience of an individual, many of your organs have been replaced with extensive bionics. You gain +1 Endurance and may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; to up to two calls of &#039;&#039;&#039;Weaken&#039;&#039;&#039; after which you cannot use them again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;.&lt;br /&gt;
** For the purposes of roleplay, your character does not need to breathe or eat for extended periods but many continue to do so - this offers no protection against the void.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Martyr&#039;s Gland&#039;&#039;&#039; (may not have &#039;&#039;&#039;Grizzled Veteran&#039;&#039;&#039;): Usually installed in the spine or skull, this system floods a wounded individual&#039;s system with drugs. After you become &#039;&#039;&#039;Bloodied&#039;&#039;&#039; you may use &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on yourself after 10s of animated roleplay as your implant painfully injects drugs into your system.  &#039;&#039;&#039;This ability cannot be used again until you have Recuperated&#039;&#039;&#039;. You continue track your bleed count throughout the recovery roleplay.&lt;br /&gt;
** This is treated as the normal &#039;&#039;&#039;Get it Together&#039;&#039;&#039; call subject to the same restrictions such as calls that prevent it from affecting you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Augmetic Senses&#039;&#039;&#039;: The replacement of sensory organs with bionic enhancements designed to provide the same deep-penetration scanning benefits as a handheld auspex is commonplace - you may use the &#039;&#039;&#039;[[Scanning|Scan]]&#039;&#039;&#039; call at up to arm’s length by calling a specific target, at will. You may call &#039;&#039;&#039;Scan&#039;&#039;&#039; at vocal range once before needing to &#039;&#039;&#039;Recuperate&#039;&#039;&#039; and appease the machine spirit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Datacortex:&#039;&#039;&#039; It is not uncommon for these memory centres to be implanted in the brains of those who wish for their legacy to be preserved - should they die, their data cortex can be harvested and while not allowing resurrection these are often installed into servo-skulls or into successors in order to preserve the deceased&#039;s memories as a database. After a period studying a clue that you lack an appropriate lore or trait to read the associated clue card of - you may read it. &#039;&#039;&#039;This ability cannot be used again until you have Recuperated&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Reflex Catalyst:&#039;&#039;&#039; You may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against one attack call whose source you are aware of. This may not be used against &#039;&#039;&#039;Haywire&#039;&#039;&#039;, &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This ability cannot be used again until you have Recuperated. This should be roleplayed as dodging the blow.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Augmetic Arms&#039;&#039;&#039;: The majority of bionic arms in the Imperium are created with the intent to simulate a regular limb but yours lack such restraints in strength, you may call Knockback when striking a blow with a melee weapon. After 5 calls this ability cannot be used again until you have Recuperated.&lt;br /&gt;
** This must be represented by extensive physrepping along the arm.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Eye of Vengeance&#039;&#039;&#039;: - These bulky targeting signums are installed in place of one or both eyes, providing unparalleled targeting data. If you have a trait that allows you to make a ranged call of &#039;&#039;&#039;Sunder&#039;&#039;&#039; - you can &amp;quot;lock on&amp;quot; to your target, against that specific individual you do not need to remain static while in the 15s wind up to the &#039;&#039;&#039;Sunder&#039;&#039;&#039; call. If you have the &#039;&#039;&#039;Automatic Weapons&#039;&#039;&#039; trait you may focus your fire on this individual and move while firing calling either &#039;&#039;&#039;Dakka&#039;&#039;&#039; or &#039;&#039;&#039;Bolt&#039;&#039;&#039; - &#039;&#039;&#039;this ability cannot be used again until you have Recuperated.&#039;&#039;&#039; &lt;br /&gt;
** This applies to other traits based around ranged weapons that require you to remain static.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physrep Requirement:&#039;&#039;&#039; While a great number of possible ways to physrep a bionic exist, it is important for these to be visibly physrepped, as it allows characters with Tech-Powers to see that you are a valid target for their abilities. Examples might include wire, socket and metal plate prosthetics fixed to the skin, or larger wearable physreps build into gauntlets, face masks, chestplates or similar.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tech-Priest ===&lt;br /&gt;
(&#039;&#039;&#039;This trait is not compatible with:&#039;&#039;&#039; Info-Executioner &#039;&#039;&#039;or&#039;&#039;&#039; Psyker)&lt;br /&gt;
You are a member of the Priesthood of the Omnissiah, ordained into the sacred mysteries of the Cult Mechanicus and trusted to provide spiritual and pastoral guidance to the humans and machines under your care. Usually the result of years or decades of faithful service, the trust invested in you by your ordination is not a burden to be treated lightly.&lt;br /&gt;
 &lt;br /&gt;
This trait can be used to represent a Knight-Scion of Anaximund with specific Mechanicus Education. &lt;br /&gt;
 &lt;br /&gt;
Although not recommended, this trait could also be used to represent Heretek characters who have illegal access to advanced technology but that is not advised and should be discussed with the team first.&lt;br /&gt;
&lt;br /&gt;
You gain the &#039;&#039;&#039;[[Lore|Mechanicus]]&#039;&#039;&#039; discipline and may &#039;&#039;&#039;select one specialism&#039;&#039;&#039; in it.&lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
 &lt;br /&gt;
** &#039;&#039;&#039;Canticles of the Omnissiah&#039;&#039;&#039;: You have access to the bizarre and arcane technologies of the cult mechanicus. A Tech-Priest may join one of the Orders of the Machine Cult as described in the [[Technoarcana (Tech-Priests)|Technoarcana]] section gaining the &#039;&#039;&#039;Rites&#039;&#039;&#039; and &#039;&#039;&#039;Martian Device&#039;&#039;&#039; of that Order.&lt;br /&gt;
 &lt;br /&gt;
** &#039;&#039;&#039;Appease the Augur&#039;&#039;&#039;: You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to change the mode of an Auspex or Bionic Augur belonging to yourself or another with 15s of roleplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physrep Requirement&#039;&#039;&#039;: All members of the Adeptus Mechanicus are in possession of at least extensive cosmetic augmentation; it is a core part of their belief that ‘the flesh is weak’, and as a result most are nearly fully cybernetic. It is alright to still have some flesh displayed, but you should be visibly covered in augmentation. It is important for these to be visibly physrepped, as it allows characters with Tech-Powers to see that you are a valid target for certain calls they can make.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Physrepping Note&#039;&#039;&#039;: It is not OC required to wear the traditional robes of your Forge (Red with black or white cog-tooth trim for Ferraeus and Naximus, or blue with white cog-tooth trim for Castellum) but it is IC required by the authorities of the Machine Cult as a duty of ordination. Failure to do so carries the IC risk of disciplinary action if it comes to the attention of other priests.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
=== Machinator Array ===&lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Tech-Priest &#039;&#039;&#039;and&#039;&#039;&#039; Bionic Enhancements)&lt;br /&gt;
Often bound to the spine, machinator arrays are a complicated system of additional limbs, energy cells, coils, antenna and other augmentations that do not seek to act as a simulacrum for an existing human organ but rather adding features that the human body does not normally have in order to improve the individual’s abilities beyond that which is human. They come at a mental cost, adapting to becoming more machine than human strains the mind and makes those who undergo these augmentations often more alienated from their Imperial peers due to the increasing ways in which their bodies are different from the human baseline, though the Mechanicus embrace such changes.&lt;br /&gt;
&lt;br /&gt;
This trait is not without its Drawbacks:&lt;br /&gt;
&lt;br /&gt;
* After being reduced to &#039;&#039;&#039;Bloodied&#039;&#039;&#039; you cannot benefit from this trait until a &#039;&#039;&#039;Tech-Priest&#039;&#039;&#039; has performed the &#039;&#039;&#039;Rite of Becalming&#039;&#039;&#039; on you, or a &#039;&#039;&#039;Tech-Priest&#039;&#039;&#039; or a &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; has spent a &#039;&#039;&#039;Recuperation&#039;&#039;&#039; repairing your systems (they still benefit from the period as well).&lt;br /&gt;
The Flesh is Weak: It is said that those that increasingly replace their flesh with bionics begin to experience a sense of dislocation from their body and inattention for organic concerns.  Lifted from their body&#039;s inhibitions and often missing parts of their brains to implants, it is easy for them to become less and less recognisably human.&lt;br /&gt;
&lt;br /&gt;
You may select &#039;&#039;&#039;one&#039;&#039;&#039; of the following augmentations;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Biologis Array&#039;&#039;&#039; (&#039;&#039;&#039;Requires&#039;&#039;&#039;: Chirugeon) are an array of spidery limbs or tentacle-like mechandrites tipped with syringes and medical tools linked to vials and vats of chems to allow a medically inclined Tech-Priest to treat the injured more efficiently.&lt;br /&gt;
** You may perform First Aid on multiple characters at once any character within &amp;lt;1m of you may pause their bleed count providing you remain static.&lt;br /&gt;
** You are considered to be in a Medbay for the purpose of performing Proper Procedures and treating effects on Wound Cards.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infiltrator Array&#039;&#039;&#039; (&#039;&#039;&#039;Requires&#039;&#039;&#039;: Ordo Malagra &#039;&#039;&#039;or&#039;&#039;&#039; Adept Mortis &#039;&#039;&#039;or&#039;&#039;&#039; Vigilator): Comprised of a complicated array of stealth baffles as well as a “dataspike”, a melee oriented device designed to allow physical infiltration of mechanised systems, this unusual array is more commonly found on Tech-Assassins and the Skitarii Sicarians;&lt;br /&gt;
* You may ignore (there is no need to call Deflect) up to three calls of &#039;&#039;&#039;Scan&#039;&#039;&#039;. This ability cannot be used again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;. This does not block &#039;&#039;&#039;Warp Scan&#039;&#039;&#039;.&lt;br /&gt;
* You may use your dataspike to call &#039;&#039;&#039;Haywire&#039;&#039;&#039; or &#039;&#039;&#039;Command Override&#039;&#039;&#039; against a bionically modified or clearly mechanical foe up to three times. &#039;&#039;&#039;This ability cannot be used again until you have Recuperated.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enginseer Array&#039;&#039;&#039;  (&#039;&#039;&#039;Requires&#039;&#039;&#039;: Ordo Macrotek): Used by the Enginseers of the Adeptus Mechanicus in order to repair the heavy machinery of the Imperium, these bulky arrays involve hulking servo-arms, plasmacutters, and exo-frames designed to aid in their work by increasing their strength. These coincidentally make them quite dangerous in a melee.&lt;br /&gt;
** With the permission of a Ref you may undertake Engineering tasks.&lt;br /&gt;
** You may call &#039;&#039;&#039;Knockback&#039;&#039;&#039; when striking a blow with a two-handed melee weapon (56”&amp;gt; props). After 3 calls &#039;&#039;&#039;this ability cannot be used again until you have Recuperated&#039;&#039;&#039;.&lt;br /&gt;
** When affected by a &#039;&#039;&#039;Knockback&#039;&#039;&#039; call, the effects last only 2s rather than 5s. &lt;br /&gt;
** After 15s in melee (if they move out of range before you finish you count you must restart it) charging up your plasma-cutter - you may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Sunder&#039;&#039;&#039; against your target if they are within melee range.  &#039;&#039;&#039;This ability cannot be used again until you have Recuperated&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Explorator Array (&#039;&#039;&#039;Requires&#039;&#039;&#039;: Vigilator &#039;&#039;&#039;or&#039;&#039;&#039; Verispex)&#039;&#039;&#039;: Comprised of vast augur arrays, auspex docks, and antenna, an explorator array is used by the Adeptus Mechanicus in the quest for knowledge used on frontier worlds to enhance scanning capabilities far beyond the norm.&lt;br /&gt;
** &#039;&#039;&#039;When you recalibrate your Auspex&#039;&#039;&#039; during a period of &#039;&#039;&#039;Recuperation&#039;&#039;&#039; you may calibrate it for a &#039;&#039;&#039;[[Scanning|Scan]]&#039;&#039;&#039; keyword that you would not normally have access to. You may scan for this keyword only once - &#039;&#039;&#039;this ability cannot be used again until you have Recuperated.&#039;&#039;&#039;&lt;br /&gt;
** After 60s spent examining a piece of technology that you are unfamiliar with, you may do one of the following things with it: call &#039;&#039;&#039;Command Override&#039;&#039;&#039; or &#039;&#039;&#039;Access its systems (with ref permission)&#039;&#039;&#039;. This may be used on any piece of technology, including non-human technology; not everyone will react well to this use of your abilities.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Info-Executioner ===&lt;br /&gt;
(&#039;&#039;&#039;This trait is not compatible with:&#039;&#039;&#039; Tech-Priest)&lt;br /&gt;
Data-savants, Data-shamans, Info-executioners - navigating the local planetary networks on an Imperial world is a challenging task, from sifting through a thousand useless channels of data to having to calibrate to listen to distant communication satellites and comms relays in the wildernesses of uncivilized worlds, to even trying to decipher foul xenos communications. Often a Tech-Priest of the Ordo Logi is not available to unscramble such data, and into that breach a myriad of technologically talented Inquisitorial Agents find welcome in the retinue of Inquisitors. Info-Executioners are not necessarily inducted members of the Machine Cult by default but have an intimate understanding of Imperial communications and data networks. Implanted with enhanced MIU’s and extensive neuro-processing wetwear, they are the masters of the info-flow.&lt;br /&gt;
 &lt;br /&gt;
This trait is intended for characters wanting to play technologically talented characters from outside of the Adeptus Mechanicus but it could be used for a Lexmechanic - a low-ranking member of the Machine Cult who work in numbers and code but are not yet fully initiated into the Omnissiah&#039;s Priesthood.&lt;br /&gt;
 &lt;br /&gt;
Be aware if you use this trait as an outsider of the Adeptus Mechanicus&#039; service you will need to be careful - not demonstrating the proper rituals of the Machine Cult when doing these can invite hostile attention from Tech-Priests and other servants of the Machine so a canny Info-Executioner learns quickly to emulate the rites, or not to get caught at the least.&lt;br /&gt;
 &lt;br /&gt;
This trait grants the &#039;&#039;&#039;[[Lore|Mechanicus]]&#039;&#039;&#039; discipline (with no specialisms) and access to the [[Technoarcana of the Info-Executioner|Info-Executioner Technoarcana]]&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Physrepping&#039;&#039;&#039;: Characters with this trait have subjected themselves to considerable cranial modifications, you should have some form of visible cybernetic augmentations around the head and neck and may have had your senses replaced by bionic replacements often they are upgraded with a &#039;dataspike&#039; a short weapon-like design loaded with code designed to brute-force infiltrate a system.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=The_Tech_Guard_of_the_Adeptus_Mechanicus&amp;diff=3445</id>
		<title>The Tech Guard of the Adeptus Mechanicus</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=The_Tech_Guard_of_the_Adeptus_Mechanicus&amp;diff=3445"/>
		<updated>2022-10-16T14:49:35Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Four Facts about the Tech Guard ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They serve the Adeptus Mechanicus.&#039;&#039;&#039; The Tech Guard are loyal only to the Adeptus Mechanicus, no power in the Imperium can compel them to obey them other than Tech-Priests. Though they might march to war alongside Imperial armies they only ever do so at the willing of a Tech-Priest and no other Commander.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They are cyborgs and machines.&#039;&#039;&#039; All arms of the Tech Guard are heavily augmented with bionics, that is the life they choose sacrificing flesh and autonomy to be created into the elite fighting forces of the Machine Cult. Each one is a powerful creation but each one is also slave to the wishes of their Mechanicus masters their free will largely controlled by implants.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;They use exotic technologies.&#039;&#039;&#039; The Tech Guard are often outfitted with weapons rare or not found amongst the armouries of the Imperium deadly incendiary phosphor weapons considered abhorrent by many, or the heat-rays of Volkite weaponry are not found in most Imperial units, but are more readily available to the Tech Guard, granted to them by the Machine Cults selfish protection of rare technologies for its use.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No one is alike others.&#039;&#039;&#039; Tech Guard vary from Forge to Forge or even from Tech-Priest to Tech-Priest depending on the interest a Tech-Priest takes in their guardians. Some are created to be tools of fear, while others are weapons testing platforms for their Masters, some might be line troops while others are deadly Tech-Assassins.&lt;br /&gt;
&lt;br /&gt;
=== The Taghmata Omnissiah ===&lt;br /&gt;
&lt;br /&gt;
The &#039;Tech Guard&#039; is the low gothic title for the armies of the Mechanicus known in high gothic as the &#039;Taghmata Omnissiah&#039; - a holdover of a time when the Martian Empire was a seperate entity ot the Imperium they are the standing forces which protect the worlds, vessels and other assets of the Cult. Highly Stratified along command lines different to those of the Imperial military the Tech Guard are a force largely comprised of heavily augmented cyborg troops that often receive their orders from Tech-Priest Masters far removed from the battlefield in high Orbit.&lt;br /&gt;
&lt;br /&gt;
Though the triad of Forges in the Prosperitas Sector maintain their own Tech Guard forces Legions of these Troops are rarely seen as most are maintained for defensive units protecting Mechanicus installations, one is more likely to encounter such warriors in the company of Tech-Priests as bodyguards, or acting as security for Explorator vessels that probe the unexplored reaches of the Prosperitas Sector. They are split into several forces, noted below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Faith-Militant of the Machine Cult ===&lt;br /&gt;
Although not technically &#039;Tech Guard&#039; there are members of the Machine Cult dedicated to war.&lt;br /&gt;
&lt;br /&gt;
While the grand majority of the Machine-Cult’s military forces are comprised of non-ordained or ‘lay Mechanicus’, there are a number of sects of the Machine-Cult dedicated to warfare. When the Machine-Cult goes to war it does so in a number of configurations; the majority of the time most Tech-Priests prefer to direct their forces from the safety of a vessel in high orbit, an armoured bunker, or a heavily armoured vehicle far behind the front lines of a conflict.&lt;br /&gt;
&lt;br /&gt;
However there are a few unique Collegia within the Machine Cult who consider themselves to be better put to serving on the front lines. Ravening hoards of Electro-Priests dedicate their entire lives to mastering the energies of bio-electricity and motive forces, using cybernetic upgrades and tesla weaponry to engage in combat with powerful electrified weapons – fanatical devotees of the Priesthood, their obsessions often leave them as more ravening hordes then potential leaders of the Cult.&lt;br /&gt;
&lt;br /&gt;
Leadership and direction of the Mechanicus War Machine, comes from the Siege Engineers of the Collegia Reductor and the War Savants’ Collegia Secutor. Both sects worship the Omnissiah in its form as the ‘Unmaker God’, unleashing the destructive power of hidden Mechanicus technologies on the battlefield, using the wars it fights as the testing ground for rediscovered and rare weapons of destruction. Dedicated as they are to the art of war, the singular focus of these beings makes them terrifying to behold; often augmented into war-machines in their own right, they lead the armies of the Cult from the front in contrast to the majority of their fellow Priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skitarii ===&lt;br /&gt;
Among the Lay-Worshippers of the Cult Mechanicus are the Mechancum’s ‘Protectors’ – the Skitarii (singular Skitarius), elite warriors augmented by arcane technologies into a deadly blend of machine and human lethality. The Skitarii act as bodyguards, shock troops and force projection for their ruling Magoi, dangerous and deadly creations of cybernetics, flesh-crafting and Martian practices of eugenics and social darwinism within their menial populations. The majority of these warriors are mentally augmented, either to increase aggression, or to strip them of fear and other threat responses such as the ability to feel pain.&lt;br /&gt;
&lt;br /&gt;
As with much Mechanicus technology, there is no one ‘universal’ pattern of Skitarii; they are as varied as their masters, ranging from monstrous barbaric warriors in ornate plate, to armour-plated killing-machines with only a few scraps of flesh remaining from their original bodies, marching in precise and silent unison to the noospheric command impulses that send them to war. All are augmented beyond the human baseline, and many equipped with strange and deadly Mechanicus weaponry.&lt;br /&gt;
&lt;br /&gt;
Within the majority of Skitarii units there is a designated leader responsible for coordinating the actions of their squads. This individual is known as an ‘Alpha’ in most configurations. The majority of Skitarii configurations have no need for higher ranked Officers as they are often subservient to an attendant Tech-Priest, but it has been known for Skitarii to be deployed with specially constructed units equivalent to superior ranks of Imperial Officers.&lt;br /&gt;
&lt;br /&gt;
Within the Prosperitas Sector, many patterns of Skitarii have been created, from the crimson and hazard-striped iron fist that form the armed forces of Forge Ferraeus, to the strangely augmented Tech-Guard creations of the young Forge Castellum, who retain their autonomy and often go without the mental augmentations common amongst Skitarii with their strange weapon limbs and bone-white armourplast coating. Forge Naximus makes use of two breeds of Skitarii, the disciplined and highly indoctrinated warriors raised from the menial population of Naximus Prime and its satellite colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Secutarii ===&lt;br /&gt;
Around the feet of the God-Machines the elite Titan Guard, known as Secutarii, act as infantry support and bodyguards to the Titan Legions, clearing the way for their God-Machines to rain fire and destruction down on the enemies of Humankind. Based upon similar patterns as their Skitarii cousins, these troops are augmented for the specialised role of protecting the Titans from infantry attacks and boarding attempts.&lt;br /&gt;
&lt;br /&gt;
The Secutarii of the Prosperitas Sector are either the cobalt-armoured &#039;&#039;&#039;Thunder Guards&#039;&#039;&#039; who serve the [[Legio Ferraeus]] a prideful heavily armoured legion of cyborg troops dedicated to the bloodlines that operate the Titans they Guard often representing members of that bloodline not chosen to serve as the Titans crew who undergo the painful process of being cyborged in order to do their family proud fighting on foot alongside the Titan of their bloodline. &lt;br /&gt;
&lt;br /&gt;
The [[Demi-Legio Custodii Incudatem]] are protected by Secutarii known as &#039;&#039;&#039;Immortals&#039;&#039;&#039;, who garb themselves more traditionally in the crimson cloth of Mars and wear various forms of artificer battleplate. Like the Demi-Legion the Immortals are treated similarly as opportunities for the Magi of Naximus to test their technological creations on the battlefield and no one Immortal is exactly alike as a result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Legio Cybernetica ===&lt;br /&gt;
&lt;br /&gt;
Incredibly rare in the 41st Millennium and even rarer still in the Prosperitas Sector, the &#039;War Robots&#039; of the Legio Cybernetica are incredible war machines. Although they lack all but the most rudimentary intelligence because of the Mechanicus fear of true thinking machines, these powerful robots go to war accompanied by a Tech-Priest Datasmith who is responsible for programming their limited memories with various commands to keep them operating. &lt;br /&gt;
&lt;br /&gt;
No Forge of the Prosperitas Sector can claim to have more than a handful of such robots, and to reclaim one from a find on the reaches of the Sector is a cause for much celebration, but until such a time as someone recovers the methods to manufacture them they will remain a rare sight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Techno-Barbarian Tribes of [[Anaximund Alpha]] ===&lt;br /&gt;
&lt;br /&gt;
Though they are covered in detail alongside their [[The Knight Houses of Anaximund|Knight-Household Masters]] the Techo-Barbarian Tribes of Anaximund Alpha are a unique addition to the Tech-Guard forces of the Prosperitas Sector even if some do not consider them &#039;true&#039; Tech-Guard.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_(Tech-Priests)&amp;diff=3444</id>
		<title>Technoarcana (Tech-Priests)</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_(Tech-Priests)&amp;diff=3444"/>
		<updated>2022-10-16T14:48:29Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - Tech-Priest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Technoarcana of the Machine Cult are a thin shadow of what the Martian Priesthood was once capable of unleashing - but they are not without their horrific potency - the advanced examples of technology hoarded by the Mechanicus give them a distinct technological edge against the foes of the Imperium - this is why Tech-Priests are so valued by the Inquisition where it can bring them in as agents for their deep and advanced knowledge of technology can make them as much a deadly fighter as a skilled artisan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Tests ===&lt;br /&gt;
Several traits and abilities request that a character performs a Power Test - this is a test with a 25% chance of failure. &#039;&#039;&#039;In all cases&#039;&#039;&#039; you can always delay a test until it would not interrupt the flow of roleplay or combat - you are free to do it earlier, but we generally recommend doing tests at the end of a combat for example. &lt;br /&gt;
&lt;br /&gt;
The standard suggestion for doing this is take a bag of beads and fill it with 12 beads, 9 of one colour (representing success) 3 of another (representing failure) and do a draw. But any other method capable of determining a 25% chance of failure is acceptable.&lt;br /&gt;
&lt;br /&gt;
There may be conditions where this will flip and it will be a 75% chance of failure and a 25% chance of success.&lt;br /&gt;
&lt;br /&gt;
=== Omnissian Technoarcana ===&lt;br /&gt;
&lt;br /&gt;
Sometimes called Cybertheurgy the ‘powers’ displayed by the servants of the Omnissiah reflect their chosen specialisations within the Machine Cult - like any religious organisation the Cult is organised into various sects and orders within orders each representing the specialised nature of the Tech-Priest, each such Order granting those who become members of it access to the jealousy hoarded technologies claimed by ancient patents as the exclusive technologies of that Order. &lt;br /&gt;
&lt;br /&gt;
The Technoarcana are divided into two types &#039;&#039;&#039;Rites&#039;&#039;&#039; and a &#039;&#039;&#039;Martian Device&#039;&#039;&#039;  - each Order has access to a handful of Rites, and a single Device which can take many forms. They also suffer from &#039;&#039;&#039;Feedback-Curses&#039;&#039;&#039; representing the specific malfunctions and glitches that that Order is prone to when they fail a power test.&lt;br /&gt;
&lt;br /&gt;
Some Rites and Devices can be &#039;&#039;&#039;pushed&#039;&#039;&#039; to gain additional effects but at added risk of suffering a Feedback-Curse.&lt;br /&gt;
&lt;br /&gt;
As soon as they get a chance, after a period of time where a &#039;&#039;&#039;Tech-Priest&#039;&#039;&#039; has used their rites or their Martian Device they must do a &#039;&#039;&#039;Power Test&#039;&#039;&#039; - they must do an additional test for each time they Pushed one of their rites.&lt;br /&gt;
&lt;br /&gt;
All Tech-Priests can access the following generic Rite;&lt;br /&gt;
&lt;br /&gt;
===== Rite Communicet Machinis ===== &lt;br /&gt;
After some time spent in communion with a device with a Machine Spirit or a Cogitator you may &#039;&#039;&#039;ask a ref a question&#039;&#039;&#039; - if this device is not guarded or protected by high-level datadjinn you may &#039;&#039;&#039;push&#039;&#039;&#039; to &#039;&#039;&#039;ask a ref&#039;&#039;&#039; if you can instruct it to do something instead.’&lt;br /&gt;
&lt;br /&gt;
A character with the Tech-Priest trait can choose to join one of the following Orders;&lt;br /&gt;
&lt;br /&gt;
* [[Technoarcana of the Ordo Macrotek|Ordo Macrotek]]&lt;br /&gt;
* [[Technoarcana of the Ordo Malagra|Ordo Malagra]]&lt;br /&gt;
* [[Technoarcana of the Ordo Myrmidon|Ordo Myrmidon]] (&#039;&#039;&#039;pre-req.&#039;&#039;&#039; Servo-Harness Trait with the Weapon of Old Night sub-trait)&lt;br /&gt;
* [[Technoarcana of the Ordo Luminen|Ordo Luminen]]&lt;br /&gt;
* [[Technoarcana of the Ordo Logi|Ordo Logi]]&lt;br /&gt;
&lt;br /&gt;
Some sanctioned (and occasionally unsanctioned) individuals known as Info-Executors possess a unique Technoarcana (if it can be truly called that for its crude nature) though they are not true members of the Machine-Cult and possess no Martian Devices.&lt;br /&gt;
&lt;br /&gt;
* [[Technoarcana of the Info-Executioner|Info-Executioner]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_(Tech_Priests)&amp;diff=3443</id>
		<title>Technoarcana (Tech Priests)</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_(Tech_Priests)&amp;diff=3443"/>
		<updated>2022-10-16T14:47:33Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Tealix moved page Technoarcana (Tech Priests) to Technoarcana (Tech-Priests): Consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Technoarcana (Tech-Priests)]]&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_(Tech-Priests)&amp;diff=3442</id>
		<title>Technoarcana (Tech-Priests)</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_(Tech-Priests)&amp;diff=3442"/>
		<updated>2022-10-16T14:47:33Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Tealix moved page Technoarcana (Tech Priests) to Technoarcana (Tech-Priests): Consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Technoarcana of the Machine Cult are a thin shadow of what the Martian Priesthood was once capable of unleashing - but they are not without their horrific potency - the advanced examples of technology hoarded by the Mechanicus give them a distinct technological edge against the foes of the Imperium - this is why Tech-Priests are so valued by the Inquisition where it can bring them in as agents for their deep and advanced knowledge of technology can make them as much a deadly fighter as a skilled artisan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Tests ===&lt;br /&gt;
Several traits and abilities request that a character performs a Power Test - this is a test with a 25% chance of failure. &#039;&#039;&#039;In all cases&#039;&#039;&#039; you can always delay a test until it would not interrupt the flow of roleplay or combat - you are free to do it earlier, but we generally recommend doing tests at the end of a combat for example. &lt;br /&gt;
&lt;br /&gt;
The standard suggestion for doing this is take a bag of beads and fill it with 12 beads, 9 of one colour (representing success) 3 of another (representing failure) and do a draw. But any other method capable of determining a 25% chance of failure is acceptable.&lt;br /&gt;
&lt;br /&gt;
There may be conditions where this will flip and it will be a 75% chance of failure and a 25% chance of success.&lt;br /&gt;
&lt;br /&gt;
=== Omnissian Technoarcana ===&lt;br /&gt;
&lt;br /&gt;
Sometimes called Cybertheurgy the ‘powers’ displayed by the servants of the Omnissiah reflect their chosen specialisations within the Machine Cult - like any religious organisation the Cult is organised into various sects and orders within orders each representing the specialised nature of the Tech Priest, each such Order granting those who become members of it access to the jealousy hoarded technologies claimed by ancient patents as the exclusive technologies of that Order. &lt;br /&gt;
&lt;br /&gt;
The Technoarcana are divided into two types &#039;&#039;&#039;Rites&#039;&#039;&#039; and a &#039;&#039;&#039;Martian Device&#039;&#039;&#039;  - each Order has access to a handful of Rites, and a single Device which can take many forms. They also suffer from &#039;&#039;&#039;Feedback-Curses&#039;&#039;&#039; representing the specific malfunctions and glitches that that Order is prone to when they fail a power test.&lt;br /&gt;
&lt;br /&gt;
Some Rites and Devices can be &#039;&#039;&#039;pushed&#039;&#039;&#039; to gain additional effects but at added risk of suffering a Feedback-Curse.&lt;br /&gt;
&lt;br /&gt;
As soon as they get a chance, after a period of time where a &#039;&#039;&#039;Tech-Priest&#039;&#039;&#039; has used their rites or their Martian Device they must do a &#039;&#039;&#039;Power Test&#039;&#039;&#039; - they must do an additional test for each time they Pushed one of their rites.&lt;br /&gt;
&lt;br /&gt;
All Tech Priest can access the following generic rite;&lt;br /&gt;
&lt;br /&gt;
===== Rite Communicet Machinis ===== &lt;br /&gt;
After some time spent in communion with a device with a Machine Spirit or a Cogitator you may &#039;&#039;&#039;ask a ref a question&#039;&#039;&#039; - if this device is not guarded or protected by high-level datadjinn you may &#039;&#039;&#039;push&#039;&#039;&#039; to &#039;&#039;&#039;ask a ref&#039;&#039;&#039; if you can instruct it to do something instead.’&lt;br /&gt;
&lt;br /&gt;
A character with the Tech Priest trait can choose to join one of the following Orders;&lt;br /&gt;
&lt;br /&gt;
* [[Technoarcana of the Ordo Macrotek|Ordo Macrotek]]&lt;br /&gt;
* [[Technoarcana of the  Ordo Malagra|Ordo Malagra]]&lt;br /&gt;
* [[Technoarcana of the Ordo Myrmidon|Ordo Myrmidon]] (&#039;&#039;&#039;pre-req.&#039;&#039;&#039; Servo-Harness Trait with the Weapon of Old Night sub-trait)&lt;br /&gt;
* [[Technoarcana of the Ordo Luminen|Ordo Luminen]]&lt;br /&gt;
* [[Technoarcana of the Ordo Logi|Ordo Logi]]&lt;br /&gt;
&lt;br /&gt;
Some sanctioned (and occasionally unsanctioned) individuals known as Info-Executors possess a unique Technoarcana (if it can be truly called that for its crude nature) though they are not true members of the Machine-Cult and possess no Martian Devices.&lt;br /&gt;
&lt;br /&gt;
* [[Technoarcana of the Info-Executioner|Info-Executioner]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Bionic_Traits&amp;diff=3441</id>
		<title>Bionic Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Bionic_Traits&amp;diff=3441"/>
		<updated>2022-10-16T14:44:48Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - specialism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bionic traits represent the melding of metal and flesh that is the holy work of the priesthood of the Omnissiah, prosthetics to mend injury and implants to improve the body beyond mere biology, as well as the tools of the priesthood themselves.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Flaw - Haywire&#039;&#039;&#039;: Characters with Traits from this section are more dramatically affected by [[Calls|Haywire]], during the 10s effect they cannot move, attack or make calls and must instead spasm violently.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Flaw - Command Override&#039;&#039;&#039;: Characters with Traits from this section are at risk of their enhancements being used as a backdoor into their mind - they must react to &#039;&#039;&#039;Command Override&#039;&#039;&#039; unlike normal characters.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Bionic Enhancements === &lt;br /&gt;
(&#039;&#039;&#039;Requires&#039;&#039;&#039;: Physrepping)&lt;br /&gt;
While drugs such as rejuvenat slow the progression of age, most Imperial citizens of a certain wealth and status subject themselves to bionic enhancement to both enhance their abilities as well as replace failing flesh - though the Adeptus Mechanicus follow this to its logical possibly extreme, seeking to replace more and more body parts until more of their body is bionic simulacra then organic material. This trait represents the installation of bionics that are more than prosthetic replacements for limbs and organs but rather customised work created by the Adeptus Mechanicus or a from a more illicit source, that enhances their abilities further.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For each time you choose this trait&#039;&#039;&#039; you gain +1 [[Endurance]]. &lt;br /&gt;
 &lt;br /&gt;
You may take this trait up to &#039;&#039;&#039;twice&#039;&#039;&#039; however the drawbacks from doing so increase if you do so;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If you take this trait once&#039;&#039;&#039;, then after being reduced to &#039;&#039;&#039;Bloodied&#039;&#039;&#039; you cannot benefit from the this trait until a &#039;&#039;&#039;Tech Priest&#039;&#039;&#039; has performed the &#039;&#039;&#039;Rite of Becalming&#039;&#039;&#039; on you, or a &#039;&#039;&#039;Tech Priest&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; has spent at least 30s recalibrating your systems and you have had the chance to &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If you take this trait twice&#039;&#039;&#039; then after being reduced to &#039;&#039;&#039;Bloodied&#039;&#039;&#039; you cannot recover to more than half your endurance until a &#039;&#039;&#039;Tech Priest&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; specialised in bionics has undertaken repairs on you while you &#039;&#039;&#039;Recuperate&#039;&#039;&#039; (they still benefit from the period as well).&lt;br /&gt;
** &#039;&#039;&#039;The Flesh is Weak&#039;&#039;&#039;: It is said that those that increasingly replace their flesh with bionics begin to experience a sense of dislocation from their body and inattention for organic concerns.  Lifted from their body&#039;s inhibitions and often missing parts of their brains to implants, it is easy for them to become less and less recognisably human.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For each time you choose this trait&#039;&#039;&#039; you may choose two of the following implants;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Neural Failsafe&#039;&#039;&#039;: Cerebral implants designed to shock the mind to prevent mental intrusions - these implants activate when affected by the call &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; or an effect that would make you &#039;&#039;&#039;Shaken&#039;&#039;&#039; - you may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; - before writhing in pain for 10s - you may do this up to twice after which you cannot use it again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;.&lt;br /&gt;
** After you recover, you are not &#039;&#039;&#039;Shaken&#039;&#039;&#039; but you may experience blank spots in your memories surrounding whatever triggered your failsafe.&lt;br /&gt;
** If you are captured you, or a character you have entrusted control of your implants to, can overload them. If you choose to do this you can choose to either be &#039;&#039;&#039;Subdued&#039;&#039;&#039; or overload them to the point it is &#039;&#039;&#039;fatal&#039;&#039;&#039;. If you have transferred your implant control to another, then you will only become &#039;&#039;&#039;Subdued&#039;&#039;&#039;.&lt;br /&gt;
** For roleplay purposes you may agree an activation code for these with whoever holds the controls, they can either use them to inflict the above effect &#039;&#039;&#039;or&#039;&#039;&#039; agree a command for a more ‘corrective’ shock with no mechanical effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Augmetic Viscera&#039;&#039;&#039;: Focused upon increasing the natural resilience of an individual, many of your organs have been replaced with extensive bionics. You gain +1 Endurance and may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; to up to two calls of &#039;&#039;&#039;Weaken&#039;&#039;&#039; after which you cannot use them again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;.&lt;br /&gt;
** For the purposes of roleplay, your character does not need to breathe or eat for extended periods but many continue to do so - this offers no protection against the void.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Martyr&#039;s Gland&#039;&#039;&#039; (may not have &#039;&#039;&#039;Grizzled Veteran&#039;&#039;&#039;): Usually installed in the spine or skull, this system floods a wounded individual&#039;s system with drugs. After you become &#039;&#039;&#039;Bloodied&#039;&#039;&#039; you may use &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on yourself after 10s of animated roleplay as your implant painfully injects drugs into your system.  &#039;&#039;&#039;This ability cannot be used again until you have Recuperated&#039;&#039;&#039;. You continue track your bleed count throughout the recovery roleplay.&lt;br /&gt;
** This is treated as the normal &#039;&#039;&#039;Get it Together&#039;&#039;&#039; call subject to the same restrictions such as calls that prevent it from affecting you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Augmetic Senses&#039;&#039;&#039;: The replacement of sensory organs with bionic enhancements designed to provide the same deep-penetration scanning benefits as a handheld auspex is commonplace - you may use the &#039;&#039;&#039;[[Scanning|Scan]]&#039;&#039;&#039; call at up to arm’s length by calling a specific target, at will. You may call &#039;&#039;&#039;Scan&#039;&#039;&#039; at vocal range once before needing to &#039;&#039;&#039;Recuperate&#039;&#039;&#039; and appease the machine spirit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Datacortex:&#039;&#039;&#039; It is not uncommon for these memory centres to be implanted in the brains of those who wish for their legacy to be preserved - should they die, their data cortex can be harvested and while not allowing resurrection these are often installed into servo-skulls or into successors in order to preserve the deceased&#039;s memories as a database. After a period studying a clue that you lack an appropriate lore or trait to read the associated clue card of - you may read it. &#039;&#039;&#039;This ability cannot be used again until you have Recuperated&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Reflex Catalyst:&#039;&#039;&#039; You may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against one attack call whose source you are aware of. This may not be used against &#039;&#039;&#039;Haywire&#039;&#039;&#039;, &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This ability cannot be used again until you have Recuperated. This should be roleplayed as dodging the blow.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Augmetic Arms&#039;&#039;&#039;: The majority of bionic arms in the Imperium are created with the intent to simulate a regular limb but yours lack such restraints in strength, you may call Knockback when striking a blow with a melee weapon. After 5 calls this ability cannot be used again until you have Recuperated.&lt;br /&gt;
** This must be represented by extensive physrepping along the arm.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Eye of Vengeance&#039;&#039;&#039;: - These bulky targeting signums are installed in place of one or both eyes, providing unparalleled targeting data. If you have a trait that allows you to make a ranged call of &#039;&#039;&#039;Sunder&#039;&#039;&#039; - you can &amp;quot;lock on&amp;quot; to your target, against that specific individual you do not need to remain static while in the 15s wind up to the &#039;&#039;&#039;Sunder&#039;&#039;&#039; call. If you have the &#039;&#039;&#039;Automatic Weapons&#039;&#039;&#039; trait you may focus your fire on this individual and move while firing calling either &#039;&#039;&#039;Dakka&#039;&#039;&#039; or &#039;&#039;&#039;Bolt&#039;&#039;&#039; - &#039;&#039;&#039;this ability cannot be used again until you have Recuperated.&#039;&#039;&#039; &lt;br /&gt;
** This applies to other traits based around ranged weapons that require you to remain static.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physrep Requirement:&#039;&#039;&#039; While a great number of possible ways to physrep a bionic exist, it is important for these to be visibly physrepped, as it allows characters with Tech-Powers to see that you are a valid target for their abilities. Examples might include wire, socket and metal plate prosthetics fixed to the skin, or larger wearable physreps build into gauntlets, face masks, chestplates or similar.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tech Priest ===&lt;br /&gt;
(&#039;&#039;&#039;This trait is not compatible with:&#039;&#039;&#039; Info-Executioner &#039;&#039;&#039;or&#039;&#039;&#039; Psyker)&lt;br /&gt;
You are a member of the Priesthood of the Omnissiah, ordained into the sacred mysteries of the Cult Mechanicus and trusted to provide spiritual and pastoral guidance to the humans and machines under your care. Usually the result of years or decades of faithful service, the trust invested in you by your ordination is not a burden to be treated lightly.&lt;br /&gt;
 &lt;br /&gt;
This trait can be used to represent a Knight-Scion of Anaximund with specific Mechanicus Education. &lt;br /&gt;
 &lt;br /&gt;
Although not recommended, this trait could also be used to represent Heretek characters who have illegal access to advanced technology but that is not advised and should be discussed with the team first.&lt;br /&gt;
&lt;br /&gt;
You gain the &#039;&#039;&#039;[[Lore|Mechanicus]]&#039;&#039;&#039; discipline and may &#039;&#039;&#039;select one specialism&#039;&#039;&#039; in it.&lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
 &lt;br /&gt;
** &#039;&#039;&#039;Canticles of the Omnissiah&#039;&#039;&#039;: You have access to the bizarre and arcane technologies of the cult mechanicus. A Tech-Priest may join one of the Orders of the Machine Cult as described in the [[Technoarcana (Tech Priests)|Technoarcana]] section gaining the &#039;&#039;&#039;Rites&#039;&#039;&#039; and &#039;&#039;&#039;Martian Device&#039;&#039;&#039; of that Order.&lt;br /&gt;
 &lt;br /&gt;
** &#039;&#039;&#039;Appease the Augur&#039;&#039;&#039;: You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to change the mode of an Auspex or Bionic Augur belonging to yourself or another with 15s of roleplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physrep Requirement&#039;&#039;&#039;: All members of the Adeptus Mechanicus are in possession of at least extensive cosmetic augmentation; it is a core part of their belief that ‘the flesh is weak’, and as a result most are nearly fully cybernetic. It is alright to still have some flesh displayed, but you should be visibly covered in augmentation. It is important for these to be visibly physrepped, as it allows characters with Tech-Powers to see that you are a valid target for certain calls they can make.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Physrepping Note&#039;&#039;&#039;: It is not OC required to wear the traditional robes of your Forge (Red with black or white cog-tooth trim for Ferraeus and Naximus, or blue with white cog-tooth trim for Castellum) but it is IC required by the authorities of the Machine Cult as a duty of ordination. Failure to do so carries the IC risk of disciplinary action if it comes to the attention of other priests.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
=== Machinator Array ===&lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Tech Priest &#039;&#039;&#039;and&#039;&#039;&#039; Bionic Enhancements)&lt;br /&gt;
Often bound to the spine, machinator arrays are a complicated system of additional limbs, energy cells, coils, antenna and other augmentations that do not seek to act as a simulacrum for an existing human organ but rather adding features that the human body does not normally have in order to improve the individual’s abilities beyond that which is human. They come at a mental cost, adapting to becoming more machine than human strains the mind and makes those who undergo these augmentations often more alienated from their Imperial peers due to the increasing ways in which their bodies are different from the human baseline, though the Mechanicus embrace such changes.&lt;br /&gt;
&lt;br /&gt;
This trait is not without its Drawbacks:&lt;br /&gt;
&lt;br /&gt;
* After being reduced to &#039;&#039;&#039;Bloodied&#039;&#039;&#039; you cannot benefit from this trait until a &#039;&#039;&#039;Tech Priest&#039;&#039;&#039; has performed the &#039;&#039;&#039;Rite of Becalming&#039;&#039;&#039; on you, or a &#039;&#039;&#039;Tech Priest&#039;&#039;&#039; or a &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; has spent a &#039;&#039;&#039;Recuperation&#039;&#039;&#039; repairing your systems (they still benefit from the period as well).&lt;br /&gt;
The Flesh is Weak: It is said that those that increasingly replace their flesh with bionics begin to experience a sense of dislocation from their body and inattention for organic concerns.  Lifted from their body&#039;s inhibitions and often missing parts of their brains to implants, it is easy for them to become less and less recognisably human.&lt;br /&gt;
&lt;br /&gt;
You may select &#039;&#039;&#039;one&#039;&#039;&#039; of the following augmentations;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Biologis Array&#039;&#039;&#039; (&#039;&#039;&#039;Requires&#039;&#039;&#039;: Chirugeon) are an array of spidery limbs or tentacle-like mechandrites tipped with syringes and medical tools linked to vials and vats of chems to allow a medically inclined Tech-Priest to treat the injured more efficiently.&lt;br /&gt;
** You may perform First Aid on multiple characters at once any character within &amp;lt;1m of you may pause their bleed count providing you remain static.&lt;br /&gt;
** You are considered to be in a Medbay for the purpose of performing Proper Procedures and treating effects on Wound Cards.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Infiltrator Array&#039;&#039;&#039; (&#039;&#039;&#039;Requires&#039;&#039;&#039;: Ordo Malagra &#039;&#039;&#039;or&#039;&#039;&#039; Adept Mortis &#039;&#039;&#039;or&#039;&#039;&#039; Vigilator): Comprised of a complicated array of stealth baffles as well as a “dataspike”, a melee oriented device designed to allow physical infiltration of mechanised systems, this unusual array is more commonly found on Tech-Assassins and the Skitarii Sicarians;&lt;br /&gt;
* You may ignore (there is no need to call Deflect) up to three calls of &#039;&#039;&#039;Scan&#039;&#039;&#039;. This ability cannot be used again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;. This does not block &#039;&#039;&#039;Warp Scan&#039;&#039;&#039;.&lt;br /&gt;
* You may use your dataspike to call &#039;&#039;&#039;Haywire&#039;&#039;&#039; or &#039;&#039;&#039;Command Override&#039;&#039;&#039; against a bionically modified or clearly mechanical foe up to three times. &#039;&#039;&#039;This ability cannot be used again until you have Recuperated.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enginseer Array&#039;&#039;&#039;  (&#039;&#039;&#039;Requires&#039;&#039;&#039;: Ordo Macrotek): Used by the Enginseers of the Adeptus Mechanicus in order to repair the heavy machinery of the Imperium, these bulky arrays involve hulking servo-arms, plasmacutters, and exo-frames designed to aid in their work by increasing their strength. These coincidentally make them quite dangerous in a melee.&lt;br /&gt;
** With the permission of a Ref you may undertake Engineering tasks.&lt;br /&gt;
** You may call &#039;&#039;&#039;Knockback&#039;&#039;&#039; when striking a blow with a two-handed melee weapon (56”&amp;gt; props). After 3 calls &#039;&#039;&#039;this ability cannot be used again until you have Recuperated&#039;&#039;&#039;.&lt;br /&gt;
** When affected by a &#039;&#039;&#039;Knockback&#039;&#039;&#039; call, the effects last only 2s rather than 5s. &lt;br /&gt;
** After 15s in melee (if they move out of range before you finish you count you must restart it) charging up your plasma-cutter - you may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Sunder&#039;&#039;&#039; against your target if they are within melee range.  &#039;&#039;&#039;This ability cannot be used again until you have Recuperated&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Explorator Array (&#039;&#039;&#039;Requires&#039;&#039;&#039;: Vigilator &#039;&#039;&#039;or&#039;&#039;&#039; Verispex)&#039;&#039;&#039;: Comprised of vast augur arrays, auspex docks, and antenna, an explorator array is used by the Adeptus Mechanicus in the quest for knowledge used on frontier worlds to enhance scanning capabilities far beyond the norm.&lt;br /&gt;
** &#039;&#039;&#039;When you recalibrate your Auspex&#039;&#039;&#039; during a period of &#039;&#039;&#039;Recuperation&#039;&#039;&#039; you may calibrate it for a &#039;&#039;&#039;[[Scanning|Scan]]&#039;&#039;&#039; keyword that you would not normally have access to. You may scan for this keyword only once - &#039;&#039;&#039;this ability cannot be used again until you have Recuperated.&#039;&#039;&#039;&lt;br /&gt;
** After 60s spent examining a piece of technology that you are unfamiliar with, you may do one of the following things with it: call &#039;&#039;&#039;Command Override&#039;&#039;&#039; or &#039;&#039;&#039;Access its systems (with ref permission)&#039;&#039;&#039;. This may be used on any piece of technology, including non-human technology; not everyone will react well to this use of your abilities.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Info-Executioner ===&lt;br /&gt;
(&#039;&#039;&#039;This trait is not compatible with:&#039;&#039;&#039; Tech Priest)&lt;br /&gt;
Data-savants, Data-shamans, Info-executioners - navigating the local planetary networks on an Imperial world is a challenging task, from sifting through a thousand useless channels of data to having to calibrate to listen to distant communication satellites and comms relays in the wildernesses of uncivilized worlds, to even trying to decipher foul xenos communications. Often a Tech Priest of the Ordo Logi is not available to unscramble such data, and into that breach a myriad of technologically talented Inquisitorial Agents find welcome in the retinue of Inquisitors. Info-Executioners are not necessarily inducted members of the Machine Cult by default but have an intimate understanding of Imperial communications and data networks. Implanted with enhanced MIU’s and extensive neuro-processing wetwear, they are the masters of the info-flow.&lt;br /&gt;
 &lt;br /&gt;
This trait is intended for characters wanting to play technologically talented characters from outside of the Adeptus Mechanicus but it could be used for a Lexmechanic - a low-ranking member of the Machine Cult who work in numbers and code but are not yet fully initiated into the Omnissiah&#039;s Priesthood.&lt;br /&gt;
 &lt;br /&gt;
Be aware if you use this trait as an outsider of the Adeptus Mechanicus&#039; service you will need to be careful - not demonstrating the proper rituals of the Machine Cult when doing these can invite hostile attention from Tech Priests and other servants of the Machine so a canny Info-Executioner learns quickly to emulate the rites, or not to get caught at the least.&lt;br /&gt;
 &lt;br /&gt;
This trait grants the &#039;&#039;&#039;[[Lore|Mechanicus]]&#039;&#039;&#039; discipline (with no specialisms) and access to the [[Technoarcana of the Info-Executioner|Info-Executioner Technoarcana]]&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Physrepping&#039;&#039;&#039;: Characters with this trait have subjected themselves to considerable cranial modifications, you should have some form of visible cybernetic augmentations around the head and neck and may have had your senses replaced by bionic replacements often they are upgraded with a &#039;dataspike&#039; a short weapon-like design loaded with code designed to brute-force infiltrate a system.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Professional_Traits&amp;diff=3440</id>
		<title>Professional Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Professional_Traits&amp;diff=3440"/>
		<updated>2022-10-16T14:44:29Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - specialism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Medicae ===&lt;br /&gt;
Medicae are trained in providing battlefield aid to casualties rather than the neat and precise work of a Chirugeon operating in a medbay or operating theatre - they are the Field Medics and Chop-Docs of the Imperium specialised in the rapid treatment of casualties on the battlefield or on the streets.&lt;br /&gt;
 &lt;br /&gt;
See the [[Medical Treatment]] section for full details on how to use this trait&lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
A Medicae can;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Opia&#039;&#039;&#039;: A Medicae can expend a supply to give a patient Opia allowing them to roleplay being quiet and sedated while treating complications.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Coag&#039;&#039;&#039;: A Medicae can expend a supply to spend 5s to give a patient Coag which causes their bleed count to cease until they can receive Triage at the cost of any Triage check on them automatically failing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battlefield Medic&#039;&#039;&#039;: Perform First Aid on a Bloodied character with one hand allowing them to pause the bleed count of two casualties rather than one, or to pause it on one while using a 1-handed weapon in their free hand.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Prep for Movement&#039;&#039;&#039;: Move a Bloodied character they are performing First Aid on.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medicae Auspex:&#039;&#039;&#039; You may use the call Scan on your current patient, at up to arm’s length from your Auspex, at will. You may call Scan at vocal range once before needing to Recuperate and appease the machine spirit - you may only scan for keywords in the [Chems] or [Lifesigns] categories.&lt;br /&gt;
* Physrep Requirement: An Auspex must be physrepped by a handheld scanner, or a obvious bionic eye/worn eyepiece.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Treat Wounds&#039;&#039;&#039;: Perform Triage with 30s of Medical roleplay.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medicae Training&#039;&#039;&#039;: Treat Complications that have the Medicae Intervention or Quick Fix solutions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Chirurgeon ===&lt;br /&gt;
Chirurgeons are medical professionals who are trained to work in operating theatres and medical bays rather than having a battlefield role - in the Inquisition they do not solely fulfil the role of healers and carers but sometimes are called on to carry out autopsies and detailed medical examinations.&lt;br /&gt;
 &lt;br /&gt;
See the [[Medicae Treatment]] section for full details on how to use this trait&lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
 &lt;br /&gt;
You gain the &#039;&#039;&#039;[[Lore|Biologis]]&#039;&#039;&#039; discipline and &#039;&#039;&#039;may select one Specialism&#039;&#039;&#039; in it.&lt;br /&gt;
&lt;br /&gt;
Chirurgeons can;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Opia&#039;&#039;&#039;: A Chirurgeon can expend a supply to give a patient Opia allowing them to roleplay being quiet and sedated while treating complications.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stimms&#039;&#039;&#039;: A Chirurgeon can expend a supply to spend 5s to give a patient Stimms allowing the Chirugeon to call Get it Together on them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Coag&#039;&#039;&#039;: A Chirurgeon can expend a supply to spend 5s to give a patient Coag which causes their bleed count to cease until they can receive Triage at the cost of any Triage check on them automatically failing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Torpor&#039;&#039;&#039;: A Chirurgeon can expend a supply to dose a patient with Torpor suppressing (but not removing) the Shaken condition or a Madness effect until they have Recuperated.  On a Psyker this prevents them using their powers until they have Recuperated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Treat Wounds&#039;&#039;&#039;: Perform Triage with 30s of Medical roleplay.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Diagnose&#039;&#039;&#039;: With 60s medical roleplay examining a character you can identify any physical ailments, such as diseases, physical mutations, poisoning and other similar conditions. This does not allow you to identify mental or spiritual ailments such as those from madness and corruption.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chirurgeon Training&#039;&#039;&#039;: Treat Complications that have the Medicae Intervention or Quick Fix solutions and if in a Medbay treat cards with Proper Procedures.&lt;br /&gt;
&lt;br /&gt;
* After speaking with the Game Team perform other medical procedures with access to a Medbay including but not limited to; Installation of bionics (with the aid of a Tech Priest), Conducting Autopsies.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Chirurgeon-General ===&lt;br /&gt;
(Requires: Medicae and Chirurgeon)&lt;br /&gt;
There are those who ascend the ranks of the medical profession within their service to the Imperium and Inquisition who represent years of work with their hands deep in blood and gore in order to perfect their art. These uncompromising individuals are leaders amongst the Chirugeons and Medicae of the Inquisition, tyrants of the medbay with experience coordinating medical teams in the medbay and on the field.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medical Team Leader&#039;&#039;&#039;: When coordinating a team of 1-2 other individuals with the &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirurgeon&#039;&#039;&#039; traits you may, by roleplaying coordinating your team, reduce the time needed for Triage to 15s - in addition should one of your team fail a Medicae check they may Draw Two Complications and pick the one they wish to deal with.&lt;br /&gt;
** &#039;&#039;&#039;Note&#039;&#039;&#039;: You do not have to perform triage, just instruct the members of your team, allowing you to protect them while they work. You do not need a free hand to use this ability and may engage in combat while using it (though you must roleplay directing your team by e.g. shouting instructions).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;I’m not losing this one!&#039;&#039;&#039;: &#039;&#039;&#039;Once per event&#039;&#039;&#039; if you are able to get to a character who has &#039;&#039;&#039;Died&#039;&#039;&#039; or &#039;&#039;&#039;Lost a Fate Point&#039;&#039;&#039; within 60s of them bleeding out you may inject them with a powerful stimulant or use a defibrillator to restart their heart.  You may use &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on them and inform them that that Fate point was not spent. &#039;&#039;&#039;If this character was on their last fate point then they are on half endurance for the remainder of the event.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Alchemist ===&lt;br /&gt;
Alchemistry represents the arcane sciences that exist within the Imperium for the brewing of chems, toxins and other potent concoctions of chemicals used by the Imperium. These talents are found all over the Sector, both legitimately in the various Chem-Guilds and places of Imperial research, but also amongst Crims and other Underworlders who use it for less legitimate means.&lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Chem-Fixer&#039;&#039;&#039;: You may expend a supply to do any of the following effects. Alternatively, you may give a chem to another character and instruct them in its use so they can use it on your behalf but may only instruct one character at a time.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Opia&#039;&#039;&#039;: Give a patient Opia allowing them to roleplay being quiet and sedated while treating complications.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stimms&#039;&#039;&#039;: Spend 5s to give a patient Stimms allowing the user to call Get it Together on them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Coag&#039;&#039;&#039;: Spend 5s to give a patient Coag which causes their bleed count to cease until they can receive Triage at the cost of any Triage check on them automatically failing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Torpor&#039;&#039;&#039;: Spend 5s to dose a patient with Torpor suppressing (but not removing) the Shaken condition or a Madness effect until they have Recuperated.  On a Psyker this prevents them using their powers until they have Recuperated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slaught&#039;&#039;&#039;: Give someone Slaught. This is injected when they become Bloodied. They may continue to move, attack and make calls in a frenzied rage for 10s before falling to the ground as normal, any melee blows during this time may call Rend. They cannot benefit from Get it Together and Triage Checks on them automatically fail. Their Bleed Count continues while they are on their feet for 10s.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mortalitas&#039;&#039;&#039;: You may coat a single melee weapon with a blade-venom allowing it to call up to 3 calls of Weaken.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hallucinogen&#039;&#039;&#039;: If you can trick an NPC into imbibing this you may use the call “Would you kindly? Hallucinate…” followed by a hallucination of your choice, this cannot be used to ‘command’ the user to do an action (such as see allies as foes).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Auctore Mortis&#039;&#039;&#039;: If you trick an NPC into imbibing this you may inform a ref - on non-augmented individuals this often causes a slow and painful death.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Imbibed Poisons&#039;&#039;&#039;: The nature of &#039;&#039;&#039;Auctore Mortis&#039;&#039;&#039; and &#039;&#039;&#039;Hallucinogen&#039;&#039;&#039; is that they degrade quickly once exposed to air, in order to gain this effect you must get your target to willingly imbibe food or liquid that you have personally handed to them moments after roleplaying tampering with it or to shake their hand if you have palmed some kind of delivery medium that they should be able to feel in your hand (such as a large coin-shaped object). You cannot leave items lying around poisoned, the chem breaks down in a matter of seconds.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Something from nothing&#039;&#039;&#039;: If you have no &#039;&#039;&#039;Mission Supplies&#039;&#039;&#039; remaining you can spend around two to three minutes gathering ingredients from your surrounding environment to allow you to do up to two Alchemistry effects - you may not then use this again until after you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experimental Alchemistry&#039;&#039;&#039;: You may inform the Game Team you wish to create a chem not represented above. You must hand a written description of what you are trying to achieve to a member of the Game Team it will be considered and you will get an answer as to whether it is possible and the cost required to create it - you may submit this before an event.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Once an Alchemist has successfully created a chem then they know the time, effort and components needed to replicate it again. As a general rule we will not approve any chems that are more powerful than the above effects such as granting immunities to certain calls.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Verispex ===&lt;br /&gt;
Verispex training is most commonly found in the Adeptus Arbites, where forensic experts investigate, discover and dissect every secret a crime scene – or criminal – has to offer. The Bounty Hunter Guilds of the Prosperitas Sector also frequently retain individuals with these skills, as does the Inquisition itself.&lt;br /&gt;
 &lt;br /&gt;
You gain the &#039;&#039;&#039;[[Lore|Arbites]]&#039;&#039;&#039; discipline and may select &#039;&#039;&#039;one&#039;&#039;&#039; specialism in it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Auspex&#039;&#039;&#039;: You may use the &#039;&#039;&#039;[[Scanning (Auspexes &amp;amp; Other Scanners)|Scan]]&#039;&#039;&#039; call at up to arm’s length from your Auspex by calling a specific target, at will. You may call &#039;&#039;&#039;Scan&#039;&#039;&#039; once at vocal range before needing to &#039;&#039;&#039;Recuperate&#039;&#039;&#039; and appease the machine spirit.&lt;br /&gt;
** &#039;&#039;&#039;Physrep Requirement&#039;&#039;&#039;: You must have a handheld auspex physrep or bionic eyepiece.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve walked the streets:&#039;&#039;&#039; You have years of investigative experience, after a period studying a clue that you lack an appropriate lore or trait to read the associated clue card of - you may read it. This ability cannot be used again until you have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* You gain hints for finding hidden clues, this is detailed in the [[Investigations|Investigations]] rules.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Explicator ===&lt;br /&gt;
You have been trained in the arts of interrogation and torture, either by some sinister organization, the Adeptus Arbites’ Chasteners, or the specialists of the Inquisition. You are armed with tools and a knowledge of the mind and body, and how to break both to get the answers you want.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;  Please ensure that someone is &#039;&#039;ok&#039;&#039; with roleplaying out torture before you start working on them, if they are not then you can take them to an area where you are out of sight, and drop OC ask what questions you wish without simulating torture.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chastener&#039;&#039;&#039;: After 30s of roleplaying the interrogation of a captive character you may call “&#039;&#039;&#039;Would you kindly?&#039;&#039;&#039;” followed by a single request for information on a topic you want answers on, you can only use this call to compel information not force behaviours. You may do this up to five times after which you must Recuperate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Relentless&#039;&#039;&#039;: You may spend a point of &#039;&#039;&#039;Willpower&#039;&#039;&#039; call &#039;&#039;&#039;Rend&#039;&#039;&#039; on a captive character who you have already spent 30s interrogating to call “&#039;&#039;&#039;Would you kindly?&#039;&#039;&#039;” with the same restrictions - be aware some NPCs are less tough then PCs and will &#039;&#039;die&#039;&#039; if reduced to &#039;&#039;&#039;Bloodied&#039;&#039;&#039; by Rend. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Scribe ===&lt;br /&gt;
Found amongst the dusty tomes and scrolls of the Imperium, Scribes are commonplace enough individuals, afforded an education either by wealth or through the sponsorship of organisations such as the Adeptus Administratum, the Ecclesiarchy, and amongst the forbidden libraries of the Inquisition itself.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain two [[lore]] disciplines from the choice of &#039;&#039;&#039;Malleus, Xenos, Hereticus, Arbites, Biologis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Specialist Studies&#039;&#039;&#039;: You gain four specialisms to choose from any lore you possess.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Exhorter ===&lt;br /&gt;
Exhorters are natural leaders, a trained commander or a charismatic force of nature: no matter where they come from they serve as the soul of their retinues, cajoling, rallying or ordering their comrades to keep fighting when they are at the point of giving up.&lt;br /&gt;
&lt;br /&gt;
You gain the following abilities; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;There’s No Need For All This Bleeding&#039;&#039;&#039;: You can rouse even the most injured soul to fight through their pain - you may use the cue Get It Together up to twice. This may not be used on yourself. This ability cannot be used again until you Recuperate. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Let His Name Bolster Your Will&#039;&#039;&#039;: You can use your understanding and insight into the fears hidden in the human heart. This allows you to use your words and actions to calm the minds of others. You may either suppress the effects of Shaken on another character, or one of their active Madness effects until the next time they Recuperate. This may not be used on yourself. This ability cannot be used again until you Recuperate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Let His Fires Burn Within You&#039;&#039;&#039;: You may share your faith with another character to suppress their vulnerabilities to the Warp; they may ignore any warp-based dramatic effects that may be afflicting them or corruption cards below Overwhelmed until the next time they Recuperate. This may not be used on yourself. This ability cannot be used again until you Recuperate.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Spymaster === &lt;br /&gt;
(&#039;&#039;&#039;Cannot take&#039;&#039;&#039; Trader)&lt;br /&gt;
Occulators, Keepers of Whispers, Intelligencers, the Imperium depends on its many eyes and the spiders that sit at the web of their own intelligence networks. These are carefully fostered things that each individual has built over time giving them many eyes that whisper to them from the edges of the Sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whispers:&#039;&#039;&#039; You are tapped into a network of spies and informants that stretches the Prosperitas Sector - during a downtime cycle you have the choice to listen and receive rumours from around the sector or ask your network a single question.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Faces in the Dark:&#039;&#039;&#039; Before each event you will receive a list of three ‘sources’ with information that is relevant to the upcoming mission based on how you have defined the connections of your spy network - you will be able to meet with (or however you wish to describe it) ONE of these sources prior to the event. The list will have a name and description of the contact along with a short message from them to help you choose which to receive.&lt;br /&gt;
 &lt;br /&gt;
The exact nature of each Spymaster&#039;s intelligence network will vary wildly - a character with strong Ecclesiarchy ties might rely on a network of agents embedded within the Priesthood and Pilgrim migrations of the sector, where a character of more dubious connections might rely on agents drawn from various criminal syndicates or even proscribed cults. This can be defined when submitting your character.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Trader ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot take:&#039;&#039;&#039; Spymaster)&lt;br /&gt;
You possess some form of connection to an individual or a wider network who can supply you with unique items before a deployment.&lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Carousing:&#039;&#039;&#039; You are tapped into a network of traders who travel the Prosperitas Sector - during a downtime cycle you have the choice to listen and receive rumours from around the sector or ask your network a single question.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;From the Market&#039;&#039;&#039;: Before a game you will receive a list of three items, of which you can pick one - you will be given a description of the item along with a name - you will however have to acquire the item before you learn the mechanics of it (this is to limit us writing unnecessary mechanics pregame for items not selected) - part of the fun of this trait is there is both risks and reward for using these items.&lt;br /&gt;
 &lt;br /&gt;
The exact nature of your Trade Connections will vary wildly based on how you feel they will fit your character, a Mechanicus character might well be in receipt of experimental technologies from their parent forge for field testing, a Priest might have access to a cabinet of Holy Relics, or a more dubious character might find ways to get their fingers on Xenos artefacts from Cold Traders, or Illegal Chems from Criminal Enterprises - the possibilities are endless. This can be defined when submitting your character.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Willpower_Traits&amp;diff=3439</id>
		<title>Willpower Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Willpower_Traits&amp;diff=3439"/>
		<updated>2022-10-16T14:44:04Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - specialism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Iron Within ===&lt;br /&gt;
Stubbornness is a common trait found within Imperial Citizens, but some Agents seem to function out of sheer spite. This allows them to suppress instinctive fear reactions, as well as make them incredibly hard to compel.This ability to suppress the innate instinct to obey drilled in via most Imperial education would be considered an undesirable trait - and is found in as many willful rebels as it is in iron-willed fanatics.&lt;br /&gt;
 &lt;br /&gt;
You gain +3 [[Resources|Willpower]]&lt;br /&gt;
 &lt;br /&gt;
Furthermore, you can expend 1 point of Willpower to call &#039;&#039;&#039;Sanctic Deflect&#039;&#039;&#039; against the call &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; or to resist an effect that would leave you &#039;&#039;&#039;Shaken&#039;&#039;&#039; or cause you to &#039;&#039;&#039;Descend into Madness&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Adamantium Will === &lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Iron Within)&lt;br /&gt;
You have incredible mental fortitude - so much so, that it is rare for it to come from natural means. Most who have such willpower are either calling upon Psychic training or (if unmutated) likely benefitting from the result of mindwipes, mental wards or other blocks placed on them by their Inquisitor. &lt;br /&gt;
 &lt;br /&gt;
You gain +3 [[Resources|Willpower]]&lt;br /&gt;
 &lt;br /&gt;
Any attempt to compel you to surrender information, such as by use of a &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; command automatically fails (call &#039;&#039;&#039;Ineffective&#039;&#039;&#039;).&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Faith and Fire ===&lt;br /&gt;
Though all have Faith in the God-Emperor, Omnissiah, or whatever aspect of the God-Emperor they give worship to, yours is more fanatical and driven. Your path is one of suffering, but through it you have the strength to silence permanently the whispering voices of that which would corrupt others.&lt;br /&gt;
 &lt;br /&gt;
You gain +1 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
You do not have Corruption cards. Instead, you have a set of Faith cards; the full details can be found in the [[Corruption and Faith]] section of the rules. &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;The Body and Soul Inviolate&#039;&#039;&#039;: Though you do not feel the tempting whisper of the Dark Gods your mind, body and soul can still be twisted by Chaos and other supernatural entities but your faith gives you strength. You may spend 1 willpower to resist an effect of this nature.&lt;br /&gt;
 &lt;br /&gt;
You can give up your Faith at any time - you get the trait slot back, and the Chaos Gods will reward you far more handsomely than those who have not walked the path - for your soul is stronger, and will make a far finer reward when you go to them.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;This represents faith in the God-Emperor, or the Emperor-Omnissiah - if you wanted to pursue a different form of Faith or pure Omnissian belief then you would be better with a Unique Trait&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Exorcist ===&lt;br /&gt;
Exorcists are a unique cadre of Inquisitorial agents who are trained by the Ordo Malleus in the esoteric methods to combat Daemons and Daemons alone - whether they still serve the Ordo Malleus or not they are known to be Daemonhunters with those specific talents and the Inquisition are aware of them.&lt;br /&gt;
A character with this trait should have unless given Game Team permission learned these arts at the hands of the Ordo Malleus - this training is uniquely available to the Inquisition.&lt;br /&gt;
&lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Malleus Discipline]] with the specialism &#039;&#039;&#039;The Soul and Death&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may use the abilities of an Exorcist as laid out in the [[Exorcism (Exorcists)|Exorcism]] section.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Flagellant ===&lt;br /&gt;
Pain is an illusion of the senses, and despair is an illusion of the mind. You have learned to use the most violent rituals of purification to steel your will in the Emperor’s service, and have had the signs of your faith (or your repentance; this is common among penitents) etched into your skin.&lt;br /&gt;
 &lt;br /&gt;
You are not a rational follower of the God-Emperor, your faith is founded on a constant cycle of pain and suffering - some might call you mad and they would not be far wrong.&lt;br /&gt;
 &lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Once per day&#039;&#039;&#039; you may put yourself through penance and suffering or hand your suffering over to a character of spiritual authority - you may treat this as doing &#039;&#039;&#039;[[Resources|Observances]]&#039;&#039;&#039; for the purpose of regaining your willpower. Unlike normal &#039;&#039;&#039;Observances&#039;&#039;&#039;, this does not require &#039;&#039;&#039;Hallowed Ground&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Will to Withstand Pain:&#039;&#039;&#039; You can whip yourself into a faithful rage - in this state you cannot make rational decisions or anything that requires intelligent thought to be able to concentrate, violence and combat are your only focus. After activating this ability you gain the following benefits, after it ends &#039;&#039;&#039;this ability cannot be used again until you have Recuperated&#039;&#039;&#039;. &lt;br /&gt;
** &#039;&#039;&#039;The Fury:&#039;&#039;&#039; You may expend &#039;&#039;&#039;Willpower&#039;&#039;&#039; to call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against attack calls - this may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This should be roleplayed by reacting to the blow but working yourself into a rage to resist it.&lt;br /&gt;
** &#039;&#039;&#039;The Calm:&#039;&#039;&#039; This state ends when there are no threats left for you to attack or you become &#039;&#039;&#039;Bloodied&#039;&#039;&#039;. You become &#039;&#039;&#039;Bloodied&#039;&#039;&#039; if you were not already - you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received Triage. You automatically suffer a [[Medical Treatment|complication]] when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Preacher ===&lt;br /&gt;
Missionaries, Fanatics, Hierophants, Drill Abbots - both the Priesthood and the laypersons of the Adeptus Ministorum are a recruitment pool on which the Inquisition heavily relies on as the spiritual aid of one of the faithful servants of the God-Emperor is something that is often needed against the most dreadful foes that the Inquisition comes up against - Preachers focus not upon the care of those they preach to but rather whipping them into a frenzy.&lt;br /&gt;
 &lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
A character who has this trait may expend a point of &#039;&#039;&#039;Willpower&#039;&#039;&#039; to perform a sermon dedicated to rallying and stoking the passion of those who listen to them to commit violence and steel their souls against the foes of the Imperium. &lt;br /&gt;
 &lt;br /&gt;
A character can only make ONE oath and cannot benefit from another oath until they &#039;&#039;&#039;Recuperate&#039;&#039;&#039;. All Oaths last until you &#039;&#039;&#039;Recuperate&#039;&#039;&#039; at which point their benefits disappear.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Hate the Witch! Burn the Witch!&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by anointing the flesh with holy oil, blood or water, the individual gains +2 Willpower and can use these points to resist calls of &#039;&#039;&#039;Would you Kindly?&#039;&#039;&#039; if they could not already.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; Upon encountering a creature clearly of the warp, or calling &#039;&#039;&#039;Warp&#039;&#039;&#039; on its attacks you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suffer not the Unclean to Live&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by verbally exhorting another’s hatred of the other and the unknown you grant them the ability to call &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on themself once - they cannot do this if they are &#039;&#039;&#039;Bloodied&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; Upon encountering individuals attacking those you perceive as servants of the God-Emperor you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Accept All Challenges, Not One Step Back&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Oath:&#039;&#039;&#039; Usually by anointing another&#039;s wargear, especially their melee weapon you grant them the ability to call &#039;&#039;&#039;Deflect&#039;&#039;&#039; twice - this may not be used against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. This should be roleplayed by reacting to the blow but working themself into a rage to resist it. This ability cannot be used again until they Recuperate.&lt;br /&gt;
** &#039;&#039;&#039;Passion:&#039;&#039;&#039; You must charge into melee when you encounter a foe, and you cannot retreat from a fight - you either win, or you are dragged out &#039;&#039;&#039;Bloodied&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Psyker ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot take:&#039;&#039;&#039; Tech Priest &#039;&#039;&#039;or&#039;&#039;&#039; Faith &amp;amp; Fire)&lt;br /&gt;
(&#039;&#039;&#039;This is a restricted trait&#039;&#039;&#039; - Psykers are only accepted as PCs in small numbers please check with the Game Team before building a concept around being a Psyker)&lt;br /&gt;
You are a psyker, born with the genetic ability to sense and harness the energies of the warp to twist and augment reality to your will. Taken and bound to the Imperium you are a slave, a tool to be used, kept tightly controlled for what you could be if you were ever unsupervised, unshackled.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psyker Mutation:&#039;&#039;&#039; You may use the powers of the warp as detailed in the Psychic Powers section gaining four powers from the Psychic Powers List.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mercy Blade:&#039;&#039;&#039; On a single Warp Phenomena per event that would trigger and potentially imperil yourself or others you may instead opt to use your Mercy Blade on yourself, you become Bloodied - this ability cannot be used again for the remainder of the event.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Astropathy:&#039;&#039;&#039; Astropaths are a unique form of psyker, they are created in this game by the player physrepping them by wearing a veil or band across the eyes - or using contacts and heavy scarring around the eyes - or physrepping ocular bionics that have been installed to replace a sense burned out by their creation. Details about Astropaths their drawbacks and abilities are in the Psychic Powers section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is assumed that a Psyker is Sanctioned&#039;&#039;&#039; (permitted to exist) and carries a brand somewhere on their flesh to mark this - they may also have the various accoutrements of a Psyker such as psi-cabling in the skull, staffs and rods that act as focuses/lightning rods for force power, the uniform of the Adeptus Astra Telepathica and a mercy blade - a silver dagger to take their own life if they feel the warp overtaking them. If you wish to play an unsanctioned psyker please discuss it with the Game Team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
 &lt;br /&gt;
=== Rites of the Black Ships === &lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Psyker)&lt;br /&gt;
Imperial Psykers are broken things, chattel to the Imperium they have had their will reinforced by rituals designed to humble them and teach them their place in the universe - their wills are strengthened in humility but at the cost of being indoctrinated with the need to seek humbling in order to muster their will.&lt;br /&gt;
&lt;br /&gt;
You gain +2 [[Resources|Willpower]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once per day&#039;&#039;&#039; you may seek an individual of personal or spiritual authority to chastise you for being a psyker and assign you a penance to humble you - you may treat this as as doing Observances for the purpose of regaining your willpower. Unlike normal Observances, this does not require Hallowed Ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Unsanctioned Psyker may not benefit from this&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Combat_Support_Traits&amp;diff=3437</id>
		<title>Combat Support Traits</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Combat_Support_Traits&amp;diff=3437"/>
		<updated>2022-10-16T14:43:18Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - specialism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Scum ===&lt;br /&gt;
Those who have lived at the fringes of Imperial civilization, outsiders and criminals who know the desperation that it is to survive in the Underhive, Scum are often considered the worst of civilization by their fellow Agents, but that doesn’t mean that they don’t have a value to the Inquisition;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Vulture&#039;&#039;&#039;:  After a combat you may search the bodies of the dead, providing your foes were human, and were using firearms or obviously using chems, you may find a Mission Supply on their body. Daemon or Xenos does leave no useful supplies behind - you may not then use this again until after you have Recuperated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rat&#039;&#039;&#039;: You can conceal weapons on your body as such a call of &#039;&#039;&#039;Scan&#039;&#039;&#039; will not detect any weapons you have hidden on your person. A psy-active weapon will still be identified by &#039;&#039;&#039;Warp Scan&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weasel&#039;&#039;&#039;: Your life of surviving at the fringes of society have taught you how to keep your head down. you may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; to the first three ranged calls while in cover rather than just the first two. Having the matching effect from Vigilator or Scum is not cumulative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Ammo-jack ===&lt;br /&gt;
Be they Mechanicus artisans working on weaponry in workshops or underhive scum skirting the laws of the Machine Cult by producing unsanctioned ammunition, Ammo-jacks are technically competent individuals often found in the armouries of the Inquisition preparing all manner of esoteric weapons rounds for use against the horrors that the Inquisition faces in its hidden war. &lt;br /&gt;
 &lt;br /&gt;
Be aware if you choose to use this trait and are not a Tech Priest then you should be careful to observe the rituals of the Machine Cult while doing your work. Though the Inquisition might turn a blind eye to a useful Heretek they are not in the position to defend such individuals from the Machine Cults wrath should it be aroused. &lt;br /&gt;
 &lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;I&#039;ve got one of those&#039;&#039;&#039;: Providing you are carrying a backpack that appears to be laden with ammo, then you may expend a supply to enable up to three individuals with ranged weapons who have run out of supplies to gain a temporary &amp;quot;supply&amp;quot; allowing them to use their weapon until they would normally have to expend a supply. This “supply” lasts until used. You may not use this again until after you have Recuperated.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Special Issue Ammunition&#039;&#039;&#039;:  You can expend a supply to issue special issue ammunition to a character with the Special Weapons Training trait who has taken a &#039;&#039;&#039;Bolter&#039;&#039;&#039; or a &#039;&#039;&#039;Shotgun&#039;&#039;&#039; or an equivalent Unique Trait to grant them one of the following effects:&lt;br /&gt;
**&#039;&#039;&#039;Kraken Rounds&#039;&#039;&#039;: They may make up to three calls of Bolt.&lt;br /&gt;
**&#039;&#039;&#039;Dragonfire Rounds&#039;&#039;&#039;: They may make up to three calls of Burn.&lt;br /&gt;
&#039;&#039;&#039;Metal Storm Round&#039;&#039;&#039;: They may make a single call of Boom.&lt;br /&gt;
* In addition there are several rounds available to Ammo-Jacks with specific traits:&lt;br /&gt;
** &#039;&#039;&#039;Tempest Rounds (Tech Priest)&#039;&#039;&#039;: They may make up to three calls of Haywire.&lt;br /&gt;
** &#039;&#039;&#039;Hellfire Rounds (Alchemists)&#039;&#039;&#039;: They may make up to three calls of Weaken.&lt;br /&gt;
** &#039;&#039;&#039;Witch Bolts (Daemonhunter)&#039;&#039;&#039;: They may make up to three calls of Sanctic Bolt.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Daemonhunter ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Savant, Alienhunter &#039;&#039;&#039;or&#039;&#039;&#039; Witchhunter)&lt;br /&gt;
Agents of the Ordo Malleus, or those that have received training from them, Daemonhunters are often gathered from those who have experienced encounters with the manifestations of the warp and have lived to tell the tale - a Daemonhunter does not focus on ways to kill daemons as they do not work like living breathing enemies in that way but rather in surviving long enough to do enough damage to them that their forms decorporealise.&lt;br /&gt;
&lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Malleus Discipline]] with the &#039;&#039;&#039;Daemonology&#039;&#039;&#039; specialism.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Sacred Warding:&#039;&#039;&#039; When wearing warded clothing, you may call &#039;&#039;&#039;Sanctic Deflect&#039;&#039;&#039; to a single call with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached, with the exception of &#039;&#039;&#039;Sunder&#039;&#039;&#039;, from a Daemonic creature.  &#039;&#039;&#039;This ability cannot be used again until you Recuperate&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Phys Rep:&#039;&#039;&#039; Warded clothing is marked with decagrams over its surface, this could be etched into armour or on a stole.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Holy Icon:&#039;&#039;&#039; If you spend a point of willpower you may brandish an icon against a foe and call Sanctic Knockback.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Witchhunter ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Savant, Alienhunter &#039;&#039;&#039;or&#039;&#039;&#039; Daemonhunter)&lt;br /&gt;
&lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Hereticus]] Discipline with the &#039;&#039;&#039;The Hunting of the Witch and the Mutant&#039;&#039;&#039; specialism;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Null Warding:&#039;&#039;&#039; When wearing warded clothing, you may call &#039;&#039;&#039;Sanctic Deflect&#039;&#039;&#039; to a single call with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached, with the exception of &#039;&#039;&#039;Sunder&#039;&#039;&#039;, from a &#039;&#039;&#039;Psyker&#039;&#039;&#039;. &#039;&#039;&#039;This ability cannot be used again until you Recuperate&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Phys Rep:&#039;&#039;&#039; Warded clothing is marked with decagrams over its surface, this could be etched into armour or on a stole.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Witchbane:&#039;&#039;&#039;  You know how to target major nerve clusters or arteries, what toxins best assail a witch’s nerves, or other ways to weaponise your understanding. You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Weaken&#039;&#039;&#039; up to three times against a positively identified Psyker at range or in melee.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Alien Hunter ===&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Savant, Daemonhunter &#039;&#039;&#039;or&#039;&#039;&#039; Witchhunter)&lt;br /&gt;
Agents of the Ordo Xenos, or those who have trained with them, these agents are faced with a daunting task of facing a myriad of vastly different bioforms and threats in the execution of their work. Overspecialising in their line of work is a fool’s decision, leaving one unprepared against another threat. An Alien Hunter must adapt to the situation, altering their tactics and learning to fight a foe on their own terms.&lt;br /&gt;
&lt;br /&gt;
You are granted access to the [[Mission Supplies]] pool&lt;br /&gt;
&lt;br /&gt;
You gain the [[Lore|Xenos Discipline]] with the &#039;&#039;&#039;Current Xenos Threats&#039;&#039;&#039; specialism;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunter’s Eye:&#039;&#039;&#039; You may use the &#039;&#039;&#039;[[Scanning|Scan]]&#039;&#039;&#039; call at up to arm’s length from your Auspex by calling a specific target, at will. You may call &#039;&#039;&#039;Scan&#039;&#039;&#039; at vocal range once before needing to &#039;&#039;&#039;Recuperate&#039;&#039;&#039; and appease the machine spirit.&lt;br /&gt;
** &#039;&#039;&#039;Physrep Requirement:&#039;&#039;&#039; A handheld scanner (auspex) or an eyepiece of some kind.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;If It Bleeds, We Can Kill It:&#039;&#039;&#039; Once you have positively identified a species of Xenos you are up against, when you &#039;&#039;&#039;Recuperate&#039;&#039;&#039; you can prepare to face it, adapting your tactics, changing ou rounds in your weapons, and priming the array of technology that the Ordo Xenos relies on. This preparation only helps and affects the Xenos species you have prepared to face you need to recuperate and recalibrate if you want to face a different target - you may call &#039;&#039;&#039;Scan [Xenos Species]&#039;&#039;&#039; to be sure before you make any of these calls.;&lt;br /&gt;
** You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Haywire&#039;&#039;&#039; up to 3 times against members of your targeted species.&lt;br /&gt;
** You may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Weaken&#039;&#039;&#039; up to 3 times against members of your targeted species.&lt;br /&gt;
** You may spend 15s not moving and aiming at a member of your targeted species, if you lose sight of them before you finish your count you must restart again, if you reach the end of your count you may expend a &#039;&#039;&#039;Supply&#039;&#039;&#039; to call &#039;&#039;&#039;Sunder&#039;&#039;&#039;.  &#039;&#039;&#039;This ability cannot be used again until you have Recuperated&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Armour of Contempt ===&lt;br /&gt;
Preparation is the Armour of Contempt, to face a foe one knows and is prepared for, to prepare oneself and the field of battle favourably to increase one&#039;s chances of winning the fight against the foes of the Imperium who often have the upper hand in physical, technological or esoteric strength.&lt;br /&gt;
&lt;br /&gt;
This trait activates only when you select a foe you have encountered before, either at the same event or previously. They must be a ‘named’ foe, even if you do not know their name, a distinct foe who is clearly present. &#039;&#039;&#039;This is your Hated Foe for the event&#039;&#039;&#039; (you can always check with the Game Team if you are ever uncertain a NPC is valid) - when you encounter your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; in battle you gain the following advantages;&lt;br /&gt;
&lt;br /&gt;
* You gain &#039;&#039;&#039;+2 Endurance&#039;&#039;&#039; for that Combat&lt;br /&gt;
* You reduce any &#039;&#039;&#039;Rend&#039;&#039;&#039; calls from your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; to 1 Damage&lt;br /&gt;
* You may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against one call from your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; - including &#039;&#039;&#039;Warp&#039;&#039;&#039; but not Sunder&lt;br /&gt;
* Once if you are reduced to &#039;&#039;&#039;Bloodied&#039;&#039;&#039; in a combat where your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; is present you may use &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on yourself, however, unlike normal - this call affects you even if you have suffered a condition that would normally prevent you from using it. This ability cannot be used again until you have Recuperated. &lt;br /&gt;
* Should you defeat your &#039;&#039;&#039;Hated Foe&#039;&#039;&#039; then you can select a new one.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Kill Team Leader ===&lt;br /&gt;
While the Inquisition might favour individualistic Agents, there are things a bonded team of warriors can accomplish that an Agent of the Throne could not accomplish solo - squads from the Imperial Guard or Imperial Navy are commonly inducted though occasionally tight-knit underhive gangs are brought in for the same reason. Elite amongst these other than the power armoured Astartes of the Death Watch, are the Inquisitorial Stormtroopers in their black carapace armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements&#039;&#039;&#039;: To form a Kill Team you must have 2-4 other characters who are members of the Kill Team - all the members of the Kill Team must have matching costumes that clearly identify them as being part of the same united team. No PC can benefit from the commands of more than one Kill Team Leader at an event. If a Kill Team Leader dies during an event, their chosen successor may benefit from the effects of this trait for the remainder of the event. However, should they wish to use it in future they must buy it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orders:&#039;&#039;&#039; Your Kill Team should agree to a set of IC commands, these are cues that allow your group to benefit from any of the following effects. Once you have used one of these commands, you must Recuperate before using it again.&lt;br /&gt;
** &#039;&#039;&#039;Team! Take Aim!&#039;&#039;&#039; - If members of the Kill Team are in Cover then any ranged calls of Blam become Rend - this does not count as calling something other than Blam for the purpose of the Abundant Ammunition rule.&lt;br /&gt;
** &#039;&#039;&#039;Team! Go! Go! Go!&#039;&#039;&#039; - The team must charge their foe with the intent to engage them at melee range -, they may not make calls or attacks while charging but may call Deflect up to four times - these are lost once they enter melee reach of a foe.&lt;br /&gt;
** &#039;&#039;&#039;Team! Gun Them Down!&#039;&#039;&#039; - The team must stand still, they can make up to 3 calls of Dakka before Reloading and expending a Supply.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Price of Service:&#039;&#039;&#039; If a member of the Kill Team disobeys a direct order from the &#039;&#039;&#039;Kill Team Leader&#039;&#039;&#039; then they cannot benefit from orders until they have suffered an IC appropriate consequence for their disobedience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Example commands are provided - however, you are encouraged to come up with your own IC commands, which should ideally include a reference to your group (e.g. &amp;quot;Raivans, follow me!&amp;quot; or &amp;quot;31st Armored, leave none alive!&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== Savant ===&lt;br /&gt;
(&#039;&#039;&#039;Requires:&#039;&#039;&#039; Scribe)&lt;br /&gt;
(&#039;&#039;&#039;Cannot be Combined With:&#039;&#039;&#039; Alien Hunter, Daemonhunter &#039;&#039;&#039;or&#039;&#039;&#039; Witchhunter)&lt;br /&gt;
Not all scribes hide away in dusty libraries, some take to battlefields alongside Inquisitorial parties advising them from their vast arrays of tomes, scrolls and dataslate archives that they drag into battle.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; While using this trait you cannot hold a weapon in your hands or make any offensive actions. You’ll need a prop book or dataslate for your character to read though while you’re standing on the sideline of a fight, your skill is in ducking and dodging while you frantically leaf through your books looking for answers. You can do this only for foes your character has encountered or their Lores permit them to know about, so long as you do this you can;&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Duck!&#039;&#039;&#039;: You’re used to ducking in and out of fights as you consult the tomes, you may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; once - you cannot use this against &#039;&#039;&#039;Sunder&#039;&#039;&#039; or calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached. &#039;&#039;&#039;You cannot use this ability again until you Recuperat&#039;&#039;&#039;e.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hit the Weak Point!&#039;&#039;&#039;: After spending ten seconds studying an enemy NPC that falls into your speciality you may aid an ally to strike at a weak point or make some modification to their equipment to allow them to call &#039;&#039;&#039;Weaken&#039;&#039;&#039; against that foe. &#039;&#039;&#039;You cannot use this again against the same individual until you Recuperate&#039;&#039;&#039;.  For example: ‘There’s a small weak point between the second and third secondary ribs, strike there’ or ‘here, take this they’re deathly allergic to it’.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;You’re going to need this…&#039;&#039;&#039;: With thirty seconds of research of a specific type of foe (‘genestealer’ or ‘aeldari psyker’ for example) in combat or out (if you’re willing to predict a particular foe) you may hand something to three companions to protect them. They gain one use of &#039;&#039;&#039;Deflect&#039;&#039;&#039; against the specified foe, this may be used against calls of &#039;&#039;&#039;Warp&#039;&#039;&#039; if you prepare them for a foe that is likely to use the call. &#039;&#039;&#039;You cannot use this ability again until you Recuperate.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hit the Books…:&#039;&#039;&#039; If you encounter a recurring foe or a foe with a distinct ability that you need to find a counter for you may with ref assistance, throw yourself into researching it to prepare for another encounter. Using evidence (name, pictures, tissue samples, etc..) as appropriate you can enable an ally to negate that ability, this can include calls of Sunder if appropriate. The ref will advise you of what abilities it has and allow you to forewarn others as well as preparing your chosen target to be resistant to them.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3436</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3436"/>
		<updated>2022-10-16T14:42:34Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Consistency - specialism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Though a weapon in hand is essential for surviving in the Dark Millennium, the work of the Holy Ordos is not to win wars. That falls to the Imperial Guard and Imperial Navy, as well as the many other military arms of the Imperium. No, while servants of the Inquisition often fight horrors in the shadows of the Imperium, their singular and unenviable task is to &#039;&#039;understand&#039;&#039; those horrors — to investigate them and develop the methods by which they may be opposed or defeated. Worse, not all foes can fall to conventional weaponry — some are better defeated with wit then a blade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Using Lores ===&lt;br /&gt;
&lt;br /&gt;
Lores may provide you with briefing sheets and local information prior to a game. They can also be actively used in a few ways: &lt;br /&gt;
&lt;br /&gt;
You may receive a Lore brief prior to a game, or during downtime when something relevant to one of your Lores or specialisms comes up. &lt;br /&gt;
&lt;br /&gt;
Secondly, Lore gives you the ability to [[Investigations|Investigate]] by picking up clues.&lt;br /&gt;
&lt;br /&gt;
Some Lores allow for additional things such as speaking alien languages and some allow minor mechanical abilities.&lt;br /&gt;
&lt;br /&gt;
The final use of Lore is in allowing players to carry out research in downtime, and receive answers of varying accuracy — depending on how broad their knowledge is and how relevant their specialisms are.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lore Types ===&lt;br /&gt;
&lt;br /&gt;
The six &#039;&#039;&#039;Disciplines&#039;&#039;&#039; of Lore represent a broad general knowledge of a subject area, whereas &#039;&#039;&#039;Specialisms&#039;&#039;&#039; are specific areas of each discipline that represent &#039;advanced&#039; knowledge in a specialist subject. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You cannot have a Specialism if you do not possess the relevant Discipline it is tied to.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Malleus ===&lt;br /&gt;
The Malleus discipline represents a specialist in studying, interacting and combating the forces of the Warp, be they the ruinous powers themselves or the myriad of daemons and other psychic entities that live within that nightmare realm. This lore is considered threatening to the very soul of someone who learns it and as a result those who bear it are encouraged not to share their knowledge, lest they damn the innocent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Malleus Specialisms ===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== The Soul and Death ====&lt;br /&gt;
This specialism represents a fundamental understanding of the metaphysical nature of human existence in the context of the warp, both in the form of the soul, and in what little the Inquisition truly understands, or at least theorises, about what happens when you die. This specialism includes, but is not limited to: the nature of the soul, ghosts and how they interact with reality, and how the Warp can corrupt the soul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Daemonology ====&lt;br /&gt;
This specialism represents the practical study of Daemons and their nature as the native inhabitants and creations of the Realm of Chaos and the Dark Gods. This specialism includes, but is not limited to: identifying signs of a Daemonic summoning, identifying signs of their coming, and understanding elements of their nature, as well as knowledge of specific known Daemons.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Death unto Darkness does not rely heavily on traditional depictions of Daemons from 40k canon. Because we are not producing a tabletop game, we like our Daemons to have breadth and variety not found in the canon, which exists to support a game with defined units. We prefer our Daemons to be more twisted and varied in form and role.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Warp Mutants, Warp-Gifts and Psychic Powers ====&lt;br /&gt;
This specialism represents an understanding of the fundamentals behind how psykers and other mortals interact with the Warp. This includes both the study of unnatural abilities gifted by the Warp, and how it can corrupt and twist the body. This does not cover non-psyker mutants, who are, in the majority, a creation of evolution and environmental conditions rather than the Warp — despite the Imperium’s inability to tell the difference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Followers of the Dark Gods ====&lt;br /&gt;
This specialism represents a more fundamental understanding of the varied mortal servants of Chaos, their rituals, their secret signs and tongues, and known groups. This specialism includes, but is not limited to: what is understood about the technobarbarian tribes of subsector Tenebris, known cults of the Dark Gods, and what little the Inquisition knows about Traitor Astartes in the Prosperitas Sector. It does not cover the Dark Mechanicus or Chaos-aligned Hereteks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of secret signs of Warp Cults is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet, which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Dark Mechanicus, Daemon Engines and their Creation ====&lt;br /&gt;
This specialism represents a fundamental understanding about the Dark Mechanicus — those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy — as well as more recently fallen Chaos-aligned Hereteks, whether or not they claim heritage from the older group. It also covers the sinister binding of Daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known Chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights, and Scrapcode , the corrupted Warp-code that is used both to communicate between Hereteks and to infect Imperial machinery. Most importantly, a Tech Priest could potentially use this knowledge to work out how to destroy such foul technology, and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Heretek cogitator system, at considerable spiritual risk.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hereticus ===&lt;br /&gt;
The Hereticus discipline represents a fundamental understanding of the internal and external threats facing the Imperium from human foes. This includes the cults and armies of the Archenemy, as well as Rebel and Separatist movements that seek to divide or change the Imperium from within. Hereticus Lore represents a life dedicated to the studying, hunting or otherwise interacting with divergent human groups and cultures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hereticus Specialisms ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heretical Cults of the Alien and the Warp ====&lt;br /&gt;
This represents a fundamental understanding of heretical religious beliefs that revere threats outside of the Imperium - their practices, their secret signs and tongues, their rituals, and their symbolism. This specialism includes, but is not limited to: the Devourer (Genestealer) Cults of the Prosperitas Sector, the practices of the Warp-religion of the Aurelian Way, and the scattered knowledge on the practices of other known cults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of the secret signs of Warp cults is represented by having access to the &lt;br /&gt;
[[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet, which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Rising Flame and other Rebel Groups ====&lt;br /&gt;
This represents an understanding of what is known about the Sector-wide anti-Imperial rebel movement known as the Rising Flame, as well as smaller and more localised rebel groups, such as the labour-agitators and hereteks of the Black Gauntlet. This specialism includes, but is not limited to: the structure and tactics of the Rising Flame; Xenos allies known to fight alongside them; and sigils, symbology and similar knowledge for other groups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sects and Schisms of the Imperial Cult ====&lt;br /&gt;
This represents an understanding of the complex web of beliefs contained within the Imperial Cult — for example, knowledge about Imperial Death Cults, Sororitas Orders and Ministorum Sects — as well as those that stray over the line into heresy, such as the “Temple of the Saviour Emperor”. This specialism includes, but is not limited to: the rites and rituals of these groups; forms of secret communication, known figures and beliefs; and the legality of their practices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Annwfyn, Ruwwad and other Divergent Cultures within the Imperium Prosperitas ==== &lt;br /&gt;
While “Imperial” culture is often monolithic, frontier sectors are home to many groups who see themselves as culturally and ethnically distinct and identify as such. In the Prosperitas sector, these include but are not limited to: the Annwfyn and Ruwwad major ethnic groups and their various planetary subgroups; unique planetary cultures established by Imperial settlers and/or Mechanicus; their languages, customs and practices; and other factors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Hunting of the Witch and the Mutant ==== &lt;br /&gt;
This represents the common specialism amongst the agents of the Ordo Hereticus in identifying, tracking and hunting those who demonstrate mutations, especially psykic talent. This specialism includes, but is not limited to: the scientific and esoteric methods of detecting Warp mutants, psykers and divergent mutations from the sacred Terran form of humanity; the signs of the use of warp powers and the known gifts of the Dark Gods; and methods for the capture, killing and containment of such beings. &lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Xenos ===&lt;br /&gt;
The Xenos discipline represents a life spent studying, hunting and defending against the myriad alien life forms that threaten human life across the entire Prosperitas Sector, as well as a basic understanding of the provenance of strange relics left behind on certain worlds within the Sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Previous versions of this Lore allowed characters to specialise in ‘a race’. Over the years we have been running DuD we’ve found that this has tied our hands in terms of ‘what written in the canon source material would my character know’ (generating a situation where players unfamiliar with, and without access to, source material feeling that they were not as widely-read as their characters should be).  As such we have pivoted Xenos lore briefings to cover broader topic areas and kept the majority of canon lore out of player hands. This allows us to define our Xenos without needing to worry about contradicting established canon. &#039;&#039;&#039;Ordo Xenos agents in the Prosperitas Sector do not have an encyclopaedic knowledge of every alien in the universe&#039;&#039;&#039; — rather, they have a narrow focus on those Xenos threats in this one Sector. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please Note:&#039;&#039;&#039; Knowledge of the following Xenos factions/beings is explicitly restricted to find out in play (FOIP), largely because the Imperium has not yet encountered them within the timeframe of this game:&lt;br /&gt;
&lt;br /&gt;
* C’tan and Necrons&lt;br /&gt;
* Tyranids (Genestealers and Genestealer cults are known but the hive fleets have not yet been encountered, so what they herald is not yet fully understood)&lt;br /&gt;
* Tau (although Kroot have been encountered)&lt;br /&gt;
&lt;br /&gt;
You may be aware of legends of minor Xenos species from elsewhere in the Imperium but unless a Xenos species is mentioned beneath, on the wiki, or in a Lore brief, you should not know details about it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Xenos Specialisms ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Human Agents of the Xenos and the Cold Trade ====&lt;br /&gt;
While the Ordo Hereticus&#039; primary interest is in human threats to the Imperium, the Ordo Xenos often experiences crossover with them when investigating Xenos who interact with humanity without violence. These Xenos cause political, economic and spiritual corruption rather than presenting a direct threat to human life. This specialism also covers the Cold Trade — the smuggling of forbidden technologies of Xenos origin into Imperial space, where they might increase alien influence, or indeed might present a threat in the hands of those who do not know how the technologies work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Xeno-Archaeology of the Prosperitas Sector ====&lt;br /&gt;
This represents knowledge and study of the wealth of historical alien ruins and artefacts left from ancient races who previously occupied this region of space. This covers the ruins of the Shavastii, Slann and Eldar cultures, as well as several unusual cyclopean structures built of black stone and coated in hieroglyphics. This specialism includes, but is not limited to: a basic, but not detailed, understanding of modern Eldar culture, and a limited understanding of the Fall; an awareness of the presence of the remnants of the Slann in the Prosperitas Sector; an understanding of the aggressive Shavastii who hate the Imperium; and knowledge of ancient ruins and alien artefacts in general, including those of unidentified origin. It does not include any understanding of pre-Fall Eldar existence or culture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of Eldar runes is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Eldar Translation Sheet]] which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in the Eldar tongue as well. There are no known ciphers for Slann hieroglyphics or for other ancient texts, such as the Shavastii writing system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Current Xenos Threats ====&lt;br /&gt;
This represents knowledge and study of the alien threats to the Prosperitas Sector that the Ordo Xenos have currently identified. This covers the threat of the Shavastii as well as the exiled Dark Eldar Haemonculi Coven that runs the Circle of Thorns criminal empire, as well as the sinister spread of the Devourer Cults and their Xenos Worm-Gods. This specialism includes, but is not limited to: an understanding of all the Xenos threats to the Sector, rumours about other active threats in the wider Imperium, and some cultural background based on what little the Inquisition has been able to learn about these entities.&lt;br /&gt;
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==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the Xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to: the maintenance of Xenotech, its operation, and at least a basic understanding of its capabilities. Most importantly, a Tech Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Xenos cogitator system.&lt;br /&gt;
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==== Xenobiology ==== &lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, the study of xenoflora and xenofauna as well as other sentient races (other than humans and abhumans). This specialism includes, but is not limited to: understanding physical strengths and weaknesses, knowledge about the biological processes of other species, and, perhaps most importantly, that with the skills of a Medicae or Chirurgeon, you could understand enough of what you&#039;re looking at to perform life-saving treatment or meaningfully dissect a Xenos.&lt;br /&gt;
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----&lt;br /&gt;
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=== Biologis ===&lt;br /&gt;
This Lore represents medical training, allowing one to identify common ailments and injuries. It has forensic value in identifying causes of death where they may not be immediately obvious, and represents the ability to carry out research into medical issues or perform medical actions not immediately pertinent to healing mechanics, such as the dissection of corpses, study of diseases, and operation of medical technology.&lt;br /&gt;
&lt;br /&gt;
A character with this Lore can identify the basic signs of diseases and infections common in the Prosperitas Sector, as well as the signs of genetic corruption in the human body.&lt;br /&gt;
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=== Biologis Specialisms ===&lt;br /&gt;
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==== Human, Abhuman and Mutant Biology ====&lt;br /&gt;
This represents a familiarity with human genetics and physiology, as well as the evolutionary offshoots of humanity and an understanding as to how they differ physiologically. This specialism includes, but is not limited to: spotting signs of genetic deviation in physiology and medical tests, and testing for genetic stability. A Chirurgeon with this specialism would feel comfortably able to gene-edit life within an artificial vitro-womb.&lt;br /&gt;
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==== Xenobiology ====&lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, vis-a-vis the study of xenoflora and xenofauna as well as other sentient Xenos races. This specialism includes, but is not limited to: understanding physical strengths and weaknesses of Xenos life, knowledge about the biological processes of other species, and perhaps most importantly, that with the skills of a Medicae or Chirurgeon, you could understand enough of what you&#039;re looking at to perform life-saving treatment or meaningfully dissect a Xenos.&lt;br /&gt;
&lt;br /&gt;
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==== Diseases and Biological Weapons ====&lt;br /&gt;
This represents an understanding of many of the common diseases and ailments in the Prosperitas Sector, as well as the effects of biological weapons used by the Imperium and its foes. This specialism includes, but is not limited to: recognising the signs of certain ailments and weapons, knowing the correct procedures to take to protect yourself from them, and, if you are a confident Chirurgeon, you could reasonably provide life-saving treatment on someone affected by such an disease or weapon.&lt;br /&gt;
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==== Bionics, Implants and Implantation ====&lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, and identifying faulty or low-grade knockoff implants. A Chirurgeon with this specialism would feel able to handle the installation of a pre-constructed bionic; a Tech-Priest with this specialism would feel reasonably confident they could construct a bionic.&lt;br /&gt;
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=== Mechanicus ===&lt;br /&gt;
Mechanicus Lore is not the operation of machinery; all characters are assumed to be familiar with the operation of technology associated with their current or previous role in the Imperium prior to becoming an agent of the powers they answer to. A Princeps does not forget how to command a Titan simply because they are severed from it. Mechanicus Lore is an intimate familiarity with the workings of machines, the science that makes them function, and their repair and manufacture. &lt;br /&gt;
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=== Mechanicus Specialisms ===&lt;br /&gt;
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==== Heretek of the Dark Mechanicus ==== &lt;br /&gt;
This specialism represents a fundamental understanding about the Dark Mechanicus — those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy — as well as more recently fallen Chaos-aligned Hereteks, whether or not they claim heritage from the older group. It also covers the sinister binding of Daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known Chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights, and Scrapcode , the corrupted Warp-code that is used both to communicate between Hereteks and to infect Imperial machinery. Most importantly, a Tech Priest could potentially use this knowledge to work out how to destroy such foul technology, and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Heretek cogitator system, at considerable spiritual risk.&lt;br /&gt;
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==== Archaeotech ====&lt;br /&gt;
This represents the study of the technology of the Golden Age of Humanity, now referred to as the Dark Age of Technology, and the ability to understand — or at least work out — the function of those devices discovered by individuals travelling through the Prosperitas Sector. This specialism includes, but is not limited to: the maintenance of Archaeotech, its operation, and at least a basic understanding of its capabilities. Most importantly a Tech-Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech-Priest might have a reasonable chance of penetrating an Archaeotech cogitator system.&lt;br /&gt;
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==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the Xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to: the maintenance of Xenotech, its operation, and at least a basic understanding of its capabilities. Most importantly a Tech-Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech-Priest might have a reasonable chance of penetrating a Xenos cogitator system.&lt;br /&gt;
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==== Martian Technology ====&lt;br /&gt;
This represents knowledge and study of the more esoteric technology of the Imperium. Martian technology is not the everyday technology that most Imperial citizens interface with on a daily basis, but covers the rare, more dangerous and more complex technologies, the knowledge of which is a closely guarded secret of the Mechanicus. This specialism includes, but is not limited to: the maintenance of Martian tech, its operation, and at least a basic understanding of its capabilities. Most importantly, a Tech- Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating an advanced Imperial cogitator system.&lt;br /&gt;
&lt;br /&gt;
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==== Bionics, Implants and Implantation ==== &lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, and identifying faulty or low-grade knockoff implants. A Chirurgeon with this specialism would feel able to handle the installation of a pre-constructed bionic; a Tech-Priest with this specialism would feel reasonably confident they could construct a bionic.&lt;br /&gt;
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=== Arbites === &lt;br /&gt;
 &lt;br /&gt;
Arbites Lore represents the law-enforcement skillset and training of the Adeptus Arbites. While an individual with this lore may have never served in the Adeptus itself, they likely will have had training that has evolved out of years of Arbites refinement of the skill areas that they are required to follow. The Arbites, after all, predates the Inquisition when it comes to the arts of interrogation and excruciation to gain information from a suspect.&lt;br /&gt;
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With Arbites Lore you are trained to investigate crime scenes and look for clues, as well as being aware of common laws across the Imperium.&lt;br /&gt;
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=== Arbites Specialisms ===&lt;br /&gt;
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==== The Lex Imperialis ====&lt;br /&gt;
This specialism represents expanded knowledge of the Lex Imperialis (Book of Law). This trait can be used to find all sorts of laws to bring an individual or group to justice, to defend an individual or group from Imperial justice or for other varied purposes.&lt;br /&gt;
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==== Planetary Laws ====&lt;br /&gt;
You are familiar with the many different Planetary Laws of the Prosperitas Sector. You have an understanding of local bylaws, tithe laws, and the various different ways in which law is enforced across the Sector. While all true authority devolves from the Lex, many planets are given free rein to enforce authority locally in their own ways; you have studied many of these.&lt;br /&gt;
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==== Inheritance, Customs and Tax Law ====&lt;br /&gt;
You are familiar with the various economic and political crimes which plague the Sector. You have a developed understanding of which substances are illegal where, which Scion-Heir should inherit the planetary Governorship, and on what legal basis the local Cardinal is attempting to dodge their Tithe obligations.&lt;br /&gt;
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==== Criminals and Criminal Organisations ====&lt;br /&gt;
This specialism represents expanded knowledge of the criminals and criminal organisations active within the Prosperitas Sector, allowing one to recognise markings of interplanetary organisations, as well as giving knowledge of their methods, tools, and culture. &lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of the hidden signs that criminals use to communicate is represented by access to the [[Card Decks &amp;amp; Lore Sheets|Shade-script Translation Sheet]] which allows you to translate messages written in that script. This is a sign language, not a spoken language, but your character may know the correct hand-signs.&lt;br /&gt;
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==== Militias and Paramilitary Organisations ====&lt;br /&gt;
This specialism represents detailed knowledge of the various House militias, Guards, PDFs, bodyguards, Frateris Templar detachments, and mercenary forces at large across the Sector. You have a good knowledge of which are officially sanctioned, which are delicately ignored, and which are outright illegal. You also have a good working knowledge of the legal basis for levying and raising such forces to assist the Arbites in times of civil unrest.&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3435</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3435"/>
		<updated>2022-10-16T14:40:57Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Though a weapon in hand is essential for surviving in the Dark Millennium, the work of the Holy Ordos is not to win wars. That falls to the Imperial Guard and Imperial Navy, as well as the many other military arms of the Imperium. No, while servants of the Inquisition often fight horrors in the shadows of the Imperium, their singular and unenviable task is to &#039;&#039;understand&#039;&#039; those horrors — to investigate them and develop the methods by which they may be opposed or defeated. Worse, not all foes can fall to conventional weaponry — some are better defeated with wit then a blade.&lt;br /&gt;
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=== Using Lores ===&lt;br /&gt;
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Lores may provide you with briefing sheets and local information prior to a game. They can also be actively used in a few ways: &lt;br /&gt;
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You may receive a Lore brief prior to a game, or during downtime when something relevant to one of your Lores or specialisms comes up. &lt;br /&gt;
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Secondly, Lore gives you the ability to [[Investigations|Investigate]] by picking up clues.&lt;br /&gt;
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Some Lores allow for additional things such as speaking alien languages and some allow minor mechanical abilities.&lt;br /&gt;
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The final use of Lore is in allowing players to carry out research in downtime, and receive answers of varying accuracy — depending on how broad their knowledge is and how relevant their specialisms are.&lt;br /&gt;
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=== Lore Types ===&lt;br /&gt;
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The six &#039;&#039;&#039;Disciplines&#039;&#039;&#039; of Lore represent a broad general knowledge of a subject area, whereas &#039;&#039;&#039;Specialisms&#039;&#039;&#039; are specific areas of each discipline that represent &#039;advanced&#039; knowledge in a specialist subject. &lt;br /&gt;
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&#039;&#039;You cannot have a Specialism if you do not possess the relevant Discipline it is tied to.&#039;&#039;&lt;br /&gt;
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=== Malleus ===&lt;br /&gt;
The Malleus discipline represents a specialist in studying, interacting and combating the forces of the Warp, be they the ruinous powers themselves or the myriad of daemons and other psychic entities that live within that nightmare realm. This lore is considered threatening to the very soul of someone who learns it and as a result those who bear it are encouraged not to share their knowledge, lest they damn the innocent.&lt;br /&gt;
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=== Malleus Specialisms ===&lt;br /&gt;
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==== The Soul and Death ====&lt;br /&gt;
This specialism represents a fundamental understanding of the metaphysical nature of human existence in the context of the warp, both in the form of the soul, and in what little the Inquisition truly understands, or at least theorises, about what happens when you die. This specialism includes, but is not limited to: the nature of the soul, ghosts and how they interact with reality, and how the Warp can corrupt the soul.&lt;br /&gt;
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==== Daemonology ====&lt;br /&gt;
This specialism represents the practical study of Daemons and their nature as the native inhabitants and creations of the Realm of Chaos and the Dark Gods. This specialism includes, but is not limited to: identifying signs of a Daemonic summoning, identifying signs of their coming, and understanding elements of their nature, as well as knowledge of specific known Daemons.  &lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Death unto Darkness does not rely heavily on traditional depictions of Daemons from 40k canon. Because we are not producing a tabletop game, we like our Daemons to have breadth and variety not found in the canon, which exists to support a game with defined units. We prefer our Daemons to be more twisted and varied in form and role.&lt;br /&gt;
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==== Warp Mutants, Warp-Gifts and Psychic Powers ====&lt;br /&gt;
This specialism represents an understanding of the fundamentals behind how psykers and other mortals interact with the Warp. This includes both the study of unnatural abilities gifted by the Warp, and how it can corrupt and twist the body. This does not cover non-psyker mutants, who are, in the majority, a creation of evolution and environmental conditions rather than the Warp — despite the Imperium’s inability to tell the difference.&lt;br /&gt;
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==== Followers of the Dark Gods ====&lt;br /&gt;
This specialism represents a more fundamental understanding of the varied mortal servants of Chaos, their rituals, their secret signs and tongues, and known groups. This specialism includes, but is not limited to: what is understood about the technobarbarian tribes of subsector Tenebris, known cults of the Dark Gods, and what little the Inquisition knows about Traitor Astartes in the Prosperitas Sector. It does not cover the Dark Mechanicus or Chaos-aligned Hereteks.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of secret signs of Warp Cults is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet, which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
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==== The Dark Mechanicus, Daemon Engines and their Creation ====&lt;br /&gt;
This specialism represents a fundamental understanding about the Dark Mechanicus — those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy — as well as more recently fallen Chaos-aligned Hereteks, whether or not they claim heritage from the older group. It also covers the sinister binding of Daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known Chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights, and Scrapcode , the corrupted Warp-code that is used both to communicate between Hereteks and to infect Imperial machinery. Most importantly, a Tech Priest could potentially use this knowledge to work out how to destroy such foul technology, and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Heretek cogitator system, at considerable spiritual risk.&lt;br /&gt;
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----&lt;br /&gt;
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=== Hereticus ===&lt;br /&gt;
The Hereticus discipline represents a fundamental understanding of the internal and external threats facing the Imperium from human foes. This includes the cults and armies of the Archenemy, as well as Rebel and Separatist movements that seek to divide or change the Imperium from within. Hereticus Lore represents a life dedicated to the studying, hunting or otherwise interacting with divergent human groups and cultures.&lt;br /&gt;
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=== Hereticus Specialisms ===&lt;br /&gt;
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==== Heretical Cults of the Alien and the Warp ====&lt;br /&gt;
This represents a fundamental understanding of heretical religious beliefs that revere threats outside of the Imperium - their practices, their secret signs and tongues, their rituals, and their symbolism. This specialism includes, but is not limited to: the Devourer (Genestealer) Cults of the Prosperitas Sector, the practices of the Warp-religion of the Aurelian Way, and the scattered knowledge on the practices of other known cults.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of the secret signs of Warp cults is represented by having access to the &lt;br /&gt;
[[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet, which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
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==== The Rising Flame and other Rebel Groups ====&lt;br /&gt;
This represents an understanding of what is known about the Sector-wide anti-Imperial rebel movement known as the Rising Flame, as well as smaller and more localised rebel groups, such as the labour-agitators and hereteks of the Black Gauntlet. This specialism includes, but is not limited to: the structure and tactics of the Rising Flame; Xenos allies known to fight alongside them; and sigils, symbology and similar knowledge for other groups.&lt;br /&gt;
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==== Sects and Schisms of the Imperial Cult ====&lt;br /&gt;
This represents an understanding of the complex web of beliefs contained within the Imperial Cult — for example, knowledge about Imperial Death Cults, Sororitas Orders and Ministorum Sects — as well as those that stray over the line into heresy, such as the “Temple of the Saviour Emperor”. This specialism includes, but is not limited to: the rites and rituals of these groups; forms of secret communication, known figures and beliefs; and the legality of their practices.&lt;br /&gt;
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==== The Annwfyn, Ruwwad and other Divergent Cultures within the Imperium Prosperitas ==== &lt;br /&gt;
While “Imperial” culture is often monolithic, frontier sectors are home to many groups who see themselves as culturally and ethnically distinct and identify as such. In the Prosperitas sector, these include but are not limited to: the Annwfyn and Ruwwad major ethnic groups and their various planetary subgroups; unique planetary cultures established by Imperial settlers and/or Mechanicus; their languages, customs and practices; and other factors.&lt;br /&gt;
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==== The Hunting of the Witch and the Mutant ==== &lt;br /&gt;
This represents the common specialisation amongst the agents of the Ordo Hereticus in identifying, tracking and hunting those who demonstrate mutations, especially psykic talent. This specialism includes, but is not limited to: the scientific and esoteric methods of detecting Warp mutants, psykers and divergent mutations from the sacred Terran form of humanity; the signs of the use of warp powers and the known gifts of the Dark Gods; and methods for the capture, killing and containment of such beings. &lt;br /&gt;
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=== Xenos ===&lt;br /&gt;
The Xenos discipline represents a life spent studying, hunting and defending against the myriad alien life forms that threaten human life across the entire Prosperitas Sector, as well as a basic understanding of the provenance of strange relics left behind on certain worlds within the Sector.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Previous versions of this Lore allowed characters to specialise in ‘a race’. Over the years we have been running DuD we’ve found that this has tied our hands in terms of ‘what written in the canon source material would my character know’ (generating a situation where players unfamiliar with, and without access to, source material feeling that they were not as widely-read as their characters should be).  As such we have pivoted Xenos lore briefings to cover broader topic areas and kept the majority of canon lore out of player hands. This allows us to define our Xenos without needing to worry about contradicting established canon. &#039;&#039;&#039;Ordo Xenos agents in the Prosperitas Sector do not have an encyclopaedic knowledge of every alien in the universe&#039;&#039;&#039; — rather, they have a narrow focus on those Xenos threats in this one Sector. &lt;br /&gt;
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&#039;&#039;&#039;Please Note:&#039;&#039;&#039; Knowledge of the following Xenos factions/beings is explicitly restricted to find out in play (FOIP), largely because the Imperium has not yet encountered them within the timeframe of this game:&lt;br /&gt;
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* C’tan and Necrons&lt;br /&gt;
* Tyranids (Genestealers and Genestealer cults are known but the hive fleets have not yet been encountered, so what they herald is not yet fully understood)&lt;br /&gt;
* Tau (although Kroot have been encountered)&lt;br /&gt;
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You may be aware of legends of minor Xenos species from elsewhere in the Imperium but unless a Xenos species is mentioned beneath, on the wiki, or in a Lore brief, you should not know details about it.&lt;br /&gt;
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=== Xenos Specialisms ===&lt;br /&gt;
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==== Human Agents of the Xenos and the Cold Trade ====&lt;br /&gt;
While the Ordo Hereticus&#039; primary interest is in human threats to the Imperium, the Ordo Xenos often experiences crossover with them when investigating Xenos who interact with humanity without violence. These Xenos cause political, economic and spiritual corruption rather than presenting a direct threat to human life. This specialism also covers the Cold Trade — the smuggling of forbidden technologies of Xenos origin into Imperial space, where they might increase alien influence, or indeed might present a threat in the hands of those who do not know how the technologies work.&lt;br /&gt;
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==== Xeno-Archaeology of the Prosperitas Sector ====&lt;br /&gt;
This represents knowledge and study of the wealth of historical alien ruins and artefacts left from ancient races who previously occupied this region of space. This covers the ruins of the Shavastii, Slann and Eldar cultures, as well as several unusual cyclopean structures built of black stone and coated in hieroglyphics. This specialism includes, but is not limited to: a basic, but not detailed, understanding of modern Eldar culture, and a limited understanding of the Fall; an awareness of the presence of the remnants of the Slann in the Prosperitas Sector; an understanding of the aggressive Shavastii who hate the Imperium; and knowledge of ancient ruins and alien artefacts in general, including those of unidentified origin. It does not include any understanding of pre-Fall Eldar existence or culture.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of Eldar runes is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Eldar Translation Sheet]] which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in the Eldar tongue as well. There are no known ciphers for Slann hieroglyphics or for other ancient texts, such as the Shavastii writing system.&lt;br /&gt;
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==== Current Xenos Threats ====&lt;br /&gt;
This represents knowledge and study of the alien threats to the Prosperitas Sector that the Ordo Xenos have currently identified. This covers the threat of the Shavastii as well as the exiled Dark Eldar Haemonculi Coven that runs the Circle of Thorns criminal empire, as well as the sinister spread of the Devourer Cults and their Xenos Worm-Gods. This specialism includes, but is not limited to: an understanding of all the Xenos threats to the Sector, rumours about other active threats in the wider Imperium, and some cultural background based on what little the Inquisition has been able to learn about these entities.&lt;br /&gt;
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==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the Xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to: the maintenance of Xenotech, its operation, and at least a basic understanding of its capabilities. Most importantly, a Tech Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Xenos cogitator system.&lt;br /&gt;
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==== Xenobiology ==== &lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, the study of xenoflora and xenofauna as well as other sentient races (other than humans and abhumans). This specialism includes, but is not limited to: understanding physical strengths and weaknesses, knowledge about the biological processes of other species, and, perhaps most importantly, that with the skills of a Medicae or Chirurgeon, you could understand enough of what you&#039;re looking at to perform life-saving treatment or meaningfully dissect a Xenos.&lt;br /&gt;
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=== Biologis ===&lt;br /&gt;
This Lore represents medical training, allowing one to identify common ailments and injuries. It has forensic value in identifying causes of death where they may not be immediately obvious, and represents the ability to carry out research into medical issues or perform medical actions not immediately pertinent to healing mechanics, such as the dissection of corpses, study of diseases, and operation of medical technology.&lt;br /&gt;
&lt;br /&gt;
A character with this Lore can identify the basic signs of diseases and infections common in the Prosperitas Sector, as well as the signs of genetic corruption in the human body.&lt;br /&gt;
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=== Biologis Specialisations ===&lt;br /&gt;
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==== Human, Abhuman and Mutant Biology ====&lt;br /&gt;
This represents a familiarity with human genetics and physiology, as well as the evolutionary offshoots of humanity and an understanding as to how they differ physiologically. This specialism includes, but is not limited to: spotting signs of genetic deviation in physiology and medical tests, and testing for genetic stability. A Chirurgeon with this specialism would feel comfortably able to gene-edit life within an artificial vitro-womb.&lt;br /&gt;
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==== Xenobiology ====&lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, vis-a-vis the study of xenoflora and xenofauna as well as other sentient Xenos races. This specialism includes, but is not limited to: understanding physical strengths and weaknesses of Xenos life, knowledge about the biological processes of other species, and perhaps most importantly, that with the skills of a Medicae or Chirurgeon, you could understand enough of what you&#039;re looking at to perform life-saving treatment or meaningfully dissect a Xenos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Diseases and Biological Weapons ====&lt;br /&gt;
This represents an understanding of many of the common diseases and ailments in the Prosperitas Sector, as well as the effects of biological weapons used by the Imperium and its foes. This specialism includes, but is not limited to: recognising the signs of certain ailments and weapons, knowing the correct procedures to take to protect yourself from them, and, if you are a confident Chirurgeon, you could reasonably provide life-saving treatment on someone affected by such an disease or weapon.&lt;br /&gt;
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==== Bionics, Implants and Implantation ====&lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, and identifying faulty or low-grade knockoff implants. A Chirurgeon with this specialisation would feel able to handle the installation of a pre-constructed bionic; a Tech-Priest with this specialisation would feel reasonably confident they could construct a bionic.&lt;br /&gt;
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----&lt;br /&gt;
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=== Mechanicus ===&lt;br /&gt;
Mechanicus Lore is not the operation of machinery; all characters are assumed to be familiar with the operation of technology associated with their current or previous role in the Imperium prior to becoming an agent of the powers they answer to. A Princeps does not forget how to command a Titan simply because they are severed from it. Mechanicus Lore is an intimate familiarity with the workings of machines, the science that makes them function, and their repair and manufacture. &lt;br /&gt;
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=== Mechanicus Specialisms ===&lt;br /&gt;
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==== Heretek of the Dark Mechanicus ==== &lt;br /&gt;
This specialism represents a fundamental understanding about the Dark Mechanicus — those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy — as well as more recently fallen Chaos-aligned Hereteks, whether or not they claim heritage from the older group. It also covers the sinister binding of Daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known Chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights, and Scrapcode , the corrupted Warp-code that is used both to communicate between Hereteks and to infect Imperial machinery. Most importantly, a Tech Priest could potentially use this knowledge to work out how to destroy such foul technology, and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Heretek cogitator system, at considerable spiritual risk.&lt;br /&gt;
&lt;br /&gt;
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==== Archaeotech ====&lt;br /&gt;
This represents the study of the technology of the Golden Age of Humanity, now referred to as the Dark Age of Technology, and the ability to understand — or at least work out — the function of those devices discovered by individuals travelling through the Prosperitas Sector. This specialism includes, but is not limited to: the maintenance of Archaeotech, its operation, and at least a basic understanding of its capabilities. Most importantly a Tech-Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech-Priest might have a reasonable chance of penetrating an Archaeotech cogitator system.&lt;br /&gt;
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==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the Xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to: the maintenance of Xenotech, its operation, and at least a basic understanding of its capabilities. Most importantly a Tech-Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech-Priest might have a reasonable chance of penetrating a Xenos cogitator system.&lt;br /&gt;
&lt;br /&gt;
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==== Martian Technology ====&lt;br /&gt;
This represents knowledge and study of the more esoteric technology of the Imperium. Martian technology is not the everyday technology that most Imperial citizens interface with on a daily basis, but covers the rare, more dangerous and more complex technologies, the knowledge of which is a closely guarded secret of the Mechanicus. This specialism includes, but is not limited to: the maintenance of Martian tech, its operation, and at least a basic understanding of its capabilities. Most importantly, a Tech- Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating an advanced Imperial cogitator system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bionics, Implants and Implantation ==== &lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, and identifying faulty or low-grade knockoff implants. A Chirurgeon with this specialisation would feel able to handle the installation of a pre-constructed bionic; a Tech-Priest with this specialisation would feel reasonably confident they could construct a bionic.&lt;br /&gt;
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----&lt;br /&gt;
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=== Arbites === &lt;br /&gt;
 &lt;br /&gt;
Arbites Lore represents the law-enforcement skillset and training of the Adeptus Arbites. While an individual with this lore may have never served in the Adeptus itself, they likely will have had training that has evolved out of years of Arbites refinement of the skill areas that they are required to follow. The Arbites, after all, predates the Inquisition when it comes to the arts of interrogation and excruciation to gain information from a suspect.&lt;br /&gt;
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With Arbites Lore you are trained to investigate crime scenes and look for clues, as well as being aware of common laws across the Imperium.&lt;br /&gt;
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=== Arbites Specialisations ===&lt;br /&gt;
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==== The Lex Imperialis ====&lt;br /&gt;
This specialism represents expanded knowledge of the Lex Imperialis (Book of Law). This trait can be used to find all sorts of laws to bring an individual or group to justice, to defend an individual or group from Imperial justice or for other varied purposes.&lt;br /&gt;
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==== Planetary Laws ====&lt;br /&gt;
You are familiar with the many different Planetary Laws of the Prosperitas Sector. You have an understanding of local bylaws, tithe laws, and the various different ways in which law is enforced across the Sector. While all true authority devolves from the Lex, many planets are given free rein to enforce authority locally in their own ways; you have studied many of these.&lt;br /&gt;
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==== Inheritance, Customs and Tax Law ====&lt;br /&gt;
You are familiar with the various economic and political crimes which plague the Sector. You have a developed understanding of which substances are illegal where, which Scion-Heir should inherit the planetary Governorship, and on what legal basis the local Cardinal is attempting to dodge their Tithe obligations.&lt;br /&gt;
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==== Criminals and Criminal Organisations ====&lt;br /&gt;
This specialism represents expanded knowledge of the criminals and criminal organisations active within the Prosperitas Sector, allowing one to recognise markings of interplanetary organisations, as well as giving knowledge of their methods, tools, and culture. &lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of the hidden signs that criminals use to communicate is represented by access to the [[Card Decks &amp;amp; Lore Sheets|Shade-script Translation Sheet]] which allows you to translate messages written in that script. This is a sign language, not a spoken language, but your character may know the correct hand-signs.&lt;br /&gt;
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==== Militias and Paramilitary Organisations ====&lt;br /&gt;
This specialism represents detailed knowledge of the various House militias, Guards, PDFs, bodyguards, Frateris Templar detachments, and mercenary forces at large across the Sector. You have a good knowledge of which are officially sanctioned, which are delicately ignored, and which are outright illegal. You also have a good working knowledge of the legal basis for levying and raising such forces to assist the Arbites in times of civil unrest.&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3434</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3434"/>
		<updated>2022-10-16T14:38:27Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Though a weapon in hand is essential for surviving in the Dark Millennium, the work of the Holy Ordos is not to win wars. That falls to the Imperial Guard and Imperial Navy, as well as the many other military arms of the Imperium. No, while servants of the Inquisition often fight horrors in the shadows of the Imperium, their singular and unenviable task is to &#039;&#039;understand&#039;&#039; those horrors — to investigate them and develop the methods by which they may be opposed or defeated. Worse, not all foes can fall to conventional weaponry — some are better defeated with wit then a blade.&lt;br /&gt;
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=== Using Lores ===&lt;br /&gt;
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Lores may provide you with briefing sheets and local information prior to a game. They can also be actively used in a few ways: &lt;br /&gt;
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You may receive a Lore brief prior to a game, or during downtime when something relevant to one of your Lores or specialisms comes up. &lt;br /&gt;
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Secondly, Lore gives you the ability to [[Investigations|Investigate]] by picking up clues.&lt;br /&gt;
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Some Lores allow for additional things such as speaking alien languages and some allow minor mechanical abilities.&lt;br /&gt;
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The final use of Lore is in allowing players to carry out research in downtime, and receive answers of varying accuracy — depending on how broad their knowledge is and how relevant their specialisms are.&lt;br /&gt;
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=== Lore Types ===&lt;br /&gt;
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The six &#039;&#039;&#039;Disciplines&#039;&#039;&#039; of Lore represent a broad general knowledge of a subject area, whereas &#039;&#039;&#039;Specialisms&#039;&#039;&#039; are specific areas of each discipline that represent &#039;advanced&#039; knowledge in a specialist subject. &lt;br /&gt;
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&#039;&#039;You cannot have a Specialism if you do not possess the relevant Discipline it is tied to.&#039;&#039;&lt;br /&gt;
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=== Malleus ===&lt;br /&gt;
The Malleus discipline represents a specialist in studying, interacting and combating the forces of the Warp, be they the ruinous powers themselves or the myriad of daemons and other psychic entities that live within that nightmare realm. This lore is considered threatening to the very soul of someone who learns it and as a result those who bear it are encouraged not to share their knowledge, lest they damn the innocent.&lt;br /&gt;
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=== Malleus Specialisms ===&lt;br /&gt;
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===== The Soul and Death ====&lt;br /&gt;
This specialism represents a fundamental understanding of the metaphysical nature of human existence in the context of the warp, both in the form of the soul, and in what little the Inquisition truly understands, or at least theorises, about what happens when you die. This specialism includes, but is not limited to: the nature of the soul, ghosts and how they interact with reality, and how the Warp can corrupt the soul.&lt;br /&gt;
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==== Daemonology ====&lt;br /&gt;
This specialism represents the practical study of Daemons and their nature as the native inhabitants and creations of the Realm of Chaos and the Dark Gods. This specialism includes, but is not limited to: identifying signs of a Daemonic summoning, identifying signs of their coming, and understanding elements of their nature, as well as knowledge of specific known Daemons.  &lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Death unto Darkness does not rely heavily on traditional depictions of Daemons from 40k canon. Because we are not producing a tabletop game, we like our Daemons to have breadth and variety not found in the canon, which exists to support a game with defined units. We prefer our Daemons to be more twisted and varied in form and role.&lt;br /&gt;
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==== Warp Mutants, Warp-Gifts and Psychic Powers ====&lt;br /&gt;
This specialism represents an understanding of the fundamentals behind how psykers and other mortals interact with the Warp. This includes both the study of unnatural abilities gifted by the Warp, and how it can corrupt and twist the body. This does not cover non-psyker mutants, who are, in the majority, a creation of evolution and environmental conditions rather than the Warp — despite the Imperium’s inability to tell the difference.&lt;br /&gt;
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==== Followers of the Dark Gods ====&lt;br /&gt;
This specialism represents a more fundamental understanding of the varied mortal servants of Chaos, their rituals, their secret signs and tongues, and known groups. This specialism includes, but is not limited to: what is understood about the technobarbarian tribes of subsector Tenebris, known cults of the Dark Gods, and what little the Inquisition knows about Traitor Astartes in the Prosperitas Sector. It does not cover the Dark Mechanicus or Chaos-aligned Hereteks.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of secret signs of Warp Cults is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet, which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
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==== The Dark Mechanicus, Daemon Engines and their Creation ====&lt;br /&gt;
This specialism represents a fundamental understanding about the Dark Mechanicus — those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy — as well as more recently fallen Chaos-aligned Hereteks, whether or not they claim heritage from the older group. It also covers the sinister binding of Daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known Chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights, and Scrapcode , the corrupted Warp-code that is used both to communicate between Hereteks and to infect Imperial machinery. Most importantly, a Tech Priest could potentially use this knowledge to work out how to destroy such foul technology, and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Heretek cogitator system, at considerable spiritual risk.&lt;br /&gt;
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----&lt;br /&gt;
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=== Hereticus ===&lt;br /&gt;
The Hereticus discipline represents a fundamental understanding of the internal and external threats facing the Imperium from human foes. This includes the cults and armies of the Archenemy, as well as Rebel and Separatist movements that seek to divide or change the Imperium from within. Hereticus Lore represents a life dedicated to the studying, hunting or otherwise interacting with divergent human groups and cultures.&lt;br /&gt;
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=== Hereticus Specialisms ===&lt;br /&gt;
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==== Heretical Cults of the Alien and the Warp ====&lt;br /&gt;
This represents a fundamental understanding of heretical religious beliefs that revere threats outside of the Imperium - their practices, their secret signs and tongues, their rituals, and their symbolism. This specialism includes, but is not limited to: the Devourer (Genestealer) Cults of the Prosperitas Sector, the practices of the Warp-religion of the Aurelian Way, and the scattered knowledge on the practices of other known cults.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of the secret signs of Warp cults is represented by having access to the &lt;br /&gt;
[[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet, which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
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==== The Rising Flame and other Rebel Groups ====&lt;br /&gt;
This represents an understanding of what is known about the Sector-wide anti-Imperial rebel movement known as the Rising Flame, as well as smaller and more localised rebel groups, such as the labour-agitators and hereteks of the Black Gauntlet. This specialism includes, but is not limited to: the structure and tactics of the Rising Flame; Xenos allies known to fight alongside them; and sigils, symbology and similar knowledge for other groups.&lt;br /&gt;
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==== Sects and Schisms of the Imperial Cult ====&lt;br /&gt;
This represents an understanding of the complex web of beliefs contained within the Imperial Cult — for example, knowledge about Imperial Death Cults, Sororitas Orders and Ministorum Sects — as well as those that stray over the line into heresy, such as the “Temple of the Saviour Emperor”. This specialism includes, but is not limited to: the rites and rituals of these groups; forms of secret communication, known figures and beliefs; and the legality of their practices.&lt;br /&gt;
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==== The Annwfyn, Ruwwad and other Divergent Cultures within the Imperium Prosperitas ==== &lt;br /&gt;
While “Imperial” culture is often monolithic, frontier sectors are home to many groups who see themselves as culturally and ethnically distinct and identify as such. In the Prosperitas sector, these include but are not limited to: the Annwfyn and Ruwwad major ethnic groups and their various planetary subgroups; unique planetary cultures established by Imperial settlers and/or Mechanicus; their languages, customs and practices; and other factors.&lt;br /&gt;
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==== The Hunting of the Witch and the Mutant ==== &lt;br /&gt;
This represents the common specialisation amongst the agents of the Ordo Hereticus in identifying, tracking and hunting those who demonstrate mutations, especially psykic talent. This specialism includes, but is not limited to: the scientific and esoteric methods of detecting Warp mutants, psykers and divergent mutations from the sacred Terran form of humanity; the signs of the use of warp powers and the known gifts of the Dark Gods; and methods for the capture, killing and containment of such beings. &lt;br /&gt;
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=== Xenos ===&lt;br /&gt;
The Xenos discipline represents a life spent studying, hunting and defending against the myriad alien life forms that threaten human life across the entire Prosperitas Sector, as well as a basic understanding of the provenance of strange relics left behind on certain worlds within the Sector.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Previous versions of this Lore allowed characters to specialise in ‘a race’. Over the years we have been running DuD we’ve found that this has tied our hands in terms of ‘what written in the canon source material would my character know’ (generating a situation where players unfamiliar with, and without access to, source material feeling that they were not as widely-read as their characters should be).  As such we have pivoted Xenos lore briefings to cover broader topic areas and kept the majority of canon lore out of player hands. This allows us to define our Xenos without needing to worry about contradicting established canon. &#039;&#039;&#039;Ordo Xenos agents in the Prosperitas Sector do not have an encyclopaedic knowledge of every alien in the universe&#039;&#039;&#039; — rather, they have a narrow focus on those Xenos threats in this one Sector. &lt;br /&gt;
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&#039;&#039;&#039;Please Note:&#039;&#039;&#039; Knowledge of the following Xenos factions/beings is explicitly restricted to find out in play (FOIP), largely because the Imperium has not yet encountered them within the timeframe of this game:&lt;br /&gt;
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* C’tan and Necrons&lt;br /&gt;
* Tyranids (Genestealers and Genestealer cults are known but the hive fleets have not yet been encountered, so what they herald is not yet fully understood)&lt;br /&gt;
* Tau (although Kroot have been encountered)&lt;br /&gt;
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You may be aware of legends of minor Xenos species from elsewhere in the Imperium but unless a Xenos species is mentioned beneath, on the wiki, or in a Lore brief, you should not know details about it.&lt;br /&gt;
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=== Xenos Specialisms ===&lt;br /&gt;
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==== Human Agents of the Xenos and the Cold Trade ====&lt;br /&gt;
While the Ordo Hereticus&#039; primary interest is in human threats to the Imperium, the Ordo Xenos often experiences crossover with them when investigating Xenos who interact with humanity without violence. These Xenos cause political, economic and spiritual corruption rather than presenting a direct threat to human life. This specialism also covers the Cold Trade — the smuggling of forbidden technologies of Xenos origin into Imperial space, where they might increase alien influence, or indeed might present a threat in the hands of those who do not know how the technologies work.&lt;br /&gt;
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==== Xeno-Archaeology of the Prosperitas Sector ====&lt;br /&gt;
This represents knowledge and study of the wealth of historical alien ruins and artefacts left from ancient races who previously occupied this region of space. This covers the ruins of the Shavastii, Slann and Eldar cultures, as well as several unusual cyclopean structures built of black stone and coated in hieroglyphics. This specialism includes, but is not limited to: a basic, but not detailed, understanding of modern Eldar culture, and a limited understanding of the Fall; an awareness of the presence of the remnants of the Slann in the Prosperitas Sector; an understanding of the aggressive Shavastii who hate the Imperium; and knowledge of ancient ruins and alien artefacts in general, including those of unidentified origin. It does not include any understanding of pre-Fall Eldar existence or culture.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of Eldar runes is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Eldar Translation Sheet]] which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in the Eldar tongue as well. There are no known ciphers for Slann hieroglyphics or for other ancient texts, such as the Shavastii writing system.&lt;br /&gt;
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==== Current Xenos Threats ====&lt;br /&gt;
This represents knowledge and study of the alien threats to the Prosperitas Sector that the Ordo Xenos have currently identified. This covers the threat of the Shavastii as well as the exiled Dark Eldar Haemonculi Coven that runs the Circle of Thorns criminal empire, as well as the sinister spread of the Devourer Cults and their Xenos Worm-Gods. This specialism includes, but is not limited to: an understanding of all the Xenos threats to the Sector, rumours about other active threats in the wider Imperium, and some cultural background based on what little the Inquisition has been able to learn about these entities.&lt;br /&gt;
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==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the Xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to: the maintenance of Xenotech, its operation, and at least a basic understanding of its capabilities. Most importantly, a Tech Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Xenos cogitator system.&lt;br /&gt;
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==== Xenobiology ==== &lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, the study of xenoflora and xenofauna as well as other sentient races (other than humans and abhumans). This specialism includes, but is not limited to: understanding physical strengths and weaknesses, knowledge about the biological processes of other species, and, perhaps most importantly, that with the skills of a Medicae or Chirurgeon, you could understand enough of what you&#039;re looking at to perform life-saving treatment or meaningfully dissect a Xenos.&lt;br /&gt;
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=== Biologis ===&lt;br /&gt;
This Lore represents medical training, allowing one to identify common ailments and injuries. It has forensic value in identifying causes of death where they may not be immediately obvious, and represents the ability to carry out research into medical issues or perform medical actions not immediately pertinent to healing mechanics, such as the dissection of corpses, study of diseases, and operation of medical technology.&lt;br /&gt;
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A character with this Lore can identify the basic signs of diseases and infections common in the Prosperitas Sector, as well as the signs of genetic corruption in the human body.&lt;br /&gt;
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=== Biologis Specialisations ===&lt;br /&gt;
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==== Human, Abhuman and Mutant Biology ====&lt;br /&gt;
This represents a familiarity with human genetics and physiology, as well as the evolutionary offshoots of humanity and an understanding as to how they differ physiologically. This specialism includes, but is not limited to: spotting signs of genetic deviation in physiology and medical tests, and testing for genetic stability. A Chirurgeon with this specialism would feel comfortably able to gene-edit life within an artificial vitro-womb.&lt;br /&gt;
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==== Xenobiology ====&lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, vis-a-vis the study of xenoflora and xenofauna as well as other sentient Xenos races. This specialism includes, but is not limited to: understanding physical strengths and weaknesses of Xenos life, knowledge about the biological processes of other species, and perhaps most importantly, that with the skills of a Medicae or Chirurgeon, you could understand enough of what you&#039;re looking at to perform life-saving treatment or meaningfully dissect a Xenos.&lt;br /&gt;
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==== Diseases and Biological Weapons ====&lt;br /&gt;
This represents an understanding of many of the common diseases and ailments in the Prosperitas Sector, as well as the effects of biological weapons used by the Imperium and its foes. This specialism includes, but is not limited to: recognising the signs of certain ailments and weapons, knowing the correct procedures to take to protect yourself from them, and, if you are a confident Chirurgeon, you could reasonably provide life-saving treatment on someone affected by such an disease or weapon.&lt;br /&gt;
&lt;br /&gt;
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==== Bionics, Implants and Implantation ====&lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, and identifying faulty or low-grade knockoff implants. A Chirurgeon with this specialisation would feel able to handle the installation of a pre-constructed bionic; a Tech-Priest with this specialisation would feel reasonably confident they could construct a bionic.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechanicus ===&lt;br /&gt;
Mechanicus Lore is not the operation of machinery; all characters are assumed to be familiar with the operation of technology associated with their current or previous role in the Imperium prior to becoming an agent of the powers they answer to. A Princeps does not forget how to command a Titan simply because they are severed from it. Mechanicus Lore is an intimate familiarity with the workings of machines, the science that makes them function, and their repair and manufacture. &lt;br /&gt;
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=== Mechanicus Specialisms ===&lt;br /&gt;
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==== Heretek of the Dark Mechanicus ==== &lt;br /&gt;
This specialism represents a fundamental understanding about the Dark Mechanicus — those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy — as well as more recently fallen Chaos-aligned Hereteks, whether or not they claim heritage from the older group. It also covers the sinister binding of Daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known Chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights, and Scrapcode , the corrupted Warp-code that is used both to communicate between Hereteks and to infect Imperial machinery. Most importantly, a Tech Priest could potentially use this knowledge to work out how to destroy such foul technology, and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Heretek cogitator system, at considerable spiritual risk.&lt;br /&gt;
&lt;br /&gt;
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==== Archaeotech ====&lt;br /&gt;
This represents the study of the technology of the Golden Age of Humanity, now referred to as the Dark Age of Technology, and the ability to understand — or at least work out — the function of those devices discovered by individuals travelling through the Prosperitas Sector. This specialism includes, but is not limited to: the maintenance of Archaeotech, its operation, and at least a basic understanding of its capabilities. Most importantly a Tech-Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech-Priest might have a reasonable chance of penetrating an Archaeotech cogitator system.&lt;br /&gt;
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&lt;br /&gt;
==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the Xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to: the maintenance of Xenotech, its operation, and at least a basic understanding of its capabilities. Most importantly a Tech-Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech-Priest might have a reasonable chance of penetrating a Xenos cogitator system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Martian Technology ====&lt;br /&gt;
This represents knowledge and study of the more esoteric technology of the Imperium. Martian technology is not the everyday technology that most Imperial citizens interface with on a daily basis, but covers the rare, more dangerous and more complex technologies, the knowledge of which is a closely guarded secret of the Mechanicus. This specialism includes, but is not limited to: the maintenance of Martian tech, its operation, and at least a basic understanding of its capabilities. Most importantly, a Tech- Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating an advanced Imperial cogitator system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bionics, Implants and Implantation ==== &lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, and identifying faulty or low-grade knockoff implants. A Chirurgeon with this specialisation would feel able to handle the installation of a pre-constructed bionic; a Tech-Priest with this specialisation would feel reasonably confident they could construct a bionic.&lt;br /&gt;
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----&lt;br /&gt;
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=== Arbites === &lt;br /&gt;
 &lt;br /&gt;
Arbites Lore represents the law-enforcement skillset and training of the Adeptus Arbites. While an individual with this lore may have never served in the Adeptus itself, they likely will have had training that has evolved out of years of Arbites refinement of the skill areas that they are required to follow. The Arbites, after all, predates the Inquisition when it comes to the arts of interrogation and excruciation to gain information from a suspect.&lt;br /&gt;
&lt;br /&gt;
With Arbites Lore you are trained to investigate crime scenes and look for clues, as well as being aware of common laws across the Imperium.&lt;br /&gt;
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=== Arbites Specialisations ===&lt;br /&gt;
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==== The Lex Imperialis ====&lt;br /&gt;
This specialism represents expanded knowledge of the Lex Imperialis (Book of Law). This trait can be used to find all sorts of laws to bring an individual or group to justice, to defend an individual or group from Imperial justice or for other varied purposes.&lt;br /&gt;
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==== Planetary Laws ====&lt;br /&gt;
You are familiar with the many different Planetary Laws of the Prosperitas Sector. You have an understanding of local bylaws, tithe laws, and the various different ways in which law is enforced across the Sector. While all true authority devolves from the Lex, many planets are given free rein to enforce authority locally in their own ways; you have studied many of these.&lt;br /&gt;
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==== Inheritance, Customs and Tax Law ====&lt;br /&gt;
You are familiar with the various economic and political crimes which plague the Sector. You have a developed understanding of which substances are illegal where, which Scion-Heir should inherit the planetary Governorship, and on what legal basis the local Cardinal is attempting to dodge their Tithe obligations.&lt;br /&gt;
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==== Criminals and Criminal Organisations ====&lt;br /&gt;
This specialism represents expanded knowledge of the criminals and criminal organisations active within the Prosperitas Sector, allowing one to recognise markings of interplanetary organisations, as well as giving knowledge of their methods, tools, and culture. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of the hidden signs that criminals use to communicate is represented by access to the [[Card Decks &amp;amp; Lore Sheets|Shade-script Translation Sheet]] which allows you to translate messages written in that script. This is a sign language, not a spoken language, but your character may know the correct hand-signs.&lt;br /&gt;
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==== Militias and Paramilitary Organisations ====&lt;br /&gt;
This specialism represents detailed knowledge of the various House militias, Guards, PDFs, bodyguards, Frateris Templar detachments, and mercenary forces at large across the Sector. You have a good knowledge of which are officially sanctioned, which are delicately ignored, and which are outright illegal. You also have a good working knowledge of the legal basis for levying and raising such forces to assist the Arbites in times of civil unrest.&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3433</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Lore&amp;diff=3433"/>
		<updated>2022-10-16T14:37:33Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Spelling, grammar, clarity, consistency.&lt;/p&gt;
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&lt;div&gt;Though a weapon in hand is essential for surviving in the Dark Millennium, the work of the Holy Ordos is not to win wars. That falls to the Imperial Guard and Imperial Navy, as well as the many other military arms of the Imperium. No, while servants of the Inquisition often fight horrors in the shadows of the Imperium, their singular and unenviable task is to &#039;&#039;understand&#039;&#039; those horrors — to investigate them and develop the methods by which they may be opposed or defeated. Worse, not all foes can fall to conventional weaponry — some are better defeated with wit then a blade.&lt;br /&gt;
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=== Using Lores ===&lt;br /&gt;
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Lores may provide you with briefing sheets and local information prior to a game. They can also be actively used in a few ways: &lt;br /&gt;
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You may receive a Lore brief prior to a game, or during downtime when something relevant to one of your Lores or specialisms comes up. &lt;br /&gt;
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Secondly, Lore gives you the ability to [[Investigations|Investigate]] by picking up clues.&lt;br /&gt;
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Some Lores allow for additional things such as speaking alien languages and some allow minor mechanical abilities.&lt;br /&gt;
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The final use of Lore is in allowing players to carry out research in downtime, and receive answers of varying accuracy — depending on how broad their knowledge is and how relevant their specialisms are.&lt;br /&gt;
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=== Lore Types ===&lt;br /&gt;
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The six &#039;&#039;&#039;Disciplines&#039;&#039;&#039; of Lore represent a broad general knowledge of a subject area, whereas &#039;&#039;&#039;Specialisms&#039;&#039;&#039; are specific areas of each discipline that represent &#039;advanced&#039; knowledge in a specialist subject. &lt;br /&gt;
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&#039;&#039;You cannot have a Specialism if you do not possess the relevant Discipline it is tied to.&#039;&#039;&lt;br /&gt;
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=== Malleus ===&lt;br /&gt;
The Malleus discipline represents a specialist in studying, interacting and combating the forces of the Warp, be they the ruinous powers themselves or the myriad of daemons and other psychic entities that live within that nightmare realm. This lore is considered threatening to the very soul of someone who learns it and as a result those who bear it are encouraged not to share their knowledge, lest they damn the innocent.&lt;br /&gt;
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=== Malleus Specialisms ===&lt;br /&gt;
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===== The Soul and Death =====&lt;br /&gt;
This specialism represents a fundamental understanding of the metaphysical nature of human existence in the context of the warp, both in the form of the soul, and in what little the Inquisition truly understands, or at least theorises, about what happens when you die. This specialism includes, but is not limited to: the nature of the soul, ghosts and how they interact with reality, and how the Warp can corrupt the soul.&lt;br /&gt;
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==== Daemonology ====&lt;br /&gt;
This specialism represents the practical study of Daemons and their nature as the native inhabitants and creations of the Realm of Chaos and the Dark Gods. This specialism includes, but is not limited to: identifying signs of a Daemonic summoning, identifying signs of their coming, and understanding elements of their nature, as well as knowledge of specific known Daemons.  &lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Death unto Darkness does not rely heavily on traditional depictions of Daemons from 40k canon. Because we are not producing a tabletop game, we like our Daemons to have breadth and variety not found in the canon, which exists to support a game with defined units. We prefer our Daemons to be more twisted and varied in form and role.&lt;br /&gt;
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==== Warp Mutants, Warp-Gifts and Psychic Powers ====&lt;br /&gt;
This specialism represents an understanding of the fundamentals behind how psykers and other mortals interact with the Warp. This includes both the study of unnatural abilities gifted by the Warp, and how it can corrupt and twist the body. This does not cover non-psyker mutants, who are, in the majority, a creation of evolution and environmental conditions rather than the Warp — despite the Imperium’s inability to tell the difference.&lt;br /&gt;
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==== Followers of the Dark Gods ====&lt;br /&gt;
This specialism represents a more fundamental understanding of the varied mortal servants of Chaos, their rituals, their secret signs and tongues, and known groups. This specialism includes, but is not limited to: what is understood about the technobarbarian tribes of subsector Tenebris, known cults of the Dark Gods, and what little the Inquisition knows about Traitor Astartes in the Prosperitas Sector. It does not cover the Dark Mechanicus or Chaos-aligned Hereteks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of secret signs of Warp Cults is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet, which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
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==== The Dark Mechanicus, Daemon Engines and their Creation ====&lt;br /&gt;
This specialism represents a fundamental understanding about the Dark Mechanicus — those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy — as well as more recently fallen Chaos-aligned Hereteks, whether or not they claim heritage from the older group. It also covers the sinister binding of Daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known Chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights, and Scrapcode , the corrupted Warp-code that is used both to communicate between Hereteks and to infect Imperial machinery. Most importantly, a Tech Priest could potentially use this knowledge to work out how to destroy such foul technology, and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Heretek cogitator system, at considerable spiritual risk.&lt;br /&gt;
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----&lt;br /&gt;
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=== Hereticus ===&lt;br /&gt;
The Hereticus discipline represents a fundamental understanding of the internal and external threats facing the Imperium from human foes. This includes the cults and armies of the Archenemy, as well as Rebel and Separatist movements that seek to divide or change the Imperium from within. Hereticus Lore represents a life dedicated to the studying, hunting or otherwise interacting with divergent human groups and cultures.&lt;br /&gt;
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=== Hereticus Specialisms ===&lt;br /&gt;
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==== Heretical Cults of the Alien and the Warp ====&lt;br /&gt;
This represents a fundamental understanding of heretical religious beliefs that revere threats outside of the Imperium - their practices, their secret signs and tongues, their rituals, and their symbolism. This specialism includes, but is not limited to: the Devourer (Genestealer) Cults of the Prosperitas Sector, the practices of the Warp-religion of the Aurelian Way, and the scattered knowledge on the practices of other known cults.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of the secret signs of Warp cults is represented by having access to the &lt;br /&gt;
[[Card Decks &amp;amp; Lore Sheets|Black Speech]] translation sheet, which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in this Dark tongue as well.&lt;br /&gt;
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==== The Rising Flame and other Rebel Groups ====&lt;br /&gt;
This represents an understanding of what is known about the Sector-wide anti-Imperial rebel movement known as the Rising Flame, as well as smaller and more localised rebel groups, such as the labour-agitators and hereteks of the Black Gauntlet. This specialism includes, but is not limited to: the structure and tactics of the Rising Flame; Xenos allies known to fight alongside them; and sigils, symbology and similar knowledge for other groups.&lt;br /&gt;
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==== Sects and Schisms of the Imperial Cult ====&lt;br /&gt;
This represents an understanding of the complex web of beliefs contained within the Imperial Cult — for example, knowledge about Imperial Death Cults, Sororitas Orders and Ministorum Sects — as well as those that stray over the line into heresy, such as the “Temple of the Saviour Emperor”. This specialism includes, but is not limited to: the rites and rituals of these groups; forms of secret communication, known figures and beliefs; and the legality of their practices.&lt;br /&gt;
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==== The Annwfyn, Ruwwad and other Divergent Cultures within the Imperium Prosperitas ==== &lt;br /&gt;
While “Imperial” culture is often monolithic, frontier sectors are home to many groups who see themselves as culturally and ethnically distinct and identify as such. In the Prosperitas sector, these include but are not limited to: the Annwfyn and Ruwwad major ethnic groups and their various planetary subgroups; unique planetary cultures established by Imperial settlers and/or Mechanicus; their languages, customs and practices; and other factors.&lt;br /&gt;
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==== The Hunting of the Witch and the Mutant ==== &lt;br /&gt;
This represents the common specialisation amongst the agents of the Ordo Hereticus in identifying, tracking and hunting those who demonstrate mutations, especially psykic talent. This specialism includes, but is not limited to: the scientific and esoteric methods of detecting Warp mutants, psykers and divergent mutations from the sacred Terran form of humanity; the signs of the use of warp powers and the known gifts of the Dark Gods; and methods for the capture, killing and containment of such beings. &lt;br /&gt;
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=== Xenos ===&lt;br /&gt;
The Xenos discipline represents a life spent studying, hunting and defending against the myriad alien life forms that threaten human life across the entire Prosperitas Sector, as well as a basic understanding of the provenance of strange relics left behind on certain worlds within the Sector.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Previous versions of this Lore allowed characters to specialise in ‘a race’. Over the years we have been running DuD we’ve found that this has tied our hands in terms of ‘what written in the canon source material would my character know’ (generating a situation where players unfamiliar with, and without access to, source material feeling that they were not as widely-read as their characters should be).  As such we have pivoted Xenos lore briefings to cover broader topic areas and kept the majority of canon lore out of player hands. This allows us to define our Xenos without needing to worry about contradicting established canon. &#039;&#039;&#039;Ordo Xenos agents in the Prosperitas Sector do not have an encyclopaedic knowledge of every alien in the universe&#039;&#039;&#039; — rather, they have a narrow focus on those Xenos threats in this one Sector. &lt;br /&gt;
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&#039;&#039;&#039;Please Note:&#039;&#039;&#039; Knowledge of the following Xenos factions/beings is explicitly restricted to find out in play (FOIP), largely because the Imperium has not yet encountered them within the timeframe of this game:&lt;br /&gt;
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* C’tan and Necrons&lt;br /&gt;
* Tyranids (Genestealers and Genestealer cults are known but the hive fleets have not yet been encountered, so what they herald is not yet fully understood)&lt;br /&gt;
* Tau (although Kroot have been encountered)&lt;br /&gt;
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You may be aware of legends of minor Xenos species from elsewhere in the Imperium but unless a Xenos species is mentioned beneath, on the wiki, or in a Lore brief, you should not know details about it.&lt;br /&gt;
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=== Xenos Specialisms ===&lt;br /&gt;
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==== Human Agents of the Xenos and the Cold Trade ====&lt;br /&gt;
While the Ordo Hereticus&#039; primary interest is in human threats to the Imperium, the Ordo Xenos often experiences crossover with them when investigating Xenos who interact with humanity without violence. These Xenos cause political, economic and spiritual corruption rather than presenting a direct threat to human life. This specialism also covers the Cold Trade — the smuggling of forbidden technologies of Xenos origin into Imperial space, where they might increase alien influence, or indeed might present a threat in the hands of those who do not know how the technologies work.&lt;br /&gt;
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==== Xeno-Archaeology of the Prosperitas Sector ====&lt;br /&gt;
This represents knowledge and study of the wealth of historical alien ruins and artefacts left from ancient races who previously occupied this region of space. This covers the ruins of the Shavastii, Slann and Eldar cultures, as well as several unusual cyclopean structures built of black stone and coated in hieroglyphics. This specialism includes, but is not limited to: a basic, but not detailed, understanding of modern Eldar culture, and a limited understanding of the Fall; an awareness of the presence of the remnants of the Slann in the Prosperitas Sector; an understanding of the aggressive Shavastii who hate the Imperium; and knowledge of ancient ruins and alien artefacts in general, including those of unidentified origin. It does not include any understanding of pre-Fall Eldar existence or culture.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of Eldar runes is represented by having access to the [[Card Decks &amp;amp; Lore Sheets|Eldar Translation Sheet]] which allows you to translate messages written in that script. You might be able to cobble together a basic sentence in the Eldar tongue as well. There are no known ciphers for Slann hieroglyphics or for other ancient texts, such as the Shavastii writing system.&lt;br /&gt;
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==== Current Xenos Threats ====&lt;br /&gt;
This represents knowledge and study of the alien threats to the Prosperitas Sector that the Ordo Xenos have currently identified. This covers the threat of the Shavastii as well as the exiled Dark Eldar Haemonculi Coven that runs the Circle of Thorns criminal empire, as well as the sinister spread of the Devourer Cults and their Xenos Worm-Gods. This specialism includes, but is not limited to: an understanding of all the Xenos threats to the Sector, rumours about other active threats in the wider Imperium, and some cultural background based on what little the Inquisition has been able to learn about these entities.&lt;br /&gt;
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==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the Xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to: the maintenance of Xenotech, its operation, and at least a basic understanding of its capabilities. Most importantly, a Tech Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Xenos cogitator system.&lt;br /&gt;
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==== Xenobiology ==== &lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, the study of xenoflora and xenofauna as well as other sentient races (other than humans and abhumans). This specialism includes, but is not limited to: understanding physical strengths and weaknesses, knowledge about the biological processes of other species, and, perhaps most importantly, that with the skills of a Medicae or Chirurgeon, you could understand enough of what you&#039;re looking at to perform life-saving treatment or meaningfully dissect a Xenos.&lt;br /&gt;
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=== Biologis ===&lt;br /&gt;
This Lore represents medical training, allowing one to identify common ailments and injuries. It has forensic value in identifying causes of death where they may not be immediately obvious, and represents the ability to carry out research into medical issues or perform medical actions not immediately pertinent to healing mechanics, such as the dissection of corpses, study of diseases, and operation of medical technology.&lt;br /&gt;
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A character with this Lore can identify the basic signs of diseases and infections common in the Prosperitas Sector, as well as the signs of genetic corruption in the human body.&lt;br /&gt;
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=== Biologis Specialisations ===&lt;br /&gt;
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==== Human, Abhuman and Mutant Biology ====&lt;br /&gt;
This represents a familiarity with human genetics and physiology, as well as the evolutionary offshoots of humanity and an understanding as to how they differ physiologically. This specialism includes, but is not limited to: spotting signs of genetic deviation in physiology and medical tests, and testing for genetic stability. A Chirurgeon with this specialism would feel comfortably able to gene-edit life within an artificial vitro-womb.&lt;br /&gt;
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==== Xenobiology ====&lt;br /&gt;
This represents a degree of xenobiological training from the standpoint of medical sciences, vis-a-vis the study of xenoflora and xenofauna as well as other sentient Xenos races. This specialism includes, but is not limited to: understanding physical strengths and weaknesses of Xenos life, knowledge about the biological processes of other species, and perhaps most importantly, that with the skills of a Medicae or Chirurgeon, you could understand enough of what you&#039;re looking at to perform life-saving treatment or meaningfully dissect a Xenos.&lt;br /&gt;
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==== Diseases and Biological Weapons ====&lt;br /&gt;
This represents an understanding of many of the common diseases and ailments in the Prosperitas Sector, as well as the effects of biological weapons used by the Imperium and its foes. This specialism includes, but is not limited to: recognising the signs of certain ailments and weapons, knowing the correct procedures to take to protect yourself from them, and, if you are a confident Chirurgeon, you could reasonably provide life-saving treatment on someone affected by such an disease or weapon.&lt;br /&gt;
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==== Bionics, Implants and Implantation ====&lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, and identifying faulty or low-grade knockoff implants. A Chirurgeon with this specialisation would feel able to handle the installation of a pre-constructed bionic; a Tech-Priest with this specialisation would feel reasonably confident they could construct a bionic.&lt;br /&gt;
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=== Mechanicus ===&lt;br /&gt;
Mechanicus Lore is not the operation of machinery; all characters are assumed to be familiar with the operation of technology associated with their current or previous role in the Imperium prior to becoming an agent of the powers they answer to. A Princeps does not forget how to command a Titan simply because they are severed from it. Mechanicus Lore is an intimate familiarity with the workings of machines, the science that makes them function, and their repair and manufacture. &lt;br /&gt;
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=== Mechanicus Specialisms ===&lt;br /&gt;
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&lt;br /&gt;
==== Heretek of the Dark Mechanicus ==== &lt;br /&gt;
This specialism represents a fundamental understanding about the Dark Mechanicus — those former Priests of the Machine Cult who turned to Chaos during the Horus Heresy — as well as more recently fallen Chaos-aligned Hereteks, whether or not they claim heritage from the older group. It also covers the sinister binding of Daemons and warp energy into mechanical forms known as Daemon Engines. This specialism includes, but is not limited to: the known Chaos-aligned cabals of Hereteks in the Prosperitas Sector, Daemon Engines and how they are created, Traitor Titans and Knights, and Scrapcode , the corrupted Warp-code that is used both to communicate between Hereteks and to infect Imperial machinery. Most importantly, a Tech Priest could potentially use this knowledge to work out how to destroy such foul technology, and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating a Heretek cogitator system, at considerable spiritual risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Archaeotech ====&lt;br /&gt;
This represents the study of the technology of the Golden Age of Humanity, now referred to as the Dark Age of Technology, and the ability to understand — or at least work out — the function of those devices discovered by individuals travelling through the Prosperitas Sector. This specialism includes, but is not limited to: the maintenance of Archaeotech, its operation, and at least a basic understanding of its capabilities. Most importantly a Tech-Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech-Priest might have a reasonable chance of penetrating an Archaeotech cogitator system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Xenotechnology ====&lt;br /&gt;
This represents knowledge and study of the technology of the Xenos races common to the Prosperitas Sector. This specialism includes, but is not limited to: the maintenance of Xenotech, its operation, and at least a basic understanding of its capabilities. Most importantly a Tech-Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech-Priest might have a reasonable chance of penetrating a Xenos cogitator system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Martian Technology ====&lt;br /&gt;
This represents knowledge and study of the more esoteric technology of the Imperium. Martian technology is not the everyday technology that most Imperial citizens interface with on a daily basis, but covers the rare, more dangerous and more complex technologies, the knowledge of which is a closely guarded secret of the Mechanicus. This specialism includes, but is not limited to: the maintenance of Martian tech, its operation, and at least a basic understanding of its capabilities. Most importantly, a Tech- Priest could potentially use this knowledge to work out how to replicate, or at least repair, this technology, and an Info-Executioner or Ordo Logi Tech Priest might have a reasonable chance of penetrating an advanced Imperial cogitator system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bionics, Implants and Implantation ==== &lt;br /&gt;
This represents a knowledge and study of bionic systems, their maintenance, and known patterns of bionics from across the Prosperitas Sector. This specialism includes, but is not limited to: understanding the function of bionic implants while performing an autopsy, identifying the pattern of the implant and its manufacturer, and identifying faulty or low-grade knockoff implants. A Chirurgeon with this specialisation would feel able to handle the installation of a pre-constructed bionic; a Tech-Priest with this specialisation would feel reasonably confident they could construct a bionic.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Arbites === &lt;br /&gt;
 &lt;br /&gt;
Arbites Lore represents the law-enforcement skillset and training of the Adeptus Arbites. While an individual with this lore may have never served in the Adeptus itself, they likely will have had training that has evolved out of years of Arbites refinement of the skill areas that they are required to follow. The Arbites, after all, predates the Inquisition when it comes to the arts of interrogation and excruciation to gain information from a suspect.&lt;br /&gt;
&lt;br /&gt;
With Arbites Lore you are trained to investigate crime scenes and look for clues, as well as being aware of common laws across the Imperium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arbites Specialisations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Lex Imperialis ====&lt;br /&gt;
This specialism represents expanded knowledge of the Lex Imperialis (Book of Law). This trait can be used to find all sorts of laws to bring an individual or group to justice, to defend an individual or group from Imperial justice or for other varied purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Planetary Laws ====&lt;br /&gt;
You are familiar with the many different Planetary Laws of the Prosperitas Sector. You have an understanding of local bylaws, tithe laws, and the various different ways in which law is enforced across the Sector. While all true authority devolves from the Lex, many planets are given free rein to enforce authority locally in their own ways; you have studied many of these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Inheritance, Customs and Tax Law ====&lt;br /&gt;
You are familiar with the various economic and political crimes which plague the Sector. You have a developed understanding of which substances are illegal where, which Scion-Heir should inherit the planetary Governorship, and on what legal basis the local Cardinal is attempting to dodge their Tithe obligations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Criminals and Criminal Organisations ====&lt;br /&gt;
This specialism represents expanded knowledge of the criminals and criminal organisations active within the Prosperitas Sector, allowing one to recognise markings of interplanetary organisations, as well as giving knowledge of their methods, tools, and culture. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Understanding of the hidden signs that criminals use to communicate is represented by access to the [[Card Decks &amp;amp; Lore Sheets|Shade-script Translation Sheet]] which allows you to translate messages written in that script. This is a sign language, not a spoken language, but your character may know the correct hand-signs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Militias and Paramilitary Organisations ====&lt;br /&gt;
This specialism represents detailed knowledge of the various House militias, Guards, PDFs, bodyguards, Frateris Templar detachments, and mercenary forces at large across the Sector. You have a good knowledge of which are officially sanctioned, which are delicately ignored, and which are outright illegal. You also have a good working knowledge of the legal basis for levying and raising such forces to assist the Arbites in times of civil unrest.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Calls&amp;diff=3430</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Calls&amp;diff=3430"/>
		<updated>2022-10-16T13:29:01Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Spelling, grammar, clarity, consistency.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== OC SAFETY CALLS ===&lt;br /&gt;
You must never use ANY of these calls for an IC purpose as they have distinct uses for indicating situations where there is OOC danger to an individual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME OUT! ==== &lt;br /&gt;
Indicates that you are to drop OOC immediately. &#039;&#039;Unless there is a personal safety reason not to do so&#039;&#039; stay exactly where you are, close your eyes, and do your best to ignore anything going on around you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TIME IN! ====&lt;br /&gt;
Indicates that an area has become &#039;live&#039; and in-character. Please cease any disruptive OOC activities or leave the area if you must continue them - otherwise assume the role of your character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SAFETY! ==== &lt;br /&gt;
Is used to indicate that while nobody has been hurt, there is an emerging safety hazard, and the game needs to be stopped for a Ref to intervene. &#039;&#039;&#039;Stay where you are unless you are in danger or unless told to move by a member of the game team.&#039;&#039;&#039; Once the danger is resolved &#039;&#039;&#039;TIME IN!&#039;&#039;&#039; will be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MAN DOWN! ==== &lt;br /&gt;
Is used to indicate that someone is in need of OOC medical assistance. &#039;&#039;&#039;Stop what you are doing immediately, and ensure other players and crew do so as well.&#039;&#039;&#039; Be aware of your surroundings, move to allow first aiders access to the individual(s), and ensure you give space where told to. Once the situation is resolved &#039;&#039;&#039;TIME IN!&#039;&#039;&#039; will be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== RED ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;&#039;&#039;&#039;RED&#039;&#039;&#039;&amp;lt;/span&amp;gt; should be used to indicate that you are OOC extremely uncomfortable with the scene, and indicates to all participants to stop and move away from the subject matter being used/discussed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== AMBER ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;&#039;&#039;&#039;AMBER&#039;&#039;&#039;&amp;lt;/span&amp;gt; indicates to others that you are becoming OOC uncomfortable with the subject matter and that they should be careful or back off from a subject to allow you to settle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GREEN ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;&#039;&#039;&#039;GREEN&#039;&#039;&#039;&amp;lt;/span&amp;gt; can be used to indicate to others that you are OOC comfortable and happy to continue with a subject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== STOP THE GAME ====&lt;br /&gt;
If you are overwhelmed or completely unable to deal with a subject and need to bring an immediate end to it, you may call &#039;&#039;&#039;STOP THE GAME&#039;&#039;&#039; at any point. At this point all participants should cease roleplay to allow the participant in question to remove themselves from the play area and talk to a ref. The refs will call &#039;&#039;&#039;TIME IN!&#039;&#039;&#039; once it is appropriate to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== MODIFIER CALLS ===&lt;br /&gt;
These calls are important as they indicate how a call affects you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MASS ====&lt;br /&gt;
Accompanying a Single Target or Cone call, this changes the area of effect to hit everyone within five meters of the source, or the target if there is one. If you are not the target, and you have &#039;&#039;&#039;[[Combat and Injury|Cover]]&#039;&#039;&#039; between yourself and the source/target, you do not need to take this call.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== WARP ====&lt;br /&gt;
This call originates from something of the Warp, whether a psychic power, a Daemonic blade, or something else of that nature. Any accompanying calls or uncalled melee blows affect you as normal. You &#039;&#039;&#039;cannot&#039;&#039;&#039; call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against Warp &#039;&#039;&#039;calls&#039;&#039;&#039; unless you have a skill which specifically states otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SANCTIC ==== &lt;br /&gt;
&#039;&#039;&#039;Ignore all attached calls unless briefed otherwise&#039;&#039;&#039; (Melee blows whose calls are ignored become uncalled melee.) You can &#039;&#039;&#039;call&#039;&#039;&#039; &#039;&#039;&#039;Deflect&#039;&#039;&#039; against &#039;&#039;&#039;Sanctic&#039;&#039;&#039; calls unless briefed otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== SINGLE TARGET DAMAGE CALLS ===&lt;br /&gt;
&#039;&#039;These calls cause damage as per the [[Combat and Injury]] Section to a single target.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several of these calls allow you (if &#039;&#039;&#039;ranged&#039;&#039;&#039;, rather than &#039;&#039;&#039;melee&#039;&#039;&#039;) to choose an effect based on the location that you were hit in. The recipient of a &#039;&#039;&#039;ranged&#039;&#039;&#039; call always chooses where the effect is assigned. When you are dealing with &#039;&#039;&#039;ranged&#039;&#039;&#039; attacks then you may not assign the effect to a limb already under a damage effect.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== BLAM ====&lt;br /&gt;
Lose a point of Endurance and react as if you have been shot with a lasbolt or normal bullet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== REND ====&lt;br /&gt;
Lose 2 Endurance and react as if you have been hit by a more powerful bolt of energy or bullet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== BOLT ====&lt;br /&gt;
Lose 3 Endurance and react as if you have been hit by a rocket propelled bullet or death ray beam.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are reduced to 0 Endurance by this call&#039;&#039;&#039;, you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received [[Medical Treatment|Triage]]; and you automatically suffer a complication when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SUNDER ====&lt;br /&gt;
Drop to 0 Endurance and become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; - you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received [[Medical Treatment|Triage]]. You automatically suffer a &#039;&#039;&#039;complication&#039;&#039;&#039; when a Medicae or Chirugeon performs Triage on you.&lt;br /&gt;
&lt;br /&gt;
This call may only be used &#039;&#039;&#039;once&#039;&#039;&#039;, regardless of how many sources of it you may have, before you have to &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== I AM A KNIFE IN THE DARK ====&lt;br /&gt;
Drop to 0 Endurance and become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; as quietly as possible - you cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received [[Medical Treatment|Triage]]. You automatically suffer a &#039;&#039;&#039;complication&#039;&#039;&#039; when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== CONE DAMAGE CALLS ===&lt;br /&gt;
These calls represent weapons that spray damage across a wide area in front of them they are considered to hit all individuals in front of the source as jets of flame or streams of bullet are spat forth by the weapon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== BURN ====&lt;br /&gt;
If you are within &amp;lt;5m of the source - lose 3 Endurance and react as if you have been hit by a gout of flame. If you are reduced to 0 Endurance you become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; but flail around for 10s on fire before you fall over, and cannot benefit from &#039;&#039;&#039;Get it Together&#039;&#039;&#039; until you have received [[Medical Treatment#Triage|Triage]]; and you automatically suffer a complication when a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; performs Triage on you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DAKKA ====&lt;br /&gt;
If you are within earshot of this call and can clearly see the source or have this called against you lose 3 Endurance unless you fall &#039;&#039;&#039;prone&#039;&#039;&#039; after hearing the call, or unless have a piece of Cover between yourself and the source of the call.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
=== MASS DAMAGE CALLS ===&lt;br /&gt;
&#039;&#039;These calls represent those which cause area of effect damage, hitting all foes within 5m of the called target or a specific point.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== BOOM ====&lt;br /&gt;
Lose 3 Endurance. You are thrown away from the source of the explosion - you must either stagger away from the source for 5s or fall and remain prone on the floor for 5s. If you are not the target and have [[Combat and Injury|Cover]] between yourself and the source/target, you may ignore this call.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== CALLS WITH STATUS EFFECTS ===&lt;br /&gt;
&#039;&#039;These calls do not cause damage, but instead force a specific reaction, or impose a mechanical or roleplaying effect on the target.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SHOCK ====&lt;br /&gt;
You are stunned for 5s, during which you cannot move, attack, or make calls. You cannot be affected by this call or &#039;&#039;&#039;Weaken&#039;&#039;&#039; again during the duration of the effect, or for 3s after you recover. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== WEAKEN ==== &lt;br /&gt;
You are disoriented and weakened for 5s, during which you cannot move, attack, or make calls. You cannot be affected by this call or &#039;&#039;&#039;Shock&#039;&#039;&#039; again during the duration of the effect, or for 3s after you recover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HAYWIRE ====&lt;br /&gt;
Your technological equipment ceases to function for 10s, during which you cannot make ranged calls or any calls originating from technology you are carrying. You cannot be affected by this call again during the duration of the effect, or for 3s after you recover.&lt;br /&gt;
&lt;br /&gt;
If you have any [[Bionic Traits]], then during this period you cannot move, attack, or make calls, and must instead spasm violently. This is optional if your character has costume bionics but no traits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== KNOCKBACK ====&lt;br /&gt;
You are hit with a blast from a shotgun or a powerful blow. For the duration you must either stagger away from the source for 5s, or fall and remain prone on the floor for 5s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GET IT TOGETHER ====&lt;br /&gt;
If you are NOT &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; you regain your Endurance pool.&lt;br /&gt;
&lt;br /&gt;
If you ARE &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; you may get back to your feet with your Endurance set to half its maximum (rounding up).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== I’M TAKING YOU, ALIVE! ====&lt;br /&gt;
The player or crew member attacking you intends to capture rather than kill you. After a period of roleplay, you become &#039;&#039;&#039;Subdued&#039;&#039;&#039; if you were &#039;&#039;&#039;Bleeding&#039;&#039;&#039;. Can only be used on characters considered to be foes and therefore cannot be used as a way to heal allies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== OTHER CUES ===&lt;br /&gt;
&#039;&#039;These calls have no immediate damaging effects but do have a direct influence on a character&#039;s roleplay, as they cue appropriate reactions to their use.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
==== DEFLECT ====&lt;br /&gt;
Indicates that a call has been heard by the target but it has been defended against in some way by a &#039;&#039;&#039;limited&#039;&#039;&#039; resource - or that the target has a specific weakness that must be undermined to damage it. This &#039;&#039;&#039;must&#039;&#039;&#039; be called immediately in response to a call if it is drawn from a limited pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== INEFFECTIVE====&lt;br /&gt;
Indicates that a call has been heard by the target but cannot affect it at all. This does not need to be called in response to every call - just occasionally, to make it clear a call is having no discernible effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SCAN [KEYWORD] ====&lt;br /&gt;
If you are the target of this call (e.g. “SCAN HARRY - CHEMS”) and think this would detect you, respond with PING. If no target is called and you think this would detect you, respond with PING loud enough to be heard by the caller. A list of keywords can be found [[Scanning|here]].&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== WOULD YOU KINDLY? ====&lt;br /&gt;
&#039;&#039;&#039;You are not aware that this has been used on you unless you resist it&#039;&#039;&#039;. If affected, you must obey the command, even if it is fatal to your character. You will follow this &#039;&#039;&#039;Cue&#039;&#039;&#039; either to completion of the task issued, or for 30s, whichever is shorter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== COMMAND OVERRIDE ====&lt;br /&gt;
Your mechanical components and wargear are being hacked. If affected, you must obey the command, even if it is fatal to your character. If you are the target, your interfaced bionics force you to undertake the task. If your wargear is targeted then it will behave appropriately. Either way, the target will follow this &#039;&#039;&#039;Cue&#039;&#039;&#039; to completion of the task issued, or for 30s, whichever is shorter.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Combat_and_Injury&amp;diff=3427</id>
		<title>Combat and Injury</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Combat_and_Injury&amp;diff=3427"/>
		<updated>2022-10-16T13:04:28Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Punctuation, clarity, making use of LARP/LRP consistent, clarifying what having a bleed count of 0 actually means&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DuD is a game where melee combat is Big, Dramatic and Cinematic. The goal of any fight in this game is for it to look impressive and cinematic. The weapons of the 41st millennium are brutal and weighty, and we want to show this. To this end, we want players to react to every blow in a fight, in an overt and dramatic fashion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Combat Social Contract ====&lt;br /&gt;
&lt;br /&gt;
It is often easy in the flow of combat and the rush of adrenaline to forget that the most important rule is that roleplay is a two-way social interaction. Combat within DuD is an extension of that principle. Rules on what an aggressor needs to do to deliver damage, with the emphasis on dramatic blows and war-cries, are wasted if their victims do not return the gesture. In this way we can all reciprocate to ensure combat is a dramatic and exciting roleplaying experience rather than becoming too focused on a mechanical ‘game’ – the rules exist to tell a story, rather than to create a competitive sport.&lt;br /&gt;
&lt;br /&gt;
This goes both ways: there are plenty of places in the game where a player is expected to make their character vulnerable for a few moments as part of the mechanics, be it just by reeling from a blow or other more dramatic effects. These aren’t intended to be situations where a ‘mook’ NPC minion will exploit them: only the most dangerous of opponents will deliberately set out to use these openings. We want to create a combat environment where people feel they can play up dangerous moments and take risks without automatically losing the battle because they weren’t fighting ‘efficiently’.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Combat Safety ===&lt;br /&gt;
&lt;br /&gt;
Weapons are divided into two categories: &#039;&#039;&#039;1-Handed&#039;&#039;&#039; and &#039;&#039;&#039;2-Handed&#039;&#039;&#039;. DuD does not make use of specific weapon length restrictions, but the UK Weapon Safety standard of 42” maximum for 1-Handed Melee weapons is a good guideline. 1-Handed ranged weapons should be ‘pistol’ sized, which we feel is clear enough guidance. A 2-Handed weapon can only be used &#039;&#039;if both your hands are on the weapon&#039;&#039;. There is no trait required to wield a 1-Handed weapon in each hand. The Game Team reserves the right to re-classify a prop as 2-Handed if we do not think you are safely wielding it in one hand.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;All weapons intended to be used in melee must be LARP safe.&#039;&#039;&#039; This means they have been tested by a member of the Game Team and conform to our safety standards. &lt;br /&gt;
* &#039;&#039;&#039;Ranged weapons do not need to be LARP safe.&#039;&#039;&#039; However, if converted from firing props/airsoft/nerf weaponry they &#039;&#039;&#039;must&#039;&#039;&#039; be unloaded and made safe so they cannot fire and &#039;&#039;&#039;no ammunition for them may be brought to DuD games&#039;&#039;&#039;. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;If you fail to follow this you can be excluded from the event.&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Where you are using a ranged weapon and enter Melee you are responsible for making your weapon safe.&#039;&#039;&#039;  &lt;br /&gt;
** If you are not using a LARP-safe prop you &#039;&#039;&#039;must&#039;&#039;&#039; move your weapon out of the way.  &#039;&#039;&#039;Props made of hard materials or not judged to be LARP-safe by the Game Team must be holstered or placed in a position where you can control their movement to prevent accidentally striking another participant.&#039;&#039;&#039; Charging melee combatants will -always slow- to give you time to do so, do not use this as a chance to retreat, be courteous &lt;br /&gt;
* &#039;&#039;&#039;All blows in Melee must be pulled.&#039;&#039;&#039;  &lt;br /&gt;
** For anyone not used to LARP combat, pulling a blow is the act of slowing the weapon before it strikes the target, so that it hits with a minimal tap.  &lt;br /&gt;
(* Sometimes people will misjudge this – it happens – but you should always be trying your best to pull every blow, and slow down or back off from a fight if you begin to find it difficult.) &lt;br /&gt;
* Blows to the head are discouraged. &lt;br /&gt;
** We believe they are more risky than other elements of combat, and you should avoid them unless the player does not present another valid target. It is the discretion of the struck player whether to take any effects to the torso or a limb. &lt;br /&gt;
* The use of hands and grappling in melee is specifically restricted to controlled situations where both parties have exchanged enthusiastic consent immediately beforehand. This should never occur where there is a danger of running into other participants or terrain, e.g. near a mass combat, or in a cramped space.  &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;DuD combat should feel cinematic for everyone.&#039;&#039;&#039; You should always roleplay a reaction to melee blows and melee/ranged calls regardless of whether your traits permit you to take no mechanical effect; while your character might not be fully human they are still impacted by the physical force of the attack or forced to dodge out of its way. Simply calling a &#039;&#039;&#039;Reaction&#039;&#039;&#039; call such as &#039;&#039;&#039;Dodge&#039;&#039;&#039; or &#039;&#039;&#039;Deflect&#039;&#039;&#039; is not sufficient.&lt;br /&gt;
&lt;br /&gt;
Always consider what a damage call represents: while the rules do allow you to survive a shot to the face at point-blank range by simply losing a point of Endurance, you should consider how you manage to soak it. Even if you don’t choose to become mechanically affected, it would at least be appropriate to fall to the ground clutching your face.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* When you are struck by an uncalled blow in melee you will lose &#039;&#039;&#039;1 Point of Endurance&#039;&#039;&#039;. You can lose no more Endurance than that every 1s unless a melee blow is accompanied by a &#039;&#039;&#039;Call&#039;&#039;&#039; or &#039;&#039;&#039;Cue&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Any Called Melee Blow, or a Shot with a Ranged Weapon&#039;&#039;&#039; may be performed once every 3s. &lt;br /&gt;
&lt;br /&gt;
* The call &#039;&#039;&#039;Sunder&#039;&#039;&#039; may only be used &#039;&#039;&#039;Once&#039;&#039;&#039; regardless of how many sources of it you may have before you have to &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.&lt;br /&gt;
** In most cases uses of &amp;quot;Ranged Sunder&amp;quot; follow these rules - after 15s of aiming (or charging) a weapon you may expend a Supply to call Sunder. You must focus on a single target while doing so; if you lose sight of this target you must restart this count. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ranged Weapons Require “Reloading”&#039;&#039;&#039; this is a five second period that can represent cooling the weapon, recharging it or performing quick maintenance. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1-Handed ranged weapons must Reload every Five Shots&#039;&#039;&#039; and are considered to have a range of ten meters &#039;&#039;&#039;but may make ranged calls in melee&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2-Handed Ranged weapons must Reload every Ten Shots&#039;&#039;&#039; and are limited to the hearing of your target. They cannot be used in melee without certain traits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cover ====&lt;br /&gt;
&lt;br /&gt;
A character is considered to have Cover if they have a solid object between them and the source of a call - such as a tree, building or other solid piece of the terrain that they could reasonably duck behind to protect themselves. &lt;br /&gt;
&lt;br /&gt;
A character who has Cover may call &#039;&#039;&#039;Deflect&#039;&#039;&#039; to the first two calls made from a direction they believe they have cover from. They can never benefit from the same object as cover more than once per combat - in order to get cover again they must move to hide behind a new piece of terrain. They may not call &#039;&#039;&#039;Deflect&#039;&#039;&#039; against &#039;&#039;&#039;Burn&#039;&#039;&#039;, &#039;&#039;&#039;Sunder&#039;&#039;&#039; and calls with &#039;&#039;&#039;Warp&#039;&#039;&#039; attached.&lt;br /&gt;
&lt;br /&gt;
Characters in Cover take no effect from &#039;&#039;&#039;Dakka&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Endurance ===&lt;br /&gt;
&lt;br /&gt;
Endurance is the measure of your characters ability to endure suffering. Whether that is through how tough they are or how fast they are is down to your personal roleplay. &lt;br /&gt;
&lt;br /&gt;
* When you are reduced to 0 Endurance you enter the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; condition which represents that your character has been pushed to their physical limits and has become critically injured. &lt;br /&gt;
&lt;br /&gt;
* If a Hostile Character tells you &#039;&#039;&#039;I’m taking you in, alive!&#039;&#039;&#039; Your character will be Subdued, rather than &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; (this can be done even if you are already &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Endurance is recovered by;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recuperating&#039;&#039;&#039; - this is a ten minute short rest where the character role plays the act of resting, drinking water, and having a Medicae check over the minor injuries and strain of the physical efforts they’ve expended earlier.&lt;br /&gt;
&lt;br /&gt;
A character cannot Recuperate if combat is ongoing nearby or they are &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; or have untreated &#039;&#039;&#039;Complications&#039;&#039;&#039; from a &#039;&#039;&#039;[[Medical_Treatment#Triage|Triage]]&#039;&#039;&#039; check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; character is catastrophically and potentially fatally injured. They must collapse and roleplay devastating injury or, if they prefer, unconsciousness.&lt;br /&gt;
* If they remain &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; for longer than 100 seconds they will become &#039;&#039;&#039;Near Death&#039;&#039;&#039; (see later) this timer is called their &amp;quot;bleed count&amp;quot;. &lt;br /&gt;
* A &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; character can barely move faster than a slow crawl, only physrep/roleplay their injuries and cannot make any action or use any traits unless their traits specify they can be used while in this state. They can scream or shout for help, unless they were rendered &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; by the &#039;&#039;&#039;I Am A Knife In The Dark&#039;&#039;&#039; cue.&lt;br /&gt;
* A character who is &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; can be restored to health via treatment from a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039;, which will restore them to 1 Endurance. They pause their bleed count when either &#039;&#039;&#039;[[Medical_Treatment#Providing_First_Aid_Treatment|First Aid]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Medical_Treatment#Triage|Triage]]&#039;&#039;&#039; is performed on them - their bleed count only resets after Triage has been successfully performed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Subdued ===&lt;br /&gt;
&lt;br /&gt;
* A character who is &#039;&#039;&#039;Subdued&#039;&#039;&#039; has been beaten into painful submission if they are not unconscious then they are barely conscious and may not talk. They may move for OC safety or comfort, but lack the IC wherewithal to seek IC safety and once OC comfortable or safe should then collapse unconscious or exhausted.&lt;br /&gt;
* A character who is &#039;&#039;&#039;Subdued&#039;&#039;&#039; will become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; if a Non-Player Character moves close to them and directly attacks them, or if they are caught in the area of effect of &#039;&#039;&#039;Burn&#039;&#039;&#039; or &#039;&#039;&#039;Boom&#039;&#039;&#039;.&lt;br /&gt;
* A character can recover from being &#039;&#039;&#039;Subdued&#039;&#039;&#039; by either another character spending 30s roleplaying bringing them around which restores them to 1 Endurance, or if Combat ends, at which point they come around without aid at 1 Endurance. &lt;br /&gt;
* A &#039;&#039;&#039;Subdued&#039;&#039;&#039; character can be captured by their enemies.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Near Death ===&lt;br /&gt;
&lt;br /&gt;
When a character who is &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; hits the end of their count, or experiences a fatal game effect, they become &#039;&#039;&#039;Near Death&#039;&#039;&#039;. They are outwardly unconscious, unable to move, and must be silent - they may experience things in this state but that is at &#039;&#039;&#039;Game Team&#039;&#039;&#039; discretion.&lt;br /&gt;
&lt;br /&gt;
A character who is &#039;&#039;&#039;Near Death&#039;&#039;&#039; has two choices: &#039;&#039;&#039;Embrace Death&#039;&#039;&#039;, or spend &#039;&#039;&#039;Fate&#039;&#039;&#039; to avoid it. Fate is a limited resource. A character has only three points of it for the duration of the current DuD campaign. When spending Fate to avoid death, a character may select one of the options below; a character may not spend Fate in the same way twice.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Back from the Brink&#039;&#039;&#039;&lt;br /&gt;
** You recover consciousness, but you are horrendously injured, and can do nothing but crawl or stagger. &lt;br /&gt;
** You require &#039;&#039;&#039;Surgery&#039;&#039;&#039; and must &#039;&#039;&#039;Recuperate&#039;&#039;&#039; before your character can act normally again.&lt;br /&gt;
* &#039;&#039;&#039;One final Push&#039;&#039;&#039; - Regain all Endurance and get to your feet. Your character now has a Bleed Count of 0 until they can &#039;&#039;&#039;Recuperate&#039;&#039;&#039;, meaning that the next time they become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bloodied&amp;lt;/span&amp;gt;&#039;&#039;&#039; they will immediately go to &#039;&#039;&#039;Near Death&#039;&#039;&#039; again.&lt;br /&gt;
* &#039;&#039;&#039;Marked by Dark Fates&#039;&#039;&#039; - Player characters may gain the attention of the God Emperor, dark powers, or the touch of mysterious and arcane technology. &lt;br /&gt;
** You may choose to have survived even certain death by the attention of… something. &lt;br /&gt;
** In such situations it is best to step OC and talk out options with the Game Team before your character is reintroduced.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Embracing Death&#039;&#039;&#039; is simple. You will not be able to use mechanical skills, but will be able to stagger about and roleplay for a little time before you die. A character who has Embraced Death needn’t use this for an affectionate passing on a death bed - an alternative take on this is to dramatically assure your friends that everything is fine and normal before you turn to face them showing half your head is missing due to being blown off by plasma, before collapsing - it needn’t be a touching moment. &lt;br /&gt;
&lt;br /&gt;
If you choose to have &#039;&#039;&#039;Embraced Death&#039;&#039;&#039;, at any point you can change your mind. Simply talk to the Game Team and spend Fate to evade it.  &lt;br /&gt;
&lt;br /&gt;
A character may instead &#039;&#039;&#039;Embrace Death&#039;&#039;&#039; by making a heroic last stand. To do this, call &#039;&#039;&#039;This is my Final Stand!&#039;&#039;&#039; - for the next two minutes (or shorter if you prefer) you take no mechanical effects from attacks against you, with the exception of the call &#039;&#039;&#039;Sunder&#039;&#039;&#039;, which instantly kills you. This has additional effects on your foes - for example, they may take more damage from you, or be drawn to fight you rather than your allies.&lt;br /&gt;
&lt;br /&gt;
A character that spends &#039;&#039;&#039;Fate&#039;&#039;&#039; to evade death will suffer one of the following &#039;&#039;&#039;Impediments&#039;&#039;&#039;, a lingering effect on body or soul that will stay with them for the rest of the event.&lt;br /&gt;
&lt;br /&gt;
* Choose an appropriate card from the Medical deck. Your character will suffer the effects for the rest of the event. &lt;br /&gt;
* If your character was injured by something supernatural, you may instead choose a card from the Exorcism deck to suffer the effects of for the rest of the event.&lt;br /&gt;
&lt;br /&gt;
They will also gain a [[Character_Advancement#Scars|Scar]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Songs_of_the_Prosperitas_Sector&amp;diff=1966</id>
		<title>Songs of the Prosperitas Sector</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Songs_of_the_Prosperitas_Sector&amp;diff=1966"/>
		<updated>2021-01-18T10:20:36Z</updated>

		<summary type="html">&lt;p&gt;Tealix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Songs and Hymns of the Prosperitas Sector ===&lt;br /&gt;
&lt;br /&gt;
The Prosperitas Culture has a series of ancient musical traditions, native and colonist alike. While singing in the native languages of the [[Annwfyn]] and [[Ruwwad]] is illegal, traditional tunes from both cultures with Low Gothic lyrics are popular on colonised planets; and the Imperial colonists brought a wealth of music with them.&lt;br /&gt;
&lt;br /&gt;
==== Hymns ====&lt;br /&gt;
&lt;br /&gt;
===== Ave, Ave Imperator =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=BqzGZ5AaeSs here] | Recording [https://soundcloud.com/jessieholder/ave-ave-imperator here] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On a warship bound for Terra&lt;br /&gt;
&amp;lt;br&amp;gt;There&#039;s a soul with a mournful eye&lt;br /&gt;
&amp;lt;br&amp;gt;High above her there&#039;s an angel&lt;br /&gt;
&amp;lt;br&amp;gt;Winging wrathful through the sky&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How the warp is howling&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;It howls with all its might&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;Howls and howls the whole day through&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;And half the summer night, singing sweetly:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ave Ave Imperator&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;Ave Imperator Dei&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;Ave Ave Imperator&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;Ave Imperator Dei&lt;br /&gt;
&lt;br /&gt;
Hold your weeping, said the angel,&lt;br /&gt;
&amp;lt;br&amp;gt;Who told you you would die alone?&lt;br /&gt;
&amp;lt;br&amp;gt;Every soul cries out in darkness&lt;br /&gt;
&amp;lt;br&amp;gt;But you journey towards the Throne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How the Warp....&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Souls are easily bound and broken&lt;br /&gt;
&amp;lt;br&amp;gt;Never knowing the reason why&lt;br /&gt;
&amp;lt;br&amp;gt;But whoever&#039;s faith is golden&lt;br /&gt;
&amp;lt;br&amp;gt;Like the angel has learned to fly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How the warp...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Ave, Ave Omnissiah =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=BqzGZ5AaeSs here] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the heart of every engine&amp;lt;br&amp;gt;&lt;br /&gt;
In the gearing of each machine&amp;lt;br&amp;gt;&lt;br /&gt;
Turns a spark of perfect reason&amp;lt;br&amp;gt;&lt;br /&gt;
Burns the fire of a soul unseen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How the spheres are dancing&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;They dance to songs divine&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Marking time across the void&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;And through the waves and sines, singing sweetly:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ave Ave Omnissiah&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Ave Deus Machinae&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Ave Ave Omnissiah&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Ave Deus Machinae&lt;br /&gt;
&lt;br /&gt;
Not forgotten, not discarded&lt;br /&gt;
&amp;lt;br&amp;gt;Every truth lies within His light:&lt;br /&gt;
&amp;lt;br&amp;gt;He whose blesséd Comprehension&lt;br /&gt;
&amp;lt;br&amp;gt;Guides our quest through the endless night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How the spheres...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ink and metal rust and falter&lt;br /&gt;
&amp;lt;br&amp;gt;Flesh is weak and was born to die:&lt;br /&gt;
&amp;lt;br&amp;gt;But whoever treasures reason&lt;br /&gt;
&amp;lt;br&amp;gt;Like the stars will be raised on high.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How the spheres...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Rose Red =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=8lXcmjignfk here] or [https://www.youtube.com/watch?v=dhkw8BPb3EQ here] | A hymn commemorating martyred Sororitas, often sung as a round&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rose rose rose red, will I ever see thee wed?&amp;lt;br&amp;gt;&lt;br /&gt;
I will marry at thy will, Sire, at thy will.&amp;lt;br&amp;gt;&lt;br /&gt;
Ding dong, ding dong, wedding bells on an April morn&amp;lt;br&amp;gt;&lt;br /&gt;
Carve thy name on a moss covered stone, on a moss covered stone.&lt;br /&gt;
&lt;br /&gt;
Rose rose rose red, she has fought and she has bled&amp;lt;br&amp;gt;&lt;br /&gt;
Waging war on a hundred worlds, on a thousand battleground.&amp;lt;br&amp;gt;&lt;br /&gt;
Open fire, open fire, turn your home to a funeral pyre,&amp;lt;br&amp;gt;&lt;br /&gt;
All she knows is faith and death and a moss-covered stone.&lt;br /&gt;
&lt;br /&gt;
Rose rose rose red, eternity shall see her wed&amp;lt;br&amp;gt;&lt;br /&gt;
Always marching on to fight to another bitter end.&amp;lt;br&amp;gt;&lt;br /&gt;
Open fire, open fire, the flames of war can still burn higher&amp;lt;br&amp;gt;&lt;br /&gt;
Carve that as her epitaph on her moss covered stone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Simple Faith Round =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://open.spotify.com/track/38f2T3JWak2ygBdWne6qYZ?si=EpUiBgAnR6mjjTVboNadow here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As I stand before Her throne&amp;lt;br&amp;gt;&lt;br /&gt;
Every sin I’ve ever known&amp;lt;br&amp;gt;&lt;br /&gt;
Is laid bare before Her sight&amp;lt;br&amp;gt; &lt;br /&gt;
And I’m cleansed by Her burning light &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Laudate Imperatore =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=EDc2FD-vy8M here] | Recording [https://soundcloud.com/jessieholder/laudate-imperator here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Laudate, laudate Imperatore&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;In Cathedra auratae, laudate&lt;br /&gt;
&lt;br /&gt;
Per caeli Terraeque rex est et invictus &lt;br /&gt;
&amp;lt;br&amp;gt;Carnosus et machinae, nemonis abiectus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Laudate, laudate Imperatore&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;In Cathedra auratae, laudate&lt;br /&gt;
&lt;br /&gt;
Aquilam attolemus, aura decoratur&lt;br /&gt;
&amp;lt;br&amp;gt;In hoc signo vincemus, malus debellatur &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Laudate, laudate Imperatore&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;In Cathedra auratae, laudate&lt;br /&gt;
&lt;br /&gt;
Laruae et lamiae nomen sanctum horrent &lt;br /&gt;
&amp;lt;br&amp;gt;Sacrilegi miserae cladis sui deplorent &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Laudate, laudate Imperatore&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;In Cathedra auratae, laudate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Souls of Terra =====&lt;br /&gt;
&lt;br /&gt;
Tune [https://www.youtube.com/watch?v=mXiWsTExlgE here]&lt;br /&gt;
&lt;br /&gt;
Souls of Terra, stop your dreaming,&lt;br /&gt;
&amp;lt;br&amp;gt;Can’t you see their lasguns gleaming?&lt;br /&gt;
&amp;lt;br&amp;gt;See their evil pennants streaming&lt;br /&gt;
&amp;lt;br&amp;gt;To this battlefield.&lt;br /&gt;
&lt;br /&gt;
Souls of Terra stand ye steady,&lt;br /&gt;
&amp;lt;br&amp;gt;It cannot be ever said ye&lt;br /&gt;
&amp;lt;br&amp;gt;For the battle were not ready.&lt;br /&gt;
&amp;lt;br&amp;gt;Stand and never yield.&lt;br /&gt;
&lt;br /&gt;
From the hills rebounding.&lt;br /&gt;
&amp;lt;br&amp;gt;Let this song be sounding.&lt;br /&gt;
&amp;lt;br&amp;gt;Summon all at the Emperor‘s call.&lt;br /&gt;
&amp;lt;br&amp;gt;The mighty force surrounding.&lt;br /&gt;
&lt;br /&gt;
Souls of Terra on to glory.&lt;br /&gt;
&amp;lt;br&amp;gt;This will ever be your story.&lt;br /&gt;
&amp;lt;br&amp;gt;Keep these burning words before ye&lt;br /&gt;
&amp;lt;br&amp;gt;Terra never yields! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Turn Your Hearts To Terra =====&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to Terra&lt;br /&gt;
&amp;lt;br&amp;gt;Turn your hearts unto the shining light&lt;br /&gt;
&amp;lt;br&amp;gt;Set your course by mankind’s mighty Father&lt;br /&gt;
&amp;lt;br&amp;gt;Let the Throne’s golden glory lead you right.&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to virtue&lt;br /&gt;
&amp;lt;br&amp;gt;Live your lives with faith and so with pride&lt;br /&gt;
&amp;lt;br&amp;gt;Heed the words of saints and priests and in them hear&lt;br /&gt;
&amp;lt;br&amp;gt;The call which cannot be denied.&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to Terra&lt;br /&gt;
&amp;lt;br&amp;gt;Turn your hearts unto the shining light&lt;br /&gt;
&amp;lt;br&amp;gt;Set your course by mankind’s mighty Father&lt;br /&gt;
&amp;lt;br&amp;gt;Let the Throne’s golden glory lead you right.&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to duty&lt;br /&gt;
&amp;lt;br&amp;gt;Resolutely hold thou firm and stand&lt;br /&gt;
&amp;lt;br&amp;gt;Walk the path which He has set before you&lt;br /&gt;
&amp;lt;br&amp;gt;For only in death does duty end.&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to Terra&lt;br /&gt;
&amp;lt;br&amp;gt;Turn your hearts unto the shining light&lt;br /&gt;
&amp;lt;br&amp;gt;Set your course by mankind’s mighty Father&lt;br /&gt;
&amp;lt;br&amp;gt;Let the Throne’s golden glory lead you right.&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to battle&lt;br /&gt;
&amp;lt;br&amp;gt;As the drums sound and the trumpets call&lt;br /&gt;
&amp;lt;br&amp;gt;In His name, take up your arms and armour&lt;br /&gt;
&amp;lt;br&amp;gt;And stand boldly forth as heroes all.&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to Terra&lt;br /&gt;
&amp;lt;br&amp;gt;Turn your hearts unto the shining light&lt;br /&gt;
&amp;lt;br&amp;gt;Set your course by mankind’s mighty Father&lt;br /&gt;
&amp;lt;br&amp;gt;Let the Throne’s golden glory lead you right.&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to glory&lt;br /&gt;
&amp;lt;br&amp;gt;Fill your hearts with faith like flame ablaze&lt;br /&gt;
&amp;lt;br&amp;gt;Burn on bright as stars against the darkness&lt;br /&gt;
&amp;lt;br&amp;gt;And fight on, till you stand before His gaze.&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to Terra&lt;br /&gt;
&amp;lt;br&amp;gt;Turn your hearts unto the shining light&lt;br /&gt;
&amp;lt;br&amp;gt;Set your course by mankind’s mighty Father&lt;br /&gt;
&amp;lt;br&amp;gt;Let the Throne’s golden glory lead you right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Secular Songs ====&lt;br /&gt;
&lt;br /&gt;
===== Jacinta&#039;s Flag =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=hoZLqq3aX38 here] | A drinking song from the early days of [[Durovera&#039;s Crusade]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oh when the traitors, they come a-marching&amp;lt;br&amp;gt;&lt;br /&gt;
Well we will fight, we will fight for Jascinta’s flag&amp;lt;br&amp;gt;&lt;br /&gt;
Oh when the traitors, they come a-marching,&amp;lt;br&amp;gt;&lt;br /&gt;
Spit in the face of history.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And when the titans, they come a-rolling&amp;lt;br&amp;gt;&lt;br /&gt;
Well we will fight, we will fight for Jascinta&#039;s flag&amp;lt;br&amp;gt;&lt;br /&gt;
When the titans, they come a-rolling&amp;lt;br&amp;gt;&lt;br /&gt;
If she can slay them so can we&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And when the cannons rain down from orbit&amp;lt;br&amp;gt;&lt;br /&gt;
Then we will stand, we will stand like Jascinta&#039;s flag&amp;lt;br&amp;gt;&lt;br /&gt;
When the cannons rain down from orbit&amp;lt;br&amp;gt;&lt;br /&gt;
Then we shall stand with dignity&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And when their voidships blot out the sunlight&amp;lt;br&amp;gt;&lt;br /&gt;
Then we will fire, we will fire for Jascinta&#039;s flag&amp;lt;br&amp;gt;&lt;br /&gt;
When their voidships block out the sunlight&amp;lt;br&amp;gt;&lt;br /&gt;
Then we shall fire until they flee&lt;br /&gt;
&lt;br /&gt;
And when the whiskey, it starts a-flowing&amp;lt;br&amp;gt;&lt;br /&gt;
Then we shall drink, we shall drink to Jascinta&#039;s flag&amp;lt;br&amp;gt;&lt;br /&gt;
When the whiskey, it starts a-flowing&amp;lt;br&amp;gt;&lt;br /&gt;
Then let us pour it fast and free&lt;br /&gt;
&lt;br /&gt;
And when they hunt us, they shall not find us&amp;lt;br&amp;gt;&lt;br /&gt;
For we&#039;ll be quick, we&#039;ll be quick with Jascinta&#039;s flag&amp;lt;br&amp;gt;&lt;br /&gt;
When they hunt us, they shall not find us,&amp;lt;br&amp;gt;&lt;br /&gt;
And we shall scorn their infamy.&lt;br /&gt;
&lt;br /&gt;
And when my body is lost and broken&amp;lt;br&amp;gt;&lt;br /&gt;
Then I shall rest, I shall rest &#039;neath Jascinta&#039;s flag,&amp;lt;br&amp;gt;&lt;br /&gt;
When my body is lost and broken&amp;lt;br&amp;gt;&lt;br /&gt;
Well then troops, you fight for me!&lt;br /&gt;
&lt;br /&gt;
Oh when the traitors, they come a-marching&amp;lt;br&amp;gt;&lt;br /&gt;
Well we will fight, we will fight for Jascinta’s flag&amp;lt;br&amp;gt;&lt;br /&gt;
Oh when the traitors, they come a-marching,&amp;lt;br&amp;gt;&lt;br /&gt;
Spit in the face of history.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Out to the Black =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://open.spotify.com/track/4mbkPNrzCJPnufSJGQBp0 here] | Popular among the Caudican Diaspora&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
My world is barren and broken&amp;lt;br&amp;gt;&lt;br /&gt;
Scarred as the face of her moon&amp;lt;br&amp;gt;&lt;br /&gt;
The old names are no longer spoken&amp;lt;br&amp;gt;&lt;br /&gt;
Our hives and our spires lie in ruins&lt;br /&gt;
&lt;br /&gt;
Will there be work on Polarnus?&amp;lt;br&amp;gt;&lt;br /&gt;
New quarries and tunnels to shape?&amp;lt;br&amp;gt;&lt;br /&gt;
I could fly all the way out to Cadia&amp;lt;br&amp;gt;&lt;br /&gt;
But oh, I can never escape&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chorus&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Where there&#039;s a mine or a claim to be found&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;That&#039;s what I&#039;m headed for, that&#039;s where I&#039;m bound&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Look for me out past the Gulf, on a moon far away&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Where the rhodium and gold, the promethium and tin&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Run in your blood, they get under your skin&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I&#039;m leaving the system tonight, and I&#039;m not coming back&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;So follow me out to the black&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The desert gave life to the hopeless&amp;lt;br&amp;gt;&lt;br /&gt;
We bored out a mountain of spoil&amp;lt;br&amp;gt;&lt;br /&gt;
When visions of Terra sustained us&amp;lt;br&amp;gt;&lt;br /&gt;
And blessings rewarded our toil&lt;br /&gt;
&lt;br /&gt;
Do you remember the spire-tops?&amp;lt;br&amp;gt;&lt;br /&gt;
A decade can pass in a dream&amp;lt;br&amp;gt;&lt;br /&gt;
When you&#039;re working away in the darkness&amp;lt;br&amp;gt;&lt;br /&gt;
Deep in the heart of the seam&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Where there&#039;s a mine or a claim to be found...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I dream of our heroes rewarded&amp;lt;br&amp;gt;&lt;br /&gt;
Redeemed in the sight of the Throne&amp;lt;br&amp;gt;&lt;br /&gt;
Their righteousness duly recorded&amp;lt;br&amp;gt;&lt;br /&gt;
The names of the dead set in stone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Where there&#039;s a mine or a claim to be found...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== They Say The Stars =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://open.spotify.com/track/5qRtma7P9gXTUxkT9KbpPr?si=dwEK7Aoi here] | A cautionary tale, sometimes banned on more orthodox worlds&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They say the stars come out by night &amp;lt;br&amp;gt;&lt;br /&gt;
They say the Eagle will take flight&amp;lt;br&amp;gt;&lt;br /&gt;
They say your world will be torn apart &amp;lt;br&amp;gt;&lt;br /&gt;
If you should give a psyker your heart &lt;br /&gt;
&lt;br /&gt;
Her eyes were bright which should be blind&amp;lt;br&amp;gt;&lt;br /&gt;
I heard her voice inside my mind&amp;lt;br&amp;gt;&lt;br /&gt;
Black ships will carry her away &amp;lt;br&amp;gt;&lt;br /&gt;
She will not see another day&lt;br /&gt;
&lt;br /&gt;
In dreams I saw her face so fair &amp;lt;br&amp;gt;&lt;br /&gt;
All twisted through with bleak despair&amp;lt;br&amp;gt;&lt;br /&gt;
“I am the Emperor’s property&amp;lt;br&amp;gt;&lt;br /&gt;
But still, I ask, could you ever love me?”&lt;br /&gt;
&lt;br /&gt;
“Oh you who’ve seen the Golden Throne &amp;lt;br&amp;gt;&lt;br /&gt;
Must know your life is not your own&amp;lt;br&amp;gt;&lt;br /&gt;
For how could mortal love compare&amp;lt;br&amp;gt;&lt;br /&gt;
To love divine which you must have known there?”&lt;br /&gt;
&lt;br /&gt;
“Oh I have seen the Golden Throne &amp;lt;br&amp;gt;&lt;br /&gt;
My life can never be my own&amp;lt;br&amp;gt;&lt;br /&gt;
But I would trade immortal bliss&amp;lt;br&amp;gt;&lt;br /&gt;
And risk my soul for just one kiss&lt;br /&gt;
&lt;br /&gt;
Her kindly words crept through my heart &amp;lt;br&amp;gt;&lt;br /&gt;
For what could keep two lovers apart? &amp;lt;br&amp;gt;&lt;br /&gt;
As through my mind her darkness stole &amp;lt;br&amp;gt;&lt;br /&gt;
She turned my head and she warped my soul &lt;br /&gt;
&lt;br /&gt;
They say the stars will never fail &amp;lt;br&amp;gt;&lt;br /&gt;
That holy war will ere prevail &amp;lt;br&amp;gt;&lt;br /&gt;
And your whole world will be torn apart &amp;lt;br&amp;gt;&lt;br /&gt;
Should you ever give a psyker your heart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== My Father Said =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=tc_imZiljWA here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not long, not long, my father said&amp;lt;br&amp;gt;&lt;br /&gt;
Not long will you be ours:&amp;lt;br&amp;gt;&lt;br /&gt;
The Golden Throne knows all too well&amp;lt;br&amp;gt;&lt;br /&gt;
Which are the fairest flowers.&lt;br /&gt;
&lt;br /&gt;
The priest was all too worldly though&amp;lt;br&amp;gt;&lt;br /&gt;
She prayed and rang her bell:&amp;lt;br&amp;gt;&lt;br /&gt;
The Medicae three candles lit,&amp;lt;br&amp;gt;&lt;br /&gt;
The priest said it was well.&lt;br /&gt;
&lt;br /&gt;
Your arms were all too feeble though&amp;lt;br&amp;gt;&lt;br /&gt;
You claimed to love me so:&amp;lt;br&amp;gt;&lt;br /&gt;
The Emperor stretched out Their hand,&amp;lt;br&amp;gt;&lt;br /&gt;
You sighed and let me go.&lt;br /&gt;
&lt;br /&gt;
This land is all too shallow&amp;lt;br&amp;gt;&lt;br /&gt;
It is painted on the sky&amp;lt;br&amp;gt;&lt;br /&gt;
And it trembles like the wind-shook rain&amp;lt;br&amp;gt;&lt;br /&gt;
When the Emperor breathes a sigh.&lt;br /&gt;
&lt;br /&gt;
Forever and for always&amp;lt;br&amp;gt;&lt;br /&gt;
I pray, remember me:&amp;lt;br&amp;gt;&lt;br /&gt;
Before the Throne, beyond the stars&amp;lt;br&amp;gt;&lt;br /&gt;
In the Emperor&#039;s company.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Imperial Navy Songs ====&lt;br /&gt;
&lt;br /&gt;
The [[Imperial Navy]] has a particularly strong choral tradition, with shanties and hymns used to keep time during menial tasks such as hauling the great chains to reload macrocannon batteries. Navy songs tend towards the boisterous, loud and repetitive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Star Chanty =====&lt;br /&gt;
&lt;br /&gt;
Recording [https://soundcloud.com/jessieholder/star-chanty here]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chorus:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Away, hey, look out away&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Set course through the Sector for we’re on our way&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Away, hey, look out away&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;And the stars in the aft-port doppler away&lt;br /&gt;
&lt;br /&gt;
Our new life begins as we cast off today&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(Away, hey, look out away)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Our home is this vessel, a battleship grey&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(And the stars in the aft-port doppler away)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Away, hey, look out away...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Farewell to our homeworld, her blues and her greens&amp;lt;br&amp;gt;&lt;br /&gt;
Farewell to her oceans, her meadows and streams&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Away, hey, look out away...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will be many years ere our journey is done&amp;lt;br&amp;gt;&lt;br /&gt;
Till we stand in the light of another bright sun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Away, hey, look out away...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So sing the last psalms as we practiced before&amp;lt;br&amp;gt;&lt;br /&gt;
Our hearts leap with joy as the great engines roar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Away, hey, look out away...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Leave Her Hooky =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://open.spotify.com/track/3GoPbYodwukBGydu33VFCg?si=tNuRUnoKQASFN6leHqB4hQ here] | Recordings [https://soundcloud.com/jessieholder/leave-her-hooky here], [https://drive.google.com/file/d/1jeu23S42KieDRdBAyX5pRbM-ThA05VxN/view?fbclid=IwAR3i-6ZnuDAsPBiVmc-FVuYb-eDnLNQ8UoCno2ILy1mezV4_t2r8PXE_wnM here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I thought I heard the Captain say&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Leave her, Hooky, leave her&lt;br /&gt;
&amp;lt;br&amp;gt;One broadside more till we belay&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;And it&#039;s time for us to leave her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chorus&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Oh leave her Hooky, leave her&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Oh leave her Hooky, leave her&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;One broadside more till we belay&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;And it&#039;s time for us to leave her.&lt;br /&gt;
&lt;br /&gt;
The boats have launched and the vents gape wide&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Leave her, Hooky, leave her&lt;br /&gt;
&amp;lt;br&amp;gt;She&#039;ll sail no more on the Warp&#039;s strange tides&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;And it&#039;s time for us to leave her.&lt;br /&gt;
&lt;br /&gt;
Well they&#039;ve blown our shields and they&#039;ve come aboard&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Leave her, Hooky, leave her&lt;br /&gt;
&amp;lt;br&amp;gt;But we&#039;ve a passage fee they can ill afford&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;And it&#039;s time for us to leave her&lt;br /&gt;
&lt;br /&gt;
Now we&#039;ve spiked the guns and the helm&#039;s athwart&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Leave her, Hooky, leave her&lt;br /&gt;
&amp;lt;br&amp;gt;And they&#039;ll learn too late what the rates have wrought&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;For it&#039;s time for us to leave her.&lt;br /&gt;
&lt;br /&gt;
But we&#039;ll leave her tight and we&#039;ll leave her trim&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Leave her, Hooky, leave her&lt;br /&gt;
&amp;lt;br&amp;gt;And she&#039;ll burn so bright that the stars will dim&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Now it&#039;s time for us to leave her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Voidfarer&#039;s Farewell =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://open.spotify.com/track/3hz8sQpnhcYdMGygpnbXr8?si=Rwsp9ldgRue-y-GadLSwNg here] | A recent propaganda version of a popular drinking song&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Farewell and adieu to you dirtside companions &amp;lt;br&amp;gt;&lt;br /&gt;
Farewell and adieu for we cannot remain &amp;lt;br&amp;gt;&lt;br /&gt;
For we’ve received orders to brave the warp’s currents &amp;lt;br&amp;gt;&lt;br /&gt;
Who knows if you’ll see our fair faces again &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chorus&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;And it’s one dirtside dance ere we make for Polarnus &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;And one Voidborn kiss ere we brave the warp’s fears&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Oh we’ll love you and leave you and never forget you &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Though our journey through Hell should take ten thousand years&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now the signal’s been made for the grand fleet to gather &amp;lt;br&amp;gt;&lt;br /&gt;
And every true rate has their pistol to hand &amp;lt;br&amp;gt;&lt;br /&gt;
From rimward and coreward the warships are mustering &amp;lt;br&amp;gt;&lt;br /&gt;
Our duty’s before us, Polarnus will stand &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And it’s one dirtside dance ere we make for Polarnus &amp;lt;br&amp;gt;...&lt;br /&gt;
&lt;br /&gt;
Now let every rate drink a toast to the Emperor &amp;lt;br&amp;gt;&lt;br /&gt;
And let every rate drink their fill from the bowl&amp;lt;br&amp;gt; &lt;br /&gt;
Oh let us be jolly and drown melancholy &amp;lt;br&amp;gt;&lt;br /&gt;
With a toast to each faithful and brave-hearted soul &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And it&#039;s one dirtside dance...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Light of the Emperor =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=6jS88rxOMk8&amp;amp;feature=youtu.be here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For all who sail beyond the sky&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;Let the light of the Emperor shine on me&lt;br /&gt;
&amp;lt;br&amp;gt;Through the deep of space shines a glorious eye&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;Let the light of the Emperor shine on me&lt;br /&gt;
&lt;br /&gt;
When the starlight fades and the shadows fall&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;Let the light of the Emperor shine on me&lt;br /&gt;
&amp;lt;br&amp;gt;When the storm draws in and the demons call&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;Let the light of the Emperor shine on me&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chorus&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Oh shine on me, shine on me&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Let the light of the Emperor shine on me&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Shine on me, oh, shine on me&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Let the light of the Emperor shine on me&lt;br /&gt;
&lt;br /&gt;
Oh the clouds boil black and the warp winds wail&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Let the light...&lt;br /&gt;
&amp;lt;br&amp;gt;And you&#039;re caught in the teeth of a living gale&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Let the light...&lt;br /&gt;
&lt;br /&gt;
And then your sailor&#039;s heart is filled with fear&lt;br /&gt;
&amp;lt;br&amp;gt;When the sounds of claws on the hull draw near&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Then the screams grow quiet with the fading storm&lt;br /&gt;
&amp;lt;br&amp;gt;But the dark is thickest before the dawn&lt;br /&gt;
&lt;br /&gt;
The eternal sun burns the clouds away&lt;br /&gt;
&amp;lt;br&amp;gt;From the darkest night comes the brightest day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When your ship is safe and you&#039;re headed home&lt;br /&gt;
&amp;lt;br&amp;gt;You can thank the Beacon, you can thank the Throne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Under Ulian&#039;s Guns =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=-KO7cofMJH0 here] | An old song about the [[Ships of Note of the Prosperitas Sector|Lion of Terra]], recently re-popularised&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Imperial ship once put to sky&amp;lt;br&amp;gt;&lt;br /&gt;
An Emperor who caught every eye&amp;lt;br&amp;gt;&lt;br /&gt;
Eight squads of Sharks and two miles high,&amp;lt;br&amp;gt;&lt;br /&gt;
Oh blow, you Warp winds, blow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chorus&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
Soon may the carrier come&amp;lt;br&amp;gt;&lt;br /&gt;
To haul us out of this cursed sun&amp;lt;br&amp;gt;&lt;br /&gt;
One day, under Ulian&#039;s guns&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re Coreward bound for home&lt;br /&gt;
&lt;br /&gt;
&#039;Twas not six weeks from Gaudium&#039;s light&amp;lt;br&amp;gt;&lt;br /&gt;
When a fleet of rebels hove into sight&amp;lt;br&amp;gt;&lt;br /&gt;
Their wakes all glowing with unholy light&amp;lt;br&amp;gt;&lt;br /&gt;
And Xeno ships in tow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Captain rang the all-hands bell&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Now take us into that gravity well!&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll send those heretic scum to hell,&amp;lt;br&amp;gt;&lt;br /&gt;
And watch their foul blood flow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pilots dropped their medals and tea&amp;lt;br&amp;gt;&lt;br /&gt;
And jumped in their Thunderbolts, one-two-three,&amp;lt;br&amp;gt;&lt;br /&gt;
The fire they spat made the Xenos flee&amp;lt;br&amp;gt;&lt;br /&gt;
And the rates all cheered below&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first torpedoes took us aboard&amp;lt;br&amp;gt;&lt;br /&gt;
While the lances sparked and the batteries roared&amp;lt;br&amp;gt;&lt;br /&gt;
And on the decks it was teeth and swords&amp;lt;br&amp;gt;&lt;br /&gt;
As the armscrew struck their blows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rebels turned and made to fly&amp;lt;br&amp;gt;&lt;br /&gt;
But the Lion&#039;s crew gave the battle-cry&amp;lt;br&amp;gt;&lt;br /&gt;
The battleship turned with a gleam in her eye&amp;lt;br&amp;gt;&lt;br /&gt;
And the engines roared below&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A storm blew up from the depths of Hell&amp;lt;br&amp;gt;&lt;br /&gt;
And the Lion rocked in the fiendish swell&amp;lt;br&amp;gt;&lt;br /&gt;
The relays sparked and the voidshields fell&amp;lt;br&amp;gt;&lt;br /&gt;
It took the ship in tow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
But the fighter wing had turned too late&amp;lt;br&amp;gt;&lt;br /&gt;
In the grip of the star and an evil fate&amp;lt;br&amp;gt;&lt;br /&gt;
When they looked about for the carrier&#039;s wake&amp;lt;br&amp;gt;&lt;br /&gt;
The storm had swallowed her whole.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With static on the vox in the silent chill,&amp;lt;br&amp;gt;&lt;br /&gt;
For all I know they&#039;re orbiting still,&amp;lt;br&amp;gt;&lt;br /&gt;
Till the tides of the Warp and the Emperor&#039;s Will&amp;lt;br&amp;gt;&lt;br /&gt;
Bring their souls back home&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Monforte&#039;s Folly =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=-d3XHQVMHDM here] | A lament about the [[Sector_Report_VIII|loss of the St Sanguinius]]. Sector propagandists have been at pains to impress that the fate of the ship is unknown and the content of this song speculation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The St Sanguinius lay just off the spar &amp;lt;br&amp;gt;&lt;br /&gt;
For hundreds of years at the Monacus Yard &amp;lt;br&amp;gt;&lt;br /&gt;
Retired and no longer to travel the stars &amp;lt;br&amp;gt;&lt;br /&gt;
Roll, Sanguinius, roll&lt;br /&gt;
&lt;br /&gt;
But when great House Monforte, they made their decree &amp;lt;br&amp;gt;&lt;br /&gt;
The St. Sang a luxury liner would be &amp;lt;br&amp;gt;&lt;br /&gt;
We rebuilt the great ship right down on the quay &amp;lt;br&amp;gt;&lt;br /&gt;
Roll Sanguinius, roll, away &amp;lt;br&amp;gt;&lt;br /&gt;
Roll Sanguinius, roll&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chorus:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
And it&#039;s one for the cold void above &amp;lt;br&amp;gt;&lt;br /&gt;
Two for the Emperor we love &amp;lt;br&amp;gt;&lt;br /&gt;
and it&#039;s three for the plasma reactors below &amp;lt;br&amp;gt;&lt;br /&gt;
Roll St Sanguinius, &amp;lt;br&amp;gt;&lt;br /&gt;
Roll Sanguinius, roll &lt;br /&gt;
&lt;br /&gt;
Diamond, Iron Lady, Macharius&#039; Call &amp;lt;br&amp;gt;&lt;br /&gt;
she was the voidship to outsize &#039;em all &amp;lt;br&amp;gt;&lt;br /&gt;
From Gaudium&#039;s shrines to Nivalis&#039; sprawl &amp;lt;br&amp;gt;&lt;br /&gt;
Roll Sanguinius, roll&lt;br /&gt;
&lt;br /&gt;
At last the Lord Monforte he gave us the sign &amp;lt;br&amp;gt;&lt;br /&gt;
The giant ship slipped off the last mooring-line &amp;lt;br&amp;gt;&lt;br /&gt;
What lay ahead could no mortal divine &amp;lt;br&amp;gt;&lt;br /&gt;
Roll Sanguinius, roll, away &amp;lt;br&amp;gt;&lt;br /&gt;
Roll Sanguinius, roll&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus x2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Her second-hand Gellar Field flickered and waned &amp;lt;br&amp;gt;&lt;br /&gt;
In through the gaps the Empyrean came &amp;lt;br&amp;gt;&lt;br /&gt;
The crew that survived it were never the same &amp;lt;br&amp;gt;&lt;br /&gt;
Roll, Sanguinius, roll&lt;br /&gt;
&lt;br /&gt;
So come all you good workers, beware the command &amp;lt;br&amp;gt;&lt;br /&gt;
That comes down on high from the desk of a man &amp;lt;br&amp;gt;&lt;br /&gt;
Who scrimps on the budget and won&#039;t heed the plans &amp;lt;br&amp;gt;&lt;br /&gt;
Roll Sanguinius, roll, away &amp;lt;br&amp;gt;&lt;br /&gt;
Roll Sanguinius, roll&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Strayvian Passage =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=AlhdIdaj4Ho here] | The recovery of the [[Ships of Note of the Prosperitas Sector|Lion of Terra]] has led to rumours of new efforts to find the [[Ships of Note of the Prosperitas Sector|Stormchaser]], belonging to the [[House Durovera|first Warmaster]], which went missing in 101.M41.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chorus:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ah, for just one time I would take the Strayvian Passage &amp;lt;br&amp;gt;&lt;br /&gt;
To find Jacinta&#039;s flagship, out wherever it may be &amp;lt;br&amp;gt;&lt;br /&gt;
Tracing one bright line through the Eye so wild and savage &amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;ll bring the old Stormchaser back with me&lt;br /&gt;
&lt;br /&gt;
T&#039;was back in three-oh-four the gallant Ulian disappeared &amp;lt;br&amp;gt;&lt;br /&gt;
The Lion of Terra swallowed by the Lash so fierce and feared &amp;lt;br&amp;gt;&lt;br /&gt;
But after these three centuries the Lion&#039;s no longer lost &amp;lt;br&amp;gt;&lt;br /&gt;
And I shall find the Stormchaser no matter what the cost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though I wasn&#039;t born a sailor, I have learned as best I can, &amp;lt;br&amp;gt;&lt;br /&gt;
In Durovera&#039;s footsteps, where her conquest first began &amp;lt;br&amp;gt;&lt;br /&gt;
Watching planets rise before me, then behind me sink again &amp;lt;br&amp;gt;&lt;br /&gt;
This tardiest explorer, in the wake of her campaign&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I worked my way up through the ranks and never made a slip &amp;lt;br&amp;gt;&lt;br /&gt;
And after sixty years at last they&#039;ve given me a ship &amp;lt;br&amp;gt;&lt;br /&gt;
She&#039;s barely got a Gellar field, she&#039;s rusted through and through &amp;lt;br&amp;gt;&lt;br /&gt;
But the bravest in Prosperitas she counts among her crew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We&#039;ve cleared the docks at Strayvia, our course set for the Gate &amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ve gone to find the Stormchaser, five hundred years too late &amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll not return without her, so pray for all our souls &amp;lt;br&amp;gt;&lt;br /&gt;
And think of us when you remember those still on patrol&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Songs_of_the_Prosperitas_Sector&amp;diff=1965</id>
		<title>Songs of the Prosperitas Sector</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Songs_of_the_Prosperitas_Sector&amp;diff=1965"/>
		<updated>2021-01-18T10:19:47Z</updated>

		<summary type="html">&lt;p&gt;Tealix: Songs added to the Navy section: &amp;#039;Strayvian Passage&amp;#039; and &amp;#039;Monforte&amp;#039;s Folly&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Songs and Hymns of the Prosperitas Sector ===&lt;br /&gt;
&lt;br /&gt;
The Prosperitas Culture has a series of ancient musical traditions, native and colonist alike. While singing in the native languages of the [[Annwfyn]] and [[Ruwwad]] is illegal, traditional tunes from both cultures with Low Gothic lyrics are popular on colonised planets; and the Imperial colonists brought a wealth of music with them.&lt;br /&gt;
&lt;br /&gt;
==== Hymns ====&lt;br /&gt;
&lt;br /&gt;
===== Ave, Ave Imperator =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=BqzGZ5AaeSs here] | Recording [https://soundcloud.com/jessieholder/ave-ave-imperator here] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On a warship bound for Terra&lt;br /&gt;
&amp;lt;br&amp;gt;There&#039;s a soul with a mournful eye&lt;br /&gt;
&amp;lt;br&amp;gt;High above her there&#039;s an angel&lt;br /&gt;
&amp;lt;br&amp;gt;Winging wrathful through the sky&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How the warp is howling&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;It howls with all its might&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;Howls and howls the whole day through&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;And half the summer night, singing sweetly:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ave Ave Imperator&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;Ave Imperator Dei&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;Ave Ave Imperator&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;Ave Imperator Dei&lt;br /&gt;
&lt;br /&gt;
Hold your weeping, said the angel,&lt;br /&gt;
&amp;lt;br&amp;gt;Who told you you would die alone?&lt;br /&gt;
&amp;lt;br&amp;gt;Every soul cries out in darkness&lt;br /&gt;
&amp;lt;br&amp;gt;But you journey towards the Throne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How the Warp....&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Souls are easily bound and broken&lt;br /&gt;
&amp;lt;br&amp;gt;Never knowing the reason why&lt;br /&gt;
&amp;lt;br&amp;gt;But whoever&#039;s faith is golden&lt;br /&gt;
&amp;lt;br&amp;gt;Like the angel has learned to fly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How the warp...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Ave, Ave Omnissiah =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=BqzGZ5AaeSs here] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the heart of every engine&amp;lt;br&amp;gt;&lt;br /&gt;
In the gearing of each machine&amp;lt;br&amp;gt;&lt;br /&gt;
Turns a spark of perfect reason&amp;lt;br&amp;gt;&lt;br /&gt;
Burns the fire of a soul unseen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How the spheres are dancing&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;They dance to songs divine&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Marking time across the void&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;And through the waves and sines, singing sweetly:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ave Ave Omnissiah&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Ave Deus Machinae&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Ave Ave Omnissiah&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Ave Deus Machinae&lt;br /&gt;
&lt;br /&gt;
Not forgotten, not discarded&lt;br /&gt;
&amp;lt;br&amp;gt;Every truth lies within His light:&lt;br /&gt;
&amp;lt;br&amp;gt;He whose blesséd Comprehension&lt;br /&gt;
&amp;lt;br&amp;gt;Guides our quest through the endless night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How the spheres...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ink and metal rust and falter&lt;br /&gt;
&amp;lt;br&amp;gt;Flesh is weak and was born to die:&lt;br /&gt;
&amp;lt;br&amp;gt;But whoever treasures reason&lt;br /&gt;
&amp;lt;br&amp;gt;Like the stars will be raised on high.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How the spheres...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Rose Red =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=8lXcmjignfk here] or [https://www.youtube.com/watch?v=dhkw8BPb3EQ here] | A hymn commemorating martyred Sororitas, often sung as a round&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rose rose rose red, will I ever see thee wed?&amp;lt;br&amp;gt;&lt;br /&gt;
I will marry at thy will, Sire, at thy will.&amp;lt;br&amp;gt;&lt;br /&gt;
Ding dong, ding dong, wedding bells on an April morn&amp;lt;br&amp;gt;&lt;br /&gt;
Carve thy name on a moss covered stone, on a moss covered stone.&lt;br /&gt;
&lt;br /&gt;
Rose rose rose red, she has fought and she has bled&amp;lt;br&amp;gt;&lt;br /&gt;
Waging war on a hundred worlds, on a thousand battleground.&amp;lt;br&amp;gt;&lt;br /&gt;
Open fire, open fire, turn your home to a funeral pyre,&amp;lt;br&amp;gt;&lt;br /&gt;
All she knows is faith and death and a moss-covered stone.&lt;br /&gt;
&lt;br /&gt;
Rose rose rose red, eternity shall see her wed&amp;lt;br&amp;gt;&lt;br /&gt;
Always marching on to fight to another bitter end.&amp;lt;br&amp;gt;&lt;br /&gt;
Open fire, open fire, the flames of war can still burn higher&amp;lt;br&amp;gt;&lt;br /&gt;
Carve that as her epitaph on her moss covered stone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Simple Faith Round =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://open.spotify.com/track/38f2T3JWak2ygBdWne6qYZ?si=EpUiBgAnR6mjjTVboNadow here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As I stand before Her throne&amp;lt;br&amp;gt;&lt;br /&gt;
Every sin I’ve ever known&amp;lt;br&amp;gt;&lt;br /&gt;
Is laid bare before Her sight&amp;lt;br&amp;gt; &lt;br /&gt;
And I’m cleansed by Her burning light &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Laudate Imperatore =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=EDc2FD-vy8M here] | Recording [https://soundcloud.com/jessieholder/laudate-imperator here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Laudate, laudate Imperatore&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;In Cathedra auratae, laudate&lt;br /&gt;
&lt;br /&gt;
Per caeli Terraeque rex est et invictus &lt;br /&gt;
&amp;lt;br&amp;gt;Carnosus et machinae, nemonis abiectus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Laudate, laudate Imperatore&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;In Cathedra auratae, laudate&lt;br /&gt;
&lt;br /&gt;
Aquilam attolemus, aura decoratur&lt;br /&gt;
&amp;lt;br&amp;gt;In hoc signo vincemus, malus debellatur &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Laudate, laudate Imperatore&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;In Cathedra auratae, laudate&lt;br /&gt;
&lt;br /&gt;
Laruae et lamiae nomen sanctum horrent &lt;br /&gt;
&amp;lt;br&amp;gt;Sacrilegi miserae cladis sui deplorent &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Laudate, laudate Imperatore&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;In Cathedra auratae, laudate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Souls of Terra =====&lt;br /&gt;
&lt;br /&gt;
Tune [https://www.youtube.com/watch?v=mXiWsTExlgE here]&lt;br /&gt;
&lt;br /&gt;
Souls of Terra, stop your dreaming,&lt;br /&gt;
&amp;lt;br&amp;gt;Can’t you see their lasguns gleaming?&lt;br /&gt;
&amp;lt;br&amp;gt;See their evil pennants streaming&lt;br /&gt;
&amp;lt;br&amp;gt;To this battlefield.&lt;br /&gt;
&lt;br /&gt;
Souls of Terra stand ye steady,&lt;br /&gt;
&amp;lt;br&amp;gt;It cannot be ever said ye&lt;br /&gt;
&amp;lt;br&amp;gt;For the battle were not ready.&lt;br /&gt;
&amp;lt;br&amp;gt;Stand and never yield.&lt;br /&gt;
&lt;br /&gt;
From the hills rebounding.&lt;br /&gt;
&amp;lt;br&amp;gt;Let this song be sounding.&lt;br /&gt;
&amp;lt;br&amp;gt;Summon all at the Emperor‘s call.&lt;br /&gt;
&amp;lt;br&amp;gt;The mighty force surrounding.&lt;br /&gt;
&lt;br /&gt;
Souls of Terra on to glory.&lt;br /&gt;
&amp;lt;br&amp;gt;This will ever be your story.&lt;br /&gt;
&amp;lt;br&amp;gt;Keep these burning words before ye&lt;br /&gt;
&amp;lt;br&amp;gt;Terra never yields! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Turn Your Hearts To Terra =====&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to Terra&lt;br /&gt;
&amp;lt;br&amp;gt;Turn your hearts unto the shining light&lt;br /&gt;
&amp;lt;br&amp;gt;Set your course by mankind’s mighty Father&lt;br /&gt;
&amp;lt;br&amp;gt;Let the Throne’s golden glory lead you right.&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to virtue&lt;br /&gt;
&amp;lt;br&amp;gt;Live your lives with faith and so with pride&lt;br /&gt;
&amp;lt;br&amp;gt;Heed the words of saints and priests and in them hear&lt;br /&gt;
&amp;lt;br&amp;gt;The call which cannot be denied.&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to Terra&lt;br /&gt;
&amp;lt;br&amp;gt;Turn your hearts unto the shining light&lt;br /&gt;
&amp;lt;br&amp;gt;Set your course by mankind’s mighty Father&lt;br /&gt;
&amp;lt;br&amp;gt;Let the Throne’s golden glory lead you right.&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to duty&lt;br /&gt;
&amp;lt;br&amp;gt;Resolutely hold thou firm and stand&lt;br /&gt;
&amp;lt;br&amp;gt;Walk the path which He has set before you&lt;br /&gt;
&amp;lt;br&amp;gt;For only in death does duty end.&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to Terra&lt;br /&gt;
&amp;lt;br&amp;gt;Turn your hearts unto the shining light&lt;br /&gt;
&amp;lt;br&amp;gt;Set your course by mankind’s mighty Father&lt;br /&gt;
&amp;lt;br&amp;gt;Let the Throne’s golden glory lead you right.&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to battle&lt;br /&gt;
&amp;lt;br&amp;gt;As the drums sound and the trumpets call&lt;br /&gt;
&amp;lt;br&amp;gt;In His name, take up your arms and armour&lt;br /&gt;
&amp;lt;br&amp;gt;And stand boldly forth as heroes all.&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to Terra&lt;br /&gt;
&amp;lt;br&amp;gt;Turn your hearts unto the shining light&lt;br /&gt;
&amp;lt;br&amp;gt;Set your course by mankind’s mighty Father&lt;br /&gt;
&amp;lt;br&amp;gt;Let the Throne’s golden glory lead you right.&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to glory&lt;br /&gt;
&amp;lt;br&amp;gt;Fill your hearts with faith like flame ablaze&lt;br /&gt;
&amp;lt;br&amp;gt;Burn on bright as stars against the darkness&lt;br /&gt;
&amp;lt;br&amp;gt;And fight on, till you stand before His gaze.&lt;br /&gt;
&lt;br /&gt;
Turn your hearts, o turn your hearts to Terra&lt;br /&gt;
&amp;lt;br&amp;gt;Turn your hearts unto the shining light&lt;br /&gt;
&amp;lt;br&amp;gt;Set your course by mankind’s mighty Father&lt;br /&gt;
&amp;lt;br&amp;gt;Let the Throne’s golden glory lead you right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Secular Songs ====&lt;br /&gt;
&lt;br /&gt;
===== Jacinta&#039;s Flag =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=hoZLqq3aX38 here] | A drinking song from the early days of [[Durovera&#039;s Crusade]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oh when the traitors, they come a-marching&amp;lt;br&amp;gt;&lt;br /&gt;
Well we will fight, we will fight for Jascinta’s flag&amp;lt;br&amp;gt;&lt;br /&gt;
Oh when the traitors, they come a-marching,&amp;lt;br&amp;gt;&lt;br /&gt;
Spit in the face of history.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And when the titans, they come a-rolling&amp;lt;br&amp;gt;&lt;br /&gt;
Well we will fight, we will fight for Jascinta&#039;s flag&amp;lt;br&amp;gt;&lt;br /&gt;
When the titans, they come a-rolling&amp;lt;br&amp;gt;&lt;br /&gt;
If she can slay them so can we&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And when the cannons rain down from orbit&amp;lt;br&amp;gt;&lt;br /&gt;
Then we will stand, we will stand like Jascinta&#039;s flag&amp;lt;br&amp;gt;&lt;br /&gt;
When the cannons rain down from orbit&amp;lt;br&amp;gt;&lt;br /&gt;
Then we shall stand with dignity&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And when their voidships blot out the sunlight&amp;lt;br&amp;gt;&lt;br /&gt;
Then we will fire, we will fire for Jascinta&#039;s flag&amp;lt;br&amp;gt;&lt;br /&gt;
When their voidships block out the sunlight&amp;lt;br&amp;gt;&lt;br /&gt;
Then we shall fire until they flee&lt;br /&gt;
&lt;br /&gt;
And when the whiskey, it starts a-flowing&amp;lt;br&amp;gt;&lt;br /&gt;
Then we shall drink, we shall drink to Jascinta&#039;s flag&amp;lt;br&amp;gt;&lt;br /&gt;
When the whiskey, it starts a-flowing&amp;lt;br&amp;gt;&lt;br /&gt;
Then let us pour it fast and free&lt;br /&gt;
&lt;br /&gt;
And when they hunt us, they shall not find us&amp;lt;br&amp;gt;&lt;br /&gt;
For we&#039;ll be quick, we&#039;ll be quick with Jascinta&#039;s flag&amp;lt;br&amp;gt;&lt;br /&gt;
When they hunt us, they shall not find us,&amp;lt;br&amp;gt;&lt;br /&gt;
And we shall scorn their infamy.&lt;br /&gt;
&lt;br /&gt;
And when my body is lost and broken&amp;lt;br&amp;gt;&lt;br /&gt;
Then I shall rest, I shall rest &#039;neath Jascinta&#039;s flag,&amp;lt;br&amp;gt;&lt;br /&gt;
When my body is lost and broken&amp;lt;br&amp;gt;&lt;br /&gt;
Well then troops, you fight for me!&lt;br /&gt;
&lt;br /&gt;
Oh when the traitors, they come a-marching&amp;lt;br&amp;gt;&lt;br /&gt;
Well we will fight, we will fight for Jascinta’s flag&amp;lt;br&amp;gt;&lt;br /&gt;
Oh when the traitors, they come a-marching,&amp;lt;br&amp;gt;&lt;br /&gt;
Spit in the face of history.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Out to the Black =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://open.spotify.com/track/4mbkPNrzCJPnufSJGQBp0 here] | Popular among the Caudican Diaspora&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
My world is barren and broken&amp;lt;br&amp;gt;&lt;br /&gt;
Scarred as the face of her moon&amp;lt;br&amp;gt;&lt;br /&gt;
The old names are no longer spoken&amp;lt;br&amp;gt;&lt;br /&gt;
Our hives and our spires lie in ruins&lt;br /&gt;
&lt;br /&gt;
Will there be work on Polarnus?&amp;lt;br&amp;gt;&lt;br /&gt;
New quarries and tunnels to shape?&amp;lt;br&amp;gt;&lt;br /&gt;
I could fly all the way out to Cadia&amp;lt;br&amp;gt;&lt;br /&gt;
But oh, I can never escape&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chorus&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Where there&#039;s a mine or a claim to be found&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;That&#039;s what I&#039;m headed for, that&#039;s where I&#039;m bound&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Look for me out past the Gulf, on a moon far away&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Where the rhodium and gold, the promethium and tin&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Run in your blood, they get under your skin&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I&#039;m leaving the system tonight, and I&#039;m not coming back&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;So follow me out to the black&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The desert gave life to the hopeless&amp;lt;br&amp;gt;&lt;br /&gt;
We bored out a mountain of spoil&amp;lt;br&amp;gt;&lt;br /&gt;
When visions of Terra sustained us&amp;lt;br&amp;gt;&lt;br /&gt;
And blessings rewarded our toil&lt;br /&gt;
&lt;br /&gt;
Do you remember the spire-tops?&amp;lt;br&amp;gt;&lt;br /&gt;
A decade can pass in a dream&amp;lt;br&amp;gt;&lt;br /&gt;
When you&#039;re working away in the darkness&amp;lt;br&amp;gt;&lt;br /&gt;
Deep in the heart of the seam&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Where there&#039;s a mine or a claim to be found...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I dream of our heroes rewarded&amp;lt;br&amp;gt;&lt;br /&gt;
Redeemed in the sight of the Throne&amp;lt;br&amp;gt;&lt;br /&gt;
Their righteousness duly recorded&amp;lt;br&amp;gt;&lt;br /&gt;
The names of the dead set in stone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Where there&#039;s a mine or a claim to be found...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== They Say The Stars =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://open.spotify.com/track/5qRtma7P9gXTUxkT9KbpPr?si=dwEK7Aoi here] | A cautionary tale, sometimes banned on more orthodox worlds&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They say the stars come out by night &amp;lt;br&amp;gt;&lt;br /&gt;
They say the Eagle will take flight&amp;lt;br&amp;gt;&lt;br /&gt;
They say your world will be torn apart &amp;lt;br&amp;gt;&lt;br /&gt;
If you should give a psyker your heart &lt;br /&gt;
&lt;br /&gt;
Her eyes were bright which should be blind&amp;lt;br&amp;gt;&lt;br /&gt;
I heard her voice inside my mind&amp;lt;br&amp;gt;&lt;br /&gt;
Black ships will carry her away &amp;lt;br&amp;gt;&lt;br /&gt;
She will not see another day&lt;br /&gt;
&lt;br /&gt;
In dreams I saw her face so fair &amp;lt;br&amp;gt;&lt;br /&gt;
All twisted through with bleak despair&amp;lt;br&amp;gt;&lt;br /&gt;
“I am the Emperor’s property&amp;lt;br&amp;gt;&lt;br /&gt;
But still, I ask, could you ever love me?”&lt;br /&gt;
&lt;br /&gt;
“Oh you who’ve seen the Golden Throne &amp;lt;br&amp;gt;&lt;br /&gt;
Must know your life is not your own&amp;lt;br&amp;gt;&lt;br /&gt;
For how could mortal love compare&amp;lt;br&amp;gt;&lt;br /&gt;
To love divine which you must have known there?”&lt;br /&gt;
&lt;br /&gt;
“Oh I have seen the Golden Throne &amp;lt;br&amp;gt;&lt;br /&gt;
My life can never be my own&amp;lt;br&amp;gt;&lt;br /&gt;
But I would trade immortal bliss&amp;lt;br&amp;gt;&lt;br /&gt;
And risk my soul for just one kiss&lt;br /&gt;
&lt;br /&gt;
Her kindly words crept through my heart &amp;lt;br&amp;gt;&lt;br /&gt;
For what could keep two lovers apart? &amp;lt;br&amp;gt;&lt;br /&gt;
As through my mind her darkness stole &amp;lt;br&amp;gt;&lt;br /&gt;
She turned my head and she warped my soul &lt;br /&gt;
&lt;br /&gt;
They say the stars will never fail &amp;lt;br&amp;gt;&lt;br /&gt;
That holy war will ere prevail &amp;lt;br&amp;gt;&lt;br /&gt;
And your whole world will be torn apart &amp;lt;br&amp;gt;&lt;br /&gt;
Should you ever give a psyker your heart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== My Father Said =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=tc_imZiljWA here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not long, not long, my father said&amp;lt;br&amp;gt;&lt;br /&gt;
Not long will you be ours:&amp;lt;br&amp;gt;&lt;br /&gt;
The Golden Throne knows all too well&amp;lt;br&amp;gt;&lt;br /&gt;
Which are the fairest flowers.&lt;br /&gt;
&lt;br /&gt;
The priest was all too worldly though&amp;lt;br&amp;gt;&lt;br /&gt;
She prayed and rang her bell:&amp;lt;br&amp;gt;&lt;br /&gt;
The Medicae three candles lit,&amp;lt;br&amp;gt;&lt;br /&gt;
The priest said it was well.&lt;br /&gt;
&lt;br /&gt;
Your arms were all too feeble though&amp;lt;br&amp;gt;&lt;br /&gt;
You claimed to love me so:&amp;lt;br&amp;gt;&lt;br /&gt;
The Emperor stretched out Their hand,&amp;lt;br&amp;gt;&lt;br /&gt;
You sighed and let me go.&lt;br /&gt;
&lt;br /&gt;
This land is all too shallow&amp;lt;br&amp;gt;&lt;br /&gt;
It is painted on the sky&amp;lt;br&amp;gt;&lt;br /&gt;
And it trembles like the wind-shook rain&amp;lt;br&amp;gt;&lt;br /&gt;
When the Emperor breathes a sigh.&lt;br /&gt;
&lt;br /&gt;
Forever and for always&amp;lt;br&amp;gt;&lt;br /&gt;
I pray, remember me:&amp;lt;br&amp;gt;&lt;br /&gt;
Before the Throne, beyond the stars&amp;lt;br&amp;gt;&lt;br /&gt;
In the Emperor&#039;s company.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Imperial Navy Songs ====&lt;br /&gt;
&lt;br /&gt;
The [[Imperial Navy]] has a particularly strong choral tradition, with shanties and hymns used to keep time during menial tasks such as hauling the great chains to reload macrocannon batteries. Navy songs tend towards the boisterous, loud and repetitive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Star Chanty =====&lt;br /&gt;
&lt;br /&gt;
Recording [https://soundcloud.com/jessieholder/star-chanty here]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chorus:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Away, hey, look out away&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Set course through the Sector for we’re on our way&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Away, hey, look out away&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;And the stars in the aft-port doppler away&lt;br /&gt;
&lt;br /&gt;
Our new life begins as we cast off today&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(Away, hey, look out away)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Our home is this vessel, a battleship grey&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(And the stars in the aft-port doppler away)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Away, hey, look out away...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Farewell to our homeworld, her blues and her greens&amp;lt;br&amp;gt;&lt;br /&gt;
Farewell to her oceans, her meadows and streams&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Away, hey, look out away...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will be many years ere our journey is done&amp;lt;br&amp;gt;&lt;br /&gt;
Till we stand in the light of another bright sun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Away, hey, look out away...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So sing the last psalms as we practiced before&amp;lt;br&amp;gt;&lt;br /&gt;
Our hearts leap with joy as the great engines roar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Away, hey, look out away...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Leave Her Hooky =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://open.spotify.com/track/3GoPbYodwukBGydu33VFCg?si=tNuRUnoKQASFN6leHqB4hQ here] | Recordings [https://soundcloud.com/jessieholder/leave-her-hooky here], [https://drive.google.com/file/d/1jeu23S42KieDRdBAyX5pRbM-ThA05VxN/view?fbclid=IwAR3i-6ZnuDAsPBiVmc-FVuYb-eDnLNQ8UoCno2ILy1mezV4_t2r8PXE_wnM here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I thought I heard the Captain say&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Leave her, Hooky, leave her&lt;br /&gt;
&amp;lt;br&amp;gt;One broadside more till we belay&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;And it&#039;s time for us to leave her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chorus&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Oh leave her Hooky, leave her&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Oh leave her Hooky, leave her&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;One broadside more till we belay&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;And it&#039;s time for us to leave her.&lt;br /&gt;
&lt;br /&gt;
The boats have launched and the vents gape wide&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Leave her, Hooky, leave her&lt;br /&gt;
&amp;lt;br&amp;gt;She&#039;ll sail no more on the Warp&#039;s strange tides&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;And it&#039;s time for us to leave her.&lt;br /&gt;
&lt;br /&gt;
Well they&#039;ve blown our shields and they&#039;ve come aboard&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Leave her, Hooky, leave her&lt;br /&gt;
&amp;lt;br&amp;gt;But we&#039;ve a passage fee they can ill afford&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;And it&#039;s time for us to leave her&lt;br /&gt;
&lt;br /&gt;
Now we&#039;ve spiked the guns and the helm&#039;s athwart&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Leave her, Hooky, leave her&lt;br /&gt;
&amp;lt;br&amp;gt;And they&#039;ll learn too late what the rates have wrought&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;For it&#039;s time for us to leave her.&lt;br /&gt;
&lt;br /&gt;
But we&#039;ll leave her tight and we&#039;ll leave her trim&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Leave her, Hooky, leave her&lt;br /&gt;
&amp;lt;br&amp;gt;And she&#039;ll burn so bright that the stars will dim&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Now it&#039;s time for us to leave her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Voidfarer&#039;s Farewell =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://open.spotify.com/track/3hz8sQpnhcYdMGygpnbXr8?si=Rwsp9ldgRue-y-GadLSwNg here] | A recent propaganda version of a popular drinking song&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Farewell and adieu to you dirtside companions &amp;lt;br&amp;gt;&lt;br /&gt;
Farewell and adieu for we cannot remain &amp;lt;br&amp;gt;&lt;br /&gt;
For we’ve received orders to brave the warp’s currents &amp;lt;br&amp;gt;&lt;br /&gt;
Who knows if you’ll see our fair faces again &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chorus&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;And it’s one dirtside dance ere we make for Polarnus &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;And one Voidborn kiss ere we brave the warp’s fears&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Oh we’ll love you and leave you and never forget you &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Though our journey through Hell should take ten thousand years&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now the signal’s been made for the grand fleet to gather &amp;lt;br&amp;gt;&lt;br /&gt;
And every true rate has their pistol to hand &amp;lt;br&amp;gt;&lt;br /&gt;
From rimward and coreward the warships are mustering &amp;lt;br&amp;gt;&lt;br /&gt;
Our duty’s before us, Polarnus will stand &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And it’s one dirtside dance ere we make for Polarnus &amp;lt;br&amp;gt;...&lt;br /&gt;
&lt;br /&gt;
Now let every rate drink a toast to the Emperor &amp;lt;br&amp;gt;&lt;br /&gt;
And let every rate drink their fill from the bowl&amp;lt;br&amp;gt; &lt;br /&gt;
Oh let us be jolly and drown melancholy &amp;lt;br&amp;gt;&lt;br /&gt;
With a toast to each faithful and brave-hearted soul &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And it&#039;s one dirtside dance...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Light of the Emperor =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=6jS88rxOMk8&amp;amp;feature=youtu.be here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For all who sail beyond the sky&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;Let the light of the Emperor shine on me&lt;br /&gt;
&amp;lt;br&amp;gt;Through the deep of space shines a glorious eye&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;Let the light of the Emperor shine on me&lt;br /&gt;
&lt;br /&gt;
When the starlight fades and the shadows fall&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;Let the light of the Emperor shine on me&lt;br /&gt;
&amp;lt;br&amp;gt;When the storm draws in and the demons call&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;Let the light of the Emperor shine on me&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chorus&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Oh shine on me, shine on me&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Let the light of the Emperor shine on me&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Shine on me, oh, shine on me&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Let the light of the Emperor shine on me&lt;br /&gt;
&lt;br /&gt;
Oh the clouds boil black and the warp winds wail&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Let the light...&lt;br /&gt;
&amp;lt;br&amp;gt;And you&#039;re caught in the teeth of a living gale&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Let the light...&lt;br /&gt;
&lt;br /&gt;
And then your sailor&#039;s heart is filled with fear&lt;br /&gt;
&amp;lt;br&amp;gt;When the sounds of claws on the hull draw near&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Then the screams grow quiet with the fading storm&lt;br /&gt;
&amp;lt;br&amp;gt;But the dark is thickest before the dawn&lt;br /&gt;
&lt;br /&gt;
The eternal sun burns the clouds away&lt;br /&gt;
&amp;lt;br&amp;gt;From the darkest night comes the brightest day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When your ship is safe and you&#039;re headed home&lt;br /&gt;
&amp;lt;br&amp;gt;You can thank the Beacon, you can thank the Throne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Under Ulian&#039;s Guns =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=-KO7cofMJH0 here] | An old song about the [[Ships of Note of the Prosperitas Sector|Lion of Terra]], recently re-popularised&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Imperial ship once put to sky&amp;lt;br&amp;gt;&lt;br /&gt;
An Emperor who caught every eye&amp;lt;br&amp;gt;&lt;br /&gt;
Eight squads of Sharks and two miles high,&amp;lt;br&amp;gt;&lt;br /&gt;
Oh blow, you Warp winds, blow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chorus&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
Soon may the carrier come&amp;lt;br&amp;gt;&lt;br /&gt;
To haul us out of this cursed sun&amp;lt;br&amp;gt;&lt;br /&gt;
One day, under Ulian&#039;s guns&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re Coreward bound for home&lt;br /&gt;
&lt;br /&gt;
&#039;Twas not six weeks from Gaudium&#039;s light&amp;lt;br&amp;gt;&lt;br /&gt;
When a fleet of rebels hove into sight&amp;lt;br&amp;gt;&lt;br /&gt;
Their wakes all glowing with unholy light&amp;lt;br&amp;gt;&lt;br /&gt;
And Xeno ships in tow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Captain rang the all-hands bell&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Now take us into that gravity well!&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll send those heretic scum to hell,&amp;lt;br&amp;gt;&lt;br /&gt;
And watch their foul blood flow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pilots dropped their medals and tea&amp;lt;br&amp;gt;&lt;br /&gt;
And jumped in their Thunderbolts, one-two-three,&amp;lt;br&amp;gt;&lt;br /&gt;
The fire they spat made the Xenos flee&amp;lt;br&amp;gt;&lt;br /&gt;
And the rates all cheered below&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first torpedoes took us aboard&amp;lt;br&amp;gt;&lt;br /&gt;
While the lances sparked and the batteries roared&amp;lt;br&amp;gt;&lt;br /&gt;
And on the decks it was teeth and swords&amp;lt;br&amp;gt;&lt;br /&gt;
As the armscrew struck their blows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rebels turned and made to fly&amp;lt;br&amp;gt;&lt;br /&gt;
But the Lion&#039;s crew gave the battle-cry&amp;lt;br&amp;gt;&lt;br /&gt;
The battleship turned with a gleam in her eye&amp;lt;br&amp;gt;&lt;br /&gt;
And the engines roared below&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A storm blew up from the depths of Hell&amp;lt;br&amp;gt;&lt;br /&gt;
And the Lion rocked in the fiendish swell&amp;lt;br&amp;gt;&lt;br /&gt;
The relays sparked and the voidshields fell&amp;lt;br&amp;gt;&lt;br /&gt;
It took the ship in tow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
But the fighter wing had turned too late&amp;lt;br&amp;gt;&lt;br /&gt;
In the grip of the star and an evil fate&amp;lt;br&amp;gt;&lt;br /&gt;
When they looked about for the carrier&#039;s wake&amp;lt;br&amp;gt;&lt;br /&gt;
The storm had swallowed her whole.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With static on the vox in the silent chill,&amp;lt;br&amp;gt;&lt;br /&gt;
For all I know they&#039;re orbiting still,&amp;lt;br&amp;gt;&lt;br /&gt;
Till the tides of the Warp and the Emperor&#039;s Will&amp;lt;br&amp;gt;&lt;br /&gt;
Bring their souls back home&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Monforte&#039;s Folly =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=-d3XHQVMHDM here] | A lament about the [[Sector_Report_VIII|loss of the St Sanguinius]]. Sector propagandists have been at pains to impress that the fate of the ship is unknown and the content of this song speculation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The St Sanguinius lay just off the spar &amp;lt;br&amp;gt;&lt;br /&gt;
For hundreds of years at the Monacus Yard &amp;lt;br&amp;gt;&lt;br /&gt;
Retired and no longer to travel the stars &amp;lt;br&amp;gt;&lt;br /&gt;
Roll, Sanguinius, roll&lt;br /&gt;
&lt;br /&gt;
But when great House Monforte, they made their decree &amp;lt;br&amp;gt;&lt;br /&gt;
The St. Sang a luxury liner would be &amp;lt;br&amp;gt;&lt;br /&gt;
We rebuilt the great ship right down on the quay &amp;lt;br&amp;gt;&lt;br /&gt;
Roll Sanguinius, roll, away &amp;lt;br&amp;gt;&lt;br /&gt;
Roll Sanguinius, roll&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chorus:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
And it&#039;s one for the cold void above &amp;lt;br&amp;gt;&lt;br /&gt;
Two for the Emperor we love &amp;lt;br&amp;gt;&lt;br /&gt;
and it&#039;s three for the plasma reactors below &amp;lt;br&amp;gt;&lt;br /&gt;
Roll St Sanguinius, &amp;lt;br&amp;gt;&lt;br /&gt;
Roll Sanguinius, roll &lt;br /&gt;
&lt;br /&gt;
Diamond, Iron Lady, Macharius&#039; Call &amp;lt;br&amp;gt;&lt;br /&gt;
she was the voidship to outsize &#039;em all &amp;lt;br&amp;gt;&lt;br /&gt;
From Gaudium&#039;s shrines to Nivalis&#039; sprawl &amp;lt;br&amp;gt;&lt;br /&gt;
Roll Sanguinius, roll&lt;br /&gt;
&lt;br /&gt;
At last the Lord Monforte he gave us the sign &amp;lt;br&amp;gt;&lt;br /&gt;
The giant ship slipped off the last mooring-line &amp;lt;br&amp;gt;&lt;br /&gt;
What lay ahead could no mortal divine &amp;lt;br&amp;gt;&lt;br /&gt;
Roll Sanguinius, roll, away &amp;lt;br&amp;gt;&lt;br /&gt;
Roll Sanguinius, roll&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus x2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Her second-hand Gellar Field flickered and waned &amp;lt;br&amp;gt;&lt;br /&gt;
In through the gaps the Empyrean came &amp;lt;br&amp;gt;&lt;br /&gt;
The crew that survived it were never the same &amp;lt;br&amp;gt;&lt;br /&gt;
Roll, Sanguinius, roll&lt;br /&gt;
&lt;br /&gt;
So come all you good workers, beware the command &amp;lt;br&amp;gt;&lt;br /&gt;
That comes down on high from the desk of a man &amp;lt;br&amp;gt;&lt;br /&gt;
Who scrimps on the budget and won&#039;t heed the plans &amp;lt;br&amp;gt;&lt;br /&gt;
Roll Sanguinius, roll, away &amp;lt;br&amp;gt;&lt;br /&gt;
Roll Sanguinius, roll&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Strayvian Passage =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tune [https://www.youtube.com/watch?v=AlhdIdaj4Ho here] | The recovery of the [[Ships of Note of the Prosperitas Sector|Lion of Terra]] has led to rumours of new efforts to find the [[Ships of Note of the Prosperitas Sector|Stormchaser]], belonging to the [[House Durovera|first Warmaster]], which went missing in 101.M41.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chorus:&#039;&#039;&#039;&lt;br /&gt;
Ah, for just one time I would take the Strayvian Passage &amp;lt;br&amp;gt;&lt;br /&gt;
To find Jacinta&#039;s flagship, out wherever it may be &amp;lt;br&amp;gt;&lt;br /&gt;
Tracing one bright line through the Eye so wild and savage &amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;ll bring the old Stormchaser back with me&lt;br /&gt;
&lt;br /&gt;
T&#039;was back in three-oh-four the gallant Ulian disappeared &amp;lt;br&amp;gt;&lt;br /&gt;
The Lion of Terra swallowed by the Lash so fierce and feared &amp;lt;br&amp;gt;&lt;br /&gt;
But after these three centuries the Lion&#039;s no longer lost &amp;lt;br&amp;gt;&lt;br /&gt;
And I shall find the Stormchaser no matter what the cost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though I wasn&#039;t born a sailor, I have learned as best I can, &amp;lt;br&amp;gt;&lt;br /&gt;
In Durovera&#039;s footsteps, where her conquest first began &amp;lt;br&amp;gt;&lt;br /&gt;
Watching planets rise before me, then behind me sink again &amp;lt;br&amp;gt;&lt;br /&gt;
This tardiest explorer, in the wake of her campaign&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I worked my way up through the ranks and never made a slip &amp;lt;br&amp;gt;&lt;br /&gt;
And after sixty years at last they&#039;ve given me a ship &amp;lt;br&amp;gt;&lt;br /&gt;
She&#039;s barely got a Gellar field, she&#039;s rusted through and through &amp;lt;br&amp;gt;&lt;br /&gt;
But the bravest in Prosperitas she counts among her crew&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We&#039;ve cleared the docks at Strayvia, our course set for the Gate &amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ve gone to find the Stormchaser, five hundred years too late &amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll not return without her, so pray for all our souls &amp;lt;br&amp;gt;&lt;br /&gt;
And think of us when you remember those still on patrol&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chorus&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Famous_Regiments_of_the_Prosperitas_Crusade&amp;diff=1794</id>
		<title>Famous Regiments of the Prosperitas Crusade</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Famous_Regiments_of_the_Prosperitas_Crusade&amp;diff=1794"/>
		<updated>2020-05-08T18:14:05Z</updated>

		<summary type="html">&lt;p&gt;Tealix: New regiment: 17th Korimestan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See Also: &lt;br /&gt;
* [[ Imperial Guard Regiments of the Loyal One Hundred]]&lt;br /&gt;
&lt;br /&gt;
The Regiments of the Prosperitas Crusade are a vast and eclectic assortment of regiments, each with their own flaws and failings.&lt;br /&gt;
&lt;br /&gt;
You can find details on how to create regiments in the [[Prosperitas Regiment Generator]]. Many of these were created by our players, who we are grateful to for their input.&lt;br /&gt;
&lt;br /&gt;
== Imperial Guard Regiments ==&lt;br /&gt;
The Loyal One Hundred are those Regiments that can be considered to be of the Imperial Guard - excluding those pressed into service as part of Penal Legions to work of their crimes on the frontlines of the Crusade, and those Abhumans who are considered genetically inferior and thus not deserving of the honour of being recognised amongst the ranks of the Guard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Agrial 3rd (‘The Agrial Volunteers’) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Agrial III]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Line Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Fit to Fight&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Ministorum Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Incompetent Leadership&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Eldar Raiders&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Third aren’t the only volunteer regiment raised on Agrial, they were the first full-volunteer force and remain the most prestigious; their insistence on using “The Agrial Volunteers” as their regimental nickname sometimes raises hackles amongst the others who could lay claim to it, but the weight of history has so far meant the name has stuck. The force takes full advantage of its recruitment pool on Agrial, a world of shrines and study, to ensure it is well supported with medicae and priests, even on occasion offering scholarships to promising medical students willing to commit to military service; health and morale are therefore higher than might otherwise have been expected. This abundance of medical staff also means it is remarkably common for personnel from the Agrial Volunteers to be reassigned to other units to fill a skills gap; starting out one’s career in the Third is no guarantee that one’s career will end there. Unfortunately this same scholarly recruitment pool has often led to overconfident young officers convinced that a familiarity with the histories of Macharius is all one needs to command victory; most of them eventually learn, when confronted with the realities of war, that they are no Macharius. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 18th Amenophis Light Infantry ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Amenophis IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Light Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Close Quarters Battle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Unique Equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Equipment:&#039;&#039;&#039; Unique Melee Weapon: Khopesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Divergent Faith - the Emperor-As-Sun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Ashen Cults&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Raised from the desert Hive-World of Amenophis, these robust infanteers have a reputation for being fearsome in close combat, using light boarding shields and short khopesh swords to devastating effect in the claustrophobic confines of urban Hives and aboard ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 45th Butonian Loyal Volunteers ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Butonia]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Line Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Soldier First&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Ministorum support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Scum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Rising Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Regiment recruited from volunteers amongst the feudal serfs on Butonia, the 45th has a reputation for devoutness and piety that has drawn a significant number of delegations from the [[Adepta Sororitas]] and [[Ministorum|Adeptus Ministorum]] to the Regiment&#039;s side as they have fought action after action against Rising Flame insurrectionists across the sector. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 10th Carthusian Cavalry (&#039;The Marshwalkers&#039;) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Veterans&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Carthusia]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Armoured Fist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Tank Hunters&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Engineer/Sapper Squads&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Atrocity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Mutants/Abhumans&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loyal service in other Carthusian regiments eventually makes one eligible for transfer to the Marshwalkers. The swampy nature of their homeworld requires that their drivers in particular are very skilled. They are an armoured regiment rare for their defensive prowess as well as their offensive capability, they specialise in combating other armoured columns and will go to great lengths to do so; Sector history records that when ordered to ambush and destroy an enemy regiment advancing on a town, they chose to withdraw, placing their tanks in concealed firing positions in the overlooking hills. As the enemy secured the town, the Marshwalkers detonated the explosives they had placed all through the settlement. Between that and the barrage they laid down to remove any possibility of survivors, they achieved their objectives admirably. It is regrettable for their reputation that in order not to arouse suspicion in the enemy forces they neither warned nor evacuated the town&#039;s civilian population, whose souls now rest with the Emperor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 14th Caudican Mechanised ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Veterans, Lottery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Caudica Secundus]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Mechanised Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Counter-Insurgency&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Heavy Armoured Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Amalgamated and Unbonded&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Rising Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Created from the remnants of several Caudican regiments - most notably heavy armoured units from the 3rd Cavalry and uplifted PDF elements evacuated before the planet’s destruction - the 14th Caudican Mechanised is a hybrid regiment with an uncertain future. It is expected that the regiment will likely be merged with other units within the next decade due to the difficulties in arranging reinforcement from among the Caudican diaspora, much to the shame of its senior officers who mourn the slow death of the once-proud traditions of the Caudican armoured corps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 15th Duroverum Airborne ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Firstborn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Duroverum]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Airborne Regiment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Close Quarters Battle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Ministorum Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Scarred by Loss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Weeping Eye&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hive-clearance specialists, the 15th Duroverum suffered heavily during the Fall of Nivalis as they fought alongside Ecclesiarchy forces. Many soldiers were killed in transport crashes as Imperial forces lost air superiority; their restrictive recruitment rules have meant that they are struggling to replenish their numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gaudium 53rd (‘The Gaudium Thunderbolts’) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteers / Gangers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Gaudium]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Drop Troops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Monster Hunters&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Heavy Armoured Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Lax Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Shavastii&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Officially, the Thunderbolts are an entirely volunteer force. Unofficially, it’s something of an open secret that there are volunteers and ‘volunteers’ - it’s amazing how eager your average ganger is to sign up for the Thunderbolts when they’ve been rounded up at gunpoint and offered the option as an out from a trial likely leading to the penal legions. Unsurprisingly, the military discipline of the Regiment suffers from the use of this tactic to make up the numbers, partly because the ganger recruits bring their bad habits with them, partly because of the internal squabbles between volunteers and… volunteers. Fortunately, they do make up for it with a gung-ho disregard for their own lives, pitching themselves quite literally headlong into the fray; the more skilled of their commanding officers channelling the internal rivalries into competition for the most, or frequently the most impressive, kills per squad. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Helaerus Reconnaissance Regiment ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Firstborn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Helaerus]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Reconnaissance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Fit to Fight&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Light Armoured Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Informal&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Mutants and Abhumans&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Helaerus Reconnaissance Regiment are their planets&#039; most talented scouts and rangers. Famed for their physical fitness, they hold an unofficial Sector record for longest distance traversed on foot by a Regiment in a week - and their range is only increased by their fleet of light fighting vehicles, heavily adapted for use in dense jungle. Before her assignment to the colony of [[Macharion CDXI]], the HRR were commanded by the notoriously brusque [[Prosperitas_Dramatis_Personae#Minor_.26_Planetary_Nobility|Halina Chenau]], and they still retain much of the command culture she inculcated during her years at the top.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Helaerus 12th (‘The Steelwood Rams’) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Vat-Grown&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Helaerus]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Artillery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Abundant Resources&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Heavy Armoured Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Equipment:&#039;&#039;&#039; Unique Armour Pattern&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Prideful&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Pirates&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the early days of Helaeran settlement, vat-grown labourers were used as an expendable workforce to clear out space for additional hives from the hostile planet; that task achieved, the vats were repurposed to meeting the world’s tithe obligations. Inculcated from the vat with their Regiment’s training regime and propaganda, the Rams - named for the siege equipment, not the animal, and touchy about it - grow up fiercely loyal to and proud of their Regiment and its equipment, which notably incorporates the steelwood of their home. Used to rolling over the smashed rubble of opposition, they are noted as lacking tact in personal affairs; amongst their own, a faceoff leading to a fistfight will result in minimal hard feelings once the tensions dissipate amidst the violence they were bred for, but this is not always the case when deployed alongside other forces. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Kelper First-In-Exile ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Uplifted Irregulars&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Firstborn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Kelper Prime]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Line Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Trench Fighters&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Commissariat Supervision&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Hated CO&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Weeping Eye&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Raised shortly after the fall of Kelper Prime, this regiment was founded off the back of a number of notable Kelper noble families-in-exile, including a large contingent of young Officio Praefectus graduates who threatened to resign their commissions if the regiment was not founded. The hard core of this regiment is made up of household troops of the various families, being old but extremely veteran survivors of the ongoing siege warfare on their home world, supplemented by eager young minor nobility desperate to prove their worth and be given the honor of leading the assault to re-take their homeworld - a constant refrain that has won them no favours among Crusade Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Kelper 10th Sappers ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Uplifted Irregulars&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Warrior Tradition&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Kelper Prime]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Reconnaissance Regiment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Guerillas&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Engineer Squads&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Wavering Morale (occupation of Kelper)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Weeping Eye/Creeping Death&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Famed across the Sector for their proficiency with ambush tactics and improvised explosives, the Kelper Sappers often send bright instructors to teach at the Guard academies for sappers, ammunition technicians and explosive ordnance disposal specialists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 15th Kirkcud Foot Regiment ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Kirkcud III]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Light Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Soldier First&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Sentinel Units&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; New Founded&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Mutants and Abhumans&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 15th is the newly-founded unit under the command of the former General of Kirkcud&#039;s PDF, [[Prosperitas_Dramatis_Personae#Minor_.26_Planetary_Nobility|Count Bhaltair Stirling]]. They have not yet been tested in serious combat, though their commander pushes every member of the unit hard to make sure that when that day comes every soldier will be ready for the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 21st Kirkcud Very Light Infantry ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Uplifted PDF&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Veterans&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Kirkcud III]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Reconnaissance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Sharpshooters&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Light Armoured Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Hated CO&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Rising Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Very Light Infantry started life as a PDF forward-scouting unit. Cutting their teeth on the endless, roiling unrest on Kirkcud, they distinguished themselves with their ability to respond to the sporadic and dispersed attacks on Imperial infrastructure and personnel characteristic of the not-quite-rebellion that is a fact of life on the planet. [[Minor and Former Houses of the Prosperitas Sector#House mac Sachairi|Governor mac Sachairi]] has recently rewarded them with Regimental status and a fleet of all-terrain vehicles to further increase their rapid-response capability, but their commander has won no friends amongst their new colleagues in the Crusade, who see her as too common, too brash and, most unforgivably, too [[Annwfyn]] for their liking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Korimesta Spar-Guard ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Uplifted PDF&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Korimesta]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Grenadiers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Terror Troops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Anti-Infantry Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Informal&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Weeping Eye/Creeping Death&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beginning their existence first as the arms-length enforcers of the Korimestan nobility, this unit grew in size and strength along with their brutal successes. Eventually formalised as a PDF unit when they became too large to be deniable, their expertise at taking on gangers translated well to taking on more organised foes; for this they came to the attention of [[Crusade High Command]], who rewarded them with full Regimental status, and shipped them offworld to fight on the borders of the Tenebris Subsector. Their origins as little more than a sponsored gang are still evident in the loose hold they have on military tradition and formality, as well as the showy displays of violence that mark them out to their foes; their lack of a regimental number has caused them issues with Departmento Munitorum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 17th Korimestan Regiment ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Gangers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Korimesta]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Light Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Favoured Terrain: Urban&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Sappers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Scarred by Loss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Weeping Eye/Creeping Death&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 17th Korimestan are recruited from volunteers mostly around Hive Primus, and as such were designated as a ‘Highland Regiment’ - the lands around the Hive were once mountainous before they were buried by urban sprawl.  They specialise in urban warfare - especially hive fighting. Squads of combat sappers, skilled at clearing obstacles common to these environments, support the 17th in this. Recruitment focuses on the [[lowborn]], often gangers or other criminals; other regiments are sometimes mistrustful of them.  &lt;br /&gt;
The recent disasters that have befallen Hive Primus as well Korimesta itself have had a huge impact on the recruitment for the 17th, and they recently suffered heavy losses against Weeping Eye forces, including the loss of the infamous ‘Sump Dogs’, a company recruited entirely from a Hive Primus underhive gang.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 2nd Lerwick Airborne (&#039;The Comets&#039;) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Lerwick]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Drop Troops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Lightning Strike&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Sniper Teams&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Prideful&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; The Sovereign Order&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Comets&#039; distinctive white-and-red carapace is often a welcome sight on battlefields that have ground to a stalemate, as their drop capability allows them to outflank or overrun entrenched enemy positions and bring an end to a long engagement. However, the bad grace with which they celebrate their victories has earned them some approbation - other regiments do not always appreciate the Comets claiming all the credit for a six month battle they only showed up to the last few days of. The quality of troops is generally high, though the availability of officers&#039; commissions for purchase means that command roles are not always held by the most skilled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Letiferan First Armoured ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Uplifted PDF, Volunteer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Letifer Secundus]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Armoured Fist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Chemical Warfare&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Mechanicus Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; The Flesh Is Weak&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; The Rising Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A well-regarded armoured cavalry unit, the First are equipped with heavily-modified Chimaera-pattern tanks which specialise in chemical and biological warfare. The boast of the Letiferan troops is that they have a “suitable vintage for every occasion and any company”. The Regiment’s greatest record is a minor skirmish on the Tenebris border, where a single well-mixed shell was recorded as killing six thousand, three hundred and eight combatants, two thousand civilians, all livestock on the western continent and the grain crop for the next four decades.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 9th Letiferan Amphibious Regiment ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Letifer Secundus]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Amphibious Regiment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Untempered Zeal&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Commissariat Supervision&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Exhausted&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Eldar Raiders&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 9th are regarded as a bit of an oddball Regiment on their home planet, whose water bodies are so contaminated and corrosive as to be totally impassable - but they have not seen it in decades, having been deployed to much wetter and cleaner worlds in a long-running series of actions opposing the strange Aeldari, fanatic in their intent to drive away the hated Xenos in the name of the God-Emperor. Their opponents&#039; mobility gives the Regiment no time for respite, and they are moved from planet to planet with no opportunity for rest and recuperation. Even with their almost unmatched zeal, the Regiment is starting to waver, and they have been assigned extra Commissars to try and hold their morale above breaking point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 12th Merewald Regiment of Foot (&#039;The Gladewardens&#039;) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Warrior Tradition&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Merewald]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Light Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Favoured Terrain (Forest)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Unique Equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Equipment:&#039;&#039;&#039; Unique Firearm: Warden Carbines&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Toy Soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Warp Cults&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Gladewardens were once the regiment of [[Prosperitas_Dramatis_Personae#House Caerlyn and House Palamyr|Baron Peyton Caerlyn]], before he became head of his house. They have a rich history, and Regimental tradition records that it was originally founded by game-wardens and groundskeepers of House Caerlyn, and their descendents still make up the bulk of the Regiment&#039;s personnel. The Regiment is still heavily sponsored by that House, which helps to pay for the special lasguns that the Gladewardens are issued. Shortened from standard length so as to be more effective in dense forest environments, each Warden Carbine is custom-made for its wielder in a process that can take up to a year, with focusing lenses hand-ground to exacting precision mounted in bodies carved from beautiful, expensive woods and bound in brass. The care and attention to detail in their construction ensure that the short barrels and lack of standardisation leave them no less accurate or effective than a standard lasgun - in fact, side-by-side testing generally demonstrates the Warden Carbine to be a superior weapon. Since the departure of Baron Caerlyn, the Regiment has served mainly ceremonial duties and has seen little action, much to the annoyance of the proud professionals who make up its ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 18th Merewald Fusiliers ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Lottery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Merewald]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Light Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Iron Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Artillery Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Technophobic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Rising Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite the backwards Merewaldian attitude to technology, the Fusiliers have a strong reputation across the Subsector. Their excellent foot drill, line discipline and courage under fire have been remarked upon by Crusade High Command as the pinnacle of everything a light infantry regiment should hope to achieve. Their distinctive bright red uniform tunics and tan topi helmets are a sight to stir Imperial pride and piety among civilians from the Rimward Marches to the Tertius border.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 19th Merewald Regiment of Foot ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Firstborn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Merewald]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Light Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Favoured terrain- Hills/Mountains.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Light Armoured Support- Hellhounds.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Regimental Rivalry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Ashen cults&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Following the success of the 18th Merewald Fusiliers across the sector, the Departmento Munitorum decided that the remote Agri World had perhaps more to offer than they had first thought. The 19th&#039;s first actions after founding have been clearing Ashen Cults out of the mountainous regions across the sector. To aid them in flushing out the heretics from the dense terrain, the Regiment has been allocated a significant number of Hellhounds which have been unsurprisingly modified to &amp;quot;Merewaldian standards&amp;quot; - which means amongst other things that the 19th&#039;s armoured support have a ready supply of hot water for a brew, and that the Hellhounds contain significantly more stills than the Regiment&#039;s Commissar would like. Though this has caused the Regiment&#039;s Officer&#039;s Messes to be a popular destination for visitors from other regiments in the same warzone due to the excellent selection of gins on offer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 2nd Persephonian Mechanised Regiment ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Convicts&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Persephon IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Mechanised Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Chemtroopers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Sentinel Units&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Scum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Orks&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 2nd Persephonian is not a Penal Legion - technically. For those whose crimes are minor or petty, prison sentences might not be lifelong - but those who are released from incarceration are shunned by society and often have nothing to go back to. The 2nd sweep up this detritus and give them a way to serve Them-on-Terra once more. Dosed with chems and shoved out of the back of transports to face a tide of green Xenos, it is a low and rough existence, but the soldiers of the 2nd live it with pride, grateful for a second chance and what technically amounts to freedom. Other Regiments view them with distaste, and rarely appreciate the semantic divide that separates them from the convict units of the Penal Legions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 13th Persephonian Training Regiment ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Persephon IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Line Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Favoured terrain- Hills/Mountains&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Anti-Infantry Support&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Wavering Morale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Orks&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Never intended to see combat, the 13th were thrown into battle during the desperate attempt to defend their homeworld from the ever-growing threat of the Orks. Inexperienced and unready, they barely held together during the savage fighting in the Persephonian mountains - but they held, earning battle honours for what is now used in the Guard propaganda as outstanding service in the face of impossible odds. Inevitably, the survivors were rotated out and transferred to permanent units, and the 13th has a new cadre of recruits, as fresh and untrained as ever before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 23rd Persephonian Light Infantry (&#039;The Greenwatch&#039;) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Uplifted Irregulars&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Persephon IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Light Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Guerillas&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Anti-Infantry Support&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Informal&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Orks&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Greenwatch started out as a group of Persephonian citizens whose settlements had been overrun by the Ork menace. Forming an unofficial militia, they took to the hills to harry the greenskins in any way they could, using whatever weapons they could lay their hands on. [[Crusade High Command]] took note of their successes, and as part of the push to stabilise Persephon gave them official status and arranged for the Departmento Munitorum to supply them with weapons and armour. While they lack cohesiveness - and indeed many of the formal structures and procedures of a regular Regiment - they are undeniably effective operating as small, semi-independent bands who strike at targets and disappear before the enemy can mount a response.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 41st Persephonian Armoured ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Pilgrims&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Persephon IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Armoured Fist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Iron Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Ministorum Support&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Scarred by Loss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Orks&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The heavy tanks of the 41st Armoured are not famous for their martial achievements. Though the Regiment has a proud battle history, they are better known for their practice of flying huge banners from their vehicles, and for the intricate and beautiful paintings that cover every inch of the hulls. The flags and paintings are exclusively devotional, with the most common subjects being the Warrior-Emperor and St. Leonidas, since the troops of the 41st are, to a soldier, devoted believers in the righteous glory of war. Their shrine-tanks formed the frontline of the defence against the Orks in 593.M41, but sadly, great numbers of the iconic vehicles were lost along with their crews in the fierce fighting. The Regiment is currently seriously under-strength, and with their extremely selective recruiting criteria and dependence on supply of new tanks, it may be some time before they return to full fighting capability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 1st Chartist Infantry (&#039;The Voidrangers&#039;) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Vat-Grown&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; Voidborn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Light Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Favoured Weapons (Shotcannons)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Unique Equipment &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Equipment:&#039;&#039;&#039; Unique armour pattern (Armoured Voidsuits)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Exhausted&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Pirates&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over 450 years ago, with the Gothic War draining supplies and personnel from the Prosperitas Sector, [[Crusade High Command]] leant on the Chartist Fleets to give up some of their people for a new Regiment. Unwilling to remove crew from their ships, the merchants instead set up a facility aboard a derelict freighter to grow an entire Regiment from scratch. The result is one of the strangest Regiments to grace the Sector. Armed with shotcannons, whose spray of pellets is unlikely to puncture voidship hulls, and cased in specialised armoured voidsuits, the Voidrangers&#039; unique talents have seen them carving bloody trails through pirate havens across the Sector. The recent sharp uptick in pirate activity that has accompanied the breakdown of order in the Prosperitas Sector has put the Voidrangers under a lot of pressure; while they sorely need some leave, the military needs of the Imperium come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Penal Legions ==&lt;br /&gt;
Freed from [[Law and Order|imprisonment]] to face service in the [[Prosperitas Crusade]] for their crimes, the Penal Legions are gatherings of violent criminals and military personnel spared punishment for their crimes in exchange for service to the Crusade. These Regiments are suspended death sentences, as they are treated as expendable fodder by their superiors and implanted with various devices to prevent them from breaking their oaths.&lt;br /&gt;
&lt;br /&gt;
=== 513th Amalgamated Penal Legion (&#039;The Automats&#039;) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Vat-grown + Convicts&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Olethros Secunda]] (technically), House Vilas-Lobo &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Drop Troops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Mission Focused&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Ministorum Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Overzealous&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Shavastii&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to the [[Adeptus Administratum]] records, this regiment is a tithe-regiment of Olethros Secunda; the result of an alliance of… dubious divinity between Forgeworld [[Naximus]] and [[House Vilas-Lobo]], the 513th Amalgamated Penal Legion are vat-grown exclusively from genetic samples of convicts sentenced to death on hundreds of worlds where the Great House hold sway, their flesh given new form in an opportunity to redeem their sins. The [[The_Imperial_Faith|Adeptus Ministorum]], unsurprisingly, keep a &#039;&#039;very&#039;&#039; close eye on this regiment, but even the most mono-dominant preacher has cause to admire their thorough, unwavering, single-minded devotion to the God-Emperor and their mission - for they are taught that only in success or martyrdom can their debt of sin be wiped clean, and their genetic code removed from the genebanks that birth the next generation’s soldiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 74th Persephonian === &lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Penal Legion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Convicts&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Persephon IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Siege Regiment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Chosen Foe- Orks&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Commissariat Supervision&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Prideful&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Orks&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It takes a special kind of person to proud of serving in a Penal Legion; it takes a lot of those special people to create the 74th. During the long campaign on Persephon IV, supply problems amongst the regiments and the PDF created by necessity a network of black market racketeers who could provide whatever their regiment needed - Earthshaker shells, painkillers, [[Travel#Blessed_Prometheum|Prometheum]], whatever. This understandably didn’t please the Departmento Munitorum, who spent many years trying to stamp out this practice but due to the necessity of having units able to function, a blind eye was turned. However, following the victory on Persephon that “immunity” has been lifted and the rings of racketeers have been arrested and following trials sentenced to Penal servitude, and so the 74th was founded a regiment of criminals whose crimes were, as they see it, committed in the Emperor&#039;s name in order to save Persephon IV.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abhuman Auxilla ==&lt;br /&gt;
[[Abhumans and Mutants|Abhumans]] find rare freedom from their controlled existence as genetically inferior creatures within the bounds of the [[Prosperitas Crusade]]. Recruited for the unique physiological quirks they have, these creatures find some degree of respect from their peers that they often do not find in other walks of life when they enter service to the Imperial military.&lt;br /&gt;
&lt;br /&gt;
=== 5th Bachan Auxillary. ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Abhuman Auxilla&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Gangers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; Bachian IV&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Line Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Tank Hunters&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Unique&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Equipment:&#039;&#039;&#039; Enhanced Comms&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Incompetent Leadership&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; The Sovereign Order&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initially envisioned as a penal legion, the 5th eventually formed as an alternative to penal service for troublemakers amongst the mining communities of Myriad. In their first few engagements, however, they deported themselves with great valour, proving themselves tough enough to cope with extreme conditions that many other regiments struggle in. Their officers are drawn from the cadet lines of [[House Vilas-Lobo]] and are regarded by some to be the chaff the House wants rid of. They earned their reputation as competent hunters of enemy armoured vehicles after a fierce engagement against The Sovereign Order of the Eight Points in recent engagements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Caracan Abhuman Detachment No. 16 ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Abhuman Auxilla&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Warrior Tradition&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; Caracas&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Reconnaissance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Chosen Enemy (Abhumans)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Commissariat Supervision&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Lax Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Abhumans&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Detachment Sixteen is a support unit made up mostly of Ekarans, who come from a group of settlements on Caracas designated specifically by the Imperium to supply this unit. The unit has now been stationed in the swamps of Carthusia for nearly twenty-five years - brought in to help deal with restive local populations of amphibious abhumans, their keen eyesight made them utterly invaluable for spotting insurgent groups sneaking across the flooded terrain, and successive local commanders have fought tooth and nail to keep Detachment Sixteen from being transferred elsewhere. Unfortunately, as with all abhumans, they cannot keep to the standards of order expected of those who are part of the glorious Imperium - not without significant encouragement in the form of watchful Commissars. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadowglow 49th Auxilla ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Abhuman Auxilla&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; Shadowglow&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Light Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Guerillas&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Sniper Teams&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Lax Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Sovereign Order&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Shadowglow 49th, whilst technically defined as a light infantry regiment of the Militarum Auxilla, is more properly understood as one of a number of administrative constructs that act as an overall framework for various more-or-less independent Raivan units. Deployed as small detachments to other units on a scale of companies or platoons to provide specialist support as commandos, these units are well known for their brutal efficiency, their valour under fire, and their casual attitude towards any regulations that they happen to disagree with. The Shadowglow regiments’ long list of battlefield successes, combined with their near-fanatical loyalty to the Imperium, does something to assuage concerns around their unruliness - but the prevailing attitude among many Militarum regiments is to give the Raivans as wide a berth as possible when not engaged in battle.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Famous_Regiments_of_the_Prosperitas_Crusade&amp;diff=1755</id>
		<title>Famous Regiments of the Prosperitas Crusade</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Famous_Regiments_of_the_Prosperitas_Crusade&amp;diff=1755"/>
		<updated>2020-04-29T23:39:23Z</updated>

		<summary type="html">&lt;p&gt;Tealix: New regiment: Caracan Abhuman Detachment No. 16&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See Also: &lt;br /&gt;
* [[ Imperial Guard Regiments of the Loyal One Hundred]]&lt;br /&gt;
&lt;br /&gt;
The Regiments of the Prosperitas Crusade are a vast and eclectic assortment of regiments, each with their own flaws and failings.&lt;br /&gt;
&lt;br /&gt;
You can find details on how to create regiments in the [[Prosperitas Regiment Generator]]. Many of these were created by our players, who we are grateful to for their input.&lt;br /&gt;
&lt;br /&gt;
== Imperial Guard Regiments ==&lt;br /&gt;
The Loyal One Hundred are those Regiments that can be considered to be of the Imperial Guard - excluding those pressed into service as part of Penal Legions to work of their crimes on the frontlines of the Crusade, and those Abhumans who are considered genetically inferior and thus not deserving of the honour of being recognised amongst the ranks of the Guard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Agrial 3rd (‘The Agrial Volunteers’) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Agrial III]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Line Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Fit to Fight&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Ministorum Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Incompetent Leadership&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Eldar Raiders&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Third aren’t the only volunteer regiment raised on Agrial, they were the first full-volunteer force and remain the most prestigious; their insistence on using “The Agrial Volunteers” as their regimental nickname sometimes raises hackles amongst the others who could lay claim to it, but the weight of history has so far meant the name has stuck. The force takes full advantage of its recruitment pool on Agrial, a world of shrines and study, to ensure it is well supported with medicae and priests, even on occasion offering scholarships to promising medical students willing to commit to military service; health and morale are therefore higher than might otherwise have been expected. This abundance of medical staff also means it is remarkably common for personnel from the Agrial Volunteers to be reassigned to other units to fill a skills gap; starting out one’s career in the Third is no guarantee that one’s career will end there. Unfortunately this same scholarly recruitment pool has often led to overconfident young officers convinced that a familiarity with the histories of Macharius is all one needs to command victory; most of them eventually learn, when confronted with the realities of war, that they are no Macharius. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 18th Amenophis Light Infantry ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Amenophis IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Light Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Close Quarters Battle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Unique Equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Equipment:&#039;&#039;&#039; Unique Melee Weapon: Khopesh&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Divergent Faith - the Emperor-As-Sun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Ashen Cults&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Raised from the desert Hive-World of Amenophis, these robust infanteers have a reputation for being fearsome in close combat, using light boarding shields and short khopesh swords to devastating effect in the claustrophobic confines of urban Hives and aboard ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 45th Butonian Loyal Volunteers ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Butonia]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Line Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Soldier First&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Ministorum support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Scum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Rising Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Regiment recruited from volunteers amongst the feudal serfs on Butonia, the 45th has a reputation for devoutness and piety that has drawn a significant number of delegations from the [[Adepta Sororitas]] and [[Ministorum|Adeptus Ministorum]] to the Regiment&#039;s side as they have fought action after action against Rising Flame insurrectionists across the sector. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 10th Carthusian Cavalry (&#039;The Marshwalkers&#039;) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Veterans&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Carthusia]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Armoured Fist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Tank Hunters&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Engineer/Sapper Squads&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Atrocity&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Mutants/Abhumans&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loyal service in other Carthusian regiments eventually makes one eligible for transfer to the Marshwalkers. The swampy nature of their homeworld requires that their drivers in particular are very skilled. They are an armoured regiment rare for their defensive prowess as well as their offensive capability, they specialise in combating other armoured columns and will go to great lengths to do so; Sector history records that when ordered to ambush and destroy an enemy regiment advancing on a town, they chose to withdraw, placing their tanks in concealed firing positions in the overlooking hills. As the enemy secured the town, the Marshwalkers detonated the explosives they had placed all through the settlement. Between that and the barrage they laid down to remove any possibility of survivors, they achieved their objectives admirably. It is regrettable for their reputation that in order not to arouse suspicion in the enemy forces they neither warned nor evacuated the town&#039;s civilian population, whose souls now rest with the Emperor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 14th Caudican Mechanised ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Veterans, Lottery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Caudica Secundus]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Mechanised Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Counter-Insurgency&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Heavy Armoured Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Amalgamated and Unbonded&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Rising Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Created from the remnants of several Caudican regiments - most notably heavy armoured units from the 3rd Cavalry and uplifted PDF elements evacuated before the planet’s destruction - the 14th Caudican Mechanised is a hybrid regiment with an uncertain future. It is expected that the regiment will likely be merged with other units within the next decade due to the difficulties in arranging reinforcement from among the Caudican diaspora, much to the shame of its senior officers who mourn the slow death of the once-proud traditions of the Caudican armoured corps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 15th Duroverum Airborne ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Firstborn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Duroverum]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Airborne Regiment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Close Quarters Battle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Ministorum Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Scarred by Loss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Weeping Eye&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hive-clearance specialists, the 15th Duroverum suffered heavily during the Fall of Nivalis as they fought alongside Ecclesiarchy forces. Many soldiers were killed in transport crashes as Imperial forces lost air superiority; their restrictive recruitment rules have meant that they are struggling to replenish their numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gaudium 53rd (‘The Gaudium Thunderbolts’) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteers / Gangers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Gaudium]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Drop Troops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Monster Hunters&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Heavy Armoured Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Lax Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Shavastii&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Officially, the Thunderbolts are an entirely volunteer force. Unofficially, it’s something of an open secret that there are volunteers and ‘volunteers’ - it’s amazing how eager your average ganger is to sign up for the Thunderbolts when they’ve been rounded up at gunpoint and offered the option as an out from a trial likely leading to the penal legions. Unsurprisingly, the military discipline of the Regiment suffers from the use of this tactic to make up the numbers, partly because the ganger recruits bring their bad habits with them, partly because of the internal squabbles between volunteers and… volunteers. Fortunately, they do make up for it with a gung-ho disregard for their own lives, pitching themselves quite literally headlong into the fray; the more skilled of their commanding officers channelling the internal rivalries into competition for the most, or frequently the most impressive, kills per squad. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Helaerus Reconnaissance Regiment ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Firstborn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Helaerus]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Reconnaissance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Fit to Fight&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Light Armoured Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Informal&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Mutants and Abhumans&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Helaerus Reconnaissance Regiment are their planets&#039; most talented scouts and rangers. Famed for their physical fitness, they hold an unofficial Sector record for longest distance traversed on foot by a Regiment in a week - and their range is only increased by their fleet of light fighting vehicles, heavily adapted for use in dense jungle. Before her assignment to the colony of [[Macharion CDXI]], the HRR were commanded by the notoriously brusque [[Prosperitas_Dramatis_Personae#Minor_.26_Planetary_Nobility|Halina Chenau]], and they still retain much of the command culture she inculcated during her years at the top.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Helaerus 12th (‘The Steelwood Rams’) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Vat-Grown&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Helaerus]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Artillery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Abundant Resources&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Heavy Armoured Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Equipment:&#039;&#039;&#039; Unique Armour Pattern&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Prideful&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Pirates&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the early days of Helaeran settlement, vat-grown labourers were used as an expendable workforce to clear out space for additional hives from the hostile planet; that task achieved, the vats were repurposed to meeting the world’s tithe obligations. Inculcated from the vat with their Regiment’s training regime and propaganda, the Rams - named for the siege equipment, not the animal, and touchy about it - grow up fiercely loyal to and proud of their Regiment and its equipment, which notably incorporates the steelwood of their home. Used to rolling over the smashed rubble of opposition, they are noted as lacking tact in personal affairs; amongst their own, a faceoff leading to a fistfight will result in minimal hard feelings once the tensions dissipate amidst the violence they were bred for, but this is not always the case when deployed alongside other forces. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Kelper First-In-Exile ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Uplifted Irregulars&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Firstborn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Kelper Prime]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Line Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Trench Fighters&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Commissariat Supervision&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Hated CO&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Weeping Eye&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Raised shortly after the fall of Kelper Prime, this regiment was founded off the back of a number of notable Kelper noble families-in-exile, including a large contingent of young Officio Praefectus graduates who threatened to resign their commissions if the regiment was not founded. The hard core of this regiment is made up of household troops of the various families, being old but extremely veteran survivors of the ongoing siege warfare on their home world, supplemented by eager young minor nobility desperate to prove their worth and be given the honor of leading the assault to re-take their homeworld - a constant refrain that has won them no favours among Crusade Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Kelper 10th Sappers ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Uplifted Irregulars&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Warrior Tradition&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Kelper Prime]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Reconnaissance Regiment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Guerillas&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Engineer Squads&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Wavering Morale (occupation of Kelper)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Weeping Eye/Creeping Death&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Famed across the Sector for their proficiency with ambush tactics and improvised explosives, the Kelper Sappers often send bright instructors to teach at the Guard academies for sappers, ammunition technicians and explosive ordnance disposal specialists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 15th Kirkcud Foot Regiment ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Kirkcud III]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Light Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Soldier First&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Sentinel Units&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; New Founded&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Mutants and Abhumans&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 15th is the newly-founded unit under the command of the former General of Kirkcud&#039;s PDF, [[Prosperitas_Dramatis_Personae#Minor_.26_Planetary_Nobility|Count Bhaltair Stirling]]. They have not yet been tested in serious combat, though their commander pushes every member of the unit hard to make sure that when that day comes every soldier will be ready for the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 21st Kirkcud Very Light Infantry ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Uplifted PDF&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Veterans&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Kirkcud III]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Reconnaissance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Sharpshooters&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Light Armoured Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Hated CO&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Rising Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Very Light Infantry started life as a PDF forward-scouting unit. Cutting their teeth on the endless, roiling unrest on Kirkcud, they distinguished themselves with their ability to respond to the sporadic and dispersed attacks on Imperial infrastructure and personnel characteristic of the not-quite-rebellion that is a fact of life on the planet. [[Minor and Former Houses of the Prosperitas Sector#House mac Sachairi|Governor mac Sachairi]] has recently rewarded them with Regimental status and a fleet of all-terrain vehicles to further increase their rapid-response capability, but their commander has won no friends amongst their new colleagues in the Crusade, who see her as too common, too brash and, most unforgivably, too [[Annwfyn]] for their liking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Korimesta Spar-Guard ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Uplifted PDF&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Korimesta]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Grenadiers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Terror Troops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Anti-Infantry Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Informal&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Weeping Eye/Creeping Death&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beginning their existence first as the arms-length enforcers of the Korimestan nobility, this unit grew in size and strength along with their brutal successes. Eventually formalised as a PDF unit when they became too large to be deniable, their expertise at taking on gangers translated well to taking on more organised foes; for this they came to the attention of [[Crusade High Command]], who rewarded them with full Regimental status, and shipped them offworld to fight on the borders of the Tenebris Subsector. Their origins as little more than a sponsored gang are still evident in the loose hold they have on military tradition and formality, as well as the showy displays of violence that mark them out to their foes; their lack of a regimental number has caused them issues with Departmento Munitorum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 2nd Lerwick Airborne (&#039;The Comets&#039;) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Lerwick]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Drop Troops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Lightning Strike&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Sniper Teams&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Prideful&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; The Sovereign Order&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Comets&#039; distinctive white-and-red carapace is often a welcome sight on battlefields that have ground to a stalemate, as their drop capability allows them to outflank or overrun entrenched enemy positions and bring an end to a long engagement. However, the bad grace with which they celebrate their victories has earned them some approbation - other regiments do not always appreciate the Comets claiming all the credit for a six month battle they only showed up to the last few days of. The quality of troops is generally high, though the availability of officers&#039; commissions for purchase means that command roles are not always held by the most skilled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Letiferan First Armoured ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Uplifted PDF, Volunteer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Letifer Secundus]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Armoured Fist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Chemical Warfare&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Mechanicus Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; The Flesh Is Weak&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; The Rising Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A well-regarded armoured cavalry unit, the First are equipped with heavily-modified Chimaera-pattern tanks which specialise in chemical and biological warfare. The boast of the Letiferan troops is that they have a “suitable vintage for every occasion and any company”. The Regiment’s greatest record is a minor skirmish on the Tenebris border, where a single well-mixed shell was recorded as killing six thousand, three hundred and eight combatants, two thousand civilians, all livestock on the western continent and the grain crop for the next four decades.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 9th Letiferan Amphibious Regiment ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Letifer Secundus]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Amphibious Regiment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Untempered Zeal&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Commissariat Supervision&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Exhausted&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Eldar Raiders&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 9th are regarded as a bit of an oddball Regiment on their home planet, whose water bodies are so contaminated and corrosive as to be totally impassable - but they have not seen it in decades, having been deployed to much wetter and cleaner worlds in a long-running series of actions opposing the strange Aeldari, fanatic in their intent to drive away the hated Xenos in the name of the God-Emperor. Their opponents&#039; mobility gives the Regiment no time for respite, and they are moved from planet to planet with no opportunity for rest and recuperation. Even with their almost unmatched zeal, the Regiment is starting to waver, and they have been assigned extra Commissars to try and hold their morale above breaking point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 12th Merewald Regiment of Foot (&#039;The Gladewardens&#039;) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Warrior Tradition&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Merewald]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Light Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Favoured Terrain (Forest)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Unique Equipment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Equipment:&#039;&#039;&#039; Unique Firearm: Warden Carbines&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Toy Soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Warp Cults&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Gladewardens were once the regiment of [[Prosperitas_Dramatis_Personae#House Caerlyn and House Palamyr|Baron Peyton Caerlyn]], before he became head of his house. They have a rich history, and Regimental tradition records that it was originally founded by game-wardens and groundskeepers of House Caerlyn, and their descendents still make up the bulk of the Regiment&#039;s personnel. The Regiment is still heavily sponsored by that House, which helps to pay for the special lasguns that the Gladewardens are issued. Shortened from standard length so as to be more effective in dense forest environments, each Warden Carbine is custom-made for its wielder in a process that can take up to a year, with focusing lenses hand-ground to exacting precision mounted in bodies carved from beautiful, expensive woods and bound in brass. The care and attention to detail in their construction ensure that the short barrels and lack of standardisation leave them no less accurate or effective than a standard lasgun - in fact, side-by-side testing generally demonstrates the Warden Carbine to be a superior weapon. Since the departure of Baron Caerlyn, the Regiment has served mainly ceremonial duties and has seen little action, much to the annoyance of the proud professionals who make up its ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 18th Merewald Fusiliers ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Lottery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Merewald]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Light Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Iron Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Artillery Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Technophobic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Rising Flame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite the backwards Merewaldian attitude to technology, the Fusiliers have a strong reputation across the Subsector. Their excellent foot drill, line discipline and courage under fire have been remarked upon by Crusade High Command as the pinnacle of everything a light infantry regiment should hope to achieve. Their distinctive bright red uniform tunics and tan topi helmets are a sight to stir Imperial pride and piety among civilians from the Rimward Marches to the Tertius border.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 19th Merewald Regiment of Foot ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Firstborn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Merewald]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Light Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Favoured terrain- Hills/Mountains.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Light Armoured Support- Hellhounds.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Regimental Rivalry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Ashen cults&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Following the success of the 18th Merewald Fusiliers across the sector, the Departmento Munitorum decided that the remote Agri World had perhaps more to offer than they had first thought. The 19th&#039;s first actions after founding have been clearing Ashen Cults out of the mountainous regions across the sector. To aid them in flushing out the heretics from the dense terrain, the Regiment has been allocated a significant number of Hellhounds which have been unsurprisingly modified to &amp;quot;Merewaldian standards&amp;quot; - which means amongst other things that the 19th&#039;s armoured support have a ready supply of hot water for a brew, and that the Hellhounds contain significantly more stills than the Regiment&#039;s Commissar would like. Though this has caused the Regiment&#039;s Officer&#039;s Messes to be a popular destination for visitors from other regiments in the same warzone due to the excellent selection of gins on offer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 2nd Persephonian Mechanised Regiment ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Convicts&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Persephon IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Mechanised Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Chemtroopers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Sentinel Units&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Scum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Orks&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 2nd Persephonian is not a Penal Legion - technically. For those whose crimes are minor or petty, prison sentences might not be lifelong - but those who are released from incarceration are shunned by society and often have nothing to go back to. The 2nd sweep up this detritus and give them a way to serve Them-on-Terra once more. Dosed with chems and shoved out of the back of transports to face a tide of green Xenos, it is a low and rough existence, but the soldiers of the 2nd live it with pride, grateful for a second chance and what technically amounts to freedom. Other Regiments view them with distaste, and rarely appreciate the semantic divide that separates them from the convict units of the Penal Legions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 13th Persephonian Training Regiment ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Persephon IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Line Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Favoured terrain- Hills/Mountains&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Anti-Infantry Support&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Wavering Morale&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Orks&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Never intended to see combat, the 13th were thrown into battle during the desperate attempt to defend their homeworld from the ever-growing threat of the Orks. Inexperienced and unready, they barely held together during the savage fighting in the Persephonian mountains - but they held, earning battle honours for what is now used in the Guard propaganda as outstanding service in the face of impossible odds. Inevitably, the survivors were rotated out and transferred to permanent units, and the 13th has a new cadre of recruits, as fresh and untrained as ever before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 23rd Persephonian Light Infantry (&#039;The Greenwatch&#039;) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Uplifted Irregulars&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Persephon IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Light Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Guerillas&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Anti-Infantry Support&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Informal&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Orks&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Greenwatch started out as a group of Persephonian citizens whose settlements had been overrun by the Ork menace. Forming an unofficial militia, they took to the hills to harry the greenskins in any way they could, using whatever weapons they could lay their hands on. [[Crusade High Command]] took note of their successes, and as part of the push to stabilise Persephon gave them official status and arranged for the Departmento Munitorum to supply them with weapons and armour. While they lack cohesiveness - and indeed many of the formal structures and procedures of a regular Regiment - they are undeniably effective operating as small, semi-independent bands who strike at targets and disappear before the enemy can mount a response.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 41st Persephonian Armoured ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Pilgrims&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Persephon IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Armoured Fist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Iron Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Ministorum Support&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Scarred by Loss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Orks&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The heavy tanks of the 41st Armoured are not famous for their martial achievements. Though the Regiment has a proud battle history, they are better known for their practice of flying huge banners from their vehicles, and for the intricate and beautiful paintings that cover every inch of the hulls. The flags and paintings are exclusively devotional, with the most common subjects being the Warrior-Emperor and St. Leonidas, since the troops of the 41st are, to a soldier, devoted believers in the righteous glory of war. Their shrine-tanks formed the frontline of the defence against the Orks in 593.M41, but sadly, great numbers of the iconic vehicles were lost along with their crews in the fierce fighting. The Regiment is currently seriously under-strength, and with their extremely selective recruiting criteria and dependence on supply of new tanks, it may be some time before they return to full fighting capability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 1st Chartist Infantry (&#039;The Voidrangers&#039;) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Vat-Grown&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; Voidborn&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Light Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Favoured Weapons (Shotcannons)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Unique Equipment &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Equipment:&#039;&#039;&#039; Unique armour pattern (Armoured Voidsuits)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Exhausted&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Pirates&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over 450 years ago, with the Gothic War draining supplies and personnel from the Prosperitas Sector, [[Crusade High Command]] leant on the Chartist Fleets to give up some of their people for a new Regiment. Unwilling to remove crew from their ships, the merchants instead set up a facility aboard a derelict freighter to grow an entire Regiment from scratch. The result is one of the strangest Regiments to grace the Sector. Armed with shotcannons, whose spray of pellets is unlikely to puncture voidship hulls, and cased in specialised armoured voidsuits, the Voidrangers&#039; unique talents have seen them carving bloody trails through pirate havens across the Sector. The recent sharp uptick in pirate activity that has accompanied the breakdown of order in the Prosperitas Sector has put the Voidrangers under a lot of pressure; while they sorely need some leave, the military needs of the Imperium come first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Penal Legions ==&lt;br /&gt;
Freed from [[Law and Order|imprisonment]] to face service in the [[Prosperitas Crusade]] for their crimes, the Penal Legions are gatherings of violent criminals and military personnel spared punishment for their crimes in exchange for service to the Crusade. These Regiments are suspended death sentences, as they are treated as expendable fodder by their superiors and implanted with various devices to prevent them from breaking their oaths.&lt;br /&gt;
&lt;br /&gt;
=== 513th Amalgamated Penal Legion (&#039;The Automats&#039;) ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Tithe Founding&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Vat-grown + Convicts&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Olethros Secunda]] (technically), House Vilas-Lobo &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Drop Troops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Mission Focused&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Ministorum Support&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Overzealous&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Shavastii&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to the [[Adeptus Administratum]] records, this regiment is a tithe-regiment of Olethros Secunda; the result of an alliance of… dubious divinity between Forgeworld [[Naximus]] and [[House Vilas-Lobo]], the 513th Amalgamated Penal Legion are vat-grown exclusively from genetic samples of convicts sentenced to death on hundreds of worlds where the Great House hold sway, their flesh given new form in an opportunity to redeem their sins. The [[The_Imperial_Faith|Adeptus Ministorum]], unsurprisingly, keep a &#039;&#039;very&#039;&#039; close eye on this regiment, but even the most mono-dominant preacher has cause to admire their thorough, unwavering, single-minded devotion to the God-Emperor and their mission - for they are taught that only in success or martyrdom can their debt of sin be wiped clean, and their genetic code removed from the genebanks that birth the next generation’s soldiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 74th Persephonian === &lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Penal Legion&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Convicts&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; [[Persephon IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Siege Regiment&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Chosen Foe- Orks&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Commissariat Supervision&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Prideful&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Orks&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It takes a special kind of person to proud of serving in a Penal Legion; it takes a lot of those special people to create the 74th. During the long campaign on Persephon IV, supply problems amongst the regiments and the PDF created by necessity a network of black market racketeers who could provide whatever their regiment needed - Earthshaker shells, painkillers, [[Travel#Blessed_Prometheum|Prometheum]], whatever. This understandably didn’t please the Departmento Munitorum, who spent many years trying to stamp out this practice but due to the necessity of having units able to function, a blind eye was turned. However, following the victory on Persephon that “immunity” has been lifted and the rings of racketeers have been arrested and following trials sentenced to Penal servitude, and so the 74th was founded a regiment of criminals whose crimes were, as they see it, committed in the Emperor&#039;s name in order to save Persephon IV.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abhuman Auxilla ==&lt;br /&gt;
[[Abhumans and Mutants|Abhumans]] find rare freedom from their controlled existence as genetically inferior creatures within the bounds of the [[Prosperitas Crusade]]. Recruited for the unique physiological quirks they have, these creatures find some degree of respect from their peers that they often do not find in other walks of life when they enter service to the Imperial military.&lt;br /&gt;
&lt;br /&gt;
=== 5th Bachan Auxillary. ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Abhuman Auxilla&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Gangers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; Bachian IV&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Line Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Tank Hunters&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Unique&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Equipment:&#039;&#039;&#039; Enhanced Comms&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Incompetent Leadership&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; The Sovereign Order&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initially envisioned as a penal legion, the 5th eventually formed as an alternative to penal service for troublemakers amongst the mining communities of Myriad. In their first few engagements, however, they deported themselves with great valour, proving themselves tough enough to cope with extreme conditions that many other regiments struggle in. Their officers are drawn from the cadet lines of [[House Vilas-Lobo]] and are regarded by some to be the chaff the House wants rid of. They earned their reputation as competent hunters of enemy armoured vehicles after a fierce engagement against The Sovereign Order of the Eight Points in recent engagements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Caracan Abhuman Detachment No. 16 ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Abhuman Auxilla&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Warrior Tradition&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; Caracas&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Reconnaissance&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Chosen Enemy (Abhumans)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Commissariat Supervision&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Lax Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Abhumans&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Detachment Sixteen is a support unit made up mostly of Ekarans, who come from a group of settlements on Caracas designated specifically by the Imperium to supply this unit. The unit has now been stationed in the swamps of Carthusia for nearly twenty-five years - brought in to help deal with restive local populations of amphibious abhumans, their keen eyesight made them utterly invaluable for spotting insurgent groups sneaking across the flooded terrain, and successive local commanders have fought tooth and nail to keep Detachment Sixteen from being transferred elsewhere. Unfortunately, as with all abhumans, they cannot keep to the standards of order expected of those who are part of the glorious Imperium - not without significant encouragement in the form of watchful Commissars. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadowglow 49th Auxilla ===&lt;br /&gt;
&#039;&#039;&#039;Regiment Origin:&#039;&#039;&#039; Abhuman Auxilla&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recruitment Criteria:&#039;&#039;&#039; Volunteers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home World:&#039;&#039;&#039; Shadowglow&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regiment Type:&#039;&#039;&#039; Light Infantry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Doctrine:&#039;&#039;&#039; Guerillas&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Support:&#039;&#039;&#039; Sniper Teams&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Flaws:&#039;&#039;&#039; Lax Discipline&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regimental Foes:&#039;&#039;&#039; Sovereign Order&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Shadowglow 49th, whilst technically defined as a light infantry regiment of the Militarum Auxilla, is more properly understood as one of a number of administrative constructs that act as an overall framework for various more-or-less independent Raivan units. Deployed as small detachments to other units on a scale of companies or platoons to provide specialist support as commandos, these units are well known for their brutal efficiency, their valour under fire, and their casual attitude towards any regulations that they happen to disagree with. The Shadowglow regiments’ long list of battlefield successes, combined with their near-fanatical loyalty to the Imperium, does something to assuage concerns around their unruliness - but the prevailing attitude among many Militarum regiments is to give the Raivans as wide a berth as possible when not engaged in battle.&lt;/div&gt;</summary>
		<author><name>Tealix</name></author>
	</entry>
</feed>