Crimson Bulwark: Difference between revisions
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== Beliefs and Reputation == | == Beliefs and Reputation == | ||
The Bulwark pride themselves on their recruitment world's clan's town or village's honor, and fight for them in the field. These clan villages, feral or civilized, fight for the right to send applicants and the Bulwark takes only the best of the winning village. Assuming the clan's best warriors win, the clan's town is renamed in honor of the initiates, declaring the successful initiates each their ''Lord Ex Crusadas'', and becoming untouchable (by threat of chapter retaliation) to any other villages who would make war on them. Marines, while loyal first to the Emperor and Chapter, do come to see themselves as the masters and Paladins of their clans and holdings, returning in times of relative calm to extravagant processions and feasts in the Emperor's name. Marines view their fiefdom, and by extension all of the chapter's clan, as much a part of the chapter and themselves as their arm and thus when the Rotbelchers razed or corrupted whole recruitment planets the marines were assailed by guilt, rage, and suicidal despair at their loss and failure compounded by the losses their chapter suffered. | |||
The Crimson Grief started during the First Poxwar, whether by some latent gene seed defect or warp machinations none can say, though all marines can be subjected to it, even those whose home is still alive. Marines who lose their fiefdom, most or all of their clan, or fail a stubborn oath they've sworn are shamed in the eyes of the chapter, and join the ranks of "The Marked" (at least the ones who do not lose themselves to the Grief completely). These clans are generally governed by the populace (either a local noble or council, depending on the population and local culture), with the marine serving more as a ceremonial role with absolute power they rarely use. As the worlds the Bulwark recruit from are generally tough and brutal like Death Worlds, Feral Worlds, and mixed tech Feudal worlds, there will often be a nearby monster or threat to deal with whenever the marine returns and this serves to both hone the lone hunter skills of the marine will maintaining their ties to the clan. Most clans will only have one ''Lord Ex Crusadas'', but larger clans may have multiple in which case power is split between them (either by having them rule in a quasi military republic junta, or splitting the clan into different sects). It's very rare a marine actually involves themselves with local politics, but it can happen if the marine believes the local government or populace have grown weak or decadent. | |||
As part of the chapter, each town is expected to provide the destitute, unemployable, and other lower classes to the Chapter to become servitors and members of the working and higher class as chapter serfs, to better help the chapter maintain its artisan weapons, armor, and fortifications. If a town has run out of the lower classes, they will begin to either raid non affiliated towns for potential servitors, or increase the amount of laws to increase the amount of criminals, this reflecting the safety and prosperity being serfs of the chapter brings. The Bulwark's stubbornness is also legendary, and once a marine has decided on a mission there's little that can stop him beyond death (and in the case of Dreadnoughts, not even death). This results in violent arguments when two marines of equal rank disagree internally, and can lead to a duel, or, a recently interred dreadnought breaking lines to charge forth to kill a target he swore he would kill while alive if he can still remember the oath that ended with him being interred. That being said, once settled the marines will bond again, holding no grudge with their brothers. Outside of the chapter, however, these can turn into serious, long term grudges, with the perfect example being Gulliman and the Custodes forcing of the Primaris - the Bulwark now views the former as borderline heretical upstarts, and the latter as perverting the vision the Emperor had for the space marines. Compounded by the fact that when Gulliman's "pets" were in danger, the Ultramarines and their successors deployed in legion strength while the Bulwark was left to fend alone against a tide of plague, their dislike of Gulliman, his marines, and the Custodes has only increased. The only reason the Bulwark could ever fight alongside the Custodes or Gulliman is if the alternative is being declared traitor, even that is a stretch. If such an event were to occur, both would likely find themselves receiving far more 'friendly fire' than they would normally expect while more hardline members of the chapter edge closer to being renegades. | |||
=== Ties to other Imperial Organizations === | |||
The Bulwark will on occasion work with other Imperial Institutions (primarily the Guard, but rarely the Inquisition) when their goals overlap, or if an individual that has previously shown their veracity in combat makes a compelling case for a joint action. The Bulwark respects the honorable who serve the Emperor, and regiments they have served with them and proven their mettle can have somewhat closer ties to the chapter, not enough to regularly request support, but one that can lead to the Bulwark accepting an official imperial command request for support in a larger action. This does require a two way relationship, and if the Bulwark needs a larger amount of fire support than normal, a diversion offensive, or bodies to hold a line they expect Guard support in turn. That's not to say the Bulwark is callous with the lives of guardsmen, but won't hesitate to sacrifice a pawn to capture a queen, knowing that the Guardsmen will be at the Emperor's table. | |||
=== Views on the Emperor === | |||
The Chapter's views are somewhat confusing, owing in part to the loss of most historical records before M35. Some of the few records existent that mention anything regarding the Horus Heresy state the Emperor did not consider himself a God, but records after that point to the Emperor being increasingly powerful and deistic to outright being called the God of Mankind by surviving records around M34. The current views ascribe Godhood to the Emperor, but differ from the Imperial Cult in that the Bulwark believes he has become a God since the Heresy versus always being one. This is not a universal belief, while all acknowledge the Emperor as the master of mankind, some marines believe he is not a true God and just the incredibly powerful father of Mankind. | |||
== Organization == | == Organization == | ||
Each company is led by a Captain with two lieutenants and has its own staff of four apothecaries and a tech-marine. Company apothecary staff rarely take to the field in force, with generally only one or two 'frontline' apothecaries deploying and the remainder focused on disease research and countering, more advanced treatment with the facilities of the company's strike cruiser or section's battle barge, or managing the dreadnaughts and other critically wounded marines. | |||
The First Poxwar not only caused a heavy loss in marines and recruits, but also several chapter relicteries. As such, the Crimson Bulwark are limited to slightly over 60 suits of Indomitus Terminator Armor, and each marine with Crux Terminatus honors is expected to assist the chapter's artificers with maintaining them. Due to the nature of what they fight, the Bulwark use flamers, melta, and plasma frequently to burn any remnant of Nurgle's pathogens. | |||
The bulk of the Crimson Bulwark is stationed in the Eternum sector and neighboring sectors to respond to incursions by the Rotbelchers and Nurgle's daemons, but the Fifth Company, among others as situations demand, is only stationed in Eternum to rearm and refuel after a crusade. All marines are expected to serve at least one campaign on crusade (though most will serve for a long period of time before promotion), assisting the Imperium in distant battlefields learning vital knowledge in how to defeat all the Emperor's foes and fulfilling ancient oaths of support. Although incredibly rare, it is possible for Fifth company to return from a crusade to assist the rest of the chapter, but only if [[Makerus]] itself is under mortal peril. The rest of the companies will normally stay near Eternum to pursue the Rotbelchers and protect neighboring sectors, but individual marines are allowed to volunteer or be assigned to crusade, either as part of a desire to learn more of their enemies, for glory, or a penitent crusade. Fifth Company will almost always be accompanied by some first Company veterans for this crusade, comprised of those who want to learn more or seek distant glory for the chapter. Outside of Second Company and the bulk of Third, most companies will disperse across the larger sector to assist in engagements and campaigns as needed, only deploying in full strength for the greatest of threats. | |||
As a result of the collective loss and guilt of the first pox war, the Bulwark attempt to prevent any more from falling to the dark god of decay, as such it is common to see reserve companies screening evacuation of Imperial civilians while the battle companies wage brutal war. Although they will attempt to save as many as possible, if they come across infected would be evacuees they will execute them, and if too many are compromised or there is a risk of hidden infection, they may instead spare the imperial citizens their grisly fate through inferno bombardment while speaking the Emperor's fallen benediction. In their eyes this is a failure, only adding to their sorrow and guilt. Guilt is a common feeling amongst the Bulwark, leading individuals to flagellate or self-immolate themselves as a penance for their failures, real or perceived. | |||
The Bulwark favors ranged combat, with the bulk of marines armed with heavy firepower and high temperature weaponry. Melee specialists are either veterans who wear heavy armor or penitent assault squads. Penitent assault squads are composed of the marines who feel significant guilt, grief, or rage at the chapter's losses during the first pox war, and aim to earn absolution through visceral melee combat, commonly using flames to purge the enemy and purify themselves. | |||
== Recruitment == | == Recruitment == | ||
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The last test is the test of character. The survivors are grouped into pairs of two, separated from each other, then told that to, in a break of tradition due to too many recent aspirants, earn their place in the chapter, they must fight to the death, with only the winner becoming a brother. Those who follow the instruction and make to attack their fellow initiate, who they spent two weeks fighting an unending horde of enemies, are executed. Only those who are of such a morality to refuse to attack their fellows, or try to dissuade the other and only prepare to fight defensively are allowed to proceed. Rarely, only one initiate survives the trial of the Redoubt. These inmates, Lone Survivors, are believed to be marked for greatness to succeed where all others failed, though their last test is unique. As there are no battle peers to test their morality against, the overseer of the trials, again telling the aspiring warrior that in a break from tradition they'll face a unique test owing to unique circumstances, instead they're offered a Xenos device and told to peer into it to gain immense insight. This is a test designed to trick those that aren't utterly convinced of Man's superiority, as the only correct answer is for them to refuse or destroy the vessel in question. | The last test is the test of character. The survivors are grouped into pairs of two, separated from each other, then told that to, in a break of tradition due to too many recent aspirants, earn their place in the chapter, they must fight to the death, with only the winner becoming a brother. Those who follow the instruction and make to attack their fellow initiate, who they spent two weeks fighting an unending horde of enemies, are executed. Only those who are of such a morality to refuse to attack their fellows, or try to dissuade the other and only prepare to fight defensively are allowed to proceed. Rarely, only one initiate survives the trial of the Redoubt. These inmates, Lone Survivors, are believed to be marked for greatness to succeed where all others failed, though their last test is unique. As there are no battle peers to test their morality against, the overseer of the trials, again telling the aspiring warrior that in a break from tradition they'll face a unique test owing to unique circumstances, instead they're offered a Xenos device and told to peer into it to gain immense insight. This is a test designed to trick those that aren't utterly convinced of Man's superiority, as the only correct answer is for them to refuse or destroy the vessel in question. | ||
== Fleet == | Successful Neophytes start out as scouts to both stay relatively safe until they've earned their armor and to better learn the disciples of Nurgle's tactics. After completing a stint as a scout, they are assigned to devastator squads. After a long service as a devestator, the marine either stays as a devastator or is inducted into a short stint of training as an assault marine, with those who suffer from the Grief forming more permanent (until the Grief clears) assault squads. Afterwards, they begin training as tactical marines before either electing to stay or continue up the path to become a veteran. Chaplains and leaders closely monitor their battle brothers, and those who show aptitude for command are selected to begin training. A future leader must complete tactical marine training before starting command training, regardless if they are a veteran devastator or currently going through tactical marine training. | ||
== Equipment and Fleet == | |||
=== Dreadnoughts === | |||
Marines chosen for internment into Dreadnoughts are those too wounded to continue service and have normally (but not always) mastered their grief. Dreadnoughts loadouts almost always mirror their marine's former specialty, with former devastators using lascannons or assault cannons with a missile launcher, former assault marines using flamers and Dreadclaws, and former tactical marines using a combination. Almost any marine is eligible for internment, provided there is no other way to save them, they're compatible with the mind interface, and most importantly, mastered their grief. Dreadnoughts will generally maintain their fiefdom in title only, choosing a battle brother they trust implicitly as a steward in their absence. A dreadnought that falls to the grief (however exceedingly rare) will charge the nearest enemy, even going as far as threatening serfs to help deploy him from orbit if he's stuck on a ship, where the dreadnought will continue until he meets his end or slaughters enough to satiate his wounded pride. The chapter also possesses several relic Dreadnoughts, though how they gained possession of them is a history destroyed when the chapter records were destroyed. A different type of brother is interred in each dreadnought, with the Leviathan being the only pattern redeemed marked brothers can be interred in. Even though they have lost the stigmata, they still carry their quest of repentance and thus the dangerous Leviathans are the perfect fit. While the chapter does remove the sarcophagus from the Leviathans between battles, extended operations sometimes prevent this from occurring and thus the interred brother must be of exceptionally resolute mind and willpower, which the veteran redeemed possess after surviving the guilt for so long. The most veteran Leviathan dreadnought still in service is brother [[Barca the Black]], one of the most respected redeemed marked in the chapter's known history. | |||
== The Crimson Grief == | == The Crimson Grief == |