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Sons of Tawa
» Sons of Tawa
Codex: Sons of Tawa.|
Base of operations and home-world.
The Sons of Tawa recruit solely from the plains tribes that are scattered across their home planet of Klamath, located far to the galactic east in the Ultima Segmentum. It is a world of oceans, dusty valleys, arid plains and little else. The southern-most pole is a vast range of mountains that seem to scrape the very stars. It is here that the Sun-Gods chosen warriors make their home. Technology is little more advanced than flintlock muskets and the ever present tomahawks or bow and arrow. Occasionally one may see a repeating rifle or some form of auto-gun. Domestic technology is still further reduced with apothecaries using ground powders, ointments and creams to heal disease and wounds. The people of Klamath are fierce tribal dwellers who despite their lack of technological advancement and mostly peaceful temperament, when roused are a force to be reckoned with.
Courageous to the point of lunacy, yet not especially warlike the people of Klamath maintain their nomadic tribal lifestyle and are content to mainly ignore the “Mi-Weh”. These pale star-folk who call themselves Imperials. Content, to wander the land and give praise to their master.
Tawa, the Wolf-Headed Sun God.
Many tribal dwellings dot the dusty landscape, from simple collections of a few dozen tents and family groups, to vast permanent settlements with high stake walls to surround them. Less than a dozen of the largest settlements have a Citadel Guard contingent - whose numbers are made up of both citizens of the Realm and “civilised” tribal folk - and only the very largest tribal settlement - Wailaki - has sturdy rockrete walls and gun emplacements.
Wailaki is also the site of the planets only starport, albeit simply a flat expanse of hard standing with painted deck markers for landing points and ground vehicle travel lanes. It is also here that the Imperial presence both arrogantly begins and rather meekly ends.
Less than a hundred Magistratum officers police the centremost point of Wailaki, where the Justice House sits alongside the Munitorium offices and the small Ecclesiarchy chapel.
The city walls, streets and buildings within are patrolled by the Magistratum. Cocky and arrogant, these officers are not beyond harassment of the native population of the settlement and back up their often unfair treatment with threatening gestures from military-grade shotguns, bolters and physical violence. They patrol by vehicle and by foot, and have small flyers that circle overhead both day and night. Despite this, the Magistratum officers never dare to set a foot beyond the city gates.
For outside the high walls, there is another force of law and order. A force that takes a dim view of the ill treatment of the tribal folk in their charge.
Tall, muscular and fiercely intelligent, these warriors can out fight out run and out drink the biggest and toughest of the tribesmen and Imperials. They are wiser than many of the self-serving Imperial personnel and think nothing of striking them down verbally or intellectually before any and all witnesses regardless of rank.
They are venerated warriors and every man and boy of every tribe aspires to join them.
These are the Children of the Sun God, the Guardians of the World.
They are Adeptus Astartes, the Sons of Tawa, and they are the true rulers of Klamath.
Yet the Sons of Tawa do not fancy themselves as the planetary rulers or demand a tithe from the tribes, as they gladly provide recruits and materials to both the Citadel Guard and Chapter.
There is almost a dozen other worlds that benefit from the protection of the Sons of Tawa although their names are not all listed in the charters provided by the Chapter.
The Chapter is well supplied however from the worlds it safeguards. The Chapter Fleet is supplied with orbital repair facilities near the planet Tekesta, as well as use of the vast naval construction yards around its sister planet of Tolowa.
Of the warriors themselves, the companies are permanently stationed within the Fortress-Monastery, unless deployed against an enemy force or on a rotating duty at Tekesta, Tolowa or Cathlamet.
Chapter records lost/destroyed.
Ref: Blood Star Campaign – 748.M41.
Cross Ref. Relictors Chapter.
Cross Ref. Fire Lords Chapter.
Gene-seed & Recruitment:
Similar to the Imperial Fists, the Sons of Tawa may become obsessed with conquering pain by force of will. As a consequence of this, the Sons may fight on despite injuries which would debilitate ‘lesser’ marines. Many younger Sons are known to act in a way that deliberately invites battlefield injury for this very purpose. Not the least that they will earn for themselves the scars of honourable combat, but maybe even a small nod of approval or a wrist-shake from an honoured elder.
Pain is therefore an important part of many rituals within the Sons, along with the Blooding rituals and the Hunt. It is believed only a true warrior can conquer his pain and fight on.
A traditional initiation ceremony of six-month aspirants is for them to be forced to negotiate the "Maze of Tears" - a large multi-channelled tunnel in which agonising pain, as well as incandescent heat, freezing cold, extreme nausea, varying air pressure and alternating gravitational pull are simulated by nerve-induction. Sections of this apparatus change and shift at random, ensuring the aspirants have no chance to memorize the easiest or most expedient routes. During this trial, it is not uncommon for aspirants to be subjected to nerve gas and/or airborne toxins as well as the potential to be ambushed by veteran warriors or combat drones wielding ranged or melee weaponry.
Aspirants are recruited from various tribal settlements across the planet by numerous trials. These trials include unarmed combat and fitness testing, before the “Sky Lords” take away the honoured young who are to join their hallowed ranks.
It is considered an unparalleled honour for a mother to see her son(s) taken away to become one of the Sons of Tawa and do battle in heaven with the evil spirits that are the enemies of the Lord of the Sun.
Upon being taken high into the mountains, the new aspirants will be schooled in modern weaponry, tactics and academia for a period of time before being trialled once more by the Sky Lords.
These trials range from weapons drills and range shooting to both cultural and academic studies.
The aspirants whose knowledge is acceptable to the Sky Lords will be drilled and trained to the point of collapse before undertaking gladiatorial-style combats against each other.
The aspirants will fight in the arenas against each other, and usually against any Scouts that are given the opportunity to join in.
Any recruits who fall below the exceptionally high standards for Initiate status will be assigned to the Citadel Guard where they will still be able to serve both Tawa and his Sons.
Those that remain will be formed into fresh squads of ten Initiates.
The Initiate’s are still by no means in the clear, as part of their initial formation into a squad they must track, hunt and kill one of the great bears alone and with nought but their wits. Having caught and killed the bear they must return with it to the fortress, whereupon they will feed upon its heart and be gifted with a totem fashioned from its claws, skull or pelt.
All of the Initiates that return from each squad are now elevated to Scout status and begin their training proper. The scout squads are deployed without any one member in charge. It is believed to be more bonding for the squad, as a natural pecking order will gradually emerge amongst the members.
From there, the one who the others follow will become a Scout Sergeant and those that display an exceptionally high understanding of heavier weaponry have the opportunity to become Scout Specialists.
The Fortress-Monastery of the Sons of Tawa is a vast and sprawling edifice containing countless corridors, rooms, halls, chapels and courtyards. It is known to the tribes as Klathatecamet, which can be only very loosely translated into gothic as “Iron Hill”. The main features of the Iron Hill are listed below:
Buried deep beneath the Iron Hill, the armoury is a vast and busy complex that forms one third of the elements that combine to make the Chapter forge. The main lift shaft is heavily armoured and shielded. Six separate magazines each hold countless thousands of bolt rounds and other munitions. Explosives are stored within armoured containers and shielded also.
Security of the armoury falls to one of the three Master Tech-Marine’s, who holds the office of “Master of Ordnance”, and who will always have an assigned detachment of warriors at each end of the lift.
The armoury may only be entered in the presence of the Master of Ordnance, who is also the only warrior to hold the knowledge of the key-codes and protocols.
The armoury is held separate from the other elements of the Chapter forge by a triple set of heavy blast doors and like all parts of the Chapter forge, is staffed Tech-Marine’s, Acolytes and hordes of Servitors.
Before visitors gain entry to the Iron Hill proper, they must pass through the gatehouse.
The gatehouse is well guarded by warriors of the First Company, as well as large numbers of Citadel Guard if the bulk of the First Company is on campaign.
Having passed through the gatehouse, guests pass through the main doors and into the great hall.
However, as very few guests arrive overland, the barbican has its own landing field. Visiting craft are then taken by Chapter serf-pilots to the main hangars once their passengers have disembarked and returned when required.
The barbican is overseen by one of the Master Librarians, who holds the office of “Keeper of the Keys”.
To the far west of the Iron Hill lies the barrack hall, which contains an arena, firing range, chapel and refectory. There are communal dormitories for the Aspirants awaiting selection, billet halls for the soldiery of the Citadel Guard and a ward for any visiting soldiery from across the Realm.
This is where the Chapter serfs, administrative personnel, technicians, naval personnel and other staff live and sleep.
Each Company has a chapel at one end of their ward.
The dungeon lies directly beneath the Hall of Healing, buried deep within the mountains. Prisoners can be incarcerated within any of the two hundred cells.
Soldiers of the Citadel Guard act as security on a rotating shift basis under the command of a warrior.
They spend their time patrolling the cells, transferring prisoners between their cells and the hall of healing or vice versa, or to the main courtyard for execution.
These executions are either by firing squad, hanging or various other means. The executions are performed by the Citadel Guards and are overseen by the most senior warrior in residence at their time of enforcement.
This is the realm of the Tech-Marines where the armour, weapons and vehicles of the Chapter are maintained and repaired. Occasionally, warriors bearing the rank of Specialist may be allowed entry to work upon their own equipment under supervision. It is also within the foundries where new Acolytes begin their training.
The foundries are ruled over by a Master Tech-Marine who holds the office of “Master of the Forge”, and staffed solely by Tech-Marine’s and a numberless army of Servitors.
Spare and replacement parts for the Chapters vehicles, weapons and armour are also crafted here along with vast quantities of ammunition.
The Iron Hill derives the bulk of its power from geo-thermal vanes burrowed deep into the planet.
Overseen by the Hunt-Master and the warrior council, the grand arena is the venue for all high-profile contests, duels and competitions of strength and skill. It is also where Aspirants must engage in combat amongst themselves and their trainers.
The Iron Hill’s massive main doors open from the barbican onto a subtly defended welcome platform which descends down a dozen green quartz steps to the main floor of the hall. The lead and top faces of each step are inlaid with bronze eagle designs. The floor of the great hall is decorated with a mighty bronze aquila, which is almost five hundred metres from wingtip to wingtip.
There are many tapestries and banners hanging from the vaulted ceiling. Grand portraits, busts and statues on inlaid plinths depicting legendary victories and great warriors decorate the walls.
Numerous Chapter artefacts are displayed here, such as the armour of mighty warriors and the bronzed skulls of slain foes.
At the apex of the main staircases curve is a plinth of the finest turquoise marble, inlaid with bronze wolf emblems and encrusted with countless precious stones from the length and breadth of the Imperium.
Stood atop this bejeweled platform is the mighty form of Ancient Aucaman, first and mightiest of all the Chapters warriors. Interred within his armoured sarcophagus, Aucaman fought for many countless centuries before finally being laid low. Lovingly and reverently restored, the mighty Dreadnought stands in silent vigil over those who dare to enter his home.
Fairly luxurious, these apartments are provided for important visitors such as Administratum officials or high-ranking Imperial Guard officers for example.
Hall of Healing.
The hall of healing is used as the central hospital, research centre, bio-lab and gene-storage facility. It is overseen by the Chapters Grand Apothecary and within its walls, his word is law. Even the Chapters Grand Master must seek the Grand Apothecary’s permission if he wishes to enter.
The Grand Apothecary maintains a large staff of non-warrior doctors and surgeons, as well as making use of his Apothecaries and Acolytes where necessary. The non-warrior doctors, surgeons and aides maintain their living quarters adjacent to the hall of healing.
Combat medics for the Citadel Guard undertake their training under the roof of the hall of healing, and are sternly overseen by the Grand Apothecary.
Hall of Honour.
The hall of honour is adjacent to the hall of the aquila and it is here that the vast majority of the Chapters relics, standards and trophies are displayed. The hall of honour is tended to by the Grand Reclusiarch, who is also known by his office of “Master of the Faith”.
The hall of honour is only a hall in name, its grand size and dome would swallow at least three of the greatest Imperial cathedrals. Its walls, ceilings, pillars and even floors are covered in vast frescoes of Chapter heroes, and scenes of legendary battles. The names of many of these warriors and battles have been long forgotten, and live now only in these images or buried within vast piles of crumbling scrolls and books.
It is Grand Librarian Maquinna and Grand Reclusiarch Kotori who spend their every waking moment scouring Imperial archives for information regarding this forgotten knowledge. This lost history of the Chapter.
The Chapters relics - all held within glass stasis-cabinets and some also laid out upon silk cushions - include, but are not limited to;
To the fore of the hall of honour is the Master of the Faith’s office, and to the rear is his private cell.
- One of the twelve ancient Blades of Taima.
- Honour Banners gifted by the Space Wolves, White Scars and Salamanders amongst other Chapters.
- A tiny fragment of the Emperors armour.
- The original transcripts of the Articles of Faith, and Chapter Laws.
- The battle plate of Honoured Aucaman.
Hall of the Aquila.
Aside from the hall of honour, this is the largest within the Iron Hill.
When gathered together, the entire Chapter can be gathered comfortably within. It is used for mass-meetings, feasts and great occasions. Speakers may address the assembly from a raised dais at the head of the hall. The dais is to the side - and of equal height - to the grand bench, the long table where the Grand Master and the Chapters foremost warriors sit. Captains also sit at the grand bench, thus dictating that companies are lead in toasts and prayers by their respective First Sergeants.
This is, quite literally a garden. Within, all manner of local and exotic fruits, vegetables and herbs are planted and grown. These are used for bowls in the guest chambers, meals or mixed to make compounds and drugs used in the hall of healing.
It is quite large, with many plants from across the Imperium grown in set plots to provide a pleasant showpiece area for visiting dignitaries or quiet reflection for aspirants and warriors alike.
Enclosed within the curtain walls and to the east of the great hall is the landing field. Provided above ground are armoured hangars for thirty Thunderhawks of either the gunship or transport pattern, along with a squadron of twenty-four Land Speeder Tempests as visitor escort craft.
There is also space for up to fifteen visiting vessels of varying size. The maintenance hangar and fuel storage tanks are buried deep underground and are heavily armoured and shielded. One level above the maintenance hangars, are the storage hangars where a total of one hundred Thunderhawks of the gunship pattern and a further fifty of the transport pattern are housed.
This room is used for private meetings, briefings and lectures of all types.
Warriors, aspirants and even Citadel Guards serve any required penance here.
These are offices used by the Grand Master and the Chapters most senior warriors for briefings and meetings. These rooms may be turned over to visitors for such purposes and the appropriate company Captains have personal offices relevant to their additional duties here also.
This is the Chapters dining area, used for ordinary meals.
The kitchens, store rooms, perishables store rooms and disposal units are towards the rear.
The scriptory is a small ante-chamber attached to the spirit dome for study of the non-classified works, and to browse the vast collection of historical material held within the domes memory stacks.
The silos house many shuttles and transports for both planetary and orbital transfer of personnel or material.
The solitorium is a small retreat high up in the mountain peaks that is accessible only on foot. Warriors suffering major penance may spend days, weeks or even months here.
Warriors on the advent of promotion must spend a full week here in order to meditate upon the nature and responsibilities of their new roles and their continued service to both Chapter, and Sun God.
The spirit dome is the vast repository of scrolls, tomes and other written articles of Chapter law, faith, legends and history. It is also the main communications hub, populated by all the Librarians and Chapter Astropaths as well as a staff of communications technicians and Servitors.
This is the realm of the Grand Librarian, Maquinna.
Temple of Pipaluk.
The temple of Pipaluk is the subterranean burial grounds for the Chapters greatest warriors.
The transit pool is a vast underground garage where every vehicle of the Chapter is stored when not on campaign. There is a short runway that leads into the foundries for servicing and maintenance purposes, as well as a separate section devoted to heavy repair work on badly damaged or devastated vehicles.
This portion of the Chapter forge is particularly heavily staffed with Servitors and is headed by a Master Tech-Marine who bears the office of “Guardian of the Arms”.
The Guardian of the Arms maintains a staff of Tech-Marine’s and servitors who perform much of the maintenance work upon the vehicles.
The Chapters companies all maintain their own ward, of which there are twenty. Each ward comprises of a hundred individual cells for the warriors. Each ward is separated into bays, each of ten cells, meaning the company is quartered by squad. The Captain, Hunt-Master/First Sergeant and Senior Apothecary have their own cells, the latter of which is usually overtaken by jars and boxes containing all manner of elixirs, powders and creams.
The Reclusiarch also maintains his own cell to the rear of the company chapel, usually filled with books for services and prayers as well as numerous tomes crammed with countless long and detailed notes from his time spent learning the laws and faith of the Chapter.
The ward also contains a small company workshop and armoury, chapel of healing, weapons range, arena and training hall.
The company training hall is overseen by the First Sergeant.
To the rear of each chapel of healing is a small chapel of rest where fallen warriors are taken. It is here that a warriors closest friends may mourn his passing before they are taken and laid to rest in the temple of Pipaluk or carried to the plains of fire.
Ward of Honour.
The ward of honour is a slightly smaller ward given over to visiting warriors from other Chapters.
It is however, lacking a chapel of rest, weapons range and armoury facilities although it does still provide a workshop and arena.
It is unusual for there to be more than twenty visiting warriors from another Chapter at any given time, and for most of the time the ward of honour is empty and silent.
It is customary for the Hunt-Master to preside over any arena contests.
Grand Master Tenskwatawa.
Hunt Master + Warrior Council.
Combined Chapter Armoury (Estimated):
Tech-Marines & Servitors.
Land Speeder: 30.
Land Speeder Tornado: 12.
Land Speeder Typhoon: 6.
Land Speeder Storm: 24.
Land Raider: 9.
MkIIb Pre-Heresy Land Raider: 2.
Land Raider Crusader: 3.
Land Raider Redeemer: 2.
Land Raider Ares: 1.
Rhino APC (standard): 100.
Rhino APC (medical): 10.
Rhino APC (workshop): 10.
Razorback APC: 25.
Predator Destructor: 28.
Predator Annihilator: 19.
Attack Bike: 20.
Scout Bike: 60.
Drop Pod: 1,500*.
*These are maintained aboard the Fleets Strike Cruisers and Battle Barges, whilst the vast majority are stored within the Fortress Monastery undergoing repairs or maintenance.
The Chapter has a pair of Land Raider Prometheus and only a single Land Raider Terminus, although this vehicle is inoperable. The Chapter has no Land Raider Helios whatsoever.
The Chapter also possesses a single “Baal” pattern Predator gifted to them by Commander Dante of the Blood Angels, although this treasured vehicle is only deployed for formal parades - usually alongside the Chapters sole remaining Mk1 Razorback.
The Chapter possesses a trio of Ironclad Dreadnoughts, none of whom are a part of a company and remain at their posts as a part of the Escort.
The Chapter can also deploy a pair of “AA Gun Troops” made up of the Whirlwind Hyperios.
AA Gun Troop:
Command: Damocles Command Rhino.
2x Battery: Land Speeder Hermes + 3x Whirlwind Hyperios.
Grand Librarian / Tech-Marine / Apothecary / Reclusiarch.
Master Librarians / Tech-Marines / Apothecaries / Reclusiarchs.
Chief Librarians / Tech-Marines / Apothecaries / Reclusiarchs.
Senior Librarians / Tech-Marines / Apothecaries / Reclusiarchs.
Librarians / Tech-Marines / Apothecaries / Reclusiarchs.
Aputsiaq: Grand Apothecary. “Lord of the Helix”.
Maquinna: Grand Librarian. “Spirit Father”.
Kotori: Grand Reclusiarch. “Master of the Faith”.
Cowessess: Master Librarian.
Nahuel: Master Librarian. “Keeper of the Keys”.
Lalawethika: Grand Tech-Marine. “Forge Father”.
Chuchip: Master Tech-Marine. “Guardian of the Arms”.
Setimica: Master Tech-Marine. “Master of the Forge”.
Aqissiaq: Master Tech-Marine. “Master of Ordinance”.
Antiman: Chapter Vice-Master. “Master of the Field”.
Isi: First-Captain. “Master of the Guards”.
Kaneonuskatew: Hunt-Master. “Master of the Arena”.
» Army Details
Commander: Brother-Captain Wayna.
Champion: Master Sergeant Wapasha.
Apothecary: Brother Citlali.
Librarian: Brother Onacona.
Librarian: Brother Quanah.
Tech-Marine: Brother Rowtag.
Tech-Marine: Brother Hiawatha.
Dreadnought: Venerable Ituha.
Dreadnought: Honourable Goyathlay.
Dreadnought: Honourable Kawacatoose.
Terminator 'Assault' Squad (5): Sergeant Sunukkuhkau.
Terminator Squad (5): Sergeant Bidziil.
Tactical Squad (10): Sergeant Ujarak.
Tactical Squad (10): Sergeant Nanuq.
Scouts (5): Sergeant Quidel.
Scouts (5): Sergeant Tohopka.
Scouts (5): Sergeant Mikasi.
Land Speeder Squadron: 1x Land Speeder Tornado.
Bike Squadron (6 + AB): Sergeant Apenimon.
Assault Squad (10): Sergeant Ahiga.
Land Raider: Etu.
Predator Destructor: Otaktay.
Rhino APC: Yanaba.
Rhino APC: Amitola.
Rhino APC: Shikoba.
The warrior council acts as the Grand Masters - private - advisory body, providing insights and advice to aid the Grand Master in his tasks and decisions.
The council is made up of the First Sergeants of all the companies and is headed by the Hunt-Master.
The Citadel Guard are used as garrison troops for the Chapters fleet, installations and as an auxiliary to the Chapters warriors when required. The uniform they wear is almost identical to that of the Chapters scouts, giving the Citadel Guard a visual link to their superhuman masters.
The Citadel Guard also act as garrison troops for the Iron Hill.
It is known that the Chapter maintains “plentiful” Citadel Guard regiments, of which two infantry per one armoured regiment are “brigaded” together. The armoured regiments also field their own armoured infantry units in case of breakthrough operations.
The Citadel Guard maintain their own military schools and command structure as well as dedicated engineer units and naval infantry who are classified as “Marines”, the whole essentially separate to the Chapter although presided over by the Chapters Vice-Master. A chosen elite are maintained as a special forces regiment and are sometimes - but not always - deployed as a support force to Chapter scouts.
Ranks of the Citadel Guard:
Colonel-General. - 2iC to Master of the Citadel Guard.
Colonel. - Brigade Commander.
Lieutenant-Colonel. - Brigade 2iC.
Major. - Regimental Commander.
Captain. - Regimental 2iC.
Captain-Lieutenant. - Battalion Commander.
Lieutenant. - Company Commander.
2nd Lieutenant. - Platoon Commander.
Master Sergeant. - Battalion 2iC.
First Sergeant. - Company 2iC.
Platoon Sergeant. - Platoon 2iC.
Sergeant. - Squad Leader.
Corporal. - Section Leader.
Specialist. - Medics etc.
Insignia of the Citadel Guard:
Chest eagle backing:
Black: Special Forces.
White: Command Staff.
Yellow: Military Schools.
The Chapters dreadnoughts have their own council which decides whether or not to allow the Chapters dreadnoughts - which, and how many - to be prepared for war.
The Sons of Tawa are particularly wealthy when it comes to dreadnoughts, with the strongest companies having approximately five to nine dreadnoughts apiece.
Within each company each dreadnought bears the title of Honourable with the exception of the most senior, who bears the title of Venerable.
The venerable dreadnoughts make up their council, and are in turn lead by the Chapters most senior and wisest dreadnought, the Ancient.
The current ancient is Vipponah, the previous Hunt-Master. He is quietly referred to as Sani, the “Old One” by many within the Chapter.
The Chapter currently maintains a total of ten companies. As a result of the Blood Star Campaign the companies do not bear consecutive numbers in the manner of other Chapters due to the destruction of large portions of the Chapters former – twenty-one company – strength.
The Armoury, Reclusiam etc are collectively known as the Grand Company and are commanded by the Grand Master himself.
Current Company Captains:
Vice-Master Antiman: Master of the Field.
First Captain Isi: Master of the Guards.
Brother-Captain Shappa, Second Company: Master of the Marches.
Brother-Captain Wayna, Fourth Company: Master of the Deeds.
Brother-Captain Nuka, Eighth Company: Master of the Watch.
Brother-Captain Catahecassa, Eleventh Company: Master of the Colonies.
Brother-Captain Yuma, Fourteenth Company: Master of the Fleet.
Brother-Captain Muscowequan, Fifteenth Company: Master of the Rites.
Brother-Captain Kisecawchuck, Seventeenth Company: Master of the Court.
Brother-Captain Ahtahkakoop, Nineteenth Company: Master of Recruits.
Company Colours & Insignia:
Company colours are displayed by a coloured trim on the shoulder plates and sometimes upon a knee pad.
The Sons of Tawa make no use of squad numbers as seniority is an ever changing place due to acts of valour and sacrifice by a squads members. Command Squads are known as the “Chosen of Misae”, the warriors who accompany the company Captain and charged with the sacred duty of recovering all of the fallen from the field of battle. The Chosen of Misae carry an honour banner into battle so that all warriors present may know that Misae is watching their deeds and will pass on the tales of their valorous acts to Tawa Himself.
Vehicles bear no squad markings as they belong to the company and are entrusted to the warriors for combat purposes only.
Most companies do not follow the Codex Astartes for company colours.
Grand Company: Bronze
First Company: White.
Second Company: Red.
Fourth Company: Green.
Ninth Company: Purple.
- Grand Master - Chapter Master.
- Vice-Master - Master of the Citadel Guard.
- Battle-Captain - Obsolete Fleet rank.
- First-Captain - Aide to Chapter Master. First Company Master.
- Captain - Company Master.
- Lieutenant - Aide to the Company Master.
- Hunt-Master - Chapter Champion.
- Master Sergeant - Chief of the Company Command Staff. Usually a Veteran Warrior.
- First Sergeant - Company Champion. Usually a Veteran Warrior.
- Senior Sergeant - This is an Honorific and not a rank. Usually a Veteran Warrior.
- Sergeant. - Squad Leader.
- Corporal. - Aide to Squad Leader.
- Specialist. - Astartes qualified with Heavy/Special weaponry.
- Astartes. - Warrior.
- Scout Sergeant. - Squad Leader.
- Scout Specialist. - Scout qualified with Heavy/Special weaponry.
- Scout. - Chapter Inductee.
The First Sergeant of the Nineteenth company is accountable for every aspect of the Scouts development from weapons drills and battlefield conduct through to Chapter history and academia. The usual friction this causes amongst the Scouts is always replaced in short order by a closeness of purpose and unflinching loyalty to the members of the squad that lingers long after Scouts are progressed through the ranks of Astartes.
Squads remain together for as long as is possible and are rarely separated, as the Chapter believes that the warriors who excel in particular roles learn the strengths and weaknesses of the rest of their squad. This bond forged over many years is seen as beneficial to the squad members and makes the unit stronger as a whole.
The “Brother” Honorific:
Brother is an honorific awarded for exceptional acts of bravery. It is used as a prefix to a warriors name or rank. Certain ranks - listed below - do not use the prefix. They may however, be referred to simply as Brother by a warrior of equal or senior rank.
It is a pointed mark of disrespect to not refer to any veteran with the prefix before their name or rank - exceptions ignored - and is sometimes used as a form of verbal disciplinary.
Grand Master Tenskwatawa for example, may verbally discipline Brother-Captain Wayna by addressing him as “Captain”, or “Captain Wayna”, where he would normally address him as “Brother-Captain”, “Brother-Captain Wayna” or “Brother Wayna”.
Veterans may serve penitence in this way by the annulment of their honorific for a certain period of time, or until a given task is completed.
A warrior with the honorific prefix will often be deferred to by warriors of equal rank. Sergeants may defer to a Brother-Sergeant in their own company for example, even though the Brother-Sergeant is technically no more senior.
Apothecaries, Tech-Marines and Librarians may be addressed as “Brother” but are usually referred to or addressed by the title of their office.
The exception to this, is the Hunt-Master, whom should always be addressed by his rank.
- Grand Master.
- Master Sergeant.
- First Sergeant.
- Senior Sergeant.
Master of the Guards.
Commander of the Chapter Fortress defences.
Master of the Marches.
Administrator of the Chapter.
Master of the Escort.
Commander of the Grand Masters lifeguards.
Master of the Watch.
Officer responsible for maintaining the defence and administration of the Chapter home system.
Master of the Deeds.
Administrator of the Chapter Tithes.
Master of the Colonies.
Officer responsible for maintaining the defence and administration of the Chapter Realm.
Master of the Fleet.
Commander of the Chapters Battle Fleet and Lord High-Admiral of the Realm’s Navies.
Master of the Rites.
Officer responsible for overseeing the advanced training of inductees to the Grand Masters Company.
Master of the Field.
Administrator of the Wailaki settlement and Commandant of the Citadel Guard Barracks.
Master of the Court.
Officer responsible for all visiting dignitaries.
Master of Recruits.
Officer responsible for the selection of aspirants for trials for their eventual entry into the Grand Arena dependant on performance.
Master of the Arena.
Officer responsible for overseeing the recruitment trials for new Scouts within the Grand Arena.
He is also the overseer of the Ward of Honour and the Company Arenas.
The Chapters Battle Fleet contains many support vessels, such as tankers and munitions stores vessels, and cruiser classes more often seen amongst the Imperial Navy, as well as dedicated troop transports which can carry large numbers of the Citadel Guard if necessary.
If required, the Battle Fleet could remain self sufficient for a number of years depending upon the extent of any offensive operations.
Each world under the protection of the Chapter also maintains fleets of their own which can be called upon when needed. Each of these organisations are referred to by the name of their home port.
For example, units from Tolowa are referred to as the Tolowan Navy and likewise, craft from Tekesta are referred to as the Tekestan Navy. The navies of each world are tasked with home defence and outlying system patrols, whereas the Fleet prowl freely across the Realm.
Only the Chapters own ships are referred to as the (Battle) Fleet.
In ages past the Fleet was commanded by the Chapters Battle-Captain, a now obsolete rank.
The Sons of Tawa are rumoured to have a Battle Barge of enormous scale, the Fist of Tawa, although there have been no confirmed sightings of this vessel and the Chapter refuses to entertain any Inquisitors who enquire so.
Notable Battle Fleet vessels:
Battle Barge: Spear of Tawa.
Strike Cruiser: Pride of Tawa.
Strike Cruiser: Glory of Tawa.
Strike Cruiser: Wrath of Tawa.
Strike Cruiser: Claws of Tawa.
Strike Cruiser: Sword of Tawa.
Strike Cruiser: Herald of Tawa.
Nova-class Frigate: Queen of Tolowa.
Nova-class Frigate: Misae’s Herald.
Nova-class Frigate: Sun Child.
Gladius-class Frigate: Aucaman.
Gladius-class Frigate: Taima.
Gladius-class Frigate: Tenskwatawa.
Gladius-class Frigate: Warriors Honour.
Gladius-class Frigate: Warriors Vengeance.
Gladius-class Frigate: Warriors Pride.
Cobra-class Destroyer: Temple Bell.
Cobra-class Destroyer: Temple Court.
Cobra-class Destroyer: Temple Gate.
Cobra-class Destroyer: Eagles Claw.
Cobra-class Destroyer: Wolfs Claw.
Cobra-class Destroyer: Bears Claw.
The Fleet contains countless shuttles as well as almost a thousand Thunderhawks, two-hundred and fifty of which are gunship’s, and the rest being transporters. They are stationed aboard every ship in the fleet as well as at the Fortress-Monastery.
The Fleet also operates squadrons of Land Speeder Tempests on every ship which are deployed from low orbit as a form of fighter escort for the Thunderhawks.
The combined fleets of the Sons and their dependant “Realm” are estimated to contain the following vessels;
Astarte’s Battle Barge: 11
Astarte’s Strike Cruiser: 27
Astarte’s Nova-class Frigate: 41
Astarte’s Gladius-class Frigate: 39
Astarte’s Hunter-class Destroyer: 28
Mars-class Battle Cruiser: 12
Lunar-class Cruiser: 24
Tyrant-class Cruiser: 19
Dominator-class Cruiser: 29
Gothic-class Cruiser: 18
Dictator-class Cruiser: 27
Dauntless-class Light Cruiser: 53
Sword-class Frigate: 82
Cobra-class Destroyer: 142
This information has been acquired via covert monitoring on the part of the Inquisition through primary agents or paid informants and as such may be wildly exaggerated or greatly underestimated.
No attempt thus far has been made to catalogue the vast number of system patrol craft, tankers, freighters and transports within the Realm.
There has also been no attempt made to map out the extensive minefields scattered around the border of the Realm and around “restricted” areas. Nor has there been an effort to record the number and type of deep-space and orbital defence stations, trade-hubs, dry-docks and heavily armed muster-stations.
It is known however that each system is very heavily defended with weapons platforms, defence monitors and separate fleets of system ships.
Imperial strategists have calculated that if an Imperial force ever had to assault a world of the Realm, losses amongst a Navy taskforce would amount to almost 87.26%.
Tawa, in actual fact the Emperor, is a mythical figure from tribal legends. He is the Creator, the wolf-headed Sun-God who as a doting Father, gave life to the scattered realms of mankind.
As such, irrespective of the rank, the Grand Master is viewed by the Chapter as their father, the greatest amongst them and chosen by Tawa Himself. Any Son, regardless of rank, title or position even in so far as the human troops of the Citadel Guard, may refer to the Grand Master as “KeTawa”.
It is considered to be the ultimate vocal display of loyalty and is not uttered lightly, often being used to denote that the speaker would gladly give his life rather than fail in an appointed task.
As the physical representation of Tawa himself, the Grand Master assumes the name during the ceremony of his elevation to the rank.
The current Grand Master - Tenskwatawa - was before his promotion, Vice-Master Tenskwa.
The Sons of Tawa retain the sacred symbols of the tribes as well as their Chapter badge.
The Wolf Headed Sun-God.
A wolfs head, the sun emerging from its jaws. Believed to bestow its bearer with the protection of Tawa himself. Also any wolf emblem or simply a wolfs head.
The Sword of Tawa.
A simple sword device, believed to convey the strength and courage of Tawa upon its bearer that they may defeat his enemies in honourable combat.
The Sword of Mercy.
A sword device that is combined with either one or two wings. It is the emblem of Pipaluk, the Goddess of Healing. It is believed to bestow the blessings of Pipaluk upon its bearer, protecting them from harm.
The Eagle Head.
Believed to convey great wisdom upon the bearer.
The Eagles Wing.
Believed to convey swift and safe passage to those who bear it. Usually applied to armoured vehicles to invoke the protection of the tribal Gods.
On Klamath, the tribes believe that the sound of thunder and the flashing of lightning is made by Taima, the weapons master of the Gods, as he strikes his hammer against his latest creations. It is said to be Taima who forged Tawa’s golden armour as a gift for the Sun God in return for his own gift of fire to the tribes of Klamath at the beginning of time.
The rain during such thunderstorms is believed to be Taima’s tears, believing that a piece of ornate jewelry he fashioned as a gift for Namid was the cause of her fall.
Some Sons may carry a Thunder Hammer into battle as a sign of respect for Taima, who is believed to have taught the first Forge Priests of the Chapter.
Believed to be Misae, Tawa’s sister and guardian. Misae, the “White Sun” watches over the tribes as Tawa rests at the end of each full day. Misae is also the Mistress of the Crypt, standing guard over the entrance to the Fortress-Crypt alongside the spirits of every fallen Son. Her acolytes, the wolves, howl to her so that she may receive the dead and permit the souls of the fallen Sons to enter the Great Halls.
The Wolf Skull.
Usually combined with a pair of crossed bones, this is the symbol of Namid, the Star Dancer. The tale of Namid is one of the great tragedies told to the young by the elders of each tribe. Namid, beloved wife of Tawa, was dancing for him one night and fell to earth. Her injuries were too great even for Pipaluk to heal, and Tawa created the vast Fortress-Crypt were he laid her to rest for eternity.
The Tears of Pipaluk.
Her inability to heal the wounds of Namid still tears at Pipaluk’s heart, and she occasionally can do nought but weep. These deep green gems are believed to be her tears, frozen as they fall to the ground, even the warmth of Tawa’s forgiveness unable to melt them.
The symbol of Kiche, the Sky Spirit. Tribal tales record Kiche as the beautiful mother of Namid, who became jealous of her daughters marriage to the Sun-God and blames the All-Father for her death. A vengeful spirit, Kiche steals the spirits of the lost away, casting them adrift that they may never find their way to the Great Halls to prevent Kiche from stealing her daughter’s body away.
Sons who bear the skull do so as a display of supreme courage, that they will never be drawn away from their service to Tawa, even should their spirits be cast adrift until the end of time.
They believe that no matter where their spirit is lost, Misae will send her wolves to guide them back to the Great Halls.
The Winged Skull.
This symbol is usually applied to various types of weaponry. It is believed that this symbol conveys a swift and just death to those who stand before the Sons of Tawa.
The wolves of Klamath are believed to be the Guardians of the Spirit World, their midnight howls a call to the lost spirits of Tawa’s Sons to return home and take their rest in the Great Hall of Tawa - the mighty Fortress-Crypt high up in the mountains where fallen Sons are said to join the great household of Tawa for all eternity as the guardians of his beloved Namid.
The eagles of Klamath are believed to be the messengers of the Gods, and in this role they hold the sum of all knowledge. They see and know all, conveying this information to the Gods that they may punish or reward those who are deserving.
The great bears of Klamath are believed to be reincarnations of mighty warriors and heroes of ages past. For a great bear to be spied upon the eve of a new campaign is considered to be a portent of great achievement or victory. If already on campaign, a vision of a great bear is considered a sign of even greater significance. Not all the assembled warriors will be able to see the great bear however, even if they are stood mere feet apart and in this way the Gods mark out those Sons who shall meet a glorious death or mighty challenge.
» Modelling and Conversion Information
Ahiga. He Fights.
Ahtahkakoop. Star Blanket.
Antiman. Condor of the Sun.
Antinanco. Eagle of the Sun.
Apenimon. Worthy of Trust.
Aqissiaq. Meaning Unknown.
Aucaman. Wild Condor.
Bidziil. He Is Strong.
Catahecassa. Black Hoof.
Cheveyo. Spirit Warrior.
Chuchip. Deer Spirit.
Cowessess. Little Child.
Cuauhtémoc. Falling Eagle.
Dichali. Speaks A Lot.
Gawonii. He Is Speaking.
Goyathlay. One Who Yawns.
Hiawatha. He Who Combs.
Istaqa. Coyote Man.
Ituha. Sturdy Oak.
Kaneonuskatew. One Who Walks on Four Claws.
Kawacatoose. Lean Man.
Kiyiya. Howling Wolf.
Kotori. Screech Owl Spirit.
Lalawethika. He Makes Noise.
Liwanu. Growling Bear.
Lokni. Rain Falls Through The Roof.
Makya. Eagle Hunter.
Maquinna. Meaning Unknown.
Matoskah. White Bear.
Mojag. Never Silent.
Muscowequan. Hard Quill.
Nanook. Polar Bear.
Nanuk. Polar Bear.
Nanuq. Polar Bear.
Notaku. Growling Bear.
Nuka. Younger Sibling.
Onacona. White Owl.
Qaletaqa. Guardian of the People.
Qillaq. Seal Hide.
Quidel. Burning Torch.
Setimica. Charging Bear.
Shappa. Red Thunder.
Sunukkuhkau. He Crushes.
Tecumseh. Panther Passing Across.
Tohopka. Wild Beast.
Tuari. Young Eagle.
Vipponah. Slim Face.
Waban. East Wind.
Wapasha. Red Leaf.
Waquini. Hook Nose.
Yuma. Chief’s Son.
Anaba. She Returns From War.
Elsu. Soaring Falcon.
Kaliska. Coyote Chasing Deer.
Liwanu. Growling Bear.
Otaktay. Kills Many.
Tocho. Mountain Lion.
Wachiwi. Dancing Girl.
Yanaba. She Meets The Enemy.
» Dramatis Personae: Fourth Company.
Master of the Deeds: Administrator of the Chapter Tithes.
Vice-Master of the Deeds.
Younger sibling to Brother-Captain Wayna.
Reclusiarch to the fourth company.
Apothecary to the fourth company.
Master Sergeant Wapasha.
Chief of the fourth company command staff.
First Sergeant Cuauhtémoc.
Fourth company champion and Master of the company ward.
Senior Sergeant Tecumseh.
Fourth company standard bearer and Life-Guardian to the hall of honour.
Astarte, member of the company command staff.
Senior dreadnought of the fourth battle company.
Dreadnought of the fourth battle company.
Dreadnought of the fourth battle company.
First Squad: Tactical.
Second Squad: Tactical.
Third Squad: Tactical.
Fourth Squad: Tactical.
Fifth Squad: Tactical.
Sixth Squad: Tactical.
Seventh Squad: Assault.
Eighth Squad: Assault.
Ninth Squad: Devastator.
Tenth Squad: Devastator.