Rogerius Merrill
This page details people, events, and organisations from the /tg/ Heresy, a fan re-working of the Warhammer 40,000 Universe. See the /tg/ Heresy Timeline and Galaxy pages for more information on the Alternate Universe.
"The best a man could expect from Rogerius Merrill was a polite smile - and a knife in the back."
- Gaspard Lumey, private correspondence.
History
Youth
"There is solace in losing everything. Strife gives you purpose. Survival makes you stronger. And losing everything means there is nothing left to hold you back." - Rogerius Merrill, The Glorious Struggle c.87.M30
The Primarch's pod landed on the largest crumbling hive of the world Profi Tiroedd. There he was found and adopted by a local tribe which titled itself Merrill. He grew and learned with the people there, becoming the tribe's most promising child. At the age of fifteen a group of men from surrounding tribes came with a message to the Merrill. Their seers and medicine women had consulted the spirits and believed that if this child was allowed to live, he would doom all within the "Hollow Mountain," as it was known by the planetary natives. The tribe rejected the offer and were informed that war would be the outcome. The Merrill tribe were skilled warriors and hunters, but were few in number and faced the entirety of the tribes living within the ancient hive. They fought a running battle for six months, but ultimately lost. Every man, woman, and child of the Merrill were killed save the young Primarch.
In the following months, the Primarch was alone. With no one left to protect, he went on the offensive. He was new to warfare, but he was excellent at hunting. So he singled out his targets and eliminated them one by one while they slept in their tents. He moved from tribe to tribe, killing several in a night before moving on. Most fled from the mountain, as he would always come and he would always find ways to slip through their traps and defenses. Some tried to fight, but found themselves fighting shadows. Their enemy always eluded them. In the end, Merrill killed all who fought and didn't chase those who left the hive. As the tribes ran, they spread stories of his wrath. These stories became more inflated with each retelling. Eventually, the hive was abandoned by all save the Primarch himself over fear of the demon who haunted it.
During this time, another group of tribes united into a single council, calling themselves the Sikundus. They sought to unify the tribes in their own hive to ensure the safety and longevity of those who lived there. This led to a long war with others within their hive. As the war came to an end, their elder councils had been replaced by warriors. Warriors who now saw the threat of the tribes outside their own living areas. And so they raised their spears again to those tribes surrounding the hive. With each campaign coming to a close, they saw reason to invade their new neighbors and bring their lands and people into their own. It was a long, slow war of expansion.
Nearly twenty years after the last of the tribesmen had left the Hollow Mountain, a group of refugees from the Sikundus campaigns found their way inside. They reasoned it would be somewhat safe from their enemies, as the rumors of the demon would keep other tribesmen at bay. While exploring the ruins, they came across the Primarch. After some discussion he reluctantly agreed to allow them to stay in the old Merrill grounds for a few months until they had collected the supplies to move on. Merrill quickly realized that these men were not quick nor stealthy enough to survive long within the Mountain, and taught them what he knew. As days turned into months, they became better hunters and developed their area more. As months turned into years, more refugees arrived with similar ideas. As years turned to decades, the refugees became a tribe of their own. Though they rarely interacted with the Primarch, every season they left a gift of food in thanks for his aid.
Eventually, news of the new tribe reached the Sikundus. They sent diplomats to the new tribe within the mountain. Fearing their eventual battle but refusing to surrender, the people went to Merrill. He was very angry with them for bringing the attraction of new and powerful tribes. But he ultimately relented and decided to assist them when confronted by the questioning of a young boy almost his own age when his own tribe died. For the next year they fought against the Sikundus, never relenting, and never allowing them to build a foothold in the mountain.
That was when the Emperor arrived and began peace talks to bring the Sikundus and all of Profi Tiroedd under Imperial Authority. During the talks, the Primarch and his men snuck into camp and killed the entirety of the Sikundus leadership and burning their camp to the ground. Some men of the Imperial Army witnessed the Primarch in the attack and the news reached the Emperor's ears. Without warning he went into the hive with neither armour nor weapons. After five days, he found his quarry. The Primarch wished for neither glory nor conquest. He wished to hunt. Over the next four days, the Emperor lived and hunted with his son. On the fifth, he told him to look at the tribe. They were successful, not because of glory or conquest, but because of this Primarch's leadership. He trained and taught them what they needed to defeat an enemy at impossible odds. He told the Primarch of His designs and plans, and that the Primarch would be left to his own devices. That he would hunt the most dangerous game in the galaxy. And with careful contemplation, the Primarch relented. And so both Emperor and Primarch left the planet, the Primarch finally being named. Rogerius after a great warrior and hunter of old Terra and Merrill after his tribe.
The Great Crusade
After a term of education at Terra and another under the tutelage of Hektor Cincinnatus Merrill was granted control of the XX Legion. His first task was to rename them the Iron Rangers. Then he brought them all to Profi Tiroedd, his home planet and the new center of recruitment and training for the Legion. They were assembled in simple clothes and their combat knives at the base of the Hollow Mountain and given one set of instructions: meet their Primarch at the top. Those who were unsuccessful perished in the maze of the former hive. Those who succeeded joined their Primarch in the reformation of their Legion. Merrill chose a more training-centric model for his men, with a chain of command that allowed both easier control and greater autonomy within the ranks.
With a Legion under his command, Merrill went forth. Throughout the Crusade, he led the 732nd Expeditionary Fleet (The 733rd through 738th were also Iron Rangers), and conquered numerous planets and systems in the name of the Emperor. While his methods were considered slow by some, they were efficient, and effective, bringing more worlds into full compliance, and utilizing less resources than some other fleets. However, he had his misgivings, and issues with some of the methods the crusades carried out. This would start his fall to Chaos.
The ultimate cause of his fall was the discovery of several books devoted to Chaos. Within its pages were not words to coax Merrill away from the Emperor. Rather, they spoke to the misgivings and whispers that had been at the back of his mind for decades. They gave reason and backing to his ideas and encouraged them to flourish.
The Hektor Heresy
"I brought Merrill to the negotiations because he is more than just another Primarch to me. He is a promise of violence, pain and death to my enemies."
-Hektor Cincinnatus, when asked about bringing Rogerius Merrill on a diplomatic mission
During the Heresy, Iron Rangers forces were deployed under Hektor, to disrupt and destroy loyalist assaults and defenses across the galaxy. Most famous were his actions in the space and on land crippling the Scale Bearers, and, eventually, killing Tiran Osorus himself.
For Rogerius Merrill himself, most notable was his loss of sanity. It seems that after murdering his brother in cold blood, his mental state rapidly deteriorated. Though he still kept a sharp mind for tactics and the elimination of his foes, his concerns seemed more distant and his attention span rapidly shortened. By the time of the Siege on Terra, he was completely unconcerned with the success of the rebellion altogether. Hektor had abandoned giving him orders, instead using his Equerry, Cellweirwyr. Merrill spent the time "hunting" Terran nobility, officers, and other hard-to-reach targets for his own amusement. Though the Warmaster expressed displeasure at his brother's lack of enthusiasm and concern, he ultimately allowed it under the pretext that he was still assisting the siege.
When the Warmaster fell, Merrill was amongst the first to withdraw his forces. Though many attribute it to cowardice or his known pragmatism, those closest believe his retreat was spurred because he believed there was no further need to stay attached to the traitorous forces.
Post-Heresy
"Fall? I did no such thing. I ascended above the fleeting and illusory trappings of power and control."
Ascension to Daemon Prince
The Books of Merrill
Merrill was responsible for two books written in his lifetime. The first, On Humanity, was a philosophical discussion on Humanity's right to the stars. Written during the Great Crusade, it was widely well-received. Many aspirants of various Legions were required to learn its lessons, and it was published in Low and High Gothic throughout the Imperium. It was divided into three parts: Suffering, Mastering, and Absolution.
Suffering dealt with the various setbacks, trials, tribulations, and disasters humanity had faced through the eons. More of an embellished tale of the horrors than a historical account, it was meant to put the reader in a frame of mind for the rest of the book.
Mastering covered how humanity overcame those obstacles, and each time forged itself anew.
Absolution was the truly philosophical part, discussing how necessary the past was in order to create a stronger mankind. "Suffering and Mastering," it states, "Are required for mankind to move forward. Only through evolving beyond our preconceived limitations can we truly come into the state we are now: conquerors of the Galaxy."
When Merrill declared himself for the traitors, many remembrancers toiled to keep the book in circulation, omitting the name of the original author and any references to the fallen angel and his comrades. The effort was dropped, and ultimately banned, when the second book was discovered. Titled On Society, it was far from the philosophical masterpiece of the original. Filled with inane and nonsensical rants, it discussed the need for humanity to tear down society and civilization in order to properly evolve. It argued that civilization was what held humanity back. The chains of oppression should be cast off, and replaced with anarchy and disorder.
When the Ecclesiarchy came into power, these books were declared Heretical. However, many Inquisitors of the Ordo Hereticus consider them vital materials to understand the cult.
The Cult of Merrill
The Cult of Merrill is a specialized cult dedicated to Chaos Undivided. Despite the name, members do not actually worship the Daemon Prince Merrill. Instead, they follow the tenets set forth in his books. It is largely believed to be supported and trained by the Iron Rangers as a small preliminary force to gain a foothold on a new planet. The individual cultists are mostly radical naturalists, anarchists, and psychotic individuals who reflect Merrill's ideals of destroying society and civilization. They ultimately believe that society and civilisation are hollow concepts. That power and authority are given by the masses, and seek to reclaim them, replacing all law and order with pure chaos.
Personality
Little is fully known of Rogerius Merrill. He confided in only a handful of individuals and much preferred solitary hunts or creating intricate patterns of dominoes in his quarters. Most interactions were in planning stages of major operations and the few ceremonies the Emperor deemed necessary. He would often keep to himself during these meetings, only adding input of how he and his men could benefit the greater cause. With those Primarchs who worked with him to use his Legion as he saw fit, he was considered a valuable asset. His ideas were effective if unorthodox and he would ensure a line of communication was kept between himself and his allies. Those who did not share his vision or otherwise indulge his desires found him obstinate, petty, and otherwise impossible to work with. As soon as planning was finished, he would be completely out of reach on a planetary surface leading his Legion's operations from the front lines.
Merrill is ruthless, cunning, and values efficiency above all. To waste anything is a cardinal sin to him. Almost anything around him are tools to be used, and he uses them until they no longer serve a purpose. Though he does not view the world with such labels as "good," and "evil," he understands that some actions will result in the greater benefit, whereas others will be a detriment to all. That being said, he does actively work towards the benefit of all, but it is definitely HIS version of that idea, which can put him at odds with many of his brothers and often members of the Imperium and nobility.
While not a braggart, he was extremely arrogant. He believed himself to be the smartest, fastest, or best fighter in the room. If not all three. He is well aware of his own weaknesses, but he overestimates his strengths constantly, which leads to a borderline narcissistic sense of self worth. This trait often materialized most in his ideas of leadership. He would take time planning with his men and leave them to pursue his own battlefield goals. To say that he trusted his commanders to perform well would be an overstatement. The process and requirements to command a contingent of Iron Rangers required an individual who thoroughly understood strategy and tactics, and would be able to adapt efficiently and expertly to a changing battlefield.
Merrill has been known to make the occasional impassioned speech or long discussion, those are few and far between, and only when necessary. He says what needs to be said, usually being as sparse and direct with words as possible. He does not bandy with useless information, he simply cuts to the heart of the matter and is done with it. Some of his brother Primarchs consider his mannerisms to show a lack of tact or social graces. Others enjoy his blunt input, as he will give an unfiltered and honest opinion. Merrill himself believes that anything less than a blunt response is a disservice to others and a waste of time and could lead to further wastes of men, firepower, or equipment.
Appearance
Merrill is smaller than almost all of the other Primarchs, yet still stands head and shoulders above your average Space Marine, with dark, reddish skin, and long, black hair, shaved along the sides. He is also considered softer of features, and, in comparison, seems one of the most unassuming. In stark contrast to this are his eyes. While soft brown in color, they are eyes that have clearly seen hardship, giving a bitter, resentful look to what would otherwise be a rather bland face. He wears a lighter version of his brothers' armor, leaving more soft armor, his neck, and arms exposed for greater flexibility. When not in a combat zone, he is often seen wearing softer leather and fur clothing, in the style of his homeworld.
He is among the physically weakest of the Primarchs, but what he lacks in brute strength, he makes up for in speed and cunning.
After his ascent to daemon prince, he became much taller, and gaunt. His skin is mottled, and constantly shifting colours, which always seem to blend with his surroundings. Though still bipedal, he bears the legs of a great predator, with abnormally long, clawed hands and arms. Soot-black feathered wings sprout from his back, and his bestial head bears antlers, forming almost a ring as a mockery of a crown or halo. His hair, oddly, still remains, but hangs low and limp on his stooped form, braids and locks held in place with leather, stone, and brass clasps and ties inscribed with blasphemous symbols and rites. He has a voice which simultaneously sounds like the rustling of leaves on the wind and the roar of a great predator.
Wargear
Before the Heresy, he bore a lighter, slimmer variant of Artificer Armor, designed for speed and mobility. It also bore numerous antennae for various communications needs with his Legion and its allies. For weaponry, he carried a unique power spear, enhanced with technology from the Dark Age of Technology, and a long-range rifle for those few occasions he could not close with an enemy. He was known to carry a wide variety of grenades, though most of them were non-lethal, for creating havoc and confusion when he struck his enemy and defending himself when necessary.
A fan's Attempt at Rules
PTS | WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|---|
Rogerius Merrill: | 465 | 8 | 5 | 6 | 5 | 4 | 7 | 6 | 10 | 3+/4++ |
Unit type: Jump Infantry, Independent Character.
Wargear: Archeotech Pistol, Grenade Dispenser, Recon Artificer Armor, The Red Spear,
Special Rules: Adamantium Will, Bulky, Crusader, Eternal Warrior, Fear, Fearless, First Sight of the Battle, Fleet, Independent Character, It Will Not Die, Last Sight of your Life, Pragmatism is a Virtue, Swiftest of His Sons.
Grenade Dispenser: Because he so often fought alone, Roger learned to make due without the battlefield support his brothers so often had. Rogerius counts as having Assault Grenades, Melta Bombs, one Void Canister, a rare type of bomb that uses a focused vacuum implosion to pull a great cloud of dust and sediments towards the blast point, granting the user shrouded for one game turn. Additionally, all units within 6" of the user (including the user) must pass a toughness test or suffer from Strikedown.
Recon Artificer Armor: A very light, flexible variant artificer armor, based on the armor worn by legion scouts. Provides a 3+/4++, and counts as a Nuncio Vox. Grants Move through Cover, Shrouded and all "Sniper" weapons must refill successful to hit rolls.
The Crimson Spear: A weapon named not by Rogerius himself, but as a grim joke by his sons. The spear is unpainted grey. S:U AP2, Mastercrafted. The advanced archeotech built into the spear can be activated for one assault phase of your choosing, granting +2 S, I, and Haywire.
First Sight of the Battle: Rogerius has stealth. On the first turn of the game, he has shrouded. Additionally, he gains infiltrate and outflank.
Last Sight of Your Life: Rogerius gains the Hammer of Wrath special rule and inflicts 1D3 hits instead of 1. On the charge, Rogerius gains D3 extra attacks. In an assault, any roll to hit of 4+ is a successful Precision Strikes roll (as it it was a 6).
Pragmatism is a Virtue: If Rogerious wipes out a unit in close combat, before the beginning of the next phase, he can then make use of a single grenade or special/heavy weapon that unit possessed.
Swiftest of His Sons: Rogerius counts as Jump infantry and can make jump moves in the move and assault phases of the same turn, and has the Hit and Run and Move Through Cover special rules. He doesn't actually have a jump pack, he's just that fucking fast.
Jesus, where do you even start with this guy? Well let's start with weaknesses: Rogerius will blow over in a stiff breeze. The guy has 3+/4++, and one less T and W than most primarchs. In a fair fight, almost every other primarch will whip his ass. Lucky for you, Rogerius lives by the creed, "If you're in a fair fight, someone did something wrong." He's much meaner than most on the charge, getting a potential 9 S6 attacks plus your HoW hit, and he has assault grenades as a cherry on that murder milkshake. So sure, in a straight up fight he'll usually lose, but he has hit and run, so you can jump in, hit him with a charge, then Hit and Run away, to charge again next turn. Plus he's the fastest primarch (kind of), what with his fleetcrusaderdoublejumpmovethroughcover shenanigans. Also, while it may seem at first glance that he does nothing for his sons, look again. His armor's nuncio vox combined with his infiltrate and outflanking mean that you'll be able to accurately drop some elites right in your opponent's face, turn 2, and his pragmatism rule mean you could, say... Assault a squad with Rogerius, wipe them out, then throw their assault grenades at another unit, which can then be charged by his sons. Or barring that, you can just shoot some shit; wipe out a couple termis with a plasma gun, pop an enemy's tank with his own rocket launcher. Use your imagination. Roger is however very fragile for an almost 500 point unit. Seriously, a squad of legion terminators that costs half of what he does will be twice as durable against most things, and they'll probably be more useful against tanks (don't be fooled by those melta bombs and one charge's worth of haywire attacks, Rogerius gets to kill one tank). Use him wisely. He's also not a fan of fearless. Most units will get charged, loose combat, break, and be overtaken and murdered. Fearless and Stubborn both throw a wrench in that plan.
- Followup thoughts from a secondary perspective: Something something skill over force something something. He's best on the tabletop working as a pinball to hamstring your opponent's capabilities and being a one-man area denial unit. Don't use him to go after special characters and warlords (well, most of the time) right off the bat. Use him to systematically take out your opponents' special/heavy weapons and squad leaders (he'll basically win any assault on the charge, and with 4+ Precision Strikes with 7-9 S6-8 Attacks, you can severely hurt any squad's leadership and firepower) or otherwise just negating units one at a time. Force your opponent to move where they're open to the rest of your army, and then bring down havoc on his rear lines. But keep in mind that either in an extended assault or out in the open, he's little more than an expensive paperweight. And will die faster and harder than any other Primarch.
The Primarchs of the /tg/ Heresy | |
---|---|
Loyalist: | Alexandri of Rosskar - Arelex Orannis - Brennus - Gaspard Lumey - Golgothos Onyx the Indestructible - Roman Albrecht - Shakya Vardhana - Tiran Osoros |
Traitor: | Aubrey The Grey - Cromwald Walgrun - Hektor Cincinnatus - Inferox - Johannes Vrach Rogerius Merrill - The Voidwatcher - Tollund Ötztal - Uriel Salazar |