Venaro sector
Venaro sector
The Venaro sector is a homebrew sector of 40k's Milky Way created by /tg/ between the 30/04/2019 and the 02/05/2019. Venaro is an out-of-the-way Sector with no significant present threats, this serves as an excellent place for the Imperium to put things that they want to keep and eye on, and as an excellent place to hide from prying eyes, as nothing of note is supposed to be there. These means that the system is effectively a prison, rehab facility, and, training ground historically fairly safe from threat. With the Astartes chapter serving as unseen wardens. More recently however, there has been an increase in the Xeno and Chaos activity. Only time will tell if this is indicative of a threat presenting itself. The climate of the worlds within the sector is unusually harsh so much so that it seems almost as though the system was the location of terraforming research before the age of strife., and while most systems are habitable, the populations living them are hardy by nature of having adapted to their environment. This makes some of the more populated worlds excellent recruitment ground for both Astartes chapters, and the imperial guard. However, even these densely populated worlds are nearly barren by some standards. As the sector itself was never valuable enough for hives to be constructed worldwide anywhere, though there is a singular large city located on the world of Venaro I, the center of government in the sector and sector’s namesake, though even here the presence technology is somewhat lacking. Heavy Inquisition presence due to the use of the sector as a dumping ground for undesirables. It contains the following elements.
Notable systems
Cydrasil: Homeworld of Astarte chapter 0x0777D131 gamma (Cydrasil III) Apophis: Homeworld of the order of the [redacted] (Apophis II) Certion: Fortress world where a Guard regiment is stationed (Certion VI) Total known systems: 134
0x0777D131 gamma
Also known as the Predators and many other names, a Space Marines chapter.
The quick rundown
Homeworld
Cydrasil III, a feral world mostly covered by vast, incredibly dangerous jungles. The creatures and plants contained within are able to absorb metals and minerals from their surroundings, making them more durable, and sharper than would be reasonably thought possible. Of the normal humans who enter the jungle, few make it out alive. Chapter fortress is located at the heart of the jungle.
Charge
Officially charged with the oversight of the undesirables relocated to the Venaro Sector, they have developed as a side effect a responsibility for eliminating high-threat targets of the imperium. Though this is often a function they often take upon themselves.
Heraldry
This chapter does not have a ridged heraldry pattern which they adhere to, rather they recognize the usefulness of camouflage and permit their troops to recolor their armor as they see fit on missions.
Chapter organization
Organization of this chapter is loose, with most deployments being of no more than 12 or so marines. If they feel the need they can deploy more, but doing so requires the authorization of the Grandmaster. To deploy, any high-ranking Hunter may seek authorization from a master by providing an explanation of their quarry and goals. Granted this, they may gather a team of Astartes from the chapter at their own discretion, and present the team to the master again. Authorization once again granted, the Grandmaster is given an opportunity to briefly review the hunt at which point he may then permit or deny deployment. At any time, the Grandmaster or a master may demand a hunt of a particular target. A team is then assembled and dispatched with haste.
Ranking within the chapter is very loose, with there only being a few clear ranks. These are defined loosely as follows:
- Grandmaster of the hunt: fills the role of a chapter master. Has absolute authority within the chapter;
- Master of the Hunt: roughly fills the role of captain, assists the grandmaster with the management of the massive chapter. Also serve as instructors for novices;
- Vulture: A chapter-specific term for Apothecaries;
- Hunter/Predator/Stalker: the rank-and-file battle brothers of the chapter. The Specific name is dependent upon the specialty of the Astartes. These correspond to Marksmanship, Melee combat, and stealth/tracking respectively;
- Novice: A trainee who has not yet reached full inductance into the chapter.
Additionally, there are a few other honor-based positions which are granted to worth battle brothers. These are:
- Headhunters: Daemon killing specialists. These Astartes are regarded as the premier force within the chapter when faced with forces of the Immaterium. They wear a skull with a hole and crosshair on their pauldrons;
- Shadows: Marines who have served in the Deathwatch are granted this honor. This is somewhat informally regarded as a marker of seniority within the chapter.
Name fluff
This chapter derives their official name from the Adeptus mechanicus designation for them, which they simply never bothered to change. However, due to the unique way in which the chapter operates, groups of battle brothers within the chapter will often form informal groups termed “lodges” of anywhere from just a few marines to over a hundred, with whom they will hunt and deploy with regularly. Though the camaraderie within the chapter as a whole is still as one might expect, these lodges often form especially close bonds, and frequently choose a name for their group which they feel reflects its nature. Additionally, due to the lack of an “official” heraldry, lodges will often agree on a particular element of their power armor to become standardized across all hunts they undertake. This commonly is the pauldrons, which are often emblazoned with a lodge crest, leading lodges to often become mistaken for separate chapters. This has led to an immense headache for those who see them as overly influential or would see them broken up, as the chapter itself is immensely difficult to track down, and has no fewer than 74 separate false entries into the Imperial records, due to numerous eyewitness accounts of a new chapter in operation.
Banishment groups
Banishment groups are teams assembled by the grandmaster to address a particular threat. Handpicked from the ranks of the Astartes under his command, these hunting parties stand ready 24/7 for their quarry to be located, and are deployed immidiatly at that time. Oftentimes these are named parties, the most notable of which is the banishment squad “banishers of the night” tasked with eliminating the Daemon Prince the chapter has stalked for millennium when it appears.
The Grand Hunt
On occasion a threat may appear which is considered so serious or so hated that the might of the entire chapter will be brought to bear on it. This is referred to as a Grand Hunt and has occurred exactly twice during the chapter’s history. The first was during the invasion that saw the Banisher cement his place in legend. The second was when the Emperor's Children assaulted Extremis Six, where it is alleged that Fulgrim the Kinslayer himself was present. A great many hunters died in both instances, though they claimed the lives of at least twice as many traitors, brutalized corpses left behind as a promise to any traitors who escaped.
Heroes
- Unnamed scout, Banisher of the night or “The Banisher”: Legendary slayer of the Daemon Prince during a major Daemonic invasion in the sector. After their leader was fucking dunked on like a bitch, the forces of chaos were thrown into disarray and disbelief, and were quickly routed.
- Grandmaster Skyron - deceased: Founder of the Chapter and first Grandmaster. Was originally a highranking member of the Iron Hands, but was captured by the Night Lords. During his time in captivity he was tortured extensively as a favored target by his captors, who tried every method or torture they could to break him, ultimately failing. Upon his escape (resulting in numerous dead Night Lords) he quickly came to realize that the combination of the Night Lords terror techniques with the mechanical precision of the Iron Hands was exceptionally effective in clandestine operations, and quickly gained prestige in his chapter due to his squads’ abnormal effectiveness in disruption operations. This eventually led to his appointment as the first Grandmaster of a new chapter.
- Grand Vulture Mengele: Devious fucker who has taken a particular interest in finding out what makes Xenos tick. A highly competent medic in his own right, and is responsible for many of the interrogation techniques used by the chapter.
Notable foes
X’anathor the Shining (derisively referred to as “X’anathor the Seething” by hunters): The original Daemon prince of Slaanesh defeated by the scout of legend. Regarded as a High-value target by the chapter at large. So much so that there is a banishment team specifically tasked with hunting it down whenever it appears. This banishment team bears the same round used by the scout, recovered after the battle, and uses its unique link with the Daemon to slay it when they track it down. So powerful has this bond grown after 12 recorded uses, that the round is said to return to the firer upon the destruction of its target. Further, due to its chapter-Unique construction and materials, the living metal trees within the jungles of Cydrasil, Daemons slain by one of these unique rounds appear to retain their wounds even across manifestations. This makes identification of the Prince easy as it has been described visually as having twelve separate wounds:
One blazing in the center of its forehead One Piercing its chest plate, black steam rising from its wounded heart One, directly where the spine meets the pelvis One upon its wrist, oozing silver ichor One on the side of its thigh, a hamstring shot One down its right palm, exiting the shoulder One, a throat shot, its words escape it as hissing growl One, through the jaw, making it slack lopsided One, Pierced the ankle mid stride One, a hole center mass, directly below the heart shot One, through the side of the neck, slightly above the throat wound One, destroying one of its three eyes. The banisher took a bolt of warpfire to his own eye as he delivered the blessed shot. He hunts with the emperor now.
Of these, the blast through one of its eyes is the shot delivered by The Banisher of legend. There is a prophecy according to which the thirteenth shot will be his True Death, the increasingly strong psychic link between X'anathor the Seething and the bullet guiding it with unerring accuracy.
Notable equipment
Blessed Cyberwood Bolts: Forged over years from some of the oldest trees within the jungle of their homeworld, Astartes Hunters use these rounds to inflict crippling, permanent damage upon high-threat Daemons and Chaos entities. These serve to not only banish the Daemon to the warp now, but also to weaken them upon their return. These rounds are reserved for only the strongest of foes, as the process of their fabrication takes decades to complete and candidate trees are rare.
Order of [Redacted]
Also known as the order of last resort.
Battle cry
"Purge and make pure!"
The basic gestalt
An order beholden to convent Prioris, and allied with the order of sisters Famulous. Technically charged with the oversight of imperial nobility they have proven themselves incapable of this, as their hatred for abhumans, who they see as a blight on the purity of mankind, often clouds their vision. This belief was the cause of their separation from the predecessor, a minor order, who’s name has been lost to time. Following a catastrophic incident involving the unsanctioned exerminatus of their own homeworld when the local guard forces refused to execute a large detachment Ogryn brought in to help against an impending orc WAAAGH! The entire order was relocated to the world of Apophis II in the Venaro sector by the Unnamed Hunters of the local Astartes chapter at the behest of the Inquisition. Ever since the hunters have kept a very close eye on the genocidal sisters, frequently intervening as needed to avoid worst case scenarios. This notable “flaw” aside, the Order is seen as remarkably zealous and effective, even as compared to the high standards of the orders of sisters militant. Believing that to show mercy or compassion to the enemies of the emperor is a sin and recruiting only those deemed exceptionally pure humans, they have maintained fully combat readiness in anticipation of the day that they are called upon by the inquisition to completly ruin some poor heretic’s day. Colloquially known as the order of last resort, these sisters are called for only when the situation becomes so untenable that the situation could not possibly be made worse by their zealotry. As such they have been the final answer for a number of difficulties faced by the inquisition, such as the rattling uprising of Lepunschrom IIV. Following their new home following their “relocation” the world of Apophis II, is a mostly barren, feral world covered mostly by imposing deserts and hostile wastelands, though what little indigenous life to live on this forsaken world is relatively harmless. The sisters largely hold their homeworld at an arms distance, including the smaller settlement dotting the surface, seeing themselves as being above the world they inhabit, and have minimal influence in the operation of the Planet as a result. However, though they may have little influence on their world, the wield a disproportionate, amount of influence off-world, due to the relationships the have with the local naval battlefleet.
Deeds
Their greatest triumph was recovering a sacred relic. Their most holy relic is the writings of a saint. They deviate from the standard method of organization used by the Orders Militant of the Adepta Sororitas. They consider their methods of worship sacred, and that they must be kept from others. Only members of the Order may know of and participate in their rituals.
Tallarn 666th Infantry
As its name doesn't suggest, this regiment has not recruited from Tallarn in a long time.
Recruitment and training
The regiment was originally of Tallarn, but it suffered horrendous casualties after the coming of the orks to Certion VI. The Administratum then decided to keep the name, but recruited soldiers from the local abhumans which were then trained by the original survivors of the 666th.
The abhumans are from the planet's underground. Originally a untouchable caste forced to build and maintain the qanat systems, millennia of duty turned them into nightsider abhumans, albinos with bulbous eyes and improved vision. When the Imperium came, the qanats' entrances were then locked and fortified, turning them into prisons from which only those chosen by the Emperor might leave to perform their privilege of dying in His name.
Training follows standard Imperial Guard training, with a heavier emphasis on stamina and marksmanship. Each soldier must be able to walk twenty miles on the dunes on a single day and shoot an ork tooth from two hundred yards before he is considered fit for combat.
Equipment
- Sidon Pattern Las-jezail - This is a variant of the las-lock, created by sidonic scav-workshops from broken lasguns. These long-barreled weapons are quite accurate and pack a strong punch. The stocks are handmade and ornately decorated with ork teeth, featuring a distinctive curve which is not seen in the stocks of other lasguns. A las-jezail is often fired from a bipod.
- 4 Lasgun Charge Packs
- Flak Cloak - Owning to the hot climate of Certion VI, the 666th adapted their armor as a form of sleeveless cloak. It can also be quickly removed if necessary. In case of a melee, many of the abhumans will wrap the cloak around their left arm, using it as a sort of shield.
- Scimitar
- Garb - While uniform standardization does not exist, the style of dress for most abhumans is relatively similar: a long white tunic and a headcloth.
- Suicide vest - Every nightsider carries this under the flak cloak. The vest contains a variable amount of homemade explosives, a flask of blessed promethium, shrapnel and a detonator.
- 3 frak grenades
- 2 Smoke Grenades
- Rucksack
- Basic Toolkit
- Mess Kit and Two Water Canteens
- 2 Weeks' Rations
- Grapnel - Grapnels use a small launcher or gas-gun to fire a hooked or magnetic grapnel, connected to the launcher with a coiled 100 metres' length of thin but strong line. Once the grapnel attaches to the desired spot such as a rooftop, a Guardsman can manually climb the line or activate a powered winch. Common sets can hold 150 kilograms, while the best can support 200 kilograms.
- Blanket & Sleep Bag
- Dog Tags
- Imperial Infantryman's Uplifting Primer - A staple piece of gear that Guardsmen are required to have on them at all times—this piece of kit is never to fall into the hands of the enemies of the Imperium. It details everything a Guardsman needs to know: principles and regulations of the Imperial Guard, issued arms, attire, apparatus, and equipment, basic battlefield policy and Imperial Guard organisation and structure, elementary battlefield medical instructions, and a detailed guide on the foes of the Imperium. No Guardsman should ever be found without possession of a copy of the Uplifting Primer, the punishment is severe.
Their vehicles also field the Abus-pattern lascannon, more accurate and farther-ranged than the standard pattern. However, its weight precludes it from being used by infantry heavy-weapons teams.
Organization
Officers
- Colonel ("Çorbaci") - The commanding officer of the Tallarn 666th regiment (“orta”). He is elected by the guardsmen from among their veterans. The Çorbaci is expected to carry an atomic bomb in his backpack. If the battle is lost, he must detonate it so the enemy won’t survive.
- Captain ("Boluk-Bashi") - Each of them commands an entire company (“boluk”). They are subordinate to the Çorbaci.
- Lieutenants ("Bayraktar") - These officers command the platoons. They must display discipline and willingness to self-sacrifice at all times, examples for his men. "Sancaks" also are the flag-bearers.
- Commissars ("Çavus") - The 666th’s abhumans are terrified of Commissars, for =dying on their hands does not lead to atonement. On the other hand, the Commissars attached to the 666th usually approve of the version of the Imperial Creed given to the nightsiders, and mostly try to ensure that the guardsmen die for= good reasons instead of wasting their lives away.
Elite units
- Cataphracts - This battalion uses Tallarn-Pattern Sentinels and Leman Russ Annihilators, armed with the abus-pattern lascannon, to snipe important targets on the battlefield. These may be enemy commanders, particularly tough creatures and distinct armored foes. To achieve this, the lascannons are equipped with improved targeting systems based on a servitor scanning array mounted in the weapon. This enables the user to hit enemies up to two miles away.
Noteworthy engagements
Ork Raid Number3.449(399.M38). A mix of boss and weirdboy claims dominance over the Scrap Citadel, triggering a small [[[Waaagh]]]!. A caravan of ramshackle vehicles departs to the north pole, seeking violence and plunder. They raze many outlying farms and some towns, catching the attention of the 666th. They fortify nearby communities, uncertain of which one the orks are going to strike next. The roar of engines warns the inhabitants of Tamaklan of the coming green tide. In the midst of battle, a single Sentinel snipes the head of the “weirdboss”, vaporizing it with its lascannon. This provokes a chain reaction, in which the heads of all the orks burst like grapes. A victory with few casualties is almost too good to be true. The success of the tactic leads to its implementation as doctrine and the development of the abus-pattern lascannon by sidonic techpriests.
The Welcoming Darkness (251.M39). Desert tribesmen find ruins of an ancient human city revealed by the shifting sands. Greed takes over cautiousness, and they enter the twisting maze of streets. This serves only to awaken the terror which doomed the city in the first place. Demons of the Old Night, the divs are like hairy ogryns with horns and claws, capable of possessing people through their shadows, as well as traveling from one shadow to the other. The lone survivor is forced to send an emergency signal to the megabastion, so the demons acquire more victims. This is their undoing, for three battalions of nightsiders are sent. The battle starts poorly for them, but once the demons’ abilities are noticed, the abhumans move towards the deepest tunnels they can find. There, in the supreme darkness, they feel like home and without any shadows for the Divs to use. The underground melees cost many lives, but the demons are slain.
Notable allies
The Administratum appreciates the 666th. Their hope for redemption and background as maintainers of the q'anat systems leads to them being very responsible with their wargear, not wasting even fuel or ammo unless necessary.
Notable individuals
Father Mattius: current Chaplain of the regiment. He was initially against being grouped with abhumans, but came to admire their self-sacrifice and sense of duty towards the Emperor. However, he also noted that the regiment’s suicidal tactics often failed to accomplish anything worth of their faith. So he added two ideas to their creed: through their worthy sacrifice, abhumans might atone, and be born as normal humans in their next life; but, a sacrifice which accomplishes nothing is as much of a sin as being an abhuman, for this wastes the life that is the Emperor’s due.
Planet of origin
Certion VI This is a desert planet, mostly covered by large erg deserts. In the equatorial regions, a single day might see water boil under the sun and freeze at midnight. There is also the danger of the sand tornadoes and the hypnotic singing sand, which can somehow induce hallucinations. Numerous cities, even entire civilizations lie beneath the dunes, and there are legends abound about it being haunted by evil spirits that mislead travelers. Life is only possible deep underground, in the extensive cave system used by the orks to travel throughout the planet. The poles have more temperate climates, although they’re still very hot during the day and cold at night. Ancient ruins of human origin, buried under the sands, suggest that the planet wasn’t originally like this. The sidonic techpriests theorize that the planet was turned barren by faulty terraforming equipment, likely damaged during the Age of Strife.
The north pole is a large plateau and houses the imperial population in the Samarra region, a belt of fertile farmland around the plateau. The latter is crisscrossed by thousands upon thousands miles of underground tunnels, the qanats, which supply water to the farms and few cities. The single megabastion in the planet is Malwiya, a spiraling cone one kilometer high, located right at the magnetic north pole. The mighty Dardanelles Defense Railgun rests atop it, capable of crippling enemy cruisers with a single shot.
The south pole is dominated by the orks, They raised the Scrap Citadel, from which they launch raids into the north pole. It's believed the orks’ fortifications have been built over the original terraforming systems. The Sidonics frequently launch expeditions to ascertain this. If they find this to be the case, they will invade the planet to rescue the archeotech.
Lord Inquisitor Eustace
Inquisitor Chang
Inquisitor Haverson
Outsider from the Venaro sector, his reports to Terra are one of our sources of information and an intradiegetic narrator.