Warp Raiders

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The Warp Raiders
Battle Cry I CAN FEEL THE WARP OVERTAKING ME
Number V
Successor Chapters None
Primarch Oramar Elthiran
Homeworld Azrimuth
Specialty Sorcery and archaeology, raiding tactics.
Allegiance Renegade
Colours

"The Eldar knew a truth that humans are only now beginning to dream of: Feelings have consequences. The eddies of the Great Ocean are born not by wind, but by the emotive essence of incalculable minds. The Warp is a place where thoughts go to mingle with their kin. All men should be wary of what they think, for those thoughts will one day come home to roost."

The Musings of Primarch Oramar, date unknown

The Warp Raiders are sorcerous xenophile witches who are lost to the warp forever after the Edict of Nikaea censured them and sentenced them to death.

Summary of Legion XII

Numeration: The Vth Legion

Primogenator: Oramar Elthiran

Cognomen (Prior): The Knife Ears

Observed Strategic Tendencies: Hit and run tactics using psychic teleportation, wielding pyromancy and xenotech

Noteworthy Domains: The Eye of Terror

Alliegence: Renegade



Homeworld

Azrimuth was a world where bright crystal formations rose like mountains from low salt flats. The people of Azrimuth were pre-industrial savages who fought each with other with blackpowder weapons on their sand-sailers, weaving at break-neck speeds through the forests of monolithic crystals. Oramar Elthiran was the most feared of all the salt pirates, for his skill with a blade was legendary. Oramar was far more than a mere pirate, however. He was a treasure hunter. He and his crew searched for the white bone buried deep beneath the sand. With a knowledge of the wind and the lay of the land, Oramar was able to know where he might find openings into the great superstructure below, and within those dark crypts he found many ancient xenos artifacts. Foremost among them was a monofilament whip made of unknown metal which was so thin that it could not be seen by the eyes of mortal men. Second, a pistol which fired bladed disks instead of bullets, and needed no blackpowder. He wore armor which seemed to be made entirely of pearl, but which could deflect bullets without a scratch.

Legion Tactics

The Warp Raiders prefer hit and run tactics. Astartes with the psyker gene quickly learn the arts of teleportation and illusion, as well as other schools of witchcraft. They use these spells and incantations to confuse the enemy and tear them apart from a thousand directions.

Legion Organization

The Legion is divided into scholastic cults. The Burning Flames, the Darkwalkers, and the Fleshtakers are only a few of the thousands of schools of thought. Each scholastic cult is headed by an Archademic Lord, who is peerless master of the sorcerous ways of his cult.

Legion History

Great Crusade

The Warp Raiders kept to the furthest fringes of the galaxy for many years in the crusade, far from any eyes that may have alerted the Emperor to their witchcraft sooner. When their archaeological pursuits brought them into proximity with the Sky Serpents, however, word traveled quickly. Oramar and his Archademics attempted to teach Xun's librariams their ways, and it was quickly whispered among their ranks that these sorceries were far more dangerous than the Warp Raiders let on. Word reached the Emperor soon afterward, and he called for a great council at the planet Nikaea, where the Primarchs and their kin would debate the crimes of Oramar. Many brothers defended the arts of sorcery in general, but few could deny that Oramar was delving too deeply and greedily into the Great Ocean. When it was revealed that the Warp Raiders used warp entities called tutellaries to aid them in their magics, the Emperor decreed that Oramar and his legion were to be put to death. Masters of telepathy are not easily caught, however, and Oramar's raiders fled across the sky into the Eye of Terra, where they remained until the Warmaster called them back to rebel against their father.


The Heresy

Legion Equerry

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