TEXT: ™
  ®
  ®
  ™
  SECRETS OF THE CRUSADE
  INTO THE JERICHO REACH
  ™
  
  ™
  ™
  ™
  ROLEPLAYING IN THE GRIM
  DARKNESS OF THE 41ST MILLENNIUM
  
  Credits
  Lead Developer
  Ross Watson
  Written and Developed by
  Owen Barnes, John Dunn, Andrew Fischer, Andy Hoare, 
  Tim Huckelbery, Kevin Rubitsky, and William Thrasher
  Editing
  Graham Davey
  Proofreading
  Matt Eustace
  Graphic Design
  Kevin Childress and Chris Beck
  Cover Art
  Michael Phillippi
  Interior Art
  Even Mehl Amundsen, Jacob Atienza, Ryan Barger, Ted 
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  Naksewee, Brad Rigney, Adrian Smith, Mark Smith, David 
  Sondered, Frank Walls, and Andrea Uderzo 
  Managing Art Director
  Andrew Navaro
  Art Direction
  Kyle Hough
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  Eric Knight
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  Deb Beck
  Executive Game Designer
  Corey Konieczka
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  Michael Hurley
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  Christian T. Petersen
  GAMES WORKSHOP
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  Alan Merrett
  Special Thanks to our Playtesters
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  with Matt Bogart, Jon Cox, Max Hardenbrook, Matt Hunt, 
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  with Sean Kelly, Rob Lord, Stuart Lord, and Mike Madani, 
  “Veterans of a Psychic War” Benn Williams with Chris Lancaster, 
  Scott Philips, John Ross, Rebecca Williams, and Eric Young.
  FANTASY
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  Copyright © Game Workshop Limited 2011. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, 
  the foregoing marks’ respective logos, Achilus Assault and all associated marks, logos, places, names, creatures, races and race insignia/
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  Contents
  Contents
  Introduction 
  4
  What’s in this book? ...............................................................4
  Chapter I: The Jericho Gate 
  6
  The Enigma of The Warp Gate .............................................6
  Chapter II: The Crusade Begins 
  12
  The Most Glorious Achilus Crusade.................................. 12
  A History of Conquest and Carnage  ................................ 14
  A Dream of Glory ................................................................ 14
  Into the Breach ..................................................................... 15
  Total War ............................................................................... 19
  Warmaster Tiber Achilus ..................................................... 21
  A Rise to Glory .................................................................... 21
  Commanders of the Crusade .............................................. 24
    Imperial Guard ................................................................... 24
    Adeptus Arbites .................................................................. 25
    Imperial Navy ..................................................................... 25
    Adeptus Ministorum .......................................................... 25
    Adeptus Administratum .................................................... 26
    Adeptus Mechanicus .......................................................... 26
    Adeptus Astartes, Inquisition and Deathwatch .............. 26
  Soldiers of the Crusade ....................................................... 29
    Landrian “Drusus’s Own” Militia ..................................... 29
    Castobel Vengeance Company ........................................ 30
    Storm’s Warning ................................................................ 30
  Deathwatch Involvement .................................................... 32
    Deployment and Relations ............................................... 32
    Recruitment in the Field ................................................... 33
    The Omega Vault ............................................................... 33
  A Dark Web of Worlds ........................................................ 35
    A Pattern of Death ............................................................. 35
    Using the Dark Pattern ..................................................... 36
  Crusade Campaigns ............................................................. 37
    Military Involvement ......................................................... 37
  Chapter III: The Orpheus Salient 
  41
  The First Successes ............................................................... 41
  Command of the Orpheus Salient ..................................... 43
  Themes of the Orpheus Salient .......................................... 44
  Hive Fleet Dagon ................................................................. 45
  The Slinnar Drift .................................................................. 56
  The Mortis Thule ................................................................. 61
    A Lineage of Doom ........................................................... 61
    The Dead Hulls .................................................................. 63
    The Dwellers Within ......................................................... 63
  Chapter IV: The Acheros Salient 
  69
  The Stigmartus ..................................................................... 69
  The Charon Stars ................................................................. 75
   The Hadex Anomaly .......................................................... 80
    Recorded History ............................................................... 80
    The Wreck of the Limitless Grasp ................................... 81
    Kokabiel’s Drop ................................................................. 83
  Daemon Worlds of the Hadex Anomaly ........................... 87
  The Fallen Forge world of Samech .................................... 89
    The Fall ............................................................................... 90
    The Way of the Iron Pit .................................................... 91
    Agents of the Furnace Lord .............................................. 93
  Daemon Prince Mephidast the Plaguereaver ................... 95
  Chapter V: The Canis Salient 
  101
  Lord Commander Sebiascor Ebongrave ..........................102
    The Madness of Lord Commander Ebongrave ............104
  The Main Advance .............................................................107
  The Velk’han Sept ..............................................................110
    The Way of War ...............................................................112
    Tau Space Travel ..............................................................114
    The Mal’caor Shi Fleet ....................................................118
  Contact with the Tau .........................................................119
  Relations with the Tau ......................................................123
    A History of Conﬂ ict ......................................................124
    Truces and Traitors ..........................................................125
  For The Greater Good .......................................................127
    Imperial Diplomacy and Trade ......................................127
  The Black Reef ...................................................................129
    Gravity Storm ...................................................................129
    The Black Heart ...............................................................129
  Chapter VI: Heroes of the Crusade 
  132
  Friend or Foe ......................................................................132
  Villains .................................................................................132
    Lord Militant Solomon Tetrarchus ................................133
    Brother-Captain Kynar Half-Hand ................................134
    Lord General Magratha Orphel von Karlack ...............135
      Enter Magratha ..............................................................135
      Return and Ascension ...................................................135
      The von Karlack Conspiracies .....................................136
    Lord Captain Gravis Terrozant ......................................137
    Plenipotentiary-Designate Urwin Sire ............................138
    Lord Castellan Ortarna Lokk of Castobel ....................139
    Commodore Thalion Vycorious.....................................140
    Syndilian Shanyr the Traveller .......................................141
    Lord Commissar Vance Theren ......................................142
    General Derian Arkelius ..................................................142
    Lord Admiral Anastasia Arkelius....................................142
  
  Introduction
  Introduction
  T
  he essence of war, heroism, and duty pervade the setting 
  for DEATHWATCH. The task of the Achilus Crusade 
  embraces all of these themes, yet it faces great challenges 
  from both without and within. To try and live up to these ideals is 
  a difﬁ cult task, yet it is the fate of the Deathwatch Space Marines 
  in the Jericho Reach to shoulder this duty head-on—they are 
  the ﬁ rst and last line of defence against a myriad of threats to the 
  Crusade of which some commanders are not even aware.
  The Achilus Assault is a guide to the ﬁ res of war raging in 
  the Jericho Reach, from the numberless tides of the Tyranids in 
  Hive Fleet Dagon to the hellish legions of Chaos pouring forth 
  from the Hadex Anomaly and the expansionist aggression of the 
  Tau Empire. The threats presented in this tome provide Game 
  Masters with a surfeit of antagonists and mysteries to confront a 
  Deathwatch Kill-team.
  WHAT’S IN THIS BOOK?
  This sourcebook is divided into distinct chapters, each focusing 
  on a variety of organisations, personalities, events, and warzones 
  that are the focus of the Achilus Crusade into the Jericho Reach. 
  Each section provides key insight into particular aspects of the 
  Crusade, the history and character of the individual Salients 
  and commanders, the particular challenges and enigmas that 
  the Crusade must overcome, and ultimately, its purpose. Where 
  relevant, Game Masters are presented with a range of suggestions 
  on the use of these setting elements in his campaign, as well as 
  possible scenario ideas and adventure seeds.
  CHAPTER I: THE JERICHO GATE
  This chapter contains various reports, sealed data, and 
  rumours providing fragmentary glimpses into the nature 
  and dark history of the Warp Gate in the Jericho Reach. A 
  measure of truth may be gleaned from these mad rantings and 
  ofﬁ cial (albeit often confused or contradictory) reports—the 
  nature of that truth, however, rests in the hands of the Game 
  Master and the ingenuity of the Player Characters.
  CHAPTER II: THE CRUSADE BEGINS
  The history of the Crusade itself is written in blood and 
  ambition, chronicled in this chapter. Particular focus is 
  granted to the Crusade’s original Warmaster, Lord Militant 
  Achilus, and his successor, Lord Militant Tetrarchus. The 
  involvement of the Deathwatch into the affairs of the Crusade 
  is examined at length. 
  CHAPTER III: THE ORPHEUS SALIENT
  The alien threat of Hive Fleet Dagon has driven the Orpheus 
  Salient into near-collapse, and its battle lines are now riven with 
  confusion and fear. This chapter describes the Orpheus Salient, 
  from its original successes to the fateful encounter with the 
  Tyranid hordes.
  CHAPTER IV: THE ACHEROS SALIENT
  A central push of the Crusade smashed directly into a force 
  of heretics and daemons pouring forth from the hellish Warp 
  intrusion known as the Hadex Anomaly. This chapter focuses 
  on the Acheros Salient’s origin and current status, holding the 
  line against the warp-spawned forces of Chaos.
  CHAPTER V: THE CANIS SALIENT
  An expeditionary force from the Tau Empire began the 
  conﬂ ict in the Canis Salient when the Imperium’s Crusade 
  interfered with the Tau’s plans for expansion. This chapter 
  discusses the Canis Salient in detail, including the mysterious 
  Black Reef.
  CHAPTER VI: HEROES OF 
  THE CRUSADE
  Champions of the Crusade, enemies of the Warmaster, and 
  famous warriors can be found in this chapter. Many inﬂ uential 
  and signiﬁ cant individuals are detailed.
  MODIFYING ENEMIES
  The enemies presented in this book can, and should, be 
  modiﬁ ed by a Game Master to create the types of enemies 
  he requires for his game. Some options and variations are 
  presented as part of the enemy proﬁ les but the possible 
  variety of enemies far exceeds these, and a Game Master 
  should feel free to make adjustments to them as he sees 
  ﬁ t. If, for example, a game requires a group of Renegade 
  Militia armed with missile launchers, they can be created 
  by removing their autoguns, giving them missile launchers 
  and the Heavy Weapon Training (Launcher) Talent. 
  ENEMY PROFILE PRESENTATION
  In all the entries presented in this book, the 
  characteristics, 
  movement 
  values, 
  and 
  weapon 
  damages have been presented with all modiﬁ cations 
  included. Weapon damages include the effects of the 
  enemy’s Strength Bonus and Talents that always apply 
  to damage such as the Crushing Blow Talent. Talents, 
  Traits and Special rules that have a variable effect or 
  will only apply in particular circumstances, such as the 
  Hammer Blow Talent, have not been combined into 
  the proﬁ les presented here. It is also important to note 
  that NPCs are not necessarily bound to follow the 
  same strictures for their proﬁ les as player characters.
  
  THE ENIGMA OF 
  THE GATE
  •
  A DARK PATTERN 
  EMERGES
  
  I: The Jericho Gate
  Chapter I: 
  The Jericho 
  Gate
  “The opportunity that we are offered is far too great to ignore. A 
  brief foray, using the assets of the Calixis Sector, could spread the 
  glory of the God-Emperor to millions who crave his light and return 
  untold wealth and glory to Scintilla.”
  –Tiber Achilus, in his bid for command of the Crusade into 
  the Jericho Reach
  T
  his section contains a series of primary source reports 
  on the discovery and analysis of the Warp Gate artefact 
  that connects the Koronus Passage with the Jericho 
  Reach—an artefact later named “the Jericho Gate” by the 
  Crusade forces. Those who discovered the artefact, studied it 
  closely, and felt its true nature compiled these reports directly. 
  Agents of the Administratum and the Ecclesiarchy have 
  studied each of these extensively. They ultimately launched 
  the Achilus Crusade based upon the information provided by 
  these and similar, related reports. When woven together, they 
  offer hints about the artefact’s origins, purpose, and portent. 
  The future of the Achilus Crusade is entirely dependent 
  upon the Jericho Gate, and without it, the Crusade could 
  never have occurred. Millions of Imperial soldiers would have 
  never seen duty outside of the Calixis Sector, the Deathwatch 
  of the Jericho Reach would be operating against Tau, Tyranid, 
  and Chaos forces with little hope for Imperial support, and 
  dozens of planets in the Reach would never know the light 
  of the God-Emperor.
  At the same time, in order to pursue the Crusade, the 
  Administratum has chosen to wilfully exploit an artefact that 
  is clearly of xenos origins. More than sixty years of analysis by 
  the most accomplished scholars of the Adeptus Mechanicus 
  and the Inquisition have not even managed to identify the 
  race that created the artefact. The long-term risks of using 
  it remain unknown. In fact, they may not even be identiﬁ ed 
  until they are experienced and can no longer be avoided. 
  Many of those aware of the Jericho Gate have questioned this 
  decision—at least in private. Exploiting the artefact seems 
  inconsistent with the Imperial Creed and exposes humanity to 
  xenos contamination. However, if the Imperium is to prevail 
  with the Achilus Crusade, it will need to press forward with 
  the use of the Jericho Gate for the time being.
  The very nature of the Jericho Gate dictates that ignoring 
  it is an unacceptable risk. Its existence presents a huge tactical 
  opportunity for any force, including the growing Tau Empire, 
  to introduce tactical elements into a portion of the Imperium 
  that seemed comparatively safe from external threats. These 
  threats must be prevented from reaching fruition with extreme 
  prejudice, for the safety and security of mankind. The only 
  practical way to eliminate these is to secure both termini of 
  the Warp Gate.
  Analyses further suggest that simply destroying the 
  artefact may not be a viable option. The xenos technology 
  involved in its construction is, at best, poorly understood by 
  the Adeptus Mechanicus. Though its use may be dangerous, 
  its obliteration could have even more severe consequences. 
  Better to face known and partly comprehensible risks than 
  to needlessly take risks that are not understood whatsoever.
  The Jericho Gate has indirectly caused the deaths of millions 
  and directly caused the deaths of many who attempted to 
  plumb its mysteries. It is a xenos device, representing a threat 
  to the Imperium. While that might place it under the purview 
  of the Deathwatch, other elements of the Imperium have 
  claimed it for themselves. The possibilities this presents for 
  conﬂ ict—both internal and external—may be endless. 
  GUIDANCE FOR THE GAME MASTER
  Sidebars are placed throughout this volume that offer 
  suggestions to the Game Master (GM). These include 
  tips on using the xenos threats presented in a campaign 
  and on the various ways that the material might be 
  interpreted. Please keep in mind that these materials 
  are subject to the GM’s discretion. Stories and themes 
  that are well suited to one playgroup may not be ideal 
  for others. Choosing what material to embrace, what to 
  ignore, and what to reinterpret allows a GM to uniquely 
  tailor the Jericho Reach. Additional information 
  about the Warp Gate (and a sinister plot involving 
  it) can be found in the adventure sourcebook THE 
  EMPEROR PROTECTS.
  USING THE JERICHO GATE
  The Jericho Gate represents a core element for any 
  Deathwatch campaigns set in the Jericho Reach. It 
  can offer an impending threat, a source of hope, or 
  an unresolved mystery. These articles, and others like 
  them, may offer insights to the Warp Gate, or they may 
  offer false leads. 
  The artefact may play as small or large a part as the 
  GM feels is appropriate. If the Jericho Gate is unreliable, 
  a campaign might recount the Deathwatch’s efforts to 
  recover those lost to the artefact. If it is perfectly safe, 
  then it might instead slide into the background, as 
  yet another miraculous device upon which the galaxy 
  depends. Alternatively, the Warp Gate might appear 
  safe, but hide a xenos threat that could be revealed at 
  a crucial juncture in the campaign. Regardless of what 
  role the Warp Gate presents, the GM should determine 
  how it will impact his campaign.
  
  I: The Jericho Gate
  I: The Jericho Gate
  Classiﬁ cation:
  Classiﬁ cation: Calixis Xenos Code Carnelian
  Date:
  Date: 148755.M41
  Author: 
  Author: Rogue Trader Blain Arcadius
  Subject:
  Subject: Xenos Artefact Identiﬁ ed
  Recipient:
  Recipient: Lord Inquisitor Caidin
  My Lord,
  This missive is sent to fulﬁ l the obligations outlined in my Warrant of Trade regarding an artefact that was recently 
  identiﬁ ed by an Imperial Navy frigate liasing with my ﬂ eet, the Spear of Tarsus
  Spear of Tarsus. Please ﬁ nd a selection of holopicts and 
  a draft map accompanying this letter. 
  The Spear
  Spear was damaged as it made a routine traversal of the Koronus Passage en route to Port Wander. In order to 
  perform emergency repairs, the vessel translated to Realspace immediately at the ﬁ fth station of passage. Though I 
  question the wisdom of such a decision, the vessel’s captain insists that delaying transit until they had reached a known 
  location was impossible. In this instance, there may have been a beneﬁ t in forsaking standard protocols, or perhaps this 
  was merely the consequence of the God–Emperor’s guidance. 
  Upon transitioning from the Warp, the vessel’s Astropath immediately began to wail in shock and agony. Within 
  moments, she frothed at the mouth and quickly passed out. The bridge’s auto–recorder spit out only one sentence, repeated 
  over and over again: “The unravelling is begun.” In spite of the best efforts of the medicae, she has not yet recovered 
  consciousness. If her status changes, we will be happy to make Astropath Moraigne available for questioning.
  In response to this extreme reaction, the crew of the Spear 
  Spear immediately began a survey of the void surrounding their 
  location. The vessel’s Master of Etherics soon reported an anomaly, believed to be an exergenic disturbance nearby. As the 
  damaged systems were related to Warp travel, the vessel made way towards the object for further analysis. The vessel’s 
  Navigator voiced several objections prior to and during the investigation of the area. He proclaimed that the Immaterium 
  was unusually stable in this region, and insisted that this stability intensiﬁ ed as they approached the anomaly.
  When they reached the epicentre of the calm area, the Captain reported that it was an exceptionally large space station. 
  The design was not consistent with any known architecture of the Imperium present within the crew’s Librarium. As 
  such, it was presumed to be of xenos design—but of a type unknown to the crew or the ship’s records. What are believed 
  to be runic inscriptions upon the artefact’s exterior offered no deﬁ nitive answer to its origins, but prompted discussion 
  as several of the ship’s ofﬁ cers proposed different theories. 
  As indicated in the holopicts, the upper portion of the object is a shape that approximates a crescent. This crescent has 
  a diameter estimated at greater than ﬁ fteen kilometres. Below the crescent, a series of what are thought to be antennae, 
  extend in a myriad of arrays of varying length. A complex or structure, which appears to serve as either a central habitat 
  or possibly an energy projector, resides directly above these antennae—the purpose of which can only be guessed at.
  Of particular interest, the centre of this crescent structure ﬂ ickered with a constant swirl of energetic lights. These were 
  thought to have either come from the large emitter at its base, or may have been drawn to the emitter; the vessel’s senior 
  Tech–Priest was unclear on the matter. Reports accompanying the recordings indicate that there were visible effects, 
  which the auspex was unable to capture. Those reports, however, are inconsistent, with crew members offering decidedly 
  different descriptions and theories as to their nature.
  I have my doubts about this report... are we 
  certain it is accurate?
  –A. F. 
  
  I: The Jericho Gate
  I: The Jericho Gate
  More precise measurements and analyses of the object were not made. The vessel’s representative of the Mechanicus 
  was occupied due to the damages to her Warp systems. A shuttle was launched to examine the discharges within the 
  crescent. When it reached the object, the shuttle abruptly disappeared from all sensors and communications were lost. 
  No explosion was recorded and no wreckage could be identiﬁ ed. Additional efforts to collect data about the artefact 
  were rendered moot as the sensors recordings were inconsistent or incomprehensible. Sensors alternately suggested 
  signs of life or its absence, gravitic ﬂ uctuations, tachyon emissions, and the abrupt conversion of energy to matter—
  something only seen in the rare effects of a teleportarium in operation, but on a much grander scale.
  Attempts to hail the device, using standard Imperial vox communication protocols yielded no results. Additionally, no 
  transmissions were detected on any other known frequencies used outside the Imperium. As the vessel’s Astropath was 
  compromised, the crew were unable to compile any reports on psychic communications or disturbances beyond the initial 
  event which incapacitated her.
  Shortly after the shuttle was lost, the Spear 
  Spear completed her system repairs. In accordance with the Navigator’s dire 
  predictions and demands, the vessel left the artefact with due haste so that a report could be ﬁ led. Agents of the 
  Arcadius Dynasty at Port Wander compiled her report, which I forward on to you with this letter. 
  I have dispatched two additional ships to examine the artefact more closely. These have been equipped with hardened 
  sensoria, and veteran members of the Adeptus Astra Telepathica and senior Tech–Priests of the esteemed Adeptus 
  Mechanicus that are beholden to the Arcadius Dynasty. Upon request, I would be happy to provide copies of their 
  reports when they are completed. Unless this object is deemed sacrosanct, the Arcadius Dynasty lays claim to it.
    
  Yours in the light of the God–Emperor,
  –Rogue Trader Arcadius
  Rogue Trader Arcadius
  Classiﬁ cation: Calixis Xenos Code Citrine
  Date: 853779.M41
  Author: Captain Jacob Dostreus
  Subject: Testing Complete, Report Attached
  Recipient: Inquisitor Kalistradi
  As requested, the Harmonious Light has completed its transit through the Koronus Maw Gateway, while leaving a 
  number of crew members on the vessel’s surface. Consistent with the protocols received, none of the voidfarers 
  were made aware of the upcoming experiment. Instead, they were led to believe that they were assigned to 
  perform a scheduled resurfacing of the vessel’s exterior armour plating.
  All of the voidfarers were using standard issue voidsuits. Records indicate that their protective gear was up to date 
  on routine maintenance. All were also tethered to the vessel, as is standard for such assignments. I regret to inform 
  you that of the forty crew members left on the vessel’s surface, only a single member was recovered. The tethers 
  of the missing voidfarers’ suits were` cut, dissolved, or frayed. Some of these appeared to have been cut through 
  possibly by a knife or teeth. Others showed signs of decay, as if they had rapidly aged. Holopicts of the remaining 
  fragments of all tethers are included with this report.
  The surviving crew member was found wedged into a gap between two of the vessel’s exterior armour plates. 
  When recovered, Rating Whalen was initially catatonic. We transported him to the medicae, where he was examined 
  by our senior chirurgeon as well as our Astropath. After extensive drug therapy, and the ministrations of members 
  of the Ecclesiarchy, he ﬁ nally began to respond to questions.
  Recordings of his initial responses are attached. I am afraid to report that I cannot discern any meaning from his 
  statements. His vocabulary seems to have been reduced to three words, “The Glowing Eyes.” He answered all 
  questions with this phrase, inﬂ ecting it differently as appropriate.
  At this point, I regret that I must inform you that the crew member successfully committed suicide before further 
  analyses could be completed. In spite of our best efforts, he managed to ingest a mercy ampoule stored in the 
  medicae. Consequently, no other data was compiled. 
  Please let me know if you wish us to repeat the experiment.
  
  I: The Jericho Gate
  The Elimination of Arcadius’s Portal
  Magos Metallurgicus Bree Hornath:
  Initial analyses of the portal artefact located in the Koronus Passage have hinted that this device 
  may serve a dark purpose. Biological entities that have been sent through the device without the 
  protection of a Gellar ﬁ eld have been subject to inexplicable stresses. These changes are likely due to 
  undue exposure from the Immaterium. These incidents are likely an indication of future risks, which 
  represents an unacceptable danger to Mankind. For the preservation of humanity, this item must be 
  destroyed with all due haste. 
  In order to achieve this necessary objective, standard sampling and testing protocols were followed, 
  based upon identiﬁ able metallic content and integrity of the artefact’s molecular lattice. Calculations 
  were modiﬁ ed based upon the energy ﬂ ows, unusual size, gravitic attractions, solar winds, and 
  additional factors. These preliminary data suggest that at a minimum the kinetic energy present in 
  twenty-three direct impact blasts from a Jovian Pattern Nova Cannon would be required. As the 
  artefact seems to possess a rudimentary self-repair system, these impacts would need to occur in rapid 
  succession. Achieving this degree of precision and near simultaneous detonations would require a 
  signiﬁ cant portion of the ﬂ eet’s resources. 
  Data also suggests that the destruction of the artefact might have unexpected consequence. The 
  artefact causes instability in subatomic motions, likely due to interaction with the Immaterium. There is 
  a possibility, albeit a slight one that its destruction could trigger potent Warp storms for an extended 
  period. There is also the possibility that this might yield a tear in the fabric of reality, enlarging a portal 
  to the Immaterium. Extensive probability modelling suggests that this is an unlikely consequence, but 
  the possibilities are sufﬁ ciently high that the risk must be considered. 
  Navigating the Gate Network
  Magos Technicus Huang Mishra:
  Based upon preliminary interpretations and extrapolations of the glyphs discovered on the external 
  surfaces of the Warp Gateway in the Koronus Passage  (designated artefact KYXX–232TB), it is our 
  conclusion that it may be possible to tune this device to access additional portals aside from the one 
  known terminus. We further speculate that this may require the assistance of members of the Navis 
  Nobilite and are prepared to recruit them as protocols dictate. 
  The source of the intricate glyph–work remains unknown, but is presumed to be of xenos origins. 
  Analyses performed by adepts who were landed onto the surface of the Gateway have indicated 
  that each large glyph is composed of a series of smaller glyphs. Each of these smaller designs is in 
  turn constructed of yet smaller designs. Manual examination suggests that these patterns extend to 
  the microscopic level. However, the unusual instabilities associated with the artefact have prevented 
  evaluation using more sophisticated sensing devices.
  Comparisons of the manually generated reproductions from each terminus of the gate indicate that 
  these glyphs differ between the two known examples. These variations in pattern suggest that if the 
  patterns could be manipulated, they might trigger the gateways to interact with alternative devices. 
  Though no alternative devices have, as of yet, been identiﬁ ed, the device’s intricate nature suggests 
  that fail–safes may already be in place to prevent the device from being tuned to an unsafe location. 
  We would like permission to recruit a Navigator who would assist us in attempting to re–tune this 
  artefact other possible Gateway termini, as we believe this might be a key step in identifying the 
  entities which created the artefact.
  
  I: The Jericho Gate
  Distress Call: Zanatov’s Harbour
  ATT: All Respondents; ++Priority Alizarin ++015813.M41
  We have encountered a substantial xenos ﬂ eet of unknown origin. The encroaching ﬂ eet has failed to 
  respond to hails, and continues to approach the human colony. There are at least ﬁ ve vessels of battlecruiser 
  size or larger included in the incursion. The number of escort vessels remains indeterminate, but 
  exceeds ﬁ fty. 
  The ﬂ eet’s transit mechanism is unknown at this time. Neither the ﬂ eet’s sensors nor any of the navigators 
  sensed a Warp transition of the magnitude required for these vessels to enter the system. Propulsion methods 
  are also uncertain, as the vessels are not showing any substantial energy signature. 
  The ﬂ eet was ﬁ rst identiﬁ ed when it abruptly changed course to approach the Zanatov System. It had 
  been identiﬁ ed as an asteroid cluster, moving tangentially to the system ecliptic, when the course change 
  occurred. Course projections indicate that, prior to the course change; the ﬂ eet was on a direct course 
  towards the Koronus Passage Warp Gate.
  Per standard engagement protocols, two destroyers were sent forward to scout this ﬂ eet. Both vessels were 
  destroyed, with all hands, within moments of their initial short range scans. Vox channels were open so that 
  command units would receive their ﬁ rst impressions. These descriptions are inconsistent and uninformative. 
  The observers suggested that the vessels are organic in form, with mention of tentacles, tusks, and claws. 
  The precise nature of the threat remains unidentiﬁ ed at this time. 
  The cause for the destruction of both destroyers is also unknown. These vessels were at a full state of 
  battle–readiness. The vox communications offered no warning of incoming attack. Whatever destroyed 
  these ships was powerful enough to penetrate their void shields and destroy the vessels in a single salvo from 
  long range. It is unknown if this was the action of a single vessel or a strike performed under the combined 
  ﬁ repower of the xenos ﬂ eet.
  All psykers in the ﬂ eet are currently reporting extensive disturbances within the Warp. Routine 
  astrotelepathic communications have been disrupted with all known Imperial units. The ﬂ eet’s navigators 
  are currently extremely reluctant to attempt the transition of any vessels into the Warp while under the 
  inﬂ uence of this disturbance. Extreme measures are being taken to insure that this message is delivered to 
  Battleﬂ eet Command.
  The ﬂ eet’s remaining two light cruisers and escorts are forming a battle line in defence of Zanatov’s 
  Harbour. Assistance from any available units is requested. We are currently severely outnumbered, facing 
  foes of indeterminate strength. Update reports will be sent as the situation permits.
  The God–Emperor Protect Us.
  Dispatch Kill-team Garm immediately.
  —Inquisitor Quist
  
  WARMASTER TIBER 
  ACHILUS
  •
  COMMANDERS OF 
  THE CRUSADE
  •
  SOLDIERS OF THE 
  CRUSADE
  •
  DEATHWATCH 
  INVOLVEMENT
  •
  CRUSADE 
  CAMPAIGNS
  
  II: The Crusade Begins
  Chapter II: 
  The Crusade 
  Begins
  “On this day of the most holy God-Emperor’s ascension to the 
  Golden Throne, we embark on the mighty Crusade against the alien 
  for which mankind was born. Ours will be the cleansing light and 
  ﬁ re of the just as we reclaim the rightful domains of His realm and 
  push back the unholy darkness which assails our great Imperium. I 
  ask only that you do your duty, remember your oaths to the Emperor 
  and your ofﬁ cers; in return I promise you glory and a death well 
  earned in the service of mankind!”
  –Achilus Fleet Order of Day XVII, Feast of the Emperor’s 
  Ascension, 777.M41 
  T
  he Achilus Crusade has blazed a bloody trail across the 
  Jericho Reach since its violent beginnings over forty 
  years ago. Driven by the Imperium’s endless struggle 
  to maintain its ponderous empire and reclaim systems lost 
  to shadow, the Crusade has consumed millions of lives and 
  measureless amounts of material drawn from hundreds of 
  worlds. It is, however, a Crusade of righteousness and many 
  of the men and women ﬁ ghting it, as well as the commanders 
  leading them, ﬁ rmly believe in the sacred nature of their 
  task; to reclaim Imperial territory from the hands of vile alien 
  interlopers or treacherous heretics who would see the God-
  Emperor cast down and the Imperium falter and fall. There 
  can be no doubt in the minds of those who wage it that the 
  Crusade is vital to the survival of the Imperium. Should it 
  fail, a darkness will descend upon the Eastern Fringe the likes 
  of which may never again be illuminated by the light of the 
  God-Emperor and the will of Mankind.
  This section details the nature and history of one of the 
  Imperium’s great Crusades against its enemies in the darkest 
  and farthest reaches of its dominion. It provides an overview 
  of the Crusade, its warzones, enemies, and ultimate goals as 
  well as its origins and history from its inception among the 
  High Lords of Terra to its execution in the hands of the men 
  and women on the ground. It explores the life and times of the 
  late Lord Militant Tiber Achilus, the father of the Crusade, his 
  mysterious death and his replacement by the younger, more 
  dynamic, Solomon Tetrarchus. The commanders and leaders 
  of the Crusade are also detailed including notable units and 
  signiﬁ cant formations which ﬁ ght at its forefront on dozens 
  of worlds. Finally, the chapter delves into some of the secrets 
  of the Crusade, hidden truths and concealed information on 
  such things as the ancient enemy, the patterns of dead worlds 
  and the mysterious and enigmatic Omega Vault. 
  THE MOST GLORIOUS 
  ACHILUS CRUSADE
  At any one moment there are scores, if not hundreds or even 
  thousands of Crusades being waged by the Imperium across 
  the length and breadth of the galaxy. Each one is waged 
  for a variety of reasons, to reclaim some lost portion of the 
  Emperor’s domain, cleanse a dangerous or troublesome alien 
  empire or hold back the insidious inﬂ uence and slow rot of 
  the Ruinous Powers. In the case of the Achilus Crusade it is 
  to reclaim the region known as the Jericho Reach and bring 
  its worlds back into the fold of the Imperium after almost 
  four thousands years of isolation and darkness. For the 
  righteous, it is a chance to bring glory to the God-Emperor 
  and reassert Mankind’s mastery over the stars in the face of 
  alien aggression and treacherous seditionists. For the more 
  cynical (or heretical depending on one’s perspective and 
  rank) it is yet another attempt by the fading might of a once 
  great empire to mend the fraying edges of its domain before 
  it unravels completely.
  WARZONES AND FRONTS
  The Crusade’s leading edge is determined as much by the 
  placement of Warp routes and strategic worlds as it is by lines 
  on the galactic map. In the early years of the Crusade, Achilus 
  (sometimes known as the ‘fortiﬁ er’ by his sub-ofﬁ cers) laid 
  claim to the worlds just beyond the Warp gate and bordering 
  the Well of Night, a region which would become known as 
  
  II: The Crusade Begins
  the Iron Collar. These he heavily fortiﬁ ed and set up as his 
  forward base, striking out in ﬁ ts and bursts deeper into the 
  Reach. By the time of his death in 786.M41, the Crusade 
  had secured a rough line of worlds from Scansion Beta in 
  the galactic south to Freya in the galactic north. During this 
  initial phase of expansion the Crusade clashed with numerous 
  heretic worlds and indigenous alien empires, but its only real 
  challenge had come in the form of the Tau and their dominion 
  in the worlds around the anomaly known as the Black Reef. 
  After Achilus’ death and the ascension of Solomon Tetrarchus, 
  the Crusade underwent a change in tactics and a division into 
  three fronts. From north (rimward) to south (coreward) they 
  became known as the Orpheus Salient, Acheros Salient and 
  Canis Salient, each with its own goals and dedicated battle 
  groups. Of these, the Acheros Salient and Canis Salient 
  have seen the greatest concentrations of ﬁ ghting, centred 
  around their leading edges in what has become known as the 
  Cellebos Warzone and Greyhell front respectively.
  ENEMIES AND OPPOSITION
  The size and scale of the Jericho Reach means that the Crusade 
  faces many of the Imperium’s key foes as well as countless 
  minor rogue worlds and xenos races. In the Orpheus Salient, 
  the Crusade clashes with the Tyranids of Hive Fleet Dagon, 
  the great devourer gnawing away worlds only recently 
  conquered. The Acheros Salient is the centre of the Crusade 
  and the domain of the Stigmartus, a vile collation of heretics 
  and Chaos worshippers spread across a dozen worlds. The 
  Canis Salient is primarily fought against the Tau, an advanced 
  and pervasive foe which has turned as many worlds from the 
  light of the God-Emperor with alien diplomacy as they have 
  with ﬁ repower. Each of these enemies pose a serious threat to 
  the Crusade and force the Crusade’s commanders to balance 
  their limited resources between the three.
  Foul xenos and heretics are not the only foes the Crusade 
  must contend with, however. It is beset from within by the 
  rivalry of its commanders, the machinations of organisations 
  like the Inquisition and the Ecclesiarchy, and its own ponderous 
  communication networks. These factors can be just as deadly 
  to its soldiers and ships as enemy action and it is often only 
  by virtue of the vast numbers of men and materiel involved 
  in the Crusade that losses to error, miscommunication or pure 
  simple stupidity are not taken as seriously as they might be. 
  Aside from forces lost through command blunders, many units 
  within the Crusade have suffered under the hands of their 
  own side. In the hope of uncovering one heretic or traitor, the 
  Inquisition and the Commissariat seek out the slightest hint 
  of treachery. During these purges, countless good men have 
  been sent to the ﬁ res screaming their innocence.
  GOALS AND GLORY
  Ostensibly the driving goal of the Achilus Crusade is and has 
  always been to reclaim the Jericho Reach for the Imperium 
  and drive back her enemies from its worlds. Of course, like 
  all such lofty and broad goals, the devil lies within the details 
  and its exact execution can come in many and varied forms. 
  Lord Militant Achilus himself always hoped for a quick and 
  decisive resolution for the Crusade, a lightning strike by a 
  massive Imperial force and a mass capitulation of worlds before 
  the might of the God-Emperor. The reality was however that 
  in the thousands years the Reach remained beyond Imperium 
  control, both aliens and heretics took root within its worlds 
  and became deeply entrenched and organised. Thus the goal 
  of complete victory became instead a bloody war of titanic 
  proportions, with endless minor conﬂ icts against countless 
  opponents spread across a vast front. Nevertheless, while he 
  lived Achilus never gave up his dream for bringing the light 
  of the God-Emperor to this blighted place, and undeterred by 
  the nature of his enemies he pressed on into the void.
  In its current state, while the direct control of the Crusade 
  rests in the hands of Lord Militant Tetrarchus, the true 
  command of its day to day mission falls under the auspice 
  of the Salient commanders and often their own agendas. In 
  fact Tetrarchus’ major function seems to have largely become 
  to hold the Crusade together and ensure it has the men 
  and materiel to continue its advance, while the objective of 
  complete domination of the Reach seems to slip further and 
  further away. Many newcomers to the Crusade, as well as 
  more observant members of the Adepta and Inquisition, have 
  noted that Achilus’ once great endeavour to rule the Reach 
  seems to have been reduced to a ponderous Imperial conﬂ ict 
  which exists simply so that it might go on existing.
  The Imperial presence in the Reach grants many other 
  Imperial organisations great scope for their activities. 
  Organisations like the Inquisition, Ecclesiarchy, and 
  Deathwatch all enjoy a certain degree of autonomy within 
  the Reach, ﬁ ghting alongside the greater crusading forces 
  while at the same time pursuing their own interests. The 
  Deathwatch especially have a long standing interest in the 
  region, their watch fortresses guarding not against the more 
  visible threats to Imperial control but those that hide between 
  its worlds in the dark corners of the galaxy waiting for their 
  time to strike.
  More detail on the Orpheus Salient, Acheros Salient and 
  Canis Salient, the forces in them, their warzones, and the 
  enemies they face can be found later in this book.
  g
  
  II: The Crusade Begins
  A History of 
  Conquest and 
  Carnage 
  “Just as they who do not do their duty are not remembered, so too 
  will we be forgotten should we fail. In the annals of history let it be 
  recorded that on this day and at this time, His most divine light shone 
  once more onto this world, shrouded in darkness and hidden from 
  His sight for these four millennia gone.”
  –First entry in the annals of the grand conquest of Karlack, 
  meme-scribed 779.M41
  I
  t has been many years since the ﬁ rst ships of the Achilus 
  Crusade breached the Warp Gate and entered the Jericho 
  Reach. In that time, dreams of conquest have been turned 
  into fatalistic duty, and the lightning assault across the stars 
  into a bloody, defensive stalemate. Old enemies have been 
  vanquished and new ones have arisen to take their place, 
  often throwing Imperial plans into disarray and costing 
  countless lives in the process. The Crusade has lost its father, 
  and with him some of its spirit, embittering commanders 
  and leaders to the cause while making others question the 
  glory of their great undertaking. However, despite all of 
  these events and the many others which lurk waiting on the 
  horizon, the Crusade has thundered on. It is pushed forward 
  by the will of its generals, the blood and steel of its armies, 
  and the righteousness of the God-Emperor, in whose name 
  humanity ﬁ ghts.
  A DREAM OF GLORY
  The origins of the Crusade began long before its ﬁ rst 
  vessels were formed into battle groups and its ﬁ rst regiments 
  mustered with the discovery of the great Warp Gate in 755.
  M41. Located in the halo margins of the Calixis Sector, the 
  ancient and alien Warp Gate was ﬁ rst chanced upon by the 
  Imperial frigate Spear of Tarsus when its Navigator sensed an 
  unusual area of calm within the warp. In the years after the 
  discovery, numerous Imperial vessels, explorators and agents 
  travelled to the xenos gate to discern its purpose and assess 
  its importance. What they discovered was a stable link to 
  another system on the opposite side of the galaxy; the Jericho 
  Reach. Long lost to the Imperium (the Jericho Reach had 
  been cut off from Imperial control by terrible Warp storms 
  for almost four millennia), scribes and adepts set to gathering 
  what information was known about this area of space from 
  deep data vaults and ancient cogitators. Scouts made the 
  journey through the gate to bring back valuable maps and 
  intelligence from the other side, painting a picture of a sector 
  rich in worlds but wracked with strife.
  For almost twenty years the scribes and adepts of the 
  Administratum gathered and compiled information on the 
  Jericho Reach and the gate, sending their slowly building 
  mountain of reports, surveys and histories to the great 
  sorting houses of Terra where even more scribes and adepts 
  complied, ordered and rated them. Finally in 774.M41, as 
  dictated by millennia old protocol, and only after a process of 
  careful study and consideration, the Praefect Maximus of the 
  Adeptus Terra had his audience with the High Lords of Terra 
  and presented his ﬁ ndings. As inﬂ uential and vastly powerful 
  individuals, many of the High Lords had long known of the 
  existence of the gate, as they were aware of thousands of 
  other discoveries, anomalies, and occurrences all across the 
  Imperium. Some had even considered acting sooner on this 
  tempting ﬁ nd, however as always a million other matters 
  contested for their time. When the Praefect Maximus did 
  deliver his report (an audience that lasted for almost forty days 
  of droning oration-servitors and the whispering scratching of 
  thousands of auto-quills) the High Lords were convinced that 
  the gate presented the Imperium with a valuable opportunity 
  to reclaim part of its domain and bring worlds long lost back 
  into the light of the God-Emperor.
  Plans began at once with the ofﬁ cial sanction by the High 
  Lords of Terra for the creation of an Imperial Crusade. From 
  there, the order was passed down to the lords and commanders 
  of the Adepta, as well as the Sector Lords of the Imperial 
  sectors surrounding the gate (from where armies and materiels 
  would most likely come). In these early stages only a handful 
  of men and women knew of the Warp Gate, and less knew 
  of the Imperium’s plans to launch a Crusade through it. This 
  was as the High Lords had planned it, and while they left the 
  Crusade to others (such things being far beneath their direct 
  attention) they decreed that the existence of the Warp Gate 
  
  II: The Crusade Begins
  was far too valuable a thing to become known to the enemies of 
  the Imperium, lest enemies from the Eastern Fringe use the gate 
  to attack the Segmentum Obscurus (Tyranids and Tau featuring 
  prominently among those considered a threat). The next step 
  was to choose a leader for the Crusade, a commander with the 
  skill and determination to see it to its conclusion and one who 
  would ﬁ nd favour and trust with the Sector Lords whose vast 
  resources he would be calling upon. That man was Tiber Achilus.
  Achilus was a veteran of a dozen successful Imperial 
  campaigns, a member of the Segmentum Obscurus military 
  elite and a favoured ally of Sector Lord Hax. His career had 
  taken him to the edges of the Segmentum where he had faced 
  numerous alien foes and heretic worlds such as the Khrave, Sons 
  of the Bleeding Shadow, and the Ylarian Collective. His most 
  notable triumphs however had come in the Formorian Sector 
  where he cleansed the Sydratie Seven Systems of alien inﬂ uence, 
  including the destruction of the Ork Space Hulk World-Cracker 
  in the month long engagement at the Gates of Liven (a battle 
  immortalised in the famous portrait “Achilus’ Glory” which hangs 
  in the personal chambers of Formorian Sector Lord Thortus). 
  More than his victories, however, it was Achilus’ favour with 
  the Sector Lords and reputation with both the Imperial Guard 
  and Navy which gave him the political might he needed to seek 
  mandate with the High Lords. Even so there was more than one 
  assassination attempt, backroom deal, and noble house skirmish 
  before he could make the long journey to Terra for his blessing, 
  as various factions and forces made a play to get one of their own 
  leading such an auspicious enterprise. Eventually, in 775.M41, 
  Tiber Achilus knelt before the High Lords of Terra and received 
  their blessing and the blessing of the God-Emperor upon his 
  great endeavour, ofﬁ cially granted mandate by the Throne to 
  raise an army and conquer the Jericho Reach.
  INTO THE BREACH
  It was to take several years to gather the needed men and 
  resources for the Crusade, and in that time Achilus spent much 
  of his waking hours with his tacticians pouring over the data 
  gathered by the Explorator Fleets and advanced scouts. The 
  large region beyond the gate (dubbed the Well of Night due to 
  its lack of worlds or stars) worried him, and he set upon making 
  his ﬁ rst priority ﬁ nding a suitable world on the edge of the 
  Well in which to set up a permanent Imperial presence within 
  the Reach. Studying the charts of the region around the Warp 
  Gate, Achilus settled on a number of possible life-sustaining 
  worlds that would suit his purposes. Most prominent among 
  them were Karlack, Calisi, Alphos and Spite. Though Calisi 
  and Alphos were closer to the Warp Gate than either Karlack 
  or Spite, Achilus ended up discounting them, even though they 
  would make excellent outposts and strong points. They were too 
  poor in resources to support the kind of production he wanted 
  to eventually put out. Spite was seemingly ideal, however 
  Imperial spies who had visited the world reported that is was 
  tainted by xenos sympathizers and its weak governing council 
  already considering treaty with the approaching Tau Empire. 
  Thus, Achilus chose Karlack, a world still nominally loyal to 
  the Imperium which could be quickly subdued and exploited, 
  and which in turn could be turned into a factory to fuel 
  the Crusade.
  Another concern for Achilus was the nature of the 
  Imperial force he would be commanding, comprising troops 
  and commanders from nearly every arm of the Imperial 
  war machine and coming from scores of worlds and several 
  sectors, sometimes with bitter rivalries. Literally legions of 
  diplomats and liaison ofﬁ cers worked ceaselessly to ensure 
  that those commanders and units with grudges remained 
  in different warzones. Troop ships and camps were often 
  designated for regiments from speciﬁ c sectors and systems, so 
  that they would not mix with those they either hated or those 
  that were too foreign to be trusted. All of this petty military 
  and planetary rivalry however paled in comparison when 
  measured against the problems Achilus faced when dealing 
  with the Deathwatch, Inquisition, and Ministorum. Loosely 
  under his command, each of these Imperial organisations had 
  their own agendas and ideas as to the role they would play in 
  the coming Crusade. The Ministorum, primarily concerned 
  with the bringing of Imperial worlds back into the fold 
  made extensive demands on Achilus for control over strategic 
  placement of their forces and the right to be the ﬁ rst to land 
  on heathen worlds or deal with heathen governments. In the 
  case of the Inquisition and the Deathwatch, the Warmaster 
  held a pivotal advantage; a secret source amongst the Lords 
  of Terra had given him much information about the activities 
  of both in the region. Achilus knew full well they held secrets 
  about the Reach which could prove vital to the success of his 
  campaign (the Deathwatch especially as they maintained a 
  presence in the region and had done so for centuries). Try as 
  he might though, Achilus could not exert any direct power 
  over them or force them to pass on their secret knowledge.
  In a relatively short amount of time Achilus had mustered 
  a mighty armada of vessels and men and embarked through 
  the Warp Gate and into the Jericho Reach—its was the eve 
  of the Feast of the Emperor’s Ascension 777.M41. Aboard 
  his ﬂ ag ship the Proclamation of Wrath, Achilus made a 
  pronouncement to his staff ofﬁ cers which was recorded by 
  his war-scribes for the ofﬁ cial Crusade annuals—“There can 
  be nothing so great as what we do this day and though I may 
  not live to see the completion of this mighty task, I can stand 
  before the God-Emperor when I die and say I was here when 
  it began.” Unknown to Achilus, his words would ring more 
  true than he might have suspected.
  Like a righteous tide, the ships of the Crusade spread 
  out from the Warp Gate and set out for the worlds of Calisi, 
  Alphos, Hethgard, Pyrathas, Spite, and Karlack. This was the 
  ﬁ rst phase of the Crusade, and part of Achilus’ initial plan to 
  take the worlds outlying the Warp Gate and fortify, creating 
  an impregnable bastion with which to launch further assaults 
  into the sector and with which to protect the Warp Gate 
  itself. Calisi and Alphos fell quickly, within the ﬁ rst year and 
  without great loss to the Crusade (the greatest disaster of the 
  Alphos campaign was when the Mars-class Battlecruiser Spirit 
  of Penance incinerated almost an entire regiment of the Terrax 
  Guard due to an error by her Captain). Almost immediately, 
  second wave forces moved through the Warp Gate and began 
  the rapid fortiﬁ cation of the worlds, turning what were once 
  minor colonies into towering ediﬁ ces of plasteel and ferro-
  concrete bristling with macro cannon and lance turrets. 
  Hethgard and Pyrathas took longer, both due to distance and 
  
  II: The Crusade Begins
  a greater resistance by their populations. Hethgard especially 
  posed a problem for the Crusaders, and though many of 
  its nations and minor city states were welcoming of the 
  Imperium (or at least not foolish enough to oppose it), some 
  resisted or tried to subvert the Crusaders. Achilus expressly 
  forbade excessive planetary bombardment as the mines were 
  too valuable, and so it fell to the Imperial Guard to root the 
  enemy out themselves. Though it was not known at the time, 
  agents of the Stigmartus had inﬁ ltrated Hethgard and stirred 
  up some of its population against the Crusade, turning mines 
  into underground fortress temples and people into slaves of 
  the Dark Gods. Hethgard was eventually subdued, though not 
  before thousands of guardsmen had lost their lives, hacked to 
  death in the dark depths of her mines.
  In contrast to the other setbacks, Karlack proved a perfect 
  choice for the Crusade to create its headquarters and the simple 
  farmers and peasants of that green world welcomed Achilus 
  with open arms. Almost immediately the Lord Militant began 
  to fortify and in a few short years much of the world’s forests 
  and farmland had been stripped bare, replaced with hive-like 
  munitorums and factories or mustering grounds for troops. 
  Everywhere great winches topped deep mines working 
  endlessly as they harvested the world’s untapped mineral 
  riches. In orbit, the Mechanicus performed an incredible feat 
  of engineering as they built a shipyard from space hulks and 
  second line vessels. This feat was so large that it could be seen 
  from the planet by the naked eye, glinting in the sky. 
  While Achilus fortiﬁ ed Karlack, his men were ﬁ ghting 
  for their lives on Spite. In one of the ﬁ rst great treacheries 
  of the Crusade, the people of Spite turned on the Crusaders 
  after welcoming them into their cities under banners of treaty. 
  In the great Mirrored Palace, the emissaries of the Crusade 
  were cut down in a brutal ambush while all across the 
  landing zones Imperial Guard regiments found themselves 
  suddenly under attack. The rebels of Spite (and their Tau 
  masters) however had badly underestimated the will and 
  strength of the forces arrayed against them. The Imperium’s 
  reprisals were swift and brutal. Even before the sun had set 
  on the ﬁ rst day, the Deathwatch (represented by less than 
  half a dozen Kill-teams) had killed the entire high ranking 
  civilian and military command of Spite, including a number 
  of Tau envoys. Within a week, the world was in the hands 
  of the Imperium, and though civil unrest would continue for 
  years, the Crusaders could now settle in and begin to fortify. 
  Thus with the securing of the key worlds of Karlack, Calisi, 
  Alphos, Hethgard, Pyrathas, and Spite, Achilus had in the 
  space of less than ﬁ ve years secured a foothold within the 
  Jericho Reach. He had created a defensive line which would 
  become known by the Imperium and her enemies alike as the 
  Iron Collar.
  AGAINST THE TAU
  Entrenched and well supplied, Tiber Achilus now turned his 
  attentions to what he perceived as the ﬁ rst major threat to 
  Imperial dominion with the sector: the Tau. His scouts had 
  already gathered vast amounts of data on the Tau Empire’s 
  presence within the Jericho Reach, and even before the 
  Crusade was formed it was believed that they would likely 
  be the most signiﬁ cant and well organised opposition any 
  Imperial force would have to face. These initial intelligence 
  reports, as well as what little the Deathwatch were willing to 
  pass on, seemed to paint a picture of a stable and expanding 
  interstellar power with control over a signiﬁ cant number of 
  both human and xenos worlds. The Crusade’s experiences 
  with Spite and the sedition of its population was also a factor 
  and certainly for Achilus sealed in his mind the notion that 
  these aliens were his primary adversary. It may have also 
  been because Achilus considered xenos the most signiﬁ cant 
  of all the Imperium’s foes, more insidious and cunning than 
  the heretic or rebel and more numerous than the daemon 
  or servant of the Warp. This was a special hatred no doubt 
  seared into his personality after decades of ﬁ ghting Orks, 
  Khrave, and Eldar raiders among the Halo Stars and its 
  bordering sectors. 
  Whatever the motivation, the result was the same. The 
  Lord Militant chose to make his ﬁ rst and most direct attacks 
  against the Tau, pushing into the southern regions of the 
  Reach to vanquish what he considered his primary foe. 
  Mustering around Karlack and Spite, Achilus marshalled four 
  battle groups, containing the bulk of his ships of the line 
  and roughly half of his front line regiments, drawn largely 
  from the Calixian levies. In the vanguard of each battle group, 
  Achilus placed his shock troops and several companies from 
  the Chapters of Adeptus Astartes operating in the Reach. 
  Rheelas, Argoth, Kaggeran, and Wrath were the targets of 
  these battle groups. Achilus hoped that with overwhelming 
  numbers and by striking all four worlds simultaneously he 
  would triumph over any Tau defenders or Tau sympathisers 
  present, capturing the worlds and their systems in short 
  order. Largely unknown to the Crusaders, however, was 
  that the worlds they aimed to assault existed outside the 
  Tau military cordon, and the Velk’Han Sept Fire Caste had 
  already decided to pull back from the advancing Imperials. 
  In their wake, the Tau left behind stealth teams with the dual 
  purposes of confounding the enemy as well as gathering data 
  on his strength and tactics.
  The assaults on Rheelas, Argoth, and Kaggeran (which 
  would later become collectively known as the “Quarantined 
  Worlds”) were swift and decisive. On the mining world 
  Rheelas only minor skirmishes marred what otherwise would 
  have been the triumphant return of the Imperium. Within 
  hours of the ﬂ eet darkening Rheelas’ sky, Adeptus Astartes 
  had taken the Granite Spire of Rhee and placed the world’s 
  governor and his staff under their ‘protection’. It was a similar 
  story on Argoth and Kaggeran, a few rebels making feeble 
  stands against regiments of guardsmen and planetary leaders 
  quickly bowing to Imperial rule. This was of course according 
  to the plans of the Water Caste, who in the days before the 
  invasion had cautioned patience in their human allies and a 
  promise that the Tau would return to take their world into 
  lar.
  
  II: The Crusade Begins
  the fold of the empire. As a result, Achilus wasted little time 
  setting up garrisons on all three worlds, but moved the bulk 
  of his troops to more pressing warzones. Achilus’ failure to 
  completely pacify the quarantined worlds would come back 
  to haunt the Crusade long after the Lord Militant’s demise. 
  For the moment, however, Rheelas, Argoth and Kaggeran 
  had been taken. It seemed to the commanders that they have 
  overestimated the strength of the Tau so close to the Well of 
  Night, which in turn led to them blundering into an expertly 
  timed counter-attack on the world of Wrath.
  Wrath was the furthest of the four objective worlds and 
  the only place where the Tau chose to make a stand, largely 
  to test the capabilities of the Crusaders. Using auspex bafﬂ ers 
  and echo-sentries scattered along the edges of the system, 
  the Tau Tal’Sha Cadre was able to move its ﬂ eet in behind 
  the Imperial assault forces undetected. As the Crusaders 
  unloaded their vessels from low orbit the Tau attacked, 
  targeting the vulnerable transport ships and straﬁ ng the drops 
  as they fell into orbit. In the opening hours of the attack, 
  thousands of guardsmen and millions of tonnes of materiel 
  were lost before they even touched the ground, vaporised or 
  incinerated in their grav-harnesses and cargo cradles. Only 
  the timely intervention of strike cruisers from the Dark Sons 
  Chapter managed to stop it becoming a complete massacre 
  and allowed enough men to land and overwhelm the Tau 
  defensive positions on the planet’s surface. In the face of the 
  Space Marine assault, the Tau Tal’Sha Cadre pulled back 
  toward the Black Reef. The Tau forces disengaged smoothly 
  and abandoned the world in the space of mere hours, as 
  their commanders had always intended. This was a kind of 
  warfare that at ﬁ rst bafﬂ ed the Crusaders, and they could 
  not understand how the Tau could so easily give ground or 
  abandon whole worlds. It was, however, the Tau tactical and 
  strategic ﬂ exibility which would make them so dangerous. 
  Veteran commanders quickly learned that Tau retreats were 
  usually only preludes to counter-attacks, often made once the 
  Imperium had advanced and over-extended its lines.
  Many commanders urged Achilus to press the Tau, and 
  argued that if they could so easily snatch worlds from the 
  xenos they should make an assault on the Tau core worlds 
  themselves. In fact at the time the Tau were still reacting to 
  the arrival of the Crusade and their forces were scattered 
  across the sector (many committed to holding off Stigmartus 
  attacks from those worlds facing the Hadex Anomaly). Thus a 
  decisive and aggressive thrust through their lines might have 
  been successful and prevented much of the carnage which 
  was to follow. Achilus however was mindful of not over-
  extending supply lines and leaving vulnerable worlds in his 
  wake, and so he gave the order to hold, reorganise, and fortify. 
  While his commanders grumbled, the more hot-headed 
  among them considering the ‘old man’ far too cautious, they 
  could not deny that so far the Crusade had been incredibly 
  successful, and it seemed that there was nothing that could 
  halt its progress. Of course these ﬁ rst years were a time that 
  would later become known by the commanders as the ‘false 
  dawn’, a time when the true extent of the Imperium’s enemies 
  were still unknown and the true battle for the Reach had not 
  yet begun.
  THE FIRST FAILURES
  When the ﬁ rst Imperial scouts passed through the Warp 
  Gate they found a sector of scattered rebel and alien worlds, 
  but they failed to ﬁ nd any pattern or coordination between 
  them. What they did not discover, and what Achilus was soon 
  to encounter, was the Stigmartus, a sector-spanning cabal 
  of Chaos worshippers. The Stigmartus had dominated the 
  worlds around the Hadex Anomaly and beyond for centuries, 
  soaking entire systems in an endless orgy of blood and 
  depravity. Initially the Crusaders thought they faced minor 
  rebels and scattered cults, such as those encountered during 
  the paciﬁ cation of Hethgard. However as the crusading forces 
  made their ﬁ rst forays into what was once the core of the old 
  Cellebos sub-sector, they met with organised and powerful 
  resistance. Even as their forces fortiﬁ ed against the Tau and 
  pressed forward into the wild zones of the rimward reaches, 
  the Stigmartus was moving, gathering its forces and making 
  prayers to its dark gods for victory over the servants of the 
  false emperor. At this time, it was only some members of the 
  Inquisition and the Deathwatch (given their long presence 
  in the Reach) that were fully aware of the extent to which 
  the Stigmartus commanded these core sector worlds, and 
  the staggering amount of resources at their command. It was 
  however a reality which the Crusade was soon to face.
  In the shadow of this gathering storm, the Crusade was 
  dealt its ﬁ rst real blow: the death of the Lord Militant Tiber 
  Achilus. In the year 786.M41, a mere nine years after the 
  Crusade was launched, Achilus’ vessel—the Proclamation of 
  Wrath—was lost to the Warp while making the relatively short 
  voyage between the worlds of Alphos and Karlack where he 
  had been inspecting new defences for the Iron Collar. Other 
  ships within his ﬂ eet present at the time reported the Wrath 
  suffering a massive Geller Field failure and vanishing from 
  sight, while a few claimed a sudden and unexpected Warp 
  storm crashed over the vessel carrying it away but leaving the 
  other ships untouched. Regardless of the exact truth, in that 
  moment the Crusade had lost its father and when the survivors 
  reached Karlack they could only weep for his loss. Everywhere 
  across the sector Imperial forces paused, holding their breath, 
  unsure about the future and fearing the worst. Only the forces 
  of the Deathwatch were unaffected by the event, almost as 
  if forewarned. During this time, the Deathwatch dispatched 
  Kill-teams to key worlds fortuitously (or suspiciously) placed 
  close to weak spots in the Imperium’s defence, denying the 
  enemies of man the chance to exploit them.
  BELIAL
  Flagship of Commodore Vycorious, the Belial is an 
  Emperor-class battleship of the Imperial Navy. Under 
  the command of Commodore Vycorious, the Belial has 
  become a legend of the Crusade battleﬂ eets, having 
  fought at the head of a dozen engagements against 
  alien forces. Belial’s presence amongst the other ships 
  of the line is considered a sign of the Emperor’s favour, 
  and its crew is considered one of the most elite amongst 
  the Crusade forces.
  
  II: The Crusade Begins
  In the wake of Achilus’ demise, many Imperial operations 
  were suspended and much of the Crusade’s command staff 
  returned to Karlack to take stock. Just as the mandate to 
  undertake a Crusade is not a thing to be taken lightly, so too is 
  the succession of a new Lord Militant. So sudden was Achilus’ 
  death that he had never made known his favour for a successor, 
  and though there were numerous potential candidates among 
  the lords and generals of the ﬂ eet, no clear path was apparent. 
  For a time rumours and fears rippled through the Crusade and 
  there was even talk that the passing of Achilus might mean 
  the end of the great endeavour and the loss of the Imperium’s 
  drive to reclaim the Jericho Reach. During the dark days after 
  the Warmaster’s death, the Inquisition worked tirelessly to 
  quell such rumours. Unknown to many commanders and their 
  men, a score of secret skirmishes were fought by Acolytes on 
  remote worlds and in hidden places against cults and rebels 
  eager to exploit Achilus’ death and the doubt it had sown in 
  the minds of his followers.
  Fortunately, the power struggle for command of the 
  Crusade did not last long. While Achilus himself had been 
  unprepared for the eventuality of his early death, others 
  had not. Among them was Solomon Tetrarchus, a young 
  man (relative to Achilus) and one with much support among 
  the frontline generals. While Achilus had been carefully 
  fortifying his worlds and inching forward across the Reach, 
  Tetrarchus had been a high ranking member of the Imperial 
  Guard and held command of many of the Calixian regiments. 
  He was a bold man, and one which urged more aggressive 
  tactics from the cautious Achilus. When Achilus was lost to 
  the Warp, Tetrarchus wasted no time gathering his supporters 
  and making his name known in the succession. Oddly, 
  however, it was not the support of the generals, or his drive 
  to engage in a more dynamic style of command, which was 
  to ﬁ nally tip the assembled lords and leaders in his favour. 
  Instead, the ﬁ nal endorsement and support came from the 
  Deathwatch Watch Captains. In a rare display of Crusade 
  politics, the Deathwatch arrived in force to add their voice 
  for the selection of Solomon Tetrarchus. Those present still 
  recall that Tetrarchus himself looked as shocked as any of 
  the generals as the black-armoured Battle-Brothers ﬁ led in, 
  naming him their choice for Lord Militant. A shrewd and 
  ruthless opportunist, however, Tetrarchus was not one to turn 
  down such a gift and never bothered to ﬁ nd out just why the 
  Deathwatch wanted him in command.
  NEW STRATEGIES, NEW TACTICS
  Solomon Tetrarchus wasted no time in gathering together his 
  commanders and staff, including representatives from several 
  Space Marine Chapters, the Inquisition, Ecclesiarchy, and 
  Deathwatch. In an assembly which was to become known as 
  the Council of Ashes, he sidelined more than ﬁ fty of Achilus’ 
  favoured generals, tacticians and key staff, replacing them with 
  men and women he favoured and which he knew would not 
  oppose his bold new plans for the direction of the Crusade. This 
  new plan of attack involved splitting the Crusade into three 
  distinct army groups, and making three impendent thrusts from 
  the Iron Collar deep into the heart of the Jericho Reach. From 
  these would be born the Orpheus Salient to the galactic north, 
  the Canis Salient to the galactic south, and the Acheros Salient 
  between them. Already Achilus had committed a huge amount 
  of resources into what would be designated the Canis Salient 
  against the Tau and by the time of his death this was the site of 
  the most ﬁ erce ﬁ ghting the Crusade had faced. It was simply 
  a plan Tetrarchus wanted to see repeated threefold, a plan he 
  foretold would break the back of the sector and see a dramatic 
  movement of the front, which had been largely static since the 
  formation of the Iron Collar and the ﬁ rst clashes with the Tau.
  Less than a year after the death of Achilus, Tetrarchus had 
  ﬁ nalised his plans and put into action his new army groups. 
  Mustering the men and materiel had not been easy, however.  
  Tetrarchus had stripped the garrisons of dozens of worlds and 
  signiﬁ cantly reduced the regiments on all the fortress worlds of 
  the Iron Collar to ﬁ nd the men and vessels for his grand strategy. 
  He had also begun to recruit men from further and further 
  aﬁ eld, taking regiments from worlds throughout the Calixis, 
  Scarus and Ixaniad Sectors. It was a testament to his logistical 
  skill and relations with the Inquisition that Tetrarchus was able 
  to increase the ﬂ ow of soldiers to the Crusade and maintain 
  the secrecy of the Warp Gate. However, rumours persisted that 
  Tetrarchus enjoyed the services of an assassin cadre known as the 
  Divine Shadows that worked in the home sectors and “took care” 
  of security leaks.The true boon for Tetrarchus came when the 
  Margin Crusade was lost within the Halo Stars and he was able to 
  acquire men and materiel earmarked for its resupply and support. 
  It was such a useful lie that both the Inquisition, Administratum 
  and Crusade commanders embraced it to ensure the secrecy of 
  the Warp Gate. Tetrarchus himself was merely pleased he now 
  had a near–limitless supply of men to fulﬁ l his threefold assault.
  In a surge of men and ships, the Crusade pushed forward on 
  its three fronts. In the Canis Salient forces poured into the war 
  against the Tau and the contested worlds of the Greyhell front, 
  already soaked in the blood of thousands of guardsmen after 
  years of warfare. Under Lord Commander Ebongrave, Achilus’ 
  chosen commander of the region and one of the few frontline 
  generals to remain in power after the Council of Ashes, the 
  region took on a dark reputation among arriving regiments. Lord 
  Commander Ebongrave’s heavy hand among Imperial worlds 
  also began to lead to a rise in Tau sympathisers and prompted 
  him to quarantine the worlds of Rheelas, Argoth and Kaggeran 
  for fear of full planetary uprising. These petty concerns, however, 
  were quickly overshadowed by events unfolding in the Acheros 
  Salient and the Crusade’s ﬁ rst real battles with the Stigmartus and 
  their allies. So far the Crusaders had only scratched the surface 
  of what were once the core worlds of the Cellebos sub-sector, 
  landing on the outer lying worlds and those not far beyond the 
  reach of the Iron Collar. In the ruins of Vanity, on the edge of the 
  Hadex Anomaly, they were to discover just how badly they had 
  underestimated the heretics’ hold over the heart of the Jericho 
  Reach. In a series of bloody counter-attacks and massed assaults, 
  the Stigmartus, assisted by elements of the Traitor Legions, 
  hacked apart the Crusade’s forward units and forced a rapid 
  retreat and reorganisation in the face of their savagery. Tetrarchus 
  was quick to respond, pouring more and more men into the 
  breach and creating what would become known as the Cellebos 
  Warzone, a bloody battleground of a dozen or more worlds and 
  the front line against the heretic armies and their dark masters.
  
  II: The Crusade Begins
  By contrast, the Orpheus Salient advanced rapidly under 
  the guidance of its commander General Curas and his Argo 
  battle group. Advancing further and faster than any of 
  other Salient, Curas was able to capture and control dozens 
  of worlds along the sector’s rimward edge. While his most 
  notable victory came against the Charnel Oracles of Eleusis 
  (a triumph for which Tetrarchus himself awarded the general 
  the Imperial Star Ascendant with Full Aquila), perhaps the 
  most signiﬁ cant was making contact with Castobel many 
  years earlier. A loyal Imperial hive world which had somehow 
  endured the Age of Shadow and the millennia cut off from the 
  Imperium, it proved to be a great prize for the Crusade and 
  was to become a lynchpin for its operations within the region. 
  In return, the citizens of Castobel rejoiced at the return of 
  the God-Emperor’s armies and eagerly offered up regiments 
  of men and millions of tonnes of materiel and munitions to 
  aid their cause. The Orpheus Salient was however to prove 
  another false hope for the Crusade, and even as Curas and 
  his ﬂ eets advanced, other alien forces where moving against 
  them, stalking across the stars toward the Imperium’s now 
  hopelessly over extended northern ﬂ ank.
  TOTAL WAR
  By 812.M41, twenty–six long, bloody years after the death 
  of Tiber Achilus, little further progress had been made. Even 
  with new reinforcements arriving regularly through the Warp 
  Gate, the battle grounds of the Greyhell Front and Cellebos 
  Warzone were largely unchanged, worlds in some places 
  having swapped hands numerous times. Even in the Orpheus 
  Salient, Curas’ advance had stalled as he lay siege to heretic 
  worlds and called out for supplies and men being diverted 
  to the more pressing fronts against the Tau and Stigmartus. 
  Older and wearied by the endless war, Tetrarchus nevertheless 
  pressed on with this three front strategy, conﬁ dent in the 
  small gains which had been made and the steady if painfully 
  slow progress of his ﬂ eets, even if the ﬁ rst rapid gains of 
  777.M41–779.M41 were a distant memory. Unknown to 
  the Lord Militant, however, the Crusade was about to face 
  one of its greatest challenges aside from the death of its 
  original Warmaster. Already a sector riddled with battleﬁ elds 
  and enemies, the Jericho Reach was on the verge of being 
  completely enveloped by conﬂ ict—Tetrarchus was about to face 
  total war.
  This dramatic change in events was to arrive from the 
  rimward edge of the sector, where Curas and his regiments 
  had been enjoying such success. First there were signs and 
  portents, rumours collected by Inquisitors and Deathwatch 
  Kill-teams that something was coming; coming from the 
  dark of the galactic east. Then the shadow fell, worlds lost 
  contact with each other and ships ﬂ oundered in the Warp. 
  In isolated incidents, battle groups and forward units were 
  destroyed or vanished, only garbled transmissions of their 
  fate reaching the Crusaders. Eventually after almost two years 
  of uncertainty and growing chaos, the Deathwatch Strike 
  Cruiser Thunder’s Word arrived at Watch Station Erioch with 
  conformation: the Tyranids had come to the Jericho Reach. 
  Even as the news spread and Tetrarchus moved to shore up 
  his northern defences, diverting men and equipment on route 
  to the Acheros Salient, Curas took matters into his own hands 
  and plunged his battle group into the heart of the oncoming 
  hive ﬂ eet. General Curas never returned.
  Named Hive Fleet Dagon by the Imperium and believed 
  to be a tendril of Hive Fleet Behemoth, the Tyranids begin 
  to swarm across the Orpheus Salient, and in a few short years 
  laid siege to and devoured dozens of worlds. Alarmingly they 
  also began to appear in random worlds along the Canis Salient 
  and even on isolated worlds through the Reach, confounding 
  organised defence and greatly hampering the Crusade’s battle 
  plan. Even with the vast resources at his disposal, Tetrarchus 
  became increasingly desperate about the situation and the 
  division of his men on three fronts against three capable 
  and determined foes. His only consolation was that with the 
  arrival of the Tyranids, his other foes would also have to face 
  the indifferent attacks of the Great Devourer as heretic and 
  Tau worlds behind the frontlines came under attack.
  The opening days of 817.M41 have seen a bitter and 
  bloody struggle on all fronts—from the coreward edges and 
  the war against the Tau, across the ruins of the Cellebos 
  warzone and bitter conﬂ ict against the Stigmartus, to the 
  desperate last stands and heroic assaults against Hive Fleet 
  Dagon on the rimward worlds. This is the current state of 
  affairs and the brutal sector-wide conﬂ ict which for forty 
  years the Crusade has fought. Still wounded by the loss of its 
  Warmaster, its presses on, dogged and determined to achieve 
  dominion over the stars, like the Imperium itself unwilling 
  to fade away into darkness while aliens and heretics howl in 
  the night.
  IMPERIAL OPERATIONS IN THE 
  ACHILUS CRUSADE
  When the Achilus Crusade forces launch a major action, the 
  Lord Militant traditionally gives it a code name identifying 
  it to the various forces involved. This is an ancient and 
  traditional military practise, often overlooked by many 
  of the Imperium’s military forces. To date there have been 
  several major operations undertaken by the Crusade and 
  countless minor ones. Of these some of the most notable 
  operations include:
  • Operation Shackle—the initial conquest of the systems 
  outlying the Warp Gate, and the creation of the 
  Iron Collar.
  • Operation Hammerfall—a massive engagement, fought 
  largely by the Storm Wardens Chapter of Space Marines 
  in the opening stages of the Crusade. This operation 
  includes the ﬁ rst war against the Tau and the capture of 
  Wrath and the Quarantined Worlds.
  • Operation Tridentis—the three front war launched by 
  Tetrarchus and the creation of the Canis Salient, Acheros 
  Salient and Orpheus Salient.
  • Operation Quicksilver—the mass redeployment of 
  troops from the Acheros Salient to counter the arrival of 
  Hive Fleet Dagon.
  Operations usually however only exist in the military or 
  regimental histories of the time, their results more often than 
  not remembered as famous battles and lingering warzones.
  
  II: The Crusade Begins
  In the opening battles of the Achilus Crusade, it was the glorious Storm Wardens Chapter that 
  committed by far the largest single contingent. Lorgath Maclir, honoured Chapter Master of the Storm 
  Wardens, was appointed the leader of all of the Space Marine forces committed to the operation, 
  and he planned every aspect of the assault in person, in minute detail. Emperor willing, the Crusade’s 
  objective was to push the vile xenos Tau out of the region and reclaim the sullied worlds of the Jericho 
  Reach. It was our lord Achilus’ most cherished dream that the xenos would be so undermined by the 
  purging ﬁ res of the Crusade that they would fall back towards their own benighted region of space, 
  and in time, destroyed utterly. But for now, Achilus and Maclir held the xenos capital in the Reach, 
  Tsua’Malor, ﬁ rmly in their sights, and nothing, or so they thought, could possibly distract them from 
  their goal.
  The xenos were initially unprepared for Operation Hammerfall, coming as it did from an entirely 
  unanticipated quarter. The mighty Space Marines fought as angels of death, conducting planetstrikes, 
  boarding actions and massive frontal assaults in the manner of the battles of the Great Crusade. Despite 
  the potential for destruction, Maclir was magnanimous and ordered that those worlds occupied by 
  human populations be allowed to rise up against the perﬁ dious xenos and join the crusaders.
  But tragically, the human populations failed to welcome the crusade, let alone join it. Instead, their 
  deluded leaders declared the Imperium the enemy, rejecting all communications and asserting their 
  independence. As world after world rejected the crusade, our forces were forced to divert around 
  planets we had no immediate resources to suppress.
  The xenos were pushed back along the Hyades Ebb warp route and down the length of the Arethusa 
  Flux all the way to the Death World of Ravecene. The xenos threw every asset they had into a last ditch 
  effort to repel the glorious Space Marine advance. The First Battle of Ravecene raged for three weeks, 
  neither side able to gain the initiative or strike a telling enough blow against the other. Wise Achilus 
  had always planned for a decade of war, yet Maclir sensed that victory could be won within months 
  if one ﬁ nal push could be made. Knowing that reinforcements were ﬁ ghting down the Hyades Ebb, 
  Maclir ordered all available forces to mass at Ravecene and smash the Tau aside, so that the advance 
  on Tsua’Malor could begin without delay. Lord Militant Achilus signalled his assent, and the ﬁ nal 
  phase was ordered.
  But Maclir’s order was never enacted. All across the Jericho Reach, those worlds that had refused 
  to yield to the crusade rose up, smashing the exposed and overstretched lines of communication. 
  Underlying the resistance was the fell hand of those who must not be named, lending the traitors 
  strength at the very moment when we could have pressed home our assault and driven the Tau from 
  the Jericho Reach.
  Lord Maclir’s reinforcements never arrived. Transport ﬂ eet after transport ﬂ eet was ambushed, encircled 
  and destroyed. Maclir raged in the face of such betrayal, swearing to avenge himself of the traitors 
  who had cost the Imperium its victory. He saw that Achilus had been conservative in his estimation 
  that the conquest of the Jericho Reach would take a decade. With [[[DELETED]]] raging in the central 
  zones, Maclir knew the crusade might not complete its objective even in his own lifetime. To this day, 
  Maclir pursues his mission, and has sworn never to leave the Jericho Reach until it is achieved.
  +Transmitted: Karlak Bureau Ordinate Primaris
  +Received: 3789816.M41 [adjusted for localised temporal 
  distortion phenomena]
  +Telepathic Duct: Beta Sigma/Lambda
  +Transcriptor: Pseudo-Savant Mklennan
  Thought for the Day: If a task is worth doing, 
  it is worth dying for.
  +Status: Rejected [auth. Lord Bosch/ Dagma-
  Lupin cell] (on grounds of moral and spiritual 
  inﬁ rmity). Author incinerated.
  SUBJECT: Operation Hammerfall, post redaction archival submission
  
  II: The Crusade Begins
  Warmaster 
  Tiber Achilus
  “All great deeds are the work of great men. Ours is a galaxy shaped 
  by the will of those with the courage to keep the light of humanity 
  burning and the God-Emperor’s divine dream alive; a dream of 
  uniﬁ cation, faith, and Mankind’s domination over our galaxy, now 
  and forever.”
  –Inscription on the wall of Achilus’ Cenotaph
  M
  uch of what has come to pass during the Imperium’s 
  great Crusade into the Jericho Reach can be laid 
  at the feet of one man: Tiber Achilus. During its 
  planning and early years, the Lord Militant was the catalyst 
  of nearly every move the Imperium’s forces made within the 
  sector, even inﬂ uencing the decisions and actions of those 
  only nominally under his control such as the Inquisition, 
  the Ecclesiarchy, the various Space Marine Chapters, and the 
  Deathwatch. Imperial scholars and historians have often used 
  an ancient adage when talking of the Achilus Crusade; “If 
  you know the man, you will know the mission.” The truth of 
  this wisdom can be seen in every fortiﬁ ed world and every 
  glorious victory and every ignominious defeat which mark 
  his nine years in command of the Imperium’s bid to reclaim 
  the Reach. Those that dig deeper into the man 
  that was Tiber Achilus however have 
  found more questions than answers 
  and some disturbing and damning 
  coincidences.
  A RISE TO 
  GLORY
  The story of Tiber Achilus began 
  thousands of light years 
  from 
  the 
  Jericho 
  Reach and many years 
  before the Imperium’s 
  discovery of the Warp 
  Gate. Born in the Ixaniad 
  Sector on the hive world 
  of Lordrium, Achilus was a 
  product of a long and noble line 
  of generals and commanders which 
  had served the Ixaniad sector lords 
  for centuries. The lexographers of 
  Lordrium however record his birth year 
  as laced with prophecy and portent. It 
  was written that on the day of his birth 
  there was an unanticipated convergence 
  of Lordrium’s seven moons and a rolling 
  eclipse that last for almost a week over 
  the hive in which he lived. Other 
  signs included sightings of 
  strange visitors to the 
  hive: thin graceful men dressed in robes who never showed 
  their faces and vanished when approached. Strange ships were 
  spotted to in orbit, appearing only on the edge of sensor sweeps 
  and disappearing before their existence could be conﬁ rmed. 
  These peculiar events however were not associated with the 
  then infant Achilus, as despite his high birth he was but one of 
  a dozen sons of the Achilus line and merely another Spire brat 
  in the eyes of the nobles of Lordrium.
  As he grew to adulthood, Tiber Achilus began to distinguish 
  himself from his brothers and sisters and live up to the grand 
  legacy of his name. A masterful swordsman and canny tactician, 
  he excelled in the ranks of the Lordrium ofﬁ cer cadre as a cadet, 
  earning a bloody reputation as a duellist even before his second 
  naming day. While his siblings largely succumbed to the vices 
  of nobility and decadence of their lifestyle, Tiber became even 
  more driven to succeed with each passing year, as if he knew 
  somehow there was a task for which he had been born and 
  which only he could complete. His ﬁ rst taste of combat came 
  during the Redgarvi Ashlander Riots on Lordrium, as a twenty 
  year old ofﬁ cer of the 38th Hive Korlo planetary defence force 
  regiment. As in his previous endeavours, he made a name for 
  himself quickly, securing the Hive’s central lifters in a series of 
  bloody battles and brutal holding actions against the Redgarvi 
  hordes. For his courage and his skill he was awarded both the 
  Lordrium Silver Shield and a place in the sector lord’s own 
  personal regiment, the Ixaniad Purebloods.
  It was over the next forty years in the service 
  of the Purebloods that Tiber Achilus would 
  earn a sector wide reputation, even 
  becoming a known commander in the 
  nearby Scarus and Calixis Sectors 
  for his role in the fringe campaigns. 
  These were the years in which he 
  faced the bloodthirsty Khrave, the 
  Sons of the Bleeding Shadow and 
  the Ylarian Collective in the depths 
  of the Halo Stars and on the edge 
  of the Ixaniad Sector. A rising star 
  of the Imperial Guard and stalwart 
  ally of the Imperial Navy, Achilus 
  travelled extensively and made 
  many contacts with the noble 
  houses and prominent Imperial 
  organisations of the region. It was 
  said by those that met the man that 
  he had an air about him, a natural 
  charisma or presence that seemed 
  to call out to those around him 
  and put them at ease. Such was this 
  strange effect he had on both allies and 
  enemies that in the many years he served 
  in the Purebloods not one of his peers had 
  anything bad to say about him, nor did 
  he seem to make any foes at all. This 
  feat was remarkable among the 
  Imperial military structure and 
  practically unique among 
  his kind. 
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  II: The Crusade Begins
  It was during this period of ascension that one of the more 
  unusual incidents surrounding Achilus occurred. It was while 
  he was campaigning in the Formorian Sector against the 
  Khrave and their allies, cleansing the cursed Sydratie Seven 
  Systems. After defeating a Khrave vanguard ﬂ eet around 
  the world of Taryo he made planet-fall with a battalion of 
  Purebloods to clear out any xenos which had escaped the 
  ﬁ ghting and landed on the world. An uncharted planet, Taryo 
  was a labyrinth of frozen canyons and ice tunnels which forced 
  Achilus to divide his landing party into platoons to ﬁ nd the 
  surviving xenos. After hours of searching, Achilus and the 
  men with him became lost, stumbling into an ancient ruin of 
  strange but familiar architecture. Almost immediately Eldar 
  pathﬁ nders attacked them and their platoon was cut down in 
  a matter of minutes leaving only Achilus and a few of his men 
  alive. A secret report from one of these survivors (gathered 
  years later by the Ordo Xenos) recounts what happened next. 
  Apparently even as the leader of the pathﬁ nders loomed over 
  the wounded Achilus to ﬁ nish him, she seemed to pause, 
  looking closer at the general before turning to her men and 
  motioning for them to retreat. Why this occurred was never 
  documented and Achilus never spoke of it, however the eye 
  witnesses swear that when the alien looked at Achilus it 
  seemed to recognise him. 
  FIRST LORD MILITANT OF THE CRUSADE
  To lead an Imperial Crusade, a commander must have 
  more than just experience, charisma and favour. In such an 
  undertaking it is not enough for a man to be the greatest in 
  his ﬁ eld or the most idolised among his peers, he must have 
  something more. When the Warp Gate was discovered and the 
  ﬁ rst whispers of Crusade began to permeate among the upper 
  echelons of the Imperium, Achilus found himself drawn to the 
  cause, struck by the righteousness of conquering the Jericho 
  Reach and bringing its worlds back into the light of the God-
  Emperor. It was as if this was the moment of greatness he had 
  been waiting for, and typical of his conﬁ dence and drive, he 
  wasted no time in rallying support and gathering together 
  allies to make his dream a reality.
  Here history turns up yet more anomalies and curiosities, 
  as even though Achilus was a man of power and inﬂ uence, 
  even he should have had a long struggle to win the hearts and 
  minds of three sectors as well as the favour of the High Lords 
  of Terra to mandate his claim to lead the Crusade. Typically 
  such a political viper’s nest could take years to resolve as 
  families and military commanders circled and skirmished to 
  gain the power to make a petition to the High Lords. In the 
  case of Tiber Achilus it took only months. Rivals changed 
  their allegiance when they learnt of his intent, while stubborn 
  holdouts came round to his way of thinking. At the time it 
  was seen as the great charisma and connections Achilus must 
  have had and seemed to speak of his ability to hold together 
  the many factions which would make up a Crusade and thus 
  favour him for the job. A closer look however revealed more 
  than just the persuasive tongue of a much loved commander, 
  but in some cases complete shifts in stance or personality for 
  particular opponents. Even the brief spate of assassinations 
  (typical of many a signiﬁ cant ascension within the Imperium) 
  seemed as much for show as to aid Tiber Achilus. For better or 
  worse however in those ﬁ rst months following the formation 
  of the Crusade, Tiber Achilus was named Lord Militant and 
  the Crusade had begun.
  Tiber Achilus was only to lead the Crusade for nine short 
  years, and oversee just the very beginning of its push into 
  the Reach. In that time he proved an able commander and 
  a strong presence for the Imperial forces, holding together 
  the at times fragmented organisations and ofﬁ cers under 
  his control. For an overview of this time and some of the 
  great achievements of Achilus during these early years see A 
  History of Conquest and Carnage on page 14.
  LOST TO THE WARP
  Achilus’ death was to prove as interesting and unusual as his 
  life, shrouded in mystery and strange circumstance. It was 
  in the year 786.M41, during a routine voyage from Alphos 
  to Karlack that the Lord Militant’s vessel the Proclamation 
  of Wrath was lost to the Warp. While the Warp is always a 
  dangerous place, and no journey through it can ever be said 
  to be completely safe, Achilus and his vessel were lost on a 
  trip that should have taken days at most and in a Warp route 
  as established and stable as any within the sector. Stranger 
  still is that of the twelve vessels within his ﬂ eet that day 
  only the Wrath was lost; all the others arriving at Karlack 
  completely unharmed. Reports from the other captains and 
  their Navigators are varied as to what happened to the Wrath, 
  some saying it was swallowed by a sudden vortex in the 
  Warp, others that its Geller Field must have failed allowing 
  the horrors of the Warp to consume it. There were even some 
  reports that Achilus and his vessel had translated from the 
  Warp to real space, disappearing somewhere into the deep 
  void between worlds. Whatever the truth, the Wrath utterly 
  vanished and Achilus was considered lost.
  Unwilling to accept such an explanation for the death 
  of the Lord Militant, many agencies and individuals sought 
  answers, not least among them the Inquisition. A secret 
  inquest led by Inquisitor Kya Tellemain of the Ordo Malleus 
  spent the next few years examining logs and hunting down 
  leads. At ﬁ rst Tellemain was convinced that the disappearance 
  of Achilus had been the work of the Stigmartus and the Dark 
  Gods, an elaborate plot to rob the Imperium of one of its 
  greatest leaders. She even discovered fragments of evidence 
  which seemed to point her in the direction she hoped the 
  investigation would lead. Unfortunately such leads always 
  came to nought, and she only ever found more rumours 
  and lies the deeper she dug. The most disturbing of these 
  however, and the one which haunted her entire investigation, 
  was the discovery that the Eldar assassin Syndilian had been 
  sighted on Alphos only hours after the departure of the Lord 
  Militant. Never able to undeniably conﬁ rm the sighting or 
  establish why he had been there (the alien left no clues and 
  made no attacks if he had in fact been present) Tellemain 
  could only wonder what role the pathﬁ nder might have had 
  in Achilus’ death, and why?
  
  II: The Crusade Begins
  Eventually pressure from the new Lord Militant along 
  with the pressing concerns of the Crusade put an end to 
  Tellemain’s investigation. The ofﬁ cial histories recorded 
  that Achilus and his vessel had been lost due to a Geller 
  Field failure; a chance accident which could not have been 
  foreseen. Strangely however Tellemain herself disappeared 
  not long after the investigation was closed, vanishing on a 
  mission deep within the Orpheus Salient. Rumours within 
  the Inquisition speculate that she was silenced for what she 
  knew about the old Lord Militant’s death. Whether this is 
  true or not, the day she vanished her Acolytes across the 
  Reach went into hiding, as if they knew they too would soon 
  be hunted for what they had learned. 
  ACHILUS’ LEGACY
  Tiber Achilus’ death has been in many ways only the 
  beginning of his role within the Crusade. In addition to 
  lending his name to the Imperium’s grand undertaking, 
  his memory has become a corner stone of the morale and 
  dedication to duty for many of the Crusaders. It has even 
  become a tradition among many of the high ranking ofﬁ cers 
  of both the Imperial Guard and Navy to take vows before 
  Achilus’ Cenotaph on Karlack before accepting their posts, 
  pledging their loyalty to the Crusade before the tomb of its 
  father. Ostensibly Tetrarchus seems to embrace this form of 
  honour afforded his predecessor, though in reality he has 
  little control over the ritual or the strong popularity it has 
  garnered in the ranks. In the Imperial Guard, men favour 
  those ofﬁ cers who have made their pledges at the Cenotaph 
  of Achilus, the regiments responding well to those who have 
  sought out the “Old Man’s” favour before embarking on their 
  combat missions. The Navy is little different, most Captains 
  feeling more secure knowing a man with the blessing of 
  Achilus leads them. 
  In addition to his lingering presence within the minds of 
  the Crusader commanders, rumours also persist that Achilus 
  has left behind another more sinister legacy. It is whispered 
  that there exists a cult led by his most loyal ofﬁ cers, men and 
  women deposed by Tetrarchus during the Council of Ashes 
  and who still oppose the new Lord Militant’s control of the 
  Crusade. Known as the Children of Achilus, it is said that 
  they hold positions throughout the ﬂ eets and armies of the 
  Crusade, sometimes directly under the control of a veteran of 
  the Council of Ashes, sometimes with no apparent connection 
  to this old guard though loyal nevertheless. Not traitors to the 
  Imperium (at least in their own eyes) the Children of Achilus 
  work in subtle ways to undermine the strength of Tetrarchus 
  within the sector, fouling up logistics, slowing down troop 
  transfers and even passing on false or ﬂ awed intelligence to 
  make the new Lord Militant look a fool or incompetent. The 
  Ordo Hereticus made investigations into these rumours of a 
  disgruntled ofﬁ cer cult within the Crusade, though to date 
  their efforts have turned up nothing. This either indicates 
  that the rumours are indeed just rumours, or possibly that the 
  inﬁ ltration of the Children of Achilus goes far deeper than 
  even the Inquisition could have suspected. Always willing to 
  favour the more paranoid response several Inquisitors have 
  chosen the latter and maintain open investigations into the 
  Children. However in a sector rife with alien sedition and 
  true heresy, most can only spare a few low-ranking Acolytes 
  for such a frivolous endeavour. Thus far their actions have 
  potentially cost thousands of lives, but in the chaos of a full 
  blown Imperial Crusade such military blunders regularly occur 
  and draw little attention. It is said however that the Children 
  of Achilus are escalating their operations and are currently 
  planning something momentous to lay at Tetrarchus’ door, 
  something even he will not be able to ignore.
  NEW DEED: 
  THE LORD MILITANT’S FAVOUR 
  A Deed is a special beneﬁ t that a character may select 
  at character creation. For more information on Deeds 
  (and many more options), see RITES OF BATTLE.
  Cost: 400xp
  Prerequisites: Member of a Space Marine Chapter 
  taking part in the Achilus Crusade, Fel 40+ 
  Many Space Marine Chapters involved in the Achilus 
  Crusade have won great honours in the service of Lord 
  Militant Tetrarchus or his predecessor. A number of 
  these Space Marines so honoured have become well-
  known by many Crusade ofﬁ cers in the Imperial 
  forces, and thus carry great inﬂ uence among them. 
  Prior to your service in the Deathwatch, you were one 
  of these Space Marines, and you have knelt before 
  the Cenotaph on Karlak and taken vows of duty to 
  Tiber Achilus, the father of the crusade. You wear the 
  medal of the crusader and those who know you know 
  that you have brought glory to the crusade and to the 
  memory of the man which ﬁ rst led it into battle. 
  EFFECTS:
  When dealing with either the Imperial Guard or the 
  Imperial Navy of the Achilus Crusade (depending on 
  which Peer Talent you possess) you add an additional 
  degree of success on all successful Fellowship Tests or 
  Skill Tests based on Fellowship. The Battler-Brother 
  also gains the Peer (Imperial Guard) or (Imperial 
  Navy) Talent.
  
  II: The Crusade Begins
  Commanders 
  of the Crusade
  “I see by your reports that there are naval vessels bombarding from 
  orbit, a dozen divisions making their landings, and a Space Marine 
  company somewhere behind the lines doing who knows what—can 
  anyone tell me just who is in command of this invasion?”
  –Inquisitor Sengir arriving at the Greyhell Front during 
  Operation Silverback 
  T
  he Achilus Crusade is a vast military operation 
  pushing forward against multiple foes on scores of 
  worlds across a front line measured in light years. To 
  command, coordinate and control such an operation takes 
  the kind of vast resources and byzantine power structures 
  of which only the Imperium is capable. Gathered together 
  under the leadership of the Lord Militant, each division of 
  the Crusade’s forces represented within the Jericho Reach has 
  its own chain of command and localised leadership, which 
  then form an intricate web of alliance, obligation and favour 
  to other organisations, linking Inquisition to Deathwatch, 
  Deathwatch to Adeptus Astartes and so forth. Quite often, 
  however, each organisation within the Crusade operates 
  independently of the others, following its own agendas and 
  commanders, making the Crusade seem at times more like a 
  grand alliance than the will of single galaxy spanning empire.
  In the course of a Kill-team’s operational lifetime within 
  the Jericho Reach, its Battle-Brothers are likely to come into 
  contact with most if not all of these disparate arms of the 
  Imperial war machine, at times relying on them for support, 
  at others cursing them for their meddling. As a result, while 
  a Kill-team’s orders descend directly from its Watch Captains, 
  in the ﬁ eld they may ﬁ nd themselves dealing with Imperial 
  Guard Generals, Naval Captains and Tech Magos at one time 
  or another, and having to work closely with them to achieve 
  their own missions and objectives. Listed here is an overview 
  of the higher command structure of the Crusade, ostensibly 
  covering Solomon Tetrarchus and his direct subordinates or 
  peers within the various Adepta present within the Crusade.
  IMPERIAL GUARD
  By far the lion’s share of the Crusade’s struggle to liberate 
  the Jericho Reach falls to the Imperial Guard. Present in 
  every theatre of war and consisting of millions of men and 
  hundreds of different regiments, they are the front line against 
  the Stigmartus, Tau Empire and Tyranids. In direct control 
  of these forces is Lord Militant Tetrarchus, himself risen 
  from the Imperial Guard’s high command and still having 
  operational leadership of its forces. Directly beneath him 
  are Lord Commander Ebongrave, Lord General Magratha 
  von Karlack, and General Curas commanding the Canis, 
  Acheros and Orpheus Salients respectively. More than any 
  other arm of the Crusade, Tetrarchus has great inﬂ uence and 
  hands-on control over the Imperial Guard, directing its troop 
  deployments and observing and adjusting its overall strategy. 
  Direct control of the frontlines however remains with the 
  Salient commanders; though they are wise enough to bow 
  to pressure from the Lord Militant should it be forthcoming. 
  The other major inﬂ uence in the control and command of 
  the Imperial Guard is Lord Commissar Salos Gygarus, who 
  as a chief political ofﬁ cer ostensibly exists outside the normal 
  chain of command. Gygarus takes his role and the role of the 
  Commissariat within the Crusade very seriously and has on 
  more than one occasion complicated matters for Tetrarchus 
  and his three Salient commanders by either opposing their 
  plans or exerting control over regiments via his commissars. 
  This has mostly arisen because of orders issued by the high 
  command which he views as ‘cowardly’, prompting him to 
  have commissars assume command to keep troops ﬁ ghting 
  or abort retreats from combat zones. The end result is usually 
  costly in terms of lives, though Gygarus is committed to the 
  Crusade’s effort and the morale of the men, both of which 
  he feels the Salient commanders (and many of their generals) 
  might have lost sight of. Regardless of the righteousness of 
  his position, the time is rapidly approaching when Tetrarchus 
  and Gygarus will come into direct conﬂ ict over leadership on 
  the frontlines—a confrontation which will doubtless prove 
  far more costly for the average Imperial Guardsman than for 
  the high command.
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  II: The Crusade Begins
  ADEPTUS ARBITES
  As soon as the Crusade conquered its ﬁ rst worlds within 
  the Jericho Reach, the Adeptus Arbites began the process of 
  imposing Imperial Law. Led by High Judge Vor Halbastan, 
  the Arbites maintain numerous precinct-fortresses and several 
  vessels within the sector, their headquarters based in the 
  Bastion of Judgement on Karlack. In addition to maintaining 
  the law across the sector it also falls to Halbastan and his men 
  to train local enforcers to maintain control of their citizen 
  populations. The largest of these operations is currently 
  taking place on Spite, where Lord Commander Ebongrave, 
  paranoid of Tau sympathizers and seditionists has increased 
  local enforcer presence threefold in the last couple of years. 
  Vast training camps dot the cities of Spite, miniature fortresses 
  where the Arbites elite train and equip the enforcers and aid 
  them in dispensing justice or hunting down rogue elements 
  of the population. Such is the Arbites presence on Spite that 
  they have earned a bloody reputation with the locals, often 
  referred to as the Ebon Cosh, or just the Cosh after the much 
  reviled general who has put them into action.
  High Judge Halbastan and his men do not normally take 
  a direct role in the ﬁ ghting of Crusade, and as such is largely 
  excluded from the political wrangling of its ofﬁ cers. However 
  they are used frequently by the Inquisition when operating on 
  worlds either wholly or marginally under the control of the 
  Imperium. A new development however may see the Arbites 
  taking part in the paciﬁ cation of what have become known as 
  the Quarantined Worlds: Rheelas, Argoth and Kaggeran. The 
  Adeptus Arbites have deployed large numbers of Judges and 
  Arbitrators to these worlds in order to keep them paciﬁ ed. 
  These efforts have met with growing success, although the 
  process is likely to take some time.
  IMPERIAL NAVY
  Just like the Imperial Guard, the Imperial Navy is a vital and 
  integral part of the Crusade. The Navy transports the millions 
  of soldiers of the Guard across the void and drops them into 
  the warzones while defending them from enemy ﬂ eets and 
  offering orbital ﬁ re support. The Navy is also the ﬁ rst line of 
  defence against attacks on Imperial worlds, holding the line 
  against enemy ships and hunting down raiders and pirates. 
  The current commander of the combined Jericho Battleﬂ eets 
  is Solar Admiral Ram Thoen, a veteran of the Scarus Battleﬂ eet 
  and old friend of Achilus himself having served with the 
  old man during his wars along the galactic rim. Thoen is a 
  dour and serious man and has little love for Tetrarchus and 
  his cronies (as he considers the Salient commanders). These 
  feelings were reinforced after the Council of Ashes when 
  Theon saw many of his peers sidelined or retired in favour 
  of the new Lord Militant’s supporters, a fate he avoided 
  only through his Naval connections and high rank. This 
  rift between the commander of the Imperial Navy and the 
  Imperial Guard (i.e. Tetrarchus) has had a far reaching effect 
  on the Crusade, and added to the existing distrust the two 
  organisations traditionally have for each other. It is a festering 
  wound built on much bad blood. While it is not true that all 
  Imperial Guard ofﬁ cers or Naval Captains feel this way about 
  each other, many have become infected with the feelings of 
  their supreme commanders. As long as Tetrarchus remains 
  Lord Militant, it is unlikely to change.
  ADEPTUS MINISTORUM
  Where the light of the Imperium falls so too does the 
  might and inﬂ uence of the Ministorum. Part of the Crusade 
  since its inception, the Ministorum has had a role in every 
  planetary invasion and every new world the Achilus Crusade 
  has brought back into the fold of the Imperium. In the early 
  years of the Crusade, much of the Ministorum’s inﬂ uence 
  on matters within the Jericho Reach came from the Calixian 
  Sector Synod, by virtue of their proximity to the Warp 
  Gate. Cardinal Fortis oversaw the movement of confessors, 
  preachers and other Ecclesiarchy personal through the sector 
  and into the gate. He even visited the Reach a few times 
  aboard his vessel, the Pax Calixis, to personally report to the 
  Synod on the progress of its worlds. After the establishment 
  of the Iron Collar, the Ministorum took a more permanent 
  role in the sector and appointed Cardinal Dis Annalan as 
  the ﬁ rst cardinal of the newly reborn Jericho Sector Synod. 
  From the Ivory Cathedral on Karlack, Annalan has ensured 
  the Ministorum has a hand in the day to day affairs of the 
  Crusade, and has made close ties to the Lord Militant (one of 
  the reasons she chose to site her church on Karlack). Annalan 
  is quietly suspicious of Lord Militant Tetrarchus, and has 
  opened a clandestine investigation into the circumstances of 
  his ascension. She is already considering how she might use 
  such knowledge to the church’s advantage and increase its 
  inﬂ uence on the Crusade.
  Under Annalan’s direct control, and the instruments of 
  her will, are Grand Missionary Agnar Clavan and Canoness 
  Olya Valon. Together Clavan and Sister Valon command the 
  expeditionary and ﬁ ghting arms of the Ministorum, millions 
  of pious men and women as well as several missions of elite 
  Adepta Sororitas. Utterly loyal to their cardinal, they act 
  independently of the Imperial Guard and Imperial Navy 
  (the Ministorum maintains several of its own vessels) and 
  therefore largely outside the control of the Lord Militant. 
  Mindful of Tetrarchus’ favour however Annalan makes a 
  big show of ‘lending’ the Lord Militant’s forces the church’s 
  support and aiding his military plans. For his part, Tetrarchus 
  plays the game, knowing full well that he needs not just the 
  troops the Ministorum provides but also its political support, 
  support that becomes even more apparent when a world has 
  been conquered and the Guard and Navy move on, while the 
  church stays behind to ensure its devotion.
  LORD GENERAL CASTUS IACTON
  A stern man tasked with heavy responsibilities, General 
  Iacton is in command of Karlack—the Fortress world 
  that has become the hub of the Crusade’s headquarters 
  and operations. His responsibilities extend to the entire 
  system, and General Iacton has no intention of shirking 
  his duty. More information about the Lord General and 
  Karlack can be found in THE EMPEROR PROTECTS.
  
  II: The Crusade Begins
  ADEPTUS 
  ADMINISTRATUM
  The Imperium would not exist without the billions of scribes, 
  adepts and bureaucrats of the Administratum to oversee it. This 
  is as true for the Jericho Reach and the Achilus Crusade as it 
  is for the rest of the galaxy; wise generals know their men and 
  materiel march to war to the sound of a million scratching auto-
  quills. Commanding the legions of Administratum personal 
  accompanying the Crusade is the Prefectus Primus of the 
  Adeptus Terra, Hors Knepp. An ancient wizened man, Knepp 
  is rumoured to know more about the Crusade and its soldiers 
  than anyone else alive, including the Lord Militant himself. 
  In theory this makes Knepp an immensely powerful man, 
  easily the equal of (if not greater than) the leaders of the other 
  Adepta, and one with considerable political clout. However it 
  is a power Knepp only uses to complete his countless tasks, 
  having no desire to concern himself with the machinations 
  of his peers as long as his legers balance and everything and 
  everyone can be accounted for and neatly catalogued away. 
  Tetrarchus learnt long ago to leave Knepp to his own devices, 
  not least because of his vital role within the Crusade, but also 
  because Knepp was neither willing or interested in becoming 
  involved in affairs outside his world of numbers and tallies, 
  either to side with the Lord Militant or work against him. 
  ADEPTUS MECHANICUS
  The Adeptus Mechanicus has had a signiﬁ cant presence in the 
  Crusade since the ﬁ rst discovery of the Warp Gate. Like the 
  Administratum they are a fundamental part of the running of the 
  Imperium and a vital component of the Crusade’s armed forces. 
  Without them, the ships of the Battleﬂ eets and the tanks of the 
  Imperial Guard could not be maintained, nor would the billions 
  of tons of new weapons and munitions continue to ﬂ ow into 
  the sector each month. Representing the Mechanicus’ interests 
  in the Jericho Reach is Fabricator Tovos, a faithful servant of 
  the Omnissiah. Much like Cardinal Annalas (whom he despises), 
  Tovos spends much of his time on Karlack, close to both the 
  Lord Militant and the Crusade’s primary shipyards. From here 
  he directs the Mechanicus’ military formations, as well as its 
  connection to vital Forge worlds (such as the Lathes in the Calixis 
  Sector) via the Warp Gate. This gives him considerable power as 
  he can choose what kind and in what amount certain weapons 
  and munitions are made available, even favouring certain Salients 
  and their commanders by choosing weapons suited to their 
  purposes. Tovos is not overly interested in the politics of the 
  high command or the backroom dealings of Tetrarchus, however 
  he is interested in increasing the Mechanicus’ foothold within 
  the sector and laying claim to key worlds uncovered by the 
  Explorator Fleets. To this end, he plays the high command off 
  against each other to further his cause in the cold calculating way 
  that only a Magos of his extreme age and augmentation could.
  Two other members of the Adeptus Mechanicus play an 
  important role within the Crusade and the Reach itself. The ﬁ rst 
  is Explorator Magos Halvor, whose ﬂ eets catalogue and survey 
  worlds as well as conduct research into newly encountered species 
  and indigenous life of all kinds. The second is Titan Princeps 
  Korban, commander of the Jericho Reach Adeptus Titanicus 
  Legio Venator (operating three Battle Maniples and two Scout 
  Maniples) and master of the Imperator-class Titan Hammer of 
  Truth. Both men have risen to the notice of the high command, 
  and been courted by ambitious ofﬁ cers for their inﬂ uence; Halvor 
  for his control over advancement into newly explored regions 
  as well as his access to sensitive knowledge about the Reach’s 
  inhabitants and Korban for the power the Titans can lend to 
  an invasion and the support they attract when deployed to a 
  warzone. Of the two it is Halvor which has attracted attention 
  from not just the high command but also the Inquisition and the 
  Deathwatch. The Watch Captains of Erioch especially believe 
  that Halvor’s explorations, including the recent incident on 
  Sagacity, have uncovered matters which pertain directly to the 
  Deathwatch. It is a delicate matter however as the Deathwatch 
  and Inquisition have no direct power over the Mechanicus and 
  cannot choose where and when the Explorator ﬂ eets go. One 
  way or another however it is likely the Deathwatch will cross 
  paths with Halvor and his Explorators, but whether it is as allies 
  or adversaries remains to be seen.
  ADEPTUS ASTARTES, 
  INQUISITION AND 
  DEATHWATCH
  Unlike the other major Imperial organisations of the Achilus 
  Crusade, the Adeptus Astartes, Inquisition and Deathwatch do 
  not fall neatly under a single commander or a single well-
  deﬁ ned military role. They are truly independent formations 
  which work with, rather than for, the Lord Militant, often 
  pursuing their own goals and agendas within the scope of the 
  Crusade. The Adeptus Astartes especially have little in the way 
  of centralised command, each Chapter falling under the direct 
  control of its Chapter Masters, or the captains or company 
  ﬁ eld commanders. These commanders do convene on occasion 
  to discuss issues of importance to the Adeptus Astartes, but 
  do not bow to the will of the greater Imperium. This means 
  that even when working alongside elements of the Imperial 
  Guard or the Imperial Navy, an Adeptus Astartes force will 
  always retain its own independent leadership, and while they 
  may take ‘orders’ from Imperial ofﬁ cers, Space Marines will 
  never slavishly follow them, altering their tactics and strategy 
  as battleﬁ eld conditions change or even withdrawing or 
  assaulting a new target should their own commanders see ﬁ t to 
  do so. The Inquisition is even more independent than the Space 
  Marines, each Inquisitor representing a power unto themselves 
  and operating completely outside of the Crusade’s chain of 
  command. Usually an Inquisitor will work alongside Imperial 
  forces as long as it matches his own plans, however Inquisitors 
  frequently do as they please, completely disregarding the 
  Imperial military structure and even commandeering troops 
  or supplies to complete their own personal missions. Finally 
  the Deathwatch rest somewhere between the Inquisition and 
  the Adeptus Astartes when it comes to their relation to the 
  Crusade; while they often ﬁ ght alongside the Imperial Guard 
  to liberate worlds or vanquish foes, they ultimately answer 
  only to the Watch Captains of Erioch.
  
  II: The Crusade Begins
  The Adeptus Astartes Convene
  During the early planning stages of the Crusade, both Warmaster Achilus and Chapter Master Maclir 
  of the Storm Wardens dispatched agents to almost a hundred Space Marine Chapters, petitioning for 
  their aid. Many Chapters refused, as they were dedicated to other theatres of war, or were uncomfortable 
  committing their forces to an operation swathed in such secrecy. Both Achilus and Maclir had gathered 
  many allies during their long service in previous campaigns, and calling upon sworn oaths of allegiance, 
  several dozen Chapters ﬁ nally came to contribute forces to the Crusade.
  Maclir called together a council of the most senior Space Marine commanders of each Chapter. A 
  humble man, Maclir called for an election of a leader to decide the direction of the Adeptus Astartes 
  going forward in the Crusade. Taurinus Demos, Captain of the Dark Sons 2nd Company, was the ﬁ rst 
  to step forward and challenge Maclir for the position. Demos was decorated and experienced, having 
  achieved victory in countless battles against Xenos threats. Demos had been considered more than once 
  for promotion to Chapter Master of the Dark Sons. However, his towering hubris and recklessness had 
  held him back. Demos was a supremely prideful man, and many of the Battle-Brothers present at the 
  council knew it. When the time came for the vote, the results were near unanimous, Maclir would lead 
  the council in their decisions.
  Demos was gravely insulted by the decision of the council, believing that only he was truly capable 
  of success in such a grand undertaking in the name of The Emperor. To prove himself to the other 
  commanders, he challenged Maclir to an honour duel. Several of the gathered observers noted 
  afterwards that a duel of such martial ﬁ nesse and power was rare outside the Feast of Blades. Maclir 
  irrefutably had the upper hand for hours, his meticulous study of combat shield techniques gave Demos 
  no opportunity for a decisive blow. Demos however, relentlessly assailed the Chapter Master with 
  powerful blows, hammering Maclir with such force that the stone ﬂ oor began to crack beneath the 
  Storm Warden. In the end, it was Maclir who ﬁ nally made a crucial error, and Demos landed the ﬁ nal 
  blow. Defeated, Maclir knelt before Demos and ofﬁ cially declared him commander of the Adeptus 
  Astartes council in the Crusade.
  Taurinus Demos bowed his head and reﬂ ected upon the matter for many tense heartbeats. Finally, he 
  beckoned Maclir to stand. Demos had never fought such a worthy opponent, and even through his own 
  pride, he realised that the Storm Warden Chapter Master understood the burden of command. Thus, 
  Demos declared that Lorgath Maclir should lead the Space Marines into the Jericho Reach. Demos 
  returned to his Strike Cruiser content in the knowledge that the Space Marines of the Achilus Crusade 
  possessed an exemplary commander.
  
  II: The Crusade Begins
  +Transmitted: Karlack Bureau Ordinate Primaris
  +Received: 3773816.M41 [adjusted for localised temporal distortion phenomena]
  +Telepathic Duct: Alphos Terminus
  +Transcriptor: Auto-logister Savant Madistcka
  Thought for the Day: Deeds are but the pale ghosts of intentions.
  SUBJECT: Cogitations on the true scale of the Achilus Crusade
  The true scale of the Achilus Crusade is staggering beyond belief, and many adepts, even those with high-level 
  clearance continue to voice the belief that our audits must be in error. Needless to say, the very suggestion is a 
  matter of grievous concern to those of our division, and so I must address this matter directly.
  I have seen with my own eyes the staggering scale of this endeavour and as such I can attest that the data 
  presented to the bureau to date is, if anything, an over-simpliﬁ cation of the truth. The resources expended in 
  the Crusade on a daily basis are astronomical, for the task at hand is herculean. Only a man as gifted as Lord 
  Militant Tetrarchus could conceive of such an expenditure of blood and treasure and not be driven insane by the 
  ﬁ gures involved. 
  By way of an example, consider the numbers of Imperial Guardsmen serving in regiments assigned to the 
  Crusade’s combat arms, bearing in mind that these represent less than twenty percent of the total commitment, 
  the remainder serving in combat support, internal security, occupation, reserve, lines of communication and rear 
  echelon roles.
  At the outset of the Crusade, approximately one billion Guardsmen were assigned to front line combat duties. 
  Within one year of the launch of the Crusade over ﬁ fty percent of these had sustained injuries that took them out 
  of the front lines for more than a week, while an estimated twenty two percent fell in combat in the ﬁ rst year. This 
  rate only increased as the Crusade pressed on, and by the time the true extent of the enemy presence around 
  the Hadex Anomaly was discovered, an estimated four billion Imperial Guardsmen were deployed in operational 
  front line service—and remember, these represented but one ﬁ fth of total manpower deployed to the Reach. 
  As vast as these numbers undoubtedly are, they have only increased with the arrival of Hive Fleet Dagon. As 
  casualty rates in those units facing the Tyranids have soared, so too has the throughput of units assigned to relieve 
  those that have become combat ineffective. By my best estimates, something in the region of six billion front line 
  Imperial Guardsmen are now deployed to the Jericho Reach, with the largest numbers serving in the Cellebos 
  Warzone against the forces of the Great Enemy. It is my belief however that the Orpheus Salient will soon have 
  to be reinforced signiﬁ cantly, by redeploying units from the Acheros Salient, re-tasking second line formations, 
  or by the deployment of yet more forces drawn from beyond the [[[DELETED]]].
  While we are wont to think of the Imperial Guard in terms of regiments, for it is at that level that histories are written 
  and battle honours preserved, we are forced to consider the numbers involved in far larger terms. Divisions, armies 
  and even entire army groups are fed into the meat grinder, existing at full strength one day and being struck from 
  the orders of battle the next. I can attest that I have seen senior generals issue orders to formations I know to have 
  been destroyed weeks before, the chain of command taking weeks to obtain an accurate accounting of the units 
  under its command, and that picture lasting only days before it is out of date.
  If this illustrates the true extent of the Crusade’s raw manpower, consider its relation to the supply of the essentials 
  of war. How many lasgun power packs pass through the fortress worlds of the Iron Collar each day simply to keep 
  the six billion Guardsmen ﬁ ring their weapons? How many shells are expended by the hundreds of thousands 
  of tanks employed in the Crusade’s armies? How many millions of tons of fuel and spare parts are required to 
  keep those and other vehicles moving? And what of the consumable foodstuffs and medicinal supplies each 
  Guardsman needs each day? Needless to say, the ﬂ ow of supplies, ordnance and other materiel through the 
  [[[DELETED]]] is constant, for but a single day’s interference might result in the loss of entire worlds.
  The simple fact that such supplies are kept constant is made even more remarkable when one considers the 
  necessity to obscure the true nature of the Achilus Crusade from the rulers of the [[[DELETED]]] from which so 
  many tithes are taken. In many cases, the simple fact of interstellar travel serves to protect the secret, for even 
  the most mundane of supplies travelling between sectors is ordinarily marshalled at multiple supply and storage 
  nodes throughout its journey, being composited with the stocks of mass conveyance haulers. In the case of 
  supplies bound for the Jericho Reach, this process is compounded, with multiple staging points existing along 
  the supply route. No single hauler ever plies more than a single stretch of the route, and most loads pass through 
  several dozen nodes and staging points between their point of origin and their ﬁ nal destination. That being the 
  case, no single crew is aware of the origin or destination of its load, and neither would its members ever stop to 
  consider the matter during the course of their routine duties.
  How long this situation may be sustained of course remains to be seen, and I pray that the faithful hosts of 
  the Emperor may hold the Great Devourer at bay. If they cannot, then more regions than the Jericho Reach 
  may fall.
  
  II: The Crusade Begins
  Soldiers of the 
  Crusade
  “On the honour of my line, on the blood of my family and the people 
  of my world, I pledge my duty and my life to the most glorious 
  Achilus Crusade, its Lord Militant and the most divine God-
  Emperor who watches over us all.”
  –First line of the Crusader’s pledge, taken when crossing the 
  threshold of the Jericho Gate
  T
  he Achilus Crusade is a massive military undertaking 
  comprising of millions of men and hundreds of vessels 
  gathered together from dozens of worlds and nearly 
  every Imperial organisation. Among its numbers it counts 
  contingents of the some of the most famous Imperial Guard 
  regiments and Space Marine Chapters, such as the Cadian 
  Shock Troops and the fearsome Blood Angels. However 
  the vast bulk of its men come from the Calixis, Scarus and 
  Ixaniad sectors, regiments raised from worlds that lie within 
  the shadow of the Warp Gate and close to its connecting 
  Warp routes. Likewise the Inquisition, Ecclesiarchy and 
  Adeptus Mechanicus of these sectors (Calixis in particular) 
  exert the most inﬂ uence over the operations of their 
  organisations within the Jericho Reach and the lion’s share 
  of their personnel is drawn from those operating close to the 
  gate. Among these ‘native’ regiments, formations and special 
  forces, several have made a name for themselves within the 
  Crusade, their glorious deeds (or notorious infamy) bringing 
  them to the attention of the Crusade’s commanders amidst 
  the teeming millions of Imperial soldiers ﬁ ghting in its ranks.
  LANDRIAN “DRUSUS’ 
  OWN” MILITIA
  More a sector-spanning gang of conscripts than a true 
  Imperial Guard regiment, the Landrian “Drusus’ Own” Militia 
  is comprised of followers of the Saint Drusus. Pilgrims from 
  the Calixis Sector and beyond, the men and women of the 
  Landrian Milita (most of which are not natives of the Hive 
  world of Landunder) have embraced the teachings of the saint 
  and journey to the Jericho Reach to complete his holy work 
  and ﬁ ght in his name. During the early years of the Crusade, 
  the Landrian Militia ﬁ rst began appearing within Achilus’ 
  ﬂ eets, arriving on pilgrim vessels, supply transports and even 
  Rogue Trader ships, eager to ﬁ ght for the Imperium. These 
  pilgrims believe that they have joined the ongoing Margin 
  Crusade, and the vast majority are completely unaware that 
  they have thrown their efforts into another conﬂ ict entirely. 
  Though no clear cause of this exodus has been uncovered, 
  some believe that the saint himself appeared to his followers 
  on the eve of the Crusade and told them they must join in this 
  endeavour for the sake of the Calixis Sector which Drusus 
  watches over. Whether this is true or not, the pilgrimage of 
  the Landrian Militia has become a steady ﬂ ow pouring into 
  the Reach by whatever means it can ﬁ nd.
  At ﬁ rst both commanders and the adepts of the 
  Departmento Munitorum paid little heed to the Landrian 
  Militia and their desire to ﬁ ght. Outside the ofﬁ cial structure 
  of the Imperial Guard and unclaimed by the Ministorum 
  (which already had several “mob-regiments” of Frateris Militia 
  attached to the Crusade) they were used largely for labour 
  in the creation of the Iron Collar. It was not until the ﬁ rst 
  forays against the Tau, when Lord Commander Ebongrave 
  decided to create a company from the workers on Spite, 
  that their true worth was realised. Fanatical in combat and 
  ﬁ lled with an intense hatred of their enemies, they proved 
  themselves time and again in battle. Better yet, there seemed 
  to be endless numbers of them arriving through the gate, 
  an untapped source of reinforcements which ﬁ rst Achilus 
  and then later Tetrarchus was more than happy to exploit. 
  Grudgingly, the Departmento Munitorum dubbed this new 
  formation the Landrian Militia (though to date the regiment’s 
  actual strength and assets have never been fully recorded) 
  and assigned the title to all formations of Landrian pilgrims 
  regardless of their actual numbers, world of origin, or where 
  they fought.
  Currently there are Landrian Militia ﬁ ghting in every 
  Salient of the Jericho Reach, from the ash plains of Castobel 
  to the trenches of the Greyhell Front. Wherever a soldier 
  travels within the Reach, he is likely to see groups of Landrian 
  Militia in their tattered brown robes carrying their battered 
  lasguns and scavenged weaponry, usually gathered together 
  in silent prayer or listening to the rantings of one of their 
  
  II: The Crusade Begins
  confessors. Primarily used as auxiliary and support troops 
  for more elite formations, they nevertheless perform well, 
  often ﬁ ghting better than more ‘traditional’ Imperial Guard 
  regiments. Many Imperial commanders have come to favour 
  them as shock troops, sending them in with the ﬁ rst waves of 
  an assault (often assigning Commissar Cadets to earn some 
  hard-won experience in battle) and relying on their fanaticism 
  to break the line before following up with more disciplined 
  troops to press forward the attack or hold the ground. For 
  their part, the Landrian Militia don’t seem to mind the role 
  they have to play in the Crusade, eagerly selling their lives for 
  the glory of their saint and arriving in their thousands every 
  month to replace those that fall in Drusus’s name.
  CASTOBEL VENGEANCE 
  COMPANY
  The tale of Castobel is one that is fraught with tragedy and 
  misfortune. A powerful Imperial world, it was one of the 
  few places within the Jericho Reach which maintained 
  its traditions and loyalty to the God-Emperor during 
  the Age of Shadow and the four long millennia it 
  was cut off from the holy light of Terra. When the 
  Imperium ﬁ nally returned, it eagerly embraced 
  its long lost brothers and quickly reintegrated, 
  forming a vital strategic world deep in the 
  Orpheus Salient and greatly advancing 
  the cause of the Crusade. Castobel’s 
  joy was short lived however, and 
  no sooner had it rejoined 
  the Imperium than the 
  shadow of Hive Fleet Dagon 
  darkened its skies. After a 
  brutal initial assault, somehow Castobel’s 
  people survived and managed resist being completely 
  obliterated, however now they ﬁ nd themselves locked in 
  a terrible struggle for survival as Tyranids lay siege to their 
  great hives and slowly but surely strip their world of life.
  It is from this nightmare that the Castobel Vengeance 
  Company was born—men and women whose entire life has 
  been ripped away from them by the Great Devourer. Driven 
  mad with rage or fear, they have pledged to end their lives 
  ﬁ ghting the Hive Fleet and seek revenge for the countless 
  brothers and sisters lost to the beast. A small group 
  at ﬁ rst, the notion of the Vengeance Company 
  was largely created by Lord Castellan Ortarna 
  Lokk, commander of the Imperial forces on 
  Castobel, who latched onto the idea of fathers, mothers, 
  sisters and brothers exacting their revenge on the Tyranids. 
  A shrewd man, and one with serious manpower shortages, 
  Lokk formed the ﬁ rst units of the Vengeance Company from 
  survivors of Hive Tyralos (which had been destroyed by 
  atomic ﬁ re rather than let fall to the invader). While these 
  ad-hoc militia regiments performed poorly in combat (as 
  expected), the morale they seemed to generate in both the 
  Imperial Guard and planetary defence force regiments as 
  well on the home front was signiﬁ cant. As a result Lokk has 
  created more Vengeance Companies, even sending some to 
  other areas of the Orpheus Salient touched by the tendrils 
  of the Hive Fleet. Other commanders too have been quietly 
  observing the effect of the Vengeance Companies, such as 
  Lord Commander Ebongrave commanding the Canis Salient, 
  who wonders if the same tactic might work against the Tau.
  STORM’S WARNING
  Among the Adeptus Astartes Chapters operating within the 
  Jericho Reach, the Storm Wardens are the most numerous, 
  having committed at least seven companies to the Crusade. 
  For the most part these Space Marines are organised into 
  battle companies including numerous assault squads, lending 
  their impressive ﬁ repower and combat abilities where and 
  when they are needed, only gathering together into larger 
  formations against signiﬁ cant foes and for major engagements. 
  In addition to these “frontline” Battle-Brothers, the Storm 
  Wardens also employ specialised squads of scouts drawn 
  from their 10th Company, often known among the Chapter 
  and those that ﬁ ght by their side as the Storm’s Warning. 
  Consisting of only a handful of 10th Company Battle-
  Brothers, the Storm’s Warning usually operate 
  deep behind enemy lines, opening the way 
  for the rest of the company, or gathering 
  vital intelligence on the enemy. It is 
  a great mark of honour to be part of 
  the Storm’s Warning scout squads 
  and only the most promising and 
  favoured Storm Wardens are chosen 
  from among those of the 10th.
  The current leader of the Storm’s 
  Warning is Battle-Brother Derak 
  Styr, a veteran of the Reach who 
  has won much glory for his 
  Chapter against the Stigmartus 
  on the worlds of the Cellebos 
  Warzone. Rumour has it that Styr was 
  responsible for the destruction of the 
  Traitor warship Cylopeus, inﬁ ltrating the 
  vessel while it hung in high orbit above Vanity and 
  detonating its plasma reactors. Styr and the Storm’s 
  Warning have also earned a reputation 
  among the Deathwatch, because the 
  Battle-Brother’s personal rivalry and 
  thirst for glory has led him 
  into conﬂ ict with Kill-teams. 
  The most notable incident was 
  during the liberation of the Temples of Zynn, 
  during which Styr altered his own mission so that he and 
  his team of scouts could personally claim the head of the 
  arch-heretic Nilmas, beating a Deathwatch Kill-team to their 
  objective and robbing them of the glory of taking out the 
  traitor themselves. Needless to say this has darkened the name 
  of the Storm’s Warning with the Deathwatch and created a 
  rivalry between the two which has yet to be fully resolved.
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  II: The Crusade Begins
  
  II: The Crusade Begins
  Deathwatch 
  Involvement
  “Ours is the long watch, the endless vigil against the dark and the 
  ﬁ rst line against the creeping xenos rot which inﬂ ects this sector.”
  –Battle-Brother Xantis, Ultramarines 5th Company 
  seconded to the Deathwatch
  L
  ong before Achilus was even born, the Deathwatch had 
  been keeping a silent vigil over the Jericho Reach. For 
  centuries their Watch Stations have stood vigil over the 
  dying stars and heretic worlds of the Reach and their Kill-
  teams gathered information on its alien empires. Now as the 
  Achilus Crusade grinds on into its ﬁ fth decade of warfare, the 
  Deathwatch’s role in the sector is changing. More and more 
  they ﬁ nd themselves acting on the frontlines, working to 
  achieve objectives for the Imperial Guard, Navy or Adeptus 
  Astartes rather than solely pursuing their own agendas. 
  Nevertheless, there remains a rift between the Deathwatch 
  and the Crusade’s centralised command structure, and the 
  perception that the Deathwatch cannot be relied upon or 
  trusted to keep the Crusade’s best interests in mind at all times. 
  From the Deathwatch’s perspective however their involvement 
  in the Crusade and the missions they complete are more 
  important than holding ground or taking worlds, and in the 
  long run will make a real difference in the future of the region.
  DEPLOYMENT AND 
  RELATIONS
  The Deathwatch’s powerbase within the Jericho Reach has 
  always been strong and is supported by its extensive system 
  of Watch Stations and its understanding and experience of the 
  sector. Largely independent of the rest of the crusading forces 
  and existing outside the traditional command structure of the 
  Imperial Guard, Navy and Adeptus Astartes, the Deathwatch 
  deal mostly with special circumstance missions and Inquisitorial 
  concerns. This means they can be encountered anywhere 
  within the sector, often deep behind the lines though also in 
  the midst of worlds engulfed in war. At times however their 
  efforts will coincide with the Crusade objectives and they 
  will lend their skill as elite special forces for larger operations. 
  The Lord Militant has no direct control over the deployment 
  and use of Deathwatch Kill-teams, in the same way he cannot 
  compel the Adeptus Astartes. Rather they are treated as allies 
  and requests are made for their support to the Watch Captains 
  (or Chapter Masters, in the case of the Adeptus Astartes) which 
  is then passed down the line. However, the Lord Militant can 
  exert massive political and military pressure and has many allies 
  within the Inquisition more than willing to use their resources 
  for his goals—though he is understandably reluctant to do 
  this often, for fear of ultimately alienating the alliances formed 
  between his forces and the Deathwatch. The end result is that 
  while a Kill-team may receive its orders from the Erioch Watch 
  Captains, they might well have their origins elsewhere.
  g
  g
  
  II: The Crusade Begins
  THE DEATHWATCH’S AGENDA
  It is no mistake that the Deathwatch has a large and active 
  presence in the Jericho Reach. This blighted, cursed region of 
  space contains many dangers and threats that the Imperium 
  cannot ignore. The Deathwatch serve their long vigil in the 
  Reach as sentinels over the worlds of the Dark Pattern and 
  other hubs of xenos civilisation. From time to time, alien forces 
  stir upon these worlds, and the Deathwatch has held their line 
  at great cost and sacriﬁ ce, fought in savage battles with no 
  quarter or mercy—battles worthy of a thousand legends that 
  may never be told.
  While the Jericho Sector descended into its long night of 
  anarchy and woe, the Deathwatch was not idle; the architects 
  of many of the Reach’s great atrocities were hunted and slain 
  in hundreds, if not thousands, of clandestine missions over 
  the centuries. In the years before the coming of the Achilus 
  Crusade, these missions were often precision strikes designed 
  to keep enemy forces off-balance, assassinations of key enemy 
  leaders, or scouting patrols to lure the foe into a trap. During 
  the time that the Jericho Sector fell into shadow, Watch Fortress 
  Erioch was the centre of the Deathwatch’s efforts to contain 
  and secure the worlds of the Dark Pattern while simultaneously 
  dealing with periodic outbreaks of alien invaders, heretic 
  uprisings, and a myriad of other threats.
  The arrival of the Achilus Crusade and the subsequent 
  discovery of Hive Fleet Dagon’s intrusion into the region has 
  stretched the Deathwatch’s resources to the limit. Kill-teams 
  must face missions of greater import than ever before, and 
  the Dark Pattern that the Deathwatch has so far been able to 
  suppress stirs to greater wakefulness. 
  Watch Commander Mordigael believes that, unless the 
  Deathwatch is somehow able to tip the balance, it is only a 
  matter of time before the Jericho Reach is overwhelmed by 
  darkness once more.
  RECRUITMENT 
  IN THE FIELD
  Since the arrival of the Achilus Crusade, the ranks of the 
  Deathwatch have grown to accommodate an increase in their 
  combat operations. Whereas for years each Watch Station was 
  manned only by a handful of Battle-Brothers and a limited 
  number of specialised vessels, now they have the ability to 
  ﬁ eld entire companies should the need arise. Many of these 
  new recruits to the Deathwatch have been drawn directly from 
  the Adeptus Astartes Chapters present within the Crusade. 
  Over the last forty years, dozens of Battle-Brothers have been 
  seconded at the behest of the Deathwatch, after crossing the 
  Warp Gate under the banner of their own Primarch. Thanks 
  to their ancient agreements with the Ordo Xenos and the 
  Space Marine Chapters, the process is usually a smooth one.
  THE OMEGA VAULT
  Few aspects of the Deathwatch’s presence in the Jericho Reach 
  are as perplexing or unusual as the Omega Vault. Located 
  deep within the heart of Watch Station Erioch, its origins 
  are shrouded in mystery as are those that built it, though 
  presumably it was crafted by Imperial hands for a time when its 
  secrets would be needed. This certainly seems to be the most 
  popular theory among those which have studied the Vault, 
  and each time it opens it reveals a little more and another tiny 
  piece of the puzzle is unveiled. Unfortunately these fragments 
  of knowledge and their purpose in the great mission of the 
  Imperium within the Reach usually raise more questions than 
  answers, leading the greatest minds of the Deathwatch to 
  ponder as to its true purpose. There are two events however 
  which have in the last few years changed the Deathwatch’s 
  understanding of Omega Vault, and raised new theories as to 
  its ﬁ nal purpose.
  WHISPERS IN THE DARK
  Each time the Omega Vault opens it reveals a 
  new clue, an ancient artefact, a piece of lore 
  or even a captive or specimen. For the most 
  part the Deathwatch and the Ordo Xenos 
  can only puzzle over these ﬁ nds, hoping that 
  at some point in the future their purpose will 
  become apparent and they will be vital to some 
  mission or other to turn back the alien forces of 
  the Reach. Taken at face value, many of these 
  objects make no sense: a broken power 
  sword of unknown origin, a blood-
  stained back banner of a lost successor 
  Chapter, or a spent bolt casing with a 
  single letter carved into its side. Others 
  are more immediately useful, such as 
  a star chart of the edges of the Hadex 
  Crusade, these missions were often precision strikes designed 
  to keep enemy forces off-balance, assassinations of key enemy 
  leaders, or scouting patrols to lure the foe into a trap. During 
  the time that the Jericho Sector fell into shadow, Watch Fortress 
  Erioch was the centre of the Deathwatch’s efforts to contain 
  and secure the worlds of the Dark Pattern while simultaneously 
  dealing with periodic outbreaks of alien invaders, heretic 
  uprisings, and a myriad of other threats.
  The arrival of the Achilus Crusade and the subsequent 
  discovery of Hive Fleet Dagon’s intrusion into the region has 
  stretched the Deathwatch’s resources to the limit. Kill-teams 
  must face missions of greater import than ever before, and 
  the Dark Pattern that the Deathwatch has so far been able to 
  suppress stirs to greater wakefulness. 
  p
  p
  p
  Over the last forty years, dozens o
  seconded at the behest of the Dea
  Warp Gate under the banner of th
  to their ancient agreements with
  Space Marine Chapters, the proce
  THE OMEGA VA
  Few aspects of the Deathwatch’s pr
  are as perplexing or unusual as 
  deep within the heart of Watch 
  are shrouded in mystery as are t
  presumably it was crafted by Imper
  secrets would be needed. This cert
  popular theory among those whi
  and each time it opens it reveals a 
  piece of the puzzle is unveiled. Un
  of knowledge and their purpose 
  Imperium within the Reach usuall
  answers, leading the greatest min
  ponder as to its true purpose. The
  which have in the last few years 
  understanding of Omega Vault, an
  its ﬁ nal purpose.
  WHISPERS IN THE
  Each time the Ome
  new clue, an anci
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  part the Deathwa
  can only puzzle ov
  at some point in th
  become apparent and t
  mission or other to tu
  the Reach. Taken 
  objects make n
  sword of un
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  Chapter, or a
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  are more im
  are more im
  a star chart o
  
  II: The Crusade Begins
  Anomaly or the ciphers for a series of Tau sector relays within 
  the Greyhell Front. What was overlooked for quite some 
  time however was not the objects themselves, but the effect 
  on those entering the Vault to retrieve them. At ﬁ rst those 
  entering the Omega Vault seemed unaffected by its gloomy 
  halls and the ancient ﬁ elds which persevered and protected 
  its walls, however over time they began to have dreams of 
  darkness and distant voices.
  These “Whispers in the Dark” were thought initially to 
  perhaps be a side effect of the xenos-bane pathogen permeating 
  the Vault, however only certain individuals were affected, and it 
  seemed to affect Battle-Brothers just as easily as Inquisitors. It 
  was then only after other possibilities such as daemonic inﬂ uence 
  were ruled out (subjects sleeping in warded chambers were still 
  affected) that the Inquisition and the Deathwatch took a closer 
  look at those hearing the whispers in their dreams, and just what 
  the whispers were saying. 
  In all cases the whispers seemed to attach themselves to 
  younger more idealistic men, and were always related to the 
  object they had come into contact with. Often the whispers 
  would be in languages the men could not understand or were 
  too faint to hear, but other times they would speak in Gothic, 
  reciting names or numbers. In a few rare cases the voices were 
  distinct and understandable, whispering the object’s history 
  to the man who had touched it. This has led some Inquisitors 
  and Battle-Brothers to theorise that perhaps some objects 
  within the Omega Vault are physically impregnated with 
  messages for those that retrieve them. Whatever the truth, the 
  effect seems largely benign and in rare cases helpful, and so 
  has not stopped the Deathwatch sending Battle-Brothers into 
  the Vault whenever it opens its tomb-like doors.
  THE PILGRIMAGE OF TIME
  Perhaps more compelling than the Whispers in the Dark is the 
  theory of the Pilgrimage of Time which several Inquisitors and 
  Deathwatch Battle-Brothers have uncovered. Those that spend 
  time in the Vault often take extensive notes or observations 
  during their experience and even though they are limited in their 
  time by those doors which have opened, some have glimpsed 
  through half open portals and down sealed corridors hints of 
  what might lie at the heart of the Vault itself. What they have 
  seen and what has been hinted at by texts found in the outer 
  chambers seems to suggest an elaborated warren of stasis caskets, 
  this conclusion extrapolated from webs of power conduits and 
  the familiar smells and sounds of active stasis ﬁ elds. Those texts 
  that speak of such things call them the Pilgrimage of Time, 
  where objects (or people) from the past are sealed in stasis for a 
  time in the future when they may become useful. From the clues 
  gathered however the stasis ﬁ eld at the heart of the Omega Vault 
  must be vast indeed, either holding in its grip single massive 
  object or an army of smaller ones.
  Speculation among the Inquisition has also led to some 
  investigation into the matter outside Erioch, searching out other 
  Watch Stations and dead worlds for clues as to what might be 
  contained within the Vault. Among these, only Inquisitor Toalis 
  Veer has made any progress, claiming to have discovered an 
  ancient alien wall carving on the dead world of Nunc which 
  he believes speaks of the Omega Vault. According to Veer, the 
  carving tells of the Obsidian Army, held frozen in time in the core 
  of the ﬁ nal fortress, awaiting the time when fate will call them 
  forth and they will march across the sector in an unstoppable 
  tide of conquest and destruction sweeping all before them. 
  Unfortunately for Veer, an earthquake on Nunc shortly after his 
  discovery destroyed all evidence of the carving, leaving only his 
  word as to its meaning. Those who support Veer in his theory 
  claim the Obsidian Army must be a force of Deathwatch Battle-
  Brothers, perhaps numbering in their thousands, held in stasis for 
  a time of great need, and this is in fact the ﬁ nal secret the Vault 
  holds. Others however are more troubled by these theories, and 
  caution if the Obsidian Army exists at all, it may be something 
  else entirely...
  NEW DEED: SCOUT OF THE REACH 
  A Deed is a special beneﬁ t that a character may select 
  at character creation. For more information on Deeds 
  (and many more options), see RITES OF BATTLE.
  Cost: 500xp
  Prerequisite: Adeptus Astartes
  The vast majority of Space Marine Chapters have their 
  Battle-Brothers serve time in the Chapter’s 10th Scout 
  Company before becoming a fully ﬂ edged member of 
  the Adeptus Astartes. For many, especially those which 
  have gone on to serve the Deathwatch, this will be a 
  dim and distant memory, their time as a Space Marine 
  Scout having taken place far from the Jericho Reach. 
  Some Battle-Brothers however might have only recently 
  become a full member of their Chapter and spent their 
  time in the 10th Company within the Reach itself, 
  learning skills and secrets about the sector that only 
  those sent on scouting missions would know, as well 
  as a familiarity with the recon and stealth elements of 
  the Crusade.
  Note: This deed is most appropriate for Codex 
  Chapters of Space Marines that contain traditional 10th 
  Companies of Scouts. Chapters that diverge greatly from 
  the Codex Astartes (such as the Space Wolves and Black 
  Templars) are unlikely to have gained this Deed. At the 
  GM’s discretion, this Deed may be limited to Codex 
  Chapters only (such as the Ultramarines, Blood Angels, 
  Dark Angels, Imperial Fists, and Storm Wardens).
  EFFECTS:
  A Battle-Brother with this Talent has served as a Scout 
  within the Jericho Reach before becoming a full Battle-
  Brother and before being sequestered to the Deathwatch. 
  This specialised training and experience grants him a 
  +10 on all Concealment, Silent Move and Common 
  Lore (Jericho Reach) Tests when operating on worlds 
  within the Reach. In addition, when participating in an 
  Objective with the Recon or Stealth Theme he adds an 
  additional 10 Kill Markers to that Objective.
  
  II: The Crusade Begins
  A Dark Web of 
  Worlds
  “There is a hole in the loom like a ﬁ st in my mind that makes me 
  think of metal. The darkness moves like melted bone, while my eyes 
  look elsewhere. It is the Pattern I see, it is the tapestry of death woven 
  by their ancient hands, it is the herald of their return and the last 
  marker on the road of mankind...”
  –Looped vox recording discovered in the remains of an 
  Explorator base camp on Sagacity, 817.M41
  T
  he Jericho Reach is an ancient and secret part of the 
  galaxy, the place of forgotten empires and eldritch pacts 
  made long before the coming of man. Like much of the 
  Imperium and the void which surrounds and engulfs it, the 
  Reach is a dark and dangerous realm, a piece of space ﬁ lled 
  with hostile worlds and unexplained mysteries. Even in the forty 
  years the Crusade has been ﬁ ghting for control of the sector, 
  only a tiny fraction of its worlds have been properly surveyed or 
  catalogued by the Imperium. Even the Deathwatch (who have 
  had Watch Station in the sector for centuries) only know a small 
  portion of its secrets; secrets they jealously guard even from the 
  eyes of Lord Militant Tetrarchus. Foremost among these is the 
  truth behind the dark web of worlds which many of the Watch 
  Stations orbit or inhabit; dead worlds scoured clean of all life and 
  considered of little interest to the Imperium. Known as the “Dark 
  Pattern,” it is a secret which draws upon the very reason for the 
  Chapter’s presence in the Jericho Reach and Ordo Xenos’ keen 
  and enduring interest in the sector.
  A PATTERN OF DEATH
  No one knows for sure when the Dark Pattern, or simply 
  the Pattern, was ﬁ rst uncovered. Though the most powerful 
  Inquisitors and Librarians all agree it must have been at some 
  point before the Age of Shadow. It was the information gathered 
  by the Imperium on these dead worlds and their relation to each 
  other and the sector itself which sparked the interest of the Ordo 
  Xenos millennia ago and set in motion the eventual Deathwatch 
  presence within the Reach. It is speculated that the Inquisitors of 
  the time recognised in the dead worlds of the Cellebos Sector 
  a familiar and ordered placement, strangely routine orbits, and 
  exact degrees of mass and mineral composition seldom found in 
  such systems. All these clues point to the fact that these worlds 
  were more than mere stellar cast offs or failed proto worlds, but 
  rather part of some grand design or ancient manufacture. This 
  commonality is known as the Pattern, and is measured against 
  similar systems in other far ﬂ ung systems. It is believed by some 
  that this is what led to the commencement of the Long Watch, 
  and the establishment of Watch Stations and a Deathwatch 
  presence within the Jericho Reach. This was considered to be a 
  rare preventive step by the Inquisition, with a view to possible 
  tomorrows, thinking centuries into the future to a time when 
  the Pattern might reveal itself and the nature and ambitions of 
  whatever created it became known.
  p
  
  II: The Crusade Begins
  AN ANCIENT ENEMY
  Even before the involvement of the Deathwatch, once the 
  Pattern was identiﬁ ed, the Ordo Xenos sent agents to survey 
  the worlds and recover data which might grant them a clue to 
  their origin and purpose. For centuries little progress was made 
  and the existence of the Pattern become just one more in a long 
  list of galactic mysteries, like the Floating Moons of Gnarlos or 
  the Night Veil, to be kept secret by the Inquisition. As part of 
  their investigations, when the Deathwatch began their Long 
  Watch, the Inquisition guided them to build their fortresses 
  on or around these dead worlds, so they might at once act 
  as scholars and wardens to the lifeless planets. In time only a 
  handful of Inquisitors and Battle-Brothers knew of the Pattern, 
  passing down the lore they gathered from one generation to 
  the next, creating a select and secret group known as 
  the Dead Cabal to continue its study. For centuries 
  this remained unchanged, until the Achilus Crusade 
  arrived and things started to happen.
  So far it is only isolated incidents, wild reports and 
  unfounded rumours of activity on worlds within the Pattern. 
  However the Dead Cabal are watching with keen eyes and 
  piecing the information together, noting things such as 
  the disappearance of twenty servitors on Vormos, a strange 
  green glow in the skies of Castiel or the disappearance of 
  an Explorator team on Sagacity. The Cabal 
  has also noted the increased presence of 
  the Eldar within the Jericho Reach, a 
  race whose presence has formerly 
  been limited to raiding pirates and 
  lone wanderers but now seems to 
  be seeding the sector with agents 
  and taking an interest in these 
  developments. Inquisitors within 
  the Cabal have tried to extract 
  information from captured Eldar agents 
  about their interest in the sector and their 
  knowledge of the Pattern, however even the 
  deepest psychic probes are only meet with 
  walls of stark terror, a fear so great the 
  subject expires before the psyker can 
  recover his senses. For these reasons 
  and others, the Dead Cabal ﬁ rmly 
  believe that something ancient is 
  stirring within the Jericho Reach, 
  something far older than man and 
  far more dangerous than the might 
  of the Tyranids and Tau combined.
  USING THE DARK PATTERN
  The purpose and nature of the Dark Pattern is deliberately 
  left undeﬁ ned so that a DEATHWATCH GM can modify and 
  change the “true threat” to the Jericho Reach to ﬁ t his own 
  individual campaign.
  Whilst GM’s are encouraged to come up with their own 
  ideas for the Dark Pattern, some ideas and options for 
  representing the Pattern’s nature are presented below:
  THE NECRONS
  The pattern of dead worlds spread throughout the Jericho 
  Reach strongly hints at the presence of a number of Necron 
  tombs, and the Dark Pattern is particularly well-suited to act 
  as a warning of the presence of these implacable aliens formed 
  from living metal. For more on the Necrons in the 
  Jericho Reach, see the adventure “A Stony Sleep” in THE 
  EMPEROR PROTECTS.
  Should a massive force of Necrons awaken in the Jericho 
  Reach, the balance of power will never be the same.
  THE ENSLAVERS
  A race of foul alien creatures native to 
  the Warp, the Enslavers are also a 
  prime candidate to be linked to 
  the Dark Pattern. These xenos 
  have a link to the presence of 
  the Storm Wardens Chapter 
  of Space Marines, and many 
  of the discoveries in the Omega 
  Vault can be linked to the eventual 
  emergence of an Enslaver Plague into 
  the Jericho Reach.
  CHAOS
  The emergence of a Greater 
  Daemon, warp incursions, and 
  assaults from warbands of Chaos 
  Space Marines are all dangers that the 
  Dark Pattern may portend. The gaping 
  wound in reality that is the Hadex Anomaly 
  presents a perfect focus for the prophecies 
  and warnings of the Dark Pattern.
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  EMPEROR PROTECTS.
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  THE ENSLAVERS
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  II: The Crusade Begins
  Crusade 
  Campaigns
   “These Imperial Guard ofﬁ cers would kill their foes with their 
  words if they could. Enough talk, to war brothers!”
  –Battle-Brother Ultheris, Subjugators 7th Company
  T
  he Achilus Crusade is a vast and epic conﬂ ict engulﬁ ng 
  hundreds of worlds across the length and breadth of 
  the Jericho Reach. It is also the bloody backdrop for 
  the operations of the Deathwatch as they ﬁ ght against the 
  spreading inﬂ uence of xenos forces and work to halt the rise of 
  ancient and terrible powers. For the GM this war torn setting 
  can provide a wealth of locals, hooks for adventures and 
  adversaries for his players. The action can either come in the 
  form of direct involvement on the front lines or deep in enemy 
  territory working to undermine and overthrow the Imperium’s 
  adversaries. The Machiavellian power structure of the Crusade 
  can also present a Kill-team with its own challenges, as they 
  ﬁ nd themselves ﬁ ghting as much against the enemies of 
  Mankind as against the conﬂ icting arms of the Emperor’s 
  armies. However it affects the GM’s game, the presence of the 
  Crusade is a powerful factor in nearly everything which takes 
  place within the Jericho Reach and will play a signiﬁ cant role 
  in almost anything his players undertake.
  As a backdrop, the Achilus Crusade can be used as the GM 
  sees ﬁ t, and he should draw upon the information presented 
  in this book as well as the Deathwatch core rules to colour 
  his campaigns with its chaos and carnage. Presented below 
  are some guidelines for how the Crusade might be used to 
  more directly inﬂ uence games of Deathwatch and how it can 
  be used as the foundation for a campaign in itself. 
  MILITARY INVOLVEMENT
  The most obvious and likely way that the Crusade will affect 
  the actions of the players is through the direct involvement of 
  their characters in its operations. This involves the Kill-team’s 
  missions intersecting with the actions of the Imperial Guard, 
  Navy or Adeptus Astartes at some sector hotspot where they 
  aid in the completion of objectives for the Imperial advance. 
  The GM can, however, play up this military involvement and 
  have the Kill-team attached to a crusading formation for the 
  duration of a campaign. While the Deathwatch do not exist 
  within the clearly deﬁ ned command structure of the Crusade, 
  it is not unheard of for an Inquisitor or Watch Captain to 
  ‘loan’ out the services of a Kill-team for an operation which 
  aids their ultimate goals. The result is that the Battle-Brothers 
  will temporarily fall under the control of a local Imperial 
  commander. The GM can then use this special circumstance 
  to have the players involved in an entire Imperial military 
  action (rather than just an isolated mission) such as a 
  planetary invasion, starting as part of the ﬁ rst landings and 
  ending with the liberation (or virus bombing) of the world. 
  The GM can involve the players in the tactical decisions of 
  their commanders (almost all Imperial ofﬁ cers look up to 
  Space Marines and value their combat experience) and allow 
  them to choose when and where to strike, inﬂ uencing the 
  ﬁ nal outcome of the battle. The players can then also enjoy 
  the end result of a liberated world, knowing that it was their 
  actions which advanced the cause of the Crusade and pushed 
  back the front lines.
  Vital locations and ongoing conﬂ icts, as well as their 
  importance to the Crusade, can be found through this book 
  and particularly in the chapters on each of the three Salients 
  which follow.
  A GLORIOUS HISTORY
  For forty years the Achilus Crusade has been ravaging the 
  Jericho Reach, plunging countless worlds into war and 
  pitting the Imperium against foes old and new. Before the 
  coming of Achilus and his ﬂ eet however the Deathwatch 
  had watched over the sector, standing vigil over the stars 
  from their watch stations and dead worlds. Many among 
  the Deathwatch have therefore witnessed the entirety of the 
  Achilus Crusade, from its ﬁ rst forays into the sector to its 
  current brutal war on three fronts. The GM can tap into this 
  long and bloody history and have his players experience the 
  roll of years ﬁ rst hand. As Space Marines live longer than the 
  majority of humanity (provided they do not fall in battle) the 
  Kill-team may have already been in the Jericho Reach when 
  the Crusade ﬁ rst began. This allows the GM to involve them 
  in the major events of the Crusade, and weave their story into 
  
  II: The Crusade Begins
  the story of the Crusade itself. This could involve meeting 
  Achilus, leading the ﬁ rst battles against the Tau and putting 
  down the uprising on Spite, or being there for the ﬁ rst signs 
  of Hive Fleet Dagon’s assault on the sector. GMs can even 
  skip from one notable event to another, having years pass 
  in downtime while the Kill-teams rests or undertakes other 
  tasks “off screen.” Apart from the chance to have a hand in 
  the major events of the Crusade, this kind of campaign also 
  offers a chance to really meld with setting and let the players 
  gain a familiarity and ownership for it.
  SEDITION AND SUCCESSION
  The leadership of the Crusade and the ambitions of its 
  commanders are both constantly in ﬂ ux. While the Lord 
  Militant rules untouched from on high, below him the 
  fortunes of thousands of ofﬁ cers of all kinds rise and fall. This 
  is true for practically every organisation under the auspice of 
  the Crusade, from the ranks of the Tech Priests of the Adeptus 
  Mechanicus to the legions of Adepts serving the monolithic 
  Administratum and its many arms. It is however the more 
  numerous and martial powers, like the Imperial Guard and 
  Imperial Navy, which suffer from this the most and whose 
  actions will have the greatest effect on the lives of the players. 
  The GM can use the ideas of succession, personal ambition 
  and politics to add to his campaigns, drawing the players into 
  the shadowy world of Crusade leadership and what it means 
  to serve in the byzantine chain of command it creates. The 
  most obvious way this may occur is if the Kill-team ﬁ nds 
  itself caught up either in the rivalry between competing 
  ofﬁ cers (either from the same adepta or rival factions) or used 
  as part of an ambitious commander’s bid for power. In these 
  situations the Battle-Brothers may well discover that the men 
  and women giving them orders in the ﬁ eld are perhaps just 
  as untrustworthy as the foes they are ﬁ ghting, and must walk 
  the line between doing their duty and bringing down those 
  responsible for manipulating them. This can also provide 
  an interesting counterpoint to combat heavy missions by 
  providing move complex roleplaying situations and hard 
  moral choices, especially as while Space Marines have few 
  equals in combat they can be just as vulnerable to deception 
  and diplomacy as anyone else. Another more involved way 
  for the GM to include these themes in his games is to have 
  the Kill-team ordered (or to choose) to directly aid an ofﬁ cer 
  or commander in their bid for advancement. There are many 
  reasons this might occur but it will usually be because the 
  ascension of the individual aids the Deathwatch, and having 
  them in control of a region or world will work to the 
  Chapter’s ultimate advantage.
  A list of some of the most important Crusade personages 
  can be found on page 132 of this book. There are 
  however dozens of other prominent NPCs throughout 
  this chapter and others which all have the potential to 
  aid or antagonise the PCs in the pursuit of their own 
  personal ambitions.
  HOLD NOTHING BACK
  DEATHWATCH campaigns focusing upon the massive assault of 
  the Achilus Crusade is a perfect chance to showcase some of 
  the most signiﬁ cant and impressive icons of the Warhammer 
  40,000 setting. Titans, Baneblades, and enormous military 
  formations of Imperial Guard are just the tip of the iceberg 
  for providing DEATHWATCH players with a front-row seat to 
  some truly impressive and memorable battles.
  Don’t hesitate to bring in a Greater Daemon rampaging 
  along the Cellebos Warzone, or describing a phalanx of 
  Carnifexes threatening the ﬂ ank of a Crusade advance in the 
  Orpheus Salient. 
  The Crusade provides an excellent backdrop to get a Kill-
  team involved in all levels of military actions, from invading 
  the innards of a Tyranid Hive Ship to attempting to disable a 
  Tau Manta in ﬂ ight.
  Lastly, do not forget that the Crusade encompasses a wealth 
  of powerful and important Non-Player Characters for your 
  group to interact with; there will be few better opportunities 
  to discuss tactics with a Space Marine Chapter Master, gain a 
  personal award from the Warmaster himself, or to rescue an 
  Imperial Navy Admiral’s ship from being torn apart by Tau 
  drone-controlled torpedoes.
  
  THE FIRST 
  SUCCESSES
  •
  COMMAND OF THE 
  ORPHEUS SALIENT
  •
  THEMES OF THE 
  ORPHEUS SALIENT
  •
  HIVE FLEET DAGON
  •
  THE SLINNAR DRIFT
  •
  THE MORTIS THULE
  
  III: The Orpheus Salient
  III The Orpheus Salient
  Herisor
  Hethgard
  Eleusis
  Aurum
  Castobel
  Vanir
  Atonement
  Freya
  Treyan
  Beseritor
  Cocijo
  Manuxet
  Xyan
  Avalos
  Melkior Prime
  919-Beta
  Cryptis X
  Khyris
  Nyanthor
  Skaura III
  Rymer
  The Coil
  HIVE FLEET
  DAGON
  
  III: The Orpheus Salient
  Chapter III: 
  The Orpheus 
  Salient
  “All ships, ﬁ re at will! Gunner, get me a lock on that hive ship... I 
  want our nova cannon ready to ﬁ re the instant we enter 
  optimal range.”
  –Final received transmission from the Dominator-class 
  Cruiser Ferrum Aeterna
  A
  t the furthest Rimward area of the Jericho Reach lies 
  the Orpheus Salient. Originally the most successful 
  of Lord Militant Tetrarchus’ three-pronged assault, 
  the Orpheus Salient has fallen into a state of drastic disarray 
  in recent times. Morale is at its lowest ebb, supplies run short, 
  manpower is difﬁ cult to come by, and most frightening of 
  all, a new enemy has emerged. The ravenous Tyranids of 
  Hive Fleet Dagon have begun their invasion of the Jericho 
  Reach and have started with the Orpheus Salient. Truly, this 
  is a grave situation for the Crusade as those in charge of the 
  Salient attempt to mount a counter-offensive to retake the 
  worlds that have been infested with the xenos threat.
  THE FIRST SUCCESSES
  When Lord General Tetrarchus began his assault into the 
  Reach, he placed command of the Orpheus Salient under 
  General Mikal Curas. Although his rank and prestige allow 
  him to use the full honoriﬁ c of ‘Lord General of the Imperial 
  Guard’, Curas feels that using such an ostentatious title would 
  alienate him from the rest of his ofﬁ cers. General Curas 
  was a young and impulsive commander who enjoyed the 
  patronage of Lord Militant Tetrarchus himself, and learned 
  much of his command style from the Lord Militant. When 
  he was apprised of his mentor’s battle plan for retaking the 
  Reach, Curas intuitively understood exactly what Tetrarchus 
  was looking for. Curas gathered together his advisors, 
  tacticians, and regimental commanders and laid out his goals 
  for accomplishing the task set before him. His plan involved 
  lightning fast raids on planets that had fallen into disloyalty 
  with an emphasis on removing the corrupt leadership of 
  a planet ﬁ rst. Curas had a strong belief in the theory of 
  “Original Purity,” that is, he felt that Mankind was inherently 
  gifted with purity by the God-Emperor of Mankind and 
  would only become corrupt if forced to perform corrupt acts. 
  By removing the leaders of a planet in the opening stages of 
  an attack, he felt that the general populace would return to 
  this state of purity and be loyal to the forces of the Imperium. 
  While publicly approving of his plan, most the ofﬁ cers under 
  his command felt that this was a naively optimistic point 
  of view. They could not argue however, as not only did 
  Curas enjoy the favour of Lord Militant Tetrarchus, but the 
  Ecclesiarchy also agreed strongly with the idea.
  Whether or not his theory was correct, the results of his 
  actions could not be denied. The Orpheus Salient quickly 
  became the most successful of the three Salients. First Castobel 
  fell, then Shoinmunt, Treyan and Eleusis, followed swiftly by 
  Freya. These were just the ﬁ rst of hundreds of planets to fall 
  before the might of the Crusade. At the forefront of all of 
  these actions was General Curas himself, leading Battlegroup 
  Argo personally. His dedication to the Crusade and obvious 
  success made him an extremely popular leader with his men.
  THE FALL OF ELEUSIS
  The battle for Eleusis was the most signiﬁ cant success of the 
  Orpheus Salient. When the Age of Shadows descended upon 
  the Jericho Reach, the shrineworld of Eleusis was changed 
  in a way most foul. The priests and attendants of the world 
  slowly began to change the tone of their sermons. Where once 
  they spoke of the golden light of the God-Emperor, they now 
  only spoke of that glow dimming with another ﬂ are becoming 
  brighter. This, they said, was obvious to anyone who looked 
  to the sky. The bright glow of red light from the far-off Hadex 
  Anomaly was plain to see, while the Astropaths brought no 
  more messages from the Imperium. This was clearly a portent 
  that a greater power would rise to guide the people of Eleusis 
  to new glory and prosperity. With clever words, superstition, 
  and likely help from beyond, the priests of Eleusis slowly 
  began to turn the populace to the worship of the Dark Gods 
  of Chaos. Those that gratefully began the worship of their 
  new saviours were given special assignments to remake the 
  
  III: The Orpheus Salient
  temples of the shrineworld into a new and more ﬁ tting tribute 
  to their masters. Those that remained pure to the Emperor 
  were hunted down. Many were used as sacriﬁ ces to appease 
  the Dark Gods, while others were used as slaves to rebuild 
  the temples and create new ones. So, did darkness come 
  to Eleusis.
  Upon the cessation of the warp storms that had hidden 
  Eleusis from discovery, General Curas deemed that the shrine 
  world would be his most glorious victory. Not only was the 
  planet of strategic value to his overall plans, but it carried with 
  it the possibility of being a great moral victory for his troops. 
  They would be able to see ﬁ rsthand that the cause to which 
  they dedicated themselves to was righteous and good. Assisting 
  him with his plans were his three most senior advisors: Lord 
  Commissar Vance Theren, General Derian Arkelius, and 
  Lord Admiral Anastasia Arkelius. Together with Curas they 
  represented the greatest tactical minds within the Orpheus 
  Salient. Additionally, General Arkelius and his sister Anastasia 
  had been able to use their highly-placed family connections to 
  speed up requisition requests for their respective Battlegroups. 
  This allowed their forces to be equipped with the best possible 
  gear and kept their general supplies at maximum capacity. For 
  seven days, the four ofﬁ cers met in strategic planning sessions. 
  They did not leave the suite, as General Curas had decreed 
  that they would not return to their normal duties until a plan 
  to retake Eleusis was formulated. On the seventh day, General 
  Arkelius proposed Operation Onslaught. Within moments 
  of hearing of the proposal, General Curas declared that they 
  were ﬁ nished. This was the plan that would retake the fallen 
  Shrine world. 
  OPERATION ONSLAUGHT
  Operation Onslaught’s Order of Battle called for a prolonged 
  bombardment of the capital by Lord Admiral Arkelius’ naval 
  ﬂ eet. After precisely seventeen hours and thirty four minutes 
  of orbital bombardment, a spearhead would land on the 
  planet’s surface. This spearhead would be composed of the 
  3rd company of the Templars of Blood, including Scouts from 
  the 10th company mounted on bikes. The Space Marines had 
  three key objectives. First, they were to disable the capital’s 
  communications centre. This would prevent the traitors from 
  calling for reinforcements. The second objective was to disable 
  the spaceport defences. This would allow the Imperial Guard 
  to land in sufﬁ cient strength to establish a ﬁ rm beachhead 
  on the planet’s surface. The ﬁ nal objective was for the Space 
  Marines to act as a disruptive force once the Imperial Guard 
  had landed. This would cause massive problems for the enemy 
  supply lines, as well as causing the entrenched heretics to panic 
  as they would never be able to guess from which direction they 
  would receive righteous retribution.
  The Second Phase of Operation Onslaught called for 
  General Curas to lead a total of thirty Imperial Guard regiments 
  to Eleusis’ surface. The main thrust of this attack comprised 
  mostly of infantry regiments, but would be supported by an 
  armoured column of two thousand main battle tanks. Should 
  the second objective of Phase One be unsuccessful, General 
  Curas was to hold in orbit while the Imperial Navy resumed 
  bombardment targeted at the space port. Once on planet, the 
  primary objective of the Second Phase was the capture and 
  control of any military installations remaining. Agents of the 
  Commissariat would be deployed to townships to rouse the 
  citizens to throw off their shackles and join the liberators in 
  ﬁ ghting off the vile oppressors of the priesthood. Should the 
  citizens prove unwilling, artillery ﬁ re from the Gunmetallican 
  13th Armoured would destroy all habitations that could not be 
  brought to compliance.
  Phase Three of Operation Onslaught was to see the Scintillan 
  84th Grenadiers, under command of General Arkelius, deploy 
  to the surface and claim the planets capital building. Once 
  they had landed, they were to push through any remaining 
  defenders and seize the capital. The Gunmetallican 13th would 
  be available for close ﬁ re support, as well as Light Cruisers of 
  the Imperial Navy for punching through any extreme resistance.
  This was the plan as drawn up by General Arkelius. The 
  orbital barrage from the Imperial Navy began at precisely 
  0900 hours ship time, and ended at 2134. Lord Admiral 
  Arkelius called a stop to the bombardment ﬁ ve hours earlier 
  than planned, as her sensor operators informed her that all 
  signiﬁ cant structures and defences had been destroyed. The 3rd 
  company of Space Marines launched from their Strike Cruiser 
  at the cessation of the barrage. Upon making planetfall, they 
  immediately fell under attack by ﬁ fteen full regiments of Chaos 
  cultists. Brother-Captain Kristoff ordered his Space Marines to 
  abandon the ﬁ rst objective and proceed in force to the space 
  port, as securing a landing zone for General Curas was a higher 
  priority in his mind. His squads fought their way through the 
  throng of cultists until they had formed a defensive perimeter 
  around the space port. Tritus Squad, one of the Assault squads, 
  took to the air to get over the space port’s walls and began their 
  demolition efforts on the defences surrounding the landing 
  pads. Once the planned beachhead was secure, Captain Kristoff 
  signalled to General Curas that it was time to begin the Second 
  Phase of the assault. General Curas’ force landed soon after 
  and squadrons of Chimera troop transports began pouring 
  from the landing craft, with General Curas himself on the lead 
  transport. Seeing that the original plan needed to be adjusted, 
  General Curas asked Captain Kristoff to take his men and drive 
  a wedge through the heart of the enemy. He also ordered the 
  artillery regiments to begin setting up and to ﬁ re for effect 
  as soon as they had targets. He ordered a spotter to follow 
  the Space Marines closely to provide accurate targeting data 
  once there were friendlies within the zone of bombardment. 
  The next order was to the Gunmetallican 13th that was even 
  now still unloading. They were to take their heavy vehicles 
  and begin circling around the enemy to the left ﬂ ank. General 
  Curas would take his Infantry regiments to the right ﬂ ank and 
  clean up anything that the Space Marines had missed.
  When General Arkelius landed, he found that the Templars 
  of Blood had left no traitor alive as they cleared the way to 
  the capital. On the left ﬂ ank, the Gunmetallican 13th had met 
  with similar success and was even now pushing into the main 
  thoroughfares. On the right ﬂ ank, General Curas had led his 
  men to a stunning victory. As his command Chimera pulled 
  up to the main capital building, General Arkelius had enough 
  time to climb to the top of the rubble before he saw General 
  Curas summarily execute the High-Priest of Eleusis and plant 
  the Imperial Aquila standard in front of the Grand Temple.
  
  III: The Orpheus Salient
  COMMAND OF THE 
  ORPHEUS SALIENT
  As the planets began to fall for General Curas, portions of his 
  task force began being redeployed to different Salients. Lord 
  Militant Tetrarchus felt that they would be put to better use in 
  the more hostile zones of the Crusade. This was to be a costly 
  miscalculation on the part of the Lord Militant. On 999812.
  M41, Astropathic communications began to ﬂ icker in and 
  out. The Salient’s Sanctioned Psykers and Astropaths began 
  receiving strange dreams of terrible creatures devouring all they 
  saw. Hearing of this unknown shadow that was blanking his 
  communications, General Curas transferred his command to 
  Battlegroup Argo and immediately ordered them into the heart 
  of the shadow. Six months had gone by without any word from 
  Battlegroup Argo when a stray picket ship was found ﬂ oating 
  in space by Lord Admiral Arkelius. Taking the ship into the 
  hold, she recovered the ship’s logs and discovered the grim fate 
  of Battlegroup Argo. After plunging his group into the shadow 
  in the Warp, General Curas discovered that the disruption was 
  a previously unknown force of Tyranids, a numberless ﬂ eet 
  of massive bio-ships and ravening alien organisms. The very 
  presence of these terrible creatures created a shadow in the 
  Warp that disrupted all communications. 
  All of the ships within his Battlegroup had been destroyed, 
  and the General himself was killed when his vessel was boarded 
  by the Tyranids. Knowing the damage that this information 
  could do to Crusade morale, Lord Admiral Arkelius sealed 
  the logs and made all haste to meet up with the late General’s 
  senior advisors. In orbit around the Fortress World Hethgard, 
  General Derian Arkelius, Lord Admiral Anastasia Arkelius, 
  and Lord Commissar Vance Theren met aboard the Admiral’s 
  ﬂ agship to discuss what would be done.
  THE DECEPTION
  During their closed meeting, the remaining senior members 
  of the Orpheus Salient command structure began discussing 
  what should be done about General Curas’ death. Within 
  minutes it devolved into petty bickering between the General 
  and the Admiral over who would take command. Lord 
  Commissar Theren allowed this to go on for approximately 
  thirty seconds before he ﬁ red his bolt pistol into the ceiling. 
  Warning that the next round would go into the head of the ﬁ rst 
  person to interrupt him, he outlined a plan for the command 
  structure that was bold to say the least. Lord Commissar 
  Theren’s plan was to inform the other Salient commanders of 
  General Curas’ death at the hands of the Tyranids, but with 
  communication blackouts he knew that it could take years 
  for such a message to be received and years beyond that for a 
  response to be sent back. During this period no one beyond 
  the three of them and the Crusade’s High Command was 
  to know of the death of General Curas until a replacement 
  had been sent. In the meantime, and to keep the discipline 
  and morale of the Orpheus Salient at workable levels, Theren 
  proposed that a Triumvirate be formed to command the 
  Salient. General Arkelius would be in command of all ground 
  operations, Admiral Arkelius would be in command of all 
  naval actions, and Lord Commissar Theren would play the 
  mediator, as well as having ﬁ nal say over any disagreements 
  that cropped up.
  Now commanding from the ﬂ agship of Battlegroup 
  Cerberus, Lord Commissar Theren is able to effectively 
  deceive the rest of the ranking members of the Imperial 
  Guard and Imperial Navy by combining his authority with 
  that of either one of the Arkelius siblings. The word of a Lord 
  Commissar backed up by either an Admiral or a General is 
  something no lower ranking ofﬁ cer would dare question.
  ﬂ agship to discuss what would be done.
  something no lower ranking ofﬁ cer would dare question.
  For Recognition of Strategic Excellence
  Granted this day 094 806.M41, upon the recommendation of General Mikal Curas, we of the 
  Achilus Crusade High Command do hereby officially commend General Derian Arkelius for 
  his bold and innovative tactics in plotting Operation Onslaught. While the necessity of battlefield 
  fluidity required drastic changes to the original Order of Battle, the plan itself was nonetheless 
  excellently devised and will be distributed to all Crusade commanders as a shining example of a 
  battle plan that is perfect under absolutely ideal conditions. So in recognition for your Strategic 
  Excellence, we do hereby award you the Achilus Halo with Aquila Cluster.
  Congratulations and may the God-Emperor of Mankind watch over you.
  Lord Militant Solomon Tetrarchus
  Commander of the Achilus Crusade
  
  III: The Orpheus Salient
  THEMES OF THE 
  ORPHEUS SALIENT
  The Orpheus Salient is a sector of the Reach that no sane 
  Guardsmen would ever hope to be assigned. Too few regiments 
  of the Imperial Guard are deployed there, and every one of 
  them is slowly being whittled away in horrible battles of 
  attrition against the seemingly never-ending tide of creatures 
  from Hive Fleet Dagon. Those that are not forced into purely 
  defensive actions against the Tyranids ﬁ nd themselves posted 
  to worlds such as Vanir, a planet in open rebellion. To make 
  matters worse Militant Tetrarchus’ constant movement of men 
  and materiel to the Cellebos Warzone has caused supplies 
  levels to drop below critical. The few reinforcements that 
  arrive are usually newly founded regiments who originally 
  thought they would be shipped to the Margin Crusade, and 
  once these new units ﬁ nd themselves up against the threat of 
  the Tyranids their desertion rates become uncommonly high. 
  The Commissariat is stretched so thin maintaining discipline 
  in the regular line units that they are able to attach no more 
  than one full Commissar to each regiment, and in some cases 
  have been forced to attach inexperienced Commissar-Cadets 
  to vital areas of the defence.
   The Space Marines that have chosen to assault this region 
  of the Reach, most notably the Templars of Blood and the 
  Dark Sons, have found that the task before them is more 
  trying than any other they have undertaken. With only two 
  companies worth of Space Marines ﬁ ghting regularly within 
  the Orpheus Salient, the most puissant Angels of Death ﬁ nd 
  themselves overwhelmed by the crush of oncoming Tyranid 
  swarms. Despite the bleak outlook, hope has arrived. Reports 
  come in daily to Lord Commissar Theren of Deathwatch 
  Kill-teams operating within the Salient. Each time they 
  appear, the forces of the Imperium are able to carry the day 
  as the Deathwatch creates vital openings within the enemy’s 
  defences. With more interventions like these, the Orpheus 
  Salient might yet be won.
  THE DEATHWATCH
  Within the hallowed halls of Watch Fortress Erioch, the prayers 
  (or at least the frantic messages relayed from Watch Station 
  Tryphon) have been heard. The Deathwatch have taken notice 
  of the rapidly deteriorating situation within the Orpheus Salient. 
  Kill-teams are dispatched with regularity to some of the most 
  brutal and violent warzones to gather more intelligence on this 
  new threat. Often these Kill-teams are led by members who were 
  drawn from the Ultramarines Chapter due to their past experience 
  with the Tyranids. On rare occasions, these Battle-Brothers are in 
  fact veterans of the Battle for Macragge from the First Tyrannic 
  War. By deploying these men into such brutally hostile areas, 
  the Ordo Xenos can ensure that the information they receive is 
  of the highest quality and the utmost importance. In the highest 
  ranks of the Deathwatch, the Orpheus Salient is being watched 
  with a very close eye, as Inquisitor Carmillus knows the absolute 
  terror and destruction the xenos abominations of the Tyranids 
  can inﬂ ict should they ever break free of their current area.
  Those Kill-teams that are not speciﬁ cally tasked with the 
  defence of an obviously endangered planet are often sent into 
  the Orpheus Salient on Search-and-Destroy missions to root out 
  any hint of Lictor infestation. These Kill-teams are usually of a 
  more blended grouping, often containing a Librarian to help ﬁ nd 
  these dangerous creatures. One of the more notable engagements 
  of the Deathwatch happened on the planet Terrien. There, a Kill-
  team was assigned to ﬁ nd evidence of, and if found destroy, a 
  Lictor that had been rumoured to be amongst the lower levels of 
  the hive. For thirty-two days straight, the Battle-Brothers hunted 
  the beast throughout the underhive until, on the thirty-third day, 
  they cornered the beast in an old waste-processing facility. There, 
  they found themselves in a dank and moist environment that 
  played havoc with their power armour’s auto-senses. For another 
  full day, the Battle-Brothers and the beast found themselves 
  playing a very deadly game of hide-and-seek. It wasn’t until 
  Brother-Librarian Alistayr of the Storm Wardens Chapter forced 
  the creature from its hiding spot with a vicious psychic assault 
  that the Kill-team was able to ﬁ nally vanquish the foe.
  KILL-TEAM ORGANISATION WITHIN 
  THE ORPHEUS SALIENT
  Those Deathwatch Space Marines that ﬁ nd themselves 
  assigned to this portion of the Jericho Reach are often 
  of the Devastator speciality. Their long range heavy 
  weapons can cause untold devastation to the hordes 
  of the enemy while still being effective against the 
  larger bio-organisms. Often, a Kill-team operating in a 
  planetary defence aspect will consist of two Devastator 
  Marines, two Assault Marines, and one Apothecary. 
  This gives the Kill-team some ﬂ exibility when dealing 
  with the xenos, as the Assault Marines can be used to 
  exploit a hole in the enemy forces caused by the heavy 
  weaponry of their Devastator brothers. The Apothecary 
  is invaluable for his knowledge of all things biological, 
  being not only able to heal his injured brothers, but 
  also to work on creating biological agents that could 
  possibly stop the Tyranids themselves.
  WATCH STATION TRYPHON
  Located in the heart of the Orpheus Salient, Watch 
  Station Tryphon has somehow been able to get an 
  occasional Astropathic message through the shadow 
  created by the presence of the Tyranids. It is currently 
  unknown how they are able to do this. Some of the 
  more Puritanical members of the Ordo Xenos feel that 
  this is the Emperor’s will being manifested through the 
  Astropaths on station. Other more Radical Inquisitors 
  feel that the Deathwatch have captured a piece of xenos 
  technology and are keen to acquire this for themselves. 
  Where the truth actually lies is unknown, as the 
  Deathwatch are too busy ﬁ ghting off the Tyranids to 
  offer up an explanation, and the Inquisition is hesitant 
  to order a full-scale investigation into the Watch 
  Station while it remains as one of the only means of 
  contact with the Orpheus Salient.
  
  III: The Orpheus Salient
  HIVE FLEET DAGON
  From the moment that Lord Militant Tetrarchus named it, 
  there has been controversy as to whether Hive Fleet Dagon 
  was worthy of this designation. Certain members of the 
  Administratum, including some associated with the Crusade, 
  feel that the incursion is a splinter tendril from Hive Fleet 
  Behemoth. They argue that the designation may be seen as a 
  ploy to draw extra support for the Crusade. More conservative 
  elements, including leaders of several Adeptus Astartes 
  chapters, are concerned that this threat is the leading edge of 
  an entirely new Tyranid invasion. Several of the Lord Militant’s 
  advisors have urged him to withdraw the naming, but he has 
  not conceded to these requests. 
  MORPHOLOGY
  The ﬁ rst noticeable difference between these invaders and those 
  of Hive Fleet Behemoth is that of colouration. Those xenos 
  belonging to Hive Fleet Behemoth had a blackened carapace that 
  faded to a deep blue in places. In contrast, the xenos that have 
  been seen in the Jericho Reach generally have a carapace that is 
  a mid blue, which shades to dark grey. Similarly, the exposed 
  ﬂ esh of the xenos in Hive Fleet Behemoth tended towards a 
  shade of blood red, while these specimens are generally seen in 
  darker shades of red that edge towards purple. Members of the 
  Divisionis Biologis have been unable to identify the reasons for 
  this variation. The hues are remarkably consistent throughout the 
  hive ﬂ eet, so these adaptations are unlikely to grant camouﬂ age 
  on any particular world. Rather, they are thought to be a 
  characteristic of the source genetic materials of the ﬂ eets.
  Morphologically, the comparable biomorph strains are similar, 
  but not identical with those of Hive Fleet Behemoth. Comparable 
  strains show different placement and structures of their bony 
  armour plates. In some cases, these changes have been substantial 
  enough that defenders have incorrectly identiﬁ ed different 
  biomorph strains. This was particularly true with the head crests 
  of the Tyranid Warrior strains. Those on the specimens within 
  the Jericho Reach are substantially more pronounced than the 
  ones which characterised these strains on Ultramar. 
  The Genestealer strains identiﬁ ed on inﬁ ltrated planets 
  have shown variants that were not frequently observed during 
  the battles with Hive Fleet Behemoth. Specimens with feeder 
  tendrils have been a comparatively common sight. These closely 
  resemble examples which were once believed to have come 
  from the moons of Ymgarl. In contrast, few ﬁ eld reports have 
  indicated the presence of large talons on any of the Genestealer 
  specimens defeated to date. Some of the specimens have also 
  indicated colouration changes that may be suited to better blend 
  in with patterns used in Imperial architecture. The Adeptus 
  Mechanicus have not clariﬁ ed if these variations are due to a 
  genetic predilection of Hive Fleet Dagon or simply a situational 
  adaptation made as these xenos breed. 
  Spore Mines have been dropped from orbit and ﬁ red 
  into defensive outposts by living artillery pieces. Anecdotal 
  reports of the specimens seen during the Orpheus Salient’s 
  battles suggest that they have been exceptionally effective at 
  THE SHADOW IN THE WARP
  Most of the organisms in a Tyranid swarm are non-
  sapients with an intelligence focused solely on 
  fulﬁ lling their instinctive behaviour. This limitation 
  is overcome by the presence of the species’ powerful 
  psychic link, known as the Hive Mind. A constant 
  two-way communication between the Hive Mind and 
  the lesser organisms allows for tactical control and 
  information gathering. The massive hive ships are 
  a primary source of these broadcasts, though some 
  other organisms, including Hive Tyrants, Broodlords, 
  and Tyranid Warriors, may also function as nodes to 
  coordinate swarms of smaller Tyranids.
  This control requires a phenomenal amount of 
  psychic activity through a region, which some scholars 
  suggest is the root cause for the so-called Shadow in 
  the Warp. Whatever the reason, the Tyranids’ arrival 
  heralds a blanket of psychic static that scratches at 
  the mind. Normal citizens experience uneasiness and 
  terrible nightmares, while psykers and any with a 
  sensitivity to the Warp may be afﬂ icted with severe 
  headaches, uncontrollable screaming, bleeding eyes 
  and even unconsciousness. The Shadow blocks most 
  astropathic signals, complicates Warp travel, and 
  may disrupt other psychic phenomena. At the Game 
  Master’s discretion, psykers may face a penalty of –10 
  to –50 for any Focus Power attempts when under the 
  Shadow in the Warp. This penalty also applies to any 
  Navigation (Warp) Tests undertaken by Navigators.
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  III: The Orpheus Salient
  piercing defences. Samples recovered from damaged Imperial 
  armour indicate that these utilise an exceptionally potent 
  bio-acid. Notably, the enzymes and catalysts that have been 
  identiﬁ ed are not consistent with anything that was observed 
  during the advance of Hive Fleet Behemoth. Veterans of the 
  wars with Hive Fleet Behemoth have posited that these may 
  be an adaptation derived speciﬁ cally to penetrate the ceramite 
  armour used by the Adeptus Astartes. 
  Many Magos Biologis of the Adeptus Mechanicus in the 
  Crusade believe it is premature to make analyses of the larger 
  Tyranid creatures until the Crusade has more experience with this 
  threat. Initial reports suggest that some of these specimens may 
  be larger, incorporating additional armour and a greater variety 
  of natural weaponry than previously observed. However, many 
  of these reports are fragmentary, largely due to a low survival 
  rate among observers. Preliminary analysis suggests that some 
  of these strains, particularly the Carnifex, may have incorporated 
  genetic material obtained by Hive Fleet Behemoth. Some Tech-
  Priests have argued that this could be a sign that this ﬂ eet is 
  derived from a tendril of Behemoth. Others have countered that 
  this supports their theories regarding transmission of genetic 
  data between different hive ﬂ eets. If their theory concerning 
  genetic transmission is correct, additional adaptations may soon 
  be observed, as further worlds are lost to the swarm.
  Variations have also been seen among the armaments used 
  by the various Tyranid organisms. The specimens involved 
  in this assault have strongly favoured the use of the weapons 
  designated as ﬂ eshborers. Fewer examples of devourers and 
  spineﬁ sts have been seen during Termagant assaults than 
  previous reports would have suggested. Similarly, Gargoyle 
  strains seem to favour ﬂ eshborers over the previously 
  characteristic bio-plasma attacks. The living ‘ammunition’ 
  of these ﬂ eshborers also seems markedly different than 
  specimens recovered from the battles in Ultima Segmentum. 
  While effectively comparable, these specimens have a thicker 
  outer shell and an enlarged boring proboscis. Data compiled 
  by ﬁ eld chirurgeons has produced debate among the 
  Crusade’s Tech-Priests, but no conclusions regarding whether 
  or not these weapon variations are more effective.
  SCOPE
  Based upon the time stamps of various incident reports, Hive 
  Fleet Dagon has no fewer than three subﬂ eets. Reports of 
  historical Tyranid strategies suggest that a hive ship rarely leaves 
  a system prior to completing the assimilation and destruction 
  of all planets within that system. As there are large-scale attacks 
  currently in progress on no fewer than nine systems, Crusade 
  tacticians, including the Lord Militant, have been unable to 
  reconcile this broad battlefront with the notion of a limited 
  engagement by a Tyranid splinter ﬂ eet. 
  Each of these subﬂ eets requires a separate hive ship to 
  coordinate its Hive Mind. In order to ultimately defeat the 
  Tyranid attack, each subﬂ eet must be eliminated, so that the 
  Hive Mind throughout the Reach may be compromised. Until 
  that happens, surviving hive ships could travel to a contested 
  system, throwing their added might into a battle. Coordinating 
  the battle plan to simultaneously defeat all of these ships may be 
  impossible while dealing with the limitations of astrotelepathic 
  messaging under the shadow of the Warp.
  previous reports would have suggested. Similarly, Gargoyle 
  g g
  p
  Classiﬁ cation: Achilus Orpheus Code Citrine
  Date: 945814.M41
  Author: Magos Vatsoon, Divisionis Biologis
  Subject: Xenos physiology and physiognomy
  Recipient: Lord Militant Tetrarchus
  We have begun analyses of the samples presented and have prepared this preliminary report for your 
  review, with the blessings of the Omnissiah. To corroborate these samples, additional materials from 
  those battles fought against Hive Fleet Behemoth have been requested. Those requests were denied, 
  though extensive records were provided. Unfortunately, some of those records were fragmentary. This 
  was further complicated by our inability to replicate some of the analyses performed in compiling those 
  records due to limitations of the resources at hand.
  In spite of these challenges, we have conducted scans from the genetic materials received. These scans 
  have been frustratingly inconclusive. More variation than would normally be expected has been seen 
  between samples from what were identiﬁ ed as comparable biomorphs, even within samples taken from 
  assaults on the same system. This may be due to contamination introduced during collection, or it could 
  be a consequence of substantial variation between different structures of a hybrid host organism.
  These samples have also exhibited signiﬁ cant genetic drift from the incomplete data in the records of Hive 
  Fleet Behemoth. This differentiation may be a consequence of adaptation and incorporation of genetic 
  materials absorbed as these vessels continued their journey through the galaxy. However, it may also be 
  an indication of a substantial difference at the common source. The rate and nature of changes indicated 
  leave us limited in the degree to which we can conﬁ rm the relatedness of these different organisms.
  
  III: The Orpheus Salient
  At this time, scouting reports have not provided the 
  Crusade’s command elements with information to clearly 
  deﬁ ne the scope of Hive Fleet Dagon. The Orpheus Salient 
  has met the leading edge of Tyranid incursion, and there have 
  been no successful missions to penetrate and monitor deeper 
  into the advance. Numerous vessels have been sacriﬁ ced in 
  the effort to determine if these initial attacks represent the 
  entirety of the Tyranid forces. 
  PLANETARY DEVASTATION
  “Though never a verdant world, the lifeless ball of rock that we 
  discovered was unrecognizable as Tyran Primus. The creatures that 
  did this are a threat to the galaxy and must be exterminated by the 
  light of the God-Emperor.”
  –Inquisitor Kryptman, concluding his report on the ruins of 
  Tyran Primus
  The Tyranid threat is unprecedented in its ability to transform 
  a planet thriving with nature’s bounty into a barren orb of 
  lifeless rock. While this process occurs at a voracious pace, 
  there are several characteristic stages required before the 
  xenos can complete the task. The Deathwatch forces at Watch 
  Fortress Erioch possess signiﬁ cant lore detailing the course 
  of Tyranid devastation, along with numerous theories and 
  strategies to attempt to avert it.
  Reconnaissance
  The earliest stages of a Tyranid infection are best characterised 
  by their subtlety. At this stage, the xenos evaluate the planet’s 
  viability for attack and begin to infect the native life forms. 
  The three species most active during this stage are Vanguard 
  droneships, Lictors, and Genestealers. These biomorphs share 
  two critical characteristics for identifying new target planets 
  and performing inﬁ ltrations: stealth and independence.
  All of the organisms involved have physiological abilities 
  that are focused upon concealment. These talents are exploited 
  to the utmost, so that they can initially observe the native 
  environment safely. As there are often a very limited number 
  of Tyranids involved at this stage, these specimens exhibit an 
  uncharacteristic degree of self-preservation. The creatures are 
  clearly aware that they must survive and propagate before the 
  invasion may proceed. 
  These specimens are distinctive from most of the Tyranid 
  horrors in that they are also capable of stable independent 
  action. The vast majority of known Tyranid organisms are 
  incapable of coordinated activity when separated from the 
  psychic emanations of the Hive Mind. As these creatures must 
  be capable of acting when light-years distant from the swarm, 
  they manifest a greater degree of intelligence and animal 
  cunning than would otherwise be expected. This becomes 
  most evident in the often unexpected subtlety of their plans.
  Vanguard droneships depend upon speed, their relatively 
  small size, and their reduced psychic and propulsion 
  signatures to enable them to quietly scout out new systems. 
  In many cases, a Vanguard droneship will deposit a portion of 
  its cargo onto the surface of a likely planet, and then quickly 
  leave the system to scout out targets in other systems. As 
  their time in the system is both brief and stealthy, Imperial 
  agencies may remain completely unaware of the foreboding 
  intrusion. In those cases when a droneship is identiﬁ ed, it 
  must immediately be considered the highest priority target in 
  the system, as destroying it before it can deploy its cargo may 
  signiﬁ cantly delay any Tyranid intrusion.
  Lictors are masters of unseen reconnaissance. After insertion 
  from a droneship, these xenos immediately begin scouting 
  the wilds of the newly identiﬁ ed planet. Using their feeder 
  tendrils, they analyse the atmosphere, mineral availability, and 
  the characteristics of all life forms. In addition, these ﬁ erce 
  predators also target isolated animals and even sapiens to 
  absorb their memories as they devour them. This information 
  is compiled and sent back to the Hive Mind as soon as a node 
  within range is available. Any Lictor that can be eliminated 
  prior to the start of a full Tyranid invasion can substantially 
  slow the attack, as the invading xenos are less optimised for 
  the planet’s ecosystem.
  Genestealers are the most insidious of these early invaders. 
  As they scout out the planet, they also infect the planet’s fauna 
  with Tyranid genetic material. The corruption of the planet’s 
  native gene-code eventually results in hybrid creatures that 
  are subject to the will of a Broodlord or other representative 
  of the Tyranid Hive Mind. It is also believed that Genestealers 
  may use their cunning and stealth to inﬁ ltrate planets without 
  the aid of a droneship. Specimens have been found on 
  abandoned space hulks and hidden among the cargo holds 
  of Warp-capable vessels. These creatures must be eliminated 
  with extreme prejudice, before they establish a breeding nest 
  and a community of dedicated hybrid organisms. 
  Once Tyranid species have established a toehold on a 
  planet, their strategy soon changes. Successful integration of 
  the planet’s wildlife triggers these inﬁ ltrators to emit a psychic 
  call to the swarm. This call draws a ﬂ eet of vessels, including 
  a hive ship to the system. The arrival of the hive ship and its 
  escorts heralds the next phase of the invasion.
  HIVE SHIPS
  While little is deﬁ nitively known of Tyranid vessels, most 
  analysts agree that within a given Tyranid ﬂ eet there 
  is a single mature hive ship which serves to coordinate 
  the Hive Mind. It is also theorised that many of the 
  hive ship’s escort vessels may be immature specimens 
  of the same biomorph. The substantial morphological 
  differences and the challenges involved in obtaining a 
  comprehensive genetic sampling leave this fact debated 
  amongst Tech-Priests of the Divisionis Biologis.
  However, there is limited evidence to support this 
  theory. In three battles where the hive ship was destroyed, 
  elements of the Tyranid ﬂ eets split off from the battle 
  and ﬂ ed, rather than reverting to an animalistic and 
  uncoordinated assault. Some members of the Adeptus 
  Mechanicus have theorised that the death of a Hive 
  Mind node may catalyse the rapid maturation of other 
  Hive Mind nodes in the system. This may turn a bravely 
  fought victory into a longer term problem as additional 
  smaller ﬂ eets proceed to attack more vulnerable targets.
  
  III: The Orpheus Salient
  Infestation
  The arrival of the hive ship and its escort vessels heralds 
  the next stage of a Tyranid system invasion. As a powerful 
  node of the Hive Mind, the hive ship disrupts the Warp in a 
  radius of several light years. By the time one of these massive 
  voidfaring creatures has arrived, it is often too late for a planet 
  to send out an astropathic cry for help. Even vessels sent to 
  defend a system under threat of Tyranid attack may be unable 
  to exit the Immaterium in a system that has come under the 
  inﬂ uence of the Shadow in the Warp.
  Once the hive ship has come into range of a target planet, 
  it immediately begins to launch a rain of mycetic spores 
  into the atmosphere and towards the planet’s surface. Some 
  of these pods are ﬁ lled with microbial life. These hostile 
  micro-organisms immediately begin to change the planet’s 
  atmosphere, oceans, soil, ﬂ ora, and fauna. Complex organic 
  molecules are broken down and recreated in formats that are 
  best suited for absorption by the swarm. 
  Other spores bear more complex Tyranid creatures. 
  Some of these, including the various strains of Gaunts and 
  Gargoyles, immediately begin preparing for the assaults that 
  are to come. Other strains begin to burrow deeper into the 
  planet’s crust. These may include Mawlocs and Trygons. As 
  these creatures burrow, they plant the spores that can later 
  grow into Capillary Towers. Other organisms may use the 
  tunnels these massive forms create to access a planet’s mineral 
  wealth and subterranean life in the shelter of the tunnels.
  At the same time that this rain of devastation begins, 
  those Genestealers and Lictors which have already infested 
  the planet reveal themselves. Using the knowledge that they 
  have obtained and the hybrid fauna they have spawned, these 
  creatures sow confusion through the ranks of the defenders. 
  By selectively targeting ofﬁ cers and communications hubs, 
  the inﬁ ltrators can effectively delay or even compromise a 
  planet’s defences.
  During this phase of the encroachment, a planet’s 
  defenders must take rapid and decisive action or all hope may 
  be lost. Cutting the attack off at its source is the optimal 
  solution. If the hive ship can be destroyed, the remainder of 
  the Tyranid ﬂ eet may lose its cohesion, falling into confusion. 
  This presents the defenders with an opportunity to divide 
  and conquer the remaining forces.
  While less effective, destroying mycetic spores as they 
  fall to the planet may also help the cause. Even the massive 
  bulk of a hive ship has a limit to its resources. Each spore 
  destroyed may mean greatly fewer organisms to face on 
  the ground. The Tyranid hive mind possesses the ability 
  to make a tactical assessment and modify its strategy. On 
  admittedly rare occasions, a ﬂ eet facing unexpectedly stiff 
  resistance may break off the assault and retreat to attack an 
  alternative target. 
  Countermeasures against Genestealers and their ilk are 
  crucial to this stage. With astrotelepathy restricted, any 
  additional loss of communications on the planet could 
  quickly doom the defenders. Extensive security measures 
  must be taken to preserve the integrity of all communication 
  and command centres. 
  Assault
  Once the Tyranid forces have established a foothold on the 
  planet’s surface, they quickly begin the process of eliminating 
  any resistance. Endless swarms of the smaller breeds—including 
  Gaunts, Gargoyles, and Genestealers—rampage through the 
  skies, across the land, and under the oceans. Interspersed with 
  these creatures, the larger biomorphs—including Carnifexes, 
  Tyrannofexes, and even Hierophant bio-titans—accompany 
  their smaller brethren, sowing endless destruction across the 
  planet. These varied breeds come together in large hordes, that 
  sweep forward to create battlefronts that may be hundreds of 
  kilometres in length.
  Behind the battlefront, Capillary Towers, many thousands 
  of metres in height, burst forth from the planet’s crust. These 
  towers consolidate the biomass that the swarm has already 
  absorbed, using it to breed additional organisms to assist in 
  the assault. 
  ++Incoming Transmission++
  Sender: Lt. Col Harland Oberon, Iaxian 
  7th, Commanding
  Recipient: General Mikal Curas
  General Curas, 
  Upon landing on this planet, I 
  immediately ordered eight Sentinel 
  patrols to begin concentric overlapping 
  sweeps of the area where the last team 
  was located. We viewed no trace of the 
  previous group at their landing site, 
  and indeed the very landscape of the 
  planet had changed drastically since we 
  were here last. After approximately one 
  hour, ship’s time, my communications 
  ofﬁ cer received a fragmentary message 
  from Sergeant Jerell. Sergeant Jerell 
  is one of my best men and not known to 
  panic under heavy enemy ﬁ re, and as 
  such, I am responding to his call with 
  dire urgency. I beg of you sir, to call 
  in the Adeptus Astartes for this. Once 
  you hear the piece of message at time 
  index 0:49 you will understand. My men 
  and I will attempt to locate Sergeant 
  Jerell’s squad and conﬁ rm that which I 
  most fear. I, and every man under my 
  command, will ﬁ ght to our last breath in 
  the hope of still being alive to provide 
  the Adeptus Astartes and yourself with 
  solid intelligence.
  May the God-Emperor protect us,
  Lt. Col Harland Oberon
  Iaxian 7th Tithe Guard
  ++Begin Playback++
  ...Bring all weapons to bear...Tyranid 
  vessels closing... God-Emperor protect 
  us...
  +++indistinct vox noise for 28.3 
  seconds..+++ 
  +++Message ends abruptly with 
  screaming+++
  
  III: The Orpheus Salient
  While the towers may appear to be a Tyranid plant 
  analogue, they are no less aggressive than the more mobile 
  forms. Capillary Towers extend tendrils throughout the planet 
  that can absorb indigenous species—both plants and any 
  small or slower moving organisms. As they do this, the towers 
  also ﬁ lter the planet’s atmosphere, absorbing the biomass of 
  microbes and small ﬂ ying creatures.
  Along the battlefront, Termagants use their ranged 
  weapons to lay waste to opposition, while Hormagaunts 
  boldly engage any opposition in close combat. These xenos, 
  along with other variants of the Gaunt genus, may be found 
  in swarms of hundreds coordinated by Tyranid Warriors. In 
  those instances when sheer numbers prove inadequate to 
  overcome the planet’s defences, the Hive Mind may direct 
  larger strains to assist in the battles. For those planets with 
  extensive defences, the swarm may grow exceptionally large 
  creatures. Specimens of the Dominatrix and the Hierophant 
  strains have been observed which are comparable in size and 
  strength to Imperial Titans. 
  In cases when a defensive point seems insurmountable, the 
  Hive Mind is quick to adapt its strategy. In many cases, Raveners 
  and Trygons may be used to burrow under defenders, attacking 
  from behind or beneath enemy lines. In other cases, Shrikes or 
  Harpies may make straﬁ ng runs from above. While the swarm 
  will readily sacriﬁ ce thousands of biomorphs to take a single 
  metre of ground, it will not waste them needlessly. Alternative 
  strategies are consistently employed, as the Tyranids are clear 
  masters of adaptation.
   It is worth noting that the battlefront swarms that cross 
  the planet’s surface do not typically devour the planet’s 
  defenders. Rather, they leave a swathe of refuse in their wake 
  to be consumed by the next wave of organisms. This carpet of 
  the dead may, of course, also include those Tyranid organisms 
  that the defenders have managed to overcome. Their deaths 
  hold little meaning to the Hive Mind. They have served 
  their purpose, and will serve the swarm once more after their 
  corpses are devoured.
  In the skies over the planet, Gargoyles and Harpies swarm 
  in numbers large enough to block out the light of the system’s 
  star. While they may assist in land-based battles, they also 
  serve two additional purposes. Like the Capillary Towers, these 
  ﬂ ying organisms devour the biomass of the skies, returning 
  it to the Tyranid swarm upon their deaths. They also serve 
  to block out the sunlight from any photosynthetic life. Over 
  time, this can have an effect on the planet’s atmosphere and 
  climate as plant life is unable to synthesise oxygen.
  The only effective recourse at this stage of the invasion 
  is all out war. By this stage, the invading forces have ﬁ rmly 
  established a presence on the target planet. Eliminating the 
  hive ship would not avert the damage done. Further, depending 
  upon the numbers and types of creatures on the surface, the 
  Hive Mind might still persevere. Even if the Hive Mind were 
  overcome and the majority of the xenos were eliminated, the 
  battles to cleanse the planet completely could continue for 
  millennia. The Tyranid taint extends to the microbial level, 
  and all of these xenos are strongly resistant to biological and 
  chemical toxins. Even the tiniest organism could have the 
  potential to spawn more dangerous organisms given time 
  and opportunity.
  Subjugation
  Even as the more militant biomorphs continue to battle the planet’s 
  defenders, others begin sweeping up behind them, collecting all 
  available biomass. Some of the substrates collected are used to 
  generate additional Tyranid creatures. In this manner, the planet’s 
  natural resources are turned against it, providing additional tools 
  for the swarm. The majority, however, is set aside to feed the hive 
  ships orbiting the planet. Those massive creatures generally delay 
  their feeding until after the planet has been secured.
   Near the battlefront, untold thousands of maggot-like 
  Rippers are deployed from the sky to form massive, tightly 
  packed swarms. With fang-ﬁ lled jaws, they devour every 
  organic substance they can ﬁ nd—living or dead. Once these 
  abominations have eaten all they can, they slowly drag their 
  bloated bodies towards digestive pools formed by the Capillary 
  Towers. Rather than spewing the devoured biomass into the 
  pools, the Rippers hurl themselves in, to be digested along with 
  all that they devoured. New Rippers are continuously created to 
  propagate the cycle of gluttony. 
  THE REBIRTH VESSEL
  Several reports from the Imperial Navy in the Jericho 
  Reach have indicated a smaller, seemingly unique 
  voidfaring creature that has been observed travelling in 
  the shadow of a hive ship in Hive Fleet Dagon. While still 
  a massive creature, the reports indicate that it is no larger 
  than a frigate-class Imperial craft. Holopicts that have 
  been obtained and analyzed show no obvious external 
  armaments. Oddly, none of the encounter reports have 
  identiﬁ ed this vessel (or vessels) as directly involved in 
  the battles.
  In spite of this, members of the Ordo Xenos have 
  targeted this vessel for further analysis because of two 
  key factors. The ﬁ rst is that psykers have observed an 
  unusual pattern of emanations from this vessel. Reports 
  and divinations suggest that it shows a far lower level 
  of communication with the hive ship than most other 
  creatures in the ﬂ eet. Instead, the creature seems to 
  receive an increased level of trafﬁ c from the surface of 
  a targeted planet. This indicates that it may exhibit a 
  greater level of independence than would otherwise be 
  expected. The second factor is that this vessel has been 
  observed to launch smaller than usual Mycetic Spores to 
  the planet’s surface. These spore launches have preceded 
  the appearance of several organisms believed to be ﬁ eld 
  commanders of the Tyranid assault force. In multiple 
  instances, after these vessels deployed spores, organisms 
  that had previously been identiﬁ ed as slain were seen on 
  the battlefront once more.
  Several theorists now suggest that this creature may be 
  storing and growing specialized Tyranid creatures. It is 
  feared that the psychic trafﬁ c it receives are the memories 
  and adaptations of speciﬁ c organisms. If this is the case, 
  eliminating the rebirth vessel might prevent these patterns 
  from reappearing. It is feared that as long as it is allowed 
  to survive, some of the more successful battleﬁ eld leaders 
  of Hive Fleet Dagon may be effectively immortal.
  
  III: The Orpheus Salient
  As the planet’s surface is depleted, similar biomorphs 
  deplete all of the life in the oceans and within the planet’s 
  crust. Eel-like Rippers swarm through the oceans in massive 
  swarms devouring all of the native sealife. Burrowing variants 
  expand the tunnels dug by Trygons and Raveners, consuming 
  subterranean fungus, root systems, and any burrowing 
  fauna. Mineral reserves are also depleted, particularly rare 
  ores that may be incorporated into the exoskeletons of the 
  various biomorphs.
  Massive Capillary Towers develop in even the deepest 
  parts of the planet’s oceans. These towers, which may 
  stretch several kilometres up through the sea, are capable 
  of withstanding the crushing pressures of the depths and 
  thriving in even the coldest of waters. As they grow, they 
  may even modify the planet’s tidal ﬂ ow as their powerful 
  metabolic ﬁ ltration systems draw in all biomass. 
  The only effective recourse at this stage is Exterminatus. 
  Planets which have been subdued are no longer salvageable. 
  The only hope for the Imperium is to destroy the feeding 
  system before the biomass can be used to feed the ﬂ eet 
  for further attacks. The one positive aspect is that at this 
  stage, the Tyranid ﬂ eet may have expended their resources 
  in preparation for the gluttony they expect as the planet’s 
  biomass is absorbed. Attacking the voidfaring biomorphs and 
  annihilating the planet may be easier than it would have been 
  at an earlier stage of the invasion.
  AVALOS
  A Deathwatch Kill-team recently played a vital role 
  in preventing a Tyranid invasion of Avalos, a world 
  previously secured by the Orpheus Salient. Genestealers 
  had deeply inﬁ ltrated the planet and initiated a 
  rebellion against the Imperial Governor. The Kill-team 
  was sent in to investigate an Inquisitor who had failed 
  to report to his superiors. Unfortunately, the Inquisitor 
  was slain by a Broodlord prior to their arrival. 
  Shortly after that grisly discovery, a hive ship with 
  a substantial escort arrived. The timely intervention 
  of a small Imperial Fleet, led by the Emperor’s Wrath, 
  provided the Kill-team with a means to lead a boarding 
  action against the hive ship. To the honour of the 
  Primarchs and the Emperor, the Kill-team carried 
  the day and managed to destroy the vessel’s synapse 
  chamber. This desperate act threw the invasion 
  into disarray.
  While the invasion was halted, countless xenos did 
  make landfall. The clean-up may take generations to 
  complete, and still might draw another hive ship to the 
  planet. Further Deathwatch actions will be necessary to 
  assist in the process of eradicating the xenos intrusion.
  
  III: The Orpheus Salient
  Absorption
  As the last of the system’s defenders fall, the Capillary 
  Towers begin to feed biomass back to the hive ship and its 
  escorts. The massive living vessels extend tendrils through the 
  atmosphere which make contact with the Capillary Towers, 
  as they grow to pierce the edges of the atmosphere. Biomass 
  is drawn up the towers, through a combination of massive 
  pumping organs and suction. 
  Once the last of the defenders have fallen, the surviving 
  creatures of the Tyranid hordes hurl themselves into the 
  digestive pools near the Capillary Towers. Their bodies are 
  broken down and devoured so that the biomass may be 
  returned to the ﬂ eet to be recycled into new creatures for 
  future conquests. Along with their biomass, their memories, 
  genetic innovations, and the gene patterns of all of the planet’s 
  life forms are also absorbed. 
  After the last vestiges of life have been absorbed, the 
  Capillary Towers begin to absorb the planet’s water systems. 
  All of these liquids are transferred into the voidfaring 
  organisms, some of which may grow dramatically in size as 
  their storage vesicles expand to accommodate the newfound 
  resources. As this happens, many of the Capillary Towers are 
  also broken down so that their biomass may be reabsorbed.
  Finally, the planet’s atmosphere, and then the last few 
  massive Capillary Towers are absorbed into hive ships. Some 
  Magos Biologis theorise that this may require even more 
  massive voidfaring Tyranids than those previously identiﬁ ed. 
  Others postulate that the ships use previously unseen 
  techniques to compress the atmosphere into a solid state. 
  Though the precise mechanism is unknown to the Imperium, 
  the outcome is certain: nothing is left behind but a barren, 
  airless rock of little value.
  As it travels between systems, the Hive Mind analyses the 
  new genetic patterns it has identiﬁ ed. Some of these may be 
  used to develop new biomorphs. Of course, these new strains 
  may not appear immediately. The Hive Mind may save them 
  for deployment at a time when a new strategy is required. 
  Clearly, adaptation is a key factor in the Tyranids’ long-term 
  success and survival.
  By this point, the battle is well and truly lost. Any 
  defenders who arrive are far too late to save the planet. Their 
  only possible hope is to spread word to neighbouring systems, 
  in the hopes that they might arrive before the Tyranid threat. 
  Attacking the voidfaring biomorphs immediately after they 
  have fed is to attack them at the height of their power. 
  THE FIRST ENCOUNTER 
  WITH HIVE FLEET DAGON
  The earliest encounters with what would eventually be 
  named Hive Fleet Dagon went almost entirely unnoticed by 
  the Crusade High Command. The ﬁ rst Tyranid biomorphs 
  encountered were Genestealer Hybrids, and the members 
  of the planet’s Enforcers that destroyed them thought them 
  to be merely hideously deformed mutants. It wasn’t until an 
  encounter with a full-scale infestation on the death-world of 
  Herisor that word of a new xenos threat reached the ears of 
  the leadership of the Crusade.
  During the early stages of the Achilus Crusade, General 
  Curas pushed his troops to the far ends of the Reach. Along 
  their push, they ran into many different types of worlds. One 
  of the most interesting was the planet of Herisor. From orbital 
  surveys Imperial assayers were able to see that the planet had 
  a breathable atmosphere, even though they could ﬁ nd no 
  trace of vegetation. In fact there appeared to be no life at all 
  on the planet’s surface. General Curas ordered a regiment of 
  Iaxian Tithe Guard down to Herisor’s surface to assist the 
  Imperial assayers in determining whether or not the planet 
  held any value to the Crusade. If the world lacked plant life, 
  then perhaps it was rich in ores that could be turned into 
  weapons of war to help resupply the Crusade, or possibly it 
  could act as a forward supply depot for other Salients.
  Upon landing, the assayers were shocked to ﬁ nd that not 
  only was the planet rich in ore, but it also contained vast 
  underground reservoirs of promethium gases. The planet’s 
  crust was easily drillable, and this seemed to be a ﬁ nd of the 
  greatest magnitude. Here was a planet that was completely 
  devoid of life, and was overﬂ owing with resources that would 
  prove invaluable to the Crusade in future years. General Curas 
  immediately ordered a group of pioneers, with assistance 
  from the Adeptus Mechanicus, to begin construction of a 
  settlement that was expected to produce these resources 
  within a year’s time. Battlegroup Argo then moved off to 
  prosecute the Crusade further.
  THE SCINTILLAN 84TH GRENADIERS
  The Scintillan 84th are General Derian Arkelius’ 
  personal regiment of Imperial Guard. These soldiers 
  are highly trained, modelled after the elite Imperial 
  Guard Stormtroopers. The Guardsmen, culled from 
  the best and brightest of Scintilla’s hive nobility, are 
  outﬁ tted to the man with full Stormtrooper Carapace 
  Armour and the powerful Hellgun. It is not uncommon 
  to ﬁ nd at least one member of each squad equipped 
  with a grenade launcher or some other form of heavy 
  weaponry. Having seen minimal action during the early 
  stages of the Crusade, they were wholly unprepared for 
  the current situation that has befallen them on Hethgard 
  (see pages 343-344 in the DEATHWATCH Rulebook). 
  Even so, they ﬁ ght on determined, due in no small part 
  to their ﬁ eld commander Colonel Titus Rone. 
  While General Arkelius is a master strategist and 
  a decent combatant, Colonel Rone is the complete 
  reverse. He knows what strategies will work to 
  accomplish certain tasks, but he is an unsurpassed 
  leader of men when it is time to get down to the bones 
  of combat. His men adore him, his peers respect him, 
  and his superiors fear him. They feel that one day, this 
  man who leads the common trooper so well will come 
  to take their position from them. He currently has an 
  uneasy working relationship with General Arkelius due 
  to an ancient family pact that bonded the Rone noble 
  family to the much higher ranked Arkelius family.
  
  III: The Orpheus Salient
  Slightly over a year later, Battlegroup Argo returned to 
  Herisor to ﬁ nd the landscape completely changed, and 
  no sign of the pioneers or the members of the Adeptus 
  Mechanicus. Once again, the Iaxian Tithe Guard were sent 
  down to the surface to investigate what happened. Once they 
  had made planetfall, the men who had been there previously 
  were stunned to ﬁ nd that in place of a barren wasteland was 
  now a mighty tundra that stretched as far as the eye could 
  see. The commander of the Tithe Guard sent out scout patrols 
  in all directions to attempt to ﬁ nd some trace of the missing 
  group. For the ﬁ rst hour or so, all was normal. No sign of 
  the previous landing group, but nothing to indicate what 
  happened to them. That’s when all communication was lost, 
  except for one broken transmission. The commander of the 
  Iaxians had his communication ofﬁ cer relay a message to the 
  ﬂ eet in orbit, along with his plans for dealing with this new 
  menace on the planet’s surface. Receiving an acknowledgment 
  from command, he proceeded to carry out his mission. 
  The Iaxians were never heard from again.
  THE DEATHWATCH ARRIVE
  After receiving the foreboding message from the Iaxian 7th, 
  General Curas deployed Battlegroup Cerberus, under the 
  command of Lord Admiral Arkelius back through the Warp 
  shadows. Her task was to send a message directly to Lord 
  Militant Tetrarchus and any ofﬁ cer of the Adeptus Astartes 
  regarding this new and terrible threat. Cerberus immediately 
  departed back towards the Iron Collar at all possible speed. 
  The ship stopped once, for their Navigator to realign himself 
  with the Astronomicon, and during this brief stopover they 
  encountered the Strike Cruiser Bellaron. Seeing it was a Space 
  Marine ship, Admiral Arkelius transmitted the message to them, 
  then proceeded on towards her original goal. What she did 
  not realise was that the Strike Cruiser Bellaron was currently 
  under extended secondment to the Ordo Xenos to transport 
  the Deathwatch to new locations within the Acheros Salient. 
  Hearing the message, Inquisitor Ghent had the Captain of the 
  vessel come to a new heading. The Deathwatch headed directly 
  to Herisor. This new information had to be conﬁ rmed with all 
  possible speed. If the Tyranids had indeed come to the Jericho 
  Reach, then there were now more pressing matters to deal with 
  than the recent surges in Tau activity around the Black Reef.
  When the Deathwatch arrived at Herisor, they deployed 
  in numbers more akin to a typical Codex Astartes planetary 
  siege than the usual Kill-team deployment. More than ﬁ fty 
  Deathwatch Space Marines deployed to the surface that day. 
  They fought a campaign that lasted nearly six months, until 
  they were convinced that the menace was ended. To be certain, 
  Inquisitor Ghent had the planet declared a death-world to ward 
  off any who would be greedy enough to attempt harvesting 
  the natural resources of the planet. From the original ﬁ fty Space 
  Marines that deployed at the beginning, only twenty made it 
  back alive.
  At the same time that the Deathwatch were attacking the 
  Tyranid force on Herisor, word of this new threat had reached 
  Lord Militant Tetrarchus. He quickly requested the Battle-
  Barge Blood Sword to investigate where these creatures had 
  come from. By tracing a line amongst the stable Warp routes, 
  the Navigators aboard the Blood Sword came upon what may 
  have been the ﬁ rst planet infected by the Tyranid swarm within 
  the Jericho Reach. It took three long months of Warp travel 
  before the Adeptus Astartes of the Blood Sword were able to set 
  foot on the planet that was once known as Zanatov’s Harbour.
  Zanatov’s Harbour
  Zanatov’s Harbour was named for the legendary Rogue Trader 
  Corsair-Captain Zanatov. This planet was one he frequented 
  on his trade runs coming in from the Eastern Fringe of the 
  galaxy. At one point it boasted excellent ship repair facilities, 
  and the lack of contact with the Imperium made an excellent 
  place for smugglers and other members of the so-called “Cold 
  Trade” to meet up and swap goods. This all changed at the end 
  of 812.M41. Early reports recovered after the fact state that 
  many people saw what they believed to be a meteor shower in 
  the night sky. No one thought much of it, as a meteor shower 
  is often a good omen for ship’s captains. Slowly the reports 
  began to ﬁ lter in. These were no mere meteorites that had hit 
  the ground, but instead housed a more sinister cargo of Tyranid 
  bio-organisms. The merchants and crew on the surface put up a 
  decent ﬁ ght, but were utterly outmatched by the lethal killing 
  machines. Some managed to make their way to their ships, but 
  found that larger organisms were ﬂ oating through the void, 
  ﬁ ring caustic projectiles of a biological nature. None survived 
  the onslaught of the ravenous beasts. All that were on planet 
  were devoured, their genetic patterns added to the primordial 
  soup that comprises Hive Fleet Dagon’s gene pool. Ships in 
  orbit were left abandoned. Most had had their hulls ruptured 
  
  III: The Orpheus Salient
  in hundreds of places by Tyranid bio-spores attaching to the 
  hull and eating their way inside. Any ships not completely 
  wrecked were now ﬂ oating abattoirs, a sickening testament to 
  the utter brutality of a Tyranid swarm on the warpath.
  So it was that Brother-Captain Kristoff and his company 
  of Templars of Blood made their way to this graveyard of 
  a planet. They expected to have to use the Battle-Barge’s 
  bombardment cannons to clear the way of Tyranid vessels, 
  and then deploy Thunderhawk Gunships, as they would not 
  be able to get close enough to use Drop Pods. What they 
  actually encountered was something far worse. When the 
  Blood Sword translated back into realspace, it found nothing 
  but a dead planet. Every bit of biological material had been 
  stripped bare from the planet’s surface. Setting down in their 
  Thunderhawks, the Templars began a thorough search of 
  the planet for any clue as to how the massive Hive Fleet had 
  arrived in the Jericho Reach. Realizing that he could not take 
  a full battle company off of the front lines, Brother-Captain 
  Kristoff left behind a small contingent of his available Space 
  Marines to continue the investigation. Currently, there has 
  been no communication from the Space Marines left behind 
  that day, but the commanders of the Orpheus Salient still hold 
  out hope that some day there will be news that can help them 
  turn the tide of this war.
  THE TIDE BEGINS TO TURN
  Backed into a corner by the ever encroaching swarm of 
  Tyranids, the Imperial Guard began to retreat towards the 
  Iron Collar. Lord Commissar Theren and General Arkelius 
  pulled almost all of the Imperial Guardsmen that were not 
  already engaged with the Tyranids back to the Feral World of 
  Treyen. Here, they determined, was their line in the proverbial 
  sand. They would fall back no further and they would either 
  die to the man, or push the foul xenos back into the Warp 
  from whence they came.
  Treyen
  A largely temperate world, Treyen’s population is centred primarily 
  in the Western Hemisphere. The last Imperial Census had the 
  population at roughly 250,000 with an average technology level 
  equivalent to that of a Bronze Age. The primary star within the 
  system is entering into its last stages of life, and as such solar ﬂ ares 
  are beginning to spread a blanket of radiation around the planet. 
  This has a nasty habit of causing long range vox transmissions to 
  be unreliable at best, but it also seems to have an equal effect upon 
  the communications of the Tyranids on planet. Treyen was chosen 
  as a suitable battleground by the leaders of the Orpheus Salient 
  for these speciﬁ c peculiarities. 
  When the Crusade ﬁ rst encountered the planet Treyen, it 
  was found that the natives there worshipped their sun as a God. 
  While this deity provided them with warmth, he could also 
  bring terrible vengeance upon them when he was angered. The 
  Ecclesiarchy had little trouble in slightly altering the perceptions 
  of the natives so that the God-Emperor of Mankind was seen 
  in the same light as their false sun god. He would provide 
  them with warmth, shelter, food, and protection, but if they 
  ever angered Him or his chosen representative, he would strike 
  down upon them with a furious anger the likes of which they 
  had never seen before. While the Departmento Munitorum was 
  attempting to calculate what the planets tithe grading would be, it 
  was discovered by an adventurous group of Imperial Guardsmen 
  that the large native beasts had a unique pelt that, when skinned, 
  had the ability to change colouration with the lighting. With this 
  discovery, the planets primary export was quickly changed from 
  baseline foodstuffs to luxury goods. Rumour has it that General 
  Derian Arkelius himself has his Crusade dress uniform made 
  from the hide. No one has seen this uniform, but it would ﬁ t his 
  public persona.
  After classifying and settling the planet, a small defence force 
  was left behind, mainly to hold off any Orks tempted to raid this 
  deep into the Crusade’s line. Much of their time on planet was 
  spent with very little to do, as the native population was fairly tame 
  and had nothing but love for the God-Emperor. Occasionally 
  there would be a small uprising by one of the tribes that had 
  been displaced when the Imperial Guard claimed certain land as 
  their headquarters, but savages with swords and axes do very little 
  against trained men with lasguns. At the beginning of 815.M41, 
  the small garrison received a rather abrupt wake-up call. Lord 
  Commissar Theren and Battlegroup Cerberus arrived in force to 
  stand in the way of a new xenos threat that was approaching.
  When Theren landed, he exited his lander quickly and set 
  up a command post inside the Imperial Guard headquarters 
  for himself and the rest of the Triumvirate. Immediate orders 
  were given to begin erecting defensible positions. Swarms of 
  Mechanicus servitors skittered off of the lander in his wake 
  and began stripping the compound of all materials needed to 
  enhance the base’s defence. Over the next two weeks thirty-
  three full regiments of the Imperial Guard, almost the entirety 
  of the Orpheus Salient complement, landed with the Scintillan 
  84th and General Derian Arkelius at their head. Artillery pieces 
  were quickly placed in defensible positions. Sentinels and snipers 
  were sent to reconnoitre the surrounding terrain. Lord Commissar 
  Theren barricaded himself in his command post with General 
  Arkelius in an attempt to ﬁ nd a way to effectively hold the line 
  at Treyen. It wasn’t until the ﬁ fteenth day that Theren received 
  RESEARCH STATION EPSILON
  Constructed in the ruins of Treyen’s Imperial Guard 
  Outpost, this heavily fortiﬁ ed building represents 
  what could be the greatest threat to the Tyranid Hive 
  Fleet. This building houses the combined works of the 
  Adeptus Mechanicus and the Deathwatch Apothecaries 
  in regards to Hive Fleet Dagon. Numerous technological 
  devices litter the ﬂ oors of the Mechanicus wing, all 
  of them constructed to combat the Tyranids. Within 
  the Deathwatch area of the compound, vast arrays of 
  test-tubes and beakers hold genetic samples from every 
  world where the Deathwatch have encountered the 
  Tyranids. The planet Treyen was itself a goldmine of 
  usable data after the battle, as this was the ﬁ rst instance 
  of the Deathwatch being able to collect a sample from 
  the largest Tyranid bioforms without the threat of the 
  samples being corrupted on the way to the lab. Five 
  Apothecaries work around the clock in an attempt to 
  better understand how the Tyranids are created, so that 
  they can one day understand how to end them.
  
  III: The Orpheus Salient
  three communications. The ﬁ rst was from the Lord Admiral 
  Arkelius, saying that if the shadow being cast in the Warp was 
  any indication, the Tyranid ﬂ eet was massive. The second came 
  from the Dark Sons Chapter of Space Marines. The 1st company 
  with its squads of Terminators would be arriving in three days. 
  The third was from his ﬂ eet Astropath. The Tyranids would arrive 
  in two days.
  When the Tyranid ﬂ eet arrived, Lord Admiral Arkelius proved 
  to any doubters exactly how she had achieved her position. 
  Fully one-third of all Tyranid vessels were destroyed in the naval 
  engagement above Treyen. Her ﬂ eet was badly damaged, but 
  she was still able to order her picket ships in to provide close 
  ﬁ re support for the upcoming battle. On the ground, despite 
  the situation in orbit, the task ahead of the sixteen million 
  Guardsmen seemed hopeless. What appeared to be a monsoon 
  of living monstrosities began pouring out of the sky and wave 
  upon wave of hungry xenos beasts rushed towards the Imperial 
  battle lines. For twenty-four hours the entire planet of Treyen was 
  a battleﬁ eld. Millions of Imperial Guard were killed, and even 
  more were wounded.
  Eighteen hours into the engagement, streaks of light came 
  hurtling towards the planet’s surface. Over the communication 
  system came a message telling Lord Commissar Theren to order a 
  full counter-assault in exactly one hour. Attached to the message 
  were the authorization codes of the Deathwatch. Precisely one 
  hour later, the Tyranid horde fell into absolute disarray, and Lord 
  Commissar Theren sent planetwide orders to begin the counter-
  assault. Five hours later, Lord Commissar Theren met up with 
  the Deathwatch Kill-teams that had been inserted on the planet 
  via drop-pod. These Kill-teams had destroyed the largest Tyranid 
  bioforms, thus disrupting the creatures’ ability to communicate 
  with one another. With no enemy leadership in place, the Imperial 
  Guard were able to take advantage of the Tyranid’s confusion and 
  drive them back into an open area where the ﬂ eet in orbit could 
  bombard the xenos.
  When compiling his after action report, General Arkelius 
  noted that if the Tyranids had continued engaging the ﬂ eet in 
  orbit, it would have been impossible for the Deathwatch to get 
  close enough to be successful. By committing to the all-out attack 
  too early, the Tyranids had cost themselves the battle. When the 
  Dark Sons arrived the next day, they were quickly able to hunt 
  down and remove all obvious signs of Tyranid infestation. All 
  three Imperial Guard commanders were acknowledged for their 
  bravery and skill in handling what would normally have been an 
  impossible situation. The one drawback was that the attacking 
  Tyranid force had now splintered apart. One part moved towards 
  Hethgard, and the other appeared to be heading for Tryphon. 
  The Deathwatch are currently keeping a very close eye on Treyen, 
  as they need to make sure that the planet is thoroughly cleansed.
  THE BOLD DECISION
  Fresh from their successful defense of Treyen, the Triumvirate 
  decided that they would now have to make a gamble on their 
  next move. The Tyranid infestations must be wiped clean 
  from Jericho Reach, so as not to risk another splinter moving 
  somewhere else and continuing the destruction. Lord Admiral 
  Arkelius suggested that they concentrate their naval resources 
  into one massive ﬂ eet and overwhelm the Tyranids at every 
  THE TEMPLARS OF BLOOD
  The Templars of Blood are a successor Chapter to 
  the Blood Angels. Like their parent Chapter, they 
  pride themselves on their ability to meet the enemy 
  head-on. That is where the similarities end, however. 
  The Templars have moulded themselves into a more 
  balanced ﬁ ghting force than their progenitors, as 
  they do tend to carry a higher number of Tactical 
  Squads than the Blood Angels. They also do not 
  organise those that have fallen to the Black Rage into 
  a Death Company. Those that lose the struggle with 
  their inner darkness are left to fend for themselves 
  in combat. When a Chaplain begins to notice the 
  tell-tale glossy look in a Battle-Brother’s eyes, he 
  performs a Benediction in the name of Sanguinius 
  and the Emperor before removing all of the Space 
  Marine’s Wargear, save for his knife and his power 
  armour. Should the Battle-Brother survive the 
  combat, his company commander is duty-bound 
  to formally honour the Brother for his service in 
  the name of the Primarch and the Emperor before 
  executing him. Surprisingly, the number of victims 
  who succumb to the Black Rage is shockingly low, 
  something that has not escaped the watchful eyes of 
  the Inquisition and the Blood Angels themselves. No 
  one for sure knows how the Templars of Blood are 
  able to shake off their curse. Their supporters, and 
  the Blood Angels, prefer to think that it is through 
  dedication to the Emperor and Sanguinius, coupled 
  with an iron will. Their detractors, however, prefer to 
  look for a dark secret that the Chapter may be hiding.
  BROTHER-CAPTAIN KRISTOFF
  Brother-Captain Kristoff is the Captain of the Third 
  Company of the Templars of Blood. He has served his 
  Chapter for many centuries, owing to his exceptional 
  combat skills and the long lifespan granted him by 
  his gene-seed. He is also a man who strongly believes 
  in omens and portents, something that his Chaplain 
  has tried to dissuade him of. Speciﬁ cally, he feels that 
  the number three holds special signiﬁ cance in the 
  eyes of the God-Emperor. When he heard of Lord 
  Militant Tetrarchus’ plan (a three-pronged assault) for 
  expanding Imperial control within the Jericho Reach, 
  he convinced his Chapter Master to allow him to take 
  his battle company (the third) into the Reach. Another 
  point of interest that drew him to the Reach was that 
  the Reach itself was under the careful stewardship of 
  the Deathwatch. Kristoff had previously served two 
  full secondments with the Deathwatch, and is fully 
  expecting to be pressed back into service for his third 
  time. Until that day comes, he is content with taking 
  his company into battle against the most terrible and 
  vile xenos creatures the galaxy can throw at him.
  
  III: The Orpheus Salient
  encounter. Her brother suggested luring the xenos to either 
  an uninhabited or sparsely habited world and just bombard 
  them from orbit. Lord Commissar Theren had another idea. 
  Battlegroup Cerberus would swing coreward and skirt the 
  edges of the Orpheus Salient until they had reached the end 
  of the push. At this point they would turn about and begin to 
  give chase after the trailing edges of the Hive Fleet. Battlegroup 
  Daedalus would move rimward and skirt the other edge of the 
  Salient. They would then hold position until they received 
  acknowledgment that Battlegroup Cerberus were in place. 
  At this point, the two ﬂ eets would converge on the Tyranids 
  and make them pay for the suffering that they had caused the 
  Imperial Crusade. Only time will tell if their plan is successful.
  ORPHEUS SALIENT NPC: 
  THE MIST REAPER
  The Mist Reaper is a mysterious predator that has only been 
  encountered by the Imperium on Xyan. It is believed that the 
  Mist Reaper is a unique form of Lictor, and that it is responsible 
  for many of the recent disappearances from that planet. The 
  Mist Reaper has been known to lurk near the boundaries of 
  small communities, taking those who venture into the planet’s 
  mists. Under the cover of darkness and the sulphurous fog, it 
  occasionally enters the city proper and abducts inhabitants from 
  their homes. Seldom are any identiﬁ able remains left behind, 
  leaving most citizens unaware of the Tyranid incursion. Most 
  often, the Mist Reaper prefers to attack from ambush, striking 
  only in areas where both cover and opportunities for concealment 
  are plentiful.
  The Mist Reaper (Master) Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (14)
  (12)
  (12)
  (10)
  70
  35
  70
  60
  60
  25
  55
  45
  ––
  Movement: 6/12/18/36  
  Wounds: 85
  Skills: Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, 
  Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) 
  +20, Shadowing (Ag) +20, Silent Move (Ag) +20, Survival 
  (Int) +20, Swim (S), Tracking (Int) +20.
  Talents: Ambidextrous, Assassin Strike, Berserk Charge, 
  Blind Fighting, Catfall, Combat Master, Crushing Blow, 
  Fearless, Furious Assault, Hard Target, Heightened Sense 
  (Hearing, Sight, Smell, Taste, Touch), Leap Up, Lightning 
  Attack, Sprint, Step Aside, Swift Attack.
  Traits: Dark Sight, Fear 3 (Horrifying), Improved Natural 
  Weapons, Instinctive Behaviour (Lurk), Natural Armour 
  (Reinforced Chitin), Multiple Arms, Size (Enormous), Tyranid, 
  Unnatural Agility (x2), Unnatural Perception (×2), Unnatural 
  Strength (×2), Unnatural Toughness (×2). 
  Armour: Reinforced Chitin (All 6).
  Weapons: Scything Talons (1d10+18 R; Pen 3; Toxic), 
  Rending Claws (1d10+16; Pen 5, Razor Sharp, Toxic).
  Special Rules
  Chameleonic Scales: The Mist Reaper is covered in 
  chameleonic scales, which shimmer and shift to match its 
  surroundings and can make it practically invisible to the naked 
  eye, including most other methods of visual detections such 
  as infrared and ultraviolet scopes. Whenever the Mist Reaper 
  uses its Concealment skill to hide all tests to detect it visually 
  suffers a -30 penalty. In addition, the scales allow the Mist 
  Reaper to make Concealment tests as a half action rather than 
  a full action and can even do so when being observed or when 
  there is no nearby cover. The Mist Reaper does not suffer any 
  penalties to Concealment and Silent Move due to his Size Trait.
  Flesh Hooks: The Mist Reaper is armed with a unique set of 
  ﬂ esh hooks; barbed lengths of gristled ﬂ esh that are expelled by 
  a powerful muscle spasm. The Flesh Hooks have the following 
  proﬁ le: (10m; S/–/–; 1d10+12 R; Pen 6; Clip —; Rld —; Razor 
  Sharp, Tearing). Any target that is hit by the Flesh Hook’s attack 
  is immediately the subject of a Grapple (see page 240 in the 
  DEATHWATCH Rulebook) as a Free Action. The Mist Reaper may 
  continue to ﬁ ght normally whilst grappling with an opponent 
  via its ﬂ esh hooks. While the Mist Reaper is grappling with an 
  opponent in this way, it may not ﬁ re the Flesh Hooks again until 
  the Grapple ends. The Mist Reaper may engage a target in melee 
  as normal whilst grappling using his ﬂ esh hooks.
  Supreme Warrior: When using the All Out Attack Action, 
  the Mist Reaper may make a single melee attack that may 
  not be dodged or parried. The Mist Reaper may perform this 
  attack a number of times per combat equal to its Intelligence 
  Bonus (normally 2).
  
  III: The Orpheus Salient
  THE SLINNAR DRIFT
  Stretching out among the far reaches of the Crusade is a 
  dense star cluster known as the Slinnar Drift. With dozens 
  of closely positioned stars, the planetary systems within the 
  Drift are hostile wastelands. The value of the Slinnar Drift 
  is not measured in its habitable planets, however, but in its 
  vast mineral and chemical resources available to any who dare 
  enter. Every Imperial commander within the Jericho Reach is 
  aware of the strategic value inherent in the virtually untapped 
  resources of the Slinnar Drift.
  SEDU
  Marking the entrance to the Drift is the planet Sedu. It is 
  notable for being the only planet within the Drift to be 
  capable of supporting life. Before the Age of Shadows, Sedu 
  was the border planet for the Jericho Sector’s civilised edge. 
  Previously, it was a typical frontier planet. The citizens were 
  mostly miners who would venture into the Slinnar Drift to 
  gather resources that could be either sold or put to use on 
  Sedu itself. When the Dark Times came to the Jericho Sector, 
  Sedu was one of the ﬁ rst planets to lose contact with the 
  rest. When the Achilus Crusade pushed outwards towards 
  the Drift, attempts were made to re-establish contact with 
  the planet, although no answer was received. A detachment 
  of the Volg 47th was deployed to the planet’s surface to 
  determine what had happened to this once proud border 
  world. Upon landing, they found that the face of the planet 
  itself had changed completely from the ancient maps of the 
  Jericho Sector. Sedu was now a complete desert with no signs 
  of human life. Exploring deeper into the desert, the Imperial 
  Guardsmen came upon a few ragtag bands of mutants, and 
  the occasional Ork tribe. Returning to their ship, the Crusade 
  forces were puzzled as to what could have caused this drastic 
  change to the planet’s bio-sphere. Not only had the entire 
  surface of the planet been changed, but no sign at all existed 
  of the cities that had been built there. Marking it as an 
  anomaly, the Crusade pushed onward, deeper into the Drift.
  THE DEEP DRIFT
  Once a ship has crossed the Sedu threshold they enter into the 
  Drift proper. The Drift itself is comprised of dozens of proto-
  stars and their corresponding planetary systems. So far, the 
  Crusade has not charted a single life-sustaining planet within 
  the Drift, but the mapping process has fallen by the wayside 
  due to the extraordinary demands placed on all ships and crew 
  by Lord Militant Tetrarchus. All of the planets that have been 
  mapped have been given simple numeric designations with 
  annotations for the speciﬁ c type of resource, be it chemical or 
  geological, that the planet harbours. During the early parts of 
  the mapping expeditions, strange vox signals were received 
  by the Crusade forces any time that they went near a planet 
  that was rich in either adamantium or any material used in 
  the creation of ceramite. The signals were not encoded, nor 
  did they have an apparent meaning to them. The commander 
  in charge of the exploration ﬂ eet catalogued the signals and 
  classiﬁ ed them as echoes from a long ago past.
  FRAGMENTS FROM BEYOND
  During their long stewardship of the Jericho Reach, the 
  Deathwatch have encountered many strange and ominous 
  things. The most puzzling of all though is a discovery that 
  was made within the Slinnar Drift. On various worlds, most 
  notably those that produce materials for repairing power 
  armour, fragments of an as yet unidentiﬁ able metal have 
  been found. This material, classiﬁ ed as Metal X-1794, has 
  an unknown origin, but rigorous testing by the Adeptus 
  Mechanicus has shown that if signiﬁ cant quantities of this 
  could be found they would be able to craft a suit of Power 
  Armour that would afford the wearer the same level of 
  protection as if they were wearing Tactical Dreadnought 
  Armour. Because of this incredible ﬁ nd, the Deathwatch are 
  scouring the system for any traces as to the origin of this 
  material. Should the source ever be found, it would enhance 
  the already prodigious abilities of a Space Marine to a level 
  never before seen.
  ROSENMAN’S REFUGE
  Undiscovered by the Crusade forces that landed on 
  planet, there exists a small city built underneath one of 
  the largest mesa’s of the planet. Accessible by most only 
  through a rigorous climb, here lies the true nature of 
  Sedu. Rosenman’s Refuge is a den of smugglers, pirates, 
  and xenos slavers. Using the Refuge as a stopover 
  point has become a standard part of any run through 
  the Jericho Reach for outlaw trafﬁ c. Approximately 
  ten thousand people call this place home, most of 
  them simple traders, and ﬁ nd that they are able to 
  eke out a modest life for themselves. Unbeknownst 
  to all of the residents, except the select few that call 
  themselves ‘The Council’, there is a terrible secret to 
  the Refuge. Housed within one of the deepest caves 
  lies a strange machine of xenos origin. Shaped like 
  a metallic disc thirty metres in diameter, this object 
  pulses intermittently with a dim red light. The light 
  grows brighter and pulses more aggressively every 
  time a ship exits the Warp in orbit of Sedu. Needless 
  to say, the Deathwatch would be very interested in 
  getting their hands on this device.
  ++Incoming Vox Message++
  Sender: Unknown (likely Ork)
  Wot ‘er dem Marine-Boyz doin’ ‘ere? 
  We’s gots to get outta ‘ere ‘fore dey 
  take our new shiny bitz! I bets dey 
  think we’s dumb and don’ know wots we 
  got. Tell da Kaptain we’s goin’ now!
  [[Archived by the 2nd Expeditionary 
  Force, copy forwarded to Watch Station 
  Erioch by order of Lord Militant 
  Tetrarchus]]
  
  III: The Orpheus Salient
  PLANET 1274-PM
  Within the heart of the Slinnar Drift lies a planet that is only 
  designated 1274-PM. Like all other planets within the Drift, 
  this one is completely incapable of sustaining life. What 
  sets this planet apart from the others within the system is 
  the presence of an Adeptus Mechanicus ship in orbit and 
  a promethium processing plant on the surface. When the 
  Crusade forces investigated the presence of a factory on the 
  surface, they were shocked to discover that it was not only in 
  working condition, but also still processing the raw gases that 
  it was mining from beneath the planet’s surface. The stock 
  rooms were overﬂ owing with barrels of reﬁ ned promethium, 
  and when a representative from the Adeptus Mechanicus 
  travelled to the ship in orbit, it was obvious that the ship 
  was in perfect working condition. Perhaps the most shocking 
  thing of all of this though, was the lack of any sort of servitor 
  or Tech-Priest presence on either the ship or in the factory. 
  All of the equipment was in perfect working condition and 
  had the appearance of recent maintenance.
  WORLDS OF THE ORPHEUS SALIENT
  In spite of the impending Tyranid threat, the status of systems 
  with this portion of the Jericho Reach varies substantially. 
  Even before the encountering Hive Fleet Dagon, the Achilus 
  Crusade had not yet completed the task of reuniting the 
  Orpheus Salient systems with the Imperium of Man. Some of 
  these worlds had fallen to the worship of false gods. Others 
  had collapsed into barbarism. For those worlds that have 
  been recovered, the light of the Emperor has had scant time 
  to achieve its full brilliance as the shadow of the Tyranid 
  horde encroaches.
  Atonement
  At ﬁ rst glance, Atonement is a paradise world that appears 
  lush and ripe for humanity’s incursion. The planet has a broad 
  temperate zone, with temperatures that are ideally suited to 
  human life. The atmosphere is oxygen rich, the gravity is 
  close to that of holy Terra, and the seas and lands have lush 
  vegetation and abundant, herbivorous fauna. No predators or 
  parasites that target humankind have been identiﬁ ed.
  Appearances are deceiving. The air, soil, plants, and 
  wildlife of Atonement are all heavily tainted with levels of 
  cadmium and other heavy metals that are toxic to humanity. 
  Mankind ﬁ rst settled Atonement when they arrived in sleeper 
  ships before the Great Crusade. Those settlers died, probably 
  of heavy metal poisoning, before their colony was even 
  completed. The ruins of their vessels remain on the planet as 
  a monument to early human history.
  Human settlers established a new colony on Atonement 
  in the waning days of the Jericho Sector. Equipped with 
  a broad range of ﬁ ltration devices, these settlers chose the 
  name Atonement to honour the ancients who had desperately 
  attempted to tame this world. When Imperial contact and 
  support were lost, troubles swept through the colony. As 
  ﬁ ltration equipment failed, construction stalled. Like the ﬁ rst 
  attempt, many of these settlers died of heavy metal poisoning. 
  Unlike the ancient settlers, some members of this colony 
  survived in isolation.
  The few million who dwell on the planet today are 
  descendants of the surviving settlers. They are a stubborn and 
  sickly lot, dependent upon the few remaining ﬁ ltration systems 
  that have been maintained through the millennia. Many have 
  genetic modiﬁ cations that enable them to better tolerate the 
  planet’s living conditions, though even with these their life 
  expectancies are far shorter than Imperial averages. Aside from 
  ﬁ ltration, their technology base is far below that of the modern 
  Imperium, almost entirely dependent upon petrochemicals. 
  The natives initially rejected Imperial interference when the 
  Achilus Crusade made contact. A show of force, which included 
  an example of orbital bombardment, quickly convinced them 
  to change their minds. They have shown lip service to the 
  Imperial Cult, and have begun to provide limited mining 
  resources to the Crusade. The ever-present taint of heavy 
  metals prevents most Imperial units from utilising agricultural 
  products provided by Atonement. 
  In early 815.M41, a Tyranid hive ship with its entourage 
  was seen entering the system. A few vessels that were in orbit 
  attempted to engage the ﬂ eet, while a pair of destroyers were 
  dispatched to send a plea for reinforcements. One of those 
  destroyers, Thorn of Truth, made contact with elements of the 
  Salient stationed at Castobel. 
  A sizeable ﬂ eet element was dispatched to Atonement, 
  with orders to make every effort to hold the planet. When 
  they arrived, they found only Tyranid vessels in system, and 
  a world already seeded with Tyranid spores. To their surprise, 
  however, the planet’s natives responded to vox inquiries and 
  explained that they were maintaining a defensive action against 
  overwhelming numbers of xenos.
  
  III: The Orpheus Salient
  Support units rapidly deployed to the planet, as the ﬂ eet 
  launched a counter-assault against the Tyranid vessels. The 
  battles still rage both on land and in the void. Though the 
  odds are not in their favour, the defensive efforts—especially 
  on the surface—seem to be going better than expected. The 
  organisms involved in the attack appear less vigorous in their 
  actions than those observed throughout the Salient. Agents 
  of the Adeptus Mechanicus have not determined if this is due 
  to the planet’s contaminants or another unidentiﬁ ed variable.
  Beseritor
  The Hive World of Beseritor was one of the Orpheus 
  Salient’s last great successes prior to the ﬁ rst encounter with 
  the Tyranids. Prior to the Age of Apostasy, Beseritor was a 
  thriving system that provided munitions, recruits, and food to 
  fuel other planets of the sector. Construction had begun on 
  the ﬁ rst of several planned hive cities, and the manufactories 
  and mining engines had begun the work of exploiting the 
  world’s resources for the Imperium.
  When communications with the Imperium ceased, 
  Beseritor’s sudden growth and development came to a 
  screeching halt. Civil wars broke out, as various factions vied 
  for control in the power vacuum left behind. Construction 
  on the partially completed hive was abandoned. Initially the 
  manufactories and mines were strategic assets, but they were 
  soon turned into dangerous ruins where survivors dwelt.
  As the millennia passed, the population fell further from 
  the standards of Imperial civilisation. By the time the Crusade 
  made contact, the planet’s once thriving civilisation had been 
  reduced to little more than warring city states made up of 
  subsistence farmers whose most advanced technology was 
  coal-powered steam engines. Though a few of these cultures 
  still remembered the ancient legends of the God-Emperor, 
  the majority had fallen prey to heathen nature worship. 
  The missionaries of the Ecclesiarchy, with the support of 
  the Imperial Navy, were able to convert much of the world’s 
  population to the Imperial Cult over the span of just a few 
  months. With the assistance of the newly converted, General 
  Curas chose to use overwhelming force to make examples of 
  the resistant cities. After the second city was laid to waste, the 
  remaining resistance elements surrendered.
  The General quickly pronounced the system compliant, 
  and brought in the Tech-Priests of the Adeptus Mechanicus 
  to begin reconstruction. To everyone’s surprise, many of the 
  Imperial ruins, including the partially completed hive, were 
  salvageable, even after having been abandoned for millennia. 
  No explanations for this unusual state of preservation have 
  been offered. In a matter of weeks, construction was resumed, 
  and the process of relocating the population to the hives was 
  begun. In short order, the manufactories belched smoke once 
  more and the planet began tithing their due to support the 
  Crusade. Today, the planet’s single hive city is thriving, and 
  construction on a second hive has begun.
  As the Tyranid incursion has continued, the Orpheus 
  Salient has becoming increasingly reliant upon Beseritor’s 
  production. The manufactories have been pushed to capacity, 
  and ancient mines are being examined for viability. Some 
  members of the Munitorum have even begun to argue that it 
  may already be time to raise a Beseritor regiment. 
  Because of this success, several light vessels, designated 
  Battlegroup Vishnu, have been assigned to keep station over 
  the system. Communications between the system and the 
  command elements of the Orpheus Salient have recently 
  become restricted, as the Shadow of the Warp has encroached. 
  Similarly, there have been some difﬁ culties in maintaining 
  consistent supply lines from the planet. Many fear that were 
  it not for the presence of the battlegroup, this breakdown 
  could offset the recent progress, causing the system to slip 
  once more into anarchy.
  Beseritor is within a short Warp voyage of several systems 
  currently under attack by Hive Fleet Dagon. This proximity 
  has enabled it to serve as a rally point and resupply station for 
  elements directly involved in the ﬁ ghting. Oddly, no Tyranid 
  incursions have been seen in the system. Rather than question 
  this absence, the command elements of the Salient have 
  chosen to graciously thank the Emperor for his protection 
  and exploited the resources at hand.
  Cocijo
  The desert planet of Cocijo was a surprise for the Achilus 
  Crusade. Ancient charts identiﬁ ed the planet as a lush and 
  verdant world. Administratum records showed it to be a 
  populous system, with ample agricultural capabilities that 
  provided for several of the sector’s hive worlds. Instead, the 
  Crusade found an arid world, with only a sparse, primitive 
  population that had diverged too far from the human standard 
  for the Inquisition’s taste.
  The Inquisition branded those few descendants of the 
  ancient settlers as mutants. The Crusade cleansed the planet 
  of the majority of these reviled creatures. The remainder were 
  designated for use as slaves or assigned duties with penal 
  legions. A few of these loathsome beings may yet survive in 
  Cocijo’s extensive wastelands.
  
  III: The Orpheus Salient
  There was no obvious cause for the collapse, and the 
  surviving descendants were in no condition to explain 
  it. Background radiation was within normal limits. There 
  were almost no ruins for the expected cities, with very few 
  exceptions; the locations were nothing more than ﬂ at, barren 
  plains. An apocalyptic event had clearly happened, but the 
  Imperium has been completely unable to identify its cause. 
  Extensive cartographic analyses of the planet’s surface were 
  even performed to verify that it was the same planet.
  Once the mutants were eliminated, settlers were brought 
  in from the overcrowded hive worlds of the Calixis Sector. 
  With the aid of the Adeptus Mechanicus, the settlers began 
  water mining initiatives as an effort to improve the planet for 
  colonisation and future agriculture. These initiatives met with 
  early success, as extensive aquifers were discovered. Within 
  a few months, the colonists established surface lakes, which 
  were used as reservoirs for their small towns.
  As construction began on the frontier towns, the troubles 
  began. Equipment failures suddenly became endemic. 
  Repeated scans of the planet’s atmosphere showed changes 
  in the ionic background, and astropaths began to complain 
  about the instabilities in the Immaterium. Hundreds of water 
  miners died in freak accidents, as earthquakes, sinkholes, and 
  volcanoes suddenly appeared from places that were believed 
  to be stable. 
  As 
  Mechanicus 
  experts 
  analysed 
  these 
  changes, 
  archaeologists came to examine the sparse records of the 
  planet’s lost civilisation. The few remains that could be found 
  amount to records that are fragmentary at best. Worse yet, 
  the colony used an archaic derivation of Low Gothic as their 
  primary language. Researchers’ analysis hints that the planet’s 
  surface water abruptly vanished over a matter of days. After 
  that, rioting and panic triggered the planet’s collapse in a 
  matter of weeks. A few of the fragmentary records seem to 
  suggest that spirits took away the water and punished the 
  natives for daring to dwell on this planet. However, there 
  has been no evidence to corroborate these stories, and even 
  some of the stories are in dispute. Many simply dismiss them 
  as legends, but others have begun to wonder if the water 
  reserves and the new problems are signs of things to come.
  It is certain that the Crusade needs to make this planet 
  habitable if they can. If the water mining can be stabilised, 
  this would be a tremendous reserve for the Orpheus Salient. 
  Preliminary scans also indicate that there may be substantial 
  reserves of useful ores within the planet’s crust. The 
  combination of these metals and the water could make Cocijo 
  a crucial factor in shortening the Crusade’s supply lines.
  The disappearances and the accidents have substantially 
  damaged morale among the planet’s colonists. Many are 
  demanding transit off world. Riots have already occurred, and 
  some are even threatening rebellion as rabble-rousers openly 
  speak heresy. The Salient’s resources are stretched thinly. 
  Units have not been allocated to deal with this uprising, and 
  it may be some time before anything can be reassigned. It is 
  possible that patience might provide its own solution, but it is 
  also possible that the colony could self-destruct if no actions 
  are taken. 
  Manuxet
  Largely a water world, Manuxet’s human population is 
  scattered across the thousands of islands that make up the 
  endless archipelagos spread over the planet’s surface. Though 
  fairly distant from its system’s star, the planet has a temperate 
  environment due to high levels of insulating gases in the upper 
  atmosphere. The relatively small amounts of land surface and 
  its three moons combine to trigger frequent and severe storms 
  that often accompany the unpredictable tidal cycles. The rich 
  sea life has provided a reliable source of food for these settlers 
  through the dark millennia of isolation, which enabled them 
  to survive and thrive down through the ages. 
  When the Crusade made contact with the world again, they 
  found a population that had suffered a severe technological 
  regression. The natives lived a nomadic lifestyle, typically 
  following the seasonal migratory patterns of some of the 
  sea’s enormous schools of ﬁ sh. Their religion had drifted 
  away from the Imperial Cult, and was instead focused on 
  appeasements to gods of the sea and sky. Imperial technology 
  was initially heralded as magic, which missionaries of the 
  Ecclesiarchy used to aid in conversion efforts. 
  NEW DEATHWATCH RELIC: THE DRAGON’S FANG
  In 801.M41, a Deathwatch Kill-team under the personal command of Watch Captain Servais recovered an ancient 
  weapon of xenos manufacture from the depths of a huge tomb complex beneath the surface of the dead world of Hestus. 
  The weapon took the form of a two-handed sword, its blade massive even to a Space Marine’s proportions, composed 
  of an unknown metal that seemed almost alive and responsive to the wielder’s every blow. The weapon lay in stasis for 
  nearly a decade until Inquisitor Adrielle Quist, in consultation with Watch Commander Mordigael and Forge Master 
  Greyweaver, declared the weapon safe for use by Deathwatch Kill-teams within the Jericho Reach. Dubbed the Dragon’s 
  Fang by Forge Master Greyweaver, the weapon has recently entered service with a few of the more bold and non-
  traditional Deathwatch Space Marines, and always on missions that do not involve other Imperial forces. Most often, 
  this blade is entrusted to a Deathwatch Space Marine during a mission involving the assassination of an important alien 
  foe. This is a two-handed melee weapon.
  Name
  Class
  Dmg
  Pen
  Special
  Wt
  Req
  Renown
  The Dragon’s Fang
  Melee
  2d10+8 E
  10
  Felling (2), Power Field
  18
  45
  Hero
  
  III: The Orpheus Salient
  Conversion efforts went reasonably well, and compliance was 
  achieved within a span of six months. After that time, reﬁ neries 
  were established to process the bounty of Manuxet’s oceans. Over 
  the ten years since compliance was achieved, an estimated 40% of 
  the planet’s sea life has been processed and shipped off planet to 
  feed the soldiers of the Achilus Crusade. The munitorum insists 
  that the oceans are being reseeded with additional life so that the 
  planet may maintain its newfound status as an agriworld, but the 
  current consumption rate vastly exceeds the rate of aquaculture.
  While the Imperial forces feast on this system’s bounty, the 
  natives have been forced to change their lifestyle. The schools of 
  ﬁ sh that they once followed have been depleted. Though they 
  are not starving, the foods they eat are new and unfamiliar to 
  their palates. Their gods have been replaced. New habitats have 
  been built that protect them from the forces of nature, but which 
  trap them in sterile buildings away from the natural environment 
  in which their culture had ﬂ ourished for millennia. 
  At the same time as these changes were implemented, the 
  Imperium was forced to withdraw troops to deal with the Tyranid 
  threat. In their absence, the natives have grown increasingly 
  restless. Numerous incidents have occurred where members of 
  the population have abandoned their Imperial responsibilities 
  and attempted to return to their nomadic lifestyle. Priests of the 
  Ecclesiarchy have ﬁ led reports of heresy, as natives return to their 
  primitive religions. 
  Worse yet, there has been an increase in the numbers of missing 
  persons reported among members of the Imperial government 
  station on Manuxet. Some reports indicate that these loyalists 
  have been swayed and gone native. Others are gruesome tales 
  of hideous murders over petty matters. Interspersed with these 
  reports are sightings of man-sized creatures with exoskeletons 
  and claws creeping through the civilised regions under the cover 
  of darkness.
  Xyan
  Xyan’s atmosphere is tinged yellow by the sulphurous fumes 
  that constantly bubble from the hot springs scattered across 
  its surface. These dense fumes leave the planet’s surface a dim 
  place, as the thick acidic clouds diffuse light. While breathable, 
  the atmosphere leaves a foul taste in the mouths of those who 
  visit, and lasting scar tissue in the lungs of those who stay. The 
  planet’s active core causes frequent tectonic instability, which is 
  likely tied to the constant eruptions from the assorted geysers 
  and the steady emission of gases through the hot swamps.
  The planet’s ubiquitous swamps are ﬁ lled with aquatic 
  life that thrives in the intensely acidic environment. Plant 
  analogues draw energy from the heat that ﬂ ows through these 
  swamps, using this as an energy source rather than the light 
  of the system’s star. Small predatory animals are common 
  throughout these bogs, but they represent far less of a threat 
  than the atmosphere and the sulphuric pollutants. 
  Those few million humans who have dwelt on the planet 
  have done so in small communities, typically of less than a 
  hundred members. Through the ages, they have adapted 
  to their environment, and can tolerate the highly sulphuric 
  atmosphere and diet far better than an outsider. Their vision 
  has also adapted to the haze, though not so well that they 
  would generally be classiﬁ ed as mutants. 
  During the age of the Jericho Sector, Xyan became a penal 
  world. Heretics, criminals, and cowards were dumped on the 
  planet’s surface, where survival of the ﬁ ttest was allowed to 
  run its course. Little was done to monitor the system, as the 
  hazardous environs were deemed sufﬁ cient punishment and an 
  effective prison. Millennia later, the planet’s population are the 
  offspring of those who managed survive the brutal conditions. 
  Largely amoral ﬁ lth, the natives have not responded well to 
  the Achilus Crusade’s efforts to reunite their planet with the 
  Imperium of Man.
  Some of the Crusade’s ofﬁ cers argued that, as descendants 
  of prisoners, these inhabitants could scarcely qualify for 
  membership in the Imperium. Of course, as a penal world, 
  they were not due any support from the Imperium either. This 
  combination meant that reasserting compliance, after once 
  more designating Xyan a penal world, was an easy feat. The 
  Salient has already begun the process of raising penal legions 
  from the system’s hardy population. These descendants of 
  Imperial outcasts have co-operated reluctantly, as they have 
  little recourse. 
  As units of the Munitorum have begun to spend time on 
  the planet to train the ﬁ rst regiment, they have come across a 
  number of worrisome legends. It seems that there are many tales 
  of aggressive xenos that lurk in the hottest and murkiest parts 
  of the swamp. While there is no evidence to conﬁ rm this, there 
  are always disappearances. The atmosphere makes tracking 
  anything difﬁ cult, which has led to numerous unexplained 
  disappearances among natives and soldiers of the Crusade. 
  Even establishing stable outposts on the murky surface has 
  been a challenge for the Imperial units.
  
  III: The Orpheus Salient
  The Mortis 
  Thule
  “This foul rock has haunted our space for far too long, and by my 
  hammer Doombringer we will shatter it and empty the vermin inside 
  once and for all! For Russ! For the Eternal Vigil!”
  –Captain Haakon Draugrsbane of the Space Wolves 
  I
  n a region of space known for the numerous derelicts 
  ﬂ oating between the stars, there is one space hulk known 
  even to the people of primitive worlds that have never 
  travelled beyond their own system. It is the dark form that 
  blots out local suns, causing civilizations to fall into barbarism 
  or new religions to sprout like weeds. Under hundreds of 
  names it is the blight on the void, the bane of Warp travel, and 
  the ruination of innumerable ships from its catastrophically 
  sudden appearances. In their secret language, Navigators call 
  it The Doom that Awaits. Deathwatch Librarians ofﬁ cially 
  record it as Warp Artefact Aleph-Omicron-002. For most in 
  the Jericho Reach (and particularly in the Orpheus Salient) 
  it is known as the Mortis Thule—Death From Beyond the 
  Horizon—the largest space hulk known to exist in the 
  region, and very possibly the most dangerous.
  Space hulks are not an uncommon occurrence in areas 
  of space with advanced interstellar travel. These massive 
  conglomerations of discarded hulls and space debris are 
  legendary across the galaxy, famous both for the lurking 
  dangers they host as well as the possible treasures hidden 
  inside. Though each is unique, Mortis Thule stands out not 
  only for its enormous size but also for its long history in 
  the Reach, dating back to before the arrival of the Imperial 
  Expeditionary Fleets of the Great Crusade. Most hulks either 
  fall apart given time (or sufﬁ cient massed ﬁ repower), or 
  disappear back into the Warp never to be seen again. The 
  Mortis Thule seems older and than many such space hulks 
  encountered before however; its curious longevity and 
  increasing mass possibly tied to that other mysterious artefact 
  of the Reach, the Warp Gate. 
  A LINEAGE OF DOOM
  The sighting of a space hulk is a signiﬁ cant one for any 
  void travellers, sure to be logged and studied for possible 
  plunder and hazards to Warp travel. Thus it is not unusual 
  for fairly detailed records to exist of such a vessel, especially 
  one as exceptional as Mortis Thule. The Inquisition and 
  the Deathwatch are believed to have the most numerous 
  and complete records extant, but even these contain much 
  apocryphal and contradictory information. Such is the nature 
  of the hulk however, that even the most factual of sightings 
  become spun into legend after only a few short tellings. 
  
  III: The Orpheus Salient
  The earliest suggestions of the hulk’s appearance were 
  uncovered on Shinno, an otherwise unremarkable planet 
  rimward of the Slinnar Drift, its native civilisation routinely 
  eradicated during the Crusade. Xenos-archaeologists of the 
  427th Expeditionary Fleet uncovered what appeared to be 
  ancient pictograms dating roughly twelve thousand years before 
  the Great Crusade, indicating a dark shadow in the sky and 
  tales of earthquakes, meteor showers, and invasions of terrible, 
  unnatural beasts. 
  There are few other records until the coming of the Great 
  Crusade itself to Jericho, but its arrival and the subsequent increase 
  in Warp trafﬁ c seemed to trigger further contacts. Throughout the 
  millennia before the Fall, the Mortis Thule appeared sporadically 
  across the sector and was the subject of many hundreds of boarding 
  actions. It was one such attempt to conquer the Mortis Thule on the 
  empty shoals near Phonos that gave rise to its common name. In 
  M33 there was a joint landing action of a consolidated massive 
  attack force led by Adeptus Mechanicus Arch-Magos Mitsﬁ an 
  Delphos and Rogue Trader Hyrus Tarrant. After initial successes 
  against hosts of aliens in the main landing zones and breaches 
  into several cargo holds, ﬁ ghting began anew but seemed to be 
  due to the multiple boarding forces ﬁ ghting each other. There 
  were few survivors rescued along with some pillaged archeotech 
  treasures, with wild claims of death itself stalking the derelict hulls. 
  Of Delphos or Tarrant there was no sign, and daughter Minerva 
  Tarrant cursed the Mortis Thule to forever be a distant death to 
  her lineage. True to her word, her ﬂ eets soon departed the sector 
  though there are rumours the enormous bounty for information 
  on her father’s ﬁ nal disposition still stands. 
  The Deathwatch itself leads numerous, though less well 
  known, actions against the Mortis Thule as well. As is their 
  wont, through the centuries Ork raiders have often established 
  bases on the many ships contained in the assemblage, using 
  these as springboards for marauding operations. Deathwatch 
  Kill-teams were called in on occasion when the raids became 
  especially threatening to Imperial systems, but for the most 
  part acted to eradicate the speciﬁ c menace and (perhaps 
  wisely) did not attempt to inﬁ ltrate the rest of the Mortis 
  Thule. There were also at least 37 recorded incursions at the 
  speciﬁ c request of the Inquisition, including ﬁ ve to rescue or 
  recover valued Imperial agents trapped on the Mortis Thule 
  for unrevealed reasons and one to destroy an interred vessel 
  broadcasting unfathomable Warp-beacon transmissions to 
  parties unknown. Not all have been successful; there are 
  multiple shrines in Erioch to those who never returned from 
  the space hulk, where those of their chapters may hold private 
  ceremonies in their memory and swear anew their oaths of 
  vengeance. 
  During the Fall and the Age of Shadows, the records 
  become less precise; amidst the collapse of the sector, few 
  seemed interested in recording the appearance of even this 
  ominous craft. Those that did investigate it, such as the adepts 
  of Samech before they were lost to tech-heresy, left no history 
  behind of what they found. As Warp storms increased and 
  sightings diminished, it seemed that perhaps the Mortis Thule 
  was even lost to the Empyrean forever. 
  
  III: The Orpheus Salient
  The re-emergence of the Imperium through the Warp Gate 
  into Jericho also saw the return of Mortis Thule as it began to 
  be detected with greater frequency especially in the Orpheus 
  Salient. This of course could be attributed to the increased 
  number of Imperial vessels and their travel in the Reach. Some 
  faction-cants in the Adeptus Mechanicus who also study 
  the enigmatic Warp Gate insist that there could more than 
  coincidence here and strive for greater research on the space 
  hulk’s unnaturally growing size. There have certainly been 
  more Deathwatch missions assigned against it in recent years. 
  On manifold occasions Kill-teams have been sent to mitigate 
  the predations the Mortis Thule brings to a system or travel 
  route, acting to keep pockets of the Salient from collapsing. 
  With the arrival of Dagon, Tyranid infestations on the space 
  hulk have grown and more missions have been purely to burn 
  away growths that would have become new mycetic spores 
  otherwise. Some operations have been purely to map out as 
  much data as possible on its vast interior and the cluster of 
  hulls melded inside, while others have simply been to visit 
  empty space to see if the newest predictions based on history, 
  divinations, and aetheric soundings for arrival are accurate. 
  Several have been logged purely as “Omega Vault Decree” 
  with no other data recorded. Information is Power, and the 
  Inquisition and the Deathwatch seem to be very eager to gain 
  as much of both concerning the Mortis Thule for reasons they 
  have not shared with any other Imperial agencies as of yet. 
  THE DEAD HULLS
  Mortis Thule is quite simply one of the largest artiﬁ cial objects 
  found in Jericho space, easily outmassing even Bastion-class 
  space stations. Like all space hulks it appears out of the Warp 
  at seemingly random times, ejecting into real space with a 
  roaring thunder of psychic energies such that Navigators 
  across the region are alerted. Its violent appearance disgorges 
  a trail of debris, as megatonnes of metal and rock crack 
  away from the harsh arrival. This loss is more than made up 
  for by new additions of void debris and those unfortunate 
  vessels that ﬁ nd themselves melded into the Mortis Thule’s 
  conglomerate mass by powerful Warp tidal forces or worse. 
  From the outside, the Mortis Thule is roughly ﬂ attened 
  and ovoid in shape with large jagged spikes of torn rock and 
  broken prows. The surface is pockmarked with craters from 
  impacts and explosions, some so ancient that other bonded 
  hulls obscure their shape. Not only Imperial vessels make up 
  its body, for the ruins of numerous xenos ships are also littered 
  across the surface and undoubtedly are located inside as well. 
  Elegant Eldar wraithbone structures, crude Ork plating, 
  and even ﬂ eshy Tyranid bioships can be seen strewn in the 
  synthesis that makes up the space hulk, along with xenos 
  vessels of unknown origin and archeotech ships predating the 
  Imperium. Inside the Mortis Thule are the remains of countless 
  more dead ships, each a story of uncaring fate or grave 
  accident. Some are nearly intact, caught in sudden eddies while 
  sailing the Empyrean’s powerful seas and fused into the space 
  hulk as both emerge into real space. Others are broken hulls, 
  ships dashed against the rock and sunken deep along with 
  other Warp ﬂ otsam. Many have become connected together 
  through random internal collision or artiﬁ cial actions. All 
  seem to contain artefacts of such exquisite value that despite 
  the dangers there have been no shortages of those seeking 
  to plunder the Mortis Thule. The items recovered range from 
  ancient archeotech relics still being deciphered to baneful 
  xenos weapons declared heretical by joint Ordos decrees, as 
  well as modern devices left behind by failed boarding parties. 
  The sheer weight of treasures estimated aboard the Mortis 
  Thule are one of the main reasons that the massive joint 
  efforts needed to destroy or break up the space hulk have 
  failed to coalesce long enough to perform the deed. For every 
  one agency or power base that would wish it gone, there are a 
  dozen more eager to plunder its secrets for their own beneﬁ t. 
  Attempts to create a deﬁ nitive map to guide future 
  explorations have been doomed to failure however; each 
  sighting reveals new arrangements of the melded assemblage 
  with new ships appearing and older ones broken away. 
  Pulse-mapping transponders buried deep via burrowing 
  torpedoes have proven somewhat useful, but these invariably 
  fail after only weeks of operation due to the stray radiation 
  that permeates the Mortis Thule and even through internal 
  sabotage. The latter is certainly a disquieting thought but 
  not one unexpected given the nature of what lives inside. 
  The space hulk is certainly a dangerous environment due its 
  shifting construction—sections break away or settle deeper 
  into the core with each Warp passage or close orbit to a 
  demanding star—but it is those that still live amidst the dead 
  hulls that make the Mortis Thule a truly terrifyingly place. 
  THE DWELLERS WITHIN
  Like most space hulks, there are numerous creatures infesting 
  the dark hulls buried in the rock. Some ships still retain furtive 
  power, ﬂ ickering and undependable as it may be. The Mortis 
  Thule hosts a multitude of races striving to survive in the 
  artiﬁ cial carcass. Each new hull added to the Mortis Thule often 
  also brings new occupants, some advanced enough to maintain 
  some semblance of their culture but most descending into 
  barbarism or worse as each Warp immersion leads them forever 
  into deeper darkness. 
  The most common denizens of the Mortis Thule are 
  that most widespread of Tyranid species, the Genestealer, a 
  presence even greater now that Dagon has spread its tendrils 
  across the Salient. Genestealers are perhaps perfectly suited to 
  existing on space hulks. They are extraordinarily tough, with 
  reinforced circulatory systems and leathery protective skin; 
  even their weakest surface membranes are able to withstand 
  complete vacuum exposure for extended durations. Their ﬂ esh 
  and their genetic material itself is resistant to most mutating 
  or debilitating radiation, and they seem to have no fear of 
  unprotected Warp travel. They are very long lived and able 
  to shut down their metabolism for long periods of time when 
  there is no prey to be had. Their agility and multiple clawed 
  limbs allow them to easily manoeuvre in the hazardous ruins of 
  wrecked gangways, collapsed decks, and areas with failed grav 
  plating. Their eyes can penetrate total blackness or obscuring 
  smoke, and their senses can detect the smallest twitch or droplet 
  of blood. Unlike most other Tyranid organisms, they are able to 
  operate effectively when unconnected to the Hive Mind that 
  related species need to act above mere instinctual behaviour. 
  
  III: The Orpheus Salient
  Add to this their preternatural strength, ferocity in combat, 
  and talons that can rip through even Terminator Armour, and 
  the Genestealer would already be one of the most dominant 
  threats of any space hulk. It is their means of reproduction that 
  changes them from dangerous predator to an extreme threat to 
  the Imperium itself. 
  Genestealers reproduce through implanting their viral 
  genetic material into a host organism, often when the unwilling 
  host is unconscious or subdued through a psychically induced 
  hypnotic state. This material corrupts the parent DNA, causing 
  any offspring to be born an unnatural mixture of the parent and 
  Genestealer. The host is mentally conditioned to care for these 
  twisted progeny, each of which is also able to quickly mature 
  and infect others through the same genetic implantation. Future 
  generations lead to new Genestealers of a nearly pure strain, 
  unrecognizable from the original species but now carrying 
  partial physiological reminders of the host morphology. In this 
  way the creature extends its inﬂ uence across populations and 
  has become the bane of the Ordo Xenos; entire planets have 
  been put to the torch to conclusively prevent their spread. In the 
  Mortis Thule, there are numerous Genestealer controlled hulls 
  and even more overrun by their hideous offspring. Any vessels 
  that depart the space hulk and are not willing to submit to 
  extensive examinations of both ship and personnel, have been 
  utterly destroyed by their colleagues lest they possibly spread 
  the infection to others. With the Genestealer there can be no 
  half measures; even one creature can lead to the downfall of an 
  entire world. 
  While the presence of such Tyranid creatures in the 
  Mortis Thule is somewhat to be expected, it is the existence 
  of Enslavers on the space hulk that makes it even more 
  hazardous. Most explorers do not encounter them, or at 
  least never return having done so. Early Deathwatch squads 
  only reported remains of the grotesque organic ﬂ esh-arches 
  that serve as their gateways into reality, but fresh ones have 
  been sighted more recently. Each of these portals was once 
  a psyker, but their unguarded minds have allowed these 
  threats to menace not only the Imperium but every living 
  being in the galaxy, as they once did untold millennia ago. 
  Even the merest threat of an Enslaver outbreak has brought 
  numerous Deathwatch teams to a planet, ready to obliterate 
  their danger. Entire hives have been razed rather than leave 
  any possible Warp portals remaining, and forces sent to the 
  Mortis Thule are on a constant vigil to destroy them on sight, 
  no matter what their original mission might entail. The Mortis 
  Thule contains many nascent psykers though, almost none 
  with the necessary defences to ward off the dominating 
  alien mentalities. It is the presence of the Genestealers which 
  paradoxically provides such a rich feeding ground for this 
  menace from times before humanity descended from trees. 
  All Genestealers share a psychic connection that allows 
  them to function as an independent brood. This extends to 
  their offspring; indeed Genestealers will actively seek out 
  psykers as hosts to strengthen this link and their own Tyranid 
  psychic powers. However, these psychically attuned offspring 
  shine in the Warp as a near irresistible beacon to the Enslavers 
  who follow the vessel as it dances between the Empyrean 
  and real space. The broods have become themselves prey, 
  as subjugated brethren have turned on their alien parents at 
  the command of their new masters. Some Genestealers have 
  sought the sanctuary of stasis tubes within heavily reinforced 
  cargo vaults, their still-loyal children sealing the vault from 
  the inside and committing suicide as a desperate measure 
  against Enslaver-dominated forces. Ferocious battles between 
  the horriﬁ c Tyranid predators and the ghastly Enslavers 
  are nightmare tales of legend. The rending claws of the 
  Genestealers rip through hordes of bound puppet-races to 
  reach their enemies’ ﬂ oating bulbous bodies. Tendrils writhe 
  beneath Enslavers over the blood-soaked decks as they 
  command their slaves to die for their protection. 
  
  III: The Orpheus Salient
  These are not the only xenos engaged in combat through 
  the Mortis Thule, as the Orks aboard live for little else. The 
  sight of the Mortis Thule drives mekboys by the thousands 
  to prepare ramshackle force-bubbled rokkits; these ferry 
  mobs into the void and to the space hulk where they use the 
  random travel it provides to bring them to new systems for 
  raiding and conquest. Once the space hulk reappears they 
  launch themselves at whatever they can ﬁ nd, continuing 
  their Waaagh! into areas unready for such devastation. There 
  are few Ork worlds in Jericho, due perhaps to successful 
  eradication policies during the Great Crusade, and scholars 
  believe many of the Orks aboard the Mortis Thule originated 
  from other sectors. This possibly means the space hulk travels 
  even further than suspected, and may bring even greater 
  horrors in future visitations. 
  While the Orks live for combat, for many of the humans 
  stranded inside the Mortis Thule there is only the endless 
  struggle to survive. Most have become little better than 
  animals, devolving after exposure to radiation and Warp-
  induced mutagens into bestial Hullghasts. They roam from 
  hull to hull, migrating as decks lose air or water seeps 
  away into the rock-loam binding ships together. Each is a 
  perversion of the human form; bleached scabrous skin with 
  eruptions of horn and bone, long ﬁ ngers of talon-like nails, 
  oversized mouths ﬁ lled with rotting but needle sharp teeth. 
  Any they ﬁ nd in their way becomes new food, as do the 
  weaker of the tribes should their hunger grow too powerful. 
  Deep within the Mortis Thule there are others also ﬁ ghting 
  to survive but still retaining a semblance of their humanity. 
  The courier Emperor’s Gaze was trapped many years ago near 
  the end of the Achilus Crusade’s initial successes when their 
  Navigator failed to detect the space hulk drifting near them 
  in the Warp. Surely His gaze was indeed upon them, for they 
  managed to stay alive in the years since in that forced union. 
  Carefully rationing their remaining power to keep their now-
  priceless Gellar Field intact when the Mortis Thule returns to 
  the bosom of the Warp, and sustaining themselves on meagre 
  supplies and fungal growths, they must also ﬁ ght off raiders 
  eager to steal their functioning systems. Their prayers are 
  perhaps their greatest defence; the reverberating devotional 
  hymns rise above the foul chatter of the tainted xenos such 
  that some explorers have found themselves unknowingly 
  joining in the song. One day they may indeed be rescued but 
  until that day comes, they know their Emperor surely watches 
  over them. 
  These are but a few of the dangers and denizens to be 
  encountered on Mortis Thule. Accounts tell of many others, 
  such as the rapacious Voar xenos-infection, feral Kroot-beasts 
  and their carnivorous handlers, piratical Eldar in gleaming 
  barbed armour and dripping blades, and far more that dwell 
  in the depths of the Mortis Thule. Each boarding reveals new 
  occupants, eager to welcome those who dare visit their tomb 
  of rock and metal. 
  MORTIS THULE ADVENTURE SEEDS
  Honour Your Chapter: Though the Adeptus 
  Astartes of the Deathwatch are bound by oaths and 
  honour to the Vigil, they have ties much stronger 
  to their home Chapters and Primarchs. Learning 
  that their Battle-brothers have fallen to the Mortis 
  Thule or that ancient secrets from their Chapter’s 
  history might be found there, or even worse that 
  there are captive Space Marines inside, could drive 
  a Deathwatch team to instigate their own mission. 
  Perhaps they might act on their own, or with their 
  commander’s tacit permission. No true Son of Russ 
  would hesitate when offered vengeance against kin-
  killers. No Dark Angel of the Inner Circle would be 
  held back if there were rumours of a Fallen One on 
  the space hulk. There could be no stopping a Storm 
  Warden from descending on Mortis should a survivor 
  of the Nemesis Incident be located aboard. For these 
  reasons and many more, a Space Marine would risk 
  all and his Battle-Brothers would stand ready to 
  support him, for such is the call of honour for the 
  Adeptus Astartes. 
  Escort Duty: The Deathwatch is on rare occasions 
  called to act as escort for extremely important 
  Imperial ofﬁ cials, often those who work closely with 
  the Inquisition. Such personages have motivations 
  deeper and more labyrinthine than most Space 
  Marines could imagine, and it would not be beyond 
  them to arrange for their transport to ‘accidentally’ 
  fall prey to Mortis Thule’s inﬂ uence. Once there, the 
  escort team could be persuaded to accompany the 
  agent and his loyal retinue as they use this unique 
  opportunity to investigate the Mortis Thule. Perhaps 
  the Battle-Brothers might grow suspicious as the 
  agent leads them almost precisely to long-rumoured 
  artefact vaults or against xenos creatures he desired 
  to take captive. They are duty bound to protect 
  the agent, but at what point will duty clash too 
  highly with the honour of the Deathwatch or their 
  own survival? 
  The Decree of the Omega Vault: There is one 
  source that allows no discussion, no question, and 
  no hesitation: the Omega Vault. Whenever it reveals 
  its intentions, the Deathwatch stands ready to act. 
  There have been multiple occasions which have led 
  to missions against Thule based on Vault openings, 
  sometimes to retrieve weapons or ships lost on 
  previous missions, sometimes even to rescue the 
  occupants of stasis tubes from ages long ago. Some 
  are to simply destroy a key component, or stop a 
  xenos warband gathering in power inside the rock. 
  The mission may vary, but in all cases the Vault has 
  decreed they act, and no Deathwatch Space Marine 
  would refuse such an demand. 
  
  III: The Orpheus Salient
  ORPHEUS SALIENT NPC:
  ERIOCH-PATTERN FIRE WASP
   Since the time of the Great Crusade, the Adeptus Astartes have 
  used specialised combat drones to venture ahead of assault 
  squads during boarding actions to help clear a path towards 
  vital objectives. These drones, known as Fire Wasps, are sent 
  in ahead of the main boarding force in order to trip mines and 
  any other traps or surprises. Fire Wasps are extremely robust 
  devices, if not especially skilled in the arts of combat. Most 
  standard patterns of the Fire Wasp include an inbuilt ﬂ amer and 
  searchlight luminator to aid in their mission.
  In the Jericho Reach, Deathwatch Kill-teams have used Fire 
  Wasps on a number of occasions, most often when confronted 
  with a mission that takes place on a space hulk or for penetrating 
  the defences of Tau spacecraft in the Canis Salient.
  Erioch-Pattern Fire Wasp Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (8)
  25
  25
  35
  40
  15
  15
  25
  20
  10
  Movement: 4/8/12/24 
   
   
  Wounds: 40
  Skills: Awareness (Per) +10, Dodge (Ag), Search (Per) +20, 
  Security (Ag) +20, Scrutiny (Per) +10.
  Talents: Astartes Weapon Training, Fearless. 
  Traits: Auto-Stabilised, Fire Drill, Hoverer (4), Machine (5), 
  Unnatural Toughness (x2).
  Weapons: Astartes Flamer (20m; S/–/–; 2d10+2 E; Pen 3; 
  Clip 6; Rld 2Full; Flame), Micro-Breaching Augur (2d10+6 
  R; Pen 4; Tearing, Unwieldy).
  Armour: Reinforced casing (All 9, includes Machine Trait)
  Gear: Built-in micro-bead (for receiving instructions only), 
  high-powered searchlight luminator, short-range void 
  thruster (granting it the Flyer [6] Trait in space), 2 ﬂ amer 
  reloads.
  Requisition: A Deathwatch Kill-team may requisition a 
  Fire Wasp for 30 Requisition Points, with a Renown level of 
  Distinguished.
  
  THE STIGMARTUS
  •
  THE CHARON STARS
  •
  THE HADEX 
  ANOMALY
  •
  SAMECH
  •
  MEPHIDAST THE 
  PLAGUEREAVER
  
  IV: The Acheros Salient
  IV: The Acheros Salient
  Calisi
  Karlack
  Pyrathas
  Alphos
  Tabius Rasa
  Resgulus
  Hlesan
  Secundus
  Samech
  Malehi
  Midael
  Bolgra
  Magog
  The Blood 
  Trinity
  Vanity
  Khazant
  The Bloood d
  Trinitity
  Va
  Vani
  nity
  Khhaz
  az
  azant
  C
  el
  le
  b
  os
   W
  a
  r
  z
  o
  n
  e
  Durell
  Coranin
  Venkrous
  Bulwark
  Scepter
  Karbera
  Undercroft
  Ossua IV
  Kaziana
  Parino Secondus
  Omicron Omega
  Nullholm
  T
  h
  e
   
  W
  i
  c
  k
  e
  d
   
  S
  i
  s
  t
  e
  r
  s
  THE HADEX 
  ANOMALY
  Vespasia
  
  IV: The Acheros Salient
  Chapter IV:
  The Acheros 
  Salient
  “The core of the Jericho Reach is a grinding maw which consumes 
  heretic and faithful alike. I will tear victory from its jaws even if I 
  must choke it with our numberless dead!”
  –Lord General Magratha Orphel von Karlack
  I
  n the history of the Achilus Crusade, no warzone has 
  consumed more resources or claimed more lives than the 
  Acheros Salient. Within this theatre of battle, the forces 
  of the Imperium strive for victory against slavering mutants, 
  enigmatic xenos slavers, tainted psykers, the forces of Chaos, 
  and the Hadex Anomaly—a region where space and time 
  themselves conspire against the forces of Mankind. For the 
  soldiers of the Imperial Guard, to serve in the Acheros Salient 
  is to be deployed in hell. For the warriors of the Adeptus 
  Astartes, the Acheros Salient is a battleﬁ eld where all they 
  have been trained to hate and destroy thrives in mockery of 
  the Emperor’s will. For the Battle-Brothers of the Deathwatch, 
  the Acheros Salient is a festering canker poised to rot out the 
  heart of the Jericho Reach. 
  THE STIGMARTUS
  “From the ﬁ rst wound you deal to the last wound you receive, all 
  blood spilt belongs to Elak Sarda!”
  –Captain Val Vendercas, of the Mataras 9th Lacerators
  Of all the forces standing in opposition to the Acheros 
  Salient, none are more belligerent or numerous than the 
  degenerate armies of the Stigmartus. Composed of renegades, 
  cultists, rogue psykers, mutants, and madmen, the Stigmartus 
  represent the greatest single military threat to the success of 
  the Salient. Despite their disparate makeup, the forces of the 
  Stigmartus display a level of military organisation and tactical 
  acumen rarely seen among the servants of Chaos.
  HISTORY WRIT IN BLOOD
  “The more understanding I have of the past, the more fear I have for 
  the future.”
  –Tselomas Dorel, scribe to Inquisitor Adrielle Quist
  The origin and history of the Stigmartus are both shrouded 
  in mystery despite the best efforts of the Inquisition and 
  Imperial Guard intelligence operatives. What little is known 
  comes from the interrogation of captured Stigmartus ofﬁ cers. 
  All that is known for certain is that the history of the 
  Stigmartus begins on the wretched death world Khazant.
  Khazant was a world ravaged by perpetual war long 
  before the coming of the Achilus Crusade. What scant 
  historical records survived the Age of Shadow indicate the 
  hereditary nobility of Khazant began an irreversible slide 
  into decadence shortly after the disappearance of Lord Sector 
  Designate Masimat Helicos in a devastating Warp Storm in 
  416.M36. Without a central Imperial authority to enforce 
  order, Khazant’s noble houses were free to give in to their 
  ambitions. Political assassinations led to blood feuds. Blood 
  feuds led to civil war. In less than a century Khazant was a 
  planet-wide warzone.
  Khazant’s Ecclesiarchy, the last weakening pillar of 
  Imperial authority, shattered under the weight of noble hubris, 
  splitting into innumerable factions each loyal to a different 
  bloodline. The Creed was perverted to serve the needs of the 
  nobility, each warlord claiming themselves inheritors of the 
  God-Emperor’s divine authority. In a few short generations 
  the warlords were considered divine beings, supplanting the 
  Master of Mankind as a focus for worship. By the advent of 
  the Achilus Crusade, the God-Emperor was all but forgotten 
  upon Khazant.
  Millennia of war left Khazant a withered husk of a world: 
  her mines abandoned, her ﬁ elds barren, her people weak and 
  broken. In the end, the victors were those few warlords who 
  managed to secret away a modicum of Khazant’s dwindling 
  resources. The rest starved in their fortress keeps.
  Faced with the realisation that Khazant could no longer 
  support their ambitions, the remaining warlords banded 
  together under an uneasy truce and turned their collective 
  gaze outward. A ﬂ eet of voidships, their hulls long ago gutted 
  to provide materials and technology for civil war, were hastily 
  repaired. Taking advantage of Khazant’s position along the 
  J
  
  IV: The Acheros Salient
  Araqiel Main, the warlords remade themselves into corsairs, 
  raiding neighbouring systems and bringing new resources to 
  their world.
  By the advent of the Achilus Crusade, Khazant was a world 
  to be reckoned with. Made wealthy by centuries of plunder, 
  her population reinvigorated by slaves captured from across 
  the Reach, her shipyards constructing powerful vessels of war, 
  Khazant was a prize Lord Militant Achilus could not ignore. 
  The Lord Militant claimed the world in 782.M41 after a hard 
  won campaign. However, as Achilus moved to consolidate 
  Imperial power in the region, the displaced warlords ﬂ ed into 
  the Charon Stars to lick their wounds.
  Within ﬁ ve standard years, elements of the Khazantine 
  warlord ﬂ eet returned, deploying the ﬁ rst regiments of the 
  Stigmartus across the Crusade front. Taking advantage of the 
  Lord Militant Achilus’ untimely death, this highly organised 
  cult army broke the Imperium’s hold upon several worlds. 
  The Cellebos Warzone was born.
  STRUCTURE AND ORGANISATION
  “They ﬁ ght and die with one purpose: to ﬁ ght and die. If our own 
  forces possessed such single minded dedication, this Crusade would 
  know victory within the year.”
  –Colonel Drach of the Landrian 202nd Light Infantry 
  On the battleﬁ elds of the Acheros Salient, the legions of the 
  Stigmartus are unmistakable; mutants, humans, and psykers 
  marching together, their ﬂ esh scarred by old wounds and 
  the ritual brandings of their masters. Despite their seemingly 
  random composition, units of the Stigmartus display a 
  surprising level of battleﬁ eld co-ordination uncommon 
  among the lost souls who ﬁ ght under the banner of heresy. 
  Their ordered ranks, tight formations, and ability carry out 
  complex battleﬁ eld strategies comes as a shock to most 
  Imperial military personnel, especially those levied from the 
  Calixis Sector accustomed to the disorganised and riotous 
  assaults of the Pilgrims of Hayte. Those Imperial commanders 
  who doubt the organisational effectiveness of the Stigmartus 
  do not live long enough to regret their mistake.
  The key to Stigmartus military discipline lies within 
  its cult-like structure. Indeed, the further up the chain of 
  command one looks, the less the Stigmartus resembles a 
  corrupted version of the Imperial Guard and the more it 
  resembles a dark reﬂ ection of the Ecclesiarchy. Rank and ﬁ le 
  soldiers are indoctrinated to look upon their commanders as 
  warrior-priests, who in turn worship their superiors as saints. 
  As Stigmartus soldiers rise in rank and experience they are 
  indoctrinated into the deeper mysteries of the warrior cult, 
  their ﬂ esh branded in jagged scars of rank and devotion, 
  their souls lost to a twisted creed that offers divinity through 
  warfare. Every foe slain in battle is looked upon as a sacriﬁ ce, 
  a blood offering sent up the chain of command to Elak Sarda, 
  the cult-general whom the Stigmartus claim as their master 
  and god.
  The Stigmartus at War
  Cult-General Elak Sarda has accomplished a feat that awes 
  and outrages the Crusade’s leadership. Without the backing of 
  the Imperium, he has established an army that spreads across 
  dozens of systems of the Reach. Through his force of will, 
  he has managed to keep that army well supplied and mobile 
  enough to engage the Crusade upon multiple fronts. Further, 
  his cult is well equipped, in spite of the limited technology 
  base of the systems in the sector.
  Clearly, the dark powers of the Warp have aided his cause 
  and contributed to the fanatic loyalty of his forces. Yet those 
  entities are seldom known for their ability to effectively 
  manage the supply and requisition required to maintain 
  such a large army and campaign. Those responsible for such 
  organisation have been traitors to the Imperium, but Sarda is 
  believed to have come from an isolated, relatively primitive 
  world. Similarly, though much of their equipment is likely 
  provided by the hereteks of Samech, no other leader is known 
  to have successfully procured their support. Throughout 
  the history of the Imperium, there are few instances of a 
  traitor army that has spread as far or been as well equipped 
  as the Stigmartus. The unusual coordination and aggressive 
  expansion represents an unanticipated challenge for the 
  forces of the Acheros Salient.
  The majority of the Stigmartus forces are maniacal deviants 
  who have won their victories more through sheer numbers 
  than through any tactical success. These troopers have 
  extensive ritual scars and proudly display the iconography 
  of the dark gods. In battle, they attack with the zeal, as they 
  seem almost as driven to martyrdom as they are towards 
  victory. These units favour a strategy of endless waves of 
  humanity. When unaccompanied by other forces, they will 
  seldom even make effective use of terrain. Their fanatical 
  devotion to the heathen gods is apparently their only armour. 
  Though these units far outnumber the Crusade’s available 
  forces, they are not limitless, and their tactics quickly deplete 
  their vast supply of soldiers.
   If these zealots were Sarda’s only forces, the Crusade might 
  have already met with success. In addition to warbands and 
  daemonic allies, the Stigmartus also possess elite units. Some 
  of these are soldiers equipped with gear provided directly 
  from Samech, including effective armour, unusual weaponry, 
  and devices that are entirely foreign to those used by the 
  Imperial Guard. Others are well disciplined forces that have 
  dedicated themselves to the service of speciﬁ c Warp entities. 
  MARK OF THE STIGMARTUS
  Upon initiation into the warrior cult, each Stigmartus 
  is branded with a ritual scar, the symbolic wound from 
  which the cult is named. As a Stigmartus advances in 
  rank and initiation new scars join the ﬁ rst. Cult veterans 
  are disﬁ gured by scars that display rank, honours, 
  notable kills, and survival on multiple battleﬁ elds. The 
  most seasoned of Stigmartus warriors, the infamous 
  Defaced, are said to have hides composed of nothing 
  but scar tissue.
  
  IV: The Acheros Salient
  Though hardly as effective as Chaos Space Marines, these 
  units bear dark blessings that they can strategically employ in 
  the service of their dark gods. These specialists include units 
  that are adept at inﬁ ltration, subversion, and even the dark 
  arts. In two conﬁ rmed cases, Stigmartus inﬁ ltrators have even 
  successfully assassinated planetary commanders.
  The greatest concentration of Stigmartus forces are in 
  the worlds of the Cellebos Warzone. There, the chaos forces 
  dramatically outnumber the elements of the Achilus Crusade. 
  It is only through their faith in the God-Emperor that the 
  Crusade has persevered.
  The Stigmartus are not native to the planets of the 
  Cellebos Warzone. Rather, Sarda is believed to have come 
  from Malehi, one of the Ghoul Stars. The fortress worlds of 
  the dark gods located at the edges of the Hadex Anomaly are 
  densely populated with potential recruits for the Stigmartus 
  forces. In these environs, humans and mutants are tainted 
  from birth. The hopeless scum are selectively bred to create 
  the fanatical and capable warriors to feed the Sarda’s armies. 
  It is also believed that some of these systems are subject 
  to the time dilation that has been observed in this region. 
  By taking advantage of this shift, Stigmartus forces may have 
  years to breed and train additional forces while only days or 
  weeks pass in the worlds outside of the Anomaly’s inﬂ uence. 
  This enables the Stigmartus to effectively replace even the 
  most dramatic of losses in an extremely short time frame.
  RECRUITMENT
  “Accept the brand and worship at the altar of war. Comprehend the 
  brand and master the ways of war. Become the brand and be the 
  heart of war.”
  –Excerpt from Stigmartus ofﬁ cer initiation ritual.
  Lack of concrete intelligence regarding the recruitment and 
  training of Stigmartus soldiers has led to rampant speculation 
  and rumour-mongering within the Imperial Guard. Across 
  the Cellebos Warzone, barracks and trenches are ﬁ lled with 
  horror stories of traumatic hypno-indoctrination rituals, mass 
  daemonic possession, and factory-like induction centres that 
  await Imperial soldiers unfortunate enough to be captured 
  by the enemy. The fact the Stigmartus are not known for 
  taking prisoners, something oft repeated by ofﬁ cers of 
  the Commissariat, has done little to quell rumours or 
  bolster morale.
  The truth of the matter is simple. The Stigmartus ﬁ lls its 
  ranks in much the same way as the Imperial Guard, with a 
  mixture of volunteers, conscripts, and ofﬁ cers gleaned from 
  worlds beyond the Cellebos Warzone. Indeed, the rulers of 
  the systems along the Araqiel Main gladly offer up levies 
  of their own subjects to the Stigmartus in a parody of the 
  Imperial Tithe. In return for such levies the Stigmartus offer 
  these petty barons and corrupted priest-kings protection from 
  the encroaching Imperium.
  CULT-GENERAL ELAK SARDA
  “How can we hope to win this battle? Our enemy is War incarnate!”
  –Final words of Lance Corporal Dunsan Elvar of the 3rd 
  Terrax Guard.
  Imperial propaganda portrays Elak Sarda as a heretic, 
  madman, and pawn of the Ruinous Powers. The doctrine of 
  the Stigmartus portrays the infamous Cult-General as nothing 
  less than a living god. Unfortunately for the future of the 
  Jericho Reach both views are proving accurate.
  Despite being a charismatic leader and exceptional 
  strategist, the Cult-General thinks nothing of sacriﬁ cing 
  thousands of capable warriors in suicidal engagements for 
  his amusement. An object of worship for billions and a self-
  proclaimed god, Sarda nevertheless refuses the adoration 
  of those outside the Stigmartus warrior cult, leading brutal 
  pogroms against tribes of would-be followers which routinely 
  spring up across the Charon Stars. Though champion and 
  overlord of the former warlords of Khazant, whose scions 
  comprise the majority of Stigmartus ofﬁ cer-bishops, Sarda 
  claims no familial ties to any known bloodline of the expanse, 
  nor does he claim any planet as the world of his birth. Indeed, 
  his origins are unknown, as if the Cult-General did not exist 
  until his ﬁ rst assault upon Vanity in 788.M41.
  Elak Sarda’s appearance is well known among Crusade 
  forces thanks to the innumerable statues and shrines the 
  Cult-General leaves in his wake. A tall man with handsome, 
  strikingly angular features, Sarda looks every inch the ideal 
  military leader. One might even confuse the Cult-General 
  for a stoic Imperial Guard commander were it not for the 
  latticework of scars covering every millimetre of exposed skin. 
  Stigmartus dogma claims the name and rank of every cult 
  member is inscribed upon the ﬂ esh of the Cult-General, just 
  as scars of rank and fealty mark the ﬂ esh of each Stigmartus. 
  As his warriors fall in battle, their names upon the Cult-
  General’s skin are said to bleed. As the Stigmartus know war 
  without ending, so Elak Sarda strides the Cellebos Warzone, 
  leaving an unbroken trail of blood to mark his passage.
  STIGMARTUS INFANTRY
  “Damnation is my sword, corruption my shield!”
  –Common Stigmartus battle cry
  Able to ﬁ ght and willing to die, the common warrior of the 
  Stigmartus is easily the equal of any soldier of the Imperial 
  Guard. Thanks to some unknown bargain sworn between 
  Elak Sarda and the Hereteks of Samech, Stigmartus infantry 
  are armed with corrupted versions of standard Imperial 
  weaponry. Indeed, the only things that separate the cult’s 
  infantry from the forces of the Crusade are their damned 
  souls and marred ﬂ esh.
  
  IV: The Acheros Salient
  Stigmartus Infantry (Troops) Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  35
  35
  35
  40
  30
  20
  30
  35
  15
  Movement: 3/6/9/18 
  Wounds: 15
  Skills: Awareness (Per), Climb (S), Common Lore (War) 
  (Int), Dodge (Ag), Forbidden Lore (Stigmartus) (Int), Speak 
  Language (Low Gothic) (Int), Survival (Int), Swim (S).
  Talents: Basic Weapon Training (Las, SP), Melee Weapon 
  Training (Primitive), Pistol Training (Las, SP), Hatred (any 
  one; Ecclesiarchy, Imperial Guard, Space Marines), Thrown 
  Weapon Training (Universal).
  Traits: Blood Soaked Tide (Horde), Disciplined (Horde), 
  Fighting Withdrawal (Horde).
  Armour: Flak Armour (All 4).
  Weapons: Samech Pattern autogun (100m; S/3/–; 1d10+3 
  I; Pen 0; Clip 30; Reload Full), Stigmartus Scourge (1m; 
  1d5+6 R; Pen 0; Tearing, Primitive), Frag Grenades (SBx3; 
  S/–/–; 2d10 X; Pen 0; Blast 4).
  Gear: Respirator, 3 autogun reloads, 3 frag grenades.
  STIGMARTUS OFFICER-BISHOP
  “I shall whip you and brand you and castigate your ﬂ esh until there 
  is nothing left but scars, within and without! Only then will you 
  know what it means to be Stigmartus!”
  –Commandant Faustaff Keel of the Bolgran Terrors
  Equal parts general and priest, Ofﬁ cer-Bishops command the 
  Stigmartus hordes, initiate new recruits, and impart the tactics 
  and doctrine of Elak Sarda. Composed almost entirely of 
  former warlords of Khazant and their descendants, the blood 
  of a thousand tyrants ﬂ ows through their veins.
  Stigmartus Ofﬁ cer-Bishop (Elite) Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  40
  45
  37
  40
  39
  35
  45
  45
  40
  Movement: 3/6/9/18 
  Wounds: 30
  Skills: Awareness (Per), Climb (S), Command (Fel) +20, 
  Common Lore (War) (Int) +20, Dodge (Ag), Evaluate (Int), 
  Forbidden Lore (Stigmartus, Jericho Reach) (Int) +10, 
  Intimidate (S) +10, Literacy (Int), Speak Language (High 
  Gothic, Low Gothic, Unholy Tongue) (Int), Swim (S), Tactics 
  (Int).
  Talents: Basic Weapon Training (Las, SP), Melee Weapon 
  Training (Chain, Power, Primitive), Pistol Training (Las, SP), 
  Air of Authority, Unshakeable Faith.
  Armour: Xenoleather Ofﬁ cer’s Coat (Arms 3, Body 3, Legs 3).
  Weapons: Samech Pattern Chainsword (1d10+6 R; Pen 
  4; Razor Sharp, Tearing), Compact Laspistol (15; S/–/–; 
  1d10+1 E; Clip 15; Reload Full; Reliable). Stigmartus 
  Ofﬁ cer’s Lash (3m; 1d5+6 R; Pen 0; Flexible, Tearing, 
  Primitive).
  Gear: Data-slate, personal encrypted comm-link, ritual 
  scariﬁ cation implements.
  Special Rules
  Commander: The Stigmartus Ofﬁ cer-Bishop can give 
  take personal command of a Horde. If he does so, the 
  Ofﬁ cer-Bishop may grant the Horde either the Fire Drill 
  or Overwhelming Trait; this requires the Ofﬁ cer-Bishop to 
  succeed at a Challenging (+0) Command Test. These 
  Traits may change from round to round, based on the Ofﬁ cer-
  Bishop’s needs. At the GM’s discretion, the Ofﬁ cer-Bishop 
  may also select from the following Horde Traits from MARK 
  OF THE XENOS: Focused Fire, Rally, and Volley Fire.
  
  IV: The Acheros Salient
  STIGMARTUS OGRYN BRUTE
  The Stigmartus occasionally ﬁ eld units composed of massive 
  Ogryns—enormous, simple-minded mutants that have been 
  trained for nothing more than savage aggression. These 
  Ogryn brutes often serve the Stigmartus as shock troops, 
  spearheading assaults by soaking up ﬁ repower that would 
  stagger or stop most other infantry.
  Amongst the Stigmartus in the Acheros Salient, Ogryn 
  Brutes are often used as part of a heavy weapons team—the 
  Ogryns lug various heavy weapons such as autocannons and 
  missile launchers into position and hold the weapon steady so 
  that the Stigmartus Infantryman gunner can ﬁ re the weapon 
  more accurately.
  Stigmartus Ogryn Brute (Elite) Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (12)
  (10)
  45
  25
  60
  50
  30
  20
  25
  30
  15
  Movement: 4/8/16/24 
  Wounds: 65
  Skills: Awareness (Per), Climb (S) +10, Dodge (Ag), 
  Intimidate (S), Speak Language (Low Gothic) (Int), Survival 
  (Int).
  Talents: Berserk Charge, Crushing Blow, Die Hard, Fearless, 
  Furious Assault, Hardy, Lightning Attack, Swift Attack.
  Traits: Brutal Charge, Bulking Biceps, Fear 2 (Disturbing), 
  Improved Natural Weapons, Natural Weapons (Huge 
  ﬁ sts), Unnatural Strength (×2), Unnatural 
  Toughness (×2), Size (Hulking), Sturdy.
  Armour: Riveted ﬂ ak-board plates (All 
  4).
  Weapons: Massive hooked 
  cleaver 
  (2d10+16 
  R; 
  Pen 
  2; 
  Concussive, 
  Unwieldy), 
  heavy 
  stubber (100m; —/—
  /8; 1d10+5 I; Pen 3), or huge 
  ﬁ sts (1d10+14 I; Pen 0; 
  Concussive).
  Special Rules
  Powerful 
  Blows: 
  Stigmartus Ogryn Brutes 
  are huge masses of gene-
  bulked muscle and heavy-
  grav bone. All melee attacks 
  from a Stigmartus Ogryn 
  Brute 
  gain 
  the 
  Concussive 
  Quality (already added in) and 
  the Stigmartus Ogryn gains 
  the Auto-Stabilised Trait when 
  wielding a ranged weapon.
  SARDA’S UNDYING
  Cult-General Sarda maintains a standing company of devoted 
  personal guard. At all times, at least a squad of these special 
  troopers accompany him. In several cases, these squads 
  have also been observed operating independently from the 
  heretical leader. The armoured chest plates and the fully-
  enclosed horned helms they wear make Sarda’s Undying 
  easily identiﬁ able on the ﬁ eld of battle.
  Many rumours circulate among the Imperial Guard troops 
  concerning the Undying. These include tales that they are 
  all mutants, that their tongues have been cut out to insure 
  their silence, and that their dark oaths have granted them 
  immortality. Deathwatch ﬁ eld reports indicate that at least the 
  last of these rumours is inaccurate.
  The Undying (Troops) Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  40
  45
  35
  55
  30
  30
  30
  40
  20
  Movement: 3/6/9/18 
  Wounds: 15
  Skills: Awareness (Per), Climb (S), Dodge (Ag) +10, 
  Command (Fel), Intimidate (S), Speak Language (Low Gothic, 
  Unholy Tongue) (Int), Swim (S), Survival (Int).
  Talents: Basic Weapon Training (Las, SP), Melee 
  Weapon Training (Chain), Marksman, Mighty 
  Shot.
  Traits: Disciplined (Horde), Fire Drill 
  (Horde).
  Armour: 
  Carapace 
  Chestplate and Helm 
  (Body 6, Head 4).
  Weapons: Chain Axe 
  (1d10+7 R; Tearing, 
  Unwieldy), 
  Samech-
  pattern Hellgun (110m; 
  S/3/–; 1d10+6 E; Pen 7; 
  Clip 40; Reload 3Full).
  Gear: 
  3 
  reloads 
  for 
  hellgun, 
  ritual fetishes.
  Lightning Attack, Swift Attack.
  Bulking Biceps, Fear 2 (Disturbing),
  pons, Natural Weapons (Huge 
  ngth (×2), Unnatural 
  Hulking), Sturdy.
  -board plates (All
  ooked 
  R; 
  e, 
  vy 
  —
  or huge 
  en 0; 
  :
  es 
  ne-
  avy-
  tacks 
  Ogryn 
  oncussive 
  d in) and 
  n gains
  it when 
  pon.
  :
  Talents  Basic Weapon Tr
  apon Training (Cha
  Wea
  ot.
  Sho
  aits:
  Tra
   Disciplined 
  orde).
  (H
  (
  U
  patt
  S/3/–
  Clip 40;
  Gear:
  3 
  re
  tishes.
  ritual fe
  
  IV: The Acheros Salient
  THE DEFACED
  “Which is greater? The wounding weapon, or the ﬂ esh which 
  survives despite the wound?”
  –Excerpted from the Liber Poena
  Though all Stigmartus long for a glorious death in battle, 
  some prove too capable to die. Veterans of uncounted battles 
  and survivors of grievous injuries, the Defaced have given 
  themselves fully to the path of the Stigmartus. Worshipped 
  by lesser initiates as avatars of battle, the Defaced have lost 
  human identity and appearance under layers of scar tissue and 
  ritual brandings. Granted deadly gifts handed down by Elak 
  Sarda through his Ofﬁ cer-Bishops, many wonder if anything 
  human remains under the skin of the Defaced.
  The Defaced (Elite) Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  35
  35
  35
  40
  30
  20
  30
  35
  15
  Movement: 3/6/9/18 
  Wounds: 20
  Skills: Awareness (Per), Climb (S) +10, Common Lore (War) 
  (Int), Forbidden Lore (Stigmartus) (Int) +10, Intimidate (S), 
  Silent Move (Ag), Speak Language (Low Gothic, Unholy 
  Tongue) (Int), Survival (Int) +10, Swim (S), Tracking (Int).
  Talents: Basic Weapon Training (Las, SP), Fearless, Frenzy, 
  Melee Weapon Training (Primitive), Hatred (any one: 
  Ecclesiarchy, Imperial Guard, Space Marines), Heavy Weapon 
  Training (Las, Melta).
  Traits: Brutal Charge, Dark Sight.
  Armour: Flak Armour (All 4).
  Weapons: Samech Pattern Multi-melta (60m; S/–/–; 
  4d10+5 E; Pen 12; Clip 12; Reload 2 Full; Blast 1; Overheats) 
  or Samech Pattern Lascannon (250m; S/–/–; 4d10+10 E; 
  Pen 10; Clip 8; Reload 2 Full), Stigmartus Scourge (1m; 
  1d5+6 R; Pen 0; Tearing, Primitive), serrated mono-sword 
  (1d10+3 R; Pen 2).
  Gear: Respirator, 3 lascannon or multimelta reloads, 
  microbead.
  Special Rules
  Scar-warriors: The Defaced are often surgically altered into 
  killing machines by the Stigmartus. To represent this, the GM 
  should select one Trait from the following list to apply to any 
  group of Defaced (this can be to an individual or to a Horde 
  if the GM wishes).
  • Fear 2 (Frightening)
  • Unnatural Strength (x2)
  • Unnatural Toughness (x2)
  IV: The Acheros Salient
  Report: Warchilde Wreckage
  ATT: Watch Captain Carlsworth; 
  ++Priority Aureolin
  Investigation of the lost Storm Warden Battle Barge has 
  gone extremely poorly. We believe we completed transition 
  into the system without attracting enemy attention. 
  Our approach to the vessel also seemed to go smoothly. 
  However, the vessel that once represented the full grandeur 
  of the Imperium is in far worse condition than Crusade 
  reports indicated.
  The vessel is severely damaged. That portion of the battle 
  report is accurate. In fact, Brother-Techmarine Xerxes has 
  indicated that he believes the ship unsalvageable by even the 
  full resources of the Adeptus Mechanicus. Unfortunately, 
  the servants of the Dark Gods have different resources. 
  We observed numerous signs of extensive reconstruction 
  on the vessel. All of the construction was littered with 
  blasphemous iconography. 
  Prior to completing our approach to the space hulk, our 
  craft drew the attention of its repair teams. The resulting 
  conﬂ ict exposed us to something even more disturbing. Our 
  opponents wore armour that bore the defaced iconography 
  of the Storm Wardens chapter. I do not know if creatures of 
  the Warp inhabited the armour or if members of the Chapter 
  have turned traitor. 
  I feel strongly that the chapter master must be notiﬁ ed. 
  We have temporarily withdrawn from the system to 
  affect repairs and provide this report before we attempt a 
  second insertion.
  
  IV: The Acheros Salient
  USING VESPASIA
  Scenarios on Vespasia cannot be easily resolved with 
  brute force. The Ecclesiarchy has created an awkward 
  situation that is unlikely to be resolved in an effective 
  manner. The situation could come to a head and begin 
  deteriorating quickly. Deathwatch agents might need 
  to take a direct hand, if only to prevent further strife 
  within the forces of the Crusade. This might involve a 
  rescue mission, a tactical strike, or the assassination of 
  Ecclesiarchy agents to eliminate the evidence.
  The Charon 
  Stars
  “No foe is more pernicious when dug-in than the forces of 
  the Archenemy.”
  –Commissar Holt
  T
  he Charon Stars, located near the Hadex Anomaly, 
  are ﬁ lled with life tainted by the Warp. Because of 
  the Warp-breach’s unpredictable motion, agents of 
  the Ordo Malleus have been unable to determine just how 
  far these contaminants may extend. While stars that have left 
  its effect no longer glow with sickly red light, their worlds 
  are hardly cleansed of its inﬂ uence. Rather, these systems may 
  bear the subtle markings of Chaos taint for millennia to come.
  VESPASIA
  The Cellebos Warzone has been deemed critical for the Acheros 
  Salient and any attempts to expand beyond this battlefront 
  have been put on hold until the situation in that zone stabilises. 
  For this reason, the Imperium has yet to begin a formal push 
  to recover the world of Vespasia even though the planet was 
  scouted some time ago.
  In spite of that fact, the Crusade has a vested interest 
  in establishing Vespasia as a compliant world as soon as the 
  resources become available to do so. This planet is a verdant place, 
  friendly to mankind’s colonisation, and home to a rich bounty 
  that could greatly assist with the Crusade’s resource difﬁ culties. 
  Much of the planet’s surface is actively used for agriculture in 
  addition to substantial aquaculture and a preponderance of wild 
  game. Terran species that were introduced during the Jericho 
  Sector’s golden age remain plentiful, though they have diverged 
  from the source stock.
  Vespasia was never densely populated, and its time apart from 
  the Imperium has not changed that. Its proximity to the Hadex 
  Anomaly, however, has had a substantial effect. The natives 
  have completely forsaken the Imperial Creed. The planet’s vast 
  agricultural resources are managed by slaves descended from 
  Imperial citizens. A ruling class of mutants holds the population 
  in check. The forces of the Stigmartus provide the system’s 
  defences and security, in exchange for a generous tithe of the 
  planet’s harvests.
  These slaves live under the threat of starvation and constant 
  degradation from their overlords. Because of the numerically 
  superior underclass, agents of the Ecclesiarchy have begun an 
  unauthorised initiative to inﬁ ltrate the slaves’ culture. They hope 
  to trigger a rebellion in the name of the God-Emperor. The 
  risks of arming a culture that has not yet pledged its allegiance 
  to the Imperium is substantial. So substantial, in fact, that the 
  Ecclesiarchy agents have not attempted to garner the approval of 
  the Crusade’s command elements. If the attempt fails, the arms 
  and training could be commandeered by the Stigmartus or could 
  create an entrenched local government that would need to be 
  overthrown later. Word of such a failure could lead to a further 
  breakdown between the factions that make up the Crusade.
  As these agents are operating without the support of 
  the Crusade, they have had to make sacriﬁ ces that might 
  otherwise be deemed unacceptable. Few of the natives have 
  been subjected to any sort of genetic screening for mutation. 
  They are currently operating without ﬂ eet elements, even 
  though the Stigmartus have a small ﬂ eet patrolling the system. 
  The training provided to the slaves is based upon Ecclesiarchy 
  standards, rather than the more rigorous methods advocated 
  by the Munitorum. These challenges may doom the effort to 
  failure, particularly if Stigmartus forces can be reallocated to 
  deal with the uprising.
  There is minimal evidence of any xenos threat on Vespasia. 
  A few marble-like arches have been noted in some of the 
  deepest parts of the planet’s wilderness. Their origins are 
  unknown but likely predate human colonisation. No other 
  ruins are mentioned in Imperial records. Many believe that if 
  the taint of Chaos is cleansed, the system could be ripe for 
  compliance.
  RESGULUS
  Watch Station Resgulus is the only sign of mankind’s 
  intrusion upon the surface of this dusty orb. The planet’s 
  atmosphere is dense with organic gases, clouds of ash, and 
  high levels of radiation. The hostile environment may be the 
  consequence of an ancient civilisation’s demise or simply 
  a consequence of its many active volcanoes. The current 
  environs are far too hostile for mankind’s intrusion, but 
  atmospheric contamination suggests that it might be useful 
  as a mining world.
  The Watch Station was established in response to structures 
  that were observed millennia ago when the system was ﬁ rst 
  scouted. On various occasions, the harsh winds that scour 
  the surface have uncovered odd structures from beneath the 
  ashen deserts. Though they may be natural formations, their 
  blocky structure and serpentine grooves suggest that they 
  might be the remains of an ancient civilisation. Alternatively, 
  these could be natural formations, with grooves carved out by 
  the endless winds blowing against the natural rock structures.
  The Achilus Crusade has not made any efforts to conquer 
  or even scout Resgulus. The command structure has dismissed 
  it as a barren wasteland, of little short-term value to the 
  Imperium. At best, it is considered a stepping stone to reach 
  worlds more valuable to the Imperium.
  Kill-team observations of the rock formations are not 
  consistent with any known xenos construction patterns. 
  Some argue that the serpentine markings are too regular to be 
  
  IV: The Acheros Salient
  anything but a sign of language. Others however suggest the 
  odd rock structures are a by-product of the toxic atmosphere 
  interacting with mineral ores present in the planet’s strata.
  The conundrum is that the rock structures seem to appear 
  and decay quickly or spontaneously relocate. The planet’s 
  scouring winds may do more than simply reveal them from 
  beneath the soil. The structures vanish from sensor records, 
  only to reappear in other locations, sometimes centuries 
  later. Sensors never detect movement, or even signiﬁ cant 
  degradation from the windstorms. Rather, they simply 
  identify the absence or presence of a structure.
  One theory is that the structures’ motion is due to the 
  time warping effects of the Hadex Anomaly. This might be a 
  lingering effect of past Warp contamination—the planet has 
  been within its boundaries in the past. Alternative theories 
  suggest that these rock structures are the creation of xenos 
  technology or an indication of xenos structures beneath the 
  planet’s surface. Unfortunately, the sensors of Watch Station 
  Resgulus have not identiﬁ ed any mechanical devices or signs 
  of chronal instability. The Watch Station remains active in 
  hopes of identifying a cause that the Deathwatch could target 
  for elimination.
  MAGOG
  The Magog system has been drawn into and exited from 
  the Hadex Anomaly countless times in the millennia since 
  the disturbance ﬁ rst appeared. These transitions have had a 
  substantial effect upon its only inhabitable planet and those 
  who dwell upon it. Once this was a stable Agri-world ﬁ lled 
  with citizens loyal to the God-Emperor and the Imperial 
  Creed. Now, it is a breeding ground and a training centre for 
  the forces of corruption that extend into the Jericho Reach. 
  The planet’s environment and indigenous life all bear the 
  taint of the Warp. Rivers that were once ﬁ lled with water now 
  ﬂ ow with blood. Much of the plant life—including some that 
  is harvested for food—is predatory and feeds upon those 
  who tend it. The planet’s surface ebbs and ﬂ ows, as though 
  the entire world draws breath. Landmasses—even mountain 
  ranges—migrate on a whim and are often subsumed beneath 
  the world’s surface, only to emerge days or decades later in a 
  different locale.
  In addition to those surviving humans, the planet is 
  also rife with creatures spawned from the Warp. These foul 
  daemons closely interact with the tainted humans; breeding 
  mutants and providing a seemingly endless supply of further 
  soldiers for the forces of the dark gods. Their presence serves 
  as a powerful motivation for the tainted humans as they pay 
  their obeisance. The mortals are constantly driven to commit 
  acts of debauchery and cruelty in their service.
  In spite of these constant acts of wanton destruction, 
  Magog remains a crucial asset to the forces of Chaos. For 
  unknown reasons, the planet’s environment has consistently 
  remained capable of supporting life and abundant agriculture. 
  Though the foodstuffs are hideously deformed, the fortress 
  world’s ﬁ elds are constantly tilled and harvested by countless 
  slaves. The mutated crops provide yields with an efﬁ ciency 
  that far exceeds even many of the most bountiful planets of 
  the Imperium. 
  This bounty of both food and manpower is likely the 
  reason for the system’s extensive defences, and very few of 
  the craft sent to scout the system have returned from their 
  missions. While Warp instability contributes to the high failure 
  rate, the dark ﬂ eets reported by those that have returned are 
  undoubtedly a factor as well. Reports have also indicated that 
  there are substantial orbital emplacements, one of which has 
  been tentatively identiﬁ ed as a Blackstone Fortress.
  The Stigmartus actively recruit from Magog’s population. 
  There are numerous reports of traitor Space Marines active in 
  the Magog system, or moving towards the system. The extent 
  of their involvement is unclear, but they may be recruiting 
  from the native population as well. 
  Magog’s many uses clearly dictate that it must be a high 
  priority target for the Achilus Crusade. However, until 
  additional assets can be allocated it is virtually impenetrable. 
  The Chaos forces must be drawn away from the system, or the 
  Acheros Salient would need to receive a substantial increase 
  in manpower and resources.
  TABIUS RASA
  The only habitable world of the Tabius Rasa system is a planet 
  that bears the presence of mankind with grave reluctance. Its 
  vast water oceans are high in phosphates and potassium salts, 
  which require extensive ﬁ ltration prior to consumption. The 
  planet’s weather is dramatic; likely due to its four moons, with 
  surface winds frequently exceeding a 150 kilometres per hour. 
  These storms constantly scour the surface, leaving worn rocks 
  and short, reedy plant life. 
  The natives of Tabius Rasa are technologically primitive, 
  but have established a stable society that seems free of Warp 
  taint. Many of their communities are built in the canyons and 
  foothills of mountains that can protect them from the wind. 
  Others have moved to subterranean life, escaping the weather 
  completely. Over the millennia, they have lost virtually all 
  of the technology that carried their ancestors to the planet. 
  By necessity, these survivors have developed agricultural 
  techniques and water ﬁ ltration systems that exploit the native 
  resources. 
  The planet’s mineral resources are skewed away from 
  metallic substances, and none of the surface plants are 
  harvestable for hardwoods. Bone, rock, and coral are used in 
  place of metals. Sub-aquatic plants are harvested for dense 
  reeds that the natives process into a hardwood substitute. They 
  currently lack the technology and the resources to manufacture 
  modern synthetic materials. These combined limitations are 
  almost certainly key reasons for their primitive lifestyles. 
  Between the limited resources and the difﬁ cult weather, 
  some consider it a miracle that the colony has survived. 
  However, there may be darker reasons for its survival. The 
  natives are often found accompanied by reptilian companions, 
  which they call drahkens. These xenos creatures are a six-
  limbed, reptilian species that grow up to a meter in body 
  length with a longer tail. The human colonists treat the 
  drahkens with great deference, often carrying them on their 
  shoulders, and in some circles treating them as peers. Some 
  amongst the Ordo Malleus speculate that these reptilian life 
  forms are actually some form of daemonic familiar.
  
  IV: The Acheros Salient
  The Acheros Salient
  IV: T
  IV: The A
  Report: Drahkens of Tabius Rasa
  ATT: Watch Captain Koulos; ++Priority Vermillion
  As directed, my team has completed an insertion and begun analyses of the drahkens as they interact with the 
  native human population. We have relied mostly upon stealth, though we have abducted several humans and 
  xenos for questioning. All human abductees have been sedated and hypno-programmed to remove all memories of 
  the incidents. The xenos have been eliminated, though their bodies were preserved for further analysis upon our 
  return to the Watch Station.
  Brother-Librarian Ishmael reports great success in probing the minds of the native humans. His preliminary 
  ﬁ ndings suggest that everyone encountered seemed to radiate an unusual degree of contentment. He has had 
  far less success with the xenos and now believes that they may be capable of reading and projecting emotions to 
  humans. If this ﬁ nding is supported, their empathy may be the reason for the peaceful nature of these humans. 
  Such a degree of contentment could be extremely troubling for the Crusade’s efforts on this system, as well as 
  dangerous for any humans under its effects. We believe further analysis is necessary at this time, so that any 
  xenos plot may be further uncovered. There may be merit in proceeding with an immediate extermination of 
  these xenos.
  these xeno
  Report: The Pillars of Resgulus
  ATT: Watch Captain Scipio; ++Priority Indigo
  Our mission to analyse the native structures has gone poorly. We arrived at what we believe to be the location 
  where the formations were observed, but they were absent upon our arrival. Geographical localisation 
  is complicated by the atmospheric irregularities and the dunes of the ash deserts. Auspex and other sensing 
  equipment encountered functional issues. Even our blessed armour began showing evidence of malfunction. 
  Scouting the region, we did identify comparable structures after a few days of travel on foot. These formations 
  were extremely similar in appearance to those described in the previous report. However, due to repeated 
  equipment failures, we were unable to secure any imagery. Neither Brother-Librarian Cole nor Techmarine 
  Marleesh found any trace of xenos or warp taint in their examination of the structures. Radiation levels were 
  slightly increased over background count, but this did not offer a clear explanation for their existence. 
  Structurally, several of the pillars did intersect, to create an uneven, roughly circular cave opening. The interior 
  of the cave was ﬁ lled only with the planet’s ashen dust. The carvings were present on the inside walls of the 
  opening, suggesting that they might not be due only to the atmospheric winds. Unfortunately, these were no 
  more identiﬁ able than those previously observed.
  At this time, we can only recommend that observations of Resgulus are continued. These structures seem too 
  ordered to be the products of a natural process. 
  Scipio’s report is concise and clear as usual; issue an extermination order immediately.
  
  IV: The Acheros Salient
  Tabius Rasa lacks a central government. Each community 
  exists as an independent city-state, with its own organisation. 
  Oddly, there are few indications of conﬂ ict between the 
  various city-states, even though the planet is poor in resources. 
  Reports have shown that some of these governments include 
  the drahkens as citizens and peers. Imperial lore is only found 
  among the population’s ancient legends. They do not follow 
  the Imperial Creed. Instead, religions vary substantially from 
  city-state to city-state. In several instances, the mortal rulers 
  of the cities are identiﬁ ed as living gods.
  The origins of these xenos are unclear. Records of the 
  system from the Jericho Sector era do not identify any sapient 
  or even protosapient species. Warp contamination could have 
  induced a metamorphosis in a native life form, but there are 
  few signs of contamination among the human population. 
  Alternatively, it could be that drahkens are not native to the 
  Tabius Rasa system. If that is the case, they might be colonising 
  the planet as well, though the absence of any indications of 
  spaceﬂ ight fail to support this theory. In any case, the close 
  interaction between a xenos species will, undoubtedly, cause 
  issues when the Crusade establishes contact with the planet. 
  OPPOSITION FORCES
  Numerous warbands have taken arms against the Achilus 
  Crusade near the Hadex Anomaly. Their tactics are varied, 
  but their actions are surprisingly well coordinated. It 
  remains unclear if the tactical acumen is the by-product 
  of a series of alliances, a daemonic cabal, or the work of a 
  single individual. 
  Imperial forces are seeking to identify the leadership 
  elements responsible for the resistance, and target them 
  for elimination. Until this happens, the current stalemate is 
  likely to continue. Difﬁ culties in the other Salients preclude 
  approaching the problem with direct and overwhelming 
  force. While a holding action in the Cellebos Warzone can 
  be maintained for some time, the strain this places on the 
  Crusade’s resources dictates that a new tactic may be put into 
  play soon.
  The Pyre
  Chaos Space Marines wearing the insignias of the Pyre 
  warband were ﬁ rst observed near the Eye of Terror in 131.
  M41. There are no conﬁ rmed records of encounters with 
  the warband prior to this time. Munitorum analysts have not 
  been able to determine if the Pyre splintered from another 
  known warband, or if they were assembled from fragments of 
  several different groups. 
  Since that time, units wearing modiﬁ ed version of Pyre 
  wargear have been observed on several occasions. There 
  are no indications that this warband has sworn fealty to 
  any speciﬁ c god of Chaos. Rather, they have been seen to 
  coordinate their battles with servants of all the dark gods, 
  which have included daemonic and cultist elements. 
  The Pyre warband is known to favour short-range combat, 
  especially in urban environments. While capable in melee 
  situations and extended range engagements, their devotion 
  to ﬂ ame weapons often dictates their tactics. They generally 
  eschew assault and ﬁ re support elements. Rather, they focus 
  on movement through cover until they can attack with 
  eldritch ﬁ re. 
  The Pyre’s forces have played prominent roles in several 
  actions, particularly in the Vanity system. Oddly, though, 
  no higher ranking members of this warband have been 
  positively identiﬁ ed. Instead, these traitors have been seen 
  in the company of Warp creatures and the Stigmartus. Also 
  of note is that Pyre units have not been observed working 
  directly with Chaos Space Marines of other warbands. 
  Given the typically diverse spreads of units employed by the 
  blasphemous forces, this separation is inexplicable.
  The Achilus Crusade has faced several strike cruisers and a 
  battle barge that bore the markings of the Pyre. These vessels 
  were seen in the Vanity and Magog systems, along with 
  company-sized deployments of Pyre forces. The number of 
  craft suggests that there are at least several companies of the 
  Traitor Space Marines active in the Reach, but the Crusade 
  has not encountered any deployments of that size. This 
  could mean that the Pyre’s elements are spread throughout 
  the Salient, are being held largely in reserve, or that they are 
  sharing their vessels with other elements as evidenced by the 
  known deployments. 
  The Word Bearers
  As one of the Space Marine Legions that opposed the Emperor 
  during the Horus Heresy, the Word Bearers embraced the 
  worship of the dark gods. When the Emperor slew Horus, 
  the Word Bearers retreated to the Eye of Terror. Over the 
  millennia since, they have constantly studied and sacriﬁ ced 
  under the tutelage of their Dark Apostles, who are in turn 
  guided by their Primarch Lorgar. Their zeal follows a pantheon 
  of all the Warp’s hideous powers, which they worship as 
  Chaos unaligned. 
  From the time of their founding, the Word Bearers have 
  been characterized by their religious fervour. Before their 
  conversion to the ways of Chaos, they established the 
  worship of the God-Emperor. When the Emperor rebuked 
  their worship, they found new gods and their adulation 
  shifted. Ever since, the Legion has spread the writings of 
  Lorgar through corruption, violence, and fear. Wherever they 
  go, new blasphemies abound as churches are rededicated in 
  the name of the dark gods.
  In battle, the Word Bearers depend upon the power of their 
  zeal and fervour as much as their tactical acumen. Hundreds 
  of the corrupted Space Marines may march forward, bolters at 
  the ready, as they chant an unholy catechism from the Book 
  of Lorgar. Their advance is implacable, and although they 
  may face overwhelming odds, they believe that their faith will 
  preserve and provide for them. 
  The surviving members of the Word Bearers legion 
  represent an enormous threat to the Imperium as a whole and 
  the Jericho Reach speciﬁ cally. Each Dark Apostle of Lorgar 
  leads a host of Chaos Space Marines, with some rumoured to 
  be even larger than an entire loyalist Chapter. At times, these 
  
  IV: The Acheros Salient
  hosts can even work in concert, as they conquer new worlds 
  in their lord’s name. Two hosts are in the Reach, but others 
  may also be present. 
  One of these two hosts has been identiﬁ ed by the presence 
  of the Desolator Battleship Dark Chorus in the Magog system. 
  This massive voidfaring craft represents a substantial threat to 
  the Achilus Crusade. Currently, the Crusade has no craft in 
  the vicinity that is its equal in ﬁ repower. The Imperial Navy 
  has committed only a handful of battleships to the Crusade—
  these behemoths of the void are highly sought after in all 
  warzones across the galaxy. Besides, the act of delivering such 
  gargantuan craft is challenging, requiring careful piloting 
  just to ﬁ t through the Warp Gate. Until such resources may 
  be brought to bear, the ﬂ eet has attempted to avoid direct 
  confrontation with the Dark Chorus.
  The second Word Bearers host is active in the Mataras 
  system. Conﬁ rmed reports indicate that Word Bearer 
  forces have been involved in several battles on Mataras III. 
  Additional Space Marine forces have been deployed to deal 
  with the traitor legion. 
  ACHEROS SALIENT NPC:
  DARK APOSTLE
  The Dark Apostles of the Word Bearers fulﬁ l a role similar 
  to that of the Chaplain in a loyalist Space Marine chapter. 
  Leading from the front lines, these champions of their dark 
  faith set an example for their compatriots. Between battles, 
  they also tend to the warband’s spiritual needs as they spread 
  the word of their Primarch. Dark Apostles lack the psychic 
  talents of a daemonic sorcerer or the overwhelming strength 
  of a greater Daemon. They replace these talents with their 
  steadfast devotion to the powers of Chaos. These staunch 
  opponents are masters at inspiring their allies and shaking 
  the conﬁ dence of their opponents.
  Dark Apostle (Master) Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (10)
  (10)
  65
  55
  58
  55
  50
  50
  55
  65
  60
  Movement: 6/12/18/36 
  Wounds: 40
  Skills: Awareness (Per) +10, Ciphers (Chapter Runes) (Int), 
  Charm (Fel) +10, Command (Fel) +20, Common Lore 
  (Adeptus Astartes, Imperium, War) (Int) +20, Deceive (Fel) 
  +20, Dodge (Ag) +20, Drive (Ground Vehicles, Skimmer) 
  (Ag), Forbidden Lore (Daemonology, Heresy, Traitor 
  Legions) (Int) +10, Interrogation (Fel) +10, Intimidate (S) 
  +20, Literacy (Int) +20, Scholastic Lore (Occult) (Int) +20, 
  Scrutiny (Per) +10, Search (Per), Silent Move (Ag), Speak 
  Language (Low Gothic, High Gothic, Unholy Tongue) (Int) 
  +10, Survival (Int), Tactics (Int) +10, Tracking (Int).
  Talents: Air of Authority, Ambidextrous, Astartes Weapon 
  Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist 
  Space Marines), Heightened Senses (Sight, Sound), Into the 
  Jaws of Hell, Iron Discipline, Jaded, Killing Strike, Lightning 
  Attack, Master Orator, Quick Draw, Rapid Reload, Two-
  Weapon Wielder (Melee, Ballistic), Swift Attack, True Grit.
  Traits: Dark Sight, Size (Hulking), Touched by the Fates (3), 
  Unnatural Strength (x2), Unnatural Toughness (x2).
  Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, 
  Legs 8).
  Weapons: Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 
  5; Clip 12; Rld Full, Tearing) Accursed Crozius† (1d10+16 
  E, Pen 7, Balanced, Power Field).
  †The Dark Apostle gains the Hatred Talent against any foe he is 
  engaged with in Melee when wielding an Accursed Crozius. Any 
  opponents the wielder is engaged with in melee may not take the 
  Defensive Stance action against him.
  Gear: 2 bolt pistol reloads, unholy charms.
  Special Rules
  Accursed Crozius: Dark Apostles are protected by the 
  daemonic power of their accursed crozius; this acts as a Force 
  Field (see page 166 in the Deathwatch Rulebook) with a 
  rating of 50 that overloads on a 01-10. When an accursed 
  crozius overloads, the ﬁ eld remains active, but the daemon 
  within inﬂ icts 1d5 Damage to the Dark Apostle, ignoring 
  Toughness Bonus, ﬁ eld saves (including the one granted from 
  the crozius itself !), and Armour.
  Cant of Lorgar: The Dark Apostle spends a Half Action to 
  chant an unholy catechism from the book of Lorgar, inspiring 
  the surrounding heretics with the blasphemous words. If the 
  Dark Apostle succeeds at a Challenging (+0) Fellowship 
  Test, all allies within ten metres are inspired by his religious 
  fervour and gain a +10 bonus to all WS and BS Tests for the 
  remainder of the encounter.
  
  IV: The Acheros Salient
   The Hadex 
  Anomaly
  “There is a wound in the void!”
  –Dien Xquin, Astropath Transcendent of the Limitless Grasp
  T
  he core of the Jericho Reach is dominated by an 
  enigmatic warp phenomenon that deﬁ es conventional 
  classiﬁ cation. Bathing countless worlds in a sickly 
  red glow, this nebulous tear in space represents far more 
  than a navigational hazard or obstruction to astropathic 
  communication. It is a cancer upon the fabric of time and 
  space, and entire star systems have been lost to its baleful 
  inﬂ uence. To the astronomers who study it, and the Navigators 
  who fear it, it is known as the Hadex Anomaly.
  Like a monstrous heart palpitating in the void, the inﬂ uence 
  of the Hadex Anomaly expands and recedes arrhythmically, 
  absorbing and disgorging entire solar systems over the 
  course of decades. Worlds bathed in the crimson glow of the 
  Anomaly become saturated with its corrupting essence, while 
  stars languish under its stygian radiance. Such stars become 
  clotted red orbs, shedding a carmine luminescence mimicking 
  that of the Anomaly itself.
  The erratic behaviour of the Anomaly has caused many 
  scholars to believe that it may, in fact, have a mind and 
  sentience of its own. There is a ring of ships surrounding the 
  Anomaly, ghost vessels that have become locked within a tide 
  of chronal disturbances—frozen forever within a ﬂ ow of time. 
  It is conjectured that the Hadex Anomaly is the source of a 
  ﬂ ow of time spewing forth into the galaxy from an another 
  dimension, although any efforts to fully catalogue or study the 
  effects of the Anomaly have ended in utter disaster.
  More than the amassed forces of the Stigmartus, the xenos 
  ﬂ eets, or the warbands of the Traitor Legions, the Hadex 
  Anomaly represents a seemingly insurmountable obstacle 
  standing in the way of the Acheros Salient. How can the forces 
  of Mankind know victory when their enemy is space itself?
  RECORDED HISTORY
  “We do not see its light. Rather, we perceive a reﬂ ection of an 
  ultimate darkness predating the universe.”
  –From the anonymously published pamphlet Rutilus Inritus
  The origin of the Hadex Anomaly is shrouded in mysteries as 
  impenetrable as the Anomaly itself. Apocryphal accounts link 
  the Anomaly to the blood rites practised by the corrupted lords 
  of Verronus, a decadent hive world thought destroyed during 
  the Anomaly’s violent birth. Astrologers claim the Anomaly is 
  the result of an inauspicious planetary–or possibly galactic–
  alignment, a conﬂ uence of forces that ripped the void asunder. 
  Darkest of all explanations are those espoused by warp dabblers 
  across the Jericho Reach who claim the Hadex Anomaly is 
  only a prelude to a future calamity set to lay waste to the entire 
  Jericho Reach.
  What little the forces of the Achilus Crusade know of the 
  Hadex Anomaly comes from the journals of Lord Captain 
  Emanuel Hadex, one of the few Rogue Traders to venture 
  into the Jericho Reach during the Age of Shadow. Born into 
  a moderately successful Dynasty operating in the vicinity 
  of Charadon, Emanuel ﬂ ed the realm of his birth during the 
  invasion of the ﬁ rst Arch-Arsonist. Seeking a new territory to 
  exploit, Emanuel took advantage of a break in the Warp storms 
  surrounding the lost Jericho Sector to venture into the worlds 
  beyond. When Emanuel’s ﬂ agship, the Aletris, translated from the 
  Warp, the Lord Captain was awestruck by a sight he described 
  as “like a rose suspended in the ﬁ rmament!” In his hubris, the 
  Lord Captain named his discovery the Hadex Nebula.
  Soon after the Anomaly’s discovery, the journal of Lord-
  Captain Emanuel Hadex begins to reﬂ ect the emerging madness 
  of its author. Day-to-day accounts of shipboard life give way 
  to imagined conversations between the Rogue Trader and the 
  red hole bearing his name. Hadex claimed that the celestial 
  phenomena responded to his thoughts and somehow began 
  communicating with him in his dreams.
  However, as the ﬂ eet drew closer it became clear to Emanuel’s 
  crew that the Hadex Nebula was something to be avoided 
  and feared. The journals of Emanuel Hadex and his ofﬁ cers 
  record countless preternatural phenomenon now commonly 
  associated with the Anomaly—odd “jumps” in time, entire days 
  missing from a ship’s log-recorder, and signals received before 
  they had even been sent from other ships in the ﬂ eet. Still, the 
  Lord Captain pressed on, driving his ﬂ eet ever closer to the 
  Anomaly’s heart.
  g
  p
  g
  
  IV: The Acheros Salient
   The Lord-Captain’s negligence, combined with the 
  steady erosion of morale caused by time distortions and 
  Warp phantoms, weakened the discipline and courage of the 
  crew. When the Hippeastrum, a decommissioned Lunar-class 
  Cruiser under the command of one Lieutenant Argord Pym, 
  attempted to turn back from the foolhardy journey, the Lord-
  Captain ordered the macrobatteries of his ﬂ agship turned 
  against the ﬂ eeing vessel. The lieutenants in command of 
  the remainder of the Hadex ﬂ eet, torn between loyalty to a 
  maddened Lord-Captain and a desire to ﬂ ee to safety while 
  there was still a chance, mutinied.
  The Oberon-class Battleship Messier Ascendant discovered 
  the derelict Aletris in 779.M41. Found drifting on the outer 
  edge of a vast circle of similarly adrift and abandoned vessels 
  orbiting the Anomaly, her crew’s ﬁ nal moments preserved 
  in a vacuum-frozen tableaux of violence, the Aletris was 
  nevertheless intact. Lord-Captain Emanuel Hadex was found 
  barricaded within the bridge, seated upon his command 
  throne, the red ﬂ icker of the Hadex Anomaly reﬂ ected in his 
  frozen eyes.
  Lord Militant Tetrarchus has issued an edict setting 
  the Hadex Anomaly off-limits to all but the most highly-
  authorised vessels (which naturally include all Inquisition and 
  Deathwatch ships), and its presence is considered a celestial 
  hazard of the utmost danger. A few foolhardy souls (and a 
  Rogue Trader or two) have tried their luck in salvaging or 
  reclaiming some of the vessels in the stasis ring surrounding 
  the Hadex Anomaly, but none of those expeditions has so 
  far returned. 
  THE WRECK OF THE 
  LIMITLESS GRASP
  “Be thankful the God-Emperor wills you die but once in His service! 
  Beware those who serve any other, for they shall die a thousand times 
  in the name of their master, and yet shall not know victory!”
  –Julius Scipio, Deathwatch Librarian and Loremaster of the 
  Kabiri Archives
  The parsecs surrounding the Hadex Anomaly are haunted by a 
  voidship that is far more real than the stuff of voidfarer legend. 
  It is an ill-omened ship with a cursed crew, shunned by all who 
  detect its faint but distinct energy signature at the limits of long 
  range augur sweeps. It is the Limitless Grasp, and it alone is the 
  key to understanding the origins of the Hadex Anomaly.
  The Imperial Navy ﬁ rst encountered the Limitless Grasp 
  in 781.M41. Of the battle group involved, only the frigate 
  Sebastian’s Gauntlet survived the surge of Warp phenomena 
  now known to follow any manifestation of the Limitless 
  Grasp. The auspex logs and ofﬁ cer’s testimony regarding the 
  incident recount events that have played out numerous times 
  in the history of the Crusade. Their encounter, and those that 
  followed, are nearly identical.
  An elegant merchant voidship, its hull a masterwork of 
  lustrous silver and gleaming brass, translates from the Warp into 
  open void. After a moment’s silence, the vessel’s vox channels 
  open, broadcasting on all frequencies. The ship identiﬁ es itself as 
  the Limitless Grasp, a free trader under the command of Chartist 
  Captain Olympia Thyatira, followed immediately by a formal 
  request to enter orbit around Verronus, a planet conspicuously 
  absent from charts of the Jericho Reach. After another period of 
  silence a woman’s voice requests audience with “his pharaonic 
  eminence, the Sanguine Oligarch of Verronus.” Again, silence, 
  followed by a burst of vox-chatter as the crew of the Limitless 
  Grasp bear witness to a strange phenomenon consuming a 
  planet only they can see. The engines of the Limitless Grasp ﬂ are 
  to life, the ship banking hard as if to escape some onrushing 
  horror. The Hadex Anomaly becomes agitated, ﬂ ooding the 
  void with red light. Distress signals and agonised screams ﬂ ood 
  all vox channels as the Limitless Grasp is reduced to shreds of 
  titanium alloy and ceramite by devastating tidal forces. Any 
  voidship unfortunate enough to remain in the vicinity is 
  assailed by similar gravitic phenomenon. When this period of 
  turbulence ceases, nothing remains but the void.
  Weeks may pass, or months, or years, before the Limitless 
  Grasp appears again. It is only a matter of time before her crew 
  die screaming at the void once more, their deaths repeated 
  and relived countless times, any witnesses to their tragic end 
  unlikely to survive the encounter.
  The wreck of the Limitless Grasp is but one of many phantom 
  voidships haunting the Anomaly. Countless other vessels 
  caught in temporal ebbs drift between past dooms and future 
  calamities. Some claim this is the fate of all voidships that risk 
  an engagement with the Grasp. Other fear the phantom ships 
  are casualties of an apocalyptic battle yet to be fought. None 
  dare investigate these mysteries too closely. To do so, they 
  warn, is to join the phantoms of the void.
  A STAIN UPON SPACE AND TIME
  Of all the properties ascribed to the Hadex Anomaly, 
  its most perplexing feature is its visibility. When the 
  Hadex Anomaly ﬁ rst manifested in 656.M40 it was 
  immediately visible across the Ultima Segmentum, 
  its appearance recorded by observatories and scout 
  stations as distant as Nocturne. The fact that the light 
  cast by the Anomaly was instantly visible across the 
  so vast an area, in ﬂ agrant deﬁ ance to the laws of 
  the physical universe, has not gone unnoticed by the 
  Magos Physics of the Cult Mechanicus.
  The ﬂ ow of time is inconsistent within the purview 
  of the Anomaly. On a world suffused in the Anomaly’s 
  glow, the length of day and night is in constant ﬂ ux. 
  Shadows cast betray hints of future events while the 
  voices of the past are forever at the edge of hearing. 
  Voidships undertaking brief Warp jumps emerge from 
  the Immaterium months after they departed or days 
  before they left. Astropathic communication is all 
  but impossible as fragments of messages never sent 
  inﬁ ltrate telepathic sendings.
  Navigators fare worst of all. The Hadex Anomaly’s 
  infectious brilliance overwhelms the light of the 
  Astronomican, rendering all but the most keen-eyed 
  Navigators unable to plot accurate courses along the 
  Acheros Salient.
  
  IV: The Acheros Salient
  The Fate of the Hadex Fleet
  According to the logs of Lord-Captain Emanuel Hadex and his lieutenants, the Hadex ﬂ eet consisted of 
  ﬁ ve sturdy voidships of varying class and purpose. The ﬂ eet managed to escape the Anomaly bearing 
  their Lord-Captain’s name only to have each vessel claimed by a tragic fate.
  The Hippeastrum
  This Lunar-class Cruiser was reported lost in a resurgent Warp Storm shortly after the mutiny that ousted 
  Emanuel Hadex. In 809.M41 a battle scarred Lunar Class of ancient design began preying upon Imperial 
  Navy supply caravans supporting the planetary defence force garrisons of the Eleusis shrine world. While 
  this craft has yet to be conclusively identiﬁ ed as the Hippeastrum, degenerate crew, captured in a recent 
  boarding action over Aurum, have identiﬁ ed their commander as “the Decimated Argord Pym.”
  Weeping Amaryllis
  A colony ship baring serfs, vassals, and oath bound drudges loyal to the Hadex Dynasty, this lumbering 
  Jericho-class voidship was abandoned to a pack of xenos raiders near the world of Credence. Surviving 
  logs report the remainder of the Hadex Fleet crippled the straining engines of the Weeping Amaryllis, 
  leaving it as easy prey for the raiders and allowing the rest of the ﬂ eet time to escape. While the fate of 
  the Amaryllis itself is unknown, it is believed the slave cult of the Carmine Lamentation has its origins 
  upon the unfortunate vessel.
  Lilium of Charadon
  The Hadex Fleet lost contact with the scout frigate Lilium of Charadon as the nimble craft sought a 
  stable route through a Warp Storm battering the trailing systems of the Jericho Reach. In 779.M41 a 
  ship baring the Lilium of Charadon’s markings drifted into the Ormasim system. Three Deathwatch 
  Battle-Brothers, veterans of the Kaggeran Pogrom, boarded the derelict to investigate. No sooner had 
  they boarded than the ship’s Warp engines surged to life, carrying the Lilium into the Empyrean. The 
  mysterious return and disappearance of the Lilium coincides with an opening of the Omega Vault. The 
  leaden doors swung wide revealing a single drop of blood hanging in a suspensor ﬁ eld. The blood and 
  the gene-print identifying its origin are currently under seal by order of Watch Commander Mordigael.
  The Dracaena
  The fate of the Dracaena, a voidship serving as the Hadex Dynasty’s mobile mining platform and ore 
  smelter, is unknown to the masters of the Achilus Crusade. However, a Deathwatch Kill-team, recently 
  returned from a failed attempt to re-establish contact with Watch Fortress Midael, reported an odd 
  discovery upon a rogue moon adrift at the edges of the Hadex Anomaly. Distributed evenly over the 
  moon’s surface, covering an area of some eight-square leagues, are the components of a dismantled 
  mining ship laid out in meticulous order like cogs on a watchmaker’s worktable. More disturbing are 
  the remains of some 15,000 crewmen arranged in neat rows, their organs beside them and conﬁ gured 
  like a chirurgeon’s anatomical chart. The dead ﬂ esh shows no signs of decomposition and is moist to 
  the touch.
  The Aletris
  Unknown to the rank and ﬁ le of the Crusade, the Aletris still plies the void. Commandeered by Lord-
  Militant Achilus shortly after its discovery, the Aletris was purged, reﬁ tted, and pressed into service 
  as a blockade-runner. Re-christened Dirk of Alphos to disguise her true origins, the ship bears a dark 
  reputation. Crew report hearing snatches of foul poetry carried on the stale air, and Navigators claim 
  the ship feels the pull of the Anomaly. Those who serve upon the Dirk of Alphos and possess some 
  hint as to its true origin live in fear of the day the vessel slips from her Navigator’s control and plunges 
  headlong into the Hadex Anomaly.
  
  IV: The Acheros Salient
  THE LAMENTATION WAVE
  In the Limitless Grasp’s ﬁ nal moments the vessel’s chief 
  Astropath, one Dien Xquin, transmits a single message. This 
  cry of awe and horror echoes throughout the Empyrean. 
  Those Astropaths unfortunate enough to encounter this 
  psychic missive are overwhelmed as they experience the ﬁ nal 
  agonised thoughts of their dying counterpart. An unfortunate 
  few Astropaths in service to the Achilus Crusade have perished 
  as a result of intercepting the Lamentation Wave. Some die in 
  a moment of apoplexy as Dien’s ﬁ nal thoughts surge through 
  their minds. Other fall upon Psykana mercy blades, taking 
  their lives rather than risk intercepting the Wave again during 
  a future manifestation of the Limitless Grasp. More unfortunate 
  Astropaths are driven to madness. Their minds lost to the 
  bemoaning cry of Dien Xquin, these psykers spend the 
  remainder of their lives sequestered in hidden compounds of 
  the Inquisition, their incarceration broken only by periods 
  of intense questioning. Through the interrogation of these 
  psykers the Inquisition hopes to gain some understanding of 
  the true origins of the Hadex Anomaly.
  PSYKERS AND THE ANOMALY
  The radiance of the Hadex Anomaly corrupts psychic power 
  as surely as it distorts the order of space and time. Psykers ﬁ nd 
  their unnatural abilities riskier to use, their manipulations of 
  empyrean energy more likely to attract reprisal from the Warp.
  Time Distortions: Whenever a Psyker (Librarians 
  included) rolls on Table 6–1: Psychic Phenomenon (see  
  page 187 in the DEATHWATCH Rulebook) while bathed in 
  the glow of the Hadex Anomaly, add 1d10 to the result. 
  Additionally, all rolls on Table 6-2: Perils of the Warp 
  resulting in 38 or less trigger Chronological Incontinence, 
  representing the Anomaly corroding time around the Psyker.
  Resisting the Lamentation Wave: All Psykers 
  possessing the Telepathy discipline are at risk of intercepting 
  the Lamentation Wave. Whenever a manifestation of the 
  Limitless Grasp occurs within a Psyker’s Astrotelepathy range 
  he must make an immediate Challenging (+0) Willpower 
  Test. Failure means suffering 1d10 Insanity Points. A 
  result of 96+ triggers the loss of 1d10 Wounds due to 
  internal haemorrhaging.
  KOKABIEL’S DROP
  “My right eye offended me, so I plucked it out. My left eye deceived 
  me, so I cast it into the void. My Third Eye remains. With it I see an 
  immaculate light greater than the faltering Astronomican!”
  –Kokabiel Grigoris, rogue Navigator and Ipsissimus of the 
  Cyclopean Congregation
  More so than any Chaos Corsair, Stigmartus battle cruiser, or 
  Warp-borne leviathan, the ofﬁ cers and voidsmen of the Acheros 
  Salient Navy fear the Warp-borne peril of Kokabiel’s Drop. 
  Branching from the Araqiel Main between the Vanity and Blood 
  Trinity systems, the Drop is far more than a navigational hazard. 
  It is a vortex leading to the churning heart of the Hadex Anomaly 
  and a haven for a degenerate cult of rogue Navigators who have 
  turned their sight from the blessed Astronomican.
  EXPLORATION AND ILLUMINATION
  “The fear of the unknown is a shield. It protects the hearts of the 
  faithful from a greater fear. I speak of the fear of discovery!”
  –Preacher Bastian of the Mortessan 14th Highlanders
  In 789.M41, Lord Militant Tetrarchus charged the highly 
  decorated Commodore Bronislave Tenermaritus with the task 
  of charting a stable Warp route between the Cellebos Warzone 
  and Samech, allowing Crusade forces to make a direct strike 
  against the planet of Hereteks, crippling the manufactories 
  and shipyards supplying the Stigmartus war effort. Taking as 
  his guide one Kokabiel Grigoris, a relatively young but gifted 
  Navigator following his House’s long tradition of service to 
  the Imperial Navy, the Commodore set out upon his ﬂ agship 
  the Avenger-class Grand Cruiser Burden of Vigilance.
  Despite the best efforts of the Burden’s commander, 
  Navigator, and crew, the Warp beyond the Cellebos 
  Warzone proved nearly impossible to chart. Warp eddies 
  LEXICANIUM ARATRON AND THE 
  LAMENTATION WATCH
  Since the discovery of the Limitless Grasp, the Librarians of 
  Watch Fortress Erioch have monitored the Lamentation 
  Wave, documenting each manifestation and recording 
  whatever information can be gleaned from the minds of 
  the unfortunate Astropaths chosen to assist with the task. 
  Designated the Lamentation Watch, the task currently 
  falls on the shoulders of Lexicanium Aratron of the 
  Marines Errant Chapter. Known to isolate himself within 
  his personal chapel for weeks at a time during bouts of 
  ardent meditation, Lexicanium Aratron tirelessly correlates 
  over one thousand years of psychometric data regarding 
  the time, location, and intensity of each occurrence of 
  Lamentation Wave. Now, after over a decade study, 
  Aratron claims a pattern is emerging. According to a 
  report recently ﬁ led with Watch Commander Mordigael, 
  Lexicanium Aratron believes he has enough data to 
  predict the exact time and place of the Limitless Grasp’s 
  next appearance. Aratron now seeks a company of Battle-
  Brothers to await the next coming of the Grasp and, if 
  possible, board the vessel. In this way Aratron hopes 
  to witness the birth of the Hadex Anomaly ﬁ rst hand. 
  Watch Commander Mordigiel has yet to authorise such 
  a mission.
  Many doubt the wisdom of Lexicanium Aratron’s 
  plan, and several among the Deathwatch doubt Aratron’s 
  sanity. It is rumoured Aratron opened his mind to the 
  Lamentation Wave in order to study the phenomenon 
  ﬁ rst hand. If so, a seed of corruption carried by the Wave 
  now roots within his mind. The Chamber of Vigilance 
  tolerates Lexicanium Aratron’s eccentricities out of respect 
  for his service to the Deathwatch. However, there are 
  those within the Chamber preparing to move against 
  Aratron should rumours of his corruption prove true, 
  preferring to deal with the matter internally, lest the Ordo 
  Hereticus choose to investigate Deathwatch affairs.
  
  IV: The Acheros Salient
  terminated into immaterial shoals, aetheric currents ﬂ owed 
  back upon themselves, and the bilious emissions of the 
  Hadex Anomaly obscured the sight of Kokabiel and his 
  subordinate Navigators.
  After months of fruitless exploration the Burden of 
  Vigilance fell prey to the Haruspex, a pack of xenos marauders 
  believed to originate within the Slinnar Drift. Commodore 
  Tenermaritus perished in the ensuing battle, atomised 
  during a valiant boarding action against the Haruspex Life-
  seeker. The Commodore’s sacriﬁ ce routed the xenos ﬂ eet, 
  granting the Burden enough time to ﬂ ee through a recently 
  discovered Warp passage veering dangerously close to the 
  Hadex Anomaly. The Burden’s ﬁ nal message, intercepted by 
  the Astropathic listening post on Pyrathas, claimed a great 
  discovery waited at the end of the route.
  In the years following the disappearance of the Burden of 
  Vigilance, the site of its last battle gained a sinister reputation. 
  Voidships passing through the area drifted far off course. The 
  sendings of all but the most powerful Astropaths faded into 
  the void. A rare few vessels vanished outright. Superstitious 
  voidsmen dubbed this region of Warpspace ‘the Drop’.
  A BURDEN RETURNED
  “Rush headlong into oblivion. Only then can you see what 
  waits beyond.”
  –Altus Nox of the Word Bearers Traitor Legion
  In 793.M41 a mysterious vessel of Imperial design began 
  preying on voidships passing through the Drop. Lucia’s 
  Gauntlet, one of the few voidships to escape such an 
  attack, identiﬁ ed the vessel as the Burden of Vigilance, now 
  re-christened the Burden of Revelation and captained by 
  Kokabiel Grigoris.
  Quickly recognising the threat presented by the rogue 
  Navigator, the Acheros Salient Navy stepped up patrols in the 
  Drop. Regrettably, this move served only to provide Kokabiel 
  with more prey. Of the ﬂ otilla dispatched from Calist, a third 
  fell to the Burden of Revelation’s guns. A half dozen vanished 
  beyond the Drop in a futile search for Kokabiel’s sanctuary. Of 
  the remaining vessels, only three are accounted for, arriving at 
  Khazant over a decade later after limping through the Warp 
  without Navigators.
  THE TARIFF
  Grigoris claims the Drop and all space beyond as his domain, 
  requiring tribute from those passing through. Voidships 
  unfortunate enough to run afoul of the Burden of Revelation 
  must pay the toll or face reprisal. The exact nature of this toll 
  depends upon Kokabiel’s whims and the needs of his vessel. 
  Fuel, provisions, and crew are the most common price for safe 
  passage. On other occasions Kokabiel demands a teratonne of 
  bilge water, spent macrocannon shells, or some other voidship 
  by-product of little apparent use.
  Lord Captains who refuse to pay the tariff face Kokabiel’s 
  vengeance. Most are ﬁ red upon outright, their voidships 
  raided by mad acolytes of the Cyclopean Congregation. 
  Warships capable of defending against hit-and-run attacks 
  are stalked for days, hounded by the Burden of Revelation as 
  it ﬂ its into and out of the Warp long just enough to unleash 
  volleys of lance ﬁ re. A lamentable few are given the illusion 
  of escape. Left untouched by a seemingly resigned Kokabiel, 
  these vessels soon ﬁ nd themselves off course, lost in the Drop 
  and drifting ever closer to the core of the Hadex Anomaly.
  By special order of Lord Militant Tetrarchus, all 
  commanders of the Acheros Salient Navy are prohibited from 
  acquiescing to Kokabiel’s demands. Those who fail to abide 
  by this order face a traitor’s execution. Naval commanders are 
  left with a difﬁ cult choice; brave Kokabiel’s Drop and risk an 
  encounter with the master of the Cyclopean Congregation, 
  or bypass the Drop entirely and add weeks to the length of 
  a voyage.
  KOKABIEL GRIGORIS
  “His gaze keen, unblinking, and burns like a collapsing star.”
  –Gadivilius Brom, Navigator Primaris of the Swift Reprisal
  Kokabiel is a scion of House Grigoris, a Navigator bloodline 
  whose service in the Imperial Navy stretches back to the Age 
  of Apostasy. Though his household is renowned for producing 
  Navigators of distinction, Kokabiel’s brief commission 
  is shamefully unremarkable. The discovery of the Drop 
  marks the end Kokabiel’s obscurity, as well as his loyalty to 
  the Crusade.
  Once considered handsome by Navigator standards, 
  Kokabiel’s few pleasing features are lost to pallid skin, 
  elongated bones, and a perpetual grin both sardonic and 
  beatiﬁ c. However, Kokabiel’s most striking features are his 
  eyes, or lack thereof.
  At the moment of his ﬁ rst revelation Kokabiel plucked out 
  his eyes, sacriﬁ cing mundane sight for the visions imparted 
  in the Hadex Anomaly. Now only his Third Eye remains. 
  Kokabiel’s Warp Eye is forever open, shedding a purulent 
  red glow that casts no shadow. This eye is a thing of cosmic 
  terror. Some claim it is a window into the Anomaly. Others 
  claim it contains a fragment of the Anomaly itself. Still others 
  speculate that Kokabiel’s blighted eye is a microcosm, a ﬂ eshy 
  orb containing the Hadex Anomaly in miniature. The truth is 
  known only to Kokabiel and his most trusted followers.
  Strangely, though Kokabiel is familiar with the Jericho-
  Maw Warp Gate, having passed through it with the majority 
  of his household at the onset of the Achilus Crusade, he 
  is content to keep the Gate’s secret to himself. Whether 
  Kokabiel holds his tongue out of some remaining vestige of 
  honour or plans to use his knowledge as a bargaining chip in 
  the future remains to be seen.
  The Fate of House Grigoris
  Kokabiel’s heresy brought shame and scrutiny upon House 
  Grigoris. With the household’s susceptibility to corruption 
  called into question, Lord Militant Tetrarchus ordered all 
  of its members recalled from active duty and conﬁ ned to 
  the Grigoris’s temporary estate on Carmyn, pending a full 
  investigation by the Ordo Malleus. As of 817.M41 all but 
  three members House Grigoris are accounted for.
  
  IV: The Acheros Salient
  Penemue Grigoris: Vanished in the Charon Stars 
  shortly after Tetrarchus’s recall order. Intercepted Astropathic 
  communiqués suggest she planned to seek out Kokabiel and 
  return him to the Emperor’s light.
  Azazel Grigoris: Still serving aboard the Might of Terra, 
  an Apocalypse class battleship long trapped behind enemy 
  lines in the wake of Hive Fleet Dagon.
  Araqiel Grigoris: The status of the Grigoris Novator is 
  currently unknown. Taken into protective custody—some 
  say abducted—by an agent of the Ordo Xenos, Araqiel’s 
  disappearance weakened the already faltering position of 
  his house. Puritans within the Ordo Malleus loudly accuse 
  Radical elements of the Ordo Xenos of intentionally 
  sabotaging an ongoing investigation.
  THE CYCLOPEAN CONGREGATION
  A self proclaimed prophet, Kokabiel Grigoris presides over a 
  mystery cult of degenerate Navigators and decadent voidsmen 
  known as the Cyclopean Congregation. Named for Kokabiel 
  and his inner circle of renegade Navigators, all of whom are 
  blind save for their Third Eye, the Congregation cult promises 
  illumination through communion with the Hadex Anomaly. 
  Practicing complex rites of initiation, the cult’s upper echelons 
  are open only to full blooded Navigators. Only those with the 
  Warp Eye, preaches Kokabiel, can appreciate the Anomaly for 
  what it truly is.
  According to his own blasphemous lore, Kokabiel’s Drop 
  is more than a convoluted region of the Immaterium. It is the 
  entrance to a stable Warp route spiralling into the heart of the 
  Hadex Anomaly, a place where the meanings of space and 
  time are inverted. The fallen Navigator leads his Cyclopean 
  Congregation on blasphemous pilgrimages along this route, 
  each journey a profane recreation of the Burden of Vigilance’s 
  ﬁ rst passage through the Anomaly. During these voyages, 
  acolytes ritually blind themselves, sacriﬁ cing an eye for each 
  level of initiation attained within the cult.
  The lowest tiers of the Congregation are a collection of 
  outcast voidsmen. Largely ignorant of the true nature of the 
  cult, many of these void born fanatics lost their humanity 
  to madness and mutation long before pledging fealty to the 
  Kokabiel. Wandering corridors and groping along bulkheads, 
  the most devoted acolytes eagerly trade their sight for 
  deeper initiation.
  Most revered outside Kokabiel’s inner circle are the 
  Typhlotics, bearers of the dormant Navigator gene. Culled 
  from renegade houses and the extended families of raided 
  Navigator households, these priests of the Congregation 
  command the voidsmen ﬂ ock and act as intermediaries 
  between the cult’s inner and outer circles. Having sacriﬁ ced 
  both eyes already, Typhlotics go a step further, carving jagged 
  spirals into their foreheads. Symbolising both the coiling 
  route of Kokabiel’s Drop and the swirling energies contained 
  in their prophet’s Third Eye, these scars mark the high priests 
  of the Congregation.
  The inner circle of the Cyclopean Congregation consists 
  exclusively of Navigators personally initiated by Kokabiel 
  at the nucleus of the Hadex Anomaly. The Congregation’s 
  oracles and hierophants, these prodigal scions of the Navis 
  Nobilite, are the unquestioned masters of the cult. Spending 
  most of their time in quiet contemplation, the Cyclopean 
  Oracles speak only to disseminate prophecy and issue orders 
  to the Typhlotic clergy. The Cyclopean Oracles possess the 
  greatest secret of the Congregation. Using the Hadex Anomaly 
  as a guide in place of the Astronomican, they navigate the 
  Congregational Fleet safely and nearly instantaneously across 
  the Jericho Reach.
  THE UNCONVERTED
  Not every Navigator brought before Kokabiel Grigoris 
  is a willing convert. Navigators abducted in raids, 
  captured in boarding actions, or traded to the Cyclopean 
  Congregation by desperate crew, are loath to risk 
  damnation at the foot of a self proclaimed prophet. Those 
  who reject Kokabiel’s offer of enlightenment and initiation 
  into the Congregation suffer a fate few planetbound 
  humans understand. With a savage twist of his talon-like 
  ﬁ ngers, Kokabiel rends the apostate’s Third Eye, plucking 
  the sensitive organ from the victim’s forehead.
  Deprived of their Warp sight and rendered useless 
  in the eyes of the Navis Nobilite, Kokabiel turns these 
  unfortunates free. Some are dropped into Imperial 
  territory, mutilated reminders of Kokabiel’s private 
  Crusade. Others are ransomed back to their households. 
  The worst of these wander bilge decks of the Burden of 
  Revelation, their pitiful cries reverberating throughout the 
  ancient bulkheads.
  
  IV: The Acheros Salient
  PROMISE OF ILLUMINATION
  Kokabiel foretells a coming age of chaos and despair, a time 
  when the Astronomican will fail, leaving the Navis Nobilite 
  scrabbling in the abyssal dark. The Nobilite’s only salvation, 
  Kokabiel preaches, comes in the form of the Hadex Anomaly, 
  a new and vital light in the Warp. Those who comprehend 
  the mysteries of the Anomaly and use its light to guide their 
  passage through the Warp will be the masters of the coming 
  age. Kokabiel envisions a time when the inﬂ uence of the 
  Anomaly encompasses the galaxy entire, every Segmentum 
  awash in its bloody glow.
  THE CONGREGATIONAL FLEET
  A development unknown to the masters of the Achilus 
  Crusade, Kokabiel Grigoris commands a growing ﬂ eet of 
  voidships. Dubbed the Congregational Fleet, this ﬂ otilla of 
  ramshackle craft is composed of ships lost to the Anomaly 
  over the past millennium. Patiently gathered and retroﬁ tted 
  by Cyclopean Congregation, the ﬂ eet is currently moored 
  among the remains of a shattered moon. Repaired with 
  archeotechnology cannibalised from derelicts considered 
  beyond all hope of redemption, these ships are being 
  prepared for war.
  Dark Adversaries and Strange Allies
  Kokabiel Grigoris and the Cyclopean Congregation do not 
  exist in isolation. Grigoris’s machinations are entangled with 
  the disparate factions at war in the Reach, creating a complex 
  web of alliances and rivalries worthy of the most experienced 
  Eldar manipulator.
  House Der’cel
  Pronounced Excommunicate Traitoris for its involvement 
  in the Sepphoris Secession, this renegade house is a recent 
  arrival to the Reach. Intercepted by representatives of the 
  Congregation near Argoth, the 
  entirety of House Der’cel converted 
  to the Cyclopean Congregation in a 
  single night. The Der’cel highliner 
  Via Infractus is currently moored at 
  an unknown location within the 
  Charon Stars. The Via Infractus is 
  currently the home of a massive 
  breeding program, the birthplace 
  of a new generation of Navigators 
  raised 
  from 
  inception 
  in 
  the 
  Cyclopean fold.
  Samech
  The 
  Cyclopean 
  Congregation 
  is on uneasy footing with the 
  hereteks of Samech. Once tentative 
  trading partners, relations soured 
  after Kokabiel purchased cloning 
  technology 
  to 
  expedite 
  the 
  Congregation’s 
  ﬁ rst 
  breeding 
  program. The technology proved 
  faulty, producing inchoate masses 
  of palpitating tissue useless to the 
  cult’s long term goals. Though 
  Kokabiel 
  swore 
  revenge 
  and 
  bombarded multiple heretek orbital 
  stations at the edge of the Samech 
  system, he has yet to deal a crushing 
  blow against the heretek Magus 
  responsible for crafting the faulty 
  accelerated maturation chambers.
  The Stigmartus
  Unbeknownst to Lord Militant 
  Tetrarchus, the Burden of Revelation 
  preys upon Stigmartus warships as 
  readily as Imperial vessels. Though 
  Ofﬁ cer-Bishops are not outright 
  forbidden from bargaining with 
  Kokabiel for safe passage through 
  p
  p
  y
  arrival to the Reach. Inte
  Co
  en
  to 
  sin
  Via
  an 
  Ch
  cur
  bre
  of 
  rai
  Cy
  Sa
  Th
  is 
  he
  tra
  aft
  tec
  Co
  pro
  fau
  of 
  cul
  Ko
  bo
  sta
  sys
  blo
  res
  acc
  Th
  Un
  Te
  pre
  rea
  Of
  for
  Ko
  Ko
  To my Master, Epistolary Axineton,
  As per your instructions, I have combed through the deep archives for every 
  scrap of data relating to the fabled Testament of Ra’s Tali. Your instincts were 
  correct. The Testament is no myth. Though the original vox recording is no longer 
  extant, I was able to locate a partial transcription and accompanying documents 
  detailing its history.
  When the Hadex Anomaly ﬁ rst erupted into being in 656.M40 a full third of 
  the Astropathic choir of Watch Fortress Erioch collapsed into paroxysms of 
  weeping, blood ﬂ owing from their useless eyes like widow’s tears. The majority 
  of these unfortunate psykers died from exhaustion and blood loss within the 
  hour. However, one Choir Psaltis Ra’s Tali clung to life for several days. 
  Between sobbing ﬁ ts, Ra’s blathered like a mad poet. An anonymous Librarian 
  recorded Ra’s Tali’s rant onto a data-slate, and it was from this recording that 
  the Testament of Ra’s Tali was transcribed.
  I cannot speak to the usefulness of the fragmentary transcription I recovered. 
  Interpretation of prophecy and visions are beyond me. However, I can speak 
  to the authenticity of the documents. Master Axineton, it is with a mixture of 
  trepidation and relief that I present to you my ﬁ ndings. The past several months 
  have proved taxing, and my long isolation sequestered within the deep archives 
  drove me close to madness. However, my suffering is insigniﬁ cant compared to 
  your duty to the sacred Watch. I take solace in the mind-wipe that I know 
  awaits me upon the delivery of my ﬁ ndings. Ignorance is the greatest mercy 
  visited upon those of my station.
  Your obedient servant,
  Bonded Archivist Sebastopol Drell
  
  IV: The Acheros Salient
  the Drop, Elak Sarda takes a dim view of subordinates 
  willing to acquiesce to the rogue Navigator’s demands. The 
  Cult-General’s pride prevents him from entering diplomatic 
  relations with the leader of a rival cult, and his military 
  actions against Kokabiel continually meet with failure.
  The Word Bearers
  The Deathwatch Rapid Strike Vessel Final Mercy recently 
  witnessed a meeting between the Burden of Revelation and the 
  Word Bearers Battle Barge Inexorable Ruination deep in the 
  Charon Stars. Both ships vanished into the Immaterium after 
  discovery. Investigation of the area revealed the remains of a 
  third ship of xenos origin.
  DAEMON WORLDS OF THE 
  HADEX ANOMALY
  When the Hadex Anomaly ﬁ rst formed, it swallowed whole 
  any world that was sitting in its birthing cradle. The raw, 
  unfocused power of Chaos destroyed most of those planets 
  caught in the terrible throes of the Anomaly’s eruption. 
  Those that were not destroyed were quickly corrupted, 
  twisted into a foul parody of what they once were. These 
  planets became the thing that haunts the nightmares of many 
  an Inquisitor—Daemon Worlds. Presented below are a few 
  examples of Daemon Worlds that can be found within the 
  Hadex Anomaly. Many more exist, but these are the ones 
  known for sure to the Crusade.
  BULWARK
  Once a proud Fortress World, guarding the original Sector 
  capital of Verronus, Bulwark has been claimed by the 
  worshippers of Khorne. Unlike Venkrous, the Warp itself 
  did not mutate the planet; instead all of the atrocities that 
  were committed in the years following the appearance of the 
  Anomaly were perpetrated by the citizens of Bulwark. Once, 
  mighty bastions of adamantium and steel stood ﬁ rm against 
  the enemies of the Imperium. Now, these same structures have 
  become charnel houses, the inhabitants constantly offering 
  up sacriﬁ ces to the Blood God. Where Aquilas once stood 
  proud over the buildings of the Munitorums, now sit Flesh 
  Hounds of Khorne, perched and waiting for the chance to 
  satiate their eternal hunger with the blood of those that offend 
  their master. Skulls, both human and daemon, decorate every 
  outcropping. Walls are lined with spikes, and the aqueducts 
  pump a never-ending torrent of blood into the seas.
  While these crimes are despicable, the greatest atrocity 
  was saved for the Grand Temple of the God-Emperor. The 
  beautiful stained glass windows, once multi-coloured and 
  
  IV: The Acheros Salient
  depicting scenes of the Emperor’s glory, now are stained only 
  with the blood of those few priests who kept true to their 
  faith in Bulwark’s darkest hour. The skulls of the priesthood 
  were taken from their bodies and placed in a mound in front 
  of the altar. The altar itself, previously depicting a scene of 
  Sebastian Thor being touched by the hand of the Emperor, 
  has been twisted to show the Saint slaying the Emperor 
  with an axe. Behind the altar now sits a throne of bronze, 
  stained red with the blood of those used to appease their 
  patron, and upon it sits the lord of this planet, the Daemon 
  Prince Krakiota.
  With a Juggernaut of Khorne to either side, Krakiota hears 
  the pleas and supplications of his followers. Those that he 
  deems to be worthy are offered the ultimate reward; their 
  life’s blood is taken from them and poured into a goblet made 
  from the skull of the planetary Governor. This goblet is then 
  blessed and offered directly to the Blood God himself, in 
  hopes that he will bring victory and bloodshed to his warrior 
  worshippers.
  CORANIN 
  When the Hadex Anomaly appeared in reality, the Changer 
  of Ways claimed the feral world of Coranin as its own. The 
  changes it wrought were subtle at ﬁ rst. Trees would sway when 
  there was no wind, roads no longer had the same endpoint, 
  and other such small differences. The superstitious tribesmen 
  of the planet turned to their mystics and soothsayers for 
  answers, but the only responses they got were to accept the 
  changes as a sign from god. Over a period of years, children 
  born to the tribes were mutated. Some would have an extra 
  limb, others would merely have eyelids that closed from the 
  sides. In an effort to appease their god who protected them 
  from the angry red scar in the sky, the people of Coranin 
  venerated these changed ones and made them the leaders of 
  the tribe. It was not until two full generations had passed did 
  the tribes ﬁ nally receive an obvious sign from their god.
  When an avatar of Tzeentch revealed itself to the people 
  Coranin, it did so with a ﬂ air for the dramatic. Shrubbery grew 
  into a maze that followed the seemingly random steps of the 
  daemon. The leaves on every tree that the daemon passed fell 
  from their branches and were replaced with perfect replicas 
  made from unholy warpﬁ re. Rivers switched the direction 
  that they ﬂ owed every time they were crossed. It wasn’t until 
  the daemon reached the largest tribal settlement on the planet 
  that the people truly understood what their god was capable 
  of. The daemon looked upon its worshippers and pointed to 
  a small boy. This boy had escaped the corrupting touch of 
  the Warp and was physically sound and unmarred. The boy 
  strode up to the daemon and kneeled before it. The daemon 
  placed a single claw-like hand upon the boy’s head and said 
  a few words in an unpronounceable language. With a ﬂ ash of 
  violet ﬁ re, the boy was changed from a perfect specimen of a 
  human to a perfect specimen of a Horror of Tzeentch. From 
  that day forward, the people of Coranin heaped offerings and 
  prayers onto the avatar of their new master, Tzeentch.
  DURELL
  The Hive World of Durell was not the most pious of cities 
  before the coming of the Anomaly, and once Slaanesh got 
  its sinewy ﬁ ngers into the Spire Nobles, it was impossible for 
  anyone to stop what was coming. When the Anomaly ﬁ rst 
  manifested, the ﬁ rst thing that was affected was Hive Primus, 
  the seat of planetary government. The hive was transformed 
  from a magniﬁ cent structure of stone and steel into one of 
  ﬂ esh. Those that were unlucky enough to have habitation 
  quarters on the outer edges found themselves being drawn 
  into the walls. Their bodies formed the mortar that would 
  hold this new structure together. Their mouths were placed 
  facing inwards, so that all could hear the moans of ecstasy 
  and cries of agony that Slaanesh could bring to those that 
  it favoured. The upper spires became dens of decadence and 
  excess. The middle hive is a gathering place where all can 
  worship Slaanesh in any manner they choose. The hive itself 
  became a Grand Temple to Slaanesh.
  VENKROUS
  Once a lush and beautiful Agri-world, Venkrous was the 
  primary producer of most large grains for the Jericho Sector. 
  Now twisted and warped by the rotting touch of Nurgle, 
  Venkrous produces plants that are used to create vile poisons 
  and hallucinogenic drugs. Wanting to create a planet more 
  to his liking, the Plague Father pushed the land masses 
  together until they created three continents where once 
  there were nine. The next step that he took was to move 
  the clouds out of the way so that all could look upon the 
  glory of this creation. The clouds were moved towards the 
  poles and turned a shade of pink so as not to distract the eye 
  from the crowning achievement. The seas themselves, once a 
  beautiful shade of blue, now run green with pus. Any wildlife 
  that survived the change found itself mutated into strange 
  new forms that spread the unholy plague to every corner of 
  the planet.
  The human population of the planet was hit hardest of all. 
  Those that staunchly refused Grandfather Nurgle’s pestilent 
  embrace were the lucky ones. They were merely executed, 
  while those that quickly turned their worship to the Great 
  Diseased One found themselves rewarded with a form of 
  leprosy. Their limbs would quickly atrophy and die off over 
  a period of seven days, but on the eighth day, the limbs that 
  were lost would begin to grow back. The cycle repeats for 
  eight months out of the year, but in the ninth month, the 
  regeneration does not stop at simply regrowing the lost limbs. 
  During that month, the limbs become bloated and grotesque 
  mockeries of what they once were, until the last day of the 
  month when they mercifully explode, spreading the plague 
  amongst any who have not been gifted with it.
  
  IV: The Acheros Salient
  The Fallen 
  Forge world of 
  Samech
   “You call dare call us heretics? You can see nothing, your view too 
  narrow to perceive the true glories of technology in all its myriad 
  ways. Where was your Omnissiah when our sector was cut off and 
  left for dead? In his absence we have learned there is more than the 
  dictates of the corpse-god. We innovate while you copy. We discover 
  while you entrench. We learn from all while you refuse to cogitate 
  outside your petty enclosures. I would pity you, if you had any 
  capacity to appreciate the emotion. In time you may yet realize your 
  pathetic miscalculation, but by then we will be as gods ourselves.”
  –Dark Magos Celui Spehn, Master of the Platinum Forges
  D
  uring the Age of Shadows, when Warp storms cut 
  Jericho off from an Imperium preoccupied with more 
  pressing concerns, world after world fell to darkness 
  and disorder in a slow descent that marked the once proud 
  sector’s collapse into decay. For many planets, the fall was 
  a slow one, a mere footnote for later Imperial scholars to 
  document as the Sector became a lawless Reach. However, for 
  one planet there is an occurrence that the Adeptus Mechanicus 
  will let none forget, when what was once a ﬁ rm bastion of 
  the Cult Mechanicus treacherously ﬁ red upon a formally 
  recognised Explorator ﬂ eet. For followers of the Machine 
  God, this simple act is a declaration of utter rebellion for 
  Samech, and enough for them to forever seek its destruction. 
  The truth was far worse, for the Omnissiah’s light had been 
  slowly dimming on the Forge world for some centuries before 
  the infamous event. When the Hadex Anomaly consumed 
  the world in warp energies many years later, the forges were 
  ready to seek out the Ruinous Powers to further their own 
  aims, as well as alien races and archeotech sources previously 
  prohibited by Mars. Samech now stands as the main source 
  of armaments used against the Imperial forces in Acheros, 
  creating profane combinations of authorized Imperial 
  technologies, unconsecrated archeotech, unholy creations of 
  Chaos, and even the inhuman workings of the xenos. These 
  abominations represent the real nature of Samech—a world 
  where nothing is forbidden when it will garner inﬂ uence and 
  stature, of brokers willing to deal with anyone or anything 
  as long as payment is made, of agents ever searching for 
  undiscovered technologies to exploit. There is no morality 
  other than the ruthless quest for power and survival in the 
  war torn Reach. To the Adeptus Mechanicus, Samech is a 
  dark mirror of their own holy Forge worlds, one they dare 
  not contemplate too closely. For the Deathwatch they are a 
  formidable enemy, wielding arcane and technological wonders 
  unseen by mankind. As long as Samech stands, the outlook 
  for success in Acheros is as dim as the smoke-blackened skies 
  of the planet itself. 
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  IV: The Acheros Salient
  THE FALL
  With the coming of the Age of Shadows, darkness was cast 
  across Jericho and no world was spared. As with most Imperial 
  sectors, the planets were heavily interdependent on each other 
  and as passage became more perilous each world began to 
  fall into disorder. Lessening contact with other worlds bred 
  discontent and uncertainty. For Samech, a ﬁ rm outpost of 
  the Machine God, led by the most devout of Tech-Priests, 
  uncertainty was a cancerous seed as powerful as any direct 
  assault from the dark powers. While other worlds fell through 
  the long decades, Samech remained steadfast in their service to 
  the Omnissiah and His Imperium, but slowly the Quorum of 
  Magi began to question this course of action. Their system was 
  under frequent attacks from raiders, both human and xenos, 
  eager to pillage their works. And where was the Imperium to 
  defend them? Their forges required raw materials even as their 
  weak ﬂ esh still required organic nutrients. Where were the 
  allied worlds they relied on for trade? It was logical to conclude 
  that Samech could only survive through self-sufﬁ ciency. 
  Synthetic vat-pastes were developed to sustain the servitors 
  and their masters. The planet itself was plundered for whatever 
  materials it could provide. The forges were redirected into 
  fabricating massive macrobattery emplacements and orbital 
  defence stations to protect the planet, as well as voidcraft and 
  mighty war machines to repel enemy vessels at a distance. 
  All avenues for new weaponry were explored, no matter the 
  progress of consecration level or lack of approval from far 
  distant Mars. No more would Samech be easy prey to a sector 
  lost to barbarism. Attacks were ever increasing, and more 
  and more the Magi viewed any not of Samech to be against 
  Samech. Ships entering the system were routinely ﬁ red upon. 
  Those astropathic communications that still continued were 
  ignored, as they could be attempts to lull the defences before 
  attack. Samech endured where other worlds fell, and whatever 
  means it took to do so, there was justiﬁ cation enough in that 
  fact. 
  The Explorator Fleet that approached Samech on that 
  fateful day in 325.M40 had no way of knowing this, only 
  that they were grateful to have reached safe haven after the 
  Warp storms nearly tore their ships apart. Samech’s defence 
  network viewed them only as another in a series of raiders, 
  albeit more clever than most in their duplication of ancient 
  Mechanicus authorisation cant-codes. A trap was sprung, luring 
  the damaged ships into what appeared to be repair stations. 
  It was only as they approached too close to retreat that the 
  docking tubes were revealed as linear mass driver barrels, 
  glassine ﬁ xtures glowing not as viewports but as defence laser 
  lenses. The ﬂ eet was eradicated, but not before it could hurl 
  a desperate cry into the Warp telling of the treachery. It took 
  many years for word to ﬁ lter back to the Imperium, but the 
  result was as inexorable as gravity—Samech was declared 
  Apostate in Maxima.
  Samech itself knew only that a possible attack ﬂ eet had 
  been destroyed. That it seemed to be of Martian origin 
  was irrelevant; the Quorum by this time viewed Samech as 
  independent of those who did not care enough to aid their 
  own. If Mars and the Imperium had turned their back, then 
  Samech would guide itself. With Jericho falling ever deeper 
  into disorder, Samech forces began raiding other planets 
  themselves, for in the midst of such anarchy, such had to 
  be the way of things. The planet’s security seemed to be 
  growing until another event occurred that was to change 
  Samech evermore, one that they could never have foreseen. 
  For when Hadex erupted like a volcanic explosion of baleful 
  Warp energies, Samech itself was cast into an abyssal space 
  where the Empyrean spilled into reality unchecked.
  For the Tech-Priests, it was hellish, often literally. To see 
  irrefutable evidence of forces that could not be quantiﬁ ed 
  or even controlled, only carefully bargained with in deals 
  for states worse than simple death, was the ﬁ nal clack of a 
  cogwheel turning Samech away from its original purpose. 
  Now forever melded with the aether, it did what it had done 
  best through the past centuries—it adapted, and it survived. 
  It was not without vigorous debate, culminating with a series 
  of nearly devastating civil wars. However, no parties dared 
  harm the carefully maintained forges dominating the surface 
  and deep into the crust, and this kept Samech from falling 
  into decay like so many other worlds. The outcome saw a 
  new ruling system, led by the faction best able to prove itself 
  superior to the others in technological command, and Samech 
  overcame its insular paranoia. Vessels learned to navigate the 
  unstable space now surrounding the planet, and conducted 
  expeditions wherever there were new technologies to be 
  had or markets where their own marvels could be traded for 
  raw materials and new slaves to work the forges. Ever more 
  frequently they searched for ancient archeotech or arcane lore 
  to help their own factions establish dominance over rivals. 
  No source was too extreme, and Samech agents established 
  ties with xenos races across Jericho, many of which the 
  Imperium still has not encountered. Their own system was 
  not neglected, as the entire area was embedded with defences 
  unparalleled across the sector, with Warp-based mines strewn 
  across the surrounding Empyrean shoals. Most importantly, 
  pacts with dark gods granted the Magi and their factions 
  the power to control their new environment in exchange for 
  supplying the Chaos warhosts with weaponry and engines 
  of war. It was the beginning of Samech’s new role in Jericho, 
  and the tech-priests are arrogantly proud that an Imperium 
  that had forsaken them is now terriﬁ ed of their existence. 
  SIMULOPTERA
  A colony of the of nanoscopic robots called simuloptera has 
  remarkable adaptive and regenerative properties. Scholars 
  theorize that simuloptera may have been an experiment in 
  forbidden medical technology before Samech’s immersion 
  in the Hadex Anomaly. Whatever their original purpose, 
  these machines took on an enigmatic intelligence through 
  prolonged immersion in the Warp.
  Simuloptera hives subsist on organic refuse, consuming 
  the dead and the living without differentiation. A colony 
  can produce a visually indistinguishable replica of anything 
  THE IRRADIAL FORGE
  More details and information about Samech can be found 
  in the adventure supplement THE EMPEROR PROTECTS.
  
  IV: The Acheros Salient
  it comes in contact with, and more importantly, anything in 
  the memory of creatures that it consumes. Simuloptera are 
  incapable of producing organic speech, but can control vox 
  signals to emulate any voice patterns in their memory.
  This ability—combined with their obscurity—makes 
  simuloptera a coveted tool of espionage and assassination. 
  However, the machines’ motives are poorly understood, and 
  bargaining with a hive can be even more difﬁ cult than locating 
  one on their native Samech. The most effective enticement 
  appears to be the opportunity to absorb memory patterns of 
  new creatures and technology. Rumours suggest sacriﬁ cial 
  offerings of navigators and well-travelled void explorers meet 
  with the most frequent success. Some theorists use this to 
  infer an interest in Warp currents and interstellar data, but 
  simuloptera show a strong aversion to exploration and travel. 
  While a colony may leave Samech temporarily as part of an 
  unscrupulous pact, they always seem drawn to return once 
  their purpose is fulﬁ lled.
  Simuloptera Hive Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  40
  45
  50
  70
  50
  40
  50
  50
  25
  Movement: 5/10/15/30† 
  Wounds: 50†
  Skills: Awareness (Per), Contortionist (Ag), Deceive (Fel) 
  +20, Silent Move (Ag) +10, Tech-Use (Int) +20.
  Talents: Combat Master, Concealed Cavity, 
  Fearless, Independent Targeting, Melee 
  Weapon 
  Training 
  (Universal), 
  Ranged 
  Weapon Training (Universal).
  Traits: Auto-Stabilised, Machine (2), 
  Malleable††, Mimic (synthesized only), 
  Mute, Regeneration (15)†, Tech Fusion†††, 
  Unnatural Senses (30 metres).
  Armour: Machine (2)
  Weapons: As fused or equipped
  Gear: As fused or equipped
  †Move varies with the size of the form 
  taken. Wounds and Regeneration potency 
  vary proportionately with the mass of the 
  hive. Proﬁ le given is for a colony with 
  an approximate mass of 200 kg in a 
  humanoid form.
  ††Malleable: A simuloptera colony can 
  take on the appearance of creatures and objects 
  hundreds of times larger (or smaller) than its actual 
  mass, by changing its density. The colony’s shape 
  determines some of its physical properties. 
  Add +10 to any two Characteristics in 
  this proﬁ le. Choose one Unnatural 
  Characteristic or the Multiple Arms 
  Trait. These bonuses may be re-assigned 
  to different characteristics whenever the colony changes shape.
  †††Tech Fusion: The colony cannot form powered or 
  ballistic weaponry, but it may temporarily incorporate and 
  control any technological device that would normally be a 
  part of its current form.
  A hive with a mass of 200 kg can mimic the appearance of a 
  Leman Russ tank, but its mass and Wounds do not change. It may 
  appear to be armed with a battle cannon, but the hive must fuse with 
  a real battle cannon in order to ﬁ re the weapon.
  THE WAY OF THE IRON PIT
  Any appraisal of Samech would immediately reveal its origin as 
  a Forge world. Every planet and planetoid in the system hosts 
  extensive mining operations, with massive machines extracting 
  ores and minerals to feed the forges. Mass freighters connect 
  them all to Samech itself, a world enclosed in a perpetual blanket 
  of dark grey clouds. Below the clouds is the source: stack after 
  stack of vertical pipes rising even to the lower cloud decks and 
  billowing thick smoke into the acrid air. No sign of the actual 
  surface can be seen, for all is covered with layered factories, 
  burning, creating, forging night and day (though there are few 
  who can tell the two apart given the atmosphere). Robed ﬁ gures 
  wander without wasteful delay in their tasks, exposed cloth 
  allowing glimpses of artful mechadendrites or metallic limbs. 
  Closer examination reveals more of the real nature of 
  Samech. Xenos vessels ﬂ it about the system, trading openly 
  without retribution. Vast slave forces work the cruel machinery, 
  crushed to ruined pulp should they fall. Obvious mutants 
  walk the iron lanes connecting the complexes, undisturbed 
  by biologis-proctors seeking righteous purity. Automated 
  multi-limbed mechanisms stalk across the girders connecting 
  forge-spires, with no Tech-Overseer guiding their actions. And 
  unhidden, clear to even a casual glance: the Ruinous Powers. 
  Runes and glyphs of unholy meaning litter walls, 
  declaring patronage to dark gods. Even the Tech-
  Priests carry these Marks upon their branded 
  ﬂ esh, their allegiance to the Machine 
  God burned away from their synapses. 
  The forges themselves burn with the 
  terrible smells of burning blood 
  and scorched ﬂ esh, fed by souls 
  as well as promethium and 
  steel. The blessed cogwheel is 
  gone; instead there are leering 
  metal skulls set in a circlet of 
  spiked teeth. 
  Possibly worst for any 
  loyal servant of the Omnissiah 
  though would be the sense of 
  disorder. There is no proper, 
  logical structure to the world. 
  Forge-cities rise in random 
  fashion, lurching towards the 
  skies and deep into the planetary 
  crust at the whim of their lord. 
  Factories lie in ruins elsewhere, 
  collapsed from internecine combat 
  that would be unheard of on a true 
  colony of Mars. For Samech is more than 
  a simple fallen Forge world; it is a planet 
  in constant tension between dozens of 
  rival forges, each ﬁ ghting, scheming, 
  and struggling for dominance. Only the forge that 
  -Use (Int) +20.
  ealed Cavity, 
  ng, Melee 
  Ranged 
  ne (2), 
  d only), 
  usion†††, 
  of the form
  on potency 
  mass of the 
  ony with 
  kg in a 
  ony can 
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  r) than its actual
  olony’s shape 
  operties. 
  cs in 
  ral
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  ned 
  the colony changes shape.
  cannot form powered or
  mporarily incorporate and
  that would normally be a
  o Tech Overseer 
  forge spires, with no
  even a casual gla
  unhidden, clear to e
  d glyphs of un
  Runes an
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  declarin
  riests carry these 
  Pr
  ﬂ esh, their all
  God burned a
  The forges t
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  steel. 
  gone; 
  metal 
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  skies a
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  Factories
  collapsed 
  that would 
  colony of Mar
  a simple falle
  in constant t
  rival forges,
  
  IV: The Acheros Salient
  can intimidate, bribe, and irrefutably demonstrate its mastery 
  of all technology is ﬁ t to rule Samech and its Magos proclaim 
  himself Furnace Lord. Such rule extends only so long as another 
  forge does not topple it through their own exhibitions of more 
  powerful weaponry, alliances with xenos and Chaos warhosts, 
  or access to lost archeotech. 
  At any given time there are perhaps a handful of forges that 
  count themselves as dominant powers, each perhaps leading 
  factions of numerous minor furnaces. The standings of the forges 
  are not set in iron though, and will rise and fall with the fortunes 
  of their forge-lords. New exclusive rights for the discoveries 
  made by xenos scavengers, armaments arrangements to Chaos 
  warlords, revelations of new technological breakthroughs—
  all of these could raise a lowly district to planetary power. 
  Alternately, the failure of a new Warp drive conﬁ guration or 
  the loss of a slave pen due to revolt could lower a forge-lord to 
  casting stubber shells to survive. Each forge-district is constantly 
  striving to better themselves at the expense of others; none rise 
  so fast as when they push everyone else down under them. Most 
  of the forges have at least in some portion made dealings with 
  the Ruinous Powers, supplying them with needed armaments 
  and armours and gaining power at the expense of their souls 
  (or ideally the souls of their slaves). Sabotage and spying are 
  constant, and a forge is often only as prosperous as their own 
  security forces are effective. 
  The forges are as varied as the myriads of raw materials 
  they burn, chew, and remake into the weapons and vehicles for 
  which Samech has become infamous. Some, such as Hexal, in 
  many ways preserve their ancient ways of slow study and careful 
  reﬁ nement, with their extensive (and closely guarded) collection 
  of rare tech-patterns allowing them to retain valuable markets. 
  While it in no way espouses retreating to the close-mindedness 
  of the Adeptus Mechanicus, their Tech-Priests still see the value 
  of deliberation and caution. Their merchandise is always of the 
  highest quality, such that many of their customers also supply 
  tithed warriors to help defend the district and ensure regular 
  delivery of their supplies. 
  The majority though feel the opposite, frantic to extend 
  their technological reach wherever it might lead in their pursuit 
  of power. Forge Dimeris has constructed heresies that walk 
  and perhaps even think like men. Delos Thuvial’s district has 
  produced prismatic engines that glow with unnatural lights and 
  derive power through drained life energies. The Irradial Forge 
  seems to have mastered infusing soul with machine to create 
  daemonic engines of fury and steel. Even more reckless in their 
  quest for knowledge is the Cambered Bridge, where hereteks 
  study the interactions of the tenuous membrane that bounds 
  reality to the Empyrean. Their replications of Warp eruptions, 
  the better to master the Sea of Souls, have destroyed several 
  small asteroids and portions of one moon. Most have extensive 
  Explorator Fleets roaming Jericho for new xenos species to 
  exploit, archeotech to loot, and civilisations to enslave, frequently 
  clashing with Deathwatch teams acting to counter their aims 
  and Rogue Traders seeking to do exactly the same but in the 
  Emperor’s Name. 
  There is a smattering of small factories controlled by their 
  own workers, the serfs and slaves having perhaps overthrown 
  their masters, or else the Tech-Priest functionaries decided 
  it was more logical that their Magos-lords not interfere with 
  their operations. As long as the contracts are ﬁ lled there is 
  little opposition, though such forges are always at risk from 
  conquest by the more legitimate powers. The Underforge of 
  Kith is literally underground, stealing resources and siphoning 
  power where they can to keep their furnaces burning. They deal 
  with all, no matter the established contracts, and are the bane of 
  the other forges. Their factories regularly destroyed, they roam 
  the ancient infrastructure that descends deep into the planet, 
  rebuilding from forgotten old forges and mining operations. 
  All are subservient (at least in word) to the Furnace Lord. It is 
  his forge that rules Samech, but it is a rule that requires constant 
  proof of command and the readiness to use it. He knows each 
  of his vassal-forges would each eagerly replace him given the 
  chance. Each forge-lord swims through the currents of power 
  seeping throughout the factory-planet like a bloodshark, seeking 
  weakness in the others, each Magos always ready to abandon old 
  alliances should new ones prove more rewarding. The Furnace 
  Lord stokes their rivalries, stirring their animosities together 
  while directing their energies against the hated Imperium and its 
  craven, weak servants of dead Mars. Such is the way of Samech, 
  and such is its success that its colours of blood crimson and 
  charcoal grey are found across the Salient, from frenzied combat 
  servitors to deadly armaments to massive war machines. 
  
  IV: The Acheros Salient
  AGENTS OF 
  THE FURNACE LORD
  The Furnace Lord keeps his heavily augmented head above 
  his rivals by ensuring his personal agents are the ﬁ rst to 
  uncover new technologies for the power of his forge. 
  These agents scour the Salient in their infamous spider-
  ships, questing even into the Black Reef or the devoured 
  worlds far rimward of the Drift in search of technological 
  riches they can exploit. Each agent is a powerful and unique 
  representative of their lord, intelligent, crafty, and armed with 
  the looted weaponry of a hundred worlds and backed with 
  powerful retinues of combat servitors. Like their master, each 
  ﬁ ghts to put themselves paramount in their lord’s eye, with 
  the goal of being granted their own forge-rule one day. Along 
  with agents of other furnaces, they are a constant reminder 
  of the reach that Samech has across the Salient. Wherever 
  the Imperium explores, either the crimson ships have either 
  already been there or will approach soon. 
  Explorator-Magos O’nico Benezek
  Benezek has been in direct service to the Furnace Lord for 
  nearly two decades now, and is one of the premier Explorators 
  in the Salient. She is highly intelligent, smart enough 
  to have survived three purges of furnace agents and still 
  climb upwards in status. Heavily augmented when she was 
  inducted, her xenos robes disguise her four insect-like brass 
  legs and the series of Mechadendrites that can emerge from 
  her dorsal vents. Her voice is a rich contralto unlike the harsh 
  mechanical pattern normally found in her peers, perhaps a 
  deliberate alteration to gain her advantage in negotiations. 
  While not an exceptional ﬁ ghter, she has held her own 
  against numerous Imperial attacks. She views herself as 
  a professional though and does not take these assaults 
  personally, preferring to outwit than ﬁ ght where possible. 
  Sealed Inquisitorial records seem to indicate instances where 
  she has even sided with Imperial forces against especially 
  repellent enemies such as Tyranid infestations, both parties 
  extending their truce until each had quit the battleﬁ eld. 
  Benezek can make an interesting opponent for a 
  Deathwatch team accustomed to undisguised enemies. She 
  will often be a step ahead of them in a search, and might 
  even tease them along should she think their ﬁ repower can be 
  directed to her advantage at later time. While she would have 
  no issue with seeing them dead, if it does not directly proﬁ t 
  her own aims then she is content they live for another day. 
  Personally she ﬁ nds most Space Marines quite uninteresting 
  in their steadfast loyalty, but there are several Inquisitors that 
  she feels are but a small step away from joining her in a much 
  more rewarding service to the Iron Pit. 
  Magos Benezek Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (6)
  36
  44
  37
  43
  39
  51
  49
  51
  40
  Movement: 3/6/9/18 
  Wounds: 30
  Skills: Awareness (Per) +10, Barter (Fel) +10, Charm 
  (Fel), Command (Fel) (+20), Ciphers (Int), Common Lore 
  (Imperium, Jericho) (Int), Deceive (Fel) +20, Evaluate (Int) 
  +20, Forbidden Lore (Archaotech, Xenos, Warp) (Int), 
  Intimidate (S), Literacy (Int), Logic (Int) +10, Search (Per) 
  +20, Scholastic Lore (Archaic) (Int), Scrutiny (Per) +10, Speak 
  Language (High Gothic, Low Gothic, Machine Cant, Dark 
  Tongues) (Int), Tech-Use (Int) +20, Trade (Archaeologist) 
  (Int) +10.
  Talents: Autosanguine, Binary Chatter, Basic Weapon 
  Training (Exotic, Las, SP), Electrical Succour, Electro Graft 
  Use, Enemy (Adeptus Mechanicus), Jaded, Mechadendrite 
  Use (Utility), Melee Weapon Training (Primitive, Power), 
  Mimic, Nerves of Steel, Pistol Training (Bolt, Exotic, Las, SP), 
  Strong Minded, The Flesh is Weak (2). 
  Traits: Dark Sight, Mechanicus Implants, Multiple Arms, 
  Touched by the Fates (2).
  Armour: Blur-Cloth (Counts as All 6, Total 8 including The 
  Flesh is Weak), Archeotech Gem (counts as Iron Halo).
  Weapons: Hydra’s Bite† (1d10+9 E; Pen 10; Felling [1], 
  Flexible, Power Field, Tearing), Benezek’s custom hellpistol 
  (70m; S/3/4; 1d10+7 E; Pen 7; Clip 20; Rld Full; Accurate, 
  Reliable, Tearing).
  Gear: Auspex, comm-link, 2 melta bombs, 3 photon ﬂ ash 
  grenades, respirator, utility mechadendrite, 3 hellpistol 
  reloads. She is usually accompanied by a retinue of 3 Battle 
  Servitors and 3 Monotask Servitors.
  Cybernetics: Augur Array, Bionic Arm, Bionic Heart, Bionic 
  Locomotion, Bionic Respiratory System, MIU (all Exceptional 
  quality)—due to her cybernetics, Benezek’s Toughness Bonus 
  is equal to 6 in all locations. 
  † The Hydra’s Bite: This steel whip is Benezek’s trademark 
  weapon. It has multiple lashes each ending with fractal barbs 
  and sheathed in a power ﬁ eld strong enough to rip open 
  power armour. 
  GM’s Note: Benezek has travelled across Jericho, uncovering 
  archeotech and dealing with xenos of a myriad species. Her personal 
  armoury is greater than that of many Inquisitors, and as such the 
  GM should feel free to grant her different items of a unique and 
  exotic nature each time she makes an appearance. Her only constant 
  weapon should be her signature armament, the Hydra’s Bite. 
  
  IV: The Acheros Salient
  SAMECH ADVENTURE SEEDS
  Imperator!
  Scavengers on a remote world have been salvaging the remains 
  of a long distant battle when their seismic probes bring a 
  mountain crumbling down over most of their excavations. 
  Unearthed is a true miracle though—the front armour of 
  the mightiest of the Omnissiah’s incarnations to walk, an 
  Imperator Titan, at least 50 meters in height. Word of such a 
  discovery cannot remain sequestered, with rival groups from 
  across the Reach eager to claim it as their own. The Adeptus 
  Mechanicus would sacriﬁ ce entire worlds to recover such a 
  holy relic, and are ready to launch a Crusade of their own in 
  such an attempt. Multiple forge-lords from Samech are also 
  intensely eager; such a prize would surely allow any of them 
  to become the new Furnace Lord and grant Samech access to 
  the vaunted weaponry of an Imperator. 
  The Deathwatch’s mission will be treacherous, with the 
  Battle-Brothers forced to ﬁ ght their way into the catacombs 
  within the Titan and escort the Collegia Titanica personnel 
  needed to activate the still ﬂ ickering embers of the slumbering 
  Machine Spirit. Other members of the Kill-team must guard 
  the Tech-Priests as they attempt to ignite the massive plasma 
  reactor at the heart of the Imperator. They must fend off 
  constant attacks from the corrupted Tech-Assassins unleashed 
  against them by the Samech Forge-Priests, as well as other 
  techno-daemonic constructs spawned into the combat to 
  allow the heretics to claim this prize. In space above the planet, 
  massed naval ﬂ eets contest the skies to keep additional forces 
  from landing or ﬁ ring on the Titan. Will the Deathwatch 
  succeed in time, or will the Imperator be lost to ruin or worse 
  to the forges of the Iron Pit? 
  The Guns of Samech
  A cargo vessel is destroyed on the outskirts of the Cellebos 
  Warzone, just after exiting the Warp, the ﬁ rst of a number 
  of mysterious losses with no clear cause. Other ships in the 
  Salient have reported nearby explosions, and on one Agri-
  world a devastating meteor impact left metallic debris in 
  the crater. Finally a pattern emerges—all of the targets are 
  connected in a line that traces out an ominous pattern. At one 
  end is the mighty fortress world of Karlack, the main supply 
  hub of the Crusade. And at the other is Samech. 
  It is clear that somehow the Iron Pit is involved in these 
  attacks. Unnamed Imperial spies died by the dozens to gather 
  data, and the brilliant mind of Inquisitor Heliotrope Alban 
  put the pieces together. Years ago Tech-Priest Zeron Boht had 
  erupted in a tirade of acidic cants, renouncing the constraints 
  of the strictures of the Adeptus Mechanicus. His sacrilegious 
  propositions of projecting portal openings across the Warp 
  itself were classed as heresy, and no more was thought of him 
  (literally). However, long range scans through the Warp haze 
  of the farthest dwarf planet in the Samech system showed a 
  vast array of metallic ﬁ ligree that matched the schematic runes 
  that Boht had attempted before expulsion. More worrisome, 
  there was a huge installation on the frozen world, composed 
  of a battery of stolen Imperial Nova Cannons. Somehow the 
  hereteks of Samech had discovered a way to use these Nova 
  Cannons to strike targets hundred of light years away with 
  chilling accuracy. And clearly after these initial test ﬁ rings, 
  they would commence a bombardment of Karlack that would 
  reduce the bastion world to molten rubble. 
  The installation is too well defended for a massed assault, 
  leaving only the Deathwatch with the concentrated power 
  needed to destroy it. They must bypass the intensive security 
  surrounding the system to land on the planet’s icy surface, and 
  from there make their way into the partly buried installation 
  and destroy it however they can. Ideally, they will also seek 
  to destroy the portal generator synched in an artiﬁ cially 
  suspended low orbit. They are also assigned to deal with 
  Boht and any of his other works—such a dangerous mind 
  must be forever closed lest he spawn even worse creations. 
  The mission will require stealth and precise planning, but 
  should they fail then Karlack and the Crusade will fall as well 
  soon after. 
  To the Highest Bidder…
  There is a massive inﬂ ux of archeotech in the Reach. The 
  sellers are carefully hidden and their goods are genuine, 
  even the least a priceless relic of ancient humanity. Factions 
  across Jericho want to know who they are and where they 
  are getting the items, and are realizing that if these are the 
  wares they are willing to part with, what are they keeping 
  for themselves?
  Deathwatch teams have been assigned to quash the trade, 
  conﬁ scating or in extreme cases destroying these powerful 
  devices before they can be used against the Crusade. They 
  also will face their rivals in this quest, for the Iron Pit has sent 
  its own agents to ferret out the source. Battles between all 
  three groups occur, each more devastating as clues lead them 
  ever closer to the original sellers. For the Deathwatch and 
  the Imperium, there are signs that this is no mere illegal arms 
  trader to be routinely eliminated. For Samech, it is clear that 
  whoever is behind this trade is growing ever more powerful 
  and will become a threatening competitor. 
  However, the seller is no xenos cartel such as the Transpired 
  Circle or vanquished warlord eager to regain power. A lost 
  colony world far to Spinward has barely survived the crashing 
  of a mammoth ship brimming with ancient technology. Selling 
  off the dross is allowing them to buy mercenary support 
  and fortify their own world into a new power in the Reach. 
  When the Deathwatch arrives at the planet to put down this 
  insurrection they will encounter technological heresies of the 
  basest kind: unholy mechanical golems, devastating forbidden 
  weaponry, impenetrable force-screens that hurt the eye with 
  unnatural colours, all this and more. Of course Samech is also 
  there. Neither side can overcome the other two, but perhaps 
  two can overcome one? The Battle-Brothers may reach an 
  accord with the forge agents as neither welcomes this new 
  power and its destruction is in both their interests. The agents 
  are not without their own sense of honour, but the Space 
  Marines will have to be wary as to how the acolytes of the 
  Iron Pit deﬁ ne the term…
  
  IV: The Acheros Salient
  Daemon Prince 
  Mephidast the 
  Plaguereaver
  “I was content to spread my Father’s Blessings across these stars with 
  rust and decay, but you now grow into many and try my patience. 
  You did not spawn here and I insist on learning from where your 
  trails led. There must be even more of you there, and they too need to 
  embrace my art.”
  –Intercepted Vox Transmission during the Third Battle for 
  the Amaros. Recording now under Inquisitorial Seal. 
  D
  eep in the Hadex Anomaly, he squats on a litter of 
  rotted bones held together by decaying sinew, the 
  foul chair creaking with his massive bulk. His chosen 
  Moulders support this palanquin with effort, their dead 
  eyes dripping yellow liquids but never revealing the strain. 
  Plague toads croak in delight with their master, dragging 
  their bloated bodies in slimy trails. Multitudes of Nurglings 
  energetically dance in his name until collapsing, continually 
  replaced as more grow out of the pools of ﬁ lth surrounding 
  his throne. Plague Marines stand ready to defend him, their 
  souls bartered away millennia ago in his service. The 
  great hall is ﬁ lled with the scent of rot and the sounds 
  of his worshippers crying their admiration and 
  devotion. His entire daemon world drifts through 
  the Anomaly at his whim. He is the carrion master 
  of the art of decay, and once he 
  was content. 
  But 
  of 
  recent 
  years he has become 
  ﬁ rst curious, then 
  irritated, and now 
  obsessed. His True 
  Name is a secret none 
  have uncovered and 
  lived, but he is called, 
  cursed, and worshipped as 
  Mephidast the Plaguereaver, 
  Daemon Prince of Necrosia 
  and Artisan of the Thousand 
  Thousand Plagues. He is the Carrier 
  of the Sacred Tides, his mighty warhost 
  of untold frenzied cultists, legions 
  of pestilence daemons, and even 
  the awesome might of Chaos 
  Space Marines. In his name 
  entire worlds have slowly 
  fallen to putriﬁ cation, all 
  part of his grand design. 
  There are new forces in his 
  domain however, those 
  who would undo the long 
  centuries of his careful 
  art. His golden view of beautiful decay spreading across this 
  quiet region like a stain growing on an unblemished cloth, his 
  glorious opus to be etched across the sector, is now opposed. 
  More and more he is convinced they are opponents to his 
  canvas, and more and more discovering their secrets possesses 
  even his already damned soul. 
  ETERNAL HATE
  Mephidast has earned a particular enmity with the Inquisition; 
  agents of the Ordo Malleus have battled him on a number of 
  occasions, and the Daemon Prince has nearly always been 
  forced to retreat from such confrontations. He burns for 
  revenge against the Inquisitors and their allies, and thus he 
  has a special interest in threatening the efforts of Deathwatch 
  Kill-teams in the Cellebos Warzone.
  There is a special data-vault set aside at Watch Fortress 
  Erioch ﬁ lled with reports, rumours, and forbidden lore about 
  the Daemon Princes of the Hadex Anomaly, and amongst them, 
  Mephidast is one of the most infamous. His plaguesword has 
  reaped a bloody tally of Battle-Brothers since his appearance in 
  the region.
  chair creaking with his massive bulk. His chosen
  upport this palanquin with effort, their dead
  g yellow liquids but never revealing the strain.
  s croak in delight with their master, dragging 
  d bodies in slimy trails. Multitudes of Nurglings
  dance in his name until collapsing, continually
  more grow out of the pools of ﬁ lth surrounding
  Plague Marines stand ready to defend him, their
  ed away millennia ago in his service. The 
  ﬁ lled with the scent of rot and the sounds 
  shippers crying their admiration and 
  is entire daemon world drifts through 
  y at his whim. He is the carrion master 
  decay, and once he
  recent 
  become 
  s, then 
  d now 
  His True 
  cret none 
  vered and 
  he is called,
  worshipped as 
  he Plaguereaver, 
  ince of Necrosia 
  of the Thousand
  agues. He is the Carrier
  d Tides, his mighty warhost 
  renzied cultists, legions
  e daemons, and even 
  e might of Chaos
  es. In his name 
  ds have slowly 
  utriﬁ cation, all 
  grand design.
  ew forces in his 
  wever, those 
  undo the long
  undo the long
  his careful 
  p g
  p
  y of Battle-Brothers since his appearance in 
  reaped a bloody tally
  the region.
  
  IV: The Acheros Salient
  A BOY BECOMES A 
  MONSTER, A MONSTER 
  BECOMES A DAEMON
  The legends say he was born of mortal ﬂ esh centuries ago on a 
  vessel seeking refuge from the calamitous eruptions engulﬁ ng 
  Verronus. Ominous ﬂ ickerings in the Gellar Field heralded 
  his birth, but otherwise his was a benign childhood spent 
  amongst the agrarian folk where his familial tribes settled 
  to. As he grew so did reports too foul to ignore of mutilated 
  carcasses, and blighted crops. He claimed to be practising as 
  a medicae, but these excuses met with hostility, and after he 
  poisoned a local gathering festival, he was ﬁ nally locked away 
  in the depths of a primitive dungeon. It was here that he 
  found what he truly desired—an appreciative patron. 
  Endless time passed as his soul stared inwards and grew 
  rancid as his cell. He had only himself to amuse, and began to 
  scrawl diagrams on the walls from his imagination, drawing 
  on thoughts not totally of his own. Shapes of unnatural 
  angles and runic glyphs of profane languages were traced 
  out in the unclean liquids and ﬁ lth around him, blood and 
  bile and other substances marking patterns that seemed just 
  outside his comprehension. His body grew gaunt and tough 
  as skin turned to leather, his hair falling away in strawlike 
  threads, yet his devotion somehow began nourishing his 
  unhealthy body. Over time, the inﬂ uence of his corruptive 
  nature rotted away the bars of his cell into decrepit rust. He 
  was free to contaminate and blight the land at will, and he set 
  to doing so gleefully.
  In a day, the ﬁ rst victims fell ill. In a week, the dead piled 
  up in the streets, local medicae unable to deal with the illness. 
  His patron was satisﬁ ed, and made him more gifts so that he 
  could carry Nurgle’s blessings across the Reach. He renamed 
  himself Mephidast the Plaguereaver after this ﬁ rst successful 
  display of power, and left the now dead planet for greater 
  places to bestow Nurgle’s gifts. 
  He had no need for conquest; spreading the inﬂ uence of 
  Nurgle was his goal. He nurtured infestations of ravenous 
  insects and created scores of plague zombies within huddled 
  hive-masses. He even lured a particularly critical Ministorum 
  preacher to his doom in a taunting ambush, where his ﬂ esh was 
  made unclean and rendered down into new blight grenades. 
  His followers grew into a massive warhost and his goals 
  became even more ambitious, now also striking out against 
  any who would gainsay his patron god. It was his victory 
  deep within Hadex over an entire legion of Khornate blood-
  adepts, their armour decaying away as their ﬂ esh weakened 
  and muscles grew inﬁ rm, that saw his ﬁ nal elevation. The tide 
  of decay fell across the enemy in unstoppable waves, dissolving 
  them to putrescent skeletal remains. He claimed the planet as 
  his own; this victory gaining his ascension to Daemonhood. 
  His body became bloated with Nurgle’s blessings, surging in 
  scale and power. Even the Plague Marines in his retinue fell 
  to their knees in worship. 
  Now immortal, Mephidast focused on plans that might 
  take decades to unfold, each act growing more intricate and 
  subtle but still with wondrously noxious effects. He has grand 
  plans for the Reach, and the Crusade has begun to interfere 
  with them. He is clever and patient, but his temperament is 
  growing shorter as the time spent quenching this invasion 
  reduces the time for his true goals.
  MEPHIDAST THE PLAGUEREAVER, 
  DAEMON PRINCE OF NURGLE
  Mephidast the Plaguereaver Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (12)
  (16)
  47
  50
  65
  87
  32
  52
  44
  71
  66
  Movement: 5/10/15/30   
   
  Wounds: 149
  Skills: Awareness (Per) +10, Daemonology (Int), Deceive 
  (Fel), Forbidden Lore (Daemons, Psykers, Warp) (Int), 
  Intimidate (S) +20, Speak Language (High Gothic, Low 
  Gothic, Unholy Tongue) (Int), Scrutiny (Per) +20, Trade 
  (Chymist) (Int) +20.
  Talents: Bulging Biceps, Combat Master, Crippling Strike, 
  Crushing Blow, Die Hard, Disturbing Voice, Enemy (Imperial 
  agents, Followers of Tzeentch), Basic Weapon Training 
  (Primitive), Favoured by the Warp, Hatred (Loyalist Space 
  Marines, Imperial Guard, Sisters of Battle, the Inquisition), 
  Hammer Blow, Heightened Senses (All), Iron Discipline, 
  Litany of Hate, Resistance (Psychic Powers), True Grit. 
  Traits: Daemonic (TB 16), Dark Sight, Fear 4 (Terrifying), 
  From Beyond, Improved Natural Weapons, Natural Weapons 
  (Tooth and Nail), Size (Enormous), Sturdy, Unnatural Strength 
  (x2), The Stuff of Nightmares, Touched by the Fates (3).
  Armour: Armour of Chaos (All 11).
  Weapons: Tooth and Nail (1d10+12 R, Toxic), Plague 
  Longsword (2d10+20 R, Toxic, Unbalanced, Warp Weapon).
  Special Rules
  Blessing of Chaos: Mephidast is protected by pacts he has 
  made with the Ruinous Powers. This acts as a Force Field (see 
  page 166 in the DEATHWATCH Rulebook) with a strength of 
  35 that does not overload.
  Cloud of Flies: All those within 5 metres take a –10 penalty 
  to Weapon Skill and Ballistic Skill Tests as choking clouds of 
  buzzing, biting ﬂ ies attack every exposed inch of ﬂ esh.
  The Art of Decay: Mephidast possesses a Psy Rating of 
  7 and the following Psychic Powers: Augury, Compel, 
  Dominate, Divination, Inspire, Nurgle’s Rot, and Stream of 
  Corruption (see page 97).
  Note: Mephidast is usually accompanied by warriors of 
  the Sacred Tides. These can be represented by Renegade 
  Militia, Chaos Heretics, and Chaos Space Marines all 
  bearing the Mark of Nurgle, as well as elite Plague Marines 
  where desired. 
  
  IV: The Acheros Salient
  NURGLE’S ROT
  Action: Half Action
  Opposed: No
  Range: 5 metres + Psy Rating radius
  Sustained: Yes
  Description: The grandest and most infamous of Nurgle’s 
  contagions, Nurgle’s Rot is known by many names and has 
  appeared on countless worlds, leaving entire populations 
  desolated by this terrible daemonic pathogen. Nurgle-devoted 
  Sorcerers take on all manner of diseases, serving as host to the 
  creations of the Lord of Plagues. From this seething mass of 
  decay and entropy, these devotees of pestilence summon forth 
  the psychic echo of this paragon of plagues, inﬂ icting it upon 
  those nearby.
  The infectious gift of Nurgle is cast outwards to embrace 
  all who stray too near to the Sorcerer. Creatures within range 
  of the Sorcerer while this power remains in effect suffer 1d10 
  + Psy Rating damage, with the Toxic Quality. The damage 
  from this power ignores Armour unless it is environmentally 
  sealed.
  While this power remains in effect, the air within the 
  power’s range is ﬁ lled with a thick, acrid fog and swarms 
  of massive bloated ﬂ ies. Any creature within range that is 
  not devoted to Nurgle suffers a –5 penalty to Intelligence, 
  Perception and Fellowship Tests as the foul vapour and 
  buzzing ﬂ ies hinder their concentration and drive them 
  to distraction. This effect is in addition to any normal 
  Psychic Phenomena.
  STREAM OF CORRUPTION
  Action: Half Action
  Opposed: No
  Range: 5 metres x Psy Rating
  Sustained: No
  Description: Reaching deep into the corruption within his 
  soul, the sorcerer unleashes a stream of bilious ﬁ lth that leaves 
  devastation in its wake. The sorcerer produces a torrent of 
  foul energy in a 30 degree cone out to the power’s range, 
  similar to a weapon with the Flame Quality. Creatures caught 
  within the spray may oppose the Focus Power Test with an 
  Agility Test. Any creature that does not successfully avoid 
  the power’s effects suffers 2d10+Psy Rating Energy damage 
  with the  Felling (2), Toxic, and Warp Weapon Qualities.
  MEPHIDAST ADVENTURE SEEDS
  Tidal Wave
  Mephidast has put into place a grand plan, designed to create an 
  even larger Hadex Anomaly across the entire width of Acheros. 
  He will unleash specially tailored plagues on a series of worlds 
  with speciﬁ c maladies; the tainted souls each produces will be 
  channelled by his minions into psychic dirges to amplify the 
  effects on the following world. If done in a speciﬁ c order and 
  timed to coincide with predicted Warp storms, then on the 
  seventh world there will be a plague of such purity that it will 
  be nigh unstoppable. The entire populace will fall in a single 
  day, with every soul forcibly consecrated to Nurgle’s grace in a 
  single sacriﬁ ce greater than ever seen before. The overwhelming 
  offering would burst into a Warp gate tens of times larger than 
  Hadex, and surely be the pestilent Daemon Prince’s crowning 
  achievement. 
  The Deathwatch may only be brought into this matter after 
  several planets have been blighted, and realize perhaps too late 
  the true nature of these plagues. It will take investigation work, 
  very likely in conjunction with Inquisition agents, to discern the 
  pattern of deaths and what they truly represent. They must attempt 
  to disrupt the minions as they prepare the profane rites needed to 
  properly channel the deaths, amidst the virulent diseases running 
  rampant across each planet. The witches will be well defended 
  with scores of Plague Marines and daemons standing guard over 
  their tabernacle-foci. It will be a race against time either to stop the 
  ceremonies, prevent the necessary number of deaths, or in some 
  way contain the contagions before the Salient is plunged into a 
  daemonic vortex. 
  The Anchor
  While Mephidast’s daemonic minions can exist forever on his 
  own world and move freely through Hadex, they are limited 
  when acting elsewhere. For them to be pulled back into the 
  loving embrace of the Empyrean just when they are about 
  to carry out his latest effort is disappointing. So when word 
  reached his ear that there might be a device on a dead planet 
  deep beyond the Slinnar Drift which could stabilize an area as 
  if massive amounts of psychic energies were being deployed, he 
  knew it must be his. The Sacred Tides are deployed to uncover 
  the archeotech from the ancient ruins, easily brushing aside the 
  Explorator detachment excavating the area. 
  
  IV: The Acheros Salient
  The Imperium is frantic to ensure this does not happen. 
  Adeptus Mechanicus priests hasten to study the mechanism, 
  Inquisitors and their acolytes stand ready to see it destroyed 
  before it can fall into the daemon prince’s grasp, and 
  Ministorum priests are eager to use it to aid in banishing 
  daemons. The Deathwatch will accompany this mixed group 
  against the Tides, and must face not only the diseased warhost 
  (possibly led by Mephidast himself ) but the ever-present 
  inﬁ ghting of rival Throne agents, all of whom have their own 
  agendas for the item. It is also not unlikely that some of the 
  agents are Assassins sent to ensure only the correct group is 
  allowed to recover the artefact. In such a mission, watching 
  your back may be just as important as watching the enemy 
  in front of you. 
  Unholy Waters
  An army ﬁ ghts on its stomach, and Mephidast has decided this 
  stomach should grow bloated with famine. By eradicating the 
  more productive Agri-worlds supporting the Imperial forces 
  in Acheros, these forces will require greater outside supplies, 
  and these supplies must also come from the same place as 
  these immigrant armies. Greater shipments means more 
  shipping, and thus there is a greater chance his smuggled 
  minions can ﬁ nally trace them back to their homes, where 
  he is eager to spread his gifted touch upon such a blank and 
  unspoiled setting. Ah, the plagues he would make on these 
  new worlds… 
  The crop failures are started by strike teams spreading 
  a virulent liquid strain into cloud-seeding mechanisms, 
  irrigation systems, and even directly dispersed into the 
  skies via icy bombardment. Survivors of the attacks as well 
  as the nature of the devastations offer some clues as to the 
  instigators, but nothing is suspected beyond standard raids 
  of the Ruinous Powers. Local planetary defence forces are 
  unable to beat back the attacks and Imperial Guard forces are 
  unequipped for the task or unavailable due to commitments 
  to the Crusade. What was a minor logistics problem swiftly 
  becomes a major strategic issue. Only large scale Inquisitorial 
  investigations tie these attacks together, and only the rapid 
  might of the Deathwatch can act fast and decisively enough 
  to stop the blights, and possibly learn enough that they may 
  be contained and exterminated. At the same time, the Battle-
  Brothers may be called in to cleanse Mephidast’s agents from 
  Imperial vessels, lest they gain access through the Warp gate 
  and into Koronus. 
  Daemonic Incursion
  Mephidast’s plans to cause ruin and destruction in the 
  Cellebos Warzone are proceeding too slowly. Impatient, the 
  Daemon Prince makes a pact with agents of the other Ruinous 
  Powers, gathering under his banner Bloodletters of Khorne, 
  Daemonettes of Slaanesh, and Horrors of Tzeentch. With this 
  daemonic force, Mephidast intends to invade a key planet 
  in the Acheros Salient, far behind the front lines, plunging 
  dozens of worlds into disarray and devastation as their supply 
  lines are cut off.
  Mephidast’s inﬂ uence, however, is foretold by the opening 
  of the Omega Vault, revealing cryptic messages of a “black 
  river of plague and decay” unfolding at a speciﬁ c place and 
  time. Inquisitor Carmillus declares this discovery worthy of the 
  Deathwatch’s attention, and a Strike Cruiser carrying multiple 
  Kill-teams is dispatched to the region to intervene before the 
  warp incursion escalates to engulf the world in terror.
  Upon arrival, however, the Deathwatch encounters another 
  secret force; the Daemon Hunters of the Grey Knights 
  Chapter. Warily, the two groups agree to work together 
  against Mephidast’s legions of daemons—a nearly-unique 
  situation where these two elite forces are present in the same 
  place and time.
  The daemons boil forth from the warp incursion in a 
  tide of slaughter, and the Grey Knights’ position is nearly 
  overrun. The Deathwatch must choose either to rescue the 
  valiant Daemon Hunters or to take the opportunity to destroy 
  Mephidast when the Daemon Prince makes an appearance 
  to gloat.
  
  LORD COMMANDER 
  EBONGRAVE
  •
  THE MAIN ADVANCE
  •
  THE VELK’HAN 
  SEPT
  •
  RELATIONS WITH 
  THE TAU
  •
  FOR THE GREATER 
  GOOD
  •
  THE BLACK REEF
  
  V: The Canis Salient
  V: The Canis Salient
  Tsua’Malor
  Krrk’tikit
  Iphigenia
  Zurcon
  Ravacene
  Veren
  Dakinor
  Meniscus
  Pelegius
  Wrath
  Themiskon
  Point
  Meskaile
  Scansion
  Beta
  Bellom
  Hestus
  Credence
  Spite
  Kaggeran
  Argoth
  Rheelas
  Hes
  Kaggeran
  Argoth
  Rh
  Rheelas
  Q
  u
  a
  r
  a
  n
  t
  i
  n
  e
  d
   
  W
  o
  r
  l
  d
  s
  Ra
  Rava
  vacene
  ne
  re
  ren
  niscus
  Ver
  Daakinor
  Gr
  ey
  h
  el
  l 
  F
  r
  o
  n
  t
  Carmyn
  Bekrin
  Baraban
  Ea
  Jaya
  Inanna
  Va’jiya
  Amenophis IV
  Justertii
  Ag’ni
  Vallia
  Holst’s Blockade
  Athetran III
  Waystone
  Black Omen
  Witchwood
  THE
  BLACK REEF
  Oertha
  
  V: The Canis Salient
  Chapter V: 
  The Canis 
  Salient
  ‘Victory on the front line is insufﬁ cient. We must win the battle for 
  the soul. Only when the soul of Mankind is conquered in the name of 
  the God-Emperor will we be able to claim total victory.’
  –Lord Commander Ebongrave, to Arch-Confessor Quadicus
  T
  he Canis Salient has borne witness to the most gruelling 
  of battles since the earliest days of the Crusade, and scores 
  of generals have made their names on its battleﬁ elds, 
  often at the price of countless of their warriors’ lives. The ﬁ rst 
  years of the Crusade saw dozens of worlds in the region brought 
  back into the light of the Emperor, reclaimed from anarchy and 
  recidivism or liberated from the clutches of vile xenos.
  Under Lord Militant Achilus, the alien Tau were the focus of 
  the Crusade’s efforts, his long term strategy to drive the Tau from 
  the Jericho Reach and potentially push onwards to threaten their 
  alien empire. Up until the time of Achilus’ death, the region now 
  codiﬁ ed the Canis Salient was the main warzone in the Crusade, 
  huge army groups and massed ﬂ eets intent upon reclaiming those 
  worlds the Tau had usurped. Achilus was frustrated in his efforts 
  by the unanticipated level of ‘native’ resistance to the Crusade, 
  and he was forced to divert forces from the main advance to 
  pacify once-loyal worlds that should, by all rights, have greeted 
  him as a saviour and added their efforts to the Crusade. With 
  the servants of the Ruinous Powers fomenting war and anarchy 
  in the heart of the Reach, Achilus was unable to bring the full 
  weight of his ﬂ eet to bear on the Tau stronghold worlds, and the 
  war degenerated into a fruitless, bloody meat grinder.
  With the death of Lord Militant Achilus and the appointment 
  of his successor Tetrarchus, everything changed. The coterie of 
  aging generals who had served under the former Lord Militant 
  were sidelined by Tetrarchus, and Lord Commander Ebongrave 
  elevated to lead the newly reorganised push. With the appointment 
  of the new Lord Militant, the character of the wars raging across 
  the Salient changed. Tetrarchus had decided that before the Tau 
  could be driven into the void beyond the Reach, the taint of Chaos 
  and rebellion festering at its heart must ﬁ rst be cleansed. The Canis 
  Salient changed from the tip of the spear to what was essentially a 
  holding action with the mission of keeping the Tau from claiming 
  any more worlds, while the main bulk of the Imperium’s forces 
  waged war against the servants of Chaos on the central Salient.
  With Tetrarchus focusing the Crusade’s efforts on the Acheros 
  Salient, Lord Commander Ebongrave set about consolidating 
  control over those worlds already claimed and on containing the 
  Tau in the region that became known as the Greyhell Front. 
  With the exception of a group of quarantined systems at the 
  trailing end of the Salient, the majority of the worlds between 
  Spite and Vigil came ﬁ rmly under Ebongrave’s ruthless control. 
  Garrison forces were massively bolstered in an effort to impose 
  
  V: The Canis Salient
  an iron grip upon the populations of these systems, the intention 
  to ensure that none would fall short in their support of the war 
  effort. The other reason for such a brutal regime was to guard 
  against the inﬂ uence of Tau agents, who were adept at identifying 
  those elements in a world’s population that would not accept the 
  rule of the Imperium, and encouraging them to rebel.
  The Fortress World of Spite, part of the impenetrable Iron 
  Collar of fortiﬁ ed worlds guarding the Well of Night, was built 
  up still further and sired an offspring in the form of Wrath, which 
  within the span of a decade became as mighty and impregnable 
  a bastion world as its progenitor. With Spite the seat of military 
  command across the entire Salient, Wrath became the site from 
  which the Imperium imposed its vicelike grip over the peoples 
  of the Salient’s worlds, ensuring that none would slip from the 
  Pax Imperium ever again. 
  The worlds of the Canis Salient largely paciﬁ ed, Ebongrave 
  focused all of his efforts on the worlds within the Greyhell Front, 
  feeding regiment after regiment into the wars there in an effort 
  to draw the Tau into a war of attrition they could not possibly 
  win. If the Imperium can be said to enjoy one major advantage 
  over the majority of its myriad enemies, it is manpower. This 
  is especially true against the Tau, a species occupying a 
  comparatively small stellar cluster, while the Imperium can draw 
  on the populations of a million worlds and more. The Tau used 
  every technological advantage they could bring to bear in the 
  battles of the Greyhell Front, but ultimately learned to ﬁ ght 
  ﬁ re with ﬁ re; drawing on the human populations of the worlds 
  they had captured to ﬁ ght for them, for the Greater Good of 
  the Tau Empire. Realising they would ultimately lose a battle of 
  numbers, the Tau mustered vast proxy armies to ﬁ ght for them, 
  human soldiers loyal to their collectivist doctrines. With both 
  sides committing ever more resources into the maelstrom of the 
  Greyhell Front, pressure grew until the fate of the entire Canis 
  Salient hung in the balance.
  And then, Hive Fleet Dagon struck the Jericho Reach. While 
  the bulk of the Tyranid incursion was focused on the rimward 
  marches of the Jericho Reach, especially along the Orpheus 
  Salient, several systems in the Canis Salient came under attack at 
  the same time. As the questing tendrils of the Hive Fleet closed 
  on the spinward worlds of the Canis Salient, formerly unheard 
  of factions within those populations thought to be entirely 
  under the Imperium’s heel rose up, declaring themselves not for 
  the alien Tau, but for the approaching “Great Devourer.” While 
  Ebongrave’s occupation forces had been on guard for signs of 
  Tau-sponsored insurrection, an entirely different threat had been 
  growing beneath their very eyes. First Oertha, then Bekrin, then 
  Themiskon Point came under Tyranid assault, while uprisings 
  exploded on a dozen other planets. 
  Ebongrave’s garrison forces were conﬁ gured not as armies of 
  planetary defence, but as armies of occupation and subjugation. 
  They had numbers, but they lacked heavy equipment, and not 
  anticipating planetary invasion, few worlds along the Salient 
  had heavy ground-to-orbit defence installations. The uprisings 
  were largely suppressed, for the xeno-cults were well led, 
  but ill equipped. The invasions however were impossible to 
  forestall, and while there were local successes, mostly thanks to 
  the Deathwatch, the Tyranids had little difﬁ culty establishing 
  a foothold on several of the once-secure worlds of the 
  Canis Salient.
  Despite the Tyranid incursions, the high command of the 
  Canis Salient has thus far refused to divert signiﬁ cant forces 
  from the cauldron of the Greyhell Front. Garrison forces have 
  been fed piecemeal into bitter defensive actions against millions-
  strong hordes of slavering alien monstrosities, bolstered by 
  hastily raised and forcibly press ganged militia units. Ebongrave 
  has ordered the gulags of Wrath and other worlds on the 
  front stripped of prisoners accused of sympathising with the 
  Tau for indenture into newly raised Penal Legions. Countless 
  thousands of Penal Legionnaires equipped with nothing more 
  than crudely mass-produced autoguns have been deployed in 
  suicidal holding actions against the invading Tyranids, and 
  desertion rates are astronomically high.
  With the worlds of the Canis Salient desperately ﬁ ghting 
  to hold the Tyranids at bay, the army groups of the Greyhell 
  Front continue to prosecute the war against the Tau. Yet these 
  aliens have not escaped the attentions of the Tyranids, with 
  several of the worlds claimed by the Velk’Han Sept suffering 
  the attentions of the Hive Fleet. Both sides continue to feed 
  massed armies into the Greyhell Front, whilst casting a wary 
  eye towards the spinward voids, fearful of what horrors may 
  yet descend from the depths of interstellar space to consume all 
  that lies in its path. Even faced with the apocalypse presaged 
  by the arrival of Hive Fleet Dagon, the Imperium and the Tau 
  remain locked in the deadly embrace of total war.
  LORD COMMANDER 
  SEBIASCOR EBONGRAVE
  “There was never a genius who did not know the touch of madness.” 
  –Saint Khallon, Ruminations on Martyrdom
  Sebiascor Ebongrave began his career in the Imperial Guard as 
  a cornet (or standard bearer) in the celebrated Dhkasin Hussars, 
  a cavalry regiment raised from the noble classes of the world of 
  Dhkas in the Scarus Sector. The young subaltern distinguished 
  himself early in his service, bearing his troop’s standard into battle 
  in the glorious Charge of the Ardent Martyrs, and defending it 
  against a horde of Orks when his mount was slain beneath him. 
  Having been decorated for his actions by the Queen of Dhkas 
  herself, Ebongrave used his newfound fame and the wealth it 
  brought him to purchase a commission as regimental colonel, 
  and led his unit in a series of actions that won him yet more 
  battle honours.
  But Ebongrave was not prepared to stop at the rank of colonel, 
  instead coveting high military ofﬁ ce. With each successive victory 
  he earned, Ebongrave climbed his way further and further up the 
  chain of command. Having left the Dhkasin Hussars he could no 
  longer rely on fame, nepotism or his personal fortune to purchase 
  higher commissions, and so Ebongrave launched himself into 
  an intensive round of politicking. By means both fair and foul, 
  Ebongrave worked his way from Lord Colonel of Army Group 
  Tempest to High Marshal of the Tharsis Nebula Paciﬁ cation. 
  Finally, it was Ebongrave’s sterling service as Chief of Staff to 
  the doomed Lord Militant Bernadotte during the last days of the 
  Fall of Ishtaar that brought him to the notice of the High Lords 
  of Terra themselves. Three years later, Ebongrave was appointed 
  a subordinate commander and adviser to Lord Militant Achilus.
  
  V: The Canis Salient
  But Ebongrave soon found that serving under Warmaster 
  Achilus was not the appointment he had hoped it would be. 
  He was but one amongst a cadre of scores of advisors, each 
  of whom guarded their own position to the exclusion of all 
  else. Frustrated by the realities of Achilus’ court, Ebongrave 
  engineered his appointment to a front line position and won a 
  score of victories across a dozen worlds.
  Having spent the best part of a decade serving in the 
  general staff, Ebongrave relished the chance to return to 
  the front line, taking to the ﬁ eld and participating directly 
  in several of the battles he commanded. At the Third Battle 
  of the Argent Bastion, Ebongrave led the cavalry charge that 
  broke the back of the rebel defence of Mneme IV and opened 
  the way for the relief of the third moon of Wrath. By the time 
  of Achilus’ death, Ebongrave was riding a wave of personal 
  glory, but had apparently reached the upper limit of command 
  thanks to the closed-off nature of Achilus’ circle of advisers.
  When Achilus was lost, the former Warmaster’s inner circle 
  was scattered by the new incumbent, Lord Militant Tetrarchus. 
  Ebongrave was immediately recalled from the frontline and 
  restored to the high ofﬁ ce he so craved, becoming one of 
  Tetrarchus’ most trusted advisors. When Tetrarchus conceived 
  his plan to rejuvenate the Crusade by committing along three 
  Salients, Ebongrave petitioned Tetrarchus for the honour 
  of leading the main advance towards the Hadex Anomaly, 
  perceiving this as the deed that would earn him such glory 
  that he would one day take command of the entire Crusade.
  Some whisper that it was Ebongrave’s hubris in coveting 
  command of the Acheros Salient that caused Tetrarchus to 
  appoint him to lead one of the two lesser Salients. Perhaps 
  Tetrarchus sought to contain Ebongrave’s ambitions whilst 
  taking full advantage of his prodigious abilities, perceiving in 
  the Lord Commander a potential rival best kept on a short 
  leash. Whatever the truth, Ebongrave was given command of 
  the Canis Salient. He fully intended to prove himself the better 
  of the three Lord Commanders, and the xenos-pyres of the 
  Greyhell Front would bear witness to his glory.
  Then Hive Fleet Dagon smashed into the spinward systems, 
  and Ebongrave’s ambitions were devoured along with a score of 
  human worlds. Forced to ﬁ ght two enemies at once, Ebongrave has 
  become increasingly paranoid and unwilling to heed the counsel 
  of his advisers. He sees the work of Tau inﬁ ltrators everywhere he 
  casts his gaze, and has gone so far as quarantine three entire star 
  systems that he suspects to be in league with the enemy. Ebongrave 
  even imagines agents of the Tau in his own staff, and has initiated 
  several high level purges in an effort to ﬂ ush out those who would 
  have truck with the Tau and their collectivist ways.
  Lord Commander Ebongrave has become increasingly 
  insular, secreting himself in his personal bunker several miles 
  beneath the surface of Fortress Spite. All but the boldest of his 
  command cadre are too cowed to seek an audience with him, 
  and so bad news regarding the progress of the war is often 
  kept from him lest the messenger be blamed and executed on 
  the spot. On several occasions, emissaries of the Deathwatch 
  or the Inquisition have entered into an audience with Lord 
  Commander Ebongrave, only to come away deeply concerned 
  for the man’s state of mind. Some fear that one day soon 
  Ebongrave will accuse the wrong person of collaboration 
  with the enemy, and then, not even a Lord Commander’s 
  rank and status will save him from censure. Until that time, 
  Lord Commander Ebongrave will continue to brood in the 
  shadowed depths of his bunker, plotting the downfall of his 
  hated foes no matter the cost in blood and treasure.
  TETRARCHUS AND EBONGRAVE
  The relationship between Lord Militant Tetrarchus and his 
  subordinate commander started off well, with the Warmaster 
  recognising the abilities of the Lord Commander and rewarding 
  him with high rank. Yet, in truth the appointment was a double-
  edged sword and while the two men present the appearance 
  of mutual respect, they are in fact engaged in a bitter rivalry. 
  Tetrarchus sees in Ebongrave a capable and ambitious underling, 
  one whose skills are too great to be ignored, but who may 
  one day covet his own position. Ebongrave sees in Tetrarchus 
  a commander every bit as skilled as he, yet who presents an 
  obstacle to still higher ofﬁ ce. This situation has got worse with 
  the coming of Hive Fleet Dagon, for Ebongrave continues to 
  prosecute the war against the Tau when many are coming to 
  believe it is the Tyranids against whom the Crusade should 
  launch its strength. While Ebongrave will not hear of concession 
  or compromise, many of Tetrarchus’ most trusted advisors 
  are coming are to believe that some arrangement should be 
  made with the Tau, at least until the threat of the Hive Fleet is 
  contained. To date, Tetrarchus has sanctioned only limited, and 
  entirely deniable contact, which Ebongrave remains ignorant of 
  even though it continues on the marches of his own domains.
  
  V: The Canis Salient
  THE MADNESS OF LORD 
  COMMANDER EBONGRAVE
  “The purges shall continue until their loyalty is total. While just one 
  of them doubts, they are nothing but a nest of traitors.”
  –Lord Commander Ebongrave prior to his second purging 
  of the Canis Salient General Staff
  The Canis Salient is a vast swathe of Imperium-occupied space 
  over which Lord Commander Ebongrave casts his eye with 
  ever-increasing bitterness and desperation. Across the Salient, 
  several primary themes have come to dominate—those of 
  Ebongrave’s brutal and paranoid (but necessary) repression, 
  Tau inﬁ ltration, the Tyranid invasion, and the activities of the 
  Deathwatch. The core worlds of the Salient are ruled with a 
  vice-like grip, while total war tears the Greyhell Front apart. 
  The agents of the Tau attempt to penetrate ever deeper, as the 
  leading edges of Hive Fleet Dagon threaten to overwhelm all. 
  THE EYES OF WRATH
  While Ebongrave rules over the battles of the Canis Salient 
  from his command bunker beneath Fortress Spite, internal 
  security issues are the purview of a range of bodies occupying 
  the bastions of the Fortress World of Wrath. The so-called 
  “Eyes of Wrath” (as the populace terms the myriad divisions of 
  enforcers, purgation details, and purity patrols) see everywhere, 
  from the scented arbours of Carmyn to the musty catacombs 
  beneath Bekrin. It is said that the average subject has but to 
  walk from his barracks to his place of work to be observed by 
  upwards of a thousand spy-drones. Many believe that potent 
  psykers are used to scry the dreams of the populace as they 
  slumber after a long work shift, sifting through the nightmares 
  for the slightest hint of sedition or treachery. Few would be 
  surprised to learn that such rumours are true, but in truth 
  they are the least of the concerns that a subject suspected of 
  treachery should be troubled with.
  Those accused of sedition or any one of a thousand different 
  forms of treachery are taken away to one of the many gulags to 
  be found on every world under Lord Commander Ebongrave’s 
  control. The fortunate are then consigned to service in one 
  of the newly raised Penal Legions, to suffer a quick death at 
  the hands of the Tyranids. Those less fortunate are dragged 
  screaming to an excoriation chamber, to confess whatever sins 
  they have committed and, in an effort to avert the dreadful 
  attentions of their interrogators, many they have not. 
  As all-seeing as the Eyes of Wrath are, the paranoid Lord 
  Commander Ebongrave would be horriﬁ ed to learn that 
  they have in fact been compromised by an outside agency. 
  Fortunately for the Imperium, that agency is not the Tau 
  (not yet at least), but the servants of the Ordo Xenos, and 
  through them, the Deathwatch. Unknown to Ebongrave, the 
  Inquisition has long utilised the Eyes of Wrath as a means 
  of gathering information on both the populace and those 
  enemies who would seek to inﬁ ltrate it. To date, dozens of Tau 
  agents have been intercepted by the Ordo Xenos or neutralised 
  by Deathwatch Kill-teams long before the authorities have 
  become aware of them. Better Lord Commander Ebongrave 
  AN AUDIENCE WITH LORD 
  COMMANDER EBONGRAVE
  While the vast majority of the millions of warriors 
  ﬁ ghting the Emperor’s cause in the warzones of the 
  Jericho Reach will never see, let alone meet, a senior 
  commander, the Battle-Brothers are in such a position 
  that they may well come into contact with leaders as 
  Lord Commander Ebongrave. This might come about 
  because the Deathwatch has an urgent message or 
  warning that must be delivered in person, or because 
  the Kill-team is accompanying a senior Inquisitor as 
  guards, advisors or executioners. It might even be that 
  the Lord Commander himself has requested an audience 
  with the Deathwatch, and the PCs have been dispatched 
  as envoys.
  Such an audience should only ever be conducted 
  inside Ebongrave’s command bunker far beneath 
  Fortress Spite, and as he should never be put in any 
  danger his proﬁ le is not given.
  Should the Player Characters ﬁ nd themselves in contact 
  with Lord Commander Ebongrave, the GM should take 
  the opportunity to communicate the full extent of his 
  paranoia. He should be unpredictable and unstable, 
  veering wildly between extremes of temperament in 
  a manner that most Space Marines would ﬁ nd very 
  hard to understand. While most of Lord Commander 
  Ebongrave’s personality can be communicated by way 
  of roleplaying, the PCs may also need to interact by way 
  of Skill use, in particular Command and Intimidate but 
  also Charm and Deceive, depending on whether they 
  or Ebongrave are initiating the checks. Ordinarily, such 
  tests would be modiﬁ ed by a Disposition level (see page 
  276 of the Deathwatch rule book). In Lord Commander 
  Ebongrave’s case, his Disposition is likely to change 
  radically from one moment to the next, and so it can be 
  determined randomly each time an Interaction skill is 
  used, as follows.
  D10 
  roll
  Difﬁ culty 
  Modiﬁ er
  Disposition Level 
  (Charm/Command/
  Deceive/Intimidate)
  1-2
  Easy +30
  Infatuated/Fanatical/
  Gullible/Terriﬁ ed
  3
  Routine +20
  Affectionate/Devoted/
  Trusting/Frightened
  4
  Ordinary +10
  Favourable/Loyal/
  Accepting/Startled
  5
  Challenging 
  +0
  Indifferent
  6
  Difﬁ cult –10
  Disdainful/Resentful/
  Suspicious/Brave
  7
  Hard –20
  Contemptuous/Disloyal/
  Sceptical/Courageous
  8-10
  Very Hard –30 Disgusted/Mutinous/
  Disbelieving/Foolhardy
  
  V: The Canis Salient
  remains ignorant of the inﬁ ltration of the Eyes of Wrath, for 
  were he to discover it, he would no doubt descend to yet 
  greater depths of paranoia and bitterness.
  HARBINGERS OF THE GREATER GOOD
  Despite the ubiquitous prying of the Eyes of Wrath, many 
  of the worlds of the Canis Salient are rife with Tau agents 
  and sympathisers. The Tau themselves rarely set foot upon 
  such worlds, for to do so is simply too dangerous, though 
  individual envoys might occasionally meet with human 
  contacts on outlying worlds in human occupied systems. 
  Instead, the Tau rely on an extensive network of human agents 
  to work for them, spreading the message of the Greater Good 
  to every corner of the Salient, recruiting ever greater numbers 
  of sympathisers and enacting covert missions in the name of 
  their Tau masters. 
  The majority of those human agents who work towards 
  the Greater Good have never met a member of the Tau 
  species. Rather, they are recruited by spy-masters who 
  themselves may have had little or no contact with the aliens. 
  These agents are to be found in every labour-hall, ordnance 
  yard and agri-dome in the Salient, ever watchful for signs 
  that the yoke of the Imperium’s authority is growing too 
  heavy for the workers to bear. When the opportunity arises, 
  such agents whisper of another path, a way of life in which 
  the worker can enjoy the fruits of his own labours as one 
  amongst an empire working towards the same goal. Such 
  a collectivist creed is entirely alien to the average Imperial 
  subject, yet many of the peoples of the Reach do not regard 
  themselves as Imperials. Many populations see themselves 
  as brutally oppressed, conquered by an Imperium that has 
  failed to deliver them from the anarchy of the Age of Shadow. 
  Instead of deliverance, the Imperium has brought subjugation 
  in the name of abject servitude to Achilus Crusade, a war the 
  enslaved had little or no knowledge of or shared interest in. 
  Tau agents whisper of the way of the Tau, slowly revealing an 
  alternative to the way of the Imperium. 
  Tau agents are always extremely careful to separate the 
  notion of loyalty to the Imperium from that of faith in the 
  Emperor, at the outset at least. For many, the Emperor is 
  a distant patron to whom the people of the Jericho Reach 
  cleaved even when the Imperium abandoned them. The 
  recruiters preach that the Imperium is no longer the realm 
  that the Emperor intended it to be when he walked amongst 
  his subjects thousands of years ago. The mighty ediﬁ ce of the 
  Imperium, the Tau agents preach, has long since crumbled 
  to dust, its remnants held together by nothing more than 
  brutal oppression. Thus the dispossessed of the Canis Salient 
  are taught that worship of the Emperor as a creator-deity is 
  entirely compatible with rejection of what the Imperium has 
  become. For most of those turned to the way of the Tau, 
  this is the extent of their heresy. Others who walk further 
  along the path of the Greater Good may eventually come to 
  reject the Emperor entirely, subsuming themselves completely 
  within the way of the Tau Empire.
  
  V: The Canis Salient
  PORTENTS OF THE GREAT DEVOURER
  With the coming of Hive Fleet Dagon to the Jericho Reach, 
  another covert foe revealed itself within the Canis Salient. 
  There are those within the multitudes of the oppressed who 
  do not turn to the collectivist doctrines of the Tau for succour 
  against the brutality of the Imperium, but to another source 
  entirely. Small sects of xenos worshippers have emerged upon 
  several worlds of the Canis Salient, some revealing themselves 
  at the very moment the advance elements of the Hive Fleet 
  appeared in the Reach as if answering some unheard siren call.
  The source of these groups appears to vary, and they are 
  often as opposed to one another as they are to the Imperium. 
  Some are thought to be the result of genetic manipulation, 
  individual humans somehow infected by Tyranid vanguard 
  organisms and made to serve the Hive Mind. Others appear 
  to have had no contact with any form of Tyranid, but instead 
  represent twisted doomsday cults determined to throw 
  themselves upon the mercy of the Great Devourer, a fate they 
  would prefer to continued servitude to the Imperium. Other 
  cults have been revealed as conspiracies enacted by third 
  parties—most often the servants of the Ruinous Powers but 
  in at least one instance through the deeds of radical factions 
  within the Inquisition.
  A tripartite battle for the hearts and minds of the 
  populations of the Canis Reach is now raging, often unseen 
  but sometimes openly. While the Imperium, via the Eyes of 
  Wrath seeks to tighten its grip through rigid, uncompromising 
  control, the other two factions utilise entirely different 
  methods. The Tau work by way of promises of a better life 
  under their collectivist regime. The vanguards of the Tyranids 
  utilise another means—subconscious manipulation at the 
  genetic level, a force which can overturn even a lifetime of 
  loyal service with a single implant touch. 
  DEATHWATCH OPERATIONS
  The Deathwatch maintain a number of Watch Stations in 
  the area now claimed by the Canis Salient, and several more 
  exist outside of the Salient that nonetheless watch the general 
  region. Watch Stations Hestus and Bellom, both of which 
  have existed since long before the coming of the Achilus 
  Crusade, are located deep within the Salient. Yet the systems 
  they are located within are forbidden to all but those with the 
  very highest authority. Furthermore, Watch Stations Skapula 
  and Andronicus, both of which are some distance beyond 
  Ebongrave’s domains, watch the spinward voids beyond the 
  worlds claimed by the Tau. 
  Deathwatch operations within the Canis Salient are 
  almost entirely covert in nature, for Ebongrave is a jealous 
  commander who has become increasingly distrustful of any 
  force not under his direct command. When joint operations 
  do occur, they are most often fought alongside conventional 
  Space Marine forces, who themselves exist outside of 
  Ebongrave’s direct chain of command. It is comparatively rare 
  for the Deathwatch to participate in full-scale joint operations 
  alongside Ebongrave’s forces, for he often makes demands of 
  the Watch Captains that they simply cannot fulﬁ l. 
  A situation has grown within the Canis Salient in that the 
  Deathwatch must often go about their missions as secretly as 
  any of the Imperium’s enemies. Missions are launched against 
  Tau inﬁ ltration-cells and xenophile cults as well as other 
  threats, without the knowledge or approval of Ebongrave’s 
  command structure. Furthermore, such missions are often 
  enacted in such a way as to exclude or deceive Ebongrave, 
  often using intelligence sourced from the compromised Eyes 
  of Wrath. It is little wonder then that the Lord Commander 
  of the Canis Salient is descending into paranoia and madness, 
  for he perceives the hands of his enemies even amongst the 
  elite of the champions of Humanity.
  SEEING THROUGH 
  THE EYES OF WRATH
  A Deathwatch Techmarine PC can utilise Ebongrave’s 
  Eyes of Wrath, communing with the Machine Spirits of 
  the vast network of spy-lenses, vox-thieves and data-
  sentinels to further their own mission. To do so, the 
  Kill-team must be operating on one of the worlds within 
  the Canis Salient that is under Ebongrave’s control, and 
  either inside, or within vox-range of a facility the GM 
  deems to be suitable for accessing the Eyes of Wrath. 
  Such facilities include defence bastions, administration 
  centres, ordnance storage depots and many other types, 
  and the GM should use his discretion when determining 
  if any given location has an access point the Techmarine 
  can utilise. 
  To access the Eyes of Wrath the Techmarine should 
  make a Hard (–20) Tech-Use Test. The usefulness of the 
  information gleaned depends on the Degree of Success 
  by which the test is passed, as presented below.
   The test should be modiﬁ ed by circumstance, and 
  the GM may require several to be taken over a number 
  of turns. If the Techmarine is accessing the node via 
  a vox-link, the test should be increased to Very Hard 
  (–30). If the agents of Lord Commander Ebongrave 
  have reason to suspect a rival faction of attempting to 
  access the Eyes of Wrath through a particular node then 
  further penalties can be placed on the test, or the GM 
  could require the PC and NPC to make Opposed Tests.
  Degrees 
  of Success Result
  1
  The Techmarine is able to access the local 
  nodes, gaining spy-logs of all individuals 
  that work or pass through the 
  immediate locale. 
  2
  The Techmarine ﬁ nds details of all 
  individuals within a district of a city, or 
  within a region if he is searching within 
  a sparsely populated area. 
  3 or more
  The Techmarine gains access to the entire 
  planetary network, and can see through 
  any spy-lens and access any archival 
  data core. 
  
  V: The Canis Salient
  THE MAIN ADVANCE
  “He who claims victory claims right. Those who are left have no 
  rightful claim to anything.”
  –Lord Commander Ebongrave to an aide at the Fourth 
  Conclave of Wrath
  The main advance of the Canis Salient runs in a line between 
  the Fortress Worlds of Spite in the Iron Collar, and Hex on 
  the verges of the Greyhell Front, following the course of the 
  Arethusa Flux Warp conduit. The worlds between these two 
  mighty bastion systems are largely under Ebongrave’s heel, 
  though Tau-inspired insurrection, Tyranid incursion, and 
  localised rebellion mean that the Imperium’s control is far 
  from absolute and no world is entirely untouched by war. 
  Nevertheless, Ebongrave’s forces rule these worlds with a 
  vicelike grip, squeezing them of every resource that can be 
  turned towards the ongoing war against the Velk’Han Sept. 
  Life for the average subject within the Canis Salient is brutal 
  and often short, with forced labour the only toil most will ever 
  know. Those unwilling to accept their fate may turn towards 
  the Tau, but in so doing condemn themselves to a painful 
  death at the hands of Ebongrave’s ruthless enforcers. Those 
  who so much as slacken the pace of their toil are dragged 
  screaming from their workstations and shipped off to one 
  of Ebongrave’s many gulags, and soon after assigned to one 
  of the Penal Legions raised to defend against the creeping 
  menace of Hive Fleet Dagon.
  Like the warzones of the other two Salients, the most 
  strategically important worlds in the Canis Salient are 
  those that lie along the axis of its major Warp routes. The 
  worlds occupying these vital nodes may not be of any great 
  signiﬁ cance themselves, but their positions along those routes 
  make it vital they remain under the Imperium’s control. 
  Thus, the most important systems in the main axis of the 
  Canis Salient are Spite, Bellom and Themiskon Point, simply 
  because of their locations. Many other worlds are to be found 
  in the Salient however, and each has its part to play in the 
  ceaseless war against the enemy.
  BELLOM
  The Bellom system was once one of the most prosperous 
  trading hubs in the old Jericho Sector, its fortunes built upon 
  the ﬂ ow of luxury goods passing along a spur of the Hyades 
  Ebb Warp route that led directly towards the old sector capital 
  of Verronus. That passage no longer exists, for with the rise 
  of the Warp storms that heralded the Age of Apostasy, the 
  route became unstable and then collapsed entirely. At some 
  point during the Jericho Sector’s Age of Shadow, the raw stuff 
  of the Warp spewed out of the old passage to Verronus, and 
  engulfed the glittering spires of Bellom, cutting it off from all 
  outside contact for many hundreds of years. When the Warp 
  storms eventually subsided, the passage to Verronus was gone, 
  as was every living thing on the surface of Bellom.
  The only survivors of the Warp storm that engulfed the 
  system were the Deathwatch Battle-Brothers present onboard 
  Watch Station Bellom, which orbits in the system’s outer 
  reaches. When the Warp storms came, the crew of the Watch 
  Station raised its gellar ﬁ eld and used their sus-an implants to 
  enter a deep state of suspended animation in which they slept 
  through the centuries until the storms lifted and they could 
  resume their vigil. Just what the station stands sentinel against 
  is unknown, not even to the Chamber of Vigilance, but the 
  fact of its existence is reason enough to maintain it.
  Of late, a number of efforts have been launched to 
  reopen the old Bellom-Verronus Warp passage in the hope 
  of establishing a new front by which the servants of Chaos 
  infesting the central regions of the Reach can be assaulted. To 
  date, even the most skilled of Navigators has failed to locate 
  any such passage, and several of their number have perished 
  in the attempt. Nonetheless, Tetrarchus has ordered the effort 
  to continue, for now at least.
  CARMYN
  Carmyn is classed by the astro-cartographers of the 
  Administratum as a Pleasure World, a classiﬁ cation that can 
  have many different applications. In the case of Carmyn, the 
  world has gained its designation because it is utilised by the 
  high command of the entire Achilus Crusade as a retreat from 
  the horrors of war and the stresses of high-level command. It 
  is only the most highly privileged of Tetrarchus’ staff that are 
  even aware of the world’s existence however, and aside from 
  the entire corps of serviles assigned to wait on the ofﬁ cers’ 
  every need, no common soldier knows of the place. 
  
  V: The Canis Salient
  The surface of Carmyn is as close to paradise as any world 
  in the Jericho Reach, with unspoiled forests, pristine oceans 
  teeming with life and glorious mountain ranges soaring 
  kilometres into the azure skies. Imperial presence is limited 
  to a number of small retreat settlements, each consisting of 
  perfectly landscaped arbours. The thousands of staff who 
  wait upon the generals and marshals who use these facilities 
  are quartered in vast underground barracks, so that their 
  presence does not ruin the perfect vistas.
  Unbeknown to the Imperium however, a Slaaneshi cult 
  has taken hold in the lowest reaches of the menials’ quarters, 
  and is slowly working its way through the ranks. At some 
  point, its vile doctrines will threaten the very highest levels 
  of the Crusade’s command echelons. Should this happen, the 
  Imperium’s entire enterprise in the Jericho Reach could well 
  be brought to its knees in a single stroke.
  MESKAILE
  The Death World of Meskaile forms the third in a trio of 
  planets to the trailing edge of the Canis Salient that have 
  come under attack by vanguard elements of Hive Fleet 
  Dagon. As with Themiskon Point and Scansion Beta, Crusade 
  high command cannot ascertain the reason for the Tyranids’ 
  interest in the world, but have been forced to upgrade its 
  strategic rating in response. 
  Unlike the other two worlds of the triangle, Meskaile is 
  not a Dead World. It is instead the polar opposite, a planet 
  teeming with life, and all of it carnivorous, bloodthirsty and 
  entirely inimical to intrusion by any form of outsider. 
  The Tyranids’ presence on Meskaile was ﬁ rst reported 
  by the Deathwatch, who were there in response to a scrap 
  of information rendered on ancient parchment from the 
  depths of the Omega Vault. Whether it was the Tyranids or 
  some other threat that the vault intended the Deathwatch to 
  combat was never discovered, for the Kill-team was forced to 
  extract in the face of overwhelming opposition from both the 
  denizens of Meskaile and the newly arrived Tyranids. 
  Meskaile is now the site of a huge war, one being fought 
  between the invading Tyranids and the carnivorous ﬂ ora 
  and fauna of the Death World itself. When this fact was ﬁ rst 
  reported to the Crusade’s high command, it was hoped that 
  the Tyranids would expend their energies ﬁ ghting a pointless 
  war to capture the world, but that does not appear to be what 
  is happening. Instead, the Tyranids are undergoing a process 
  of frenzied and sustained hyper-evolution as they battle the 
  denizens of Meskaile, each successive generation getting 
  ever more lethal and developing a prodigious immunity to 
  the numerous poisons utilised by the world’s species. The 
  servants of the Ordo Xenos are now concerned as to what 
  form of Tyranid may emerge when their conquest of Meskaile 
  is complete, and several voices have called for exterminatus to 
  be enacted before such monstrosities can escape the crucible 
  of their creation.
  SCANSION BETA
  One of the many Dead Worlds that haunt the Jericho Reach, 
  Scansion Beta marks the trailing terminus of the Lampades 
  Spur Warp route. In the early stages of the Achilus Crusade, 
  Scansion Beta was largely ignored by Imperial forces, for its 
  location was not in itself strategically relevant to the ﬂ ow 
  of armies and resources through the region. That changed 
  however when a Deathwatch Kill-team discovered a Tau deep-
  penetration cadre scouting a number of locations in the world’s 
  northern polar zones. The cadre was defeated and the Kill-
  team withdrawn, yet the Tau launched several more missions 
  to explore the world, for no reason the Crusade’s Tacticae 
  echelons can discern. Tetrarchus was wary of a trap, concerned 
  that the Tau’s interest in the dead world might be a diversion 
  intended to mask enemy activities elsewhere and draw the 
  Crusade’s forces away. Nonetheless, Scansion Beta’s strategic 
  rating was upgraded and Imperial Navy patrols there increased. 
  It was one such patrol that discovered the presence of the 
  Tyranids on Scansion Beta, and it appears that a large number 
  of vanguard organisms are intent upon scouting the exact 
  same region that the Tau forces were exploring. Furthermore, 
  Adeptus Mechanicus xenos-genitors believe that the Lictors 
  and other creatures present on Scansion Beta are an offshoot of 
  those swarming across Themiskon Point. As no known stable 
  Warp route exists between the two worlds, it is not known how 
  the Tyranids crossed the void in such a short time, for without a 
  stable, plotted passage even the most skilled of the Imperium’s 
  Navigators would have taken far, far longer to complete 
  the journey.
  With the Tyranids evincing such an interest in Scansion 
  Beta, Crusade high command has deemed it wise to increase its 
  strategic rating still further. Lord Commander Ebongrave has 
  yet to divert signiﬁ cant forces to oppose the Tyranid presence 
  there, instead focusing his resources against his nemesis, the 
  Tau. At some point soon however, the Lord Commander may 
  be required to rethink his plans, especially if the Tyranid 
  contagion starts to creep along the Lampedes Spur towards the 
  worlds of the Iron Collar.
  
  V: The Canis Salient
  THEMISKON POINT 
  The servants of the Adeptus Mechanicus believe that 
  Themiskon Point once harboured a rich and diverse eco-
  system, for the substrata of its surface are rich in organic fuels. 
  For eons, Themiskon Point must have been host to planet-
  wide forests, yet today, no trace of life remains on the planet. 
  As far as most records indicate, this has been the case since 
  the earliest days of the Imperium’s presence in the Jericho 
  Reach, though a few scattered writings suggest that the 
  transformation to its present state took place at around the 
  time of the Great Crusade. Other crumbling archives suggest 
  that the world was host to an advanced alien civilisation which 
  destroyed itself in the face of human conquest, submitting to 
  the ﬁ res of planetary devastation rather than allowing a single 
  human to set foot upon their world.
  A mystery at least as great as the world’s past is to be 
  found in its present, for the world has come under the 
  dominion of a host of Tyranid vanguard organisms. Countless 
  Lictors stalk the bleak, cratered surface, as if seeking a prey 
  they know must surely exist but they cannot locate. Several 
  theories have been put forward to explain this phenomenon, 
  including the notion that some trace of the original masters 
  of Themiskon Point might still exist, perhaps waiting out the 
  millennia far below the surface of their world until the day 
  when Mankind recedes and they can reclaim and reseed their 
  once paradisiacal world.
  The forces of the Imperium rarely have cause to enter the 
  inner reaches of the Themiskon system, for although it lies at 
  the terminus of a well established stable Warp conduit, there 
  are no worlds of any importance to the Imperium beyond it. To 
  date, the Imperium has yet to commit to cleansing the world of 
  the Tyranid presence, but the Chamber of Vigilance has debated 
  the matter on three separate occasions and a reconnaissance 
  mission is likely to be launched in the near future.
  WRATH 
  The Fortress World of Wrath lies at the navigable extent of the 
  Aegle Conﬂ uence, a branch of the Arethusa Flux Warp route 
  that has seen countless battles against the Tau and others over 
  the course of the Achilus Crusade. Wrath was earmarked as 
  a potential Fortress World early in the Crusade, due to its 
  location just off of the main Warp route through the region as 
  well as its life-supporting atmosphere. A bitter campaign was 
  fought to suppress the native population, a technologically 
  regressed but highly warlike people who held up Warmaster 
  Achilus’ armies for several years before they were ﬁ nally 
  defeated. The remnants of that population now serve under 
  the yoke of Ebongrave, and their world has been transformed 
  into the administrative centre of the Canis Salient. 
  Wrath is a grey, cold, and windswept world, lacking 
  large continental masses but featuring countless thousands 
  of islands grouped together into a continuous chain that 
  encircles the entire planet about its equator. The thousand or 
  so largest islands are each host to a rearing ediﬁ ce belonging 
  to the many agencies of the Imperium’s control over the 
  conquered worlds of the Canis Salient. Because the region 
  is still a war zone and far from fully paciﬁ ed, even the most 
  innocuous of administrative bodies is headquartered within a 
  mighty fortress armed with fearsomely powerful ground-to-
  orbit defence batteries. Each of these bastions is covered with 
  spy-lenses and antennae, part of the so-called Eyes of Wrath. 
  No worker who toils within or around Wrath’s bastions ever 
  strays outside of the gaze of the dark spy-cams.
  Unknown to the ruling military council of Wrath, the 
  world is host to a number of Inquisitorial holdings, most 
  of them masquerading as minor Adeptus Administratum 
  sub-bureaus. Via these covert nodes, the Inquisition, and by 
  extension the Deathwatch, maintain a close vigil over the 
  governing powers of the Canis Salient, as much concerned 
  with uncovering treachery within the Imperium’s own ranks 
  as it is with uncovering the activities of its many enemies.
  
  V: The Canis Salient
  The Velk’Han 
  Sept
  “The Imperium wields might without mercy and inﬂ uence without 
  temperance. Only by following the way of the Greater Good will 
  they ever learn the error of their ways and know order, wisdom and 
  unity.”
  –Aun’O Tsualal
  T
  he Velk’Han Sept is a cluster of worlds that have 
  fallen entirely to the forces of the Tau, their human 
  populations turned from the Pax Imperium to the 
  collectivist doctrine that is the Greater Good. Just how 
  compliant the humans are in this process depends on the 
  world in question, for some resisted the coming of the Tau 
  and fought for many years, while others threw down their 
  arms at the ﬁ rst contact with a Water Caste envoy.
  The Tau’s effort to insinuate themselves within the Jericho 
  Reach is an unusual one, for it marks a departure from 
  established patterns of expansion and conquest. The Tau Empire 
  has thus far expanded its holdings in concerted, species-wide 
  efforts, the forces of a number of Septs spreading outwards 
  to bring a new ‘sphere’ of space within the Tau’s inﬂ uence 
  and establish still more Septs within it. The Velk’Han Sept was 
  established outside of this pattern, representing not an empire-
  wide Crusade into surrounding space, but a single, concerted 
  strike across the void towards a very speciﬁ c, discrete region. 
  The Jericho Reach is quite some distance from the dense stellar 
  cluster occupied by the Tau Empire, and so it represented an 
  impressive feat of voidsmanship for the Tau to even reach it, 
  and a daring display of military skill to capture as many worlds 
  as they did in such a short time.
  The Tau’s interest in a region so far from their own domains 
  was one of the main factors that caused the High Lords of 
  Terra to pronounce the Achilus Crusade. In the aftermath of 
  the abortive Damocles Gulf Crusade, the Tau not only retook 
  the worlds they had lost to the Imperium, but exploited the 
  momentum of their counter-advance to take hold of many 
  human systems. Given the calamitous events that enfolded 
  during the Battle of Macragge, few were overly concerned 
  for the fate of a handful of frontier systems. Others however 
  still brooded on the events of the Damocles Gulf Crusade, 
  and were fearful of the Tau poisoning more sectors with their 
  vile philosophies. It was these men, such as Confessor Gurney 
  of the Ecclesiarchy, who warned of the perniciousness of 
  the Tau and the danger of them being allowed to expand 
  into worlds far beyond their empire. With the Jericho Reach 
  accessible once more thanks to the opening of the Warp 
  gate, many great and powerful men swore that never again 
  would the Tau or any other species be allowed to pluck 
  away human worlds while the Imperium’s gaze was turned 
  elsewhere. What happened in the aftermath of the Damocles 
  Gulf Crusade would not be repeated, it was promised. The 
  Tau would not only be swept from the newly accessible 
  Jericho Reach, but driven back to their empire by a vengeful 
  Imperial Crusade that would not stop until a new front had 
  been opened up against the Tau Empire itself. Fortunately 
  for the Tau, they were sufﬁ ciently established in their new 
  Sept to resist the initial advances of the Achilus Crusade, 
  and the other belligerents active in the region diverted the 
  Imperium’s attentions away from committing overwhelming 
  forces against the Sept. Now, the Tau are engaged in an effort 
  to eject the Imperium from the Greyhell Front. When this 
  occurs, millions of sympathisers on the worlds of the Canis 
  Salient will rise up against their oppressors and the Tau will 
  push the Imperium all the way back along the Salient and 
  cast it into the depths of the Well of Night.
  
  V: The Canis Salient
  CANIS SALIENT NPC:
  WATER CASTE ENVOY
  Tau of the Water Caste serve the Tau Empire in many ways, 
  most often as traders, merchants, ambassadors, or diplomats. 
  The Water Caste often interact with other races when such is 
  required, and is not the purview of the military-natured Fire 
  Caste.
  The Water Caste are physically tall and slender compared 
  to other Tau, and often dress in rich robes and headgear. 
  Many Rogue Traders, Planetary Governors, and other 
  Imperial commanders have discovered that the Tau Water 
  Caste possess a smooth manner and a quick, ingratiating 
  tongue that has often gained the Tau an advantage in any 
  negotiation.
  The Deathwatch has had few dealings with these Tau, 
  but consider them a threat to the Crusade thanks to the 
  Water Caste’s facility for convincing debate (a prime tool for 
  subversion).
  Water Caste Envoy Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  20
  20
  25
  30
  35
  30
  35
  25
  40
  Movement: 3/6/9/18 
  Wounds: 15
  Skills: Awareness (Per) +10, Charm (Fel) +20, Common 
  Lore (Imperium, War) (Int) +10, Deceive (Fel) +20, Evaluate 
  (Per) +10, Intimidate (S) +10, Logic (Int) +10, Scrutiny (Per) 
  +10, Speak Language (Low Gothic, High Gothic, Kroot, 
  Tau), Trade (Trader) (Fel) +20.
  Talents: 
  Light 
  Sleeper, 
  Master 
  Orator, 
  Polyglot, 
  Talented (Charm)
  Weapons: Pulse Pistol (30m; S/2/–; 2d10+3 E; Pen 4; Clip 
  16; Rld Half )
  Armour: None.
  Gear: Xeno-crafted robes, xeno-crafted micro-bead, 2 Pulse 
  Pistol reloads, 1d5 xeno-crafted charms and trinkets, polyglot 
  hedron*.
  *This Tau device adds a +10 bonus to Interaction Skill Tests by 
  helpfully selecting the best possible combination of syntax and 
  grammar for verbal communication.
  Special Rules
  Barter and Trade: Tau of the Water Caste can use Trade 
  (Trader) to determine how successfully they can arrange 
  exchanges of goods and services. The use of this skill is 
  identical to Barter (found in Dark Heresy) and Commerce 
  (found in Rogue Trader). In addition, whenever successfully 
  using Trade (Trader), Barter, or Commerce Skill Tests, Water 
  Caste Tau gain one bonus degree of Success.
  CANIS SALIENT NPC:
  HEAVY GUN DRONE
  The Tau Empire makes extensive use of machine-intelligences 
  known as drones. All drones consist of an advanced processor 
  unit that—individually—has only a basic intelligence on par 
  with that of a small animal. These intelligences always seem 
  to be programmed for self-preservation, and are likely to ﬂ ee 
  rather than face certain destruction. Drones are commonly 
  conﬁ gured to accept regular orders from a Tau controller, 
  but drones are also capable of being networked together 
  into teams, which signiﬁ cantly increases the intelligence and 
  processing speed of all networked drones. These drone teams 
  also have a higher capability for independent action.
  Some of the largest drones yet identiﬁ ed are the Heavy 
  Gun Drones, far more massive than the standard Gun Drone 
  and capable of carrying multiple heavy weapons to lend 
  direct ﬁ re support to Fire Warrior Cadres.
  Heavy Gun Drone Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (8)
  20
  25
  35
  40
  40
  15
  25
  20
  10
  Movement: — 
   
   
   
  Wounds: 20
  Skills: Acrobatics (Ag), Awareness (Per), Dodge (Ag).
  Talents: Exotic Weapon Training (Burst Cannon, Markerlight) 
  (may only use integrated weapon systems). 
  Traits: Auto-Stabilised, Fire Drill, Flyer 12, Machine (5), 
  Unnatural Toughness (x2).
  Weapons: Twin-linked Burst Cannon (60m; –/–/10; 
  2d10+2 E; Pen 4; Clip —; Rld—; Mounted, Twin-Linked).
  Armour: All 5 (includes Machine Trait)
  Gear: Built-in micro-bead (for receiving instructions only).
  Special Rules
  Networked Machine Intelligence: For every Heavy Gun 
  Drone in the networked team, the BS, Int and Per characteristics 
  are increased by +2. This is recalculated immediately should 
  any be destroyed. When in a Horde, these bonuses are equal 
  to the Horde’s magnitude (to a maximum of +30).
  rrange
  kill is
  mmerce
  ssfully
  Water
  
  V: The Canis Salient
  THE WAY OF WAR
  “We make war because we must; they make war because they know no 
  other existence.”
  –Shas’O M’yen
  The Velk’Han Sept exists outside of the mainstream of the 
  Tau Empire, and is in many ways a semi autonomous, self-
  sufﬁ cient colony. When the undertaking was ﬁ rst mooted in 
  the Tau’s ruling Council of the Highest there was a degree of 
  opposition to the venture, with the most senior of the Earth 
  Caste arguing that maintaining and supporting a new sept so 
  far outside of the empire’s conventional spheres would put a 
  huge drain on resources and require signiﬁ cant assets to be 
  diverted from other fronts. The debate was ultimately carried 
  by a combination of Fire Caste belligerence and Water Caste 
  ambition. The warrior caste argued that only by aggressive 
  expansion into new regions of the galaxy would the human 
  and other empires see both the might, and the right of the 
  Tau way. The caste of envoys and traders saw the beneﬁ ts 
  of contact with so many worlds not ruled by the Imperium, 
  declaring that this new region would be brought within the 
  Greater Good for the beneﬁ t of all. What the Imperium had 
  abandoned, the allied castes promised, the Tau would claim 
  for their own, and in a stroke uncounted billions of loyal 
  servants would be brought within the uniﬁ ed Tau Empire.
  Despite the bold words, all knew that the establishment of 
  the new sept would be a bold undertaking, and once agreed, 
  the Council of the Highest focused all of its attentions on the 
  effort. A mighty war ﬂ eet was mustered, consisting of forces 
  drawn from all of the existing septs and all of the castes. 
  This ﬂ eet was instructed to cross the voids and establish a 
  bridgehead on the coreward marches of the Jericho Reach, 
  where it would consolidate and establish itself as a self-
  sufﬁ cient entity. While the other septs would still contribute 
  towards the ongoing war effort, the Velk’Han Sept was 
  expected to be able to raise its own forces within as short a 
  time as possible, so as not to place on drain on the Empire.
  The ﬁ rst few years of the undertaking went more or less 
  entirely in the favour of the Tau, with the ﬂ eet well able to 
  coerce those human worlds that refused to join the Tau into 
  doing so. Tsua’Malor was established as the sept’s principle 
  world, and soon two-dozen systems had fallen under its 
  control. Tau expeditionary forces ranged far and wide, 
  probing towards the heart of the Reach and bringing the 
  truth of the Greater Good to ever more worlds. Even when 
  outlying, newly contacted worlds refused to join the empire, 
  the Water Caste envoys worked hard to sow the seeds of the 
  Tau’s doctrine within the hearts and minds of the peoples of 
  the Reach, ready to be reaped at some point in the future as 
  the sept expanded.
  Sadly for the Tau, that next phase of expansion never 
  occurred, for the Imperium discovered the Warp gate at the 
  heart of the Well of Night and launched the Achilus Crusade 
  to expel the Tau from the Jericho Reach. Imperial forces 
  ﬂ ooded through the gate in a vengeful storm, descending on 
  the worlds claimed by the Tau and those they had established 
  relations with and purging any who had truck with the alien 
  empire. In those ﬁ rst, desperate days the only thing that 
  saved the sept from complete collapse was the actions of the 
  Imperium against the peoples of its former realm. Almost 
  every human world the Crusade came upon refused to submit 
  to its rule, and the Imperium was forced to ﬁ ght a war of 
  reconquest against its own peoples before it could turn its full 
  attentions towards the Tau. 
  Velk’Han used this brief period of respite to undertake a 
  massive program of arms manufacture and recruitment, and 
  was bolstered by additional forces despatched from the distant 
  Tau Empire. The newly constituted forces pushed forwards 
  once more, plunging into the warzone the Imperium calls the 
  Greyhell Front. And then, Hive Fleet Dagon appeared.
  The Tau had only limited experience ﬁ ghting the Tyranids, 
  and were fortunate indeed to avoid the worst of the ravenous 
  aliens’ attentions. In the short term, the Tau have beneﬁ ted 
  from the arrival of Hive Fleet Dagon, though their worlds 
  are far from untouched. Tau spies report that Tyranid forces 
  are putting increasing pressure on the worlds of the Canis 
  Salient, and soon Lord Commander Ebongrave will be forced 
  to withdraw forces committed against the Tau in order to 
  defend his own worlds. The Tau see in this turn of events as a 
  repeat of the closing of the Defence of the Damocles Gulf, in 
  which an Imperial Crusade was forced to withdraw from its 
  over-extended assault on the Tau Empire in order to commit 
  every available resource to opposing Hive Fleet Behemoth.
  
  V: The Canis Salient
  By the order of Lord General Castus Iacton:
  Appreciation of enemy units, (gross operational, strategic tertiary), and nominal 
  theatre chain of command
  +++31st Intelligence Cohort (Black Zone Liaison detachment, meta-probe data 
  extraction interdict by command of Ordo Redactor cell 363/ ). Addendum to 
  previous communication.+++
  +++Code Delta-Seven Inquisitional Intercept+++
   
  While the operatives of this cohort have been unable to ascertain the exact number 
  of worlds currently suffering under the yoke of alien domination, we believe the 
  Tau are currently ﬁ elding in excess of eighty (80) Fire Caste Commands, one 
  hundred twenty (120) Air Caste Commands, three hundred ﬁ fty (350) Earth Caste 
  Commands and thirty ﬁ ve (35) Water Caste Commands. 
  Additional resources have been committed to gathering intelligence on the Tau 
  command and control body known as “the transcendence.” though to date no 
  operatives have returned from the ﬁ eld. The exact make up of these Commands 
  (Uash’O)–level bodies varies depending on its mission, but in the case of the Fire 
  Caste units we would estimate a minimum of between twelve and twenty Cadres 
  to be present.
  Some observed sub-command level formations (Battle (Kavaal)) include:
  • Joint Fire/Water Caste Suppression Mission, Zurcon (including three veteran 
  Residency Protection Cadres)
  • Earth Caste Recoding Initiative, Jaya (with seven attached Fire Caste Second 
  Line Contingency Cadres)
  • Water Caste Indigenous Inhabitants Contact Initiative, Va’Jiya (with eighty three 
  First Line Fire Caste Cadres co-aligned for crisis Force Protection measures)
  • Joint Fire/Earth Caste Planetary Exploitation Task Group, Ag’Ni
  • Earth Caste Astro/Biosphere Research and Suppression Initiative (with twenty 
  two Fire Caste Cadres converting to Rapid Reaction phase of Arms Cycle)
  • Earth Caste Resource Re-deployment Force, Innana
  • Air Caste Total Exclusion Implementation Fleet, Ea (further details unknown)
  • Air Caste Interdiction Fleet, Amenophis (with twenty Fire Caste Cadres assigned 
  as Marine Boarding Task Forces)
  
  V: The Canis Salient
  TAU SPACE TRAVEL
  “With each voyage we undertake, each species we contact, each world 
  we settle, we see the absolute necessity of our mission.”
  –Por’O Volescur
  The Tau Empire’s expansion has been dictated by the 
  constraints of the methods its star ships use to cross the vast 
  gulfs of space separating the stars. The Tau do not make use 
  of Navigators in the sense that humanity does, and neither 
  do they utilise any of the esoteric or outright sorcerous 
  methods that allow other races to navigate the Warp. It has 
  been posited by the Imperium’s xenobiologists that the Tau 
  have very little perception of the Warp, a fact that may serve 
  to protect them against the predations of the denizens of the 
  Empyrean but that also blinds them to the power it offers. 
  In order to cross interstellar space, the Tau utilise a purely 
  technological solution that allows their vessels to make short 
  jumps, effectively ‘skimming’ the surface of the Warp without 
  immersing themselves in its seething depths. It appears that 
  entering only the shallows of the Sea of Souls allows the Tau 
  to guide their ships by conventional means, and protects them 
  from the perils that beset other species.
  The downside of the Tau’s method of interstellar travel is 
  that longer jumps are impossible, making it far slower than 
  other methods. To date, this has not been a major issue for 
  the empire’s expansion, because the stellar cluster which it 
  occupies is so dense that each sept is only a short jump away 
  from the next. 
  The Tau learned of the Jericho Reach in a similar manner 
  to the way in which they ﬁ rst discovered interstellar travel. 
  They came to learn these secrets through reverse engineering 
  the wreckage of an alien vessel discovered on a moon of 
  their home planet. The Jericho Reach was discovered in a 
  very similar and equally serendipitous manner. On the world 
  of Landfall at the very edge of the Tau Empire, Earth Caste 
  explorers discovered an ancient tablet crafted by the hands of 
  some long fallen alien civilisation. Upon examination by the 
  greatest minds amongst the Tau, the tablet was determined to 
  represent a star chart, plotting a fast and safe route through 
  the Warp to a distant region of space. The discovery was made 
  all the more fortuitous by the fact that using conventional 
  Warp drives the passage would have been impossible, assailed 
  as it was by raging Warp storms. But the Tau’s gravitic-effect 
  drives allowed them to anchor themselves on the emanations 
  of the distant Black Reef, and although the passage was not 
  an easy one, most of the force sent to scout the passage made 
  it through safely. 
  Armed with their knowledge of the passage between 
  Landfall and the Black Reef, the Tau can move forces 
  between the two regions far faster than would otherwise be 
  possible. The star chart is perhaps one of the closest guarded 
  secrets of the Velk’Han Sept, and Earth Caste explorers from 
  the Sept are busily engaged seeking similar artefacts with 
  which to fuel the dynamic expansion of their species. Small 
  Tau expeditionary forces comb the Jericho Reach in search 
  of such secrets, a fact that the Imperium has yet to become 
  fully aware of.
  AG’NI
  The Tau discovered Ag’ni very soon after they arrived in the 
  Jericho Reach, long range sensor scans suggesting the world 
  would prove ideal for early settlement. In fact, the world 
  appeared so ideally suited for colonisation that a Water Caste 
  contact cadre was assembled in order to bring the word of the 
  Greater Good to whatever natives lived there. The Tau envoys 
  were greatly surprised to discover that the world was entirely 
  untouched by intelligent life, though its continents and island 
  chains teemed with plant and animal life.
  It was only when the ﬁ rst of the Water Caste envoys 
  removed the helmet of his sealed environmental suit and 
  took a deep breath of the seemingly pristine air that the Tau 
  discovered why no higher life forms had settled Ag’Ni. The 
  instant the envoy breathed the air, his system was ﬂ ooded 
  with airborne microbes so voracious that he was dead before 
  his body hit the ground. Within seconds, his horriﬁ ed 
  companions bore witness to his body being broken down 
  before their very eyes by the most aggressive microbial life 
  forms the Tau had ever encountered.
  Contact doctrine dictated that the surviving members 
  of the envoy team should be quarantined on Ag’Ni, and 
  supplies were dropped to them from orbit. Yet, within a day 
  the remainder of the team was dead, the microbes having 
  breached their suits and overrun their systems. 
  The leadership of the Velk’Han Sept has since declared 
  that Ag’Ni should be purged of all life so that it can be re-
  seeded by Earth Caste geo-engineering cadres. This process 
  is still underway, and the planet has come to be used as a 
  weapons testing ground by the Fire Caste, who have been 
  given free reign to test the most destructive of devices 
  without fear of unleashing unwanted levels of destruction. 
  Every form of weapons technology has been tested on Ag’Ni, 
  from planetary defoliant to ionospheric inversion. Mass yield 
  pulse plasma warheads have levelled entire mountain ranges 
  and the detonation of a seismic discontinuity charge brought 
  about the creation of an entire chain of super-volcanoes at the 
  world’s southern pole.
  Despite the destruction wrought upon Ag’Ni, the voracious 
  microbial predators continue to exist. In fact, even in regions 
  subjected to high levels of radiation the microbes persist, re-
  colonising the blasted wastes within days. The proud Fire 
  Caste has begun to take the eradication of the microbes as a 
  matter of honour, and the world has taken on the character of 
  a warzone in which a bitter campaign is being fought against 
  a totally invisible enemy. The Earth Caste geo-engineering 
  cadres have been side-lined by the Fire Caste and there 
  appears to be no end in sight to what has long since escalated 
  into a bitter war of conquest against an enemy that, it appears, 
  cannot be beaten by even the most unconventional means.
  
  V: The Canis Salient
  AMENOPHIS IV
  The fourth world of the Amenophis system has been 
  blockaded by the Tau for some time, for its native human 
  inhabitants have been declared beyond redemption by the 
  Greater Good and all contact with them has been forbidden. 
  Furthermore, the Tau fear that should the human population 
  of Amenophis IV discover the existence of the Imperium it 
  may attempt to join the wars of the Greyhell Front. The Tau 
  believe (quite wrongly) that should the Imperium discover the 
  human society on the world, it will welcome its lost kin into 
  the fold and utilise their strength against the Tau. 
  The population of Amenophis IV have been declared 
  beyond the Greater Good because they are entirely under 
  the control of some form of machine intelligence, which 
  they worship as a creator-deity. The people of Amenophis 
  IV long ago discovered a fragment of lost Standard Template 
  Construct technology and having utilised its knowledge to 
  build an advanced meta-cogitation array, immediately fell 
  under its control. Upon achieving sentience, the machine, 
  called simply ‘the Array’ by its subjects, immediately set 
  about systematically and jealously purging all knowledge of 
  the Emperor, Terra, the Imperium and the Imperial Creed. 
  The people of Amenophis IV came to believe that they were 
  the sole examples of their species, indeed of intelligent life, in 
  the universe and that the Array was their beneﬁ cent creator.
  When the Tau came to Amenophis IV, their very existence 
  challenged the world view propagated for so long by the 
  Array. The machine ordered its subjects to repel the Tau using 
  weaponry resurrected from long before the Age of Imperium, 
  and having done so removed all memories of the aliens’ 
  existence from its subjects’ minds. The armies of Amenophis 
  IV proved the equal of the Tau forces sent to oppose them, and 
  a stalemate has since developed. Elements within the Earth 
  Caste would very much like to recover and examine some 
  of the weaponry utilised by the Array’s forces, while other, 
  more cautious voices call for no contact to be attempted at all. 
  One faction within the Fire Caste has voiced the belief that 
  the Array and all its followers should be destroyed by heavy 
  planetary bombardment before it develops the capability to 
  launch warships into space and challenge the Tau Empire’s 
  control of the region. 
  EA
  The world of Ea is dominated by deep seas of a vivid violet 
  hue and studded with numerous chains of small islands. The 
  world has no native population and has been sequestered by 
  the members of the Ethereal Caste as a retreat and sanctuary. 
  Only the Ethereals and their most trusted honour guards are 
  allowed to set foot upon Ea, and all others are forbidden from 
  leaving their vessels, which are required to hold station in 
  orbit high above the world. 
  The Ethereals’ retreats take place in ancient stone structures 
  built by a long-extinct species eons ago. Apart from these 
  structures, no other trace of the ancient civilisation has been 
  found. The Ethereals are thought to seek peace and inner 
  harmony amongst the cyclopean halls and high atop the 
  rearing towers of Ea, meditating for weeks on end on the 
  proper path the Tau Empire should take.
  Given the concentration of such highly ranked individuals 
  in one place, the Tau allocate signiﬁ cant resources in ensuring 
  its existence remains a secret and its borders secure. A large 
  ﬂ eet patrols the system and its outer limits, ever watchful for 
  enemy incursion. Initially, it was the agents and assassins of 
  the Imperium that the ﬂ eet was guarding against, but recently 
  its concerns have focused on the possibility of inﬁ ltration 
  by Tyranid vanguard organisms. To date, none have been 
  discovered, but the warships of the Air Caste remain alert for 
  the slightest sign of Tyranid incursion.
  INNANA
  When the Tau ﬁ rst came to Innana, they were welcomed 
  with open arms by a small human population that had been 
  dwindling for generations and was rapidly approaching the 
  point at which it would become entirely unsustainable. The 
  natives’ woes were caused by the fact that the soil of their 
  world was poorly suited to any form of agriculture and since 
  the coming of the Age of Shadow and the severance of trade 
  with the worlds of the old Jericho Sector, they had become 
  increasingly unable to feed themselves.
  Soon after Innana’s population declared their allegiance 
  to the Greater Good, their newly declared loyalty was put to 
  the test. The Tau discovered vast reserves of highly desirable 
  minerals beneath the surface of Innana, minerals that 
  rendered the soil all but barren, yet could sustain the empire’s 
  industry for generations. The human population was offered 
  the choice of remaining on their world to serve as labour in 
  the Earth Caste strip-mining facilities that would soon arrive, 
  or to be shipped out to live on other worlds in the Velk’Han 
  Sept. Every man, woman and child voted to leave their 
  barren world, and although they were subsequently dispersed 
  amongst the stars, none regretted their decision.
  Soon after the human population departed, Earth Caste 
  mining cadres arrived and the process of systematically 
  extracting the world’s natural resources began. Vast reﬁ neries 
  equipped with fusion-scourers and held aloft by powerful 
  anti-grav generators roam the surface, following the richest 
  seams of the rarest of minerals. The planet is now a scarred 
  and blackened wasteland, its resources plundered to fuel the 
  wars of the Greyhell Front and beyond.
  JAYA
  Jaya is a world of abundant natural resources, with three 
  major continental masses surrounded by warm seas teeming 
  with life. It is host to a human population that has existed 
  for millennia at a relatively advanced level of culture and 
  technology. Due to its position far beyond the coreward 
  borders of the old Jericho Sector it played little part in sector-
  wide society or economy and its population was largely 
  self-sufﬁ cient. Jaya survived the worst excesses of the Age of 
  Shadow largely untouched by the war and anarchy that swept 
  the region, its peoples continuing the life they had led since 
  time immemorial.
  And then, the Tau came to Jaya. At ﬁ rst, the people of Jaya 
  welcomed the Tau, for they had no reason to doubt the aliens’ 
  messages of peace and cooperation. It soon became apparent 
  to the world’s leaders however that the Tau expected more 
  
  V: The Canis Salient
  than cooperation, and desired that Jaya submit to their rule. 
  The peoples of Jaya had come to value their independence and 
  self-sufﬁ ciency and its rulers were unwilling to be made proxies 
  for others. Too late, the armies of Jaya were mustered, citizen 
  militias unused to the realities of full-scale warfare rising up 
  in an attempt to expel the Tau from their world. The ensuing 
  battle was a disaster for the natives, and the Tau used the attack 
  as justiﬁ cation for a campaign of rapid and total suppression. 
  Within six months the entire population of Jaya was under the 
  Tau Empire’s rule, the last vestige of resistance retiring to the 
  inaccessible uplands of the world’s third continent.
  Tau rule was total for several decades, until the arrival 
  of Hive Fleet Dagon changed things once more. Vanguard 
  organisms ranging ahead of the main axis of advance inﬁ ltrated 
  the isolationist survivors of the original resistance, tainting 
  them genetically and turning them into pawns of the Hive 
  Mind. Following this vector of infestation the xenos-taint 
  spread outwards, and soon vast swathes of the population had 
  become corrupted and enthralled to the still distant will of 
  the Tyranids.
  The infestation was discovered by the Tau during routine 
  genetic sampling of the human population. The Earth Caste 
  scientists were shocked at the extent of the corruption, yet they 
  had no idea what it might presage. Those infected appeared 
  not to be aware of their plight, and had yet to act against the 
  Tau. It was surmised that the infestation may have implanted 
  some latent form of gene-coded domination that had yet to 
  be ‘activated’, and an extensive study was implemented to 
  ascertain its nature. Amazingly, the Tau made rapid inroads in 
  combating the genetic taint, using recombinant gene-recoding 
  techniques all but unknown to the biologis adepts of the 
  Adeptus Mechanicus.
  Jaya’s fate now hangs in the balance. Around half of the 
  population have been ‘re-coded’ by Earth Caste cadres 
  working around the clock, yet still the process is expected to 
  take at least another year. The Tau have realised that if any 
  infected humans remain untreated when the call of the Hive 
  Mind activates them, disaster might ensue. To this end Fire 
  Caste pursuit teams are combing the wilderness of the third 
  continent in search of every last isolationist human, intent upon 
  re-coding every last human on Jaya before it is too late. The 
  world has been quarantined so that the taint does not spread 
  any further, but also to ensure that the Imperium does not learn 
  of the re-coding mission. The upper echelons of the Velk’Han 
  Sept have realised that keeping such a capability secret might 
  ultimately prove a signiﬁ cant advantage to the Greater Good. 
  JUSTERTII
  Lying in the otherwise starless depths trailing the Black Reef, 
  Justertii represents an undiscovered enigma. Once an Eldar 
  “Maiden World”—a planet seeded long ago by the Eldar for 
  future settlement—Justertii is now a desolate waste studded 
  with the blasted remains of Eldar wraithbone structures. 
  None can tell what fate befell the world and caused it to 
  become a rogue far from whatever star must have birthed 
  it. To date, both Imperial and Tau scouts have logged the 
  existence of the world, yet it appears to be subject to some 
  unfathomable process that causes it to vanish from the void to 
  reappear elsewhere. Any vessel closing on the rogue Maiden 
  World ﬁ nds itself trailed by ghostly augur returns and those 
  that continue on their course invariably fall prey ﬁ rst to minor 
  systems outages and, should they continue, crippling failures. 
  The Chamber of Vigilance has debated the matter of Justertti 
  and determined to investigate the sightings, yet it lies a great 
  distance from any Deathwatch holding, making any mission 
  unlikely in the near future. 
  VA’JIYA
  Va’Jiya is a world of deep, dark forests and fetid swamps, and 
  due to its extremely slow rate of rotation its day/night cycle 
  is several standard months in length. An unusual eco-system 
  has developed around this cycle, in which the forests undergo 
  rapid growth during the long ‘day’, followed by an equally 
  rapid decomposition period during the ‘night’. As the sun 
  slowly rises once more, new shoots sprout forth from the 
  sludge and amidst the skeletons of dead trees and the cycle 
  begins anew.
  The dark stinking forests of Va’Jiya are populated by 
  numerous tribes of savage humans, the descendants of some 
  long forgotten colony mission that evidently failed. The tribes 
  have developed into separate, highly individual groups that 
  wage a continuous and bitter war against one another. The 
  tribal warriors are hyper-violent in their methods, and every 
  aspect of their culture is centred upon death and war, from 
  their primitive religion to the construction of their fortiﬁ ed 
  settlements. Technology has long since vanished from Va’Jiya, 
  although some barely recognisable vestiges of failed artefacts 
  are still to be found in use as improvised weaponry. 
  Va’Jiyan society has developed a means of controlling 
  its unregulated psyker population, an order called the ‘Red 
  Lodge’ existing apart from the tribes, fulﬁ lling a similar role 
  to that of the League of Black Ships in the Imperium. The 
  hooded envoys of the Red Lodge visit each settlement at least 
  once in every three day/night cycles and demand that any 
  children who have developed the ‘Sign’ be handed over to 
  them. Where these latent psykers are taken or what their fate 
  might be is not known.
  The Tau discovered Va’Jiya and its primitive human 
  population several decades ago, but the Water Caste has been 
  unsuccessful in its attempts to initiate any sort of negotiation 
  with the tribes. Every attempt at peaceful contact has been met 
  with violence, and the Tau are currently considering exactly 
  what should be done about the situation. As a life-sustaining 
  world Va’Jiya has an intrinsic value to the Tau Empire, yet it 
  does not appear to harbour especially desirable or abundant 
  natural resources. Very brief studies of the world’s unusual 
  ﬂ ora have turned up some interesting ﬁ ndings however, and 
  so the Earth Caste has petitioned for more expeditionary 
  missions to be undertaken. The Tau have considered 
  unleashing a large force of Kroot against the tribes in an effort 
  to suppress the savage natives or at least push them back to 
  within a contained area. The matter is further complicated by 
  the need to keep the Imperium from discovering the tribes of 
  Va’Jiya, for the Tau fear that the hyper-violent natives might 
  be all too willing to rejoin their kin and to ﬁ ght against the 
  Tau Empire and the Greater Good.
  
  V: The Canis Salient
  VALLIA
  In the Imperium, Vallia would be classiﬁ ed as a ‘death world’ 
  and, given the abnormally aggressive nature of its ﬂ ora and 
  fauna, be declared out of bounds to all but those with the 
  very highest level of authority. The Tau however have far less 
  experience with such worlds, and have yet to fully appreciate 
  the extremes of malevolence that worlds like Vallia can exhibit. 
  The Explorators and Rogue Traders of the Imperium know 
  that death worlds are more than just dangerous environments, 
  a fact that the Tau are only just beginning to understand.
  Vallia is almost entirely swathed in jungle, the ﬂ ora 
  extending to every corner of the surface and every crack below 
  it. Even the seas are choked with carnivorous plant life, as are 
  the lightless caverns deep beneath the ground. In 
  fact, Earth Caste scientists have come to believe 
  that the world’s plant life is dominated by one 
  single organism, its roots extending deep into 
  the world’s crust. In places, roots that must 
  be hundreds of metres in circumference 
  have destabilised the underlying tectonic 
  processes, causing hundreds of volcanoes 
  to erupt across the surface.
  Numerous Tau expeditions to 
  Vallia have ended in disaster as 
  the plant life as well as animal life 
  has reacted in concert to expel the 
  invaders. The ﬁ rst three expeditions 
  were completely annihilated, but not 
  before the discovery of unique and 
  highly desirable natural resources 
  in the form of compounds excreted 
  by the carnivorous ﬂ ora. A fourth 
  expedition was dispatched to 
  conﬁ rm these ﬁ ndings, this time 
  accompanied by a Fire Caste 
  battle cadre entirely equipped 
  with battle suits conﬁ gured to hold the 
  predatory ﬂ ora and fauna at bay. Although dozens of Fire 
  Warriors died in this mission, samples were recovered and 
  shipped back to Tsua’Malor for analysis. What was discovered 
  during that analysis caused a paradigm shift in the way many 
  Earth Caste xeno-biologists view the evolution of complex 
  symbiotic biospheres, a view which has yet to be accepted by 
  those who have not seen the evidence with their own eyes.
  The Earth Caste scientists of Tsua’Malor have discovered 
  that every life form on Vallia is interconnected. This symbiosis 
  goes far beyond the conventional interconnection seen in 
  many life forms, and extends to an amalgamation of will and 
  a form of gestalt intelligence. Though they have yet to fully 
  accept their own ﬁ ndings, the Tau have discovered that the 
  death world of Vallia is in fact sentient, ruled over by a single, 
  utterly malevolent intelligence that can mobilise every single 
  living cell on the planet to repel any who would set foot in 
  its domains.
  As if this realisation were not shocking enough to the 
  Earth Caste’s world view, some amongst their number have 
  advanced the notion that this planetary sentience can be 
  somehow reasoned with, perhaps even convinced of the 
  primacy of the Greater Good. Initial Fire Caste estimates 
  have placed a high possibility on any contact force being 
  completely wiped out, and the Water Caste can see no 
  way in which meaningful discourse could be established. 
  Nonetheless, research continues and a future contact mission 
  is a distinct possibility.
  ZURCON
  Zurcon was once a glittering jewel of the Imperium, 
  existing beyond the coreward borders of the old Jericho 
  Sector but owing fealty to the Lords of Verronus. In 
  common with only a handful of other worlds in 
  the Jericho Reach, Zurcon remained faithful to 
  the Pax Imperium even after the last Imperial 
  Navy warship abandoned the region to its fate 
  and the Age of Shadow plunged all 
  into anarchy and bloodshed. When 
  the Tau discovered Zurcon, Water 
  Caste contact specialists knew 
  immediately that they would not 
  easily usurp the population’s faith in 
  their distant, yet still present God-
  Emperor, and so they concocted an 
  ingenious plan. Over the course of 
  a decade, Tau agents inﬁ ltrated the 
  ruling class of Zurcon and insinuated 
  their own proxies into its structure. 
  By way of a series of all but invisible 
  assassinations, painless re-educations, 
  and subtle coups, Tau agents took 
  over the government without the 
  populace ever knowing of it, or them. 
  The average citizen is entirely unaware of both the Tau and 
  the Achilus Crusade, and ignorant of the fact that his toils 
  are all directed towards a war against his own people, the 
  Imperium. The world is entirely in thrall to the Tau Empire, 
  yet only the very highest placed in its government know of 
  the fact. The Water Caste fully intend to slowly usurp the 
  Imperial Creed, which has endured on Zurcon for many 
  thousands of years, yet they know they must do so slowly 
  lest they people rise up in rebellion. To date, this program is 
  only partly complete, and the Tau have gone to great lengths 
  to ensure that the Imperium will not discover the world and 
  upset their plans.
  The situation on Zurcon has been greatly complicated by 
  the arrival of Hive Fleet Dagon. A vanguard ﬂ eet has recently 
  launched a series of probing attacks into the system’s outer 
  regions and a number of Tau-crewed waystations have been 
  lost. To date, the Tau have yet to decide whether Zurcon 
  should be evacuated or its population mustered to ﬁ ght the 
  Tyranids. Either way, the ediﬁ ce of lies which the Tau have 
  built around Zurcon must surely soon come crashing down.
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  V: The Canis Salient
  THE MAL’CAOR SHI FLEET
  “Control of space is the control of power. Control of power is the 
  essence of the Greater Good.”
  –Kor’O Y’Eldi
  Air Caste ﬂ eet operations within the Jericho Reach theatre 
  of operations are the responsibility of the Mal’caor Shi Tau 
  high command, a ﬂ eet command and control cadre headed 
  by the celebrated Air Caste leader High Admiral Kor’o Y’eldi, 
  a name translating roughly into ‘the winged one’. Y’eldi is a 
  veteran of many battles, though it is his greatest regret that he 
  was born too late to participate in the battles of the Defence 
  of the Damocles Gulf. Despite this, Y’eldi has made it his 
  life’s work to study accounts of the battles in an effort to 
  learn every last doctrine and tactic utilised by the Imperial 
  Navy, and to have a counter for them all. Y’eldi’s ﬁ rst battles 
  were against human pirates operating to the galactic north of 
  the Tau Empire and he was highly successful in countering 
  their depredations and expanding the borders of the Empire’s 
  domains into the region. Less than a decade later, Y’eldi was 
  granted the rank of Kor’o and given responsibility for the Air 
  Caste’s portion of the mission to explore and exploit Jericho 
  Reach, and he now faces the greatest challenge of his career 
  in pitting his command skills against those of some of the 
  most fearsome ﬂ eet commanders the Imperium has to offer.
  High Admiral Y’eldi’s ﬂ eet operates out of a deep space 
  facility spinward of Krrk’tikit, a vast conglomeration of 
  cold-core way stations and sidereal-locked void-wharfs 
  known simply as Anchorage 12. This location fulﬁ ls many 
  roles, including ﬂ eet headquarters, primary staging zone, 
  logistics hub, and training centre, and it guards the rimward 
  terminus of the Landfall-Black Reef passage. At any one 
  time, thousands of star ships are to be found at anchor there, 
  from the mighty Hero-class to the ubiquitous Defenders 
  and Messengers. Anchorage 12 is equipped with substantial 
  void-docking facilities and is able to repair and reﬁ t vessels 
  damaged in battle against the Imperial Navy, and its spinward 
  zones are utilised as training and proving grounds for new 
  crews and vessels.
  The mainstay star ship of the Mal’caor Shi Tau ﬂ eet is the 
  Kir’qath, or “Hero” class, a vessel developed in the aftermath 
  of the Defence of the Damocles Gulf as a match for the 
  Imperium’s Lunar-class Cruiser, the most common war ship 
  of its type in the Imperial Navy. Under Y’eldi’s leadership, 
  the Hero class vessels of the Mal’caor have undergone a 
  series of upgrades designed to increase their effectiveness 
  in the battlegrounds of the Jericho Reach. Many of these 
  improvements relate to the vessel’s gravimetric handling 
  capabilities, deemed essential given the unpredictable 
  conditions in the vicinity of the Black Reef. Other upgrades 
  have been made in an effort to gain a range of advantages 
  against speciﬁ c Imperial classes, and involve the balancing of 
  defensive, offensive, speed and manoeuvrability factors.
  The greatest challenge facing High Admiral Y’eldi is not 
  any one class of Imperial war ship, but the sheer number of 
  vessels the Imperium can bring to bear against his forces. It is 
  Y’eldi’s belief that the Imperium’s approach to naval warfare 
  relies more on quantity, ﬁ repower, and attrition than the 
  quality and expertise of its vessels and its crews, yet this is 
  complicated by the presence of the Space Marines and their 
  ﬂ eets. Y’eldi refuses to expose his forces to attritional battles 
  and schools his captains that a tactical withdrawal is far 
  preferable to a pointless last stand, a doctrine that many of his 
  foes, thankfully, do not adhere to. In truth, Y’eldi’s task would 
  be far more arduous were it not for the fact that the vast bulk 
  of the Imperium’s forces are engaged in the battles of the 
  Acheros Salient and he knows that were they to redeploy to 
  the Canis Salient, his position would be very different.
  The arrival of Hive Fleet Dagon has brought with it a new 
  range of challenges. Fortunately, the Tau are an adaptable 
  species and Y’eldi has not been slow to react. Initial contacts 
  with Tyranid bio-ships were disastrous for the Tau, whose 
  vessels proved highly vulnerable to enemy boarding actions. 
  Y’eldi’s response was to ensure that only the fastest and most 
  manoeuvrable of his vessels are committed to combat against 
  the Tyranids, so that they can outrun the enemy and avoid 
  becoming engaged in the type of close-ranged battle that is 
  likely to result in the Tau ships being overrun by swarms of 
  Tyranid creatures. In mitigation against the likelihood that 
  some enemy are still likely to affect a boarding action, Y’eldi 
  has ordered specially conﬁ gured Fire Caste marine cadres 
  stationed in all vessels, and these have proven successful in 
  repelling many attempts to board their ships.
  
  V: The Canis Salient
  CONTACT WITH THE TAU
  “The Imperium seeks ﬁ rst to destroy what they cannot accept. We 
  must force them to accept that they cannot destroy us, and then the 
  Greater Good shall prevail.”
  –Por’O Ssalo’yen, senior Water Caste Envoy
  The Achilus Crusade was instigated to reclaim the Jericho 
  Reach from the claws of anarchy and alien domination, 
  and until the arrival of Hive Fleet Dagon, the Tau Empire 
  represented the single largest enemy presence in the region. 
  The initial hopes of driving the Tau back across the void 
  towards their home region soon faded however, and with 
  the arrival of the Tyranids and the resurgence of Chaos, the 
  collectivist xenos have become something of a lesser priority 
  in the eyes of Lord Militant Tetrarchus. 
  The Crusade’s attitude towards the Tau has shifted since 
  the ascension of Lord Tetrarchus, and furthermore it varies at 
  different levels. At the lowest level, the civilian populations 
  of the worlds in the Canis Salient are taught to be eternally 
  vigilant for enemy inﬁ ltration, though the xenos are rarely 
  named and no real details are ever given. The common 
  troopers of the Imperial Guard know more of course, for they 
  must face the Tau in battle, but they are taught only to hate 
  their foe and the commissariat goes to great lengths to ensure 
  that nothing of the aliens’ aberrant collectivist doctrines taints 
  the minds of the crusading warriors.
  Higher up the chain of command, senior ofﬁ cers serving 
  on the general staff and supporting echelons may have more 
  of an idea of just where the Tau sit in the bigger picture. Many 
  of these have come to believe that the Tyranids represent a far 
  greater threat than the Tau, and harbour notions of diverting 
  their forces to face the Hive Fleet. Even higher up the chain, 
  some of the most senior leaders of the Achilus Crusade now 
  believe that some form of contact must be made with the Tau 
  in order to bring about an armistice. Some even dare believe 
  that the Imperium and the Tau should cooperate against the 
  Tyranids, at a strategic level at least.
  The Crusade is afﬂ icted with a political dichotomy however, 
  for Lord Commander Ebongrave is so manically paranoid 
  about the threat represented by the Tau Empire’s philosophy 
  that he will brook no talk of contact or cooperation with 
  them at all. Indeed, since his ascension to Salient commander, 
  Ebongrave has executed several dozen highly ranked generals 
  and senior advisors who dared raise the subject with him. 
  Since then, he has ordered a number of purges of his general 
  staff, ensuring that any who harbour such beliefs are rooted 
  out, exposed, made to renounce the error of their ways and 
  then executed as an example to all others.
  While Lord Commander Ebongrave believes that total 
  control of the planets he has conquered is the only way 
  of holding onto them against an utterly insidious threat, 
  Lord Militant Tetrarchus and his closest advisors are slowly 
  coming around to a different point of view. With the slow-
  dawning realisation that Hive Fleet Dagon might represent an 
  existential threat to the entire Jericho Reach, and potentially 
  the larger Imperium if it reached the Well of Night, Tetrarchus 
  has instigated a series of highly secret contact protocols with 
  the Tau. Entirely unbeknown to Lord Commander Ebongrave, 
  Tetrarchus and the Tau have been in contact for some time 
  via a network of diplomats and proxies, often right under 
  Ebongrave’s nose and always without his knowledge.
  To date, contact between the Crusade’s high command 
  and the Tau leadership has been low key and deniable, and 
  has only been carried out when no other course of action has 
  been possible. Tetrarchus does not actually want to converse 
  with these aliens, but he is a gifted and realistic enough man 
  to recognise that if he does not then the entire Reach may 
  eventually be lost. This truth has yet to dawn upon Lord 
  Commander Ebongrave of course, and it appears likely that 
  the commander of the Canis Salient may never be able to 
  accept the necessity of such contact protocols. 
  Given that the Tau are concentrated within the area of 
  operations that falls under the Canis Salient, any contact 
  between Tetrarchus’ envoys and those of the Tau must be kept 
  utterly secret lest the paranoid Lord Commander Ebongrave 
  discover it. Tetrarchus knows that should this ever happen, 
  the entire enterprise will be undone and he will be forced to 
  address the question of whether Ebongrave should continue 
  as Salient commander. Though paranoid and growing 
  increasingly unstable with every passing month, Ebongrave 
  is nonetheless a brilliant commander. In addition, Tetrarchus 
  must guard against division within the Crusade’s command, 
  which could mature into overt confrontation if Ebongrave 
  was to be relieved of command. Some of Tetrarchus’ closest 
  advisors counsel that the Salient commander might attempt 
  some form of coup to usurp Tetrarchus’ position if his contact 
  with the Tau were discovered. Some have whispered that 
  should it become necessary, Ebongrave should be bestowed 
  the ‘honour’ of a major Warrant of Trade and commissioned 
  by the High Lords of Terra themselves to take his war against 
  the Tau beyond the Reach and into the outer darkness of 
  the void, leaving Tetrarchus free to prosecute the war against 
  TETRARCHUS’ GAMBIT
  Lord Tetrarchus’ contacts with the Tau might at ﬁ rst 
  appear to fall foul of the general proscription against 
  contact with xenos species. Yet in truth, the highest 
  peers of the Imperium are fully aware that laws that 
  apply to the uneducated masses and to their own 
  subordinates mean nothing to them. The average 
  Imperial Guardsman might be indoctrinated to hate the 
  pernicious Eldar for example, while the Imperium has in 
  fact fought alongside these enigmatic aliens on several 
  thousand occasions. Men such as Tetrarchus exist at a 
  level far above the common bulk of Humanity, and they 
  are at once blessed and cursed with the powers to do 
  what must be done in the battle for survival. 
  While Tetrarchus and his ilk are possessed of nigh 
  limitless power, they are nonetheless subject to the often 
  brutal laws that govern life in the highest echelons of the 
  Imperium’s galaxy-spanning institutions. If Tetrarchus 
  is victorious, how he achieved his victories will never 
  matter. If he is not, then the manner of his command 
  will be examined in minute detail, often by those who 
  have a vested interest in ﬁ nding fault in his actions. 
  
  V: The Canis Salient
  the Tyranids without an unstable rival to consider. So far 
  Tetrarchus has not seriously considered this idea, but neither 
  has he dismissed it.
  To date, the Human-Tau contact protocols have been 
  instigated on several dozen lesser occasions and a handful 
  of major ones. It is common for the contact missions to be 
  accompanied by a Deathwatch Kill-team, the Battle-Brothers’ 
  very presence acting as a message to the Tau regarding the 
  Imperium’s military capacity. But the Deathwatch are not 
  present merely as a form of propaganda—if and when things 
  go awry, the Battle-Brothers are responsible for extricating the 
  Imperium’s envoys and, if ordered, delivering a demonstration 
  of the Imperium’s superior ﬁ repower. There follows a brief 
  description of several of the more important contact missions.
  CONTACT “ALEPH”
  The ﬁ rst formal contact between the Crusade’s high command 
  and the leadership of the Velk’Han Sept occurred soon after 
  the arrival of Hive Fleet Dagon in the Reach, and it was not 
  instigated by either party, but by a highly ranked member 
  of the Inquisition. The Inquisitor in question arrived at 
  Tetrarchus’ head quarters and demanded a closed session 
  with the Lord Militant, having journeyed from the coreward 
  region of the Jericho Reach. This individual refused even to 
  give his name, though witnesses surmised he belonged to the 
  Ordo Xenos. What transpired during the meeting with Lord 
  Militant Tetrarchus was not recorded, and the session is said to 
  have lasted an entire night. By morning, Tetrarchus had been 
  convinced of the need to establish some form of contact with 
  the Tau, as if he had been granted some baleful foretelling of an 
  apocalyptic doom for the Jericho Reach that would ensue if he 
  did not do so. The Inquisitor and his cadre set about facilitating 
  the ﬁ rst contact mission, which became known as ‘Contact 
  Aleph’. The lead envoy in this group was one of Tetrarchus’ 
  most experienced and trusted servants, Plenipotentiary-
  Designate Urwin Sire of the Adeptus Munitorum. 
  Having assembled his group of highly experienced envoys, 
  the Inquisitor set out, but not initially for the Canis Salient. 
  Instead, his vessel laid over at Watch Station Resulus, where a 
  Deathwatch Kill-team boarded. Adept Sire was only fully briefed 
  on the nature of the mission once the vessel was underway 
  again, and by the time it reached a nameless and lifeless system 
  midway between the unclaimed world of Melancholia and the 
  Tau-held Zurcon, he was entirely committed to the enterprise. 
  Sire, it transpired, had been granted some portion of the fateful 
  portent the Inquisitor had shown to Lord Militant Tetrarchus, 
  and just like the Warmaster had been convinced of the need to 
  establish contact with the Tau.
  Three days later, Sire’s group met with their Tau opposite 
  numbers. The Inquisitor did not participate directly in the 
  mission, and neither did the Tau’s leader, an Ethereal who, just 
  like him, remained distant and worked through intermediaries. 
  The Deathwatch Kill-team acted as Sire’s honour guard, and 
  the Tau’s Water Caste envoy was likewise attended by a group 
  of warriors arrayed in a model of personal battlesuit that has 
  only ever been observed during such missions, leading the 
  Ordo Xenos to conclude that the class exists purely to fulﬁ l 
  some specialised role related to the mission type.
  Contact Aleph lasted for three days, and consisted of 
  more than a dozen separate meetings. Sire’s main goal was 
  to establish a contact protocol on behalf of the Achilus 
  Crusade high command, a line of communication by which 
  contact could be established as and when it became necessary. 
  Despite the seeming incongruity of two warring belligerents 
  seeking to formalise such a means of communication, both 
  sides recognised the far greater potential threat posed by the 
  appearance of Hive Fleet Dagon, and the seeds of further, if 
  highly limited, contact, were sown.
  Against expectations, Contact Aleph passed without blood 
  being shed by either side. Ironically however, Plenipotentiary-
  Designate Sire had cause to be grateful for the presence of his 
  Deathwatch honour guard later on, during the return voyage 
  to Resgulas. During a routine Warp alignment manoeuvre, 
  the Deathwatch Kill-team’s Librarian detected the taint of a 
  psionic, and discovered that the vessel was being tracked by 
  another party. The Kill-team’s leader engineered an ambush of 
  the unknown pursuer, and two light years coreward of Tabius 
  Rasa sprung his trap.
  The pursuers turned out to be a small cadre of Ebongrave’s 
  elite household guard, drawn from the elite of the 14th 
  Mortressan Highlanders, led by a command group of hired killers 
  totally loyal to their commander. The Deathwatch enacted a 
  boarding action, the six Battle-Brothers systematically clearing 
  the small vessel of its defenders until only the command crew 
  remained. The battle that ensued was fast and bloody, and at its 
  end only a handful of Mortressans and their leaders remained 
  and one Battle-Brother was slain. The survivors were captured, 
  and taken back to Watch Station Resgulas, where they were 
  interred. The Inquisitor ordered the entire incident struck from 
  the records and the vessel scuppered so that Lord Commander 
  Ebongrave would never know of its fate. 
  Despite the conﬂ ict between rival Imperial factions, Contact 
  ‘Aleph’ had achieved its goals and the ﬁ rst formalised links 
  were established between the Crusade’s high command and 
  the Tau. The protocols agreed would ensure that, in extremis, 
  contact could be made between the Imperium and the Tau, 
  ready for the day when the two sides might have to cooperate 
  against a far greater threat.
  Tau Diplomacy
  Certain commanders amongst the Tau forces of the Velk’Han 
  Sept are amenable to diplomatic contact with the Imperium. 
  Among these leaders are Commander Flamewing, a celebrated 
  Fire Caste leader who is apt to meet with a Deathwatch Kill-
  team on a “warrior-to-warrior” basis. Flamewing believes that 
  the Tyranid threat of Hive Fleet Dagon is far greater than any 
  petty conﬂ ict with the Imperium, and is keen to make a subtle 
  alliance towards securing any setback for the hive ﬂ eet (for more 
  information about Commander Flamewing, see pages 13-15 in 
  MARK OF THE XENOS). Another such leader is Aun’la Kal’eth, 
  a low-ranking member of the Ethereal Caste. Aun’la Kal’eth 
  has sent a number of Water Caste envoys to a select number 
  of Imperial commanders in the Achilus Crusade, notably ones 
  outside Lord Ebongrave’s circle of advisors. Inquisitor Hezika 
  Carmillus, the Inquisitor of the Chamber at Watch Fortress 
  Erioch, has met with one of these envoys, although the outcome 
  of the discussions has not yet become apparent.
  
  V: The Canis Salient
  THE BEKRIN 14 MISSION
  Four years after Contact ‘Aleph’, Tetrarchus was faced with 
  enacting another contact protocol with the Tau. In this 
  particular instance, an Imperial Navy relief ﬂ eet was inbound 
  for the Shrine World of Bekrin when it was intercepted and 
  attacked by a substantial Tau ﬂ eet. Though the Imperial force 
  fought its way clear of the ambush, its mission to Bekrin 
  was compromised and a Tyranid force was able to establish 
  a foothold on the outermost planet of the system. Tetrarchus 
  initiated contact protocols in an effort to persuade the Tau to 
  allow a second naval force to access the planet and deliver a 
  force to contest the Tyranids’ foothold before it could become 
  entrenched. The attack was to be spearheaded by a composite 
  company of Space Marines drawn from several Chapters, the 
  very spear-tip of which was to be provided by the Deathwatch. 
  With so much riding on the assault, Tetrarchus knew that 
  it had to get through and so he dispatched Plenipotentiary-
  Designate Urwin Sire to negotiate a temporary armistice in 
  the interests of opposing a threat to both the Imperial and 
  the Tau.
  With the contact protocols established during Contact 
  ‘Aleph’, the mission was successful and the Tau agreed to 
  allow the naval force unmolested access to Bekrin 14. Once 
  again however, Lord Commander Ebongrave’s paranoid 
  scheming came to the fore, but this time, with devastating 
  effect.
  Somehow, and despite every effort to the contrary, Lord 
  Commander Ebongrave’s agents discovered something of 
  the contact. As the Imperial Navy moved through the Tau 
  blockade around Bekrin 14 they passed within long range of 
  a Tau cruiser. An order, the source of which has never been 
  identiﬁ ed, was passed to the gunnery crews, who followed 
  the instruction to open ﬁ re upon the Tau vessel. The duel 
  that followed was brief but bloody, and spelled the doom of 
  three Imperial Navy vessels and inﬂ icted such damage on a 
  strike cruiser of the Crimson Fists Chapter that it only barely 
  escaped intact. Tragically, the Deathwatch Kill-team that was 
  to perform the lightning strike against the Tyranids’ hive 
  nodes on the surface of Bekrin 14 was aboard one of the 
  navy vessels and was wiped out to a man when the war ship’s 
  reactor collapsed with the loss of all crew.
  In the aftermath of this tragedy it was feared that the 
  Human-Tau contact protocols would no longer be possible, 
  but on Tetrarchus’ orders Urwin Sire instigated another 
  meeting with the envoys of the Tau, once again attended 
  by a Deathwatch honour guard. Sire feared that the Battle-
  Brothers might seek some vengeance against the Tau for 
  the loss of their brethren, but the members of the Kill-team 
  assured him that this would not be the case. The subsequent 
  contact mission was a success, and Sire was able to convince 
  the Tau that rogue elements were responsible for the conﬂ ict. 
  Furthermore, the Tau were able to provide the mission with 
  intercepted vox-casts that identiﬁ ed the presence of a spy in 
  service to Lord Commander Ebongrave within the Imperial 
  Navy ﬂ eet. The Deathwatch acted on this intelligence 
  immediately, and once more, the shadowy agents of Lord 
  Commander Ebongrave were brought to justice, though this 
  time, none of them survived.
  With this second instance of interference by Lord 
  Commander Ebongrave’s agents with Tetrarchus’ policy of 
  limited contact with the Tau, the Lord Militant was advised by 
  his counsellors to exclude his subordinate from his inner circle. 
  Tetrarchus was forced to accede, and although he has no 
  conclusive evidence that Ebongrave is actively working against 
  him, he is being pulled inexorably into a shadow war between 
  rival elements within the Crusade’s highest echelons. With the 
  threat of Hive Fleet Dagon growing greater every day, such a 
  conﬂ ict cannot be allowed to escalate to such a degree that it 
  degrades the strategic power of the entire Crusade.
  THE ANDRONICUS PERFIDY
  The third time the contact protocols were initiated was 
  a year ago, when Watch Station Andronicus detected via a 
  sub-aetheric augur reading that a substantial Tyranid force 
  was moving through the outer reaches of the system on a 
  heading that would take it towards a known Tau outpost. The 
  Chamber of Vigilance debated the matter, and the Inquisitor 
  of the Chamber posited the view that Tetrarchus should be 
  consulted so that he could warn the Tau of the Tyranids’ 
  presence. Though the debate lasted long into the night, the 
  Deathwatch ultimately saw the wisdom in allowing a lesser 
  enemy to engage a stronger one, and the intelligence was 
  transmitted to Tetrarchus.
  TAU TECHNOLOGY AND THE 
  MECHANICUS
  To many of the Tech-Adepts of Mars, the advanced 
  technology of the Tau is particularly abhorrent for its use 
  of true thinking machines—the intelligences that drive 
  Tau drones and other devices. Such is considered tech-
  heresy by the orthodox Priesthood of the Machine Cult, 
  and thus it is particularly difﬁ cult for Tech-Priests such 
  as these to work upon or interface with Tau technology 
  to any degree. Some of the more maverick Explorators 
  have learned to overcome or work around these issues. 
  The Techmarines of the Adeptus Astartes consider 
  dealing directly with Tau machine-intelligences to be 
  more akin to foes that they must gird themselves to do 
  battle, albeit upon a battleﬁ eld of data and programming 
  rather than bolt shells and ﬂ ame.
  EFFECTS
  Tech-Priests of the Adeptus Mechanicus (see DARK 
  HERESY) suffer a –20 penalty for Tech-Use Tests involving 
  Tau machine-intelligences. This penalty is eliminated 
  if the Tech-Priest possesses the Forbidden Lore (Tech) 
  Skill. Explorators (see ROGUE TRADER) suffer a -10 
  penalty instead, and likewise may ignore the penalty if 
  they possess Forbidden Lore (Tech). Techmarines do not 
  suffer any penalties. At the GM’s discretion, Tech-Priests, 
  Explorators, Techmarines, or any other devotee to the 
  Machine Cult suffer 1 Insanity Point for every Degree of 
  Failure on a failed Tech-Use Test when working directly 
  with a Tau machine-intelligence.
  
  V: The Canis Salient
  Keeping in mind the fact that two previous contact 
  missions had been compromised by the actions of rival 
  elements with the Crusade’s high command, every possible 
  effort was made to ensure that the same thing did not happen 
  again. The transmission was made via the Inquisition’s most 
  trusted Astropaths, and received under cipher only by others 
  in the service of their order. The message was sent under a 
  seal that only Tetrarchus himself could unlock, and when he 
  read its contents the Lord Militant agreed that the Tau should 
  be warned of the approaching threat. Tetrarchus agreed with 
  the Chamber’s logic that the Tau were the lesser of the two 
  enemies in this instance, and warning them of the peril would 
  ultimately serve the Imperium’s greater agenda.
  Once again, Plenipotentiary-Designate Urwin Sire was 
  dispatched to deliver the message to the Tau, and he met 
  his opposite number, a senior Water Caste envoy, at a deep 
  space rendezvous coreward of Oertha. On this occasion, the 
  Tau appeared conﬁ dant enough to come aboard the Imperial 
  vessel, a sure sign, Urwin believed, that some degree of 
  trust and understanding was developing between the two 
  factions. It was a great surprise then when the Water Caste 
  envoy’s honour guard reacted with extreme aggression the 
  instant they laid eyes upon one particular member of Sire’s 
  own guard, a Deathwatch Battle-Brother and a “black 
  shield.” Violence exploded in the tight conﬁ nes of Sire’s 
  audience chamber, resulting in the Tau envoy being slain in 
  the crossﬁ re and both groups of honour guards sustaining 
  fatalities. It was at the climax of this bitter battle that the 
  Imperium discovered the true capabilities of the battle suits 
  worn by the Tau envoy’s guards. The suits, it transpired, each 
  contained a staggering array of concealed weaponry, and were 
  conﬁ gured for operating in the void. The Tau guards fought 
  through the Imperial lines and broke free by blasting their 
  way through the bulkhead using high-yield fusion charges, 
  ﬂ eeing through the breach towards their own vessel. Urwin 
  Sire himself was wounded in the exchange of ﬁ re, but was able 
  to utilise concealed weapons of his own, holding an attacker 
  at bay using a digital ﬂ amer long enough for a Deathwatch 
  Battle-Brother to intervene and ﬁ ght off his attacker.
  The incident left the status of the Human-Tau contact 
  protocols uncertain, although Tetrarchus has yet to declare 
  them defunct. A thorough Inquisitorial investigation 
  determined that on this occasion Lord Commander 
  Ebongrave’s agents were not responsible. The Ordo Xenos 
  sealed all further records relating to the Battle-Brother whose 
  presence appeared to precipitate the Tau’s violent reaction, 
  but details of the capabilities of the Tau honour guards’ suits 
  have been circulated amongst high Salient level commands. 
  To date, no such suits have been observed in the ﬁ eld.
  POR’O VOLESCUR: 
  THE LUCENT EMISSARY
  A senior member of the Water Caste, Por’O Volescur is 
  known to have been highly successful in negotiating 
  treaties with human populations in the regions surrounding 
  the Black Reef. Imperial authorities believe that the so-
  called ‘Lucent Emissary’ has gained a speciﬁ c expertise 
  dealing with humans. This specialisation may date from 
  his studying under the celebrated envoy known as ‘Aura’, 
  who was instrumental in many of the Tau Empire’s 
  dealings with humans before, during and in the aftermath 
  of the Damocles Gulf Crusade. Though Aura has since 
  disappeared from or retired from active service, those 
  who served beneath him appear to have carried forward 
  many of the lessons he learned from dealing with outcast 
  elements of the Imperium as well as its representatives.
  The Lucent Emissary travels the area around the Black 
  Reef in a small, but fast and highly stealthy vessel whose 
  name translates as the ‘Liberation’. He is attended by a Fire 
  Warrior cadre conﬁ gured for and specialising in marine 
  and escort duties, and on several occasions this group has 
  extricated him from the otherwise fatal confrontations.
  Por’O Volescur is adept at forming ties with outlying 
  human worlds and at exploiting any misgivings such 
  worlds might have about the encroachment of the Achilus 
  Crusade. He has convinced dozens of planetary leaders 
  that the arrival of the Imperium in their orbital sphere can 
  only bring death and destruction, causing such worlds to 
  throw in their lot with the Tau Empire instead. Several of 
  these planets have since ascended to become full members 
  of the Empire and human troops raised from their 
  populations serve alongside Tau Fire Warriors and other 
  auxiliaries throughout the Reach and beyond.
  Needless to say, the Imperium considers the Lucent 
  Emissary a high priority target. The Deathwatch have 
  come close to capturing him on several occasions, yet 
  each time he has escaped thanks to the capabilities 
  of his transport vessel and the dedication of his Fire 
  Caste escort. 
  COMMANDER FLAMEWING
  One of the most prominent leaders amongst the Fire 
  Caste of the Velk’Han Sept is Shas’O Vior’la Suam Eldi, 
  although his preferred title translates to “Commander 
  Flamewing.” This relatively young Shas’O has earned a 
  great deal of frontline combat experience, particularly 
  against the outlying tendrils of Hive Fleet Dagon.
  More than most Tau Commanders, Flamewing is 
  willing to work alongside the Imperium forces of the 
  Crusade towards the destruction of the Tyranid Menace. 
  Flamewing strongly beleives that the hive ﬂ eet is far 
  more dangerous to the Greater Good than the presence 
  of the humans, and he has made some tenous alliances 
  towards this end with a few like-minded Inquisitors of 
  the Ordo Xenos... including Inquisitor Adrielle Quist.
  
  V: The Canis Salient
  Relations with 
  the Tau
  “Give me Tyranids, Orks or heretics; simple hateful foes that will 
  face me with a scream on their lips and bloodlust in their eyes. These 
  blue-skinned devils are just far too reasonable for their own good.”
  –Edens Haltorenium, Former Planetary Governor of Braanos V
  T
  he Tau are an insidious and persuasive threat to the 
  Imperium, spreading their ideology and aggressive 
  imperialism under the guise of an open hand and 
  invitation of treaty. Unlike many of the Imperium’s other foes, 
  such as the Tyranids or the Orks which seem to exist only for 
  bloodshed and war, the Tau are not merely a force of discord 
  and destruction. Rather, the Tau are calculating, scheming, 
  and (worst of all) good natured about their conquests. The 
  Tau turn worlds against the God-Emperor not with the 
  corrupting nature of the Warp or by completely destroying 
  them, but rather by offering their populace a chance at a 
  better existence. Those humans that turn to an allegiance 
  with the Tau do so not because they have been twisted by 
  daemons or cowed with fear of reprisals and death if they do 
  not, but rather because the skilled diplomats and emissaries 
  of the Tau Water Castes have shown them that they can have 
  a better life under the rule of the Greater Good.
  Still a minor empire in terms of the galaxy and tiny by 
  comparison with the sprawling breadth of the Imperium 
  (which technically counts all worlds within the galaxy the 
  rightful domain of man) the Tau Empire has nevertheless 
  made great advances into Imperial space in recent years, 
  spreading at a rapid rate from a handful of worlds to a 
  coalition of dozens of races all gathered together under the 
  strong leadership of the Tau themselves. Not all of these 
  conquests have been military either (though the armies of the 
  Tau have proven themselves time and again against all manner 
  of foes) and the greatest weapon in the Tau armoury seems 
  to be their ability to reason and bargain with their enemies. 
  Humans especially have fallen prey to their aggressive 
  diplomacy time and time again, man’s own fractious nature 
  costing the Imperium more than one world. For their part, 
  the Tau see themselves as a great benevolent force uniting the 
  galaxy under the banner of righteousness and light, throwing 
  back the darkness and oppression of ancient regimes and 
  leading the way to a better galactic order. Where this drive 
  comes from and why the Tau function as they do in a galaxy 
  largely populated by malevolent and extremely violent aliens 
  has been a subject of speculation for Imperium scholars ever 
  since the Tau were ﬁ rst encountered. Were the Tau weaker, 
  like many other minor alien empires, then perhaps the 
  Imperium might have snuffed them out without dwelling 
  overly on their psychology. However, as it stands, the Tau 
  have risen to become a power in their own right and so the 
  Imperium has been forced to take a longer view as to their 
  eventual destruction.
  
  V: The Canis Salient
  A HISTORY OF CONFLICT
  Ever since the Imperium ﬁ rst encountered the Tau there has 
  been war between the two races. As aliens, the right of the Tau 
  to coexist with the Imperium was never considered an option. 
  Their very presence, like that of all the xenos empires within 
  the galaxy was seen as an affront to the divine right of the 
  God-Emperor and the right of the Imperium to exist. To date 
  the largest and most costly encounter with the Tau has taken 
  place in the Damocles Gulf against the Dal’yth Sept. It was the 
  ﬁ rst real attempt by the Imperium to wipe out the Tau and the 
  moment when Imperial commanders realised that what they 
  faced was no ordinary threat (a costly mistake that was paid 
  in the blood of countless Imperial Guardsmen and numerous 
  naval vessels). While tiny when compared to the vast armies 
  of the Imperium, the Tau possess amazingly advanced military 
  technology and innovative weaponry unrestricted by the 
  dogma or superstition of the Adeptus Mechanicus. Combined 
  with good leadership and a willingness to ﬁ ght, the Tau have 
  proven a serious obstacle for the Imperium to overcome and 
  more than a match for its forces. In the decades since that time, 
  the Tau menace has spread all along the Eastern Fringe and in 
  numerous sectors the Imperium ﬁ nds itself clashing with the 
  Tau Empire and its alien allies.
  The Jericho Reach now counts itself among these hot spots, 
  another section of the frontline against the ever encroaching 
  borders of the Tau. Throughout the Canis Salient, the Tau 
  have taken root and possess a strong powerbase of numerous 
  worlds from which they are steadily spreading deeper 
  into the sector. Against their incursions, Lord Commander 
  Ebongrave directs the troops of the Crusade in their efforts 
  to break the Tau’s hold on the sector, all the while ﬁ ghting 
  off their advances and protecting his ﬂ anks against the 
  Imperium’s other foes, namely the insidious forces of Chaos 
  and the unwelcome arrival of the Tyranids. Unlike his attitude 
  towards these two latter foes, however, Ebongrave has 
  fostered a special hatred for the Tau, and what he sees as their 
  scheming ways. While he can face the heretics of the Reach 
  or the murderous xenos hordes of Hive Fleet Dagon with 
  open warfare and uncomplicated conﬂ ict, the Tau continue to 
  confound him in their attempts to ‘integrate’ worlds into their 
  empire and their overtures of peace amidst the carnage of total 
  war. Though Ebongrave has never seriously considered any 
  of the Tau diplomatic advances, he lives in fear of the effect 
  they have on the leaders under his command and the worlds 
  under his protection. More than once he has felt worlds of the 
  Salient slipping through his ﬁ ngers even as he tightens his 
  grasp, populations rejecting the harsh rule of the Imperium 
  for the promise of prosperity and peace offered by the Tau. 
  The Quarantined Worlds (see page 352 in the DEATHWATCH 
  Rulebook) are a good example of Ebongrave’s reaction to the 
  Tau and the result of his paranoia regarding their ability to 
  subvert human populations.
  These kinds of “grey areas” typify the Imperium’s 
  relationship with the Tau. While ostensibly any human or 
  world which gives itself over to the Tau is considered to have 
  turned traitor on the God-Emperor, and therefore considered 
  heretical, it is not as clear cut as those which succumb to the 
  Ruinous Powers or fall under the thrall of other alien masters. 
  This is in part because the Tau allow all aliens under their 
  control a certain degree of autonomy and do not challenge 
  the culture of a world which enters their empire, so long as 
  it embraces the Greater Good and serves the Tau faithfully. 
  More than one Imperial commander has had doubts about 
  attacking such worlds, seemingly functioning human planets 
  with seemingly untainted humans living on it. Some Imperial 
  tacticians have compared this to the seditious effects and 
  heretical beliefs of the servants of the Dark Gods, though 
  perhaps even more insidious. They note that it is uniquely 
  difﬁ cult to ﬁ ght a foe who assaults with such reason and 
  goodwill; one hand holding the sword of conﬂ ict and one 
  hand extended ready to offer the promise of peace. 
  TAU DIPLOMACY ADVENTURE SEEDS
  A Grim Beacon: Astronomica Relay Substation 
  77-Epsilon is a tiny outpost defended by a small Imperial 
  Guard garrison force. Its size and position belie the 
  importance of the installation. A dozen worlds require 
  it to safely communicate with the main Imperial forces. 
  Hidden as it is in the burnt spires of a desert moon it 
  is unlikely that the Tau forces nearby would ever ﬁ nd it. 
  However, the Psychic communication emanating from 
  within the base have drawn the attentions of the Hive 
  ﬂ eet. Even worse, there are no Crusade forces within 
  range to reach the endangered station in time. With a 
  splinter of the Tyranid forces descending on the planet, 
  it falls to the Kill-Team to convince the Tau that it is in 
  their best interests to join forces with the Deathwatch 
  to fend off the Tyranid forces. The Tau have their own 
  agenda, of course... evacuating a number of Ethereals 
  from the region during the height of the battle.
  False Rescue: A group of Tau Water Caste merchants 
  have been abducted, along with their Messenger-class 
  escort ship, by the Ork Big Mek Wurrzog (for more 
  information about Big Mek Wurrzog, see page 64 in 
  MARK OF THE XENOS). Inquisitor Carmillus informs the 
  Kill-team that one of these Water Caste Tau possesses a 
  speciﬁ c message meant for her ears alone, and dispatches 
  the Deathwatch to rescue this particular envoy from the 
  clutches of his Ork captors. The Kill-team must track 
  down the wily Wurrzog’s base amongst a series of 
  booby-trapped asteroids in the Black Reef, ﬁ nd a way 
  through the defences and ork warbands of the region, 
  and rescue the Water Caste Tau before the Orks become 
  bored with their captives.
  Once the ﬁ rst part of this mission is successful, 
  Inquisitor Carmillus presents her plans for the Water 
  Caste envoy; to give him a piece of select misinformation 
  that will guide the Tau forces away from a vulnerable 
  Ordo Xenos installation in the Canis Salient. However, 
  this misinformation will result in a massive assault on a 
  weak point for the Crusade forces. The Kill-team must 
  choose their path carefully, for to follow the Inquisitor’s 
  orders to the letter will result in a setback for Battle-
  brothers of many Chapters.
  
  V: The Canis Salient
  Of course many of the Imperium’s foes are shared by 
  the Tau (Tyranids and Orks for instance both make little 
  distinction between the races they will assault) and during the 
  years of conﬂ ict between the Tau and the Imperium within 
  the Jericho Reach, the Tau have also been beset by other 
  perils to their dominance. The Tyranids in particular have 
  torn a hole in their empire, smashing into the Eastern Fringe 
  not long after the Tau themselves had risen to province as a 
  galactic power. While much of the Tyranid presence within 
  the Jericho Reach is limited to the Orpheus Salient, the Tau 
  know all too well how the hive ﬂ eets can surprise the unwary, 
  arriving in unexpected and supposedly ‘safe’ sectors. The 
  heretical forces of the Stigmartus have also clashed with the 
  Tau on more than one occasion, though they see them as a 
  secondary threat compared to the looming juggernaut which 
  is the Imperium. In both cases, the Tau have openly offered 
  alliance with Imperium forces facing these threats as they 
  encroach on the worlds of the Canis Salient. However, more 
  often than not, the lash of Lord Commander Ebongrave or 
  the inbred hatred of xenos most humans possess has thwarted 
  such temporary alliances and condemned thousands to death 
  lest they become traitors to the God-Emperor. This is not 
  universally the case of course, and during the long years of 
  the Crusade, both individuals and organisations have sided 
  with the Tau for mutual gain or protection—though there 
  has always been a price to pay. 
  TAU GUNBOAT DIPLOMACY
  Part of the Tau’s ability to subvert human and alien worlds 
  can be attributed to the exceptional skills of their Water Caste 
  (Emissaries and Diplomats), however this is not the only tool 
  the Tau use when trying to win over a new world or race. 
  Just like the Imperium, the Tau enforce their rule through the 
  presence of their armies and navies, and the spectre of their 
  warships is never far from the minds of those they enter into 
  ‘negotiations’ with. Often they will keep ships in low orbit 
  or garrison troops in a world’s capital under the pretence of 
  protecting the local population, all the while intimidating 
  local leaders into submission. Unlike the Imperium, however, 
  the Tau seldom resort to force and brutality when arriving 
  on a new world, respecting local customs and allowing 
  those in power to remain so, unless they would endanger the 
  Tau themselves. This is a difference which many Imperial 
  commanders see as a weakness (most human generals more 
  than ready to teach a new world the glory of the God-
  Emperor by spilling its blood), however its effectiveness 
  cannot be denied and more often than not such worlds gladly 
  welcome the Greater Good and accept the yoke of the Tau 
  without so much as a struggle. 
  TRUCES AND TRAITORS
  It has been over forty years since the Achilus Crusade crashed 
  into the Jericho Reach, igniting a sector wide war, and in 
  that time the Imperium has suffered numerous successes and 
  failures in its efforts to subdue the native worlds. None are 
  quite as humiliating for Imperial commanders as those against 
  the Tau where their own ofﬁ cers and men willingly embrace 
  the alien ideas of this foreign empire and turn to oppose their 
  own brothers on the battleﬁ eld. While the reasons for these 
  alliances or wholesale defections are numerous, the end result 
  is the same and, in the eyes of the Imperium, another damning 
  step toward corruption by a xenos species which should have 
  been wiped from existence thousands of years ago.
  One of the earliest instances of human forces turning traitor 
  to join with the Tau within the Reach was during the ﬁ rst 
  precarious years of the Crusade, in the worlds outlying the 
  Pelegius system. Skirting the far edge of the Hadex Anomaly 
  and the core worlds of the sector, the 145th Scintillan 
  Battle Group, led by Captain Kynassis and the Dauntless 
  Light Cruiser Imperious Fortis, entered the Pelegius system 
  on orders to conduct a survey of its worlds and defences. 
  Ill fortune however saw them chance upon a Tau way-
  station and a signiﬁ cant Tau ﬂ eet in transit to investigate the 
  recent Imperial incursions. The result was a short but bloody 
  battle in which the majority of the Scintillan Battle Group 
  (outnumbered and outgunned) was destroyed. Kynassis was 
  then given the choice to save his life and spare the rest of 
  his men and vessels if he surrendered. What kind of deal the 
  captain made is unknown, however it was not long after word 
  of the encounter had reached the Lord Militant that reports 
  of Imperial escorts supporting Tau attacks came to light. The 
  Inquisition issued an assassination edict against Kynassis and 
  all who served with him. To date however the captain and 
  the Imperious Fortis remain unaccounted for, living on to fuel 
  secret muttering among conscripts and ratings as to what life 
  might be like within the Tau Empire.
  More than once, Tau and humans have sided with each 
  other for brief alliances against great threats, such as during 
  the ﬁ rst stages of the invasion of Zurcon. Initially a Tau held 
  world, close to their powerbase on the far side of the Black 
  Reef, Zurcon became a hotly contested battleground as the 
  Imperium advanced deeper into the Jericho Reach. It was 
  during this protracted skirmishing that the ﬁ rst vanguard 
  of Hive Fleet Dagon made its appearance, attacking both 
  Imperial and Tau vessels and their supply lines with little 
  regard for the fact they seemed to be ﬁ ghting each other. 
  Facing two foes, the Imperium decided to pull back to 
  establish a safer front, a task in which, surprisingly, the Tau 
  aided them. While no ofﬁ cial treaty for this time ever existed, 
  it did see several battleﬁ eld alliances between humans and 
  Tau. Examples of this include in the Hollowing Deeps on 
  the edge of the Stygian Break, where a single Hero-class 
  Tau cruiser defended an Imperial colony transport ﬂ otilla 
  against a swarm of Kraken, or on the airless moons of Vartesh 
  where Fire Warriors held the line against a Genestealer 
  infestation while the humans sealed the world’s wealth in 
  great core vaults for future generations. Imperial leaders, Lord 
  Commander Ebongrave especially, scoff at such stories and 
  
  V: The Canis Salient
  pass them off as pathetic Tau propaganda. Regardless of the 
  truth, they have changed the perception of some amongst the 
  Crusade and made them question their will to ﬁ ght the Tau, 
  considering the threat of greater, more dangerous foes.
  ALLIED WORLDS
  When a world joins the Tau Empire it does not so much fall as 
  it accepts a new master. A world conquered by the Imperium is 
  usually punished for its transgressions against the God-Emperor. 
  Even should it surrender willingly, it will be subjected to religious 
  purges, Inquisitorial investigation, and having a good sized 
  portion of its population conscripted into the Imperial Guard for 
  off-world assignment, never to see their family or cities again. 
  Not so for most of the worlds which side with the Tau Empire, 
  which are instead welcomed into a collective of alien races, given 
  aid and technology, and ‘invited’ to support the Tau Empire’s 
  efforts to unify their sector with men and materials. Of course 
  such worlds are also subjected to the subtle indoctrination into 
  the Greater Good, a process just as persuasive as the imposition 
  of the Imperial Creed, though usually considerably less bloody. 
  The world is then presented by the Tau to others of its race as an 
  example of what membership within their empire can offer and 
  the promise of peace and prosperity in a galaxy torn asunder by 
  war and bloodshed.
  Within the Jericho Reach, the world of Iphingenia is the Tau’s 
  greatest success at integrating humanity into their empire and 
  stands as an example and a reminder to the Imperium of just 
  how dangerous Tau diplomacy and subversion can be. Though 
  a relatively primitive world, and therefore easier for an advanced 
  race such as the Tau to control, Iphingenia does enjoy a degree of 
  harmony and prosperity since the arrival of their aliens masters. 
  While Iphingenia’s conversion has encouraged some humans to 
  side with the Tau, the most important impact has been on the 
  Water Caste diplomats of the Tau, which now use the world and 
  its ‘re-education’ facilities to hone their skills with humans and 
  work toward bringing more human worlds into the empire.
  Elusus Minor is another example of a human world 
  ruled by the Tau, which lies not far coreward of the Tyranid 
  beset world of Zurcon. Originally a Mechanicus research 
  facility, Elusus Minor is little more than a collection of vast 
  asteroids orbiting an ancient red dwarf star. After the Fall 
  and the onset of the Age of Shadow, the outpost was largely 
  overlooked by the heretical forces which rampaged across 
  the Reach and left to it own devices. The inﬂ uence of the 
  Mechanicus gradually faded as the outpost’s Magos perished 
  and its small human population swelled. By the time the 
  Tau moved into the sector, the people of Elusus Minor had 
  become an independent manufacturing facility and a nest 
  of what the Imperium deems ‘Tech Heresy’. Capitalising on 
  the mechanical skills of the people of Elusus Minor, the Tau, 
  which has no issue with their thirst for experimentation or 
  interest in ‘progress’ added them to the empire and began 
  using their facilities as a forward arms factory. The Inquisition 
  has since learned of the existence of Elusus Minor and sees it 
  as a blight upon humanity, pushing for the Navy to destroy it 
  and its heretical human population. However, to date it still 
  lies too far beyond the frontline of the Crusade and is too 
  well protected by the Tau to ensure the success of any attack.
  Not all human worlds allied or sympathetic to the Tau 
  have enjoyed such harmony as Iphingenia or Elusus Minor, 
  especially those still nominally under the control of the 
  Imperium or close enough to the edge of the Crusade to be a 
  target for their forces. The most pronounced examples of this 
  are Argoth, Kaggeran and Rheelas—more commonly known 
  as the Quarantined Worlds. Initially they were integrated into 
  the Imperium by the advancing Crusade, and each of the three 
  worlds promised to greatly strengthen the Lord Militant’s hold 
  within the Jericho Reach. Unfortunately for Lord Tetrarchus, 
  he did not anticipate the paranoia and heavy handedness of 
  Lord Commander Ebongrave. Early on it was discovered that 
  each of the worlds had been visited by the Tau at some time 
  in the past and tentative diplomatic relations established. The 
  rain-swept agri world of Kaggeran in particular had fostered a 
  strong relationship with the Tau, exchanging diplomats with 
  the Velk’Han Sept and even selling the Tau food stuffs prior 
  to the return of the Crusade. Lord Commander Ebongrave’s 
  reaction to this sedition (real and imagined) was to quarantine 
  the worlds completely ensuring no contact with the alien 
  empire would be possible. The result has been a rapid decline 
  into ruin for the three worlds, the trade-dependent hive world 
  of Argoth most notably, as it relied heavily on material from 
  Rheelas and food from Kaggeran for is massive population. It 
  has also given rise to extremist cults and pushed the nominal 
  governments of all three worlds further from Imperial 
  control. Lord Militant Tetrarchus sees the quarantine as a vast 
  and terrible waste of resources which could be fuelling his 
  Crusade, however he is loath to confront Lord Commander 
  Ebongrave on the matter, given the already weakened state of 
  the Canis Salient, fearing the removal of its leader could spell 
  disaster. Ironically Ebongrave’s actions have actually given 
  Tau Water Caste diplomats help in winning over some of the 
  marginal human colonies bordering the Black Reef, worlds 
  which have for centuries survived without the Imperium and 
  can see only too clearly what kind of ‘aid’ it offers should 
  they bow to its will.
  HIGHLOCK FREEMEN
  Even among the Gue’vesa, there are elite formations of 
  men, skilled human warriors dedicated to the service 
  of the Tau. Once such regiment is the Highlock 
  Freemen—hardy men and women from the world 
  Highlock IV, another abandoned Imperial colony 
  resting on the edge of the Stygian Break which joined 
  the Tau when their empire expanded into the Reach. 
  Coming from a high gravity world of ice and snow, 
  the Freemen are short and stocky, covered in hair and 
  incredibly tough. Armed with bulky stubcannons and 
  armoured in heavy plasteel mail, they are often used 
  by the Tau as shock troops, smashing into enemy 
  formations and breaking holes in their defences. There 
  is a saying on Highlock, “live free or die ﬁ ghting,” a 
  maxim the Freemen seem to take to heart whenever 
  unleashed into battle. 
  
  V: The Canis Salient
  For The 
  Greater Good
  “Ours is the destiny of all races to ﬁ nd peace and harmony amongst 
  the stars against the reckless aggression of ancient and fearful 
  empires. We are the new life of the galaxy, a tiny sapling from 
  which a mighty tree will grow, and we will not be denied our right 
  to thrive!”
  –Por’O Volescur, Tau Water Caste
  F
  or a human to ﬁ ght on the side of the Tau inevitably 
  means he will face his own kind and accept the mantle 
  of traitor in the eyes of the Imperium. This has not 
  stopped thousands from offering their men, materials and 
  even their worlds to the Tau in the hopes of protection from 
  a benevolent empire and freedom from the oppression of the 
  Imperium. It was just this pattern that ﬁ rst emerged during 
  humanity’s ﬁ rst encounters with the Tau and in turn gave rise 
  to the Farsight Enclaves, which ultimately sparked the brutal 
  Imperial response within the Damocles Gulf. It is a trend 
  which has been repeated more than once in the years since 
  that time and a tactic the Tau have found to be effective as 
  they slowly try to erode the Imperium’s borders. Against the 
  vast and unquenchable military might of the Imperium, these 
  Gue’la axillaries are also vital in the kind of war of attrition 
  the Imperium favours.
  Commonly known as Gue’vesa within the Tau military 
  structure, humans, like all aliens of the Tau Empire, are 
  organised into cadres of auxiliary troops, sometimes armed 
  with Tau technology but as often as not equipped with 
  weapons of local manufacture (or those they brought with 
  them when they turned traitor). While the Gue’vesa will 
  ﬁ nd a certain degree of acceptance within the Tau army, 
  and certainly a respite from the brutality or callousness they 
  might suffer under Imperial command, they are rarely used as 
  anything more than support or garrison troops when facing 
  the Imperium. Gue’vesa often hold positions behind the lines 
  while pure Tau formations and their more favoured allies 
  (such as the Kroot or Vespid) lead the assault. For many ex-
  Imperial Guardsmen this reduced responsibility is ﬁ ne with 
  them (especially if they have served a tour in the Greyhell 
  Front). However, for others, it feels like an insult; especially 
  those from more independent worlds which have been free 
  from the Imperium for centuries or longer and who are eager 
  to earn their place within the Tau Empire. The truth of the 
  matter is that the Tau do not completely trust humans to 
  reliably face their own kind, and were it not unavoidable they 
  would use them solely against other aggressive alien forces 
  such as Tyranids or Orks.
  As it currently stands, the Tau have anywhere up to a 
  million or so humans at the command of the Velk’Han Sept, 
  largely deployed to Zurcon but also stationed at various minor 
  worlds around the Black Reef. Millions more are counted 
  among the local militia and planetary defence force regiments 
  of Tau-controlled human worlds, though the Tau Fire Caste 
  does not count these ‘indigenous soldiers’ as part of their 
  overall strength within the Canis Salient. It is also rumoured 
  that the Tau enjoy the support of numerous human vessels, 
  be they ex-Navy, pirate wolfpacks or even Rogue Traders 
  (though Rogue Traders, being notoriously self-serving, tend 
  only to work alongside the Tau when their own ambitions 
  align with those of the aliens). However, such is the vastness 
  of the Crusade’s resources when compared to those of the 
  Tau that these treacherous men and women are regarded as 
  more of an affront to humanities’ faith in the God-Emperor 
  than a tangible military threat.
  IMPERIAL DIPLOMACY 
  AND TRADE
  Despite the open conﬂ ict between the Imperium and the 
  Tau Empire, a certain level of trade and diplomacy between 
  the two species continues to exist. This is as true of the Tau 
  presence in the Jericho Reach as it is in other places, and 
  as much as commanders like Lord Commander Ebongrave 
  would like to see it completely stamped out, it persists. 
  Even in the midst of the Greyhell Front, Rogue Traders and 
  merchant magnates move goods from the Tau Empire or ferry 
  envoys from Imperial organisations to Tau worlds. It is the 
  paradox of the Imperium that it ofﬁ cially denounces all alien 
  species as the enemies of man, while men themselves are far 
  less picky about their allies and trading partners if it means 
  proﬁ t or protection.
  
  V: The Canis Salient
  THE DEATHWATCH
  As a signiﬁ cant xenos threat, the Tau are ranked highly 
  amongst the foes of the Deathwatch. However, the 
  Deathwatch and many Inquisitors of the Ordo Xenos have 
  opened diplomatic relations with the Tau in the past. It is a 
  tenuous business at best, as all parties are aware of the open 
  conﬂ ict between them and the fact that most Tau consider 
  the hulking black-armoured Battle-Brothers as harbingers of 
  death. Many members of the Inquisition however see merit 
  in such dealings, a way to face this new alien threat head 
  on and better understand its methods of warfare and tactical 
  diplomacy that has cost the Imperium so many worlds. 
  Inquisitors also enjoy the presence of the Deathwatch on such 
  forays, the intimidating presence of a Battle-Brother often 
  more eloquent that the most well worded threat. For their 
  part, the Battle-Brothers of the Deathwatch have learnt to be 
  just as wary of the Inquisitors they are tasked to protect on 
  such missions as the aliens whose company they must tolerate. 
  More than one such envoy mission has met with disaster as 
  the secret agendas of the Inquisition force a Kill-team to ﬁ ght 
  its way free of a Tau-held world.
  ROGUE TRADERS
  Perhaps those most eager to deal with the Tau have been 
  the Rogue Traders. Dangerous free thinkers and shameless 
  entrepreneurs, they see new worlds and races with minds not 
  clouded by ideals or indoctrinated hatred but rather shrewdly 
  looking for proﬁ t. The ﬁ rst Rogue Traders to come to the 
  Jericho Reach after the opening of the Warp Gate came 
  looking for worlds to exploit and races to trade with. The 
  Tau provided both, cunning Water Caste ambassadors seeing 
  the potential in making alliances with the Rogue Trader 
  dynasties of the Calixis Sector as they expanded into the 
  Reach. Many of these dynasties had had dealings with alien 
  empires before and thought little of exploiting a new race in 
  their quest for proﬁ t. However, as they were to discover, the 
  Tau are a different kind of xenos and a different kind of threat 
  to the Imperium. Before they knew it, many Rogue Trader 
  houses had become deeply dependent on the Tau Empire, 
  snared in elaborate endeavours and enterprises engineered by 
  the Tau themselves to win over human support. Among these, 
  the great Fel and Vanderlin houses are counted as staunch 
  allies of the Tau and sympathetic to their cause within the 
  Jericho Reach, subverted from their more traditional Imperial 
  loyalties by the vast wealth, trade agreements and treaties 
  which the Tau can offer. Such is the involvement of 
  Rogue Traders in the affairs 
  of the empire and the 
  Tau 
  preference 
  for 
  using these ‘wayward’ 
  elements of the Imperium, that both 
  the Ministorum and the Inquisition have begun to 
  favour the use of Rogue Traders for gathering information 
  and the placement of agents within Tau held space. As long 
  as there is proﬁ t to made, Rogue Traders will always walk the 
  ﬁ ne line between treachery and trade, and take opportunities 
  wherever they ﬁ nd them.
  Jericho Reach, subverted from their m
  loyalties by the vast wealth, trade a
  which the Tau can offer. Such
  Rog
  elements of the
  the Ministorum and the Inqu
  favour the use of Rogue Traders for
  and the placement of agents within T
  as there is proﬁ t to made, Rogue Trade
  ﬁ ne line between treachery and trade,
  wherever they ﬁ nd them.
  INQUISITOR QUIST AND THE TAU
  Of the Inquisitors of the Ordo Xenos who frequent the 
  halls of Watch Fortress Erioch, none are more diligent 
  or zealous than Adrielle Quist. A powerful and skilled 
  telepath, Quist is careful to hide her fascination 
  with alien technology, particularly the intriguing 
  developments used by the Tau Velk’Han Sept.
  Quist has directed a number of Deathwatch 
  missions into and beyond the Black Reef, often 
  including instructions to retrieve particular xenos 
  artefacts of interest to her and certain Magos of the 
  Adeptus Mechanicus.
  However, the Inquisitor is also well-aware of her 
  true duties to the Imperium, and many dire threats to 
  the progress of the Crusade have been exposed and 
  halted thanks to her efforts. She has been known to 
  personally accompany a Deathwatch Kill-team from 
  time to time, particularly if the current mission is 
  important to her own interests or those of Inquisitor 
  Carmillus, her nominal superior.
  
  V: The Canis Salient
  The Black Reef
  “The Warp is a child’s play pen compared to that place; mark my 
  words, you cross the Stygian Break and you had best be ready to die.”
  –Callat Glass, void-master of the Mark of Perdition
  T
  he Jericho Reach is littered with celestial perils from 
  the Slinnar Deep Gulfs to the Hadex Anomaly, a 
  combination of stellar debris and void-born chaos so 
  common in the far galactic east. Among these wild zones 
  stands the Black Reef, a briar patch of gravitational madness 
  stretching across a dozen light years and effectively closing 
  off an entire area of space. Located at the extreme edge of 
  the Canis Salient on the coreward rim of the sector, it has for 
  decades been a natural shield against the Crusade’s advance, 
  providing the Tau Empire with a solid ediﬁ ce against attack. 
  Bordered by the Tau worlds of Tsua’Malor, Krrk’tikit and 
  Iphigenia, the Black Reef is practically impassable to void-
  faring ships, its gravity storms reaching into the Warp itself, 
  fouling Warp routes and disturbing the Immaterium, forcing 
  vessels to return to real space and face its brutal power. The 
  Tau have made extensive use of this barrier to shield their 
  worlds from assault and have created their defensive line to 
  either side, conﬁ dent that no Imperial battlegroup could hope 
  to cross it alive.
  The Black Reef is far more than a mere celestial hazard 
  however, and over the years both the humans and the Tau 
  have made attempts to determine its purpose and perhaps 
  what lies at its core. It is known to both sides that it covers 
  a number of ancient systems and perhaps hides the remains 
  of some long lost civilisation, one that predates both the Tau 
  and the Imperial presence in the sector. The laws of physics 
  however break down as soon as a vessel enters the Reef and 
  gravity loses all reason as it pulls, pushes and crushes areas 
  of space seemingly at random. Entire worlds are ﬂ ung across 
  the void, torn away from their stars by these random forces 
  and imperilling all in their path. Those few intrepid explorers 
  that have penetrated deep into the Reef (and returned to 
  pass on their ﬁ ndings) tell wild and conﬂ icting tales of their 
  experiences, though all seem to agree there is something 
  hidden deep within its core, something big... 
  GRAVITY STORM
  The Black Reef is a gravitational anomaly which follows 
  none of the natural laws of the universe. Vessels crossing 
  into the Reef, across what has become known as the Stygian 
  Break, are immediately assailed by gravitic eddies and tides. 
  These ripples across the void are practically impossible to 
  detect or predict and any one can smash a ship to fragments. 
  Even those vessels fortunate enough to avoid the worst of the 
  gravity storm will likely be thrown wildly off course by the 
  constant energy ﬂ uxes and shifting nature of the void. This 
  problem is compounded by the fact that the gravity storm 
  does not just affect ships crossing the Reef, but all celestial 
  objects and bodies within it, making it virtually impossible to 
  take an accurate bearing as planets, gas clouds and even the 
  stars themselves move erratically across the sky. 
  Gravity swells and navigational mayhem are not the only 
  perils of the Black Reef however as it is ﬁ lled with the detritus 
  of dozens of worlds and the wreckage of thousands of vessels. 
  Given the vast size of the Reef, more than one captain has 
  scoffed at the notion of ‘running into’ such stellar ﬂ otsam and 
  jetsam, and under normal circumstances it is a simple matter 
  for a vessel to easily avoid such perils when plying the void. 
  However another astronomical quirk of the Black Reef is that 
  the same gravitational ripples which can rip a ship apart seem 
  to cause all kinds of mass to be drawn together. This means 
  wrecks, asteroids and rogue planets will all seek out ships 
  trying to cross the Reef, changing course and accelerating as 
  if drawn in by some potent magnetic force. Often a craft will 
  have only moments to detect, avoid or destroy such objects 
  as they appear, before they crash into the hull with massive 
  destructive force.
  THE BLACK HEART
  Several attempts by the Adeptus Mechanicus Explorator 
  ﬂ eets have been made to navigate the Black Reef, though to 
  date all have met with failure. Lord Commander Ebongrave 
  himself has also launched numerous scouting parties into the 
  Reef in the hopes of somehow ﬂ anking the Tau positions 
  and gaining a decisive military victory. These too have met 
  only with failure, many of them disappearing completely, 
  leading the paranoid Ebongrave to suspect treachery. A few 
  Imperial explorers have managed to delve deep into the Reef 
  and return, among them the famed Rogue Trader Telas Kai 
  
  V: The Canis Salient
  and his ship the Ancient Fable. With the aid of his skilled 
  Nostromo House Navigator, Telas has been able to glimpse 
  the heart of the Reef and discern some of its ancient secrets. 
  What he has passed on seems hard to believe, though if true 
  could turn around the fortunes of the Canis Salient in a single 
  stroke. Telas asserts that beyond the chaos of the Reef ’s outer 
  regions lies a dark centre and a macro-system of dozens of 
  worlds from dozens of systems, all drawn into the orbit of 
  a single, massive, star-sized object. As with the rest of the 
  Reef, this macro-system, dubbed the Black Heart by Telas, is 
  a tangled web of gravity ﬁ elds and unpredictable orbits.
  Telas tells how he explored several of the worlds and 
  discovered the remains of an ancient, highly advanced xenos 
  civilisation long turned to dust. He also encountered primitive 
  reptilian aliens, which he deduced to be the descendants of 
  the race which once dominated these worlds and this region 
  of space. The aliens, which called themselves the Syrshin, 
  roam the worlds of the Black Heart, defending the ruins 
  and warring among themselves. Without the technology 
  to cross the void, Telas discovered they could use naturally 
  occurring gravity wells, vast plumes of air and water millions 
  of kilometres in length, which would periodically link the 
  planets and allow the Syrshin to literally ‘ﬂ y’ between worlds. 
  Cobbling together xenos writing from the walls of the ruins, 
  and secrets pulled from the minds of the Syrshin by his 
  psykers, Telas came to the conclusion that they were waiting 
  for some powerful enemy which they believed would soon 
  return, rising from a millennia long slumber, once more to 
  enslave them as it had so long ago.
  Of more interest to Telas than the ghost stories of the Syrshin 
  was what he discovered about the great mass at the centre of the 
  Black Heart. Though he was not able to get closer than a billion 
  kilometres from it, he believes it is in fact a vast engine built by the 
  lost Syrshin civilisation to protect them from the ancient enemy 
  and is the cause of the Reef itself. Telas also suspected that while 
  no ship could approach, it might be possible to travel ‘on foot’ 
  using the gravity wells to skip between worlds. Unfortunately 
  for Telas, the shifting gravity tides forced him to leave the Black 
  Heart before he could put his theory to the test. Thus far he has 
  not been able to ﬁ nd the Heart again, though Ebongrave has 
  become interested in his tales and the possibility of harnessing 
  this Syrshin Singularity Engine and is eagerly funding a return 
  trip for the Rogue Trader.
  TAU INVOLVEMENT
  The humans are not the only ones to explore the Black Reef 
  and the Tau too have been sending scouts into its gravity 
  ravaged depths. Less willing to needlessly sacriﬁ ce their 
  warriors, the Tau have employed those aliens from their 
  empire with an afﬁ nity for the void and a skill at space faring, 
  such as the ethereal Ji’atrix and the void-dwelling Nicassar. 
  More successfully than the Imperium, the Tau have mapped 
  a number of routes through the edges of the Reef, at least on 
  their side of the anomaly, allowing their ships more tactical 
  ﬂ exibility than those of their enemies and also allowing them 
  to lay deadly ambushes within the edge of the Stygian Break. 
  The Tau also enjoy a rare speed advantage over the Imperium 
  within the Black Reef as their unusual method of near-Warp 
  travel works more effectively than completely entering the 
  Warp and is less prone to disruption by the gravity storm.
  The Tau have long been aware of the Syrshin and their 
  lost empire, from artefacts gathered from the fragmented 
  worlds of the Reef. Aun’El Basel’kyth himself has taken an 
  interest in understanding the empire which once dominated 
  this area of space. The senior Tau researcher’s interest in the 
  Black Reef and the amount of Tau resources allocated to its 
  secrets has increased in recent times since Tau spies learned of 
  Telas’ discovery of the Black Heart. While Aun’El Basel’kyth 
  does not fully believe the wild stories of the Rogue Trader, 
  his research so far makes him believe that such a thing as the 
  Singularity Engine could exist. While the Tau high command 
  is generally sceptical about the existence of such a device, 
  they have nevertheless decided to allow Aun’El Basel’kyth 
  to make a serious attempt at reaching the Black Heart before 
  the Imperium and harnessing the power of the Syrshin 
  Singularity Engine before Telas Kai and his crew can ﬁ nd its 
  location again.
  
  LORD MILITANT 
  TETRARCHUS
  •
  BROTHER-CAPTAIN 
  KYNAR HALF-HAND
  •
  LORD GENERAL VON 
  KARLACK
  •
  LORD CAPTAIN 
  TERROZANT
  •
  OTHER CRUSADE 
  PERSONALITIES
  
  VI: Heroes of the Crusade
  Chapter VI: 
  Heroes of 
  the Crusade
  “All too often, the difference between victory and defeat lies with one man.”
  –Commissar Holt at the ﬁ nal liberation of Volistad
  T
  his chapter details ten of the most famous, infamous, 
  or inﬂ uential individuals surrounding the Achilus 
  Crusade. Many of these individuals may be considered 
  allies or even commanders within the Crusade’s structure, 
  whilst others are bitter foes, or at best, amused spectators. All 
  are of interest to the Ordo Xenos and the Deathwatch, for all 
  may help or hinder the long-held vigil in the Jericho Reach. 
  FRIEND OR FOE
  The individuals introduced in this chapter can serve either 
  to assist the Deathwatch or to hinder them. Some of these 
  individuals may even be ideal to serve as a Kill-team’s primary 
  contact with the Crusade. If the Game Master chooses to use 
  these individuals as allies in his game, he is free to introduce 
  them as he wishes: perhaps as having been supporting the Kill-
  team’s missions from the start, or as a new player seeking to use 
  the Kill-team’s activities for his own ends.
  As an enemy of the Deathwatch, any of these individuals can 
  serve admirably as a nemesis. A nemesis is a reoccurring villain 
  with plans that the Kill-team has interfered with and whose 
  vengeance spitefully dogs their steps. A nemesis is a classic plot 
  device for a long-term campaign; few things motivate players 
  more than discovering that their nemesis is behind the conspiracy 
  that they have uncovered, and nothing is more satisfying for 
  those players than when they ﬁ nally bring their nemesis down. 
  To help GMs introduce and use a nemesis in their game, there are 
  a few guidelines that are worth bearing in mind:
  A nemesis should not be behind every mission. While it 
  is important that a nemesis reoccurs in the campaign, if he is 
  omnipresent then his impact is lessened. It is better to save 
  him for the main events.
  A nemesis should signiﬁ cantly hinder the Kill-team. For a 
  nemesis to be an effective threat, he must genuinely have the 
  potential and the motivation to damage, undermine, or kill the 
  Deathwatch Space Marines, their allies, and friends. More to the 
  point, he also has the power to get away with it, at least for a 
  time. This way a nemesis can easily become a genuinely loathed 
  ﬁ gure that players will do almost anything to destroy, a villain 
  the players love to hate.
  A nemesis should escape until the ﬁ nal showdown. In 
  order to be an effective focus of the Battle-Brothers’ thirst for 
  vengeance, they must confront their nemesis several times and 
  have him slip through their ﬁ ngers (or defeat him only to ﬁ nd 
  out someone else was pulling his strings—the real nemesis!). 
  This makes the ﬁ nal triumph all the more satisfying.
  VILLAINS
  For the Deathwatch, the success of the Achilus Crusade is an 
  important factor, but the primary purpose of the Deathwatch 
  must take precedence. The key to remember when using an 
  individual connected to the Achilus Crusade as the master 
  villain for a campaign is that he is more than just a collection 
  of powers and abilities; he has a motivation and an agenda 
  all his own! 
  The best way to create a villain is to start with a well-
  deﬁ ned idea of what he will be in the campaign. One of the 
  best tricks to creating a cool villain is to give him a good 
  narrative, a back-story, a personality, a style of his own, and 
  his own motivations. Many Game Masters go so far as to 
  give their villain a signature, in the shape of a recognisable 
  modus operandi, a visual style, or an exclusive goal. These 
  are the things that make for a ﬁ rst-rate villain, not simply a 
  set of Characteristics, Talents, and game mechanics. Once the 
  Game Master has an idea for ‘what’ and ‘who’ the villain will 
  be, then it’s time to pick up a rule book and lend him some 
  deﬁ nition—not the other way around!
  USING THIS CHAPTER
  Each of these individuals has a potent amount of 
  inﬂ uence and authority, either within the Crusade or 
  without. Each is intended to be a worthy adversary 
  for any group of Deathwatch Space Marines, and 
  any one of them can become the arch-nemesis for a 
  campaign or simply provide a memorable villain for a 
  single adventure.
  PROFILES?
  Proﬁ les for the Personalities of the Crusade are not 
  included in this chapter. This omission is quite 
  deliberate, as the danger, abilities, and powers of these 
  individuals have not been pinned down or speciﬁ ed. 
  These factors are for the Game Master to decide; they 
  can be moulded into a powerful villain, or a potent and 
  diligent ally for a Deathwatch Kill-team. 
  This section includes a Talent, Touched by the 
  Fates, that is ideal for building powerful villains—the 
  sort that require more than a lucky bolter round to
  take down.
  TOUCHED BY THE FATES (TALENT)
  Prerequisites: Limited to Non-Player Characters with 
  free will; may not be applied to daemons and other 
  non-living creatures.
  The NPC has a number of Fate Points equal to 
  half his Willpower Bonus (rounding up). He may use 
  these Fate Points in exactly the same way as Player 
  Characters and may even ‘burn’ a Fate Point to survive 
  death and destruction (if possible), although this 
  should always happen ‘off camera’. If in any given 
  situation the NPC would be defeated and the scenario 
  resolved in the Acolytes’ favour, the NPC will return 
  another day (probably for revenge!). In addition, the 
  rules for Righteous Fury also apply to this NPC. 
  
  VI: Heroes of the Crusade
  Lord Militant 
  Solomon 
  Tetrarchus
  “Where others have failed, I will be triumphant. I will burn my 
  name into the core of the Reach; a bloody brand which will endure 
  for a thousand years!” 
  –Lord Militant Solomon Tetrarchus, ‘Beyond the Reach of 
  Man’ Vol. XXI
  O
  rdained by the grace of the God-Emperor, Lord 
  Militant Solomon Tetrarchus is the supreme 
  commander of the Achilus Crusade and has 
  directed its strategies and actions for over thirty years. He 
  is characterised for his boldness and aggressive style of 
  leadership as well as his willingness to 
  take risks and seize opportunities 
  as they arise, traits often lacking 
  in such high ranking commanders 
  of the Imperium. They are traits, 
  however, that have got him into 
  strife more than once, and now 
  years after his ﬁ rst optimistic 
  predictions of complete victory 
  within the Jericho Reach, his 
  political and ideological enemies 
  have begun to circle, perhaps 
  sensing a loss of conﬁ dence in 
  the Lord Militant and an inevitable 
  change in the overall leadership of the 
  Crusade.
  Those that work closely with the 
  Lord Militant know that his is an 
  utterly unenviable task, as he tries to 
  counter the many problems assailing 
  the Reach, from the slow and steady 
  advance of the Tau to the sudden 
  and cataclysmic arrival of the Hive 
  Fleet Dagon. Spending much of his 
  time on the Crusade fortress world 
  of Karlack, the aging Lord Militant 
  spends as much of his time dealing 
  with the petty squabbling of his 
  generals as he does with his strategies 
  for conquering the Reach. Added to 
  the distrust and disdain many of his 
  commanders have for each other, 
  Tetrarchus must also contend with the 
  political and jurisdictional nightmare 
  involved in commanding so many 
  conﬂ icting Imperial adepta 
  and organisations. This is 
  especially true of his dealing 
  with the Deathwatch and 
  the Adeptus Astartes, which operate largely outside of his 
  direct inﬂ uence. This can at times lead to friction between the 
  Lord Militant and the Watch Captains and Battle-Brothers of 
  the Space Marines.
  Despite these problems and the monumental nature of his 
  task, Tetrarchus is however a man driven to succeed, not for 
  personal glory, nor even the glory of the Imperium, but out 
  of a deep and secret fear of failure. This hidden fear, of which 
  Tetrarchus has conﬁ ded in not even his closest advisors, 
  began in the ﬁ rst years of his reign as Lord Militant when the 
  ghost of Achilus came to him in a dream. What the ghost said 
  to Tetrarchus he cannot recall, only that it ﬁ lled him with a 
  terrible sense of dread and the certain knowledge that should 
  he fail in his mission, the consequences for all Mankind would 
  extend far beyond the boundaries of the Reach. Since that 
  time Tetrarchus has been haunted by the memory of Achilus, 
  coming to believe that the old Lord Militant’s ghost does 
  indeed wander the surface of Karlack, residing in the great 
  Cenotaph. So far Tetrarchus’ regular visits to the Cenotaph, 
  and the fact that he sends his advisors and bodyguards away 
  to pray while there, have been passed off as simply piety. 
  However some have begun to notice a growing 
  desperation in the Lord Militant and glimpsed 
  him talking to himself while in the shrine.
  The presence of Achilus’ ghost has also 
  increased Tetrarchus’ already growing 
  paranoia 
  about 
  inﬁ ltrators 
  and 
  subversives within his own staff. 
  While still far from the excesses 
  of madness exhibited by Lord 
  Commander 
  Ebongrave 
  (a 
  general who Tetrarchus has also 
  begun to suspect of corruption), 
  his behaviour has already begun 
  to inﬂ uence the direction 
  of the Crusade, as more 
  able 
  commanders 
  ﬁ nd 
  themselves sidelined, or 
  held back on Karlack (so 
  Tetrarchus can keep an eye 
  on them) and younger more 
  inexperienced 
  commanders 
  and sent into the ﬁ eld. It can only 
  be a matter of time before the dire state 
  of the Crusade, his own mental strain, 
  or perhaps the whispering of Achilus’ 
  ghost drive Tetrarchus to make a terrible 
  mistake—a mistake which will have 
  long and lasting consequences for 
  millions of souls.
  p
  er of the Achilus Crusade and has 
  ies and actions for over thirty years. He 
  r his boldness and aggressive style of 
  as his willingness to 
  e opportunities 
  often lacking 
  ng commanders
  hey are traits, 
  got him into 
  ce, and now 
  t optimistic 
  plete victory 
  Reach, his 
  ogical enemies 
  circle, perhaps
  conﬁ dence in 
  and an inevitable 
  ll leadership of the 
  k closely with the 
  w that his is an 
  task, as he tries to 
  problems assailing 
  he slow and steady 
  Tau to the sudden
  rrival of the Hive 
  nding much of his 
  ade fortress world
  ging Lord Militant 
  f his time dealing 
  squabbling of his 
   with his strategies 
  e Reach. Added to 
  sdain many of his 
  for each other, 
  o contend with the 
  o contend with the
  ictional nightmare 
  manding so many 
  al adepta 
  This is 
  s dealing 
  atch and 
  indeed wander the surface of Karlack, residing in th
  Cenotaph. So far Tetrarchus’ regular visits to the Cen
  and the fact that he sends his advisors and bodyguard
  to pray while there, have been passed off as simply
  However some have begun to notice a g
  desperation in the Lord Militant and gl
  him talking to himself while in the shrine
  The presence of Achilus’ ghost h
  increased Tetrarchus’ already g
  paranoia 
  about 
  inﬁ ltrators
  subversives within his own
  While still far from the e
  of madness exhibited by
  Commander 
  Ebongrav
  general who Tetrarchus h
  begun to suspect of corru
  his behaviour has already 
  to inﬂ uence the di
  of the Crusade, as
  able 
  commanders
  themselves sidelin
  held back on Karla
  Tetrarchus can keep
  on them) and younge
  inexperienced 
  comm
  and sent into the ﬁ eld. It ca
  be a matter of time before the di
  of the Crusade, his own mental 
  or perhaps the whispering of A
  ghost drive Tetrarchus to make a 
  mistake—a mistake which wi
  long and lasting consequenc
  millions of souls.
  
  VI: Heroes of the Crusade
  Brother-
  Captain Kynar 
  Half-Hand
  “There is no honour in simple death alone. Only those that can sell 
  their lives at the highest price in alien and heretic blood have earned 
  the right to stand at the Emperor’s side; all others are but the bloody 
  dust beneath my feet.” 
  –Brother-Captain Kynar Half-Hand
  O
  f all the Chapters of the famed Adeptus Astartes, the 
  Storm Wardens have one of the largest presences within 
  the Jericho Reach and few among them have earned 
  a reputation for grim determination and uncompromising 
  violence like that of Brother-Captain Kynar Half-Hand. 
  Captain of the Storm Wardens 7th Company, Kynar arrived 
  in the Reach with the vanguard of the Achilus Crusade 
  aboard the Strike Cruiser Mark of Honour. During those 
  ﬁ rst years the captain made a name for himself on the 
  bloody battleﬁ elds of Khazant and later Vanity, against 
  the forces of the Stigmartus and their 
  foul allies. Kynar is a 
  remorseless giant of a 
  man, tall 
  even for 
  a 
  Space 
  M a r i n e 
  and 
  exceptionally 
  skilled with his ancient 
  hand-and-a-half 
  power 
  sword 
  Widowmaker 
  (from which he draws his 
  nickname Half-Hand). He 
  leads by example and his men 
  follow him without question knowing 
  that their captain will be wherever the 
  ﬁ ghting is the thickest, hacking down 
  the opposition with Widowmaker, and 
  pushing back the foe. Kynar has also 
  earned much glory for himself and his 
  Chapter by defeating powerful enemies of 
  the Imperium in single combat, such as the 
  Fly Lord of Hestos and the Crooked King of 
  Night during the heavy ﬁ ghting among the 
  dead hives of Vanity. It is even rumoured the 
  Storm Warden killed a Genestealer with his 
  bare hands during the Seven Hour Conclave, 
  when it inﬁ ltrated into the inner sanctums 
  of the ﬁ rebase and found him unarmoured 
  and unarmed.
  It is understandable then, given 
  Kynar’s prowess in battle and his 
  exceptional combat record, that 
  he has only contempt for much 
  of the rest of the Imperium’s ﬁ ghting forces. Even fellow Space 
  Marines must work hard to earn Kynar’s grudging respect and 
  even then he only truly trusts other Storm Wardens to watch his 
  back in battle. Despite this, the nature of the Crusade, and the 
  orders of the Lord Militant, have on more than one occasion 
  forced Kynar to work with the Imperial Guard, Imperial Navy, 
  other Adeptus Astartes Chapters and the Deathwatch. When 
  dealing with the ﬁ rst two, Kynar’s fearsome presence and 
  the dire reputation of the Space Marines is sufﬁ cient to keep 
  commanders and troopers alike at a distance and stopping them 
  meddling too much in his personal quest for glory; however it 
  is a different story when he must mix with his own.
  Kynar has become contemptuous of the Deathwatch, 
  especially after an incident on the world of Baraban against 
  the Tau where he claimed a Deathwatch Kill-team slighted 
  his honour by arriving before his own strike force and killing 
  a high priority target. Both the Deathwatch, and the Ordo 
  Xenos which directs many of their actions, disregarded the 
  incident as they do not ofﬁ cially function within the command 
  structure of the Crusade or answer to the Adeptus Astartes. 
  Kynar was incensed enough however to take the matter 
  ﬁ rst to Lord Commander Ebongrave and then later to 
  the Lord Militant himself (when Ebongrave proved 
  indifferent). Tetrarchus has of course done his 
  best to smooth things 
  over, more than a little 
  concerned that he could 
  lose desperately needed support 
  from the Storm Wardens, however 
  there is little he can do as 
  he has only limited 
  power over the 
  Deathwatch 
  or 
  the 
  Inquisition 
  and 
  they 
  have 
  always 
  conducted their 
  own 
  private 
  o p e r a t i o n s 
  within 
  the 
  Reach, 
  quite 
  often 
  without 
  informing 
  the 
  forces of the Lord 
  Militant. 
  Kynar 
  however is not to 
  be 
  pushed 
  aside 
  when it comes to a 
  matter of honour, and 
  has vowed to return 
  the slight against the 
  Deathwatch by taking glory 
  from a Kill-team and robbing 
  them of their honour by proving 
  their cowardice once and for all.
  the Jericho Reach and few amongg them have earned 
  ation for grim determination and uncompromising 
  e like that of Brother-Captain Kynar Half-Hand. 
  of the Storm Wardens 7th Company, Kynar arrived
  Reach with the vanguard of the Achilus Crusade
  the Strike Cruiser Mark of Honour. During those
  r
  rs the captain made a name for himself on the
  battleﬁ elds of Khazant and later Vanity, against
  es of the Stigmartus and their
  ies. Kynar is a 
  less giant of a
  tall
  or
  ce
  n e 
  exceptionally 
  with his ancient 
  nd-a-half 
  power
  Widowmaker
  hich he draws his
  me Half-Hand). He 
  y example and his men 
  him without question knowing 
  eir captain will be wherever the
  is the thickest, hacking down
  position with Widowmaker, and 
  back the foe. Kynar has also 
  much glory for himself and his
  by defeating powerful enemies of 
  erium in single combat, such as the
  d of Hestos and the Crooked King of 
  uring the heavy ﬁ ghting among the 
  ves of Vanity. It is even rumoured the 
  Warden killed a Genestealer with his
  nds during the Seven Hour Conclave,
  inﬁ ltrated into the inner sanctums
  rebase and found him unarmoured
  rmed.
  s understandable then, given
  prowess in battle and his
  onal combat record, that 
  only contempt for much 
  y
  incident as they do not ofﬁ cially function within the
  structure of the Crusade or answer to the Adeptu
  Kynar was incensed enough however to take 
  ﬁ rst to Lord Commander Ebongrave and th
  the Lord Militant himself (when Ebongr
  indifferent). Tetrarchus has of course 
  best to smo
  over, more th
  concerned that
  lose desperately need
  from the Storm Wardens
  there is little he
  he has on
  power 
  Dea
  or 
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  VI: Heroes of the Crusade
  Lord General 
  Magratha 
  Orphel von 
  Karlack
  “We failed in our attempt to create an icon. Instead, we created a 
  hero, and must now deal with the consequences.”
  –Prefectus Nyl Riefenstadt of the Administratum Historical 
  Revision Unit, Jericho Reach Division
  S
  ince its establishment, the Acheros Salient has shifted 
  between multiple commanders. The high rate of 
  attrition in the Cellebos Warzone, coupled with the 
  Salient’s inability to make headway in the region, meant a 
  steady stream of commanding ofﬁ cers felled by the enemy, 
  executed for incompetence, or murdered by their subordinate 
  ofﬁ cers after engaging in one disastrous strategic gambit 
  too many. Indeed, it is a longstanding joke amongst 
  the scribes of the Departmento Munitorum that 
  the Acheros Salient has spent more time between 
  commanders than under any individual authority. 
  However, the Salient’s current commander looks 
  ready to change this trend.
  ENTER MAGRATHA
  Duchess Magratha von Karlack was born 
  into House Orphel, one of the few lines 
  of Imperial hereditary nobility to survive 
  the Age of Shadows. Little more than a 
  child at the time of Lord Militant 
  Achilus’s death, Magratha was 
  taken from her family and sent 
  to the Calixis Sector by order 
  of the Administratum, there to 
  be educated and indoctrinated 
  into the ways of the Imperial 
  orthodoxy. Under the supervision of 
  Administratum-vetted tutors and advisors, 
  Magratha was groomed for a position as a 
  political ﬁ gurehead, moulded into a leader 
  capable of maintaining order in a tamed and 
  re-founded Jericho Sector. As a native of the 
  Jericho Reach she would easily command the 
  loyalty of the locals, but being raised within 
  the conﬁ nes of an established Sector, she would 
  hold loyalty to the Imperium itself, making her an 
  ideal sub-Sector Lord or Sector Governor. However, 
  this was all under the assumption that the Achilus 
  Crusade would proceed swiftly.
  During 
  Magratha’s 
  absence, 
  the 
  Administratum 
  propaganda machine in the Jericho Reach prepared for her 
  return. With a program of targeted propaganda beginning on 
  Karlack and eventually spreading to worlds throughout the 
  Iron Collar, broadsheets, pict-reels, and folk hymns began 
  to circulate proselytising the virtues and natural leadership 
  qualities Magratha von Karlack. In time Magratha became 
  a symbol of everything Imperial soldiers were ﬁ ghting for. 
  Most importantly, she became a unifying icon of hope for 
  Guardsmen tithed from the worlds of the Iron Collar. Portraits 
  of Magratha adorned barracks halls, conscription posts, and 
  shrines from Hethgard to the Greyhell Front. 
  RETURN AND ASCENSION
  When Magratha returned to the world of her birth in 813.
  M41, she was welcomed by an adoring, war ravaged populace 
  and an Imperial command structure with little use for an 
  inexperienced noblewoman entitled to a leadership position 
  that did not exist. Her future in sector politics circumscribed, 
  Magratha was forced into the highly visible token position 
  of Adjutant to Lord Admiral Gorvus Xant, then commander 
  of the Acheros Salient. Magratha’s rise to true power 
  would not come until 815.M41, during a push beyond the 
  Cellebos Warzone.
  During the Siege of Vespasia, Lord Admiral Gorvus 
  Xant and most of his command staff perished when a 
  chance strike from an orbital defence platform destroyed 
  the bridge of the Salient ﬂ agship Sword of Macharius. 
  The surviving crew and ofﬁ cers, inﬂ uenced by over 
  twenty year’s Crusade propaganda, instantly 
  saw Magratha as the obvious successor to 
  their commander. Magratha, viewing herself 
  a natural leader by virtue of her noble blood 
  and the promises made by her handlers in 
  the Administratum, eagerly assumed 
  command.
  As the orbit of the Sword of Macharius 
  decayed, Magratha ﬂ ed from the 
  crumbling battleship with a host of 
  Guardsmen aboard every drop pod, gun cutter, and 
  freight lighter that could be salvaged. Magratha and 
  the warriors under her command touched down upon 
  Vespasia’s only functioning space port, claiming 
  the installation, cutting off the main Stigmartus 
  supply line to the world, and winning one of the 
  Salient’s few victories.
  Word of Magratha’s victory spread quickly through 
  the ranks of the Salient, bringing the ﬁ rst hope of overall 
  victory most Guardsmen operating in the region had ever 
  known. When Magratha demanded Tetrarchus ofﬁ cially 
  name her as Xant’s successor, the Lord Militant agreed, 
  much to the surprise of the Canis and Orpheus Salient 
  commanders.
  ility to make headway in the region, meant a 
  of commanding ofﬁ cers felled by the enemy, 
  ncompetence, or murdered by their subordinate 
  ngaging in one disastrous strategic gambit 
  deed, it is a longstanding joke amongst
  f the Departmento Munitorum that 
  Salient has spent more time between 
  than under any individual authority. 
  Salient’s current commander looks 
  ge this trend.
  R MAGRATHA
  ratha von Karlack was born 
  Orphel, one of the few lines
  ereditary nobility to survive 
  adows. Little more than a 
  ime of Lord Militant 
  ath, Magratha was 
  her family and sent 
  is Sector by order 
  ministratum, there to 
   and indoctrinated 
  ays of the Imperial 
  nder the supervision of 
  m-vetted tutors and advisors, 
   groomed for a position as a 
  ehead, moulded into a leader 
  aintaining order in a tamed and 
  ericho Sector. As a native of the 
  h she would easily command the 
  e locals, but being raised within 
  of an established Sector, she would 
  o the Imperium itself, making her an
  or Lord or Sector Governor. However, 
  nder the assumption that the Achilus 
  d proceed swiftly.
  g y
  g
  Admiral Gorvus 
  of Adjutant to Lord A
  lient. Magratha
  of the Acheros Sal
  il 815.M41, dur
  would not come unti
  Cellebos Warzone.
  ge of Vespasia,
  During the Sie
  f his command
  Xant and most o
  m an orbital defe
  chance strike from
  he Salient ﬂ agsh
  the bridge of th
  crew and ofﬁ c
  The surviving 
  year’s Crusade 
  twenty y
  agratha as the 
  saw Ma
  ommander. Mag
  their co
  al leader by vir
  a natura
  he promises ma
  and th
  he Administratu
  th
  command.
  c
  As the orbit o
  decayed, Mag
  rumbling battle
  c
  ard every drop
  Guardsmen aboa
  that could be s
  freight lighter 
  under her comma
  the warriors u
  only functionin
  Vespasia’s o
  ation, cutting o
  the install
  e to the world, 
  supply line
  victories.
  Salient’s few 
  agratha’s victory
  Word of Ma
  Salient, bringing
  the ranks of the S
  ardsmen operatin
  victory most Gua
  Magratha deman
  known. When M
  nt’s successor, th
  name her as Xan
  urprise of the Ca
  much to the su
  rs.
  commander
  
  VI: Heroes of the Crusade
  Despite many public objections, and her inexperience and 
  cavalier leadership style, the newly ascended Lord General 
  Magratha Orphel von Karlack tenaciously holds to her current 
  position and has yet to fall prey to the tragic ends which 
  claimed her predecessors. Her short career has seen a handful 
  of victories in the Cellebos Warzone and a handful of worlds 
  beyond. While the tide has not turned in the Imperium’s 
  favour in the campaign for the core of the Jericho Reach, the 
  eyes of countless soldiers now look to a brash young Duchess 
  for leadership, hope, and victory. However, not all eyes look 
  upon the Lord General with adoration.
  THE VON KARLACK 
  CONSPIRACIES
  There are many within the Achilus Crusade’s command 
  structure that question Lord General Magratha von Karlack’s 
  sudden rise to power. Many look upon Magratha and 
  see a desperate gamble for victory in a war where loss is 
  inevitable. Others see a commander long on luck but short on 
  competence. A quiet few observe Magratha’s ascension and see 
  the workings of a conspiracy. These few nurture and spread 
  their theories among those of like mind, and work tirelessly 
  to gather whatever scraps of data and speculation support 
  their claims. Of the many rumours haunting Lord General 
  Magratha’s career, three continue to surface despite repeated 
  attempts at suppression by the Lord General’s own agents.
  TREASON BY BLOOD
  It is claimed that the Orphel bloodline shares ancestral ties 
  to the exiled overlords of Khazant. Those who advocate this 
  connection believe Magratha is also aware of these ties and 
  has forged an alliance of sorts with the surviving overlords. 
  In exchange for the impressive but strategically insigniﬁ cant 
  victories on which Magratha has built her career—the 
  Lord General’s detractors say—the overlords reap a harvest 
  of munitions and intelligence from the supply convoys 
  supposedly lost to Kokabiel’s Drop.
  THE IGNORANT MARTYR
  Few can fathom the notion of Lord Militant Tetrarchus 
  trusting the future of an entire Salient to a commander with 
  anything less than decades of experience. However, some 
  take solace in the notion that Magratha’s promotion to Salient 
  commander is merely a prelude to her ultimate purpose as a 
  tool of propaganda. Lord General Magratha is meant to fail 
  gloriously. As a martyr, her value as a symbol of the Achilus 
  Crusade is incalculable. Like Saint Drusus, Magratha will 
  become a being of legend, fuelling the conquest worlds with 
  her memory alone.
  ASSASSIN AND MUTINEER
  The sheer improbability of the strike that destroyed the 
  heavily shielded, armoured, and reinforced bridge of the Sword 
  of Macharius is seen as proof of sabotage by many. They claim 
  Magratha orchestrated the hull breach which killed Xant and 
  his command staff, taking advantage of the resulting chaos to 
  assume leadership of the Siege. As the remains of the Salient’s 
  former ﬂ agship plummeted into the depths of Vespasia’s 
  northern sea shortly thereafter, the ﬁ rsthand accounts of 
  Magratha and her loyal Guardsmen stand as the only records 
  of what transpired.
  
  VI: Heroes of the Crusade
  Lord Captain 
  Gravis 
  Terrozant
  “Roll up, roll up, one and all! Sample the luxuries of a distant 
  Empire that’s closer than you know! However, if comfort isn’t to your 
  liking, perhaps I can offer you something to give your enemies grief? 
  All is mine to sell, for the right price.”
  –Lord Captain Gravis Terrozant, master of the Wayfarer 
  Resplendent
  W
  hen Lord Militant Achilus ﬁ rst set his sights upon 
  the Jericho Reach, he realized lasting victory 
  could not be accomplished by military means 
  alone. Knowing well the power of industry and lure of 
  coin, and their place in expanding the Imperium’s borders, 
  Achilus sent out a call to Rogue Traders operating out of the 
  Calixis, Scarus, and Ixianid Sectors, enticing them to join in 
  the Crusade with promises of proﬁ t, plunder, and a stake in 
  all worlds brought into the Imperial fold. Regrettably, few 
  heeded the Lord Militant’s call, most ﬂ ocking to the 
  boundless opportunities of the Koronus Expanse 
  rather than the uncertainty of an active war zone. 
  Gravis Terrozant was the exception.
  SELLING THE 
  EMPIRE
  A relatively young Rogue Trader from 
  an obscure Dynasty originating in the 
  Calixian Periphery, Gravis Terrozant saw 
  opportunity where others saw only war. 
  After a brief period of negotiation and 
  oath swearing with Crusade commanders, 
  Terrozant led his small ﬂ eet of treasure 
  ships, dubbed the Golden Chain, through 
  the Jericho-Maw Warp Gate and into the 
  worlds beyond the Black Reef.
  Always a few parsecs ahead of the Canis 
  Salient, Gravis Terrozant maintains several 
  commercial inroads into contested regions 
  of Tau space, selling weapons and medical 
  gear to human dissidents beyond the 
  Greyhell Front and valuable intelligence to 
  Lord Commander Ebongrave. 
  In addition, Terrozant’s 
  smuggling network brings 
  innumerable defectors and 
  examples of Tau weaponry 
  into Imperial custody, and 
  a steady supply of agitators, 
  spies, and propagandists into the 
  worlds of the Velk’Han Sept.
  In recent years, Lord Captain Terrozant has expanded 
  his endeavours to include organising disparate human 
  malcontents from the Velk’Han Sept into his own private 
  mercenary army. Armed with a combination of standard 
  Imperial pattern weaponry and armaments stolen during raids 
  into Tau supply depots, Terrozant’s Terrors have become a 
  respected unit in the war to end Tau hegemony in the Jericho 
  Reach’s coreward fringe.
  Most successful of all Terrozant’s dealings, however, is 
  the brisk slave trade the Lord Captain maintains between the 
  Greyhell front and the Iron Collar. With almost clockwork 
  regularity, the ships of the Golden Chain return to Spite, 
  Calisi, and Karlack, opening their holds to disgorge a broken 
  host of Tau, Kroot, and miserable Gue’la prisoners of war to 
  work the mines and labour camps that fuel the Imperial war 
  effort. With most able-bodied men and women from these 
  worlds conscripted into the Imperial Guard, these slaves are 
  indispensable to maintaining the high levels of production 
  needed to supply the three Salients of the Achilus Crusade.
  PROFIT THROUGH TREACHERY
  Not even Lord Captain Gravis Terrozant is immune to Lord 
  Commander Ebongrave’s paranoia. Over the past several 
  years, with progress in the Greyhell Front grinding to a 
  halt, the Lord Commander has begun 
  to suspect Terrozant of working 
  against the progress of the Canis 
  Salient. Indeed, why would 
  a man who proﬁ ts so greatly 
  from war want either side to 
  attain victory? Ebongrave 
  suspects 
  Terrozant’s 
  smuggling endeavour runs 
  both ways, the Lord Captain 
  selling intelligence and 
  military hardware 
  back to the Tau in 
  an effort to keep 
  both sides evenly 
  matched, locked in 
  perpetual stalemate. 
  Perhaps 
  more 
  chilling is Ebongrave’s 
  suspicion that Terrozant’s 
  time beyond the Greyhell Front 
  has left his mind contaminated by 
  alien ideas. The Lord Commander 
  fears Terrozant is sympathetic to the 
  corrupting notion of the Greater 
  Good preached by Tau emissaries. 
  If so, it is only a matter of 
  time before Terrozant 
  turns 
  his 
  mercenary 
  armies against his own people. 
  Worse still, he may reveal the 
  secret of the Jericho-
  Maw Warp Gate.
  to Rogue Traders operating out of the 
  ianid Sectors, enticing them to join in 
  mises of proﬁ t, plunder, and a stake in 
  to the Imperial fold. Regrettably, few 
  tant’s call, most ﬂ ocking to the 
  es of the Koronus Expanse 
  ainty of an active war zone. 
  the exception.
  THE 
  Rogue Trader from 
  originating in the 
  avis Terrozant saw
  ers saw only war. 
  f negotiation and 
  sade commanders, 
  l ﬂ eet of treasure 
  en Chain, through 
  Gate and into the
  ck Reef.
  cs ahead of the Canis 
  ant maintains several 
  nto contested regions 
  weapons and medical 
  idents beyond the 
  uable intelligence to 
  bongrave. 
  ant’s 
  ings 
  and 
  eaponry 
  y, and
  gitators, 
  ts into the 
  n Sept.
  Not even Lord Captain Gravis Terrozant is immu
  Commander Ebongrave’s paranoia. Over the p
  years, with progress in the Greyhell Front grin
  halt, the Lord Commander 
  to suspect Terrozant of
  against the progress of
  Salient. Indeed, w
  a man who proﬁ ts 
  from war want eith
  attain victory? 
  suspects 
  T
  smuggling endeav
  both ways, the Lo
  selling intelli
  military
  back to
  an effo
  both si
  matched
  perpetual s
  Perhaps 
  chilling is E
  suspicion that T
  time beyond the Greyh
  has left his mind contam
  alien ideas. The Lord C
  fears Terrozant is sympath
  corrupting notion of th
  Good preached by Tau 
  If so, it is only 
  time before 
  turns 
  his 
  armies against his ow
  armies against his ow
  Worse still, he may
  secret of th
  Maw Warp G
  
  VI: Heroes of the Crusade
  Plenipotentiary-
  Designate 
  Urwin Sire
  “Diplomacy is like unto the Writ of Exterminatus – done well, all 
  enemies are rendered powerless with a single word.”
  –Urwin Sire to Inquisitor Carmillus at the Seventeenth 
  Conclave of Hethgard.
  U
  rwin Sire is one of Lord Militant Tetrarchus’ most 
  senior servants, a counsellor who has served his 
  master faithfully for many years. Sire is an adept of 
  the Priesthood of Terra, and blessed to be born on Humanity’s 
  home world. He entered service into an obscure division 
  of the Administratum tasked with performing diplomatic 
  missions to recalcitrant Imperial Commanders, performing 
  the combined duties of ambassador, messenger and 
  executioner. Many of these missions ended in violence, as 
  uncompromising planetary governors refused to accede 
  to one or both of the only two obligations they have 
  to the Imperium – the rendering of tithes and 
  the purging of latent psykers. However, Sire’s 
  success rate was notably higher than many of 
  his peers thanks to his ability to reason with 
  even the most obstinate of opponents. 
  Sire rose to the notice of his masters during 
  the wars of the Delgado Succession, when his 
  tireless work stopped three entire systems 
  from joining the nascent, self-proclaimed 
  Delgado Hegemony. Though the wars raged 
  for another decade, it is commonly held that 
  they would have dragged on for at least a 
  century were it not for Sire’s intervention, 
  and many millions more would have died.
  Four decades into his career, Sire was 
  assigned to the Margin Crusade on the 
  borders of the Calixis Sector, and 
  having assembled a substantial staff, 
  set out upon a specially commissioned 
  naval sprint hauler. Four months 
  later, Sire was assuming ofﬁ ce as 
  Plenipotentiary-Designate to Lord 
  Militant Tetrarchus, not in the Margin 
  Crusade in the Calixis Sector, but the 
  Achilus Crusade in the Jericho Reach. As a senior 
  adept, Sire was informed of the truth of the Crusade 
  and made aware of the dire necessity to hold the Well 
  of Night against the foes of the Imperium.
  With the coming of Hive Fleet Dagon to the Jericho 
  Reach, Sire’s skills have been in high demand. Tetrarchus 
  has utilised Sire in two main capacities. Sire has performed 
  dozens of missions to worlds 
  that have thus far refused 
  to 
  join 
  the 
  Imperium, 
  delivering the message that if they do not do so now, they 
  will be left to defend themselves against the oncoming storm. 
  The second type of mission has been to the Tau, where, on 
  Tetrarchus’ orders, he has secured a number of concessions 
  conducive to both sides of the wars of the Canis Salient.
  Sire’s greatest rival however has proved not to be any rebel 
  planetary leader or sly xenos diplomat, but the commander of 
  the Canis Salient. Lord Commander Ebongrave holds many 
  paranoid beliefs about those both below and above him in 
  the chain of command, and some of them, including the fact 
  that Tetrarchus has sponsored contact with the Tau behind 
  his back, are in fact true. Sire’s mission is a dangerous one, for 
  the agents of Lord Commander Ebongrave are ever vigilant 
  for signs of what he deems as treachery, and will go to any 
  lengths to ensure his dominance of the Canis Salient is total.
  In temperament, Urwin Sire is a patient man, his genial 
  wit masking a razor sharp intellect. He is especially skilled 
  at presenting the impression of empathy – it has been said of 
  Sire that he can, if needed, convince a rebel governor to walk 
  willingly into the excoriation chambers of the Ordo Hereticus, 
  convinced that they will receive a fair hearing thanks 
  to his interjections. This is not to say that Sire is 
  duplicitous or disloyal, merely that he is utterly 
  devoted to his mission and extremely 
  skilled in his calling. Sire never overtly 
  carries weapons, relying instead on the 
  employment of seconded Imperial 
  Guard troops should a show of 
  strength be required. He does, 
  however, wear a number of jokaero 
  digital weapons, and has used them 
  to bring unsuccessful negotiations to 
  a close on a number of occasions. 
  ed service into an obscure division 
  tasked with performing diplomatic 
  Imperial Commanders, performing 
  of ambassador, messenger and 
  ese missions ended in violence, as
  ary governors refused to accede
  only two obligations they have
  rendering of tithes and
  sykers. However,r, Sire’s
  y higher than many of 
  ability to reason with 
  of opponents. 
  of his masters during
  Succession, when his
  hree entire systems
  nt, self-proclaimed
  ough the wars raged
  commonly held that
  ed on for at least a
  Sire’s intervention,
  would have died.
  his career, Sire was
  n Crusade on the 
  xis Sector, and
  bstantial staff,
  commissioned
  Four months
  ng ofﬁ ce as
  te to Lord
  n the Margin
  Sector, but the
   Jericho Reach. As a senior
  d of the truth of the Crusade
  dire necessity to hold the Well
  s of the Imperium.
  Hive Fleet Dagoon to the Jericho
  been in high demand. Tetrarchus 
  ain capacities. Sire has performed
  worlds 
  used
  um,
  willingly into the excoriation chambers of the Ordo H
  convinced that they will receive a fair hearin
  to his interjections. This is not to say tha
  duplicitous or disloyal, merely that he 
  devoted to his mission and ex
  skilled in his calling. Sire neve
  carries weapons, relying instea
  employment of seconded 
  Guard troops should a s
  strength be required. H
  however, wear a number of
  digital weapons, and has us
  to bring unsuccessful negoti
  a close on a number of occ
  
  VI: Heroes of the Crusade
  Lord Castellan 
  Ortarna Lokk 
  of Castobel
  “Let the price in blood be paid, no matter the cost! Let your fear 
  become hatred and your hatred become madness, for only when we 
  shed the weakness of man can we hope to best the alien!” 
  –Lord Castellan Ortarna Lokk addressing new recruits of 
  the Castobel 117th Militia Regiment
  W
  hen the Imperium returned to the Jericho 
  Reach forty years ago, the Achilus Crusade 
  began the slow and bloody process 
  of reclaiming lost worlds. Most of those they 
  encountered had long since fallen to foul 
  Chaos heretics or vile xenos during 
  the Age of Shadow, and opposed 
  them bitterly. A few however 
  welcomed the Imperium as blessed 
  savours. Among these was the 
  world of Castobel, deep within 
  the Orpheus Salient, which had 
  through the years of blood and 
  darkness never lost its faith in the 
  Emperor. This is the world from 
  which Lord Castellan Ortarna 
  Lokk hails and the world which 
  ﬁ rst brought him to the attention 
  of the Lord Militant.
  Lokk comes from one of the 
  great noble houses of Castobel, a staunch 
  member of the Aquilan Pluracy, and was 
  always destined for greatness. However it 
  would take the arrival of Hive Fleet Dagon 
  and the near annihilation of his world to 
  thrust him into the limelight. Once a careful 
  military strategist and shrewd politician, 
  Lokk spent years navigating the dangerous 
  social circles of Castobel’s noble elite, rising 
  steadily into a position as Lord Commander 
  Ascendant 
  of 
  the 
  forces 
  of 
  Hive 
  Trimalov. 
  In 
  any 
  other time he would 
  have been able to 
  grow old and 
  prosperous 
  in 
  such a position, 
  contending with only 
  minor 
  skirmishes 
  between 
  rival hives or seeing off the occasional 
  concentration of dust raiders. However 
  his fortunes changed dramatically in the 
  span of a few years as ﬁ rst the Imperium returned and then 
  the Hive Fleets descended. It was during the ﬁ rst bloody 
  days of the Tyranid invasion that Lokk was to distinguish 
  himself, rising up above the largely ineffectual and confused 
  Castobel commanders to create an effective defence. Perhaps 
  his crowning glory in these early days was his command 
  of the defence and later retreat from Hive Trimalov, saving 
  thousands of guardsmen and tonnes of vital materiel from the 
  claws of the Tyranids.
  When the Lord Militant learnt of Lokk’s efforts he was 
  immediately taken by the Lord Commander’s daring and 
  tactical genius, admonishing his own generals and pointing 
  out Lokk as an example of the dynamism and bold new 
  thinking he wanted the Crusade to embrace. In reward for 
  his efforts and tactical genius, the Lord Militant decreed 
  Lokk Lord Castellan of Castobel, making him its highest 
  ranking military commander and giving him control of 
  all Imperial forces ﬁ ghting on his world. Unbeknownst 
  to Tetrarchus though, the loss of his hive city, most of 
  his family, and much of his world to the Great 
  Devourer had forever changed Lokk and begun 
  slowly to erode his sanity. This madness 
  would be responsible for the destruction of 
  Hive Tyralos. After the loss of Trimalov, one 
  of the world’s six great hive cities, Lokk was 
  struck with worry that another of the great 
  hives would fall, and he would once again 
  suffer the loss of so many of his brothers 
  and sisters to the swarm. When the 
  hive’s fall became inevitable, he decided 
  to cheat the swarm and secretly deployed 
  a stormtrooper squad to inﬁ ltrate the hive. 
  They set off a chain reaction in the hive 
  plasma reactors which destroyed both the 
  hive and the swarm in a pyre of atomic ﬁ re. 
  After the destruction of Hive Tyralos, Lokk 
  openly praised its defenders for their selﬂ ess 
  sacriﬁ ce, even as he secretly rejoiced in the 
  blow he had struck against the Tyranids.
  Kill-teams which operate within the 
  Orpheus Salient, and certainly those 
  deployed to Castobel, will likely come 
  into contact with Lokk. Despised by the 
  old guard, Lokk is a young and dynamic 
  commander of the kind Tetrarchus has come 
  to pin his hopes on, and the successor in many 
  ways of the lost General Curas (see page 344 in 
  the DEATHWATCH Rulebook). To operate under 
  his command is to be part of daring and reckless 
  plans against the Hive Fleets, cunning strategies and 
  brilliant tactics, tinged with the taint of the Lord 
  Castellan’s growing madness.
  n Ortarna Lokk addressing new recruits of 
  the Castobel 117th Militia Regiment
  Imperium returned to the Jericho 
  orty years ago, the Achilus Crusade 
  the slow and bloody process 
  worlds. Most of those they 
  long since fallen to foul
  vile xenos during 
  w, and opposed 
  few however 
  erium as blessed 
  hese was the 
   deep within 
  nt, which had 
  of blood and 
  its faith in the 
  he world from 
  ellan Ortarna 
  e world which 
  o the attention 
  t.
  om one of the 
  of Castobel, a staunch 
  uilan Pluracy, and was 
  r greatness. However it 
  val of Hive Fleet Dagon 
  hilation of his world to 
  limelight. Once a careful 
  and shrewd politician, 
  navigating the dangerous 
  astobel’s noble elite, rising 
  sition as Lord Commander 
  the 
  ve 
  ny 
  ld 
   
  only 
  between 
  g off the occasional 
  dust raiders. However 
  ged dramatically in the 
  tical genius, the Lord Militant d
  his efforts and tact
  ellan of Castobel, making him its 
  Lokk Lord Caste
  ry commander and giving him con
  ranking militar
  orces ﬁ ghting on his world. Unbek
  all Imperial fo
  though, the loss of his hive city, m
  to Tetrarchus 
  ly, and much of his world to the
  his fami
  urer had forever changed Lokk and
  Devou
  ly to erode his sanity. This m
  slow
  uld be responsible for the destruc
  wou
  ve Tyralos. After the loss of Trimal
  Hiv
  the world’s six great hive cities, Lo
  of 
  ruck with worry that another of th
  str
  hives would fall, and he would onc
  suffer the loss of so many of his b
  and sisters to the swarm. Wh
  hive’s fall became inevitable, he d
  to cheat the swarm and secretly de
  a stormtrooper squad to inﬁ ltrate th
  a
  hey set off a chain reaction in th
  Th
  sma reactors which destroyed bo
  plas
  e and the swarm in a pyre of atom
  hive
  er the destruction of Hive Tyralos
  Afte
  nly praised its defenders for their 
  open
  iﬁ ce, even as he secretly rejoiced
  sacri
  w he had struck against the Tyranid
  blow
  Kill-teams which operate with
  rpheus Salient, and certainly 
  O
  eployed to Castobel, will likely
  de
  o contact with Lokk. Despised 
  into
  guard, Lokk is a young and d
  old g
  ander of the kind Tetrarchus has
  comma
  is hopes on, and the successor in
  to pin h
  he lost General Curas (see page 
  ways of th
  the 
  HWATCH
  DEATH
  Rulebook). To operate 
  nd is to be part of daring and r
  his comman
  t the Hive Fleets, cunning strateg
  plans against
  tactics, tinged with the taint of th
  brilliant 
  ellan’s growing madness.
  Caste
  
  VI: Heroes of the Crusade
  Commodore 
  Thalion 
  Vycorious
  “Every failure we suffer comes at the hands of over zealous or 
  inexperienced commanders. These are the true heretics, these slack 
  jawed fools who squander the Emperor’s resources and spill the blood 
  of honest guardsmen in pointless battles for their own vanity.”
  –Commodore Thalion Vycorious
  M
  any Imperial commanders are callous and shallow 
  men and women, ﬁ lled with a personal lust for 
  glory and possessed of a blind observance of 
  doctrine. They often have little regard for the lives of those 
  below them, especially if the expenditure of those lives would 
  further furnish their own advancements. There are some, 
  however, that manage to rise to power with their sense of 
  morality intact and never forget that the larger games they 
  play across the stars are played with the lives of thousands 
  of living souls. Commodore Thalion Vycorious is such a 
  commander. Risen up through the ranks of the Imperial Navy 
  and blessed by connections to some of the most powerful 
  noble families of the Calixis Sector, she is the master of the 
  Emperor-class battleship Belial and overall commander of the 
  Calixian 5th Expeditionary Battleﬂ eet.
  Thalion was among the ﬁ rst naval commanders to 
  enter the Reach, and was chosen by Lord Militant Achilus 
  himself for her bravery and skill during the 775.M41 Year 
  of Lamentation and her personal actions which destroyed a 
  Yu’vath Dark Fortress, saving numerous worlds on the edge 
  of the Calixis Sector. Eager and willing to serve the Lord 
  Militant and do her duty, Thalion felt it was the will of the 
  God-Emperor that guided her to the Jericho Reach and the 
  chance to reclaim part of the Imperium from the hands of 
  foul aliens and vile heretics. During those ﬁ rst years of the 
  Crusade, she was kept busy smashing worlds to dust and 
  cowing others into surrender with the presence of the Belial. 
  Against the largely primitive and backward worlds of the 
  Reach, it was rare that her Battlegroup faced any kind of 
  serious opposition, the guns of the Belial hammering apart 
  system ships and ground targets from the safety of high orbit. 
  All that changed however with the death of Achilus and the 
  arrival of his replacement Tetrarchus. Thalion and her ﬂ eet 
  were among the vanguard of the assault into the Acheros 
  Salient and narrowly escaped with her ship and her life after 
  becoming isolated and ambushed by a Traitor Legion ﬂ eet. 
  Since then she has become embittered towards Tetrarchus 
  and constantly questions his judgement (a fact that has made 
  her senior staff more than a little nervous). She has also come 
  to view the Crusade as a pointless waste of life and resources, 
  which has little to do with her own sector or with the noble 
  families of Scintilla from which she hails.
  Unknown to all but a few of her most trusted advisors, 
  Thalion has also begun to have doubts as to the right of the 
  Imperium to dominate the Jericho Reach and whether or not 
  it should concern itself with this far ﬂ ung piece of void. These 
  seditious rumblings have been slowly increasing in Thalion in 
  recent months, especially as in the aftermath of the Acheros 
  disaster she was reassigned to the Canis Salient against 
  the Tau. These are foes that seem to value life, human or 
  otherwise, and Thalion has become dangerously sympathetic 
  to their point of view. She has even spoken to Tau prisoners 
  at length about the notion of the Greater Good. How far 
  these treacherous thoughts might take Thalion not even she 
  knows, though she is thoroughly disgusted with the quality 
  of her commanders (an opinion not improved by her time 
  in the Canis Salient under the paranoid Lord Commander 
  Ebongrave). However Thalion’s sedition develops, it can only 
  spell disaster for the Imperium, as the loyalty she commands 
  among her crew and the captains of her battlegroup would 
  cost the Crusade not just a talented 
  naval ofﬁ cer but also the 
  terrifying ﬁ repower of the 
  Belial as well. 
  with a personal lust for 
  a blind observance of 
  ard for the lives of those 
  iture of those lives would 
  ements. There are some, 
  ower with their sense of 
  at the larger games they 
  h the lives of thousands 
  ion Vycorious is such a 
  anks of the Imperial Navy 
  me of the most powerful 
   she is the master of the 
  overall commander of the 
  eet.
  naval commanders to 
  by Lord Militant Achilus 
  uring the 775.M41 Year 
  ctions which destroyed a 
  rous worlds on the edge 
  willing to serve the Lord 
  felt it was the will of the 
  he Jericho Reach and the 
  erium from the hands of 
  g those ﬁ rst years of the 
  hing worlds to dust and 
  he presence of the Belial. l
  backward worlds of the 
  group faced any kind of 
  e Belial hammering apart 
  l
  m the safety of high orbit. 
  death of Achilus and the 
  us. Thalion and her ﬂ eet 
  assault into the Acheros 
  her ship and her life after 
  by a Traitor Legion ﬂ eet. 
  tered towards Tetrarchus 
  ment (a fact that has made 
  rvous). She has also come 
  waste of life and resources, 
  sector or with the noble 
  hails.
  p
  p
  ,
  y
  y
  among her crew and the captains of her battlegroup would 
  cost the Crusade not just a talented 
  naval ofﬁ cer but also the 
  terrifying ﬁ repower of the 
  Belial as well.
  l
  
  VI: Heroes of the Crusade
  Syndilian 
  Shanyr the 
  Traveller
  “Like motes of dust in a beam of light, the lives of men are ﬂ eeting 
  and aimless. Where the humans ﬂ ounder and fail against the fates, 
  however, the Eldar tread carefully along the crooked path, each foot 
  fall a moment in time, each stride a step closer to the opening of 
  the way.” 
  –Syndilian Shanyr, Eldar Pathﬁ nder
  T
  he Imperium has precious little information on the 
  presence of the Eldar in the Jericho Reach. Beyond 
  the presence of a few corsairs and xenos pirates, such 
  as the Black Prince of Slinnar or Qulisanna’s Blade, 
  it is largely believed that no signiﬁ cant 
  Eldar threat exists. This of course is far 
  from the truth and the Eldar have long 
  had eyes watching the Reach, moving in 
  the dark and keeping vigil over its dead 
  worlds. Among these Eldar scouts and spies 
  is Syndilian Shanyr, also know as Syndilian the 
  Traveller among his kin. Originally from the Il-
  Kaithe Craftworld located near the Eye of Terror, 
  Syndilian and others from his people undertook the 
  epic journey through the Warp Gate and into the 
  Jericho Reach at the behest of their Farseers. This 
  was a result of what would become known as the 
  Prophecy of the Crooked Path, laid down by 
  the Il-Kaithe Farseers hundreds of years ago, 
  and identifying the role their people would 
  have to play in this region of space. 
  It was seen by the Il-Kaithe Farseers 
  that a time would come when the great 
  enemy would rise in the Eastern Fringe 
  of the galaxy. Aided by the forces of 
  discord and destruction, it would lay 
  claim to a gateway to the heart of the world, a 
  gateway the humans would be powerless to 
  defend or to close. It was a fate, however, 
  which could be averted—if the enemies 
  of the Eldar could be turned in upon each 
  other and time could be won to close the gate 
  themselves. This lofty task is why Syndilian 
  has spent much of his life moving silently and 
  unseen between worlds with his cadre of elite 
  rangers. Using the wisdom of the Eldar and 
  his own cunning, Syndilian has been subtly 
  inﬂ uencing events across the entire Reach, 
  instigating battles, assassinating inﬂ uential targets 
  and even creating alliances between enemies—
  all for the purpose of prolonging conﬂ ict. Most 
  recently, Syndilian and his followers have been 
  operating in the Orpheus Salient, meddling with the 
  course of events and the advance of Hive Fleet Dagon. Before 
  her death, Inquisitor Kalistradi of the Ordo Xenos had even 
  uncovered some evidence of the Eldar’s presence on Avalos, 
  though this has since been lost during the bloody course of 
  the Tyranid invasion and her own demise at the hands of the 
  Lordsholm Broodlord.
  Syndilian Shanyr is an extremely dangerous foe with 
  decades of training and experience in stealth and subversion. 
  It is for this reason that only the tiniest whispers of his 
  presence have ever reached the Imperium, and even the 
  Inquisition has only the vaguest information on him—little 
  more than a name and some sketchy second-hand reports 
  of a deadly Eldar assassin. What worries the Inquisition and 
  the Deathwatch the most about Syndilian, however, is not 
  the lack of information on him but rather the fact that they 
  have no clear idea of the nature of his mission. In their eyes, 
  the Eldar seems to appear at random, killing, sabotaging, or 
  otherwise altering events often without any clear short term 
  effect. While the damage he has inﬂ icted seems limited, he 
  has still been branded as a priority target and dangerous xenos 
  terrorist by the Deathwatch. Kill-teams dispatched to areas 
  where he is thought to be operating often have Syndilian’s 
  assassination given to them as a tertiary mission objective 
  should they chance to encounter him. To date, however, 
  Syndilian has yet to be cornered by a Kill-team, and his few 
  brief encounters with other Imperial forces have been brief 
  and very one-sided. 
  Q
  signiﬁ cant 
  rse is far 
  ave long 
  moving in 
  er its dead 
  uts and spies 
  as Syndilian the 
  nally from the Il-
  the Eye of Terror, 
  ple undertook the 
  Gate and into the
  heir Farseers. This 
  me known as the 
  laid down by 
  of years ago, 
  ople would
  ce.
  Farseers 
  he great 
  Fringe
  rces of 
  ould lay 
  of the world, a 
  owerless to 
  however, 
  enemies 
  upon each 
  close the gate 
  why Syndilian 
  g silently and 
  s cadre of elite
  the Eldar and 
  as been subtly
  entire Reach, 
  nﬂ uential targets 
  en enemies—
  conﬂ ict. Most
  wers have been
   meddling with the 
  terrorist by the Deathwatch. Kill-teams dispatched to areas 
  where he is thought to be operating often have Syndilian’s 
  assassination given to them as a tertiary mission objective 
  should they chance to encounter him. To date, however, 
  Syndilian has yet to be cornered by a Kill-team, and his few 
  brief encounters with other Imperial forces have been brief 
  and very one-sided. 
  
  VI: Heroes of the Crusade
  LORD COMMISSAR 
  VANCE THEREN
  Lord Commissar Vance Theren is currently the head of the 
  Triumvirate that is in command of the Orpheus Salient. 
  Educated at the Schola Progenium on Veneris, he has 
  faithfully served the Commissariat for the past sixty-ﬁ ve 
  years. He was assigned to the Achilus Crusade from the 
  outset and was attached as a liaison to General Curas’ staff. 
  Theren is a hard man, but unlike a stereotypical Commissar, 
  he actually cares about the lives of the men and women 
  under his command. This became apparent to the other two 
  members of the Triumvirate when he rewrote the defence 
  plan for Treyan upon seeing General Arkelius had called for 
  over one million Guardsmen to be sacriﬁ ced as bait to bring 
  the Tyranids into a speciﬁ ed kill zone. The death of General 
  Curas hit Theren hard. While they could not be considered 
  friends, the two men had a mutual respect for one another and 
  General Curas would often take Theren into his conﬁ dence 
  about private command matters. As the orchestrator of the 
  Great Deception, Lord Commissar Theren is constantly on 
  the lookout for signs that one of the two Arkelius siblings 
  is plotting his downfall. Without his iron discipline keeping 
  the rank and ﬁ le in line, the Orpheus Salient would be lost. 
  His relationship with the Deathwatch is strong since, as a 
  Commissar, he always appreciates when a walking morale 
  booster shows up on the ﬁ eld of battle.
  LORD ADMIRAL 
  ANASTASIA ARKELIUS
  Like her brother, General Derian Arkelius, Lord Admiral 
  Arkelius is member of Noble House Arkelius on Scintilla. She 
  is also an excellent tactician, albeit in naval engagements, but 
  she commands the respect of her crew and the Captains of her 
  ﬂ eet. Those that serve her understand that while their souls 
  may belong to the God-Emperor, their lives belong to her. 
  Before General Curas was killed, he placed her in command 
  of Battlegroup Cerberus. This ﬂ eet of over ﬁ fty ships ranged 
  in size from her ﬂ agship, the Battleship Emperor’s Nobility, 
  to the nimble Sword-class Frigates. When Lord Commissar 
  Theren created the Triumvirate, Lord Admiral Arkelius was 
  the ﬁ rst of the two siblings he approached, as she represented 
  a skill set in which he was sorely lacking. She is constantly 
  mentioning this to her brother, General Arkelius, in hopes 
  that she can provoke him into doing something rash that will 
  eliminate him from being chosen as General Curas’ successor. 
  Her attitude towards the Deathwatch is that of a cautious 
  respect. She does not trust their ulterior motives, nor does 
  she appreciate it when one of her ships is commandeered for 
  a near-suicidal mission.
  GENERAL DERIAN 
  ARKELIUS
  General Derian Arkelius is the eldest son of the Noble House 
  Arkelius on Scintilla. He is a tactician without peer, but his 
  ﬁ eld leadership skills are weaker than would be expected of a 
  man of his rank. General Arkelius is at all times accompanied 
  by an elite bodyguard drawn from the veteran squads of the 
  84th Scintillan Grenadiers. He feels that this sends a message 
  to his men that they should always be expecting trouble 
  and to never let their guards down. When General Curas 
  was killed in action, General Arkelius immediately began 
  lobbying Lord Militant Tetrarchus to be appointed to the 
  post. While his request was never ofﬁ cially denied, neither 
  has he been appointed Commander of the Orpheus Salient. 
  This is why, when Lord Commissar Theren proposed his 
  deception, General Arkelius jumped at the chance. If nothing 
  else, it would give him an opportunity to deny his sister 
  the ability to make a stronger case for herself. His attitude 
  towards the Deathwatch (and Space Marines in general) is 
  barely constrained hostility. To him, Space Marines represent 
  a force that should be under his direct control, and he sees 
  them as nothing but glory seekers who are denying him the 
  chance to prove himself worthy as Curas’ successor.
  
  VI: Heroes of the Crusade
  VI: Heroes of the Crusade
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  Space Hulk: Death Angel – The Card Game © Games Workshop Limited 2010. Games Workshop, Space Hulk: 
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  associated marks, logos, characters, products and illustrations from Space Hulk: Death Angel – The Card Game 
  game are either ®, TM and/or © Games Workshop Limited 2010, variably registered in the UK and other countries 
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  VI: Heroes of the Crusade
  VI: Heroes of the Crusade
  www.FantasyFlightGames.com
  Tannhäuser is a board game of squad-level combat, heroism and horror, that thrusts players 
  into an alternate universe where the Great War rages on. As the Reich recklessly meddles in 
  forbidden knowledge, the Union hounds them at every turn in an effort to prevent the world 
  from falling into chaos. Outfit your troops with unique alien technologies or arcane powers, 
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  Join the Deathwatch Space Marines as 
  they battle alongside the forces of the 
  glorious Achilus Crusade, sweeping across 
  the lost worlds of the Jericho Reach.
  Detailed descriptions of the Reach’s most signiﬁ cant 
  planets and warzones allow players and GMs to 
  plan new Deathwatch Missions of vital importance 
  to the Crusade. 
  Some foes may be reasoned with; others must be 
  fought to the bitter end. Learn more about the major 
  threats to the Crusade’s advance.
  New NPCs, adventure seeds, and player options await 
  within. Bring your campaign into the front lines of 
  the Achilus Crusade, and choose which worlds shall 
  be saved...and which shall burn. 
  All the information you need to lead the 
  Crusade to victory!
  Suitable for players of all levels.
  A copy of the DEATHWATCH Core Rulebook
  is needed to use this supplement.
  CONQUER THE JERICHO REACH IN THE NAME OF THE EMPEROR!
  The Achilus Assault                 DW06
        ISBN: 978-1-58994-783-2
  9 781589 947832
  53995
  1072JUN11 
  
SOURCE: textdata/thevault/Warhammer/40k/Game books/Deathwatch/Rulebooks/Deathwatch - The Achilus Assault.pdf