Fiction:Unified Alliance of Enlightenment/Olympians

"We have withnessed the power of the Tyranny's Overseers during the Great Deceiver campaign. Now, they are beseiging us again. We must have a counter, and one we have. They will be our finest warriors, clad in great armor and armed with the greatest of our weapons. They are our Olympians, they shal know no fear and by their sworn creeds, they will enlighten our enemies into our ways."

- Kossi'Valicar

The Olympians are the male part of a Preatorian Congregation, organized into Chapters. They mainly hone themselves in the art of all-on war, as their vahllan counterparts prefer agility and persuasion. Due to their more heads-on approach compared to Vahallans, the Olympians of the UAE are far more known to their enemies.

Each Primary Chapter, known as a Creed before splitting up insto descendant Chapters, is lead by an Arhat, whom were specifically created to lead said chapter. Secondary Chapters, Tertary Chapters and so on are created from Primary Chapters, and lead by an Archon, the most capable warrior and strategist of this Chapter.

Troops
Power Trooper= Power Troopers are the main combat units for chapters, being armed with Bolter rifles, and commonly being used for ranged combat and most other attacks.
 * common usage - Main Combat
 * Weapons - Bolters, Laser Rifles, Plamsa Pistols, Flamers, Melters, Antimatter Beamer
 * Defenses - Powered Armor

They commonly carry Bolters, gained from the Hegemony and increased by the Multus. The bolts of the Bolters are capable of hitting through solid objects to attack enemies, then, ram into targets and explode. Sometimes, instead of wielding only Bolters into battle, two Power Troopers in a squad are instead armed with Laser Rifles instead for cleaner and more pinpoint kills, with the more powerfull Plasma Pistols, or with Flamers and Melters for anti-infantry and anti-verhicle purposes, respectively. Sometimes, the most veteran of squad leaders will come into battle with the fearsome antimatter beamer. This weapons sends out a beam of antimatter that converts ant normal matter in it's path, making the beamm especially dangerous over long distances.

While weapons and armor types change among the various squadrons sent in, what does not change is their usage, being used as the cornerstone of most assaults, due to firing speed and combat abilities. They are very tactically adaptable, and sergeants often advise their Commanders on combat and what course of action to take.

Marauder Trooper= Marauder Troopers are those Olympians charged with clearing the field of enemies, and quickly clearing out enemy fortifications after these have been breached by Breacher Troopers. As such, are commonly deployed in combination with Breacher Troopers, and to wipe out survivors, mostly as an act of mercy for most Chapters, for for others as an act of crude but effective routine.
 * Weapon - Chainswords, Bolt Pistols, Flamer
 * Defenses - Powered Armor

Marauders are armed with Pulse Pistols and Chainswords for their grim task. They are commonly Power Trooper squads who trade in their Bolters for a Chainsword and a Bolt Pistol, or an flamer to quickly deal with large masses of enemy infantry.

Marauders are mostly used by the Rad-Eaters and the Flesh Renders.

Breacher Trooper= Breacher Troopers are fatalistic warriors used to clear the so-called "Zones Mortalis" of enemies, including defensive walls and trenches. They are also the first to be send in when an enemy fortress or ship is breached.
 * Weapons - Bolt Pistol, Lascutter, Melter, Flamer
 * Equipment - Powered Armor, Storm Shield

Breacher Troopers, or Siege Breachers as they are known by the Steelrollers and Rad-Eater chapters, wear heavy armor and a Breacher Shield to protect them from the enivetable rain of incoming fire. They also wield lascutters, special laser weaponry designed to cut open fortifications, and bolt pistols to kill their enemies in one accurate shot. Some will swap in this lascutter for an anti-armor Melter, or the bolt pistor for an flamer quickly to clear out bunkers.

They are commonly used by the Rad-Eaters Chapter, but most of all by the Steelrollers.

Jump Trooper= Jump Troopers, are close-quarter Olympians that use Jump Packs in battle to launch themselves at foes, and strike them at close range, usually surprising their foes.
 * Usage - Ambush, Close Combat
 * Weapons - Chainswords, Flamers, Melters, Volkanite Caliver, Gravity Gun
 * Equipment - Powered Armor, Jump Pack

Jump troopers, as such, commonly use Chainswords to slash through their enemies. If they face a foe at range, they make use of Flamers to shatter infantry or Melters to melt trough armor. Squad leaders will commonly be equipped with a Volkanite Caliver, a weapon of Lavatuft origin that fires a ray of heat with volcanic force, searing flesh from bone with explosive results. The most experienced of them often prefer to wield a Gravity Gun instead, a weapon that trows lightly-armored enemy troopers far over the battlefield by negating the gravity around them for a short amount of time, often with spectacular results.

Due to the high-risk behavior involved with such assignments, Jump Troopers commonly suffer the worst causalities.

Blade Trooper=
 * Usuage - Melee Combat, Counterstrikes
 * Weapons - Vibroblades, Chainswords, Power Sabres
 * Equipment - Powered Armor

Devastator Trooper= Devastators are the heavy gunners of their team, commonly deployed in defensive positions, commonly used to mow down lines of enemy infantry with little problems.
 * Usage - Heavy Weapons
 * Weapons - Heavy Bolters, Rotation Bolters, Lascannons, Plasma Cannons, Heavy Flamers, Heavy Melters, Volkanite Culverin
 * Equipment - Powered Armor

They commonly carry Heavy Bolters, with are the larger, heavier variant of Bolters or the organ gun-like Rotation Bolters. Two might carry Laser Cannons, Plamsa Cannons, Heavy Flamers to break apart large groups of infantry, or Heavy Melters to get trough the toughest or armors. Squad leaders commonly an Volkanite Culverin that is able to fire an heat ray that can lit up layer after layer of matter as it travels trough foes.

However, many of these weapon take a while to set up and be ready. Due to this, Devastator squads depend on protection, due to limited mobility.

Destroyer Trooper= Destroyer Troopers are simmilar to Devastaor Troopers, but are used for the total destruction of the enemy. Equipped with massive rocket and grenade launchers, and bolt pistols that fire irradiated bullets, Destroyers are designed to take down vehicles, while most Devastators serve an anti-personnel role. Squad Leaders carry special Gravity Imploders, that fire miniaturized black holes at their foes to such them in, or Heavy antimatter Beamers, that fire a thick beam of antimatter that grows stronger as it travels and creates a titanic blast upon impact. As such, when a Destroyer squad does attack infantry, however, the results are short, and bloody.
 * Use - Complete enemy destruction and anti-vehicle warfare
 * Weapons - Bolt Pistols, Rocket Launchers, Grenade Launchers, Gravity Imploder, Heavy Antimatter Beamer, Nuclear Cannon
 * Equipment - Powered Armor

Only the most experienced Destroyer Trooper squad leaders are allowed to wield the fearsome Nuclear Cannons, that fire a miniature nuclear warhead, destroying and heavily irradiating everything in it's blast radius. Said Olympians are often shunned by most Chapters, but are in fact quite common in the Rad-Eaters.

Destroyers where made for a heavy assault unit that could be used to destroy enemy vehicles and larger targets. While more aggressive then Devastators, Destroyers suffer slower movement speeds, but heavier armor, and depend on the protection of more mobile Olympians even more than them. Their usuage of both dual Bolt Pistol and an Heavy weapon makes somewhat up for it, however.

Attrition Trooper= Attrition Troopers are sour and grim-faced warriors, charged with, as their name states, executing attriction warfare. Instead of going after enemies like most, they instead cut off supply lines and destroy stocks of supplies.
 * Use - Attrition and Scorched Earth warfare
 * Weapons - Depends from chapter to chapter
 * Defenses - Powered Armor, Jetpack (at times)

For this, they are armed with a variety of weapons, that depends from chapter to chapter, but are each equally horrific effects. The Magma Hounds often arm theit Attrition Troopers with Incerators, the more powerfull but equally dangerous versions of flamers, that are able to incerate whole platoons in one belch of fire. Should an enemy be caught in it, then he will ineviabely be incarated as well. The weapons used by the Plague Senitels release either a corrosive stream of bile or a highly toxic, liquid vapour that instantely withers crops. Finally, the weapons used by the Rad-Eaters will spew out a seething radioactive mist that burns with whitish-yellow flames that are somehow attracted to movement. Rumors are that the Rad-Eaters, against all edicts, use said weapons to clear out the trenches of certain extremely foulhardy enemies as well.

Attrition troopers are used by many chapters under many different names, but are mostly found in the Plague Senitels, Rad-Eaters, Lava Hounds and Dawn Herald chapters. Many chapters, however, such as the Abiding Guard and the Queen's Children, see their use as immoral and refuse to wield them.

Evesor Trooper=
 * Use - Close-Combat slaughterers
 * Weapons - Lightning Claws, Chainswords
 * Equipment - Powered Armor

Biker Trooper= Biker Troopers are a group mounted on speeder bikes and jetbikes, and armed with power spears and other melee weapons. Often considered even more insane and risk-taking then Assault Troopers, Biker Troopers are used to close in on enemy units, and butcher them, capture running forces, or destroy enemy artillery positions.
 * Use - Fast-moving, close assault units
 * Weapons - Power Pikes, Bes'cardermis lances, Plasma Pulsers, Gravity Gun
 * Equipment - Powered Armor, Jetbike

Bikers are armed with Power Pikes, pikes envelopped in a forcefield that allows it to stab trough anything with sufficient force. Ugandal-aligned ones often use Bes'cardermis Lances, similar to those used by Ugandal Dragon-riders. Other carry plamsa pulsers in case the enemy is attacking from a long distance, or gravity guns in case they would attempt to charge and create trouble for the as-charging Bikers.

Bikers are common in the Peacebringers Chapter, except they ride cybernetic, enhanced ponies/horses into battle instead of Jetbikers. Ice Wolves also use a version, though they ride upon gigantic wolves instead.

Sonic Trooper= "They wish to silence us? Let Freddie Mercury sing through us!"

- A Sonic Trooper of the Peacebringers

"This imperfect silence offends our ears! THINGS WILL GET LOUD NOW! IT WILL BE PERFECT! IT MUST BE PERFECT!"

- A Sonic Trooper of the Queen's Children

Sonic Troopers are those Olympians that wear powerfull sonic weaponry into battle. Said weapon is either a Sonic Baster that fires deafening, sound-based waves, or a Blastmaster, that fires a powerfull blast of concentrated sound at enemies. Both tear foes apart apart and rip their armor through and through, while filling the field with their "music". However Blastmasters also cause an explsoion of sound, though they are more dangerous to use.
 * Use - Anti-infantry use
 * Weapons - Sonic Blaster, Blastmaster
 * Equipment - Powered Armor, Sensors

Sonic Troopers are not used by many Chapters, though are extremely common in the Peacebringers, and to a lesser extend the Queen's Children and their descendant Chapters. In case of the Peacebringers, the "music" they use, is actually high-sped, weaponized Queen songs, cranked up and sped up to be loud and almost unable to be understand. The different songs are actually used against different enemies and situations, and only the Peacebringers can truly understand the music still, singing it loudly on the field at times.

Sonic Troopers are commonly seen as insane and dangerous by outside chapters, however this is not acttually true. Some members of the Peacebringers actually used weaponized guitars designed for when any pic is brought against the strings, will create their music. These ones have studied Brian May's work intensely, leading to them wanting to replicate his sound in battle.

Psychic Trooper= "Ours is the knowledge. Our is the duty. Ours is the will."

- A Librarian from the Sons of the Eye

"As our bodies are plated in Power Armor, our souls are protected with our loyalty. As our bolters are charged with death for the enemies of light, our thoughts are charged with the wisdom of enlightenment. As our ranks advance, so does our devotion, for are we not Olympians? Are we not the bringers of dawn, the loyal bane of the old night?"

- A Dawn herald Chaplain to his peers

"Too much stress! Can't take it anymore! Here it...ACDCAC...DAAAGGGHHH!"

- A Peacebringer Psysic upon losing control

"Feel the despair, feel the darkness. Let it immobilize your body, let it erode your mind, and let it consume your soul."

- A Rad-Eater Mourner

Psychic Troopers are unique units, those troopers who have the power and ability to use essence and unleash these terrifying powers upon enemy units. Incredibly powerful, Psychic Troopers are divided into a Librarian Corps and an Chaplain Corps. The Librarians are tasked with maintaining the study of relics and recording a great many tales of their legion in their Librarium, acting as record keepers and chroniclers. The Chaplains are charged with administring the spiritual health of their Battle-Brothers, checking on taint, and for the more religious Chapters, act as priests and give sermons to their deity or deities.
 * Usage - Essence powers, Relic study
 * Weapons - Librarian Staff, Crozius Axe
 * Equipment - Powered Armor

Few Psychic Troopers exist as their training is far more rigorous and horrendous then those of other members, and, as such, they must be ready to face the servants of the Brotherhood and their manipulation. To them, such a highly powerful psychic user is a prize to sought after til the end of days.

Their main use in battle is to empower their comrades, increasing their strength telepathically, and give sermons to strengthen the zeal of their brothers. Their other use is to study the full history of their Chapter, and it's related ones, becoming a master of the knowledge passed down from the centuries, and becoming trusted advisors to the Commanders and Chapter-Masters.

The amount of Librarians and Chaplains differs from chapter to chapter. The Dawn Heralds, for example, have an extremely high amount of Chaplains, but no Librarians, as their Chaplains also receive Librarian cross-training. The Peacebringers, interestingly enough, have a surprisingly high number of Librarians (nicknamed Weirdos), but they lack control and often release their power in highly destructive bursts. The Rad-Eaters, the other hand, completely lack both types. Instead they use terrifying female Mourners that project an aura of dark melancholia and misfortune to demoralize their foes. The Queen's Children also have a rather low number of both, but they are treated with extreme reverence and have honed their skills to the level of perfection.

Their weapons, from Librarian Staves to Crozius Axes, are designed not only for battle, but to focus and amplify their already considerable powers.

Psychic Troopers are respected as wise, holy beings among their brothers, and their comrades willingly protect them from several dangerous threats in their hunts for knowledge.

Culexic Trooper=
 * Use - Battlefield Assasins, Anti-Psysic Warfare
 * Weapons - Evil Eye Lens, Scaling Claws
 * Equipment - Powered Armor, Reflex Enhancers

Medic Trooper= Medic Troopers are officers responsible for the health and welfare of their brothers. Trained in medical science, bionics, and the biology of all species in the Alliance, and outside of it, the Medic Troopers are used to heal their brothers during battle, commonly performing their risky surgeries right in the middle of the field.
 * Use - Healing and maintaining health of their comrades
 * Weapons - Chainsword, Pulse Pistol
 * Equipment - Powered Armor, Medical Bone saw, Medserum injector

Medic Troopers have the task of extracting the Gene-Seed from fallen brothers, and injecting their brothers with Mediserum, which can keep soldiers going even after they should be incapacitated. If their brother cannot be healed, it is their job to administer euthanasia to finally give the warrior a peaceful death he so deserves.

Medic Troopers often use their anatomical knowledge to attack their foes with well aimed Pulse Pistol shots and well timed slashes of their Chainswords. They can often use a variety of other tools, even their Medical Power Saw, which they can use to slice off infected limbs, or enemies' limbs. The largest amount of Medic Troopers can be found in the Plague Senitels, who pride themselves well in this fact.

Tech Trooper= Tech Troopers are unique soldiers, being trained on the Multus Esse Hive world of Elysium. For years, they are trained to be one with their machines and technology, allowing them to "feel" their machines, so they may repair them better. Not only responsible for tending the weapons of their brothers, but also for repairing armor and studying enemy technology, Tech Troopers are highly useful. So intelligent are they are in the ways of machinery, they can remember how to build and repair every UAE weapon from scratch, without aid.
 * Usage - Combat support, repair, technology and weapon study
 * Weapons - Bolter, Plasma Pulsers, Melter, Volkanite Caliver, Gravity Guns, Antimatter Beamers
 * Equipment - Powered Armor, Servo-Arm

Tech Troopers commonly replace their bodies with cybernetics. Some rumors abound that many Tech Troopers are not actually organic anymore, their brains and memories stored onto a robotic creature inside their armor. Tech Troopers are most common among the Iron Skulls.

Tech Troopers commonly craft their own Bolters, wich they carry into battle. Alternatively, many will wield Plasma Pulsers, Melters to reduce enemy equipment to slag quickly. The most experienced, however, often wield much rarer weaponry, like Volkanite Calivers, Gravity Guns or Antimatter Beamers, wich they use with extreme skill, due to their thorough study of these complex guns.

Scout Trooper= Scout Troopers are Olympian initiates to the Chapter, and commonly those in training, aspiring to be join the one of the other combat squads, but until then, fight with various long range sniper weapons, mid-range scoped Seeker Bolkters, and close-range shotguns and combat knifes. They can carry a variety of other weapons though, if allowed, by their Sergeant, an experienced Recon Olympian who has taken to training the Scouts so they may be ready beter. Most of their weapons are designed for silent combat and have pinpoint accuracy.
 * Usage - Scouting
 * Weapons - Stalker Sniper, Seeker Bolters, Shotguns, Knife
 * Equipment - Scout Armor/Powered Armor, Sensors

Scout Troopers have lighter armor then their comrades, being considered a little lighter than the armor worn by Clone Commanders of the Alliance. While still durable, they depend on fast speed and quick reflexes. Due to the fact their still growing an adapting to their new genetic upgrades, they must learn to hone their new abilities before they can join the main squads. Based on their the skills they portray during training and assignments, they are sent to all sorts of squads, either Power, Jump or Devastator. Those who do exeptionally well in stealth never leave the scout squads, but are placed in the Recon Trooper subdevision of the Scout Squads. Recon Troopers recieve upgraded sniper rifles and shotguns, radars and stealth gear, as well as wearing a cloack to identify themselves.

The use of Scouts varies from Chater to Chapter. For example, the Peacebringers, once they finish training at their fortress world by their father, are considered worthy of joining the main Corps, and do not need to be scouts to start with. The Ice wolves also do not use scouts, but initiates are instead placed in the brutal Blood Fang corps. The Raptors, on the other hand, do use an far large amount of Scouts and Recon Troopers than most, and use them for a wider variety of duties than most, from simple spying and recon to actually taking out enemy squad leaders.

Contemptor Trooper= Contemptor Troopers are those elite individuals who wear Tactical Contemptor Armor, a smaller, man-sized version of the Contemptor Walker's armor. While it slows the wearer, the suit not only further enhaces the Olympian's durability, but also their strength. As such, they can be often found guarding their Chapter Master and his Force Commanders during times of peace and war.
 * Usuage - Bodyguards, Heavy Troopers
 * Equipment - Contemptor Armor

The armor and shielding of the suit are far thicker than that of already impressive regular Olympian Armor, and are able to stop even a missile barrage. Into battle, Contemptor Troopers wear smaller versions of the weapons carried by the Contemptor Walkers, such as Power Fists, Thunder Hammers, and Multi-Weapons.

Commander=

Land Verhicles
Contemptor Walker= The few Olympians who have survived heavy injuries without death, but remain in a coma or similar state, get the honor of being integrated at the core of an Contemptor Walker. The design of the Contemptor is based on that of the Hegemony's Dreadnought, but sleeker and less "metal box-like". Commonly, Contemptors are not only the strongest, but also the wisest of their Legion, having survived many battles, and causing many to follow their orders in battle.
 * Usage - Heavy combat, brute force

Contemptors usually use their fists or chainblades in battle, though intsead of a 2 hands, most have an multi-melter, plasma cannon or autocannon at the end of one arm for ranged combat.

For the Venerable Five and their descendant chapters, a simmilar, yet different form of the Contemptor exists, called Aegtors. They are larger, faster, and harder to produce than regular Contemptors. Most importantly however, they are walker-sized exoskeletons instead of true walkers, allowing to be controlled by fully living pilots who can enter and exit as they please. Aegtor commonly carry massive force blades or force helbards into battle, along with personalized equipment. Due to their force weaponry, they are useful in dealing with Rakar, War-Fiends and the like, and as such are especially favored by the Grey Hunters.

Ceros-class armored transport= The Ceros-Class Armored Transport Vehicle was designed at about the same time as the Predator, though was designed less for a combat role, and more of a supporting function, compared with the mightier Predator Tank. Heavily armored, moderately fast, and armed with a anti-infantry gunner position, the Ceros-Class has remained the steed of choice within the Olympian chapters throughout the Alliance, and it's traitor chapters.
 * Usage - Anti-infantry role, troop transportation

Amusingly, the Ceros was based off a mining and scout vehicle used by far off mining forces who worked in hazardous planets. However, military providers to the Olympians picked up on the design, and bought them from the company that made them, and repurposed them into a "Steed" for the Alliances' "knights". Coming armed with a simple anti-infantry gunner position on it's top, the Ceros can be upgraded with more weapon systems and defenses by it's users, and varies from chapter to chapter. Few keep its basic design.

The Ceros has heavy armor, protecting it's warrior-occupants as it escorts them across the field. Once it deploys it's warriors, they will use it for cover, as it's pilots help them by attacking enemies alongside them. Due to magnetic manipulation with the inner-workings of the Ceros, the transport can move across water, or, if further modified, glide short distances.

Predator-class battle tank= The Predator-class Tank is the main battle tank used by the Chapters of Olympians, and even sometimes by non-Olympians. A hardy monster of metal, the Predator uses several weapons to devastate it's enemies at range, or can simply crush them with it's gigantic treads. Designed for holding off charging enemies, the Predator is slow, due to nearly three layers of armor covering it's advanced machinery. While originally designed for troop transport, the Predator has soon become a more combat-oriented piece, designed to hold more ammo than troopers.
 * Use - Main battle tank

The Predator has 2 sets of rapid-fire laser bolters used to mow down infantry, as well it's main artillery canon. The Canon can fire either solid, explosive rounds, or plasma rounds at targets.

The Predator's armor is heavy, and comes in three layers, allowing resistance to small arms fire, heat, cold, electricity, plasma, and even radiation. Some Predators have the same magnetic plates as those of the Ceros-class transport, allowing move across water.

Icarus-class Anti-Air tank= The Icarus-class Anti-air Tank is modified from hybrid designs of the Ceros and Predator, combining the durability and moderate speed of both to make an anti-aircraft platform worthy of the Olympians.
 * Use - Long ranged anti-aircraft verhicle

It comes in armed with two oversized rotating heavy bolders on the top of the hull, one on each side of the verhicle. In between is oten an radar, used to seach for enemy aircraft.

However, since it's rotataing bolters can be risen and lowered at will, as well as rotated to the left and right, the Icarus can be as effectively used against infantry and ground verhicles.

Barrage-class Missile Tank= The Barrage-class Tank is an alternative design of the Icarus-class Anti-Air Tank, to make a siege platform worthy of the Olympians.
 * Use - Ranged siege warfare

Coming armed with twin Missile launching pods, the Barrage can send out 4 missiles from each at quite a long range, before it reloads. It can be upgraded with a missile pod that contains much more, much smaller missiles, up to 20 in fact. However, regardless the amount of missiles that are able to be fired in one shot, all are fired in an arc, and thereforeenemy they cannot be used against aircraft, only against enemy fortications.

The Barrage is heavily armored, though does not have as many layers as the Predator, due to the fact that it lacks a direct combat role, being more used for support. It is often used against cities, showering them with missiles along with bombing runs to break the inhabitants, and weaken it's garrisons.

Landlord-class heavy tank= The Landlord-class Tank is the "Mailed Fist" of the Olympians, and treated with the most respect. Piloted only by the most experienced pilots, the Landlord compensates speed for raw power, being seen in a similar light to the Contemptitan; they can easily turn the advatange of battle in the favor of the UAE.
 * Use - Heavy combat

Built like most tanks used by the Olympians, the mighty Landlord makes use of a powerful main gun, which shatters most enemies in one hit, and even rival tanks have difficulty standing before the mighty beast. Mounted on it's sides, nearby it's treads, are 2 smaller, yet still powerful, explosive gunner stations, used to fire plasma or shells at targets.

The Landlord, due to it's size, power and strength, is often the rarest of the tanks used by the Olympians, though just a few can successfully route an enemy army by themselves. Since, however, the Olympians care too much about them to do that, commonly deploy assistance to them, even when they might not need it, making them even more dangerous, due to how protective chapters are of these mighty war beasts.

Contemptitan= Contemptitans are far larger versions of contemptors, used by the 3 Multus Esse Chapters. Contemtitans tower over the battlefield, and are often personalized with iconography of their legion as well as banners of the Multus Esse house the Olympian bound within is from. While they do command the mightiest of war engines a Olympian can control, Contemptitan "pilots", having existed in near-death state for ages, are often benevolent and restrained, and do not boast about the might of the engine they control.
 * Usage - Battlefield Dominace

Contemptitans come in armed with a massive chainblade, power claw, or force lance at the end of one arm, and an thermal cannon, plasma discharger, or rapid-fire cannon at the end of the other.

Contemptitans are hard to build to to their size and high-tech armements and only slowly assembled, but pay off for this, as just one is easily able to turn the tide of battle in favor of the UAE.

Areal Verhicles
Bodkin-class jetbike= Many branches of the UAE's military make use of the motorbike-like hovercraft that jetbikes are, due to their manouvrability and the high speeds they can reach with ease. The Bodkin-class jetbike used by their Olympian Chapters is more like an one-manned version of the Tempest-Class attack speeder, tough far faster and far more agile. Due to this, jetbikes often are the favorite steed of Olympians performing scouting missons. While most Chapters use jetbikes to a lesser or greater degree, it favored by some more than others, such as the Queen's Children, due their tactics centering around fast and agile assaults, and the Peacebringers, due to their simmilar Blitzkrieg-style tactics.
 * Usage - Fast attack, scouting

The jetbike used by the Olympians has 2 modes, "recon" and "attack", that can be switched from one to the other with ease. The recon mode dampens the egines, allowing jetbike riders to perform scouting missions with ease. However, in this mode, the egines do not work at full force, slowing the jetbike down somewhat. In the attack mode, the egines are at full capacity, and the jetbike is able to reach increadible speeds that only a superwarrior like an Olympian can handle. In this mode, Olympian Sky Hunters are able to quickly dash from engagement to engagement, though the loud noise the jetbikes' egines make in this mode makes it almost imossible to move stealthily. Most chapters switch modes as the situation demands it, however the Hunter's Peacebringers have their bikes constantly in attack mode, trying to make as much sound as possible.

Users of jetbikes are often organized in the so-called Sky Hunter squadrons, with are made up of 3 jetbike riders. However, some Sky Hunters, especially with their skybikes in recon mode, will act out on their own. The name Sky Hunters comes from what jetbike users often do and exell in; hunting down jump troops and dropships with relative ease.

Tempest-class attack speeder= The Tempest-class is a fast moving attack and recon mid-air speeder, designed to support units while in battle. Designed to assist in combat, as well as help spy on enemies, the Tempest is designed for the use of all Olympian Legions, though is more used by some chapters than others. Most chapters that have a liking for skybikes also have a liking for the Tempest-class speeder. Especially the Queen's Children, and one of their sucessor chapters, the Raptors, are known to host a large number of them.
 * Usage - Fast attack, long-range recon

The Tempest-class carries twin Missile launchers or lascannons linked to it's wings, it's main weapons, and a nose-mounted Machine gun, used by a secondary gunner. The gunship usually has 2 pilots, main and co, to manage the weapon systems and engines, while a gunner handles the under canon used to mow down enemies.

Usually, a Tempest moves silently, watching enemies from afar, and reporting back to base on what they see. Due to the heavy armor, the Tempest is more heavily armored then other gunships used by other branches of Alliance military, though suffers from reduced speed.

Talonstrike-class Gunship=
 * Usage - Air-to-Ground Ship
 * Weapons - Heavy Bolters, Rotating Heavy Bolters, Skyhammer Missiles

Shockraven-class Fighter=
 * Usage - Basic Fighter
 * Weapons - Heavy Bolters, Rotating Heavy Bolters, Skyhammer Missiles, Gravity Cannon

Lightningfalcon-Class Jetfighter=
 * Usage - Interceptor, Dogfighter
 * Weapons - Skyhammer Missiles, Lascannons, Antimatter Beamer

Thundereagle-class Bomber=
 * Usage - Bomber
 * Weapons - Skyhammer Missile Launchers, Gravity Cannon, Bombs

Galehawk-class Stealth Flyer=
 * Usage - Stealth Ship
 * Weapons - Skyhammer Missile launchers, Lascannons, Antimatter Beamer

Cyclonephoenix-class Air Superiority Fighter=
 * Usage - Seizing Control of Enemy Air Space
 * Weapons - Rotating Heavy Bolters, Lascannons, Antimatter Beamer/Gravity Cannon, Bombs, Skyhammer Missile Launchers

Stormbasan-class Transport=
 * Usage - Transport, Maintaining Control of Air Space
 * Weapons - Gravity Cannon, Antimatter Cannon, Lascannons, Heavy Bolters, Rotating Heavy Bolters, Skyhammer Missile Launchers

Tactics
The Olympians all have varying ways of fighting, but all have similar combat doctrine. Most of the time, they put emphasis on infantry work, but tend to be the all-rounders of a field, not having any weaknesses in most fields of aircraft, covert work, frontal assaults or vehicles.

Since their armor is some of the most advanced, they tend to have a "in-your-face" fighting style, not afraid to show themselves on the field. However, this as far for a common tactic, and many Chapters tend to rely on speed, stealth or a combination of bot rather than raw strenth to win. As suc, combat tactics tend to vary greatly between Chapters. Considering how advanced their armor is, Snipers even find difficulty in taking Olympians out.

Olympus Archons
The Olympian Arhats are the genetic forefathers of each Chapter, and from whose gene-seed are new Chapters, and their number, are crafted. Initiation and enhacement happens inside an Chapters' The Ahrats and and their genetic lesser descendants descendants, known as Archons, are considered the peak of the UAE Science teams. The Olympus Archons and Arhats are genetically engineered to be superior to the race that spawned them.
 * Main Link

The Venerable Five
The Venerable Five is the name given to the Olympian Chapters created from the five most experienced and powerfull Chapters. Originally composed of Olympian Chapters created from the mayor three of the Multus Esse, the Volver Chapter later joined their ranks due to their hard fighting during the Return of THEM. The Ugandalorian Chapter joined for their outstanding performance in general.

Angalpha

 * Primary Species - Cassin'ra
 * Colors - Blue and Yellow armor with Golden trim
 * Badge - Golden, Winged claw/tail stylized into a letter Alpha
 * Speciality - Breaking morale, Attacks from the sky
 * Arhat - Barroq'Zan

The Angalpha also known as the Alpha Angels, are Chassin'ra Olympians, breed to be the most effective and most deadly of the Chassin'ra assault forces. Given unique powered armor, much more advanced then their cousins, and designed to resemble the Gods of their mythology, these Chassin'ra are said to be descended from the God Karrus'Acha'Ton, the God of war, who blessed Barroq'Zan with his blood while he was a brood-egg, or so it is said.

As is tradition for the "Gods", the Angalpha whear large suits of powered armor, a helm decorated with dozens of long golden feathers, and shoulder pads with a claw directly ending ending their massive goldens wings. Unlike most other Myrads, whose badge is found on their shoulder pads, the badge of the Angalpha is instead found on their chest armor. The armor is mostly blue, with gold trim and yellow markings across the chest and limbs, often forming a painting of some sort. For combat, they carry a directed energy arm canon, Energy Spears, and power broadswords.

The Alpha Angels make use of an large amount of areal craft and dropships, by far outranking their other types of verhicles. Their favorite tactic is to drop troopers of directly above hot zones, making it look like these impressive warriors descend from heaven itself.

Their initation rite is to face Barroq'Zan himself in an arena, with nothing but blades and basic armor. If impressed by their resolve and skill, he and his brothers will accept them.

They are lead by Arhat Barroq'Zan, a infamous commander that, due to the date of his birth, and his wicked red eyes, is said to be son of the god of war. Barroq'Zan's armor is different from the rest of the Chapter, being purely gold, with a feather motif, and a heart-shaped sapphire in the center of his chest, surrounded by 2 Angalpha badges, the claws facing each other. Behind his head is a flaming, golden halo. While he is caring towards his Olympians, he is aggressive in battle, delivering his wrath upon anyone who treatens his battle-brothers, and taking few prisoners.

Abiding Guard

 * Primary Species - Locrin-Noth
 * Colors - Bronzen with Brazen trim, Ivory shoulder pads and Bone elbow and knee pads
 * Badge - Flaming wyrm eating it's own tail, repersenting eternality
 * Speciality - Breaking morale, Defensive Trapping and Flanking
 * Arhat - W-Kis

The Abiding Guard are the second of the Multus Olympians, trained to such a degree they have formed their own matter hive. The Matter hive for the Multus is a hive-mind that allows them to switch between light and dark matter in unison, so as not to create the dangerous combination of both existing at the same time. However, since the Abiding Guard are independent of this, they often use the opposite matter as the others, enabling them to combine the 2 to completely devastate their enemies.

Using their ability to switch matter abilities in second, allows them to adapt strategy quickly, and break their enemies through constantly changing their attack style. Mostly, they will stand in wait in perfect order, waiting for the enemy to strike them, before quickly repelling the assault by starting to march onwards and striking back at the foe with lethal force. In the final stage, when the enemy is certain to be broken, they will change strategy, instead trying to flank, and in a later stage, encirlke their targets, cutting them off rescource lines. Furthermore, they are adapt at setting up traps, such as dark matter traps with slow or posion their foes, or light matter traps with stun said foes and erode their will to fight. The Abiding Guard is notable for their almost complete lack of verhicles.

The Abiding Guards' initiation rite is to stand alone in a locked, secured room. After it is secured, 5 other members, including W-kis himself, will activate their light and dark matter powers and focus it, forcing the being to absorb it. If they retain consciousness, and can absorb the power, they will be accepted.

Their Arhat is W-kis, a Locrin'noth Guardian who was allowed his own Matter hive through a successful experiment. A being of an iron composition, W-kis is unbreakable in the face of all odds. While known for his valor, he none the less ties to control hilltops, plateaux and mountain passes in battle, so to have the high ground, before he and his Chapter marches in and breaks the enemy. W-kis' is a gaint compared to other Locrin-Noth, and wears heavy brazen armor, a Dark/Light matter SMG, and a flaming lash. He is close to many of his comrades, and his control of matter is so acute that some near can briefly access it to bolster their weapon systems.

Sons of the Eye

 * Primary Species - Alimbic
 * Colors - Bright Red and Purple with Platina trim
 * Badge - Stylized purple eye
 * Speciality - Breaking morale, Mind-Reading, Enemy Assault Prediction
 * Arhat - Far'trak

There are some Olympians just as feared as they are useful. None can be more said for the Sons of the Eye. Designed for not only the destruction of enemies via both the mind and their advanced telepathic abilities, the Sons are also known to use powerful mind-reading abilities to inform themselves of their's enemies location, alowing them to easily defeat them. Designed with enhanced essence and telepathy to their more common brethren, the Sons use these abilities to assist in assaults or defenses.

The Sons use Essence-based attacks with their beam weapon equipment to tear through their enemies with little abandon. They use their essence to create shields, fire blasts, or swat their enemies' aircraft from the skies. Their telepathy is enhanced to allow for mind reading, allowing them to adept to their enemies' new goals and objectives, as well as anticipate where attacks will come from, or even clog up the minds of their foes with visions of despair, driving them insane.

The Sons whear Egyptian-like armor, mostly red, with a platina trim, glowing purple runes on the helm, elbow and knee pads, and purple lights across chest and behind the visor itself. They have a special standard on their helmets, and and an often-glowing purple eye on their chest armor, adding to their grand appearance.

Their initation rite is to impress Far'trak with visionary skill, whatever mind-reading of the future is used or not. If Far'trak is impressed, then the initiate is put into enhanced sleep inside a golden sarcophagus. This sarcophagus gently gives off the Gene-Seed, with is inhaled by the initate, who in turn is enhanced into an Olympian and given enhanced essence powers. Once the enhancement is complete, the Olympian awakens and uses his telepatic powers to lift of the front of the sacrophagus, so he can get out.

They are lead by Far'trak, a powerful Alimbic that was chosen for his wisdom and tact in many occasions. While he does not see himself as completely competent or the most inspiring figure, Far'trak is willing to endure much for his empire and people, and is quite probably not only a skilleed essence user, but one his people's greatest tacticans as well. He has taught himself and certain high ranking members of the Sons who to absorb enemy shots to their eye, and refocus it into beams of light back at an enemy.


 * Notes - Based on the Thousands Sons and the Sons of Horus

Ultraknights

 * Primary Species - Soldarian:Volver
 * Colors - Blue with Silver trim and Cyan elbow and knee pads, gloves and boots
 * Badge - An Omega symbol upside down, forming an stylized letter U
 * Speciality - Surviving in any environment
 * Arhat - Raballut Ulthon

Of all Olympian Chapters, none as as known and famous as the Ultraknights. Of mixed Soldarian and Volver in origin, the Ultraknights uphold the virtues of honor and courage heavily, even more so than other Chapters. While other Chapters tend to specialize in one field of warfare, the Ultraknights train themselves in all of them. This causes them to be efficient in every task that is given to them, though they not the greastest practitioner on any of them. Yet it is this general adapitabilty that marks the Ultraknights, and indeed the whole volver race, out for glory and the greatest of battle honors. Their Ahrat is the legendary Raballut Ulthon, who was formed by mixing the best Soldarian and Volver Gene-Samples together.

IThe Untraknights are well known for their unbreakable discipline, derived from the warrior culture of the Soldarians, where much of their own culture derives from. If there is one thing the Ulraknights are nigh unbeatable in, however, then it is in the art of the sword. Like the Volver Knights the honor-bound aspects of their culture derives from, the Ultraknights fence and train themselves without respite, becomig swordsmen that other Olympains cannot match. Despite this, being originally a Chapter existing out of swordsmen only, the Ultraknights are quick to adapt new types of troops into their ranks is they see their use, and have eventually come to use of any and all types of Olympian Troops that are around. With the Ahrats of the Angalpha, Abiding Guard, Sons of the Eye, Queen's Children and Lunar Wolves, the Ahrat of the Ultraknights, Raballut Ulthon, wrote down the honored codex that contains the rules how to use these various kinds of troops at maximum efficienty. The Ultraknights are extremely adaptable in the fields of battle, using whatever type of troop the situation demands.

As to be accepted into the Ultraknights, one must first show his mastery over the blade. They must battle others aspirants ho wish to become Ultraknights and must disarm their opponent withour drawing blood; Afterwards, they are put upon dangerous feral worlds for a limited amount of time with only their blade and must simply seek to survive. The worlds are legio, from ash-covered lava worlds, nigh-passable mountainous worlds and dune filled desert worlds, to predator-infested jungle worlds, featureless worlds resisting solely out of dry ice or stormy ocean worlds. After an amount of time, the Medic Troopers of the Ultraknights will come to their resque and inject the aspirant with Ultraknight gene-seed. Their true training with Olympian weapons, equipment and verhicles is yet to begin. By the time their training us done, an Ultraknight can pilot and use any piece of technology that comes their way. Like all Violver, the Ultraknights have abilities that enable them to survive in any environment. These are also passed on non-Volver who are enhanced with Ultraknights gene-seed.

While all other Chapters of the Venerable Five prefer to work in secrecy, the Ultraknights do not, and as such are seen as the role model of other Olympian Chapters, much to the chagrin of the Queen's Children, who maintain a heavy rivarly with them. Due to them being seen as the role model Chapter, they host the largest amount of descendant Chapters of all Olympians, and many can trace their origins back to them.


 * Notes - Based on the Ultramarines

Grey Hunters
The famous Grey Hunters are responsible for attacking and destroying potent telepathic enemies, mostly of the Leviathan and the. A helpful quirck in their gene-seed caused them not to have acess to just Psionic, as originally intended, but to the other elements as well. They are also potent in telepathic use and telepathic shielding. Despite this sensitivity, and their constant exposure to the Darklings, none of their number have ever been corrupted.
 * Primary Species - Ugandalorian
 * Colors - Grey
 * Badge - A golden goat's skull across a grey shield
 * Arhat - Tyndar Maclon

Grey Hunters commonly deploy in Knight-like, advanced Multus-Ugandal hybrid armor, making them move faster, and fight harder then other Ugandals. They commonly carry advanced, rapid-fire assault rifles and Force Weaponry, as well as lightning claws and light sabers. Their armor is designed, like all Ugandal armors, to reduce the effect of essence, but theirs take it one step further, as some are able to produce an emergency essence-dampening field. Their relationship with other chapters ranges from close battle-brothers, to out right-rivalry, especially that which exists between they and the UltraKnights, due to both having a preference for close combat, and the Grey Hunter leader, Tyndar, almost refusing to follow the edicts of the Codex, due to not being included with the other Chapters in the discussion of the writing of the Codex of the Olympian Chapters. Tyndar was left embittered and confused, feeling he had failed his alliance some how with not being allowed to partake in the discussions of the creation of the Codex. His son Pollux and his Crusaders even went as far as denouncing the Codex has something written to exclude some chapters, and refused to answer to it.

It finally took the pressure from his son, Castor, to convince him to follow the Chapter-based ideals, though not all Grey Hunters accepted this. Those that did not, where grouped into the Black Crusaders under Pollux Maclon, who despised the control of the Codex, and followed a doctrine more like his father originally wanted. As such, they have not placed any upper-limits on their numbers. Those that followed the Codex where organized into the White Questea, and the most radical group became the Red Exorcists of Caronn Maclon.

Their initation rite is for the upcoming warrior to face Tyndar in a sparing match, with no weapons, using whatever fighting experience they have. If they can defeat him, or impress him, Tyndar will declare them a member of the Grey Hunters. During their training, they must keep their minds balanced, and their desires in check.

Grey Hunters are lead by the famous Tyndareos Maclon, or Tyndar for short. A strong warrior created from the genetic material of what is said to be Clan Maclon's most powefull adept, Tyndar was first deployd on the world of Franix Prime, a hostile world where survival was a constant struggle for the Ugandal colonists against the powelfull, demon-worhipping natives, and the vicious beasts under their control. When not fighting, Tyndar can often found out hunting, in with he exells. Tyndar is nice and polite towards his comrades and even captured enemies, preferring to take prisoners if it can be helped, though he always checks on demonic possession.


 * Notes - Based on the Grey Knights and the Red Hunters

Light Angels

 * Colors - White with Golden trim

Night Angels

 * Colors - Dark Green with Golden trim

Queen's Children

 * Primary Species - Raptoraean
 * Colors - Pink with Golden trim
 * Badge - Stylized golden wing
 * Specialty - Swift Strikes, Sonic/Light-Based Weaponry
 * Arhat - Elegand'r

The Queen's Children are not only Olympians, but the protectors of the Raptoranean royal family as well. For this honor, the Chapter believed it must become paragons of perfection, and as such every warrior of the Queen's Children, piece of equipment and every verhicle is placed in the function best suited to their strengths and proven ability, in such a sphere they are almost desitated to excel. Individuals are encouraged by their Ahrat, Elegand'r, to achieve the pinnacle of efficiency and unit cohesion, so to execute the legion's battle plans flawlessy. The Queen's Children place swiftness and agility over importance over firepower or "unsophisticated" brute strength. In particular, many Skybike-equipped Seeker Squads and Land Speeders can be found in many of the Queen's Children's compagnies. This because they fight in the same way as their Ahrat's species, the Raptoraneans. Furthermore, due to their praise of musics, it is not uncommon for Queen's Children to wield sonic weaponry, though not as overly desctructive as the ones carried by the Hunter's Peacebringers.

However, the Olympians of the Queen's Children are not purely warriors, for they are taught reverence for the aestic aspects that civilisation brings, no matter how primitive such civilization is. Art, sculpture, and music, among others, are highly praised, and when not honing their skills, the Queen's Children can often be found practisioning said arts. As Raptoraneans can mate with any species, it is no wonder that the Olympians of the Queen's Children are taught to praise and uphold the diversity of cultures and species in the UAE.

Their armor is exquisite, and colored pink with golden trim, the colors of the Raptoranean Royal Family. On their left shoulder pad is their symbol, a stylized golden wing, or the "Phoenix Wing", as the Queen's Children prefer to call it, after the Raptoranean royal family's symbol, a golden phoenix made of light. The size and 3-diminsionality of this wing symbolizes status, and as such their Ahrat had on his left shoulder pad a phoenix' beak erupting into a gigantic golden wing, each feather shimmering in a different color of light. As could be expected from the Queen's Children, they repair and repaint or upgrade their armor and weaponry after each battle, so it's original flawlessness stays.

Elegand'r, the Ahrat of the Queen's children, was in fact created from a perfected mix of the DNA from the Raptoranean Queen Shellyand'r and her famous husband, W'tze. This in particular lead the Queen's Children to become this close to the Raptoranean Royal Family and use the name and symbol they use. Elegand'r himself embodies his Legion's pursuit of physical beauty and perfection, having long silver hair that flows down his back, a melodic voice welcomes all who seek his counsel, and his full lips never being far away from a smile, one that erupts if only the faintest of reasons presents itself. He cares deeply not only for his gene-sons, but also for his "true" siblings that also are children of W'tze and Shellyand'r. Always takeing prisoners, he sees killing captured foes as a waste of potential, and using his charms and reassuring behavoir, he often manages to sway them to the UAE's side. The ornate armor and cape Elegand'r wears are made in such a way that they further bolster his beauty, and his skill with his 3-headed whip is said to be legendary amost his kind, not that Elegand'r boasts about it. The guard of Elegand'r are called the Phoenix Guard. They are distinguished from main Queen's Children by their large, 3D shoulder badge, having a phoenix-shaped visor on their helmet decorated with long feathers, and can be commonly seen wielding Force Glaives as well as Force Lashes.


 * Notes - Based on the Emperor's Children

Raven Senitels
The Raven Senitels are aCchapter known for their highly mobile way of war. They are experts at guerilla warfare and using jump packs, hitting hard and fast with very percisise manuvering before vainshing without a trace. Therefore, they sport more Scouts and Recon Troopers than any other Chapter, and as much Jump Troopers as the infamous Flesh Renders whom they strongly disdain.
 * Primary Species - Violaven
 * Colors - White, Black
 * Badge - White Raven on Black Backgrounds
 * War Cry - Deliverance!/Wings of the Raven, Wings of Freedom!
 * Arhat - Raaf Coronis

The battle companies of Raven Senitels can fully well make descisions on their own, and as such are often spread all over the territories owned by the UAE, although they still keep close contact with each other. The Raven Senitels see it as a great shame to kill civilians and will go out of their way to keep them from harm. Most even prefer to evacuate whole cities in enemy territory before even engaging the enemy armies in the first place.

Their Archon is Raaf Coronis, a black-feathered Violaven that as such looks extremely simmilar to an oversized raven or crow. He is a secretive person and very adept at infiltration. Silent and unseen, he slips behind enemy lines, quickly obliterating his foes before swiftly vanishing. A fervent hater of tyranny due to the high amount of action he saw in the War afgainst the Drakodominatus Tyranny, Coronis values freedom highly and believes that any who take freedom away from others do not deserve to live. Seeing himself as the deliverer of freedom, Coronis' biggest hope is for a one day united universe free from war or oppression. As such, he will take as much prisoners as he can, however he will swiftly execute those found guilty of opression. Corornis cares highly for his Chapter, and would do anything to keep them from extinction.


 * Based off the Raven Guard

Farmian Fists

 * Primary Species - Antroth
 * Colors - Dark Purple with Yellow trim, gloves and boots
 * Badge - Clenched Antroth Fist
 * Arhat - Kásh Leton

The Farmian Fists see themselves as the ultimate warriors of farmia, and in many ways they are right. The Ahrat leading this Legion is Kásh Leton, and as his name suggests, born out of the best DNA the Leton Family has to offer. A group of warriors driven by duty, the Farmian Fists prefer to seek a gap in the enemy's defenses, and then strike at it the hardest they can until they break through.

Farmian Fists force commanders are notable for their skill with Power Fists, and they use it to literally punch their enemies great distances. The gaps in the Fist's armor are often repaired with Antroth Exoskeleton, a practice used even by the non-Antroth members. Power Fists of fallen captains are often token, and consciousely inscribed with the captain's honors. This is done so by the Olympians under their command, and the sucessing captain also inherit the Power Fist. As such, many Power Fists, especially wielded by the higher-ups, are true relics, and have seen more battles than many other weapon.

Simmilar to Antroth society, the command chain of the Farmian Fists is extremely hierarchic. The Ahrat, Kásh Leton, has absolute command. Beneath him are his advisors, his peronal bodyguardknown as the "Keshig", then the Legion's force commanders, then the squad captains, trainers and so on, down to finally the regular Olypians. This strong hierarchic structure makes the Legion difficult to sway to causes other than the UAE's own, but should their Ahrat become corrupted, the whole legion will most likely follow him as well.


 * Notes - Based on the Imperial Fists

Plague Guardians

 * Primary Species - Liev
 * Colors - Olive Green with Brown trip
 * Badge - Three Seeker Flies
 * Status - Hunting down the Iron skulls (Not yet)
 * Arhat -


 * Notes - Mainly based on the Death Guard

Skin Flayers

 * Primary Species - Voracha
 * Colors - Fleshy Brown with Dark Blue trim
 * Badge - A bat-winged Voracha face with bloodied fangs
 * Arhat - Kreethe Sthke

The Skin Flayers are the primary Chapter of the nocturnal Voracha, and infamous for their bloodlust and relentless to the persuit of justice. They are known to often execute criminals in terrible ways, like gutting them, ripping their torso from their legs and then crucifying the upper corpse, putting it on a stake, or using it to decorate their verhicles. Due to a gene-seed, they grow a more vampiric-like appearance, and bat-like wings.

The Skin Flayers often will wear the hides and insestines of their foes, and still practice the Voraca's ancient traditions to paint their faces with the blood of fallen allies and foes alike. Company captains can be recognized by the banners made from face-skin, the face of their unfortunate, criminal victim still screaming with terror. Due to their mutation, they make an high utulization of Jump Troopers so they can reach their chosen victims quickly. They are known to strike at darkness, dense haze or clouded weather, were the enemy cannot see them approach.

Eventually, their cruel ways caused led them down into service of the Brotherhood of Darklings. This would become much colder and less bloodthirsty, but started to revel in the fear and terror they caused all the more, untill it was all that mattered. All pursuit to justice was forgotten. They become the cold killers in the night, the servants of Darkling Vaprax, they had become the Night Hunters.

Voracha are one of the few races without skin, meaning that their muscles and their blood-vessels are visible above their flesh. To make up fot this, the Skin Flayers, like the Venerable Five and their descendants, have an initiation test. However their's is a bloody one, as could be accepted. To become a full-fledged Olympian, an Skin Flayer initiate must find a criminal, kill him, and bring his skin to the rest of the Renders. There, it will be fused with the Voracha's own flesh, effectively giving them skin. Of course, this rule only counts for the Voracha members, and initiates from other species simply have to kill an criminal and bring back the corpse.

The Skin Flayers are led by Kreethe Sthke, the most savage of his kind. Kreethe never takes prisoners, and prefers to slaughter down foe to the last man. However, to say that he is absolutely remorseless would be wrong, as he at times can be seen mouring of the massacres he has caused. Kreethe's guard are called the Dreadclaws, known for the many hides, and fleshy skulls decorating their of the armor. The Dreadclaw come in armed with shredder shotguns or, most usual, Force Claws sharpened to the extreme.

Lunar Wolves

 * Primary Species - Wolfling
 * Colors - White with Black trim
 * Badge - Howling Wolves' Head before a cresent moon
 * Arhat - Canis Lupercal

The Lunar Wolves are amongst the feared, yet flexible of all Olympian Chapters. Much better that other in inspiring dread into their foes before they even strike, the Lunar Wolves commonly attack during the night, making use of the ememy's fatigue, while their own enhaced bodies need little sleep. The Lunar Wolves have developped an unique language that, to outsiders, sounds like a more dread-inspiring version of wolf howls. They use this to communicate with themselves on the battlefield, and with their descendant chapters.

The Lunar Wolves are known to adorm their armor with wolf pelts and other great trophies of war. All are taken, though furs represent the mayority.

The Lunar Wolves, in battle, will commonly operate like a group of pack hunters. At first, their most experienced scouts will track down the important strongholds of the enemy, as well as their leaders. Then, once the leaders have been located, the main army will come out. White at first marching at one towards their target, thet will soon split up into seperate squads, or "packs" as the Lunar Wolves call them, and encircle their foes as well. The most experienced veterans will target the leaders and kill them, as other will drive apart the main army until all cohesion is lost, and then gut them in a sudden rush of carnage, like apex predators gutting an herd of prey.

They are lead by Canis Lupercal, an extremely charismatic man that can be as as partental as he can be savage. It is indeed said that Canis has as many faces as he has teeth, but one thing is certain: his charisma is immense. Canis does not need an extraordinary amount of firepower or bodyguards to be imposing: his appearance, that of an pack leader, his speeches, and the way his legion utterly listens to his words are enough. Canis, unlike many of his adopted sons, will try diplomacy first, but should he fail, his Wolves will feast, with Canis leading the fray, enjoying his lion's share as the leader.


 * Notes - Based on the Luna Wolves

Iron Skulls
The Iron Skulls have a reputation as being straightforward and brutal in battle. Like their Ahrat, the core of this legion were Iscablos, though the Chapter had far more diversity in species than most, and accepted any, as long as they allowed themselves to be upgraded with cybernatics. While all Iscablos are connected with cybernetics, and have a deep toutch with it, the Iron Skulls have a greater affinity towards it then their standard brethren. They believe all piaces of equipment and machinery are host to a machine spirit, and if something malfunctions, then it is because said machine spirit is displeased. As such, the Iron Skulls handle their equipment with utmost care, so not to displease the machine spirits within.
 * Primary Species - Iscablos Ugandalorian
 * Colors - Black with Silver trim and Silver shoulder pads
 * Badge - Iron Skull-Helmet
 * Status - Traitors to the Cyber Collective
 * Arhat - Cranus Ferrus

The Iron Skulls consider it an extremely high honor to become a Contemptor Walker, even more so then other chapters, and as such have more of them than any other chapter. Rumours are they they even have secretely build some Contemptitans for themselves. If needed, the Iron Skulls will cooperate attacks with the UAE's own Titan Legions or at times even with the mechanical Warrior-Hunters. The Iron Skulls are noted for being ruthless and dangerous in battle, and commonly leave no survivors. Due to Cranus once being assimilated by the Alpha Cyber Collective, it's believed this has influenced them to retreat to the ground walked upon their Iscablos ancestors; to seek perfection in machinery at the cost of organic flesh. While the Iscablos today abandon that vision, and seek synergy with organics, the Iron Skulls remain distant with any who lack cybernetics, feeling them primitive.

Iron Skulls also tend to distrust other chapters, with the exception of the Queen's Children, and the similar Steelrollers. They especially hate the Plague Guardians, for they feel the Guardians' biological upgrades bring a mockery to their own cybernetics. The Iron Skulls believe that the flesh is weak, and that they must constantly upgrade themselves with cybernatics to remain strong. As such, they have gained a strong hatred towards weakness, and try to archieve perfection, abet in a different way than the Queens's Children do.

Due to their view points differing from those of other chapters, and the belief that they conspire against them, Cranus would return to serving the Alpha Cyber Collective once more, taking most of his Chapter sons with him.

Iron Skulls are lead by Cranus Ferrus, an Iscablos who once had an alliance with the rogue Ugandal, Tyndar, and would be, like him, assimilated. Cranus despises weakness, and has grown increasingly paranoid with other chapters, and is loyal only to his own sons. He was once a trusted ally, and close friend with many Olympians, but differing views have slowly distanced him from others. It may cause him to return to some old roots.

Notes - Based on the Iron Hands, skull-like helmet based on that of the Iron Warriors

Steelrollers
The infamous Steelrollers, are another Chapter more infamous than anything, and the closest allies of the Iron Skulls. While famous for their abilities in siege warfare, the Steelrollers also have expertise in breaking them and breaching stongholds. Seeing war as noting more but a game of chess, they often use others to seek out enemy strongholds before they themselves move in, so they can minimize their own causalities as much as possible. This is because, once the true engagement begins, the Steelrollers would often form the vanguards of the UAE forces, due to their expertise. The Steelrollers themselves are known to host more armored devisions than any other legion, with only the Iron Skulls coming close. To add to their own firepower, they will often reverse-egineer alien weaponry, despite the dangers this might hold. Some extremely potent Bachyeon weapons intentionally left behind for them to pick up, was in fact the prime factor of their corruption.
 * Primary Species -
 * Colors - Silver with Brazen trim
 * Badge - Metal Steamroller/Cog
 * Battle Cry - Steel within, Steel Without!
 * Satus - Traitors to the Bachyeon Hive-Mind (not yet)
 * Arhat - Perturbeon

In battle, the Steelrollers follow a simple method. They would start the battle with an artillery bombardment, utulizing everything at their disposal. Each cannon is directed at optimum target with utter care, for utter efficiency. After this, they would arrange their tanks in front of them, and have them plough forwards like a steel wall. These tanks are outfitted with steamrollers, dozer blades and large threads to crumble down any field fortifications. Behind this then came the Steelroller Olypians themselves, assembled into various blocks of troops; the formost sawblade launchers and chainweapons to cut open the last of defenses as well as breacher shields to protect themselves from the constant incoming hail of enemy fire. Behind these come blocks of Devastator and Destroyer troopers armed with rocket launchers and the like, behind them, the rest of the Olympians.


 * Notes - Based on the Iron Warriors, cog symbol based on that of the Iron Hands

Tartarian Arbiters

 * Primary Species - Demonica and Verasien
 * Colors - Red, Yellow, Black
 * Badge - Winged black cobra with yellow eyes spiting red flames
 * Battle Cry - Deliver upon the doomed what they deserve!
 * Ahrat - Rhamnou

The Tartarian Arbiters are one of the more fear Olympian chapters to have ever graced the battle field and for a good reason. Primarily made up of Demonica and Verasien they have become one of the vengeful, vindictive, retribution seeking Olympian Chapters. While driven by an almost insatiable blood lust, they prefer not to kill their enemies, instead making heavy use of Nano Bot Weaponry that incapacitate enemy troops using veracious swarms of microscopic robots, before closing in. They will also use sonic weaponry that broadcasts a mix of screams and fills the minds of their foes with scenes of torture, paralyzing them in fear. Afterwards, they will quickly round up their foes and the Demonica members will devour their brains, absorbing the conscious for information and so the Demonica may torment them for as long as the Demonica may live. Also, they prefer to fight at range do the general fragility of Verasien (even enhanced) and the Demonica being mostly made dead cells are unable to regenerate. However, their only targets are those they feel deserve the hell they bring, civilians and other non-combatants are not to be touched.

Due to a Gene-Seed mutation the Arbiters to have a superb memory, causing them to remember everything that happened in their lives, from the greatest victory and complement down to the slightest failure or insult, making them even more vengeful and vindictive, but also very loyal. The effect is reduced somewhat for the Verasien who are known for their poor memory. Another gene-seed mutation gives the Arbiters a rotted, ghoul-like look. This appearance they attempt to replicate in the aesthetic of their equipment. Their weapons and armor often given a degraded and worn look, more so then it actually is, as they decorate it with the bones of their foes. They also tend to engrave demonic faces on their equipment as well as scenes of hellish torture making their very appearance highly unsettling.

Their Ahrat is Rhamnou, a massive, dark, blood red Tyrant class Demonica with a mutation that causes him to develop two heads. While normally polite, even friendly, he is none the less a powerful, ruthless war machine with no mercy for those he feels has commit atrocities. He is also one of the few of his men who does not rely on ranged weapons, always being the first to charge head long into the battle field and the last to retreat.


 * Notes - Loosely based on the Excorciators and the Execrators

Rad-Eaters

 * Primary Species - Vanara
 * Colors - Yellow and Black with Red trim
 * Badge - Red Maw over an Black-on-Yellow Radioactivity sign
 * Battle Cry - War is hell. We must end it.
 * Status - Hunting down the Steelrollers (not yet, just heavy rivalry)
 * Ahrat - Lucy

Since it us forbidden by Vanara law to replicate or creating sapient beings, they have created their own Olympians from the DNA of primitive semi-sapient subspecies of the Vanara. These individuals are injected with the gene-seed of the Rad-Eaters, with is taken from the cyborg creature Lucy, with causes them to evolve into enhanced Vanara.

The Rad-Eaters are adapt at siege warfare, constantly producing barricades, digging trenches and the like. However, trench warfare is unforgiving, and this had a great impact on their psyche, causing the Vanara's natural sadistic streak to become even more potent in these warriors. By their nature, sieges are the most grinding and demoralizing type of warfare: long periods of tedium and unspectacular labor, broken by episodes of merciless, close-quarters brutality. The Rad-Eaters see the storming of the breach as an escape from the tedium, and developed into ferocious close quarters fighters. Their potency at constructing almost impenetrable defenses soon made them rivals of the Steelrollers, who are staid to be the greatest breakers of defenses.

Though unofficial, the Rad-Eaters do in fact have an initiation rite. Initiates mush summon and ride one of the terrifying Boronic Wryms the Vanara unleash wherever they settle in order to terraform the planet to their biochemistry. The initiate will be taken out after being enhanced and once their intelligence has developed significantly enough will be taken out and left with a thumper once the vibrations summon the Wrym the initiate must then latch on and exposed the Wrym's sensitive skin with hooks which will prevent it from burrowing away and ride it until it tires. This is extremely dangerous as if the initiate falls of the Wrym will quickly turn around and devour them. The Rad-Eaters make o effort to save those that fall(an undertaking that could put the entire chapter at risk).

They are divided into three types. Vanaris Hecate are the most primitive and are used as Power, Marauder, Jump, Biker, and Scout troops. Vanaris Helios are the most intelligent and used as Tech, Sonic, Psychic and Medic troopers, as well as pilots of ships. Vanaris Atlas are used as Breacher, Devastator, Destroyer, Attrition, and Contemptor troops. Commanders can come from all three classes. While extremely loyal to the UAE, most other Olympian Chapterss tend to distrust tend due to them being different from the other Olympians. They are fanatical worshipers of the Vanara beast, Jura the Fire Dragon and fiercely loyal to to Empress Besta.

Though they mostly fight with their teeth and claws, the Rad-Eaters, owing to their radioactive nature, are also equipped with radioactive weaponry fused to their flesh. Due to most of them being raised by the Black Thorn Vahallans causing many of them to exposed to many psychic-suppressing Silentia, they perceive psychic sorceries, with the exception of psychokinetic fields, as dangerous to be around, since it gives causes them headaches and an unstable need to destroy things, and so stay away from them both for their own safety and others. The Rad-Eaters often have their weaponry and parts of their armor painted with black and yellow construction chevrons, emphasizing both their radioactivity and their tendency to construct their own defenses.

They are led not by their Ahrat (who acts as the Rad-Eaters ace in the hole), but by the violent, aggressive, brutal, yet honorable Vice Jaw, a Vanaris Hecate contained within a fire breathing, saurian Contemptor. Vice Jaw's Contemptor is of unique design coming with several different equipment types that can be switched with relative ease, giving him high versatility on the battlefield, it also grants him the ability to speak in limited sentences and a basic understanding of language. In combat Vice Jaw is merciless crushing, shredding, even eating anything that gets in his way, when not fighting though he is usually just content to sit and watch the rest of the Rad-Eaters play. Vice Jaw's Guard are called the Devourers, and are armed with Chem-Cannons as well as chainweaponry, mantrap-headed whips, barbed flails and other fearsome weapons that can behead or "devour" enemies. It is made up of Vanaris Atlases only.


 * Based on the World Eaters and the Iron Warriors, with minor inspiration from the Imperial Fists

Brave Burners

 * Primary Species - Lavantuft
 * Colors - Orange with yellow and red flame patterns
 * Badge - Flaming Forge
 * Arhat - Nacharth Vulcan

Lavatufts already had the Brave Burneers already built hundreds of years ago, however they only became true Olympians alongside the other original Chapters. Except for the greater strength and height all Olmypians possess, what sets the Brave Burners  really apart from regular Lavatufts, is their near-immunity to water, the only known weakness of a Lavatuft.

Due to the unique Lavatuft psychology, they are not injected by Gene-Seed in the strict sense of the word, but rather, by a pierce of their Ahrat's core. This Ahrat, Nacharth Vulcan, was created with special regerative abilities with just this process in mind. Not only a warrior, Nacharth Vulcan is a great smith as well, and this carried over to his legion. They frequentely use the tactic of "hammer and anvil": Flamer- and Melter-wielding Olympians driving the enemy forwards, into their sturdy heavy weapon teams, with then pulvurize said foes with their Rocket- and Grenade Launchers.

The Brave Burners are known for their high usuage of heart-based weapons, and posses an far larger amount of flamethowers than any other chapter. Uniquely, they also posses a large amount of Volkite Weapons, weapons with a core of the said material that fires a stream of super-heated molecules, and that are absolutely devastating to both infantry, verhicles, and buidlings alike.

The Brave Burners are notable for their ideals of hard work, self-reliance and self-sacrifice. As such, the Brave Burners will go out of their way to avoid civilian casualties more than most Chapters, with only the Raven Senitels and the Plague Guardians doing such as much as them. As such, killing civilans is seem as a great shame, as even an armed civilian is expected to pose no threat to a Brave Burner. Even while they tend to rely on scorched earth warfare, the Brave Burners would make sure they themselves would make up for it by pouring fresh recources to the newly-conquered planet to help them rebuild. After each conquest, the Brave Burners often take a bath in ice-cold water to ritually cleanse themselves from their sins by making themselves feel a physical pain simmilar to the mental one by the conquered, before moving on.

Though one of the most powerfull chapters, they were wrapped up in the betrayal of the Steelrollers and the Iron Skulls. Though resillient to the firestorm they unleashed, they could not cope with the deadly, Meeno-Egineered life-eaing virus unleashed on the loyalists moments before that completely destroyed some of their Olympians' cores, resulting in the Brave Burners becoming shattered. However, with their Ahrat leading them, the Brave Burners fight on, courageous as always.


 * Notes - Based on the Dragon Warriors and the Salamanders

Alpha Chapter

 * Primary Species - Volver
 * Origin - Ultraknights
 * Colors - Cyan with Silver trim and Green elbow and knee pads, gloves and boots
 * Badge - A Green Hydra coiled up to form the letter A
 * Battle Cry - "Fist of many! The heads of the Hydra strike!"


 * Speciality - Deep Strikes, Infiltration
 * Archon - Alpharion Cagar

When the Primary Olympain Chapters descided to split up their legions into descendant Chapters, the Ultraknights were the first to advocate this. As a result, they were the first to put this plan in action, and the first to have a descendant Chapter. These are the Alpha Chapter. Originally the most close to the Ultraknights in doctrine, the Alpha Chpater eventually developped an doctrine of their own. They ahve taken the tactical adaptability of the Ultraknights many steps further, to the point of complete mastery.

Though still being masters of the blade as all Ultraknight descendant Chapters, the Alpha Chapter now works to use their adaptations to infiltate enemy holdings, before revealing themselves, killing enemy commandrs in a sword battle, and striking a crippling blow. Most even go as far as to wear the heraldy of those they want to infiltrate. However, to say the Alpha Cghapter is stealthy would be wrong, they walk out in the open just as the Ultraknights, but with their true identities concealed.

The notion of brotherhood is especially strong in the Alpha Chapters, and their squads indeed fight as squads rather than a group mad up of different Olympians. Yet, their tactiacts are prone to quick changes, adapting as the situation demands. Yet their companies are often broken down and reorganized, and heraldies changed and adapted, by a whim of the Archon, the tactical genius Alpharion Cagar. As this even happens during battles, foes that are up against the Alpha Chapter have extreme difficulty judging the exact numbers of Alpha Chapter Olympans engaged in the campaign, often with fatal results. The coherence of their Olympians and their mastery of complex strategy makes the Alpha Chapter undispted masters of manouvres, feints and distractions in open battle. Yet the Olympians of the Alpha Chapters, perhaps a cultural shard left over from the Ultraknights, always enage their opponent fairly. To fight the Alpha Chapter is to fight an indominable hydra with many limbs and fangs, but under the single, all-encopassing all of their Archon.


 * Notes - Based on the Alpha Legion and the Genesis Chapter

Omega Olympians

 * Primary Species - Volver
 * Origin - Ultraknights
 * Colors - Black with Silver trim and Cyan elbow and knee pads, gloves and boots
 * Badge - A letter omega with a glaring serpent coiled up inside it
 * Battle Cry - "We are the end of all who oppose us!"


 * Speciality - Deep Strikes, Attrition Warfare
 * Archon - Omegion Cagar


 * Notes - Based on the Omega Marines and the Alpha Legion

Valara'a Sinthe

 * Primary Species - Volver
 * Origin - Ultraknights
 * Colors - Green with White trim and Cyan elbow and knee pads, gloves and boots
 * Badge - Green and white knight's helmet
 * Speciality - Surviving in any environment
 * Archon - Jal Si'laven

The Valara'a Sinthe, or Angels of Honour are an Olympian chapter of mainly consisting of Volver Knights. Their Achon is the legendary enhaced Volver Knight Si'laven. These knights have been given ehanced strength, intelligence and durability. This chapter of the Olympians holds the same position as the normal Volver in the UAE. The Valara'a Sinthe are arguably one of the the most resourceful and tenacious of the Olympians. The Valara'a, as Volver, are able to survive in any environment and have adaptations that can help them in just about any situation. Their sense of honor and duty ensure their loyalty to the UAE.

Valara'a are trained under an even tougher training regiment than the initial Volver Knights. The Valara'a, like the Volver Knights, are deadly in close combat, as they possess many talents in combat. Powerful legs and arms, a great jumping ability, immunity to poison, the gift of flight, powerful hands and jaws, and not to mention their ability to shoot deadly poisons from their tails.

The Valara'a, like the rest if their species, are excellent swordsmen and possibly one of the best blade using species within the UAE. The Volver's advanced technology from over the years increases the abilities of the Valara'a tenfold. Overall, they are as capable as their anchestors, the Ultraknights, though not as flexible tactic-wise.

White Questae

 * Primary Species - Ugandalorian
 * Origin - Grey Hunters
 * Colors - White
 * Badge - A black-on-white maltese cross with a fleur-de-lis in it's centre
 * Arhat - Kastor Maclon

The White Questae are an descendant Chapter of the Grey Hunters, and famous for their never-ending quest with they swore to forever follow; to protect the weak and give away their spoils of war to the poor and homeless in a try to better their lives.

The White Questae were created for peace-keeping on newly conquered worlds, and spreading the light of their godess, Zaraturai, to these planets. Due to this, these all-male Olympians often work together with the all-female Vahallans, who have a simmilar roles. They often can be often seen fighting side by side, and due to their close relationship, it is not unusual for an White Questaer and an Valhallan battle-sister to engage in an romantic relationship, soething that is frowned upon deeply by the White Knights' breathren, the Black Templars. All White Questae pray to Zaraturai before going into battle, and commonly shout religious hymns to her during battle itself.

The White Questae wear the same type of armor life their predecessors, but colored white, with a black maltese cross on both shoulder pads, and a fleur-de-lis in the centre.

Their initatation rite is to defend a helpless citizen from it's oppressor, or a whole population if possible. When they succeed, and if the population is willing, the Tuetonic then becomes their leader. If they have helped free an oppressed citizen from a single oppressor, then it is their duty to serve that person and assist them in life from hence forth, without question. This was started by Kastor, believing it helped create more obedient, more down-to-earth soldiers.

They are lead by Kastor Maclon, one of Tyndar's descendants. Kastor is fair in battle, and has an strict honor code, never cheating to let him win. While he respects his foes, those who do dishonorable deeds cannot expect his mercy. While head-strong and brave, he believes that war must follow certain rules, and is happy to take prisoners, feeling that life is important in all respects.


 * Notes - Based on the White Templars

Black Crusaders

 * Primary Species - Ugandalorian
 * Origin - Grey Hunters
 * Colors - Black
 * Badge - A gold-trimmed, white-on-black crosslet
 * Arhat - Pollux Maclon

The Black Crusaders are a group, that like the White Knights, where spawned from the Grey Hunters, and created to assist in plantary and fleet assaults. Strong-willed, dedicated, and aggressive, the Black Crusaders are seen as a bane to their enemies, and are one of the most religiously active of the Olympian Chapters, safe for those that have their origins in the Church of Spode.

The Black Crusaders where created for a need for assistance in heavy, grinding planetary assaults, where ground forces would need a source of inspiration and power to lead them. The Black Crusaders where created to do just that. They are used to out-right assaults, and take great joy in leading Vahallan, Ugandalorian and Clone Trooper battalions into war.

The Black Crusaders wear armor much like their predecessors, but it is instead colored black with white trim, and decorated with a white crosslet on both shoulder pads.

Their initiation rite is

They are lead by Pollux Maclon, another of Tyndar's descendants. He is dedicated to the alliance, and commonly can be seen leading his men into battle personally, tearing through enemies with little abandon. He is headstrong and remorseless, and believe that those who do not embrace the light of the Alliance and Zaraturai need to find absolution at all costs, and that this comes in death. Despite this, he cares for the troops under his command greatly.


 * Notes - Based on the Black Templars

Red Exorcists

 * Primary Species - Ugandalorian
 * Origin - Grey Hunters
 * Colors - Red
 * Badge - White demon's skull with ruby-like eyes
 * Status - Self-Imposed exile to better hunt down demons
 * Arhat - Caronn Maclon

Red Exorcists are among the most distrusted of the Olympians. Created for an unknown purpose, other then to "hunt demons", the Red Exorcists have worked many a times with their Grey Hunter ancestors on missions against the Brotherhood of Darklings. However, their aid is sometimes unwanted, as the hyms in various dark languages they chant into battle are known to scare allies as much, or even more, than their foes. To better fit their purpose, the entire Chapter thus went into self-exile, only returing to ward off demonic incursions or Darkling invasions. Despite the negative stigma surrounding this myrad, they are loyal to the Allianc's cause beyond reconing.

Red Exorcists are the source or rumors among many Alliance battle legions, with some claiming they where all briefly possessed by Demons or Darklings before being freed, thus allowing them knowledge on how to combat the Demon, War-Fiend, Rakar and Darkling. Whatever they case, they are trained to shield themselves from the tempting of demons and others, and none has ever fallen.

Their armor is an horned variant of the armor worn by the Grey Knights, but spiked and painted cornell red. They have an demon's head printed on one shoulder pad, and an 3-dimenional, ruby-eyed demonic face on the other.

Their initation rite is simple, they have to survide demonic posession and cast the demon itself out.

The Red Exorcists are led by Caronn Maclon, probable the most infamous of Tyndar's descendants due to his strong self-discipline, and his strange sense of paranoia. Caronn is, as part of his strange paranoia, is known to check the room for foes when he enters, and always looks doors behind him with his essence, probably so no demonic enternity attack him. Caronn is somewhat superstitious as well, and is known to constantly perform many rituals with, as he belives, ward off demons. Besides being a master-slayer, he is an expert warrior as well, and is very steadfast in his will to continue the alliance, at all costs, regardless of what happens to him.


 * Notes Based on the Red Knights and the Exorcists

The Peacebringers

 * Species - Human
 * Origin - None
 * Colors - Varies, mostly dark colors, always has blue electicity crackling on it
 * Badge - The Queen band symbol, but with the lions and eagle replaced with MLP characters and, in small writing, "Freddie Mercury is Magic".
 * Speciality - Bike/Steed-based fast attack, Sonic-Based Weaponry
 * Battle Cry - "Let us honor Lord Mercury with our beautiful music!"


 * Archon - Konrad Wilson
 * Other members - Ereto Wilson

The Peacebringers of the Hunter are a group of humans, descended from Phase-Hunter, an infamously insane warrior, who is none the less loyal to alliance and her ideals, and willing to endure any pain for his adoptive race, the Ugandalorians. While at first doubtful in his abilities, his mastery of leading forces into battle proved to the alliance that he was worthy of having an Olympian force for himself.

Enhanced with regenerative abilities, better mental control, and a far less "corpse-like" look, the Peacebringers where all trained by Phase personally, and all share a similar taste in Queen music and the TV show My little Pony. They mostly specialize in "Blitzkrieg"-like tactics, first calling in airstrikes, before charging in on either speeder bikes, skyboards, or genetically engineered, armored horses to attack their foes, while throwing electified lassos and firing their deafening sonic weaponry. The most elite, and usually eldest, of their group form an elite guard, called Cataphract Titans, their ponies being larger, the source for the Titan name, and their bodies covered in more armor and shielding, like the Cataphracts of ancient Byznatium. The Cataphracts all wield powerfull Blastmaster Sonic Launchers into battle, as well as an Force Saber. Much like the armor of the Peacebringers themselves, the plating of the ponies crackles with electricity, allowing Cataphract and pony to swap energy and fuse their minds to create 1 personality. Furthermore, the ponies of the Catapracts have a dual Plasma Launcher/Sonic Blaster that is located in their mouths, giving the steed themselves a way to fight on it's own as well.

The Peacebringers have similar armor to Phase, but customized with their own personal markings and war paint. All together, like the singer, and show, that inspired them, they are bright, flashy, and flamboyant.

In Phase-Hunter's place, is the Archon Konrad Wilson, his first "son", and an expert warrior. While similar to his father in many ways, he is more stable, and is able to hold his tongue and keep from saying snarky remarks or sarcastic comments to his allies. Unlike his father and the rest of the legion, he is a fan of AC/DC, not Queen, something the others find insane. It is noteworthy that all members of this Chapter are humans, and while one species is often dominant in an chapter/legion, an species-exclusive legion is actually forbidden. The only reason the Peacebringers come away with it, is because all members are cloned from Phrase-Hunter, his Gene-Seed being incompatible with anything else.

All members will chant Queen or My Little Pony songs before riding into battle. Getting drunk and going to whore houses in nearby systems is not an uncommon celebration for them. Their armor is unusual in the fact that it crackles with blue electicity when the wearer fights. This electricity is used to release electical pulses in parts of the brain with stimulate adrenaline or generate an sense-enhancing, pleasing pain.

Due to their nature as clones, the Peacebringers are especially close to the Clone Legions used by the Alliance as their hammer. It seems to even reflect the friendship of both Clone sources, Phase-Hunter and Barda Clett. Peacebringers, however, are not allowed anywhere near Valhallans, for obvious reasons.

Scarab Novae
The Scarab Novae are a Chapter known for being entirely composed of essence users. This is do to most of their members being Aranthrone a species that is half element. They are known to have a psysically-reactive scarab-shaped fire opal placed upon the middle of their chest-armor. This spirit-opal is able to absorb the spirit (or what counts as it) of the dead Olympian, and in turn can be put into the core of a verhicle or spaceship so that the Olympians' spirit can pilot it, or can turn into a living, and extremely durale opal-like scarab that are used by them to swarm their foes and fight alongside them. The Scarab Novae use Librarian Contemptor Walkers far more than most chapters, so they can continue to use their powers even after being put into the walker.
 * Primary Species - Aranthrone
 * Colors - Red with Ivory trim and fire opals adorning their armor as well as a scarab-shaped fire opal on their chest.
 * Badge - A Scarab made from a single fire opal with sun behind it
 * War Cry - Before the Burning: Knowledge is power. We will guard it well./After the Burning: Knowledge is power. But power can corrupt. We must careful.
 * Arhat - Khepri Magnus

The Scarab Novae have always had something for collecting knowledge and relics, hoping to use it to enhance their own essence powers. This, in turn, they hopen, would allow them to save more lives than they already could. They even went as far as capturing Brotherhood "demons", sealing them in mechanical hosts and binding them to their will so to get ever more arcane knowledge. Quite unsurprising, this gained that attantion of the Grey Hunters, who did send one of their descendant chapters, the Red Exorcists, experts in demonic possession, to watch over Scarab Novae in secret.

The turning point would be that one of their head Librarains, Apep Rubrical, would turn to the Brotherhood of Darklings more ultimate knowledge and the power that came with it. Long having stood vigilant over the Scarab Novae, and believing them to be turned as a whole, the Red Exorcists turned on them, destroying the Scarab Novae near-completely and buring their homeworld. Only then did the Red Exorcists realize their mistake, resulting in them isolating themselves from the rest of the UAE and turn competely to batteling the forces of the Brotherhood and little else.

As for the Scarab Novae, they started to rebuild, but at a frightenly slow rate, not enough to hold on against yet another assault. Unable to see his forces dwindle like that, Khepri perfected the spell that Rubrical had prepared, the spell that had nearly doomed them all, and after a long pondering, descided to cast it for the great good of his chapter. As a result, the Olympians of the Scarab Novae were sealed with their armor, becoming beings of pure energy, but finding their essence powers, intellect and strength apmhlified, becoming far more powerful than an average Olympian. They also developped a groupmind of some sort, with Khepri at it's center, being able to exchange strategies even if they were far apart from each other. As such, the companies of the Scarab Novae parted ways, often working with other Olympian Chapters simmilar to how Rubricals' Rubric Troopers work with other Traitor Warands as sell-swords. The Olympians of the Scarab Novae, however, do it just because they descided to do it thay way, often helping their brothers to collect knowledge and relics. They mostly work with other essence-employing Chapters like the Sons of the Eye, though they can be tend to help all sorts of chapters, safe for those that completely abhor essence. The Red Exorcists, of course, are also not aided, as it were them, after all, that burned their beloved homeworld and the city shaped from pure energy they build there.

The Scarab Novae was and is led by Khepri Magnus, a giant of a man with a mix of red skin and a swirling mass of flaming energy-sand. Khepri is not a warrior, but instead a scolar, more intrested in the arcane than in batteling, despite his hulking size and muscled body. Khepri often gave his enemies the chance to surrender as often as possible so to perserve the knowledge they might possess. However, after the betrayal of his second-in-command and close friend, Rubrical, Khepri changed. How, he gives enemy forces a single ultimatum, surrender or be completely destroyed and those that do not surrender are destroyed swiftly and without mercy. Instead of tryig to preserve the libraries of his enemies, he would now rather try to burn them down with his arcane fires, believing all knowledge his foes have collected able to used as a possible weapon against the UAE, and he might as well be quite right in this.


 * Based off the Thousand Sons

Raptors

 * Primary Species - Raptoranean
 * Orgigin - Queen's Children, Raven Senitels
 * Colors - Olive Green, though often cahnged to mach the environnement
 * Badge - A White Bird-of-Prey Head on an olive green background
 * Specialty - Steath Jumps, Guerillia tactics
 * Battle Cry - ''Smooth and Stealthy!/Fast and Fluid, Raptors!
 * Archon - N/A

As much as the Queen's Children are the protectors of the Raptoranean Royal Family, so are the Raptors extremely close bonds with one of them, namely. Named after his codename, Liquid Raptor, a number of their best Olympians serve as his pesronal bodyguard, mostly unseen but never far behind. Like all descendant chapters of the Queen's Children, and the Children themselves, they are few in number. However, the Raptors are masters in guerillia tactics, notorious to infiltrate almost anywhere, get important intel, and the exfiltrate without a trace. In some cases, a squad of Raptors are known to pin down whole divisions through the use of guerrilla warfare and stealth.

Though the Raptors tend to adapt their combat tactics from situation to situation, they mostly rely on 2 things. The first is a supreme reliance upon sniping, grafted into them by their Gene-Seed. Indeed, even though all Olympians have enhanced acuracy, none are as great in markmanship as the Raptors. Secondly, they rely on fast attack simmilar to their partent chapter, the Queen's Children, and are exellent ambushers. When these tactics are considered in combination with their extraordinary marksmanship, it is not surprising that some have likened the Chapter to Olympian Tracers and Trackers. To accommodate this tendency, the Raptors keep an atypically sizable contingent of Land Speeders as part of their Armoury.

Unlike their predecessor chapter, the armor worn by the Raptor Olypians is simple, opposed to the exquisite armor of the Queen's Children. Still, the Raptors repair and recolor their armor after each battle. That said, the Raptors, while their basic armor color is an olive green, are known to repaint their armor in whatever colors that suit the environnement they are deployed in. Like the Queen's Children, however, the Raptors wear an less heavy set of armor when outside battle, and like the Children, this almost always comes in with a wide cloack and gemstones decorating te armor, though the gems tend to be a dark green in color rather than bright pink.

The Raptor Chapter does not have an Archon, but instead are lead by W'tze himself. The Raptors are well known to deploy their members among the various Pathfinder & Exploration Teams of the UAE, with are also (indirectely) commanded by W'tze, and then often take a direct hand in their disposition and tactics. The Raptors are well known for their desire to protect the citizens and unenheced memebers of the UAE, and in fact, are more likely to deploy next to the regular armies of the UAE than they are with fellow Olympian Chapters. Of course, their parent chapter, Queen's Children, and fellow descendant chapters are the exeption to this rule.


 * Notes - Based on the Raptors

Queen's Blades

 * Primary Species - Raptoranean
 * Orgigin - Queen's Children
 * Colors - Silver with Gold trim and Pink shoulder, knee and elbow pads
 * Badge - Two crossed golden blades on a silver background
 * Specialty - Sword Battles
 * Archon -

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 * Notes - Based on the Emperor's Blades

Soul Sippers

 * Primary Species - Raptoranean
 * Orgigin - Queen's Children
 * Colors - Purple with Gold trim and Pink curls and waves
 * Badge - A golden cup with pink steam rising out of it
 * War Cry - Freedom or death!
 * Specialty - Void Combat, Use of Sonic Weaponry
 * Archon -

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 * Notes - Based on the Soul Drinkers

Angels of Ecstasy

 * Primary Species - Raptoraean
 * Origin - Queen's Children
 * Colors - Pink, emerald green and gold in psychedelic patterns
 * Badge - Winged key with eternity symbol
 * Specialty - Use of Combat Drugs
 * Archon -

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 * Notes - Based on the Angels of Escacy and partially the Emperor's Children

Kleptis Crows

 * Primary Species - Violaven
 * Origin - Raven Senitels
 * Colors - Black with Maroon trim and Bone white shoulder pads
 * Badge - A black crow with a teardrop in the middle
 * Specialty - "Artefact Recovery", also known as Stealing
 * Archon - Gabeial Kyreas

Zilla


 * Notes - Mainly based on the Blood Ravens

Hands of Farmia

 * Primary Species - Antroth
 * Origin - Farmian Fists
 * Colors - Purple with Dark Green trim, gloves and boots
 * Badge - Antroth hand
 * Specialty - Swift back-up deployments
 * Archon - Manus Leton

The Hands of Farmia are so far the only known descendant chapter of the Farmian Fists. Unlike the Fist, who prefer to ram at weak spots repeatly until they break through, the Hands resort to subtler means. Rather than ramming like a fist, the Hands prefer sweeping attacks, or alternatively, encircle their foes.

Let by the Psy-Commander Manus Leton, many in this chapter have an affirmity for Antroth magic. Since this type of magic is more powerfull than essence, it gives them an edge in combat. However, when it comes to essence, the Hands are still no mach to the truly essence-based chapers/legions like the Sons of the Eye, and use their powers mainly to trick their enemies instead for combat.

A notable trait about the hands is their secretivity; much of the chapter's true history is only known to the higer ups. Like the Fists, the Hands maintain a strong hierarchical command structure, given their secretivity, probably even more so. To outsiders, however, they appear far more open than their Farmian Fist anchestors.


 * Notes - Partially based on the Dark Hands

Ice Wolves
The Ice Wolves are an descendant chapter of the Lunar Wolves, adapted at warfare on snowy and ice worlds with harsh conditions. They strike with brutal efficiency, ambushing and picking off the weakest of their foes before disappearing back into the blizzards. Instead of squads, they form Blood-packs, with battle-brothers they have fought with before, and certain brothers filling certain roles in battle. The intiates will first join the ranks of the wild and unpredictable Blood Fangs, and then, when they have learned restraint, will join the ranks of the experienced Ice Fangs, before joining the ranks of the elite Sabre Fangs. The most skilled of the them would then join the Wolf Guard, the Archon's bodyguard.
 * Primary Species - Wolfling
 * Origin - Lunar Wolves
 * Colors - White with Light Blue trim
 * Badge - Snarling Wolves' Head
 * Arhat - Snorri Wolvesteeth

Ice Wolves commonly fight in cold or winter conditions, seeming having better senses for it. They rely more on hearing and smelling then just plain sight, and will sniff out enemies during combat. Ice Wolves commonly have trouble with discipline, preferring a more "barbarian" culture, and only follow the most basic codes of war. Similar to their Archon, they are very welcoming towards allies in battle and celebration.

They are known to wear necklares make from the teeth of and the pelts of the savage Fenrikian Wolves that stalk the snowy taigas and tundras of Fenrik, their capter homeworld. An Sabre Fang will often seek out a pack of Fenrikian Wolves and kill the leader, establishing himself as the pack's leader in return, and thus giving him fearsome companions to walk anlogside him. Some more experienced Sabre Fangs are known to use their favorite Fenrikian Wolf as a crude steed as some sort, with causes tensions with the Hunter's Peacebringers who seen ponies as the only worthy steed. However, this rivalry always stays friendly, and often ends in both sides getting drunk and insulting each other. This is already pretty unique on it's own, since most capters forbid their Olympians from drinking alcoholic beverages.

Ice Wolves are lead by Snorri Wolvesteeth, a jovial, fatherly figure, celebrating with his men, and enjoying life to the fullest. While Snorri can come across as rambunctious and even loud-mouthed, he is a welcoming figure to all who fight alongside him. However, he is equally savage in battle.


 * Notes - Based on the Space Wolves, as well as the the War Hounds for the color sheme

Shadow Wolves
The Shadow Wolves are a group of Olympians that are quite diffrent from the others in origins. Many within this Chapter do not hail from species in the UAE, instead coming from a series of Zarbanian colonies that where radically different from standard Zarbanians sectors. With the help of the Lunar Wolves, the 3 entire sectors rebelled, as their culture was more similar to the Ugandalorians, and joined the Unified Alliance of Enlightenment, calling themselves the Ustmen from then on. Their leader, Hastur, would become like an adopted son for Canis Lupercal, and eventually adopted his last name, being enhaced into a Lunar Wolf, and become the advisor to Canis when it came to batteling the Zarbania Powers.
 * Primary Species - Wolfling/Deutzalanian
 * Origin - None, claim spiritual anchestry to the Lunar Wolves
 * Colors - Dark Purple with Black trim
 * Badge - Black Wolves' Head on purple background
 * Arhat - Hastur Lupercal

After the Ustmen proved themselves loyal again and again to the UAE's cause, Snorri Wolvesteeth of the Ice Wolves, another descendant chapter of the Lunar Wolves, proposed that Hastur was to have his own chapter, drawn from his closest friends in the Lunar Wolves as well as initiates from the Ustmen. Though this was radically in opposition to what was the standard, Canis accepted, though kept the project secret from his brothers.

Finally, they were unleashed on a couple of bases and listening posts on the frontier of the rebelled sectors that the Powers had secretely build. Fighting alongside them were the Lunar Wolves themselves, the Shadow Wolves bore the Lunar Wolves' inconography as well, to hide the fact that they were a different chapter. Canis had Hastur and his Shadow Wolves do most of the campaign, not to minimize the losses of his own legion, but because he could that way recommend the Ustmen for their prowess and make them their own chapter. The plan did suceed better than even Canis planned, and the Shadow Wolves, much to the astonishment of the other Olympian Chapters, were allowed to split off.

In terms of combat, the Shadow Wolves follow the same tactics as the Lunar Wolves, mixed with Deutzalanian tactics and striking from the shadows, isolating and striking down leaders and anyone that is weak or isolated, and sowing panic an in any who remain, before retreating. They would then lie in wait for foes, ocassionally letting hear of them to remember their foes that they still are out there, waiting for a new weak spot to arrive before striking anew until the enemy is declimated. Unlike the quick, overwhelming assaults of the Lunar and Ice Wolves, this method most of the time takes longer, but the results are the same, and the Shadow Wolves have much lesser losses, with is important because the amount of Ustmen to recruit from is rather low. Because of this, they ocassionaly recruit Wolflings from the same icy world the Lunar Wolves recruit from. They Shadow Wolves adorn their armor with the same furs of wolf-like creatures as their Lunar Wolf anchestors, though theirs are more rugged and bloodied.

The Shadow Wolves are lead by Hastur Lupercal, a honored "Hekar", or chief, from these "backwards" Deutzalanian worlds, who gained the attention of many higher ups for his skill in battle against his own kind, leading his Ustmen Olympians to victory countless times against the Zarbanian Powers.


 * Notes - Based on the Shadow Wolves

WereWardens
Members of the newly joined Boyk Nomads, the WereWardens Chapter are drawn from from a tribe of Boyk warriors with the ability to devolve into a more primitive state of being. These warriors have a fierce warrior culture and believe in strongly bonds of brotherhood and honor. They have caste system, but are rather informal about it and, influenced by the Lunar Wolves, tend to be flexible when it comes to maintaining it. Like the Shadow Wolves, the WereWardens have been trained into an full Olympian Chapter by the Lunar Wolves, who are often referred as their spiritual ancestor chapter by the WereWardens themselves.
 * Primary Species - Boyk
 * Origin - None, claim spiritual anchestry to the Lunar Wolves
 * Colors - Fiery Orange with Light Blue trim and metallic grey shoulder, elbow and knee pads, gloves and boots
 * Badge - Fiery Orange, demonic Wolf with Blue eyes and Red claws and tongue
 * Arhat - Phelan Vlk

The WereWardens specialize in close quarters combat, preferring hand to hand conflict as opposed to fighting at range. That is not to say they are ineffective at range. In fact, it is quite the opposite, as many of them are very potent snipers, but simply prefer to fight man to man. They also make heavy use of Mechs when fighting and those who have been integrated into a contemptor are given the highest honor of all.

Their Archon is Phelan Vlk, a young Boyk warrior who has proven himself incredibility skilled in combat. Phelan has a rebellious and often risk-taking personality. He is a highly accomplished mech warrior and is not afraid to take a chance. He often comes up with rather daring strategies and tends to rely on instinct and intuition. He like all WereWardens can devolve into a primitive, four legged state and has taken to the UAE's ideals like convert to a new religion.


 * Based of the Space Wolves 13th Company, Werewolf PMC from Metal Gear, and Clan Wolf in Exile from Battletech.

Olympians Malicious
One of the few known descendant Chapters of the Rad-Eaters, the Olympians Malicious were once loyalists of the Rad-Eaters former Archon, Argon, before he was killed by the Rad-Eaters current Archon Vice-Jaw. Having been excommunicated from the Rad-Eaters, many would later rejoin them to repent, but would eventually leave and form their own Chapter. The Olympians Malicious have not been seen in UAE space for years. Instead, some would say luckily so, they now wander the void of space in different warbands, hunting down the Steelrollers and any other foe of the UAE they happen to come across.
 * Primary Species - Vanara
 * Colors - Yellow, White, and Black
 * Status - Traitors to the (not yet).
 * Badge - Dragon Skull with a Lightning Bolt over it
 * Arhat - Khrallt

The Olympians Malicious are rarely encountered by any of the other Chapters and when they are, it is an eerie if not guelsome experience to say the least. Fighting in complete silence, the Olympians Malicious rarely even acknowledge the presence of other Chapters and instead concentrate completely on eliminating whatever they came for. They are also noted to be fanatical worshipers of the Vanara beast Kari, the Air Serpent. While their war record in service to the UAE is exemplary, many of the UAE's forces, Olympians or otherwise, prefer to actively avoid to Olympians Malicious due to their less than questionable combat doctrine.

The Marines Malicious are noted for a total disregard of allied casualties, similar to the pre-betrayal Steelrollers of some sorts, and make no distinction between the innocent and the guilty in battle. They believe that those who do not defend themselves when needed have no right to live, as their survival was wrought with the blood of others who did. Before moving in, the Olympians Malicious are known to nuke the territory their enemies are located, whatever it is in an uninhabited wasteland or a dense population center. Then, they will carhge in, cutting down anyone who remained alive with their wide arsenal of chain- and vibroweaponry. The warbands of the Olympias Malicious will meet every year or so at a massive abandoned space structure called The Maze, where daring souls will undergo the Trial of the Maze. None have ever returned.

There are numerous dark rumors surrounding the Olympians Malicious. It is said that they have even bombed UAE cities were Zarbanian Command had taken up residence, and are rumored to sacrifice captured foes to their serpentine deity and only speak to sing their bloody praise to them.

They are lead by their Archon Khrallt, a savage, yellow and black Vanris Atlas, with some parts of his formerly pure yellow skin having turned to a putrid white. Many Red Exorcists concider this change in color an indication of corruption, and are watching to move against this as-mysterious Chapter.


 * Based of the Marines Malvolent and the Sons of Malice

Black Drakes

 * Primary Species - Lavantuft (some Vanara)
 * Origin - Brave Burners/Rad-Eaters
 * Colors - Black with yellow markings and black scales
 * Badge - A White Dragon's head and neck
 * Archon -

The Black Drakes are formed from splicing the Gene-Seed of the Brave Burners with that of the Rad-Eaters. Both Chapters use draconic iconography, the Brave Burners more than the Rad-Eaters. It sould be no wonder that the Black Drakes also use draconic iconography far more heavily than any other Chapter to date. Tey sahre the same mutations of the rad-eaters, causing bony blades to grow from their fore-arms, though they spout two horns from the side of their heads instead of inse in the forehead.

The Black Drakes, like the Rad-Eaters, are extremely proud of their mutations, using it in lethal comination with their natural fire breath. In terms of culture, however, the Black darkes arhere far more closely to the Brave burners. They use an high amount of Assault Troopers and especially Blade Troopers in their Chapter, referring to them as "Dragon's Talons".

The Black Drakes have absolutly no difficulty in mixing Brave Burner and Rad-Eater traditions. This is made all the easier due to the fact that both anhestral Chapter use the same Draconic terms for their Battle-Brothers, and both venerate dragon-like beings. Both the Brave Burners and the Ead-Eaters are held in equal regard, and the Black Drakes make sure they always honor the one as much as the other.


 * Notes - Based on the Dragon Warriors

Celestial Wyverns

 * Primary Species - Lavantuft
 * Origin - Brave Burners, possibly Rad-Eaters
 * Colors - Silver with Dark Green trim and scales
 * Badge - Dark Green dragon encoiled around a star
 * Archon -

The Celestial Wyverns are a space-borne Chapter, going to wherever the Unified Alliance of Enlightenment needs them the most instead of protecting the space around their recruitment worlds. Adhering to the sacred principles of selfnessness and civilian aid more so than even the Brave Burners, the Celestial Wyverns, by their oaths, will do whatever it takes to help out an allied Chapter or an UAE world in need. So far they go that they are willingly to accompany allied chapters to a certain doom or throw themselves into the thickest of the fighting, holding off enemy forces at the cost of their own lives so that civilians have time to flee.

The Celestian Dragons refer to their squads as "scales" and to meetings of whole companies as "clutches". Compenies tend to be created one at a time, and when it happens, all recrits for it are enhanced into Celestial Wyverns at the same time. Company-Brothers refer to each other as "Clutchlings", and share a close bond with eac other arely seen even between Baatle-Bothers of Companies of other Chapters.

Due to the fact that both the Brave Burners and the Rad-Eaters use these same, as draconic terms, and both venerate dragon-like craetures like the Celstial Wyverns do, it is unknown from wich Chapter the Celestial Wyverns come from. The Wyverns themselves proudly believe their Chapter descended from the Brave Burners, much to the dismay of the Ead-Eaters, who uphold that the Celestial Wyverns descend from them instead, due to the void-faring nature of both Chapters, and simmilar traditions. While the lack of Rad-Eater mutations in the Celestial Wyverns and the abundace of Lavatufts in their ranks indeed points to Brave Burner anchestry, the matter remains unsolved.


 * Notes - Based on the Star Dragons

Dragonlords

 * Primary Species - Lavantuft
 * Origin - Brave Burners
 * Colors - Orange with red Green trim and scales
 * Badge - Red dragon head roaring in fury
 * Archon - Salagon Beratus

It is unusual for Olympians to use steeds, however the Dragonlords use the huge, dragon-like beasts with hail from Volcanis. The first one to begin this practice is the Chapter's leader, Salagon Beratus. While they are a small chapter, the hugely destructive power of these beasts often mean that the arrival of the Dragonlords can turn the tide of battle. Unlike their anchestorial Chapter, most Dragonlords have no mercy for any rebels or heretics, and will brutally exterminate them with their flame-based weaponry, so to make an exemple for the loyal population.


 * Notes - Based on the Dragon Warriors

Magma Giants

 * Primary Species - Lavantuft
 * Origin - Brave Burners
 * Colors - Orange with Black trim
 * Badge - A cracked skull burning with fire
 * Archon - Heatak Moltran

The Magma Giants are arguably amongsy the most powerful groups of Olympians, aside from the Ultraknoghts and the Valara'a Sinthe, that hail from Tyris Major. These Lavatufts are capable of many feats, being many times more powerful than the Brave Burners. Their ability to control the very magma within the planets they fight on give them an unrivaled edge on their enemies. They are created from the core of Heatak Moltran, perhaps the most powerful Lavatuft to have ever existed. However, the Magma Gaints are created as much weaker versions him. Thos is done so to avoid them from going rogue with power and turning on their own kind.


 * Notes - Based on the Magma Hounds and the Storm Giants