Fiction:Unified Alliance of Enlightenment/Olympians

"Thus all tyrants die!"

- Olympian motto, fist used in the seconds before the landing on Demogorgon Prime

The Olympians are the male part of a Praetorian 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 Enlightenment Collaborative 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.

There were originally 25 Creeds, each individually led by an Ahrat, and each one a specific counter to one of the 24 Tyrannic Overseer Legion plus the eldritch abominations of the Occult Operations. In addition, there are the 3 Creeds of Olympia Custodians, who serve as one of the defensive forces that guard Matrukoris, and have numbers which are too low for prolonged offensive warware. Even though many Secondary Chapters would be formed after the Great Betrayal of the Great Mirusian Conflicts, shattering the Olympians to avoid corruption, the aftermath of the Great Mirusian Conflicts would see the birth of yet another bath of Olympians, many of which have more mysterious origins. Many of these new Chapters, in fact, do have their origins in the Alliance, but in the Hegemony, where many of the Hegemonic supersoldiers felt sickened and guilty after being commanded by the Hegemony High Command to turn on their brothers. As the Hegemony started to collapse, and, briefly, slipped into Darkling control, many companies turned their backs on their former empire and deflected to once more serve the Alliance. After a period of penitence, many of these deflectors were accepted back by their former Olympian brothers once more. Instead of being re-attached to a Primary or Secondary Olympian Chapter, as had happened before the Great Betrayal, these deflectors would be given a new colors, heraldries, and battle-cries, plus a fake history and anchestry to the Chapters they were attached to before to shield them from scrutiny. The new recruits of these Chapters are often not even aware that their true anchestry does not lie in the Alliance, but in the Hegemony, and as such they fight for Enlightenment with equal zeal as all other Olympians do.

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 any 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 Queen's Children 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 Chapter 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.

Doom Trooper= Doom Troopers are a relatively new class of soldier developed by the UAE after the betrayals of several Praetorians to the Darklings and the betrayal of the Hegemony Astartes. The idea was put fourth to create soldiers that could specialize more heavily on direct confrontation with their traitorous kin as well as supernatural threats to a greater degree. To achieve this these soldiers were given powered armor that generates a stasis field of sorts that keeps the reality inside and on the surface of the suit stable as to allow these soldiers to directly invade regions that are being warped by supernatural forces with out having to worry about mutation or corruption. Also said armor is not only heavier then the regular, but contains booster systems so the Doom Trooper maintains their speed and agility.
 * Usage - Anti-Super Soldier/Supernatural Warfare
 * Weapons - Chain-Broad Sword, Mass Driver, Doom Bringer Cannon
 * Defenses - Eldritch Environs Boosted Powered Armor

Their weapons are a much more powerful(and larger) chain-broad sword designed to more effectively shred through powered armor and the like. For ranged warfare they wield a Mass Driver which uses electromagnetic fields to launch metal spikes at hypersonic speeds. Their commanders instead wield a doom bringer cannon which fire massive blasts of plasma capable of damaging multiple enemies at once.

Doom Troopers are most commonly found in Chapters that tend to fight heavily against demonic forces such as the Grey Hunters and their descendants. However some groups like the Breaker Dragons and Peacebringers make use of these troops fairly often, though one suspects it's more of the love of oversized guns and the name over anything else. Still these troops are rare as they are expensive to properly equip and so not the most common even in Chapters that do make regular use of them.

Contemplator Trooper= Contemplator Troopers are those elite individuals who wear Tactical Contemplator Armor, a smaller, man-sized version of the Contemplator 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, Contemplator Troopers wear smaller versions of the weapons carried by the Contemplator Walkers, such as Power Fists, Thunder Hammers, and Multi-Weapons.

Commander=

Land Verhicles
Contemplator 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 Contemplator Walker. The design of the Walker is based on that of the Hegemony's Dreadnought, but sleeker and less "metal box-like". Commonly, Contemplators 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

Contemplators 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 Contemplator exists, called Aegators. 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. Aegators 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 and the like, and as such are especially favored by the Grey Hunters.

Cheetah-class assault bike=
 * Usage - Fast attack, hit-and-run tactics

Leopard-class attack bike=
 * Usage - Light anti-infantry role, hit-and-run tactics

Jaguar-class assault buggy=
 * Usage - Anti-infantry role, troop transportation

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-verhicle role, troop transportation

Amusingly, the Ceros was based off a mining 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. Many, for exemple, add a retractable heavy turret on top, or a cluster missile launcher, at the expense of reduced troop capacity. 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.

Carnifex-class battle tank= The carnifex-class Tank is the main battle tank used by the Chapters of Olympians, and even sometimes by non-Olympians. A hardy apex predator of metal, the Carnifex uses several weapons to devastate it's enemies at range, or can simply crush them under it's treads. While originally designed for troop transport, the Carnifex has soon become a more combat-oriented piece, designed to hold more ammo than troopers, eventually forfeiting it's role as a transport altogether for even more weapons systems.
 * Use - Main battle tank

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

The Carnifex's armor is heavier than that of the Ceros, allowing it to withstand much mure punishment, and it's doors can be magnetically shut, disably enemy troops from boarding it. Some Predators have the same magnetic plates as those of the Ceros-class transport, allowing move across water.

Demolisher-class dozer tank=
 * Use - Wall breaching

Barrage-class missile Tank= The Barrage-class Missile 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 all fired in an arc, and therefore cannot be used against enemy 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.

Icarus-class Anti-Air tank= The Icarus-class Anti-air Tank is modified from hybrid designs of the Predator and the Barrage, 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 bolters on the top of the hull, one on each side of the verhicle. In between the heavy weaponry is often an radar, used to seach for enemy aircraft, a targetting system, or both.

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

Landlord-class heavy tank= The Landlord-class Tank is the "Mailed Fist" of the Olympians, and treated with the most respect. Designed for holding off charging enemies, the Carnifex is slow, due to nearly three layers of armor covering it's advanced machinery. 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's armor is heavy, and comes in three layers, allowing resistance to small arms fire, heat, cold, electricity, plasma, and even radiation. Due to it's size, power and strength, it 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.

Areal Verhicles
Vortexfalcon-class jetbike= Many branches of the UAE's military make use of jetbikes due to their manouvrability and the high speeds they can reach with ease. The Vortexfalcon-class jetbike used by the Olympian Chapters and Vahallan Convents is the epitome of this. They are extremely aerodynamically shaped, and when a rider bends over forwards in the seating gap, the air friction is almost zero. Vortexfalcons are extremely nimble and agile, easily evading enemy fire. When their thrusters are given a short boost, a Vortexfalcon is able to breach the sound barrier with ease and go so fast that it leaves a vortex in it's wake, hance it's name. As such, Olympians or Vahallans riding this jetbike will often zoom in on their enemies at maximal speed, fire the bolters integrated into the speartip of the verhicle, and jet out of sight before their foes can even aim at them. While most Chapters use jetbikes to a lesser or greater degree, these caracteristics make the Vortexfalcon especially favored by the Farmian Fuminators, due to their preference for fast attack and hit-and-run tactics, the Queen's Children, due their tactics centering around fast and agile assaults, and the Peacebringers, due to their simmilar Bblitzkrieg-style tactics.
 * Usage - Fast attack, hit-and-run tactics

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.

Mistsparrow-class Recon Jetbike=
 * Usage - Fast attack, hit-and-run tactics

Stormstrike-class Hover-Carrier=
 * Usage - Scout transport

Blitzwind-class Speedercraft= Considered the air-based version of the Jaguar Assault Buggy, The Tempestwind-class Speedercraft 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 Tempestwind 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 Vortexwind-class speeder.
 * Usage - Fast attack, long-range recon

The Tempestwind-class carries twin missile launchers, laser cannons, or melters linked to it's wings, and a nose-mounted heavy bolter, assault cannon, or flamer, 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 cannon used to mow down enemies.

Usually, a Tempestwind moves silently, watching enemies from afar, and reporting back to base on what they see, waiting for the signal to strike, before zooming in at high speed to anhilliate the enemey before they realize what happens.

Talonbolt-class Gunship= The smallest of the Olympian's aircraft, slightly smaller than the Lightningfalcon, the Talonbolt has more in common with a chopper than with a regular fighter. These small ships can easily be stored in larger craft and released from the hangar bay in formations. Having room for only one pilot, they still are remarkably durable and can ditch this damage out as well. They can easily destroy whole platoons of enemy infantry below, using rotation bolters to accomplish this job. When attacked by other ships, Talonstrikes are able to fire powerful, short-ranged skyhammer missiles to drive them away.
 * Usage - Air-to-Ground Ship
 * Weapons - 2 Rotating Bolters, 2 Laser Cannons, Skyhammer Missile Launcher

Shockraven-class Fighter= The basic aircraft of the Olympians, the Shockraven is used to engage other aircraft in the skies. Quite fast and heavily armed, Shockraven attack their other aircraft with air-to-air skyhammer missiles or burn through their hull with high-power laser cannons. When other aircraft come too close, they defend themselves with their rotating bolters.
 * Usage - Basic Fighter
 * Weapons - 2 Rotating Bolters, 2 Laser Cannons, 6 Skyhammer Missile Launchers

Lightninghawk-Class Interceptor= Of all the Olympian's aircraft, the Lightninghawk is arguably the fastest and most agile. Used to intercept the enemy, when enemy aircraft fly over the fortifications of the Olympians, the Lightninghawk is quickly deployed to remove the threat to their airspace. Rocketing off from the ground, the Lightninghawk zeros in on it's targets swiftly and effectively, obliterating several enemies in one shot with their air-to-air skyhammer missiles or high-powered laser cannons. They come in with a unique snout weapon known as a aurora launcher, which fires an ionising blast into the air before them, scrambeling sensors and disableing shields of enemy craft.
 * Usage - Interceptor, Dogfighter
 * Weapons - 1 Aurora Launcher, 3 Laser Cannons, 2 Rotating Bolters, 4 Skyhammer Missile Launchers

Galevulture-class Stealth Flyer= Silent and stealthy, the Galevulture is one of the rarest Olympian vehicles. When an important target lays entrenched to deeply in enemy territory, these quiet, streamlined monsters are called in. Equipped with cloaking devices and an aurora launcher, these stealth bombers fly in under cover of darkness to unleash hell upon the Olympian's enemies without warning. They are armed with a powerful armament of air to ground skyhammer missiles, rotating bolters, and laser cannons.
 * Usage - Stealth Ship
 * Weapons - 1 Aurora Launcher, 4 Rotating Bolters, 2 Laser Cannons, 3 Skyhammer Missile Launchers

Thundereagle-class Bomber= Powerful bombers, the Thundereagle is used to annihilate enemy vehicles in deadly air-to-ground strikes. Deployed against enemy supply lines and armored advances, the Thundereagle swoops down low, blasting their targets to smithereens with their air-to-ground skyhammer missiles launched en masse from their missile launchers, before peeling off. If they come under fire by enemy aircraft, they can use their rotating bolters, laser cannons and plasma cannons to burn through enemy hulls. They are especially hated by the chapters that specialize in armored warfare, like the Steelrollers, who prefer to use of land vehicles above all else.
 * Usage - Bomber
 * Weapons - 2 Rotating Bolters, 2 Plasma Cannons, 2 Laser Cannons, 5 Skyhammer Missile Launchers

Typhoonphoenix-class Air Superiority Fighter= One of the most powerful and rarest of all Olympian air craft, the Tyhpoonphoenix is designed to complexly seize and maintain control of enemy air space. Fast and maneuverable the Typhoonphoenix is designed to utterly outclass enemy aircraft as well as destroy anti-aircraft units and annihilated structures from which enemy aircraft are deployed. Armed with Rotating Bolters, Skyhammer Missile Launcher, laser cannons, plasma cannons, and powerful gravity cannon or anti-matter beamer, the Typhoonphoenix can easily destroy any kind of anay aircraft, effectively being capable of serving many roles at once. When flying, the Typhoonphoenix generates a constant Aurora ion field that disables targeting and tracking systems, forcing enemy pilots to rely purely on sight alone.
 * Usage - Seizing Control of Enemy Air Space
 * Weapons - 3 Rotating Bolters, 2 Laser Cannons, 2 Plasma Cannons, 5 Skyhammer Missile Launchers, Grav Cannon/Anti-Matter Beamer

Cyclonebasan-class Aerial Transport= The largest of all the Olympian's aircraft and also one of the most important, the Cyclonebasan is used when ground transport will not cut it and must rely on the air-based transport to travel long distances. The Cyclonebasan is a massive aircraft capable of transporting a large amounts of troops, supplies, and equipment. Capable of a vertical take off and landing, the Cyclonebasan comes armed with a rather light armament rotating bolters and laser cannons as more space is needed to carry troops, but do wield a powerful grav cannon or anti-matter beamer.
 * Usage - Transport, Maintaining Control of Air Space
 * Weapons - 3 Rotating Bolters, 4 Laser Cannons, Anti-Matter Beamer/Grav Cannon

Heavily armed and nigh-indestructible, the Cyclonebasan is easily able to destroy any ground troops that comes near it with it's massive amount of firepower.

Vessels
War Barge=
 * Length -
 * Weapons - Planetary Bolter Cannons, Bolter Cannons, Plasma Cannons, Railguns, Anti-Matter Beamers, Lascannons, Torpedo Launchers, Other
 * Defenses - Powered Armor, Shields, CIWs, Defense Drones

Attack Battlecruiser=
 * Length -
 * Weapons - Planetary Bolter Cannons, Bolter Cannons, Lascannons, Plasma Cannons, Railguns, Torpedo Launchers, Anti-Matter Beamer, Grav Cannon
 * Defenses - Powered Armor, Shields, CIWs

Sword Frigate=
 * Length -
 * Weapons - Bolter Cannons, Lascannons, Plasma Cannons, Railguns, Torpedo Launchers, Anti-Matter Beamers
 * Defenses - Powered Armor, Shields

Predator Destroyer=
 * Length -
 * Weapons - Bolter Cannons, Lascannons, Plasma Cannons, Railguns, Torpedo Launchers, Grav Cannons
 * Defenses - Powered Armor, Shields

Quasar Frigate=
 * Length -
 * Weapons - Bolter Cannons, Lascannons, Plasma Cannons, Railguns, Torpedo Launchers, Planetary Bolter Cannons
 * Defenses - Powered Armor, Shields

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

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 Custodia 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 Custodia 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, these Custodia Olympians 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.

Celestial Hoplites

 * Primary Species - Soldarian
 * Colors - Yellow with green trim (Gold with green trim for the veterans)
 * Badge - A trident behind a round shield
 * Battle Cry - "United we stand! Victory or death!"


 * Speciality - Static defense
 * Designed to fight - Eternal Guard
 * Arhat - Epizoume Toicho


 * Notes - Based on the Imperial Fists and the Celestial Vindicators

Shrouded Slayers

 * Primary Species - Chakravylg
 * 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 - "Hail Hydra! The heads strike!"


 * Speciality - Simultaneous Strikes, Infiltration
 * Designed to fight - Beholders of Oculon
 * Arhat - "Alphahpla"

Despite having won many victories for the Alliance, almost nothing is known about the Shrouded Slayers before the great split. This is deliberate, for the Chapter revels in misdirectment and guile. They have taken everything the Olympians represented so far, and taken it to the whole next level. If rumours are accurate, they were already operating on the fringes of Tyrannic border worlds months before the Olympian project was officially announced. All in all, it is believed that they have scored more victories than even the Ultraknights, nothing is known for certain. Most of their members even go as far as to wear the heraldy of those they want to infiltrate, and change their own heraldry ever few days. After the split, it seems likely that there is more than one Shrouded Slayers in existence, each amirror-image of each other, and each believing itself to be the only Shrouded Slayers in existence. If so, that begs the question - what of the Chapter's Arhat, thought to go under the codename of Alphahpla?

The notion of brotherhood is especially strong in the Shrouded Slayers, 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 Arhat, the tactical genius known only as Alphahpla. As this even happens during battles, foes that are up against the Shrouded Slayers 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 Shrouded Slayers undispted masters of manouvres, feints and distractions in open battle. Yet the Olympians of the Shrouded Slayers always enage their opponent fairly. To fight them is to fight an indominable hydra with many limbs and fangs, but under the single, all-encopassing will of their Arhat.

The Shrouded Slayers would be partially corrupted by the Darklings into the the Bone Lictors, though they managed to keep the relationship between the two hidden. With the reformation of the Enlightenment Collaborative into the Unified Enlightenment Alliance, the loyalist Shrouded Slayers would willingly disband.


 * Notes - Based on the Alpha Legion

Ultraknights

 * Primary Species - 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
 * Battle Cry - "Let none find us wanting!"


 * Speciality - Surviving in any environment
 * Designed to fight - Blademasters of Hag'mar'ah
 * Arhat - Raballut Ulthoon

Of all Olympian Chapters, none as as known and famous as the Ultraknights. The first Olympian Creed to be openly announced, though not the first non-Multus Creed to be created, the Ultraknight's rise to fame was quick. Of 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 adaptabilty 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, an eight-armed Volver mutant, who was formed by mixing together the best Volver Gene-Samples the galaxy has to offer. Some conspiracy theoists, however, deny that this would be enough to account for his exploits and mutations, and rumors suggest he has Blademaster genes, or even worse, forbidden Dominatus genes added to the mix. However, both Raballut and the Collaborative government vehemently denounce such rumors.

If there is one thing the Ulraknights are nigh unbeatable in, then it is in the art of the sword. Like the Volver Knights much of their culture derives from, the Ultraknights fence and train themselves without respite, becomig swordsmen that other Olympains cannot match. Their Contemplators and sergeants, mainwhile, are known to fight mainly with mighty power hammers. 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, Grey Hunters, Queen's Children and Lunar Wolves, the Ahrat of the Ultraknights, Raballut Ulthon, penned down the Codex of Honor that contains guidelines on how to prevent darkling corruption and how to use the various kinds of Olympian and Vahallan 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 legion, from ash-covered lava worlds, nigh-passable mountainous worlds and dune filled desert worlds, to predator-infested jungle worlds, stormy ocean world, or featureless worlds existing solely out of dry ice. 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.

The Ultraknights are seen as the role model of other Olympian Chapters to follow, much to the chagrin of the Solar Sons, 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. Nevertheless, the Ultraknights would be partially corrupted by the Darklings into the the Exquisite Host. With the reformation of the Enlightenment Collaborative into the Unified Enlightenment Alliance, the loyalist Ultraknighst and their many descendants would willingly disband.


 * Notes - Based on the Ultramarines and Hammers of Sigmar

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 - A uniform metallic grey
 * Badge - A golden ram's skull across a grey shield
 * Designed to fight - Occult Operations
 * Arhat - Tyndar Maclon

Grey Hunters commonly deploy in 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. 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 them and the Ultraknights. Both have a preference for close combat, but the Ultraknights did not credit the Grey Hunter leader, Tyndar, with with writing the Codex, instead hailing the "publisher", their Ahrat, as the one behind it, despite Tydar proposing the Codex of Honor to be written in the first place. Feeling that the Ultraknights stole all the glory, Tyndar was left embittered and confused, feeling his battle-bothers had let him down. His son Pollux and his Crusaders even went as far as denouncing the Codex as 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 Cavaliers, 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.

The Grey Hunters never fell to any sort of corruption and would willingly disband after the Enlightenment Collaborative once again came together as the Unified Enlightenment Alliance. Many would become part of Inmonhotep's Ethereal Enlightenment as the Grey Guardians, while others would, as par their Mendel tradition, perform the Be'shuul Shecva and scatter and disappear, rather then serve the Lightling Corrupted Ethereal Enlightenment.


 * Notes - Based on the Grey Knights and the Hallowed Knights

Dawn Bearers

 * Primary Species - Taguan
 * Colors - White, Gold
 * Badge - A golden halo behind an open book
 * Battle Cry - "Behold! We bring the dawn!"


 * Specialty - Conversion, counter-conversion
 * Designed to fight - Heralds of Mosivam
 * Arhat - Shachar Rasul


 * Notes - Based on the Imperial Heralds and the Blades of Dawn

Solar Sons

 * Primary Species - Raptoraean
 * Colors - Pink with Golden trim
 * Badge - Stylized golden wing
 * Battle Cry - "Children of Enlightenment, hearts beating proud!"


 * Specialty - Swift Strikes, Sonic/Light-Based Weaponry
 * Designed to fight - Sons of Hedon
 * Arhat - Elegant'e

The Solar Sons are not only Olympians, but the protectors of the Raptoranean royal family as well. For this honor, the Chapter believes it must become paragons of perfection, and as such every warrior of the Solar Sons, 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 Solar Sons 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 Solar Sons 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 Solar Sons to wield sonic weaponry, though not as overly desctructive as the ones carried by the Hunter's Peacebringers.

However, the Olympians of the Solar Sons 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 Solar Sons can often be found practisioning said arts. As Raptoraneans can mate with any species, it is no wonder that the Olympians of the Solar Sons are taught to praise and uphold the diversity of cultures and species in the Alliance.

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 Solar Sons 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 Solar Sons, they repair and repaint or upgrade their armor and weaponry after each battle, so it's original flawlessness stays.

Elegant'e, the Ahrat of the Solar Sons, embodies his Chapter'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 full lips that never fail to erupt into an amused smile if only the faintest of reasons present itself. He cares deeply for his gene-sons and sees himself simply as the first among equals. Always takeing prisoners, Elegant'e sees killing captured foes as a waste of potential, and, using his charms and reassuring behavoir, often manages to sway them over to the side of the Enlightenment Alliance. The ornate armor and cape Elegant'e 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 the Ahrat boasts about it. The personal guard of Elegant'e are are distinguished from main Solar Sons 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.

The Solar Sons did not fall to Darkling corruption, but when the Enlightenment Collaborative reformed into the Unified Enlightenment Alliance, refused to disband. Instead, they swore allegiance to the Ethereal Enlightenment breakaway group and would fuse with the Hegemonic Mournful Sons to become the Lightling-corrupted Children of the Chalice.


 * Notes - Based on the Emperor's Children and the Lions of Sigmar

Angels Matryr

 * Primary Species - Cogneilli/Gardeili
 * Colors - Red and White
 * Badge - A winged chalice
 * Battle Cry - "Angels Martyr, loyal unil death!"


 * Specialty - Last Stands, Drop Assaults, Deep Strikes
 * Designed to fight - Subjugators of Cravidor
 * Arhat - Izar'Istishad


 * Notes - Based on the Blood Angels and the Celestial Warbringers

Seraphs of Secrecy

 * Primary Species - Terniam/Tergarous
 * Colors - Dark Green, black
 * Badge - An imprint of a mace upon a sheet of blank parchment
 * Battle Cry - "We have come. We are doom."


 * Specialty - Mallable Tactics
 * Designed to fight - Triarchs of Anubis
 * Arhat - Naphil


 * Notes - Based on the Dark Angels

Crow Senitels

 * Primary Species - Violaven
 * Colors - Black, White
 * Badge - Black Crow on White Background
 * Battle Cry - "We rise on wings of freedom!"

The Crow Senitels are a Chapter 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 Skin Flayers whom they strongly disdain.
 * Specialty - Stealth, Liberation
 * Designed to fight - Phantoms of Pathogis
 * Arhat - Corone Cornix

The battle companies of Crow 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. Highly empathic and with a very developped group mentality, the Crow 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 Corone Cornix, a black-feathered Violaven with traces of white amongst the chest and back. 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, Corone 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, Corone's biggest hope is for a 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. Corone cares highly for his Chapter, and would do anything to keep them from extinction.

The Crow Sentinels did not fall to Darkling corruption, but when the Enlightenment Collaborative reformed into the Unified Enlightenment Alliance, refused to disband. Instead, they swore allegiance to the Ethereal Enlightenment breakaway group and would fuse with the Hegemonic Star Phantoms to become the Lightling-corrupted Pale Phantoms.


 * Based off the Raven Guard

Skin Flayers

 * Primary Species - Voracha
 * Colors - Fleshy Brown with Dark Blue trim
 * Battle Cry - "For great justice!"


 * Badge - A bat-winged Voracha face with bloodied fangs
 * Designed to fight - Noctural Legionnaires
 * Arhat - Vaargh Stke

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 Voracha'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, infiltration into night, and their attempt to make the power of darkness their own, caused them to slowly glide down onto the path leading to service of the Brotherhood of Darklings. This would cause the Skin Flayers to become much colder and less bloodthirsty, and caused them to to revel in the fear and terror they caused all the more. While fear and terror had formerly been a means to an end to them, now, it became an end in itself, as all pursuit to justice was forgotten. The Skin Flayers had 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.

The Skin Flayers would be partially corrupted by the Darklings into the the Night Hunters whom they excommunicated as criminals and vowed to bring to justice. With the reformation of the Enlightenment Collaborative into the Unified Enlightenment Alliance, the loyalist Skin Flayers would willingly disband.


 * Notes - Based on the Night Lords and Celestial Knights

Tartarian Arbiters

 * Primary Species - Demonica and Verasien
 * Colors - Red, Yellow, Black
 * Badge - Winged black cobra with yellow eyes
 * Battle Cry - "Deliver upon the doomed what they deserve."


 * Designed to fight - Harbingers of Agony
 * Ahrat - Rhamnou

The Tartarian Arbiters are one of the more feared 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. They Demonica members also prefer the use of Demonica Harkonnen Cannons, which are more powerful than Bolters, but to unwieldy for anyone but the massive Demonica to wield. 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 wasted, 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.

The Tartarian Arbiters would be partially corrupted into the the Vile Dirge. In shame, when the Enlightenment Collaborative shattered, the Arbiters agreed to rid themselves of their culture in shame and transcend into the Sephirah Hosts.

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

Blood Badgers

 * Primary Species - Kaguran
 * Colors - Black and White with Red trim
 * Badge - A snarling Honey Badger
 * Battle Cry - "No matter the foe!"


 * Specialty - Berserkers, Fearlesness
 * Designed to fight - Berzerkers of Bruteigon
 * Arhat - Ratel Strianach


 * Notes - Based on the War Hounds

Lunar Wolves

 * Primary Species - Wolfling
 * Colors - Light Grey with Dark Grey trim
 * Badge - Howling Wolves' Head before a cresent moon
 * Battle Cry - "*Howling*"


 * Designed to fight - Doombringers of Fenris
 * Arhat - Lupus 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 Lupus Lupercal, an extremely charismatic man that can be as as partental as he can be savage. It is indeed said that Lupus has as many faces as he has teeth, but one thing is certain: his charisma is immense. Lupus 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 Chapter utterly listens to his words are enough. Lupus, unlike many of his adopted sons, will try diplomacy first, but should he fail, his Wolves will feast, with Lupus leading the fray, enjoying his lion's share as the leader.

The Lunar Wolves would be partially corrupted by the Darklings into the the Dark Legion, though, like the Shouded Slayers and the Bone Lictors, they managed to keep the relationship between the two hidden. With the reformation of the Enlightenment Collaborative into the Unified Enlightenment Alliance, the loyalist Lunar Wolves would willingly disband.


 * Notes - Based on the Luna Wolves

Frost Bears

 * Primary Species - Kadalian
 * Colors - Glacier Blue with White ice pattern
 * Badge - A white Bear's paw upon a field of Glacier Blue
 * Battle Cry - "Might makes right!"


 * Designed to fight - Impalers of Skali'draz
 * Arhat - Rirukov Nikoleg

The Frost Bears are a Chapter that is infamous for it's boisterous nature and seemingly barbaric appearance. They commonly have trouble with discipline and only follow the most basic codes of war. Similar to their Archon, the Frost Bears are very welcoming towards allies in battle and celebration.

They are known to wear necklares make from the teeth of the savage Ruskan Polar Bears that stalk the snowy taigas and tundras of Ruskan, their capter homeworld, while also weaing their pelts in battle. A Frost Bear Battle-Leader will often seek out a pack of Ruskan Polar Bear and kill the pack-leader, establishing himself as the leader in return, and thus giving him fearsome companions to walk alongside him. Some more experienced Battle-Leaderss are known to use their favorite Ruskan Bear 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.

The Frost Bears are lead by Rirukov Nikoleg, a giant is a man. He is a jovial, fatherly figure, with a love for food, ale, celebrating with his men, and enjoying life to the fullest. While Rirukov can come across as rambunctious and loud-mouthed, he is a welcoming figure to all who fight alongside him. However, he is equally savage in battle, proud and protective of his men to the death.

The Frost Bears did not fall to Darkling corruption, but when the Enlightenment Collaborative reformed into the Unified Enlightenment Alliance, refused to disband. Instead, they swore allegiance to the Ethereal Enlightenment breakaway group and would fuse with the Hegemonic Ice Serpents to become the Lightling-corrupted Rime Foxes. As par their Mendel tradition, many others would perform the Be'shuul Shecva, and disappear rather then serve the Lightling-corrupted Ethereal Enlightenment.


 * Notes - Based on the Space Wolves

Farmian Fulminators

 * Primary Species - Antroth
 * Colors - White and Red
 * Badge - A rising sun
 * Battle Cry - "One for all, all for one!"


 * Specialty - Disciplined assaults, Overwhelming tactics
 * Designed to fight - Scions of Crogki
 * Arhat - Kásh Leton

The Farmian Fulminators 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. They are group of warriors utterly driven by duty and bonded by brotherhood. As such, when the Farmian Fulminators deploy, they deploy all at once, overrunning the enemy lines and leaving no chance of escape. The Farmian Fulminators freely mixed and matched regular and heavy weapons within a squad, while their squad leaders often tended to develop minor ofensive essence powers.

The gaps in the Fulminator's armor are often repaired with Antroth Exoskeleton, a practice used even by the non-Antroth members. The Fulminators are known to deploy special devices on their larger speeders that are imbued with Anthroth Magic and shroud the oncoming horde in a cackling shelf cloud, creating a protective dome of static energy in front of their formations as the charge is protected from bombing runs by the moving thunderstorms just a few meters above them. This is low enough to allow their aerial verhicles to skim above the main force unharmed.

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

The Farmian Fulminators did not fall to Darkling corruption, but when the Enlightenment Collaborative reformed into the Unified Enlightenment Alliance, refused to disband. Instead, they swore allegiance to the Ethereal Enlightenment breakaway group and would fuse with the Hegemonic White Lightning to become the Lightling-corrupted Seers of the Storm.


 * Notes - Based on the Lightning Hawks

Brave Burners

 * Primary Species - Lavantuft
 * Colors - Orange with Yellow and Red flame patterns
 * Badge - Flaming Forge
 * Battle Cry - "Unto the forge of battle!"


 * Designed to fight - Leviathans of Scyllraken
 * Arhat - Nacharth Vulcanis

Lavatufts already had the Brave Burners 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 piece of their Ahrat's core. This Ahrat, Nacharth Vulcanis, was created with special regerative abilities with just this process in mind. Not only a warrior, Nacharth Vulcanis is a great smith as well, and this carried over to his Creed. 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.

The Brave Burners did not fall to Darkling corruption, but when the Enlightenment Collaborative reformed into the Unified Enlightenment Alliance, refused to disband. Instead, they swore allegiance to the Ethereal Enlightenment breakaway group and would fuse with the Hegemonic Brotherhood of the Megalith to become the Lightling-corrupted Wyrms of Purgatory.


 * Notes - Based on the Salamanders and the Anvils of the Heldenhammer

Breaker Dragons

 * Primary Species - Naiyu Vanara
 * Colors - Black, Blue
 * Badge - Black Dragon Head with a Blue eye
 * Battle Cry - "Shatter their illusions of power!"


 * Designed to fight - Abominations of Azathoth
 * Ahrat - Lucy

After the battle for Alastor the entire Vanara Race under went a transformation into a new species called Naiyu Vanara. The Rad-Eaters themselves were part of this transformation becoming new forms of Naiyu Vanara sub-species. Not only were they changed in form, they were also permitted to form a new hapter, the Breaker Dragons. On a mission to root out a non-existing holdhout of the Abominations, the entire old Rad-Eater Chapter was wiped out by the Breaker Dragons on the secret orders of the new United Persan Descendants and they, per tradition, inherited the old Rad-Eater gear. From that day on, the Breaker Dragons, in violation with Collaborative rule, held their primary allegiance first and foremost to the Persan, while also covering up the anhilliation of the Breaker Dragons from the rest of the Alliance. This change in primary loyalties would later show as the Breaker Dragons would become part of the very first Sephirah Hosts alongside the other primarily Persan Chapters.

Combat wisen the Breaker Dragons still specialize in surviving irradiated enviornments, but have added a higher degree of mobility to their forces allowing to respond and get to the battlefield faster. Still they emphasis adaptability highly, not wanting be caught off guard in a situation where siege warfare would be useless. They just prefer to use seine warfare if the option presents itself. Otherwise they have dispensed with the use of most wheeled or hovering land vehicles and instead make use a variety of unique mechs.

The Breaker Dragon's gene-seed is subject to a unique set of mutations that causes them to grow larger horns and a pair of bony arm blades. It also turns their blood black, causing their lips and inner mouth to turn black as well. The Breaker Dragons actually embrace these mutations and cover them in super strong a flexible Varish Steel. This has led some to question wheather or not the Breaker Dragons are pure, but their gene-seed has passed every single test it has gone through with flying colors. They are led not by their Ahrat (who acts as the Beaker Dragons 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 Gargoyles, and are armed with water cutter cannons and vicious progressive and beam weaponry.


 * Mainly based on the Black Dragons with tendencies simmilar to the Unforgiven

Plague Wardens

 * Primary Species - Tardythles
 * Colors - Olive Green with Brown trim
 * Badge - Three Seeker Flies
 * Designed to fight - Titans of Corpulus
 * Arhat -


 * Notes - Based on the Death Guard and the Ghyran Guard

Iron Skulls

 * Primary Species - Iscablos
 * Colors - Granite Grey with Gunmetal Grey trim and Gunmetal Grey shoulder pads
 * Badge - Iron Skull-Helmet
 * Battle Cry - "Weak is the flesh; strong is the mind."

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.
 * Designed to fight - Steel Reapers
 * 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. The Iron Skulls are noted to be expert with machinery, and many of it's Olympians have come to sport extensive cybernetics over the years.

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 Kramalin 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.

The Iron Skulls would be partially assimilated into the Alpha Cyber Collective. With the reformation of the Enlightenment Collaborative into the Unified Enlightenment Alliance, the loyalist Iron Skulls would willingly disband. As par their Mendel traditions, many would perform the Be'shuul Shecva, and scatter into the winds rather then accept Disbanding.

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

Steelrollers

 * Primary Species - Kramalin
 * Colors - Gunmetal Grey with Bronze trim
 * Badge - Metal Steamroller/Cog
 * Battle Cry - "Strength in steel!"

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.
 * Designed to fight - Anathemae of Xenomortis
 * 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.

The Steelrollers would be partially assimilated into the Leviathan Hive-Mind. With the reformation of the Enlightenment Collaborative into the Unified Enlightenment Alliance, the loyalist Steelrollers would willingly disband.


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

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. They tend to be rather indiscriminate in their usage of essence, using it for anything from predicting the future to summoning psychic firestorms that ravage everything in their path. While the Farmian Fulminators are known for their sense of balance and restraint when it comes to using their essence abilities, not so the Scarab Novae. As a result, they use Librarian Contemptor Walkers far more than most chapters, so they can continue to use their full 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 a flaming star 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.
 * Designed to fight - Prophets of Dra'Erath
 * 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 Enlightenment Collaborative 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 that 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 Alliance, and he might as well be quite right in this.

As stated above, the Scarab Novae would be partially corrupted by the Darklings into the the Shadowed Claws. With the reformation of the Enlightenment Collaborative into the Unified Enlightenment Alliance, the loyalist Scarab Novae would willingly disband.


 * Based on the Thousand Sons

Spectral Axes

 * Primary Species - Liev
 * Colors - Bark Brown with green faceplate and shoulder pads
 * Badge - A double-bladed axe with thorned vines draped acros the hilt
 * War Cry - We are the whispers in your mind, the silent shouts that fill this place. We are all around you, and we are death.
 * Designed to fight - Hounds of Kuzushimasu
 * Arhat - Levisekkar

Storm Strikers

 * Species - Euchada
 * Colors - Storm Grey, dark iron trim for squad leaders and higher
 * Badge - A thunderbolt clenched in a fist
 * Battle Cry - "We ride the storm!"


 * Speciality - Lightning-fast strikes
 * Designed to fight - Horsemen of Destiny
 * Ahrat - Timureza

The Storm Strikers were the last of the original Olympian Creeds. Joining late during the Great Tyranny war, there is only one thing that counts in the tactics employed by the Lightning Strikers - speed. As such, they greatly prefer any sort of bike or speeder, though anti-grav craft are not unheard of as long as they are fast enough. The Lightning Strikers sprefer to strike as fast as a tempest, often deploying a wide distance away from enemy lines so they can build up the momentum of their earth-shattering charges. Aside from speed, they also prefer to harness their own electric field, resulting in an abundance of plasma weaponry.

The Lightning Strikers never settled on their designated homeworld, instead becoming a nomad fleet which strengthened it's numbers by recruiting freed Tyranny slaves. Though successful in aiding the cunquest of the Horsemen of Destiny's Overseer Citadal, the Storm Strikers met their match during the battle of Demogorgon Prime, when they were bogged down in the planet's many quagmires, surrounded, and anhilliated. Their arms, armory and tithes would eventualy pass on to the Peacebringers of the Hunter.


 * Notes - Based on the White Scars

Omega Olympians

 * Primary Species - Unknown
 * Origin - Alpha Creed
 * 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 - Agemo Armageddan


 * 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.

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. In contrest to their pitch-black armor, their weapons are colored a sheer white, as are the weapons systems of their otherwise completely black verhicles, resulting in a remarkbable contrast. This is done to have the weaponry stand out more and thus make the verhicle as a whole more intimidating in look.

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 and Astral Templars

White Cavaliers

 * 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 Cavaliers 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. They are notable to be extremely skilled in riding Largotz War Dragons and even the fearsome Tahriko Battle Mounts, and their heavy rivalry with the Lavatuft Dragon Rideer Chapter.

The White Cavaliers 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 Cabvalier breathren, the Black Templars. All White Cavaliers pray to Zaraturai before going into battle, and commonly shout religious hymns to her during battle itself.

The White Cavaliers 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 weapons and verhicle weaponry are painted black, but notably only the upper parts, with the sides being as white as their verhicle chassis.

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, the Knights Excelsior and the Maelstrom of Light

Red Exorcists

 * Primary Species - Ugandalorian
 * Origin - Grey Hunters
 * Colors - Red
 * Badge - Bone demon's skull with ruby-like eyes
 * Status - Self-Imposed exile to better hunt down Rakar and other Darkling servants
 * 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, and tend to actually look like the armor worn by traitor Olympians. They have an demon's head printed on one shoulder pad, and an 3-dimenional, ruby-eyed demonic face on the other. The sides of their weapons and verhicle weaponry are bone-colored and inscribed with runes of warding.

Their initation rite is simple, they have to survide demonic possession 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 Templars, the Red Hunters, and the Exorcists

Pyre Phoenixes

 * Primary Species - Raptoranean
 * Orgigin - Solar Sons
 * Colors - Yellow with blue flames
 * Badge - A burning blue Phoenix rising from blue flames on a yellow background
 * Battle Cry - "Ashes to ashes!"


 * Specialty - Jump Assault, Sword Battles
 * Archon -

tekst


 * Notes - Based on the Fire Hawks, Flame Eagles and Fame Falcons and Tempest Lords

Soul Sippers

 * Primary Species - Raptoranean
 * Orgigin - Solar sons
 * Colors - Purple with Gold trim and Pink curls and waves
 * Badge - A golden cup with pink steam rising out of it
 * War Cry - For the Alliance and nothing else!
 * Specialty - Void Combat, Use of Sonic Weaponry
 * Archon -

tekst


 * Notes - Based on the Soul Drinkers

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

Ice Wolves

 * Primary Species - Wolfling/Kadalian
 * Origin - Lunar Wolves/Frost Bears
 * Specialty - Executioners
 * Colors - White with Glacier Blue trim
 * Badge - Snarling Wolves' Head
 * Arhat - Snorri Wolvesteeth

The Ice Wolves are an chapter created by splicing Lunar Wolves gene-samples with those of the Frost Bears. The result are Olympians who are not only adapted at warfare on snowy and ice worlds with harsh conditions, but are also trackers without peer. The reason of their creation is sealed away, but they seem to be especially adept at killing other Olympians. However, some whisper that their purpose is to eliminate those Chapters that have turned away from the Alliance, in case a second Great Betrayal occurs.

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 will then join the Wolf Guard, the Archon's bodyguard.

Ice Wolves commonly fight in cold or winter conditions, seemingly having better senses for it. They rely more on hearing and smelling then just plain sight, and will sniff out enemies during combat. The Ice Wolves strike with brutal efficiency, ambushing and picking off the weakest of their foes before disappearing back into the blizzards. The Ice Wolves are merciless executioners of the Alliance's will, and when orders are given, will let none escape, and let none escpae. Outside of that, however, they normally will take prisoners, and even plead those whom they are send to kill to surrender first.

Ice Wolves are lead by Snorri Wolvesteeth, a belligerent and highly courageous individual who has led the Ice wolves to victory for as long as the Chapter exists.


 * Notes - Based on the pre-heresy Space 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.

Dragonlords

 * Primary Species - Lavantuft
 * Origin - Brave Burners
 * Colors - Orange with Red 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 Lords

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. They share 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 in the middle of 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 Drakes adhere 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 anhcestral Chapter use the same Draconic terms for their Battle-Brothers, and both venerate dragon-like beings. Both the Brave Burners and the Rad-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 Black Dragons

The Peacebringers

 * Species - Human
 * Origin - None
 * Colors - Varies, mostly conflicting, garish colors
 * Badge - The Queen band symbol, but with the lions and eagle replaced with MLP characters and, in small writing, "Freddie Mercury is Magic".
 * Battle Cry - "Say our name bitches! Who the heel do you think we are?!"

Formed long after the fall of the Tyranny, 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.
 * Speciality - Bike/Steed-based fast attack, Sonic-Based Weaponry
 * Archon - Konrad Wilson
 * Other members - Ereto Wilson, Francos the Ancient, Mathias Wilson

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. This has forced the Peacebringers to learn to operate without them, and act more effectively on their own then other Olympians.

The Peacebringers, when the order came to disband by the Persan, where shocked and appalled, and, knowing that their breeding for war, and their carefree nature would not allow them to go anywhere else, called back their brothers, the Freddie Mercenaries, and, with heavy hearts, abandoned Terrakon. For them, war and parting was all they knew, and to simply disband and let themselves be replaced would never do. The Peacebringer fleets took with them their cloning material, serfs, and scientists, and, briefly touched in with the Black Crusaders and their group, with Konrad warning Pollux that his path would not end well, and it lead to bloodshed. Pollux refused to listen, and Konrad, with a heavy heart wished him well. Leaving, the Peacebringers set out for the unknown, still active, and their whereabouts unknown. When Imonohotep corrupted many of the Olympians, the Peacebringers, due to their isolation, and moreso their nature, where not corrupted, as while they hated the Darklings, their sex/drug/alcohol-fueled life style made them incorruptible for the Lightlings of Imonohotep.

As Phase-Hunter was searching for members of the Clett family far away from Mirus at the time, such as the Bounty Hunter named Deloros, the Peacebringers waited, many of their chapter giving into despair and believing that, while the UAE had never trusted them fully, had now completely abandoned them. For the first time since the Hegemony slaughter of Koatria, no Peacebringer could be find smiling or laughing, their Queen songs silent, their anime references only given in a sardonic way, to reflect a growing nihilism, and their faith in the UAE all but destroyed. With no where to turn, they waited for their father to come to them, like despondent children.


 * Notes - Based on nothing; parody

Warriors Requiem
A descendant chapter of the Angels Martyr, the Warriors Requiem were a chapter known for their dedication for protecting the weak and innocent of the alliance. They were more than well known for taking on operations to save and keep safe civilian population, throwing themselves with all their might against their foes, refusing to give up until everyone was safe. However they were cursed with a constant suffering to misfortune, constantly being befallen by tragedy after tragedy. This was only compounded by a gene-seed flaw that made them feel despair and regret even more acutely than others, driving many to self harmful acts in order to gain forgiveness for their failures. This made them perfect targets for the Judicators.
 * Primary Species - Cogneilli/Gardeilli
 * Origin - Angels Martyr
 * Colors - Yellow with chequered Black and White trim
 * Badge - Bleeding Heart
 * Archon - Maras Pharas
 * War Cry -
 * Status - Corrupted by the

Coming to their leader Maras Pharas, one the Judicator's Defenders posed as a friend, offering to grant him one request. Maras asked for the power to save all innocents from the darkness that plagued them and the Defender gave him an hormone that gave them great resistance to the powers of the Darklings and their servants. However is came with a dark twist, the hormone was toxic, so toxic that only an Olympian or Vahallan could handle it. The Warriors Requiem saved many from the Darklings with power the hormone gave them, only to have the very hormone that allowed them to save those people to kill them.

When asked why this was happening; the Defender said that Maras had asked him to give them the power to save people from the Darklings - the Warriors Requiem were not Darklings and so the Defender was actually keeping up his end of the bargain. It were the Warriors who had failed in their poorly worded request. This drove them to such despair that it consumed their minds utterly, triggering the hormone to change into one that bound them to the will of the and twisting their minds so that they believed that the only way to save people from despair and the hopelessness of the world was to kill them. They further more became heavily mutated, developing withered, pale white bodies, and pitch black, empty eyes.

Blooded Blades

 * Primary Species - Kaguran
 * Origin - Blood Badgers
 * Specialty - Dual-wielding melee weapons, total slaughter
 * Colors - Uniform red
 * Badge - Two crossed swords dripping blood

Brazen Bulls
The Brazen Bulls are a mysterious Tertiary Chapter, formed in secret by the High Lords of the Mendel Pact. When they came into being is not certain, but what is known is that the Brazen Bulls ultimately seem to bear little loyalty or respect for anyone outside of the Mendel. Why this is, is unknown, but many whisper they where created for the Mendel High Lords in secret, and act as their personal executioners. After the attacks by the Hegemony, the High Lords where hit hard by the news of so many children lost to the Hegemony raids. As such, seeing the effectiveness of the mainly-Mendel Blood Badgers and Black Crusaders, created a chapter, derived from Blood Badger gene-stock, to emulate their fearless savagery, coupled with the more tactical aggression of the Black Crusaders. Indeed, the Brazen Bulls act for the Mendel Lords alone, unlike others who display loyalty towards the Alliance as a whole. The fact they are indoctrinated with more loyalty towards the High Lords rather then the Alliance leaders adds credence to this idea.
 * Primary Species - Mandel Races, mainly Kaguran
 * Origin - Blood Badgers
 * Specialty - Berserkers, close quarters combat
 * Colors - Brass with red trim
 * Badge - A flaming minotaur skull, with blood dripping from it's eyes
 * Archon - Arthalas Mecjorin
 * War Cry - Remember Jorvash! For the Kings!

They first appeared when the future Crimson Corsairs revolted, their chapter fleet appearing mysteriously from nowhere, and launching a ground assault alongside the Black Crusaders and Ice Wolves, slaughtering traitors left and right, and taking few prisoners in their fury. Attempts to talk with them where rebuffed, and after there where no more enemies to kill, they simply left, taking all genetic samples of their chapter with them. This left many Olympians, and those in command, confused about the appearance of the strange chapter. While their reports note nothing out of the ordinary, observations of their forces that operate around the galaxy conclude they are slower growing past the approved numbers, and the Mendel are making sure everyone turns a blind eye towards this.

The Brazen Bulls have since deployed on missions considered particularly sensitive to the nature of the Mendel Pact and it's future. Because of this, many now believe the Brazen Bulls the personal assault force of the Mendel Pact, and worry over the power they have garnered. However, their concern is not with the control of the rest of the Alliance's nation states, but rather seeing to the end and destruction of the Mendel's traditional enemies/rivals, such as the Eldarisian Empire and the Hegemony. It is believed the Mendel High Lords, along with the Koatria, are planning something, and the Brazen Bulls will be part of it.

The Brazen Bulls are brutal close combat berserkers, rushing forward to brutally tear apart their enemies in close combat and rip them to shreds with power claws, mauls and swords. Their weapons and equipment are extremely advanced, even for an Olympian chapter, and high ranking members even have equipment "borrowed" from the Elite guards of Zaraturai, the Olympia Custodians, such things a normal chapter should not have.

Wolves of Midnight
The Wolves of Midnight 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 Unified Alliance of Enlightenment, 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 Alliance, calling themselves the Ustmen from then on. Their leader, Hastur, would become like an adopted son for Lupus Lupercal, and eventually adopted his last name, being enhaced into a Lunar Wolf, and become the advisor to Lupus 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 Alliance's cause, Phelan Vlk of the WereWardens, 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, Lupus 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 Wolves of Midnight bore the Lunar Wolves' inconography as well, to hide the fact that they were a different Chapter. Lupus had Hastur and his Wolves of Midnight do most of the campaign, not to minimize the losses of his own Chapter, 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 Lupus planned, and the Wolves of Midnight, much to the astonishment of the other Olympian Chapters, were allowed to form their own Chapter.

In terms of combat, the Wolves of Midnight 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 Wolves of Midnight 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 Wolves of Midnight adorn their armor with the same furs of wolf-like creatures as their Lunar Wolf anchestors, though theirs are more rugged and bloodied.

The Wolves of Midnight 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 Dark Wolves

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 each other arely seen even between Battle-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 creatures like the Celestial 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 Rad-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

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, later corrupted by and the
 * 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 consider 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

Gear Knights
After the disaster of the Great Xonexian Schism, the Olympians where left with many of their number turned traitor, and their loyalist chapters at half power. Alliance command struggled to find a solution, as Ugandalorians found an old Vashari foundry left damaged during the war. Activating it, they found blue prints for an enhanced Vashari, many of them containing the intelligence matrixes of fallen Mendel heroes, including Torscka Nitrocon. Contacting the Highlords, Barda and his fellow rulers met with the Vashari, who believed himself Torscka, and spoke with him for a long time. Realizing he was, in fact, not Torscka, Barda implored the machine to keep the name, but he refused, believing he would have to carry his own name, and indeed, forge his own destiny, and chose the name Phenix.
 * Primary Species - Vashari, Norn Ais, Other Mechanical Races
 * Specialty - general purpose, close combat
 * Colors - Gunmetal Grey with Silver chestpieces, Gunmetal Blue trim
 * Badge - A curving crescent-like object, with a circle in the center
 * Archon - Vashari Phenix
 * War Cry - For our Organic brothers! For Vengeance!

The rest of the UAE saw Phenix and his kin as a symbol of hope. Taking him and his comrades with them, they met with the rest of the UAE leaders and discussed the possibility of Phenix leading a new Olympian chapter. After researching the beings in question, Phenix agreed, his forces' bodies further reinforced as they took on the mantle of Olympian. They where joined by a number of Vashari who volunteered to have their bodies recalibrated into Reinforced bodies, and Vanara Norn AIs, as well as a number of other mechanical races, with Phenix made their Archon. Many chapters did not like it, feeling there something inherently wrong with machines taking on their role, though, most notably, the Black Crusaders and their kindred welcomed the new Olympians, who took the name Gear Knights to honor the Grey Hunters and their descendants' knightly attitude, and to honor their own mechanical nature.

The Gear Knights are fairly general combatants, though many prefer close quarters combat with energy blades and other melee weapons, being extremely effective at this. They are very durable, as they can heal their bodies overtime thanks to self-healing, semi-sentient nano-metal, and can even rise up again to fight if destroy, able to piece their bodies back together even if destroyed. Thanks to their mechanical nature, they have no need for tech-troopers, able to repair their own vehicles if damaged in battle. Their scouts are recruited from their robotic serfs, who come to battle alongside their Olympians, and are chosen for those with a high rate of success in battle and bravery. Once they prove themselves worthy, their consciousness is taken out, and their body broken down and used as a base template to build their new, enhanced body, before their consciousness is transferred back in.

Death Metal Eagles

 * Primary Species - Violaven, formerly Hegemony races
 * Acclaimed Origin: Crow Senitels
 * True Origin: Eagles of Doom
 * Specialty - Jump Pack assault
 * Colors - Purely black with white shoulder pads and gunmetal grey helmets
 * Badge - A winged Raven's skull
 * Archon - Unknown
 * War Cry - "We suffer so others might not!"

Nephillim Repentant

 * Primary Species - Hegemony races
 * Acclaimed Origin: Seraphs of Secrecy
 * True Origin: Night Children
 * Specialty - Overwhelming firepower
 * Colors - Black with white shoulder, elbow and knee pads, red trim, markings, and robes
 * Badge - Two red crossed swords behind a scrollwork shield
 * Archon - Unknown
 * War Cry - "Original sin, eternally damned, forever repentant! No quarter be given!"

Fraternity of the Dolmen

 * Primary Species - Ranax and Lavatuft, formerly Hegemony races
 * Acclaimed Origin: Brave Burners
 * True Origin: Brotherhood of the Megalith
 * Specialty - Endurance
 * Colors - Stone browns and greys
 * Badge - A stylised dolmen
 * Archon - Unknown
 * War Cry - "For the Fathers!"

Dune Riders

 * Primary Species - Varies, formerly Hegemony races
 * Acclaimed Origin: Peacebringers (by the Peacebringers themselves)
 * True Origin: Dune Walkers
 * Specialty - Desert warfare, Steed-based fast attacks
 * Colors - Desert Tan with Cream trim and shoulder pads
 * Badge - Three windswept sand dunes
 * Archon - Unknown
 * War Cry - "We walk in the footsteps of the Saviors."