Here is the fluff concerning my Chapter!
AZERA KNIGHTS: The Defenders of the Mocais System
The Azera Knights, like many other chapters of the Second Founding, borrowed their original Gene-Seed from the legendary Ultramarines. Calling the Mocais System their home, a rare system with 8 of 9 planets being habitable, the Azera Knights quickly established a name as valiant and courageous warriors. Favouring close combat to ranged combat, the Azera Codex made several distinct changes to the original Codex Astartes, though for the most part all else remained the same. The first was the exclusion of infantry based Tactical-Dreadnought armour. While almost all other chapters organize their 1st Company into Terminators and Veterans, the Azera traded their portioning of Terminator suits for a large quantity of assault and artificer armour. As such, the 1st company of the Azera Knights consists of 2 squads of Vanguard Veterans, 2 squads of Sternguard Veterans, 6 squads of Assault Marine Veterans, 4 Venerable Dreadnoughts and the Council of Masters. While some would frown upon giving such high honours to mere assault marines, each and every member of the 1st company has served in excess of four centuries, and to be named to the 1st company, a marine must first earn terminator honours. Those who have witnessed the company in battle often rescind any previous negative criticisms.
Another notable distinction is that all marines endevour to become assault marines! Where a normal Space Marine may be promoted from a sergeant to a veteran, or to a terminator honorific, the ultimate goal for an Azera Knight is to be gifted with a Jump pack and a consecrated chainsword. It is of worthy note that assault marines outnumber tactical marines in the chapter nearly two to one.
The Azera Knights also ignore the Codex Astartes limit of ten companies(1000 Marines) without shame. Instead, they borrow a page from the Black Templars, maintaining a number of "Crusade Companies" of unofficial numbers. Due to their star systems large number of inhabited planets and their high populations, recruitment is ripe at almost any give time. Estimates proposed by the Inquisition have suggested that the Chapter numbers at least five thousand minimum, while others claim that is impossible. However, it should be noted that the Chapter does maintain a full 10 chapters, as well as at least one reserve company for Tactical, Assault and Devastator elements. In addition, rumours claim that an additional six reserve scout companies also exist. If the Inquisition could ever find a way to nail down the exact number of Azera Knights, it is certain conflict would arise, for such numbers begin to hint of past Space Marine Legions, a formation of warriors long ago forbidden.
Homeworld: The desolute ice world of Mocais V is the only uninhabitable world in the Mocais system, a large planet covered in pure ice and often plunging into temperatures in excess of -50 celsius. While many originally fretted at the choice, those concerns were put to silence when the CrusherCrush !WAAGHH! made planet side and was frozen entirely within 24 hours. In fact, any visitor brave enough to visit the planet will be greeted by still standing orc corpses frozen in spot.
Meanwhile, recruiting from the other eight planets has lauded the Azera Knights as Angels of Death to some and Gods of War to others. Of the eight planets, six are fully functioning Hive worlds, producing a steady flow of revenue with which they pay taxes to the great Azera Knights. The other two are barbarian worlds, quarantined by the Knights. It is here that the most hearty of recruits are found. While other Chapters choose a select few warriors per year from an entire system, the Knights take one male at the age of twenty from each world every few days. While it is unknown how many of these actually survive, it is reported that at least one new Scout Marine is celebrated every day within the Fortress Monastery upon Mocais V.
The Azera Knights, through their trade of nearly ninety terminator suits, have aquired a great deal of other deadly pieces of war. Drop Pods, power weapons, consecrated swords and bolters, the list is continuous. With such a nearly infinite selection, the Azera Knights chose to favour quick, lightning assaults that delivered not so much rapid assault as they did irresistable force. Knight squadrons almost never break into combat squads unless during extended campaigns. Except for in rare cases, Space Marine squads never arrive by Rhinos or Razorbacks, instead falling from the sky by means of Drop Pod or Jump pack.
The exclusion of Terminators allows the Azera Knights to field far greater numbers of Space Marines than normal, and in addition to their much larger roster, it is rare for them to ever act out of whole
It also of interesting note that not a single Landraider is listed in any of the Knights Armouries, nor has one ever been observed in an operation. However, they do seem to have a much higher number of predators and Whirlwinds than any average chapter. Speculation as to whether this is due to another questionable "trade" is undecided at the moment.
Last edited by J'Kaara Nan
on Mar 31 2009 02:01, edited 2 times in total.
Enclave of the 7 Swords: 12-5-2