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- "Given the vicious nature of Vestacar, you'd think the sons of their world would be equally so. Whilst gaining a reputation to be feared amongst xenos, their compassion towards what many would consider the 'dregs' of humanity is what truly makes them Angels."
- — Ventis Adakar, Sergeant of the 4th Cadian Shock Troop Regiment, after encountering marines of the Promethic Guards' 2nd Company aiding an evacuation from a Genestealer incursion.
The Promethic Guard are a recently founded Loyalist Space Marine Chapter comprised entirely of Primaris Space Marines. They were created as a part of the Ultima Founding following the destruction of the fortress world of Cadia during the 13th Black Crusade. With the fall of this Imperial bastion, Cadia's destruction resulted in the formation of the galaxy-wide tear in reality known as the Cicatrix Maledictum or the 'Great Rift'. Due to this major event, the Forces of Chaos have descended upon the worlds of the Imperium intent on slaughter on a galaxy-wide scale.
However, not all hope was lost, as the Ultramarines long-slumbering Primarch - Roboute Guilliman has been resurrected. As the only living son of the Emperor of Mankind, the heavy burden of command has fallen upon his broad shoulders. Assuming his former office of Lord Commander of the Imperium, Guilliman assumed control over the leader of the High Lords of Terra and called for the raising of a massive Imperial force, launching the Indomitus Crusade.
At the head of this massive undertaking, Lord Commander Guilliman leads the newly revealed legions of Primaris Space Marines - the next stage of evolution of the Adeptus Astartes. Gene-hanced to be larger, stronger and faster, they form the bulwark of the Imperium's forces against the encroaching darkness. Following this revelation, Guilliman called for a new founding - the Ultima Founding - to form dozens of new Space Marine Chapters from the nine original Loyalist First Founding Chapters. Comprised entirely of Primaris Space Marines, these newly incepted Chapters act as the spear tip of the Imperium's mighty Crusade fleets, forming the bulwark against the encroaching darkness.
Chapter History
Being raised in the Ultima Founding of ca. 999.M41, the Promethic Guard are one of the many chapters founded after the creation of the Rubicon Primaris process, developed by Archmagos Dominus Belisarius Cawl. They are a successor chapter of the XVIIIth Legion Salamanders. Like their predecessors, the Promethic Guard have a tendency of prioritising civilian safety and evacuations whenever possible. It has been noted by many guardsman who encounter these marines that they have a 'gentle disposition' towards civilians and members of the Astra Militarum alike. They have also been noted to have a 'remarkably fearless resolve' in the face of any foe who would dare threaten those under the protection of the chapter and Imperium. They will stand to the last man in order to achieve their objective and protect those less capable than themselves.
Although The Promethic Guard follow certain aspects of the Codex Astartes laid out by Roboute Guilliman, they primarily follow the teachings of the Promethean Cult. These teachings were first presented by the Salamander Primarch Vulkan during the time of the first crusade, and is a doctrine the Promethic Guard follow with the greatest of zeal. This has helped to further confirm the chapters geneseed origins, with the Promethic Guard considering themselves Sons of Vulkan, even though at the time of the Ultima Founding the Primarch had been missing for many millennia. The Cult teaches that the primary purpose of the Legiones Astartes is to both protect and liberate all of humanity from the threats of the galaxy and beyond. It also teaches that each Space Marine is a weapon first and foremost, both in body and spirit, and that they are forged upon the anvil of battle and the fires of war. The doctrine focuses on endurance, self discipline, reliance, loyalty, duty, patience, awareness and self sacrifice. These teachings have forged the Promethic Guard (and many other chapters that follow the teachings of Vulkan) into some of the bravest and noble warriors seen across The Imperium.
Notable Campaigns
The Great Defence of Promevesta (Late M41)
The Great Defence of Promevesta was a 2 week long siege that took place on the Promethic Guard's home planet of Vestacar. A contingency from The Tizcan Host, a Thrallband of The Thousand Sons appeared from the Great Rift and attempted to besiege the planets only city of Promevesta. At the time, only 3 of the Promethic Guards companies were present upon the planet, including Chapter Master Darian Helvyk. These three companies were accompanied by members of the Vestacar Hunters Commission, a roughly 10,000 strong group of highly trained trackers and hunters native to the planet. A distress signal was sent out to nearby sectors for aid, which was detected by the Promethic Guards' 2nd company, who had not long left the planet to investigate a signal received on the far edges of Segmentum Tempestus. Upon receiving the signal, the companies flagship Bulwarks Pride was approximately 6 days travel from their home world and immediately changed course to defend their planet and people. The Bulwark rendezvoused and recruited a nearby Imperial Navy fleet to assist, anticipating immediate resistance upon arrival.
Vestacar from orbit.
When the 2nd company arrived into the system, they were greeted by a small Tizcan fleet orbiting Vestacar. The Bulwarks Pride and navy fleet immediately engaged the Tizcan vessels that were conducting drop pod operations onto the planets surface. At the same time, 2nd company ground forces aboard the ship readied themselves to drop, ready to assist with the defence of the city. Upon arrival to Promevesta, they were greeted with a large portion of the cities skyline aflame. The lands surrounding the city walls were filled with the daemonic spawns of Tzeentch and their Thousand Son masters. Although great physical devastation was caused throughout the city - with around 50,000 civilians dead within a single crumbled district, the vast majority of the cities population were able to retreat inside the complex bunker system housed beneath the chapters Fortress-Monastery. Any pockets of civilians that remained outside the bunker were encapsulated by swaths of Promethic Guard marines. These marines valiantly held the line against the oncoming incursion, whilst Commission Hunters attempted further evac efforts into one of the bunkers alternative entrances. By this point, access to the Promethic Edifice had been mostly cut off by the daemonic forces, who were attempting to gain access to the bunker, whilst ransacking the courtyard facilities for anything of worth.
Although several ships were lost and the Bulwarks Pride sustained significant damage, the orbiting Tizcan fleet was successfully eradicated, beyond a lone ship that managed to retreat back into the warp. This removed what remained of the Thousand Son's reinforcements, turning the surface battle into one of attrition. After a further 2 days of arduous fighting, the remaining Thousand Sons and Daemons of Tzeentch were wiped from the planets surface. The battle had taken a great toll on both the city and the chapter, with 42 battle brothers of the Promethic Guard losing their lives in protection of their city and people. Around a third of the Vestacar Hunters Commissions was also wiped out in the conflict, leading to a large recruitment drive in order to maintain numbers and keep the borders of the cities safe zone secure. The rebuilding efforts began almost immediately, with focus made to further reinforce defences in the inevitability of future attacks. No forces of chaos have yet to replicate the levels of damage ensued during those 2 weeks in Promevesta, but several attempts have been made. With Genestealer activity surging in the local sectors, the dangers Vestacar faces have never been higher.
The Genestealer Siege of Tallarn (Late M41)
Whilst conducting routine patrol operations, the Promethic Guard's 2nd and 3rd company detected a fractured transmission coming from a binary star system in a neighbouring sector. After unscrambling the signal, the source was determined to originate from the planet Tallarn, home world of the famed Tallarn Desert Raider Regiments of the Astra Militarum. Although a location had been determined, the signal was still too weak to ascertain a purpose. The 2nd and 3rd company decided to investigate and set a course for the star system, their fleet navigators finding an appropriate route through the warp that allowed for arrival within mere hours.
Upon arrival to the world, the Promethic Guards' fleet were greeted by what appeared to be normality. However, further investigation detected that the worlds planetary defence system had been deactivated, and some form of powerful jamming signal was in place preventing all transmissions to and from the surface. It was a mystery as to how any signal managed to escape the planets surface, but given the details at hand the marines began to suspect its purpose to be one of two things; a distress signal from Tallarn's denizens, or a potential trap in the making. Both companies were eager to find out and readied a recon squad each to investigate. After further decryption and triangulation, the signal was believed to originate from one of the planets primary settlements. After the once lush world's surface was forever changed by the Iron Warrior's virus bomb, the people of Tallarn's society became more geographically fractured than ever before. A network of subterranean tunnels was created between the major settlements, with many citizens opting to live underground away from the harsh conditions above. If it indeed turned out to be a distress signal, then any dangers could potentially spread through these systems into all other population centres, if it hadn't already.
The squads deployed to the surface and arrived just outside the settlement. As they entered the planets atmosphere, the jamming signal partially cleared and a flurry of signals became clear in every marines helmet. The sounds of panic, combat and death came through loud and dominating. At this point there could be no doubt; the miraculous signal they detected must have been a form of distress signal, and the planet was under siege by something. The marines of the Promethic Guard were hopeful, knowing of the Desert Raider's famed tenacity and ferocity in combat. Upon exiting their drop pods, the sounds of war were clear and coming from the direction of the settlement. The two squads made haste towards the noise, with two accompanying Exactus Ornadus marines moving to higher ground. Arriving at the edge of the settlement, the marines could clearly see what appeared to be a pair of Genestealer Cultists gathering the bodies of deceased citizens and guardsmen alike. Upon seeing this, marines from both squads proceeded to converge on the targets. Before they could get close, the Ornadus marines fired in unison, eliminating the cultists with a single shot each.
At this point, the marines had seen enough and knew what needed to be done. Both squads hurried into the settlement, finding the exterior section empty and mostly destroyed. The sounds of gunfire grew louder as the marines approached a large entrance carved into a large rockface, leading to the immense subterranean tunnel network below. The marines proceeded further, whilst the Ornadus marines remained behind and covered the entrance. Inside the tunnel system, the two squads split up at the first convergence they encountered. Their goal was to find the source of the signal jammer, disable it and allow for reinforcements to be called in. The company fleet in orbit were instructed to send follow-up squads if contact had not been made with the surface exactly 12 hours after deployment. Further into the network, both squads began to encounter more genestealer cultists and corpses of the planets citizens. This further bolstered the marines resolve and rage, determined to make every Genestealer responsible suffer. After 9 grueling hours of combat, working deeper into the tunnels (and encountering small pockets of survivors along the way), the 3rd company members encountered a Tyranid Genestealer and an abundance of cultist, alongside what appeared to be the jamming device. Combat ensued and the marines lost 2 brothers in the process (including their squad Sargeant Jamis), but they were able to successfully fell the Genestealer and its cultists. After attempting (unsuccessfully) to deactivate the jammer, a few bolter rounds were effectively 'inserted' into the device and the signal ceased. A call was made to the orbiting fleet and multiple squads from both companies were sent to each of the planets settlements, reinforcing citizens and rooting out any further genestealer infestation. During all this, the 2nd companies squad encountered a Tyranid Genestealer of their own. Although they were able to seriously wound the xeno, it managed to escape further into the tunnel network.
In typical Genestealer fashion, it was found that the cult had managed to infiltrate Tallarn's society years prior to emerging. It is believed the cult intended to gather 'specimens' from the planet and extract them using their own fleet, hence the planetary defence systems being disabled. No fleet ever came however, and the Tyranid Genestealer that escaped was never found. The Tallarn Desert Raiders continue to rebuild from their loses, and have committed themselves to scouring the planet and hunting down the rogue Genestealer, if it remains. The Promethic Guard have dedicated their protection to the planet, and sworn to eradicate all Genestealer cultists from Imperium worlds.
Chapter Home World
A Feral World on the edges of The Great Rift, Vestacar is the home planet of The Promethic Guard. An imperial presence had existed here for around 200 years before The Promethic Guard settled on the surface and built their fortress-monastery. The reason Vestacar was chosen to be the chapters new home was due to the fact that around 80% of the aspirants chosen to become Promethic Guard originated from the planet. This is due to the citizens natural resilience and marksmanship, skills they've developed in the face of the worlds aggressive fauna. Since settling on Vestcar, all future aspirants have been recruited from local citizens. (Primarily hunters and couriers who regularly face the wilds outside the walls of the planets only city, Promevesta.)
Nearly all of Vestacars citizens reside within a single mega city located near the planet's equator, where the weather is the most hospitable for farming and hunting. The city used to be known as Vesta, before being renamed to Promevesta upon the Promethic Guards arrival and settlement. Within the northern reaches of the city, The Promethic Guard have built their Fortress-Monastery known as The Promethic Edifice. The pyramid structure stands 650 ft. tall, being the second tallest structure in the city behind the living districts largest habtower, PV-1.
Being classified as a Feral World, Vestacar is home to a variety of dangerous fauna and flora alike. Many brave citizens of Promevesta wishing to try their hand at being a hunter or courier venture beyond the relative safety of the city, and a good portion of them never return from their first assignment. Some of the more notable, non-human inhabitants of Vestacar include the following:
- The Vesta Cat - A species that closely resembles the old large cats of golden age Terra, The Vesta Cat is a hulking quadruped standing roughly 15 ft. tall when on its hind legs. Its fur has the ability to seamlessly blend with the surrounding environment, making a Vesta Cat incredibly difficult to spot when immobile or prowling. Its body is pure muscle and it strikes primarily with its large fangs, acidic saliva and claws that can extend to a full 2 foot in length. One of these beasts needs to be successfully hunted, and another tamed as part of a Promethic Guard Aspirant's trials to become a full battle brother.
- Alcyclica - Large, flying and venomous, the Alcyclica is a 4ft long insectoid creature. It has two sets of wings that allow it to dart in any direction at great pace, making it a difficult foe to encounter. Opportunistic hunters, Alcyclica will regularly attack anything that strays too close. Their primary method for inflicting damage comes in their long, piercing 'beak' that they use to inject a digestive enzyme into its prey. This enzyme quickly paralyses its foe, digesting them from the inside. Death from an Alcyclica's sting occurs within minutes, depending on the size and constitution of the afflicted. When harvested, this enzyme has proven to be used as an effective corrosive that can melt through several inches of Ceramite with relative ease.
- Swarm Wings - Small, flocking avians with unusually aggressive tendencies. It is believed this aggression stems from a natural territorial urge, with the swarms constructing complex nesting structures throughout Vestacars great forests. Anyone who comes near these structures (which is easily done, given they're normally constructed high above the tree brush and out of sight) can expect to be swarmed by the flocks these avians create. Depending on the size of the colony encountered, upwards of 100+ individuals can comprise a single swarm. Anyone the swarm deems to be a threat can expect to be pecked to death in a rather painful but quick fashion. Bodies are rarely found or recovered due to the swarms ability to eat an entire human (skeleton included) in minutes. Their razor sharp blades are akin to that of the sharpest chainsword, and their accuracy the finest marksman.
The brutality of this world's fauna is what helps to shape marines of The Promethic Guard into some of the finest marksman in the Imperium, regularly participating in hunts to keep the borders of the cities safe zone clear for civilians and passing trade. The worlds nature is an integral part of the recruitment process aspirants undertake to become marines of The Promethic Guard, with every trial revolving around some aspect of life on Vestacar.
The planet is around 75% the size of Holy Terra, with less than 1% of the surface hosting an imperial population. From orbit, the planet is noted for its thick emerald atmosphere. Storms can regularly be seen raging across areas of the planets surface, triggering wildfires within the planets expansive forests, only to be doused by the accompanying rainstorms.
Fortress-Monastery
The Promethic Edifice is a large Pyramid shaped fortress that dominates the skyline of Promevesta, and is considered to be one of the most impenetrable buildings in The Imperium. Standing 650 ft. tall, the primary pyramid is the command centre of The Promethic Guard and is the nerve centre for all strategic operations the chapter undertakes. With 60 Defence Turrets dotting the surface of the structure, along with multiple vantage points and bunkers for marines to shoot from, the building is highly defensible in case of attack from external forces.
The Promethic Edifice dominating Promevesta's skyline.
Surrounding the giant pyramid are a multitude of barracks, armouries, training facilities, storage units and forges for the creation of new weaponry and equipment. The grounds of the facility are large enough to house all 1000 marines, along with the chapters accompanying serfs and servitors. Beyond a primary gate signifying the entrance into the monasteries grounds, there are no significant walls or barriers that separate the compound from the rest of the city. This is to signify The Promethic Guards sworn duty to protect the citizens under their watch, and not to hide away from them or think themselves superior.
Beneath The Promethic Edifice lies a multi-tiered bunker that extends almost a mile into the planet's surface. This bunker was primarily designed for The Promethic Guard to evacuate Promevesta's population in the event of a catastrophic incursion. The bunker itself is considered to be near impenetrable, with several sets of 20ft thick ceramite doors lying between the outside world and the safety within. Multiple entrances and exits to the bunker exist throughout the cities surrounding safe zone, allowing for easy access for citizens in times of crisis. (And multiple choices for evacuation if necessary.) The Edifice also contains one of the most advanced hydroponics systems known to the Imperium, spanning for miles underground and able to feed the entire chapter and the vast majority of the Promevesta's population indefinitely.
As it stands, no external force has ever been able to successfully breach the confines of The Edifice. The closest any force got was the Tizcan Host during the Great Defence of Promevesta, where Thousand Son heretics managed to enter the courtyard of the monastery. This was mainly due to the symbolic lack of external walls surrounding the courtyard, but defences have since been bolstered to prevent this in the case of future incursions.
Chapter Organisation
The Promethic Guard follow the Codex Astartes company structure and have no more than 1,000 marines, split into 10 companies consisting of 100 Primaris Marines in each. Each of these companies have their own designation, identity and role within the chapters combat doctrine. Unlike other chapters, The Promethic Guard do not designate their chapters via colour, and simply use a numeric system displayed upon the front of a marines right pauldron.
Combat Specialist Roles
The chapters marines fall into four primary categories / roles within their companies:
- Battleline - These units make up the core fighting force of most Promethic Guard companies. They are trained in standard Imperium Shock Troop Tactics, but like all members of the chapter are proven and experienced marksman / hunters. They are well utilised in forest / jungle environments, but are trained to operate in urban environments where needed. Core to the chapters tenets, Assault Marines are specialist in evac operations and the protection of large civilian populations. All Marines entering the chapter (upon completion of their scouting duties within the 10th Company) are assigned to this role, unless previously trained in another specialty. Most assault units are equipped with standard bolter rifles, many utilising some form of scope and other modifications to increase the weapons effective range and accuracy.
- Specialist Close Support - These units are made up of Assault Marines who have proven themselves in some way. They are trained in Advanced Shock Troop Tactics, along with receiving advanced reconnaissance and tactical training. These units comprise the main battleline when The Promethic Guard are conducting shock & awe operations, usually responding to some form of distress signal from neighbouring worlds and sectors. They will sometimes be sent ahead to scout potential landing zones and key objectives / targets. Similar to standard Assault units, Specialists utilise standard bolter rifles outfitted with modifications to enhance range and accuracy. Many will also wield a plasma pistol alongside, to add versatility when required.
- Fire/Heavy Support - As the name suggests, Heavy Support Marines carry the largest weapons of the chapter. Primary choices of weapons include Multi-Meltas, Plasma Incinerators and Heavy Bolters. They are placed throughout a battlefront where required, but will normally be assigned to bolster the primary battleline or cover retreating civilian populations during evac operations. All units of this classification are equipped with Mark X Gravis Pattern Power Armour. They are the bulwarks of The Promethic Guard and are primarily focused towards defensive combat styles, holding lines and covering other units.
- Close Support - Units within the Close Support designation are specialists in melee combat, trench warfare and urban engagements. They primarily carry some form of melee weapon (either a chainsword or Thunder Hammer) and a Bolter Pistol. Some Close Support units choose to forgo the melee specialty and instead utilise combi-flamers. This provides the units some versatility when needed, particularly in operations where they are covering a retreating force and are taking offense from all directions.
Rank Structure
The rank structure of The Promethic Guard Marines is as follows:
Officer Ranks
- Chapter Master
- Captain
- Lieutenant
Specialist Ranks
- Reclusiarch
- Chaplain
- Judiciar
- Chief Apothecary
- Apothecary
- Chief Librarian
- Librarian
- Master of the Forge
- Techmarine
- Chapter Champion
- Company Champion
- Chapter Ancient
- Company Ancient
Line Ranks
- Veteran Sergeant
- Veteran Marine
- Sergeant
- Battle-Brother
- Scout/Neophyte
- Aspirant
Specialist Units & Formations
Exactus Ordanus - A specialist unit comprising of the 50 best marksman within the chapter. The Exactus Ordanus are divided amongst each of the Promethic Guards' 10 companies, a squad of 5 assigned to each. Every marine of the unit is equipped with a Mark IX Heavy Needler sniper rifle and Stalker Pattern Bolt Pistol, their focus being on long range target acquisition and elimination. These marines also outfitted with Mark X Phobos Armour, as it better suits the nature of their role. They are essentially the 'assassins' of the Promethic Guard, and are normally sent ahead of larger forces to survey for high value targets and eliminate them wherever possible. The main goal of the Exactus Ordanus is to weaken and panic an enemy army before the primary force lands. They can be so effective that in some instances they are able to crumble entire enemy force as a single squad, eliminating the need for escalation. Almost all members of this unit are recruited from the chapters 5th, 8th or 9th company, all of which have a primary focus on reconnaissance and long range marksmanship. A squad of 5 is rotated through the 10th company on a 12 month cycle, taking on mentorship roles to assist aspirants with tracking and reconnaissance training.
Order of Battle
Listed below is the current disposition of the Promethic Guard.
Headquarters
- Darian Helvyk (High Protector of Vestacar) - Chapter Master of the Promethic Guard.
- Al'van Keystrom (Hero of Promevesta) - Chapter Champion
Vesta's Guardians (Command Squad):
- Company Ancient (Standard Bearer)
- Chaplain
- Apothecary
- Techmarine
- Librarian
- Equerries
- Chapter Serfs / Servitors
Companies
All companies within the Promethic Guard are denoted using a roman numeric value, displayed on the left poleyn of a space marines armour. There are no colour deviations between the companies, with the exception of scout / aspirant marines in the 10th company who have a black trim on their pauldrons instead of silver. Like other codex compliant chapters, each company contains 100 marines split into 10 squads. Squad numbers are displayed upon the front inset of the marines right pauldron.
1st Company (Vulkan's Sons)
Captain - Aldrin Tra'sar (The Sons Foresight)
The 1st company are the veteran company of the Promethic Guard, and by extension the most experienced in terms of battle experience and prowess. They excel in all forms of the chapters combat specialisations. The company holds 2 of the chapters 4 dreadnoughts.
2nd Company (Aspirants of Rage)
Captain - Malik Freskin (Benevolence Incarnate)
The 2nd company are the Promethic Guards' primary battle company. The companies main focus is their utilisation of advanced shock troop tactics, attacking foes from multiple fronts to disorientate the enemy and spread their forces thin. They are also the most mechanised company within the chapter and hold 1 of the chapters 4 dreadnoughts.
3rd Company (Promethic Vigilantes)
Captain - Emris Helton (Master of Doctrine)
The 3rd company are a Promethic Guard battle company. Their primary focus is their utilisation of advanced shock troop tactics, attacking foes from multiple fronts to disorientate the enemy and spread their forces thin. They hold 1 of the chapters 4 dreadnoughts.
4th Company (Vestacars Preservers)
Captain - Holbrite Carmillion (The Preserver)
The 4th company are a Promethic Guard battle company. Their primary focus is rapid response evac operations, minimising civilian casualties and extracting populations en-mass. The preservers are also known for their affinity for advanced combat medicine, holding the largest amount of apothecaries out of any company within the Promethic Guard.
5th Company (The Wilds Sentinels)
Captain - Sindrid Eskis (The Huntmaster)
The 5th company are a Promethic Guard battle company. Their primary focus beyond general combat duties is the tracking and elimination of xenos targets. Although they are trained in advanced shock troop tactics like all Promethic Guard marines, members of this company are selected for their ability to effectively carry out reconnaissance and track foes over an extended range. 5th Company squads work as a pack to eliminate large contingencies of opposition forces, sometimes operating across extended periods and distances. Some of the more exceptional marksman within the 5th company are known for being recruited into the Exactus Ornadus.
Reserve Companies
The Promethic Guards' 6th through 9th companies act as the chapters reserves, designed to further train and develop the skills of marines who have ascended to the rank of Battle Brother and left the service of the chapters 10th company. They undertake similar roles to the primary battle companies, though some are specialised. These include:
6th / 7th Companies - Both companies are trained in standard battleline tactics, focusing primarily on the chapters advanced shock troop tactics and rapid response evac operations. With the chapters penchant for defending imperial citizens, the 6th and 7th train what can be considered the 'bread and butter' of space marines. Many of these marines are recruited into the 2nd, 3rd or 4th company once sufficiently trained.
8th / 9th Companies - Both companies specialise in the training of reconnaissance units. Marnies placed here for further development will have shown a natural acumen for tracking, scouting and long range marksmanship. Many marines from this chapter are recruited into the 5th Company when ready, with some of the more exceptional marksman's taking rank amongst the Exactus Ornadus. (If and when positions become available.)
10th Company - Like all other Codex Compliant chapters, the 10th company serves as a Scout Company for the chapter. It is where all aspirants go to train and hone their skills, before ascending to the full rank of Battle Brother. They will become familiar with all common forms of weaponry used by the chapter, and upon ascension to a reserve company will be granted their own suit of power armour.
Chapter Beliefs
The Promethic Guard, like their Salamander forebearers, are known to be staunch defenders of humanity. Most operations undertaken by the chapter will have a primary focus on the reduction of civilian casualties whenever possible. Marines from the chapter have been noted to have kinder dispositions than many of their other Astartes cousins, and always take a higher level of concern towards the wellbeing of average citizens, chapter serfs and members of the Astra Militarum alike. Not to be mistaken for weakness however, this passion for humanity is what gives the Promethic Guard their immense zeal and commitment in battle. Known for their fierce nature in combat, the chapter will not rest until every trace of an enemy foe is eradicated from the home worlds of the Imperium.
The Promethean Cult
The Promethean Cult is the primary doctrine by which all Promethic Guard Marines operate. These teachings were created by the Salamander Primarch Vulkan, and were laid out during The First Crusade. It is considered an accepted variation of the standard Imperial Cult and is recognised by the Ecclesiarchy as a non-heretical variant faith of Imperial state religion.
The Cult teaches that all Adeptus Astartes are weapons in both body and spirit, drawing upon both ancient Terran philosophical and martial thought, whilst embodying the rich spirit and culture found on Vulkan's home world of Nocturne. The primary edicts of the doctrine prioritise focus on a marines loyalty, duty, self reliance, patience, awareness, endurance, self sacrifice and self discipline. The core tenet of The Promethean Cult states that the Legiones Astartes had been created with a single purpose; to protect and liberate all of humanity against the threats posed throughout the galaxy. Like most followers of The Cult, Promethic Guards are believers in the enlightenment of isolationism. They believe that only through spiritual meditation and exploration performed in total isolation can a person gain a true understanding of themselves and how they can best honour both Vulkan and The Emperor of Mankind.
Followers of the cult are known to share a common trait not normally seen amongst other Space Marine Chapters, or indeed other non-heretical faith variations. This trait is an unusual level of concern for the average citizen of The Imperium. Prometheans believe that all human lives are sacred, regardless of an individuals martial prowess or position in society. They will actively go out of their way to better the lives of those around them wherever possible, and will defend those who cannot defend themselves to their last breath. This trait, whilst noble, is sometimes regarded as a weakness by Astartes from more traditional chapters.
Chapter Recruitment
All neophytes of the Promethic Guard originate from the chapters home world, specifically members of the Vestacar Hunters Commission. Unlike other chapters where marines directly recruit potential neophytes, hunters of the commission apply for the opportunity to become marines when recruitment campaigns are in effect. Depending on the extent / type of operations the chapter are undertaking, these campaigns can occur anywhere from months to years apart. Candidates approach chapter serfs within the grounds of the Promethic Edifice and apply for the opportunity. Applicants will then be summoned to take part in five days of preliminary testing. This is known as 'The Supplicants Endeavour' and takes place in several stages:
Stage 1 - Applicants are provided a set of co-ordinates which lead to a location within the wilds outside of Promevesta's safe zone. They are given a time at which to meet (normally around 24 hours after receiving notification) and are expected to make their own way through the dangerous forestland, bringing their own hunting equipment and survival gear. Upon arrival to the site, they will be greeted by a squad of Promethic Guard battle brothers from one of the chapters reserve companies. Any applicants who turn up outside of the allotted time will fail and be excluded from the recruitment process. (With many arriving late to find that any human presence has since moved on.) The location is normally around 10 miles beyond the safe zone.
A section of dense forest on Vestacar.
Stage 2 - Once the arrival time expires, the marines will instruct each of the present applicants to begin a hunt. They must bring back the heads of three different types of fauna on the planet, specifically predatorial creatures. Once they have obtained these heads, the applicants are then expected to rendezvous with the marines at a new location several miles further into the wilds. They are given 48 hours to achieve this task, and many applicants are known to perish during this phase. On average, only 50% of the hunters make it through this phase successfully and arrive at the new location.
Stage 3 - Upon arrival to the rendezvous point, surviving applicants are provided food, water and any medical aid they require. Once sufficiently rested, the hunters are instructed by the marines to make their way back to a final set of co-ordinates within the edges of the Promevesta safe zone. This time however, the applicants must work as a collective unit to accomplish this goal. Having to traverse approximately 15 miles of dense forest filled with a plethora of dangerous fauna and flora, teamwork would be crucial in order to effectively survive. Given the density of the worlds forests and complexity of the route, the applicants are given a further 48 hours in which to accomplish this goal. Applicants are praised for reaching this point, but are instructed that the marines will not wait for them once the time expires. Any surviving applicants who successfully reach this final staging ground are escorted back to the Promethic Edifice and are again provided nourishment and any medical aid they require. Once healed and rested, these accomplished hunters are officially invited to become neophytes of the Promethic Guard.
Gene-Seed
It has been confirmed that the Promethic Guard can trace their geneseed lineage back to the XVIIIth Legion Salamanders.
Genetic Flaws
- Regardless of an aspirants eye colour prior to undergoing the Rubicon Primaris, all marines end up with iris's of pure yellow as time progresses. The change does not take effect immediately, and instead seems to respond to radiation exposure, with higher levels intensifying the effect permanently. It is noted that these marines eyes have a slight glow in the dark and give the marine abnormally acute vision at long range, even more so than the average Astartes. This helps contribute to the chapters reputation as exceptional marksman.
- Much like their eyes, a Promethic Guard marine's skin is known to change colour upon exposure to radiation. As exposure increases over time, the marines skin changes to that of a dark, almost golden hue. Both these flaws helped confirm that the chapters geneseed can be traced back to the Sons of Vulkan, being akin to the Salamanders own genetic mutations. (Onyx skin and red eyes from radiation exposure.) Like the Salamanders, the Adeptus Inquisition have deemed these flaws to be non-heretical.
The Purity of Vengeance
Embedded into the chapters motto, the Promethic Guard are staunch believers in vengeance. The chapter are known for their compassionate nature towards humanity, but their marines have a fierce and passionate need to take vengeance upon all those who have harmed humanity, regardless of when or how these transgressions took place. Although this mentality is shared by the vast majority of marines and guardsmen alike, some members of the Promethic Guard are known to snap when witnessing the needless deaths of civilians. Going into a blind fury, these marines have been known to go into a rage so deep that they cannot be satiated until they feel vengeance has been appropriately sought. What dictates this is questionable however, with some marines lasting hours and others days. The only way to stop a Promethic Guard in this state fury is to incapacitate them, a task that is easier said than done. In some instances where marines have came out of these states naturally, their minds and personalities appear altered. Generally exhibiting increased irritability and a tendency towards darker thoughts, marines in this state are assessed and mentored by their companies chaplain. Only when the chaplain feels the marine is in the appropriate mindset are they able to return to full active duty, where they will be monitored to make sure the fury does not return. Generally, most marines recover and return to their pre-rage state. In some cases however, these alterations to the marines personality remain permanent. Although they still hold a compassion for civilians, they are known for having less patience towards the trivialities of the average human and can appear colder than their battle brothers.
Combat Doctrine
When it comes to conducting battle in the name of The Emperor, The Promethic Guard are known to utilise advanced shock troop tactics. They pride themselves on their ability to sweep into a battlefield with only a moments notice and cause devastation to key targets before their foes have time to fully react. Though relatively young as a chapter, The Promethic Guard have made a name for themselves in sectors surrounding their home world of Vestacar. They are known for never turning down a call for aid, frequently assisting local Terran colonies with incursions from xenos threats. They are also specialists in rapid response evac operation, tracking and reconnaissance. They are also known as some of the finest marksman within the Imperium's combat forces.
- Advanced Shock Troop Tactics: Although the vast majority of Astartes can be considered shock troops, the Promethic Guard have a primary focus on utilising this battle doctrine and developing it further to increase their effectiveness on the battlefield. Experts in disrupting enemy cohesion, the Promethic Guards' primary combat style can best be described as 'sudden shock & awe'. Known for attacking fast and heavy from multiple fronts, an effective Promethic Guard company can initiate complex simultaneous attacks from several areas at once. The primary focus of this method is to cause shock and confusion amongst enemy ranks, and force an opposing force to split across multiple battlelines, weakening their overall resolve. These units are normally supported by specialist members of the Exactus Ornadus, the Promethic Guards' specialist marksman units. They focus their attention on opposing high value targets, looking to mark their kill amongst the chaos their battle brothers inflict below.
- Rapid Response Evacuations: The Promethic Guard are known for their ability to rapidly respond to calls for aid, able to sweep into vast population centres and provide cover whilst mass-scale evacuations are conducted. Most tales of heroism within the imperium regarding the chapter normally centralize around operations where the Promethic Guard have valiantly saved large swaths of imperial populations, slaughtering all xenos in the process who dare threaten them.
- Tracking & Reconnaissance: With all neophytes originating from the Vestacar Hunters Commission, Promethic Guard marines enter the chapter with an already keen aptitude for tracking & reconnaissance. This comes from the many years spent on Vestacar, stalking and hunting the dangerous fauna around the Promevesta safe zone and beyond. These skills are further honed within the chapters 10th company, and utilised heavily within the 5th, 8th and 9th companies. (Who specialise in reconnaissance based operations.)
- Long Range Marksmanship: The Promethic Guard are known to be some of the finest marksman within the ranks of the Adeptus Astartes. Like their affinity for tracking, this ability is already honed amongst most neophytes due to their origins within the Vestacar Hunters Commission. Although most marines within the chapter utilise Mark II Cawl Pattern Bolt Rifles, every marine during their time within the 10th company undertake extensive training in long range marksmanship. Because of this, all Promethic Guard marines are highly proficient with sniper rifles, specifically the Mark IX Needler Rifle. Those who show exceptional skill with this weapon may find themselves recruited into the Exactus Ornadus, or are otherwise commonly placed within one of the chapters reconnaissance companies.
Deathwatch Service
Since the chapters founding, the Promethic Guard have sent multiple marines to serve within the Long Vigil of the Deathwatch. The chapter primarily nominates veteran marines of the Exactus Ornadus due to their expertise in long range marksmanship and tracking. Marines within the Ornadus are also highly trained with the Mark IX Needler Heavy Sniper Rifle, a weapon that is commonly utilised within Deathwatch kill team. Because of this, they are commonly utilised within a tracking / reconnaissance role and support primary battlelines from afar. Although the chapter primarily send these specialist marines, there have also been instances where regular veterans of the 1st company have been nominated for service within the watch. Like most space marines, Promethic Guard who are nominated for this honour take up the mantle with pride.
Notable Space Marines
- Darian Helvyk (1st Chapter Master, Promethic Guard) -' Darian Helvyk is cemented in Promethic Guard history as being the first chapter master and an individual who played a pivotal role in establishing their foothold upon Vestacar. He played a key part in securing the city of Promevesta from external threats and most notably, overseeing the design and construction of the chapters fortress-monastery. Wielder of the chapter relic Vestacars Rage', Helvyk is known for being a hands-on chapter master. When not overseeing complex operations and on-going campaigns from the Edifice Command Centre, he can regularly be found 'honing his skills' with the people of his world, participating in grand hunts within the planets great, untamed forests. If required, he is known to attend the call of battle alongside his brothers in aiding worlds throughout the surrounding sectors. Helvyk was instrumental on the battlelines of the 'The Great Defence of Promevesta', holding of a Lord of Change single handed whilst large pockets of civilians retreated towards the safety of the Edifice's bunker system. By the time Helvyk's honour guard arrived (after being separated earlier in the battle), the Lord of Change had already retreated, unable to stand against the chapter masters resolve. Though Helvyk suffered notable injury (losing his left hand and one eye in the battle) his resolve is as strong as ever. He has since further bolstered the cities defences and stands ever vigilant, ready for further daemonic incursions.
- Jamis Falkrin (Sergeant, 3rd Company) - Earning the posthumous title of 'Genestealers Dread', Sergeant Jamis Falkrin was a marine of the chapters 3rd company, the Promethic Vigilantes. Serving within the chapter for 28 years, Jamis was recorded as earning the fastest promotion to Sergeant out of any marine within the Promethic Guard. Known for his natural ability to inspire, Jamis was quickly recognised for his leadership abilities and given station to reflect this. In almost every incursion Jamis took part in, it was a guarantee both he and his squad would be at the forefront of the most hectic battleline. Jamis would regularly seek the largest foes on the battlefield, felling them in an attempt to both inspire his brothers and demoralise the enemy. Although his bravery was commendable, it would sometimes put the Sergeant in more danger than necessary. Although a fine marksman like all Promethic Guard marines, Jamis had a particular affinity for melee combat. His bolter was custom fitted with a chainsword bayonet, but the Sergeant would never be found without his favourite weapon; a chainfist. Adorned on his left wrist, Jamis would take whatever opportunity to get up close and personal. He was noted for saying that he preferred to 'see the eyes and feel the blood of his enemies when taking their life. Although a fierce and honourable warrior, the Sergeant had previously succumb to the effects of the blind fury known as the purity of vengeance. On both occasions that this happened, it took Jamis hours to come down from his rage. On both occasions, his personality was noted as shifting into a darker mindset and never returning. This brought concern to the company chaplain, who kept a close eye on the Sergeant whenever possible. Although suspended from battle both times, he would inevitably return to service due to his dedication and zeal in the face of battle. It was this zeal that would inevitably claim his life however, during the The Genestealer Siege of Tallarn. Whilst attempting to track down and eliminate a signal jammer, Jamis and his squad encountered a Tyranid Genestealer and a contingency of cultists defending the device. In typical fashion, the Sergeant rushed straight for the Genestealer. Although he fought valiantly and defeated the creature and accompanying cultists, both he and a brother of his squad received extensive wounds and perished during the operation. Their mission was a success however, the Sergeant and his squads efforts being vital in further reinforcements being sent to aid the besieged planet. His geneseed was later recovered by chapter Apothecaries, and he was granted the title of 'Genestealers Dread', forever cemented into the chapters history for his valour and unbounding courage.
- Davith Cairns (Apothecary, 4th Company) -' The most senior Apothecary within the chapters 4th Company, Davith Cairns is renowned for both his battle prowess and his advanced skills in combat medicine. What sets Davith apart from his Apothecary brothers however is his penchant to ride into battle on his personal Space Marine Bike 'Widows Vengeance, highly customised to carry an extensive array of medical equipment. The bike also contains a ceramite container, designed for the safe transport of any geneseed recovered from fallen brothers.
Chapter Fleet
- Vestas Courage (Battle Barge) - Flagship of the Promethic Guard chapter.
- The Son's Venator (Battle Barge) - Flagship of the Promethic Guards' 1st company.
- Bulwark's Pride (Cruiser) - Flagship of the Promethic Guard's 2nd company.
- Preserver Sanctorum (Cruiser) - Flagship of the Promethic Guard's 4th company.
- The Ornadus' Requital (Escort)
- Promethic Buttress (Escort)
Chapter Relics
- The Promethean Pennant - A banner of great prestige within the chapter, the frame was said to be cast within the great forges of Nocturne millennia ago by ancient Salamander smiths. The banner is sacred to members of the Promethic Guard, as it symbolises their connection to The Promethean Cult, The Salamanders and the commitments by which they stand and fight. The banner itself is a field of black, with a purple trim. Upon the banner are the primary tenets of The Promethean Cult (written in High Gothic) and the chapters emblem.
- Vestacars Rage - A highly modified Mark IX Heavy Needler sniper rifle, Vestacars Rage is the primary weapon wielded by Chapter Master Darian Helvyk. The weapon has been modified with a custom x50 infrared scope, multiple stabilizers and dampers to minimize recoil, and an advanced cogitator array designed to fully integrate with the wielders helmet and power armour. The weapon also utilises a customized version of Inferno Bolt Rounds, only made within a specialised manufactorum on the eastern outskirts of Promevesta. Like standard Inferno Bolts, these rounds contain an oxy-phosophorus gel core derived from promethium. However, they also include a fragmenting metallic core with a small explosive charge. This allows the bolts to gain the benefits of both explosive and incendiary capabilities, with shards fragmenting inside targets upon impact. Beyond all these custom modifications, the rifle still features all the standard additions found on the Heavy Needler Rifles used by Deathwatch Kill Teams. (Large suppressor, genetic security system.) Because these rifles are custom fitted to their user, the weapon would need to be modified for all future users. Chapter Master Helvyk's intention is for the weapon to be passed along to all future chapter masters.
Chapter Appearance
Promethic Guard displaying chapter colours and livery.
Chapter Colours
The Promethic Guard primarily wear dark purple coloured power armour, with the backpack, pauldron insets, knee guard trim and poleyns (knee guards) being painted black. The Aquila or Imperialis affixed to their plastron (chest guard) is silver in colour as well as their pauldron trim. The Chapter's symbol is proudly displayed upon their left pauldron. A large white-coloured squad specialty icon stenciled on the right shoulder pauldron inset indicates a battle-brother's assigned combat specialty. A small white-coloured Roman numeral is stenciled on the inside of the right pauldron inset, which indicates a battle-brother's assigned squad. A larger white-coloured Roman numeral stenciled on the left poleyn indicates a battle-brother's assigned company.
Chapter Badge
Promethic Guard Chapter icon.
The Promethic Guard's Chapter badge takes the form of a large dark purple delta (triangle) symbol outlined in silver. A smaller black coloured delta is stenciled on the top portion of this central symbol; a small yellow lightning bolt centered within. On the bottom portion of the large delta symbol is a large silver Aquila - the symbol of the Imperium of Man.
The delta shape is symbolic to the chapters fortress-monastery, The Promethic Edifice. The lightning bolt represents both the chapters affinity for shock troop tactics, along with their home planets predisposition to suffering large electrical storms. The Aquilla was chosen to be included within the chapters badge to symbolize their loyalty and dedication to the Imperium and The Emperor of Mankind.
Relations
Allies
| Salamanders | ![]() |
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| Dark Krakens | ![]() |
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| Astra Militarum | ![]() |
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| Vestacar Hunters Commission |
Enemies
Notable Quotes
By: Promethic Guard
About: Promethic Guard



