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Tecnosacerdote Wikihammer 4 El Adepto Sabiondus, mascota del Adeptus Mechanicus, protege este saber; pues es parte del Omnissiah. Pulsa sobre él para aprender más sobre los adoradores del Dios Máquina.

El Omnissiah sabe todo, comprende todo. Tus visitas honran al Dios Máquina.

Bulldog El Sargento Guillermito, mascota de los Marines Espaciales, tiene el honor de patrocinar este espacio por orden del Capellán Cassius de los Ultramarines. ¡Pulsa sobre él y te acompañará a una Cruzada épica!

¡Lee más! ¡Sin piedad, sin remordimientos, sin miedo!

Inqsello Por orden de su Santísima Majestad, el Dios-Emperador de Terra. La Sagrada Inquisición declara este artículo En Construcción por Hispanus. Si encuentra algún problema o falta de devoción por su parte, notifíquelo, un acólito del Ordo Hereticus estará encantado de investigarlo.
Fortaleza Vigilancia Erioch Guardianes Muerte Adeptus Astartes Ordo Xenos Wikihammer

Fortaleza de la Guardia Erioch

"Dentados muros de un negro casco permanecen centinelas.
Hijos del oscuro vacío esperan tras ellos.
El deber mantiene la brecha.
"
Extracto de la estrofa del escaldo Haarksen de la Larga Vigilia


La Fortaleza de la Guardia Erioch es una fortaleza estelar clase Ramilies utilizada por los Marines Espaciales de los Guardianes de la Muerte y por los Inquisidores del Ordo Xenos que mantiene una estrecha vigilancia sobre la Brecha Jericho.

HistoriaEditar

La Fortaleza de la Guardia Erioch posee muchos secretos además de la Bóveda Omega. Es un edificio milenario situado en un emplazamiento donde ningún maestro de la forja ni ningún experto arquitecto imperial pudo haber viajado nunca y donde no existen los materiales necesarios para construirlo.

En alguna ocasión durante sus cortas estancias en la fortaleza, agentes inquisitoriales destinados en la Armada Imperial, han teorizado que la construcción debió ser transportada hasta allí secretamente en el pasado, señalando la existencia de elementos arquitectónicos todavía visibles bajo siglos de remodelaciones y que serían reminiscencias de una poderosa fortaleza estelar clase Ramilles. Que se corriera un riesgo tan enorme al trasladar unas instalaciones tan valiosas hasta el lejano Erioch y luego se dejara casi inoperativa nos da a entender el alto valor estratégico de su ubicación y la capacidad operativa de aquellos que decidieron que la fortaleza se estableciera en aquel lugar. 

Encerrado en esta antigua fortaleza se encuentra el conocimiento de las formas de vida alienígenas más atroces que la Humanidad ha encontrado nunca.

SeccionesEditar

Defensas y muelles Editar

El exterior de la Fortaleza de la Guardia Erioch está erizado de armas. Sus flancos están adornados con las mandíbulas de Macrocañones, silos de misiles, bahías de lanzamiento de Thunderhawks y morteros de plasma, mientras que las agujas que se elevan desde su superficie están dentadas con cientos de cúpulas de defensa láser. La fortaleza tiene potencia de fuego suficiente como para vaporizar a un Acorazado con una sola barrera o destruir una pequeña luna si surgiera la necesidad desde cualquier flanco.

Más allá de estas temibles armas, plataformas de defensa independientes giran en órbitas corregidas manualmente, armadas con lanzas y lanzadores de torpedos. Además, las patrullas de naves monitores vagan por el vacío, surcando caminos secretos a través de inmensos campos de minas; su armamento pesado y capacidades les hacen capaces de igualar la potencia de fuego de una nave capital.

La Fortaleza de la Guardia Erioch también albergan extensos muelles en los que podrían atracar y reabastecerse una docena de naves capitales o Barcazas de Batalla al mismo tiempo. Sin embargo, la mayoría de las naves que pasan por allí son más pequeños, como las naves de ataque rápido de los Guardianes de la Muerte u otras ocasionales, transportando dignatarios.

Tanto las defensas como los muelles son manejados por legiones de servidores y técnicos que son supervisados por los siervos que han jurado servir a los Guardianes de la Muerte durante toda su vida. En caso de crisis, el mando general de la fortaleza y sus defensas recae sobre el Señor de la Vigilia como su castellano.

Salas exterioresEditar

Erioch Pórtico de la Gloria

Pórtico de la Gloria en la Fortaleza Erioch

Las Salas Exteriores separan las zonas de aterrizaje y los muelles de vacío que salpican las paredes de la fortaleza de sus zonas interiores. Los Hermanos de batalla sostienen que ningún enemigo de los Guardianes de la Muerte ha circulado por estas salas voluntariamente ni para entrar ni para salir en más de dos mil años. Es más, incluso los suplicantes autorizados en visitas legítimas no pasan nunca de estas salas para que no se pierdan en este laberinto en constante movimiento. La locura y la muerte aguardan a los indignos, y se dice que solamente los verdaderos siervos del Emperador pueden hallar el camino correcto a través de las Salas Exteriores.

Las propias estancias adoptan la forma de inmensos laberintos cambiantes mediante el movimiento de ranuras de engranajes y ensamblajes dentados. Las Salas exteriores están construidas a escala gigantesca: un corredor de doscientos metros puede ser el espacio existente entre dos dientes de un engranaje mientras que un puente situado sobre un vasto espacio vacío puede ser en realidad una biela de medio kilómetro de longitud que se desplaza lentamente. En algunas áreas, la gravedad está definida por los diferentes componentes del laberinto de tal manera que las paredes pueden convertirse en suelos y los suelos convertirse en techos dependiendo de la rotación de sus esquinas.

Internarse en las Salas Exteriores por primera vez requiere una buena dosis de autodisciplina y agilidad mental para sobrevivir a una estructura en constante cambio que amenaza con atrapar y aplastar a los indecisos. La mera visión de cómo se reduce implacablemente el lugar donde te encuentras o cómo se agiganta la distancia hasta tu meta es suficiente para provocar un balbuceante pánico. Pero la angustia que puede sentir un humano corriente no es más que una fracción de lo que puede llegar a sentir la mayoría de los xenos ante la misma situación. Estos seres encuentra las salas cambiantes un lugar de terror inimaginable, un infierno artificial de aplastante hierro y colmillos de acero. El efecto es tan acusado y tan generalizado entre las razas xenos que se especula que existe algún elemento oculto que lo causa, ya sea un marcador psíquico latente generado por la propia fortaleza o un terror mnemotécnico provocado por las aplastantes salas pero que no afecta en ningún modo a humanos y Marines Espaciales.

Otros mantienen que los xenos serán repelidos inevitablemente al acercarse a los límites de una fortaleza dedicada enteramente a su destrucción y que las salas exteriores en si son las partes visibles de un mecanismo gigantesco que se esconde bajo la piel exterior de la fortaleza, posiblemente la propia Bóveda Omega. Si dichas teorías fueran ciertas, la función de letal laberinto de las salas exteriores habría sido una coincidencia. El propósito que escondería este titánico artefacto o el hecho que fuera la base de un inacabado y monumental proyecto nunca podrá ser respondido adecuadamente.

Bestiarium XenosEditar

Xenos razas warhammer

Varios tipos de especímenes xenos

El Bestiarium Xenos es el lugar donde los alienígenas se mantienen en cautividad, son examinados y categorizados por el Apothecaria en cientos de celdas y salas de examen. Especímenes de las razas más peligrosas pueden ser liberados en los extensos “Cotos de Caza” de la fortaleza para que los Guardianes de la Muerte entrenen sus habilidades contra ellos, para determinar técnicas de lucha más efectivas y mejorar el armamento para futuras confrontaciones contra los aliens. El estudio de las propias razas de xenos es solo una consecuencia de la búsqueda de la mejor forma de destruirlos.

El Bestiarium Xenos ocupa los trece niveles inferiores del cuadrante norte de la fortaleza. Las áreas todavía en uso están formadas por corredores despejados e intensamente iluminados con ventanas de observación de un metro de espesor a las distintas celdas. Por el contrario, las zonas no utilizadas del Bestiarium son extensiones desoladas, envueltas en penumbra y repletas de escombros. Las ventanas de observación destrozadas aluden a la violencia desatada por sus antiguos ocupantes mientras que las paredes ennegrecidas atestiguan la furia inmisericorde del prometio ardiente utilizado para neutralizarlos.

El Bestiarium probablemente debe haber acogido a cientos de miles de especímenes xenos a lo largo de los milenios.

Ejemplares de xenos capturados en cualquier lugar de la Franja Este suelen ser enviados aquí para su estudio y disección por orden del Ordo Xenos. En ocasiones, inquisidores destacados se aprovechan de los incomparables conocimientos almacenados en el Bestiarium para avanzar en sus propias investigaciones, ya sea para armarse contra un enemigo determinado o rastrear un xenotipo escurridizo. El conjunto de logistas y lexicomecánicos de la fortaleza tratan, catalogan e indexan cada examen y observación que se realiza en el Bestiarium.

Las Celdas de Detención Editar

Erioch guardianes de la muerte

Vigilancia en la Fortaleza Erioch

El cuerpo principal del Bestiarium está formado por infinidad de celdas subdivididas en niveles de amenaza de sus ocupantes y que van desde el nivel ultravioleta hasta el nivel infrarrojo. Los especímenes xenos que requieren ambientes muy complejos o específicos suelen permanecer encerrados en cámaras de estasis hasta que son necesitados, el problema es que a veces las cámaras de estasis matan al espécimen que conservan, por lo que seres vivos y seres muertos se exhiben sin distinción en los corredores del Bestiarium. En algunos casos se ha demostrado muy difícil de determinar si los xenos estaban vivos en un primer momento.

El Bestiarium aloja muchos seres extraños y exóticos, desde sensaciones que solo existen en una determinada gama de colores, a seres que viven sus vidas a la inversa u otros que se transforman interminablemente en formas nuevas cada vez más inquietantes. Cada uno de ellos se estudia a fondo y se clasifica para que pueda ser mejor destruido en el futuro.


Las Cámaras de Examen Editar

Las diferentes salas equipadas para el examen y disección de los especímenes están repartidas por todo el Bestiarium. Algunas tienen la forma de pequeños auditorios con gradas adecuados para una audiencia; otras salas cuentan con jaulas de cristal irrompible y manipuladores controlados por control remoto para estudiar especímenes que puedan escupir o desprender efluvios nocivos o venenosos. La mayoría son salas sombrías, con los techos bajos al estilo de las antiguas cámaras de torturas medievales con las mesas de exploración manchadas por el uso y las sujeciones metálicas cubiertas de motas de óxido.

Aquí los servocráneos y los cogitadores de baja frecuencia graban cada corte de bisturí, cada amputación y cada inyección que se realiza en la búsqueda de conocimiento. Las toxinas y los agentes virales son probados, se miden los umbrales de dolor y los órganos vitales y centros nerviosos se localizan y clasifican según la efectividad letal al atacarlos. Incluso el depredador alienígena más temible oculta un punto débil en algún lugar y es en las Cámaras de Examen donde ese punto será revelado.

Zona Magenta Editar

Deathwatch vs tau

Combate entre Guardianes de la Muerte y tropas Tau

Varios miembros de las castas Tau se mantienen prisioneros en la Zona Magenta para estudiar su comportamiento por parte del Ordo Xenos. La mayoría de prisioneros Tau han sido capturados en pequeñas colonias purificadas por los Guardianes de la Muerte pero un reducido grupo fueron interceptados en naves en movimiento. También se capturó a un miembro de la casta de los Etéreos el cual se mantiene encerrado separado en gran secreto. La manera que los seres Tau interactúan sin la influencia de su casta gobernante (los Etéreos) es también de gran interés tanto para los Guardianes de la Muerte como para el Ordo Xenos. Los hermanos de batalla reconocen que la fuerte estructura social tau es una amenaza a largo plazo, pero otros creen que el rígido sistema de castas será la clave para su ruina. En el caso que se demuestre que la raza Tau es tan dependiente como parece de la casta de los etéreos para suavizar sus disputas internas y la fuerte rivalidad entre las otras castas, una campaña de asesinatos selectivos podría ser una baza importante en el futuro.

Recientemente la Inquisidora Adriell Quist ha puesto en marcha un complejo experimento utilizando un puñado de guerreros de la Casta del Fuego captados en el Mundo Boscoso de Baraban. La Casta del fuego fue afectada por el denominado “Sueño de la Unidad”, una antigua trampa tecnológica de origen xeno situada en el frondoso planeta. Esta singular ilusión les hace creer que todo individuo que se encuentren resulta ser de la máxima confianza del Imperio Tau. La inquisidora se ha aprovechado de esta circunstancia para hacerles creer que es un importante enlace Gue'la y les ha convencido que los prisioneros tau encerrados en Erioch son disidentes que se niegan a aceptar que ahora haya paz entre el Imperio Tau y el Imperio de la Humanidad. Al parecer la inquisidora planea averiguar con qué velocidad y con cuánta fuerza la Casta del Fuego recurrirá a la opresión absoluta para imponer su punto de vista, un plan que ha despertado las críticas de algunos hermanos de batalla de los Guardianes de la Muerte (aunque la mayoría ha preferido guardar silencio).

Zona Violeta Editar

Tiranido Dagon señor horda

Jefe Supremo de la Flota Enjambre Dagon

La Zona Violeta está cerrada en condiciones de máxima seguridad. En cada pasillo hacen guardia servidores armados y equipos de exterminio se mantienen en estado de alerta constante. Están encerrados en este área organismos tiránidos de vanguardia capturados de la Flota Enjambre Dagon que si escaparan, podrían poner en peligro toda la fortaleza estelar. Determinar la cepa genética original de una Flota Enjambre tiránida invasora se ha demostrado de un valor estratégico capital en campañas anteriores ya que proporciona el método para desentrañar la rápida y caprichosa mutación del gen de la colmena tiránida y poder encontrar su punto vulnerable. Los Guardianes de la Muerte se dedican implacablemente a capturar organismos de vanguardia tiránidos como los genestealers y los lictores allá donde los encuentran, ya que estas criaturas son las que tienen más probabilidades de poseer código genético nuclear de los tiránidos.

La Bóveda Omega Editar

The Omega Vault is a sealed series of ancient engines, catacombs, and chambers that sits at the heart of Watch Fortress Erioch. The Omega Vault has been part of the Watch Fortress since it was established in the Jericho Reach, though what it contains at its centre remains unknown to any now living. The vault itself is a broadly cylindrical portion of the Watch Fortress that spans many levels running through its core. There is only one entrance into the Omega Vault; a single door forty paces high. The door is sealed and armoured by layered void shields and adamantine plating as thick as a warship’s prow. Engraved upon it are the symbols of the Deathwatch and the elder Terran rune ‘Omega,’ surrounding an image of the Emperor strangling a coiling serpent. Above these great doors are words in High Gothic that read, “And The Last Fortress Is Truth.” Each Battle-Brother freshly stationed at the Watch Fortress is brought before these words to take his oath of vigil.

No living being can open the doors of the vault; they open themselves at the command of mysterious ancient devices at the heart of the vault itself. Those who have been inside pass along corridors and down spiralling stairs lined with catacomb subvaults, each barred with its own blast door and surrounded with dust-dry parchment fragments and archaic marks etched in silver. Through each door awaits a secret of the Omega Vault held in an armoured chamber, each protected by powerful automated defences and locks of unfathomable complexity.

The Omega Vault is known to yield up a portion of its cryptic artefacts and information in direct response to events unfolding within the Jericho Reach. There is also evidence that the central data-reservoir of Watch Fortress Erioch is bound to something deep within the Omega Vault. The vault has, on occasion, responded to new information sent in from Watch Stations or operational reports from Deathwatch missions by revealing a portion of what was placed within it many millennia ago.

However, this process remains fraught with mystery, particularly as to whether the vault’s actions are based entirely on a pre-ordained sequence or are at least partly reactive in nature. Perhaps most tellingly, there are numerous events of great import that have transpired in the Jericho Reach and failed to trigger any response from the vault. Most recently, for example, there was the incursion of the Tyranid threat into the Orpheus Salient. So far, this event has drawn no response from the vault, although specific dangers since, caused by the Tyranids, have triggered activity within the Omega Vault. It is an enigma that continues to trouble the thoughts of Deathwatch Space Marine and Inquisitor alike.

Bóveda Omega

La Bóveda Omega

Only one chamber has ever been discovered and unlocked each time the Omega Vault has opened itself. Once whatever waits in the open chamber has been removed, the Vault seals itself again, sounding a sonorous bell to warn of its closure and of the fatal consequences that follow should anyone tarry overlong.

In the past, the vault has provided tomes of archaic lore, strange fragments of alien devices, ancient weapons forged in times long gone, world-slaying virus canisters, enigmatic star charts, and bizarre xenological specimens. On one occasion, its gift was an ancient Astropath held in a stasis field. When awoken, the Astropath sent one brief astropathic message and spoke two words before expiring from extreme old age, his final duty discharged.

At the centre of the Omega Vault lies another, inner vault: a secret of secrets, bound with scores of locking mechanisms which have slowly opened themselves, one-by-one, down the centuries. The Chamber of Vigilance believes that sealed within this chamber is the final truth and, perhaps, the last weapon the Deathwatch will have need for in the Jericho Reach.

What plan or pattern ordained in the ancient past may have necessitated the construction of the Omega Vault—and what hands constructed it—remains a mystery many have pondered. Further riddles are posed by the seemingly precognitive abilities and resources required to create such a vault. What is without doubt, is that the creators of the Omega Vault were human, a truth evident not only from the elements of its design, but a further significant detail. Contained within the vault’s air is an appallingly powerful synthetic pathogen that is entirely inert outside the Omega Vault’s walls. This pathogen is an ancient and un-replicable weapon, utterly lethal to all kinds of life save one: Mankind.

What is certain is that the Chamber of Vigilance has a duty to protect the Omega Vault and to use and follow what information it yields in the Imperium’s defence as they judge fit. It is a duty they have had to discharge with greater frequency in the decades since the Warp Gate’s opening and the beginning of the Achilus Crusade. Now, only a handful of locks remain closed on the innermost vault.

Susurros en la Oscuridad Editar

Each time the Omega Vault opens it reveals a new clue, an ancient artefact, a piece of lore or even a captive or specimen. For the most part the Deathwatch and the Ordo Xenos can only puzzle over these finds, hoping that at some point in the future their purpose will become apparent and they will be vital to some mission or other to turn back the alien forces of the Reach. Taken at face value, many of these objects make no sense: a broken power sword of unknown origin, a bloodstained back banner of a lost successor Chapter, or a spent bolt casing with a single letter carved into its side. Others are more immediately useful, such as a star chart of the edges of the Hadex Anomaly or the ciphers for a series of Tau sector relays within the Greyhell Front. What was overlooked for quite some time however was not the objects themselves, but the effect on those entering the Vault to retrieve them. At first those entering the Omega Vault seemed unaffected by its gloomy halls and the ancient fields which persevered and protected its walls, however over time they began to have dreams of darkness and distant voices. These “Whispers in the Dark” were thought initially to perhaps be a side effect of the xenos-bane pathogen permeating the Vault, however only certain individuals were affected, and it seemed to affect Battle-Brothers just as easily as Inquisitors. It was then only after other possibilities such as daemonic infl uence were ruled out (subjects sleeping in warded chambers were still affected) that the Inquisition and the Deathwatch took a closer look at those hearing the whispers in their dreams, and just what the whispers were saying. In all cases the whispers seemed to attach themselves to younger more idealistic men, and were always related to the object they had come into contact with. Often the whispers would be in languages the men could not understand or were too faint to hear, but other times they would speak in Gothic, reciting names or numbers. In a few rare cases the voices were distinct and understandable, whispering the object’s history to the man who had touched it. This has led some Inquisitors and Battle-Brothers to theorise that perhaps some objects within the Omega Vault are physically impregnated with messages for those that retrieve them. Whatever the truth, the effect seems largely benign and in rare cases helpful, and so has not stopped the Deathwatch sending Battle-Brothers into the Vault whenever it opens its tomb-like doors.

El Peregrinaje del Tiempo Editar

Perhaps more compelling than the Whispers in the Dark is the theory of the Pilgrimage of Time which several Inquisitors and Deathwatch Battle-Brothers have uncovered. Those that spend time in the Vault often take extensive notes or observations during their experience and even though they are limited in their time by those doors which have opened, some have glimpsed through half open portals and down sealed corridors hints of what might lie at the heart of the Vault itself. What they have seen and what has been hinted at by texts found in the outer chambers seems to suggest an elaborated warren of stasis caskets, this conclusion extrapolated from webs of power conduits and the familiar smells and sounds of active stasis fields. Those texts that speak of such things call them the Pilgrimage of Time, where objects (or people) from the past are sealed in stasis for a time in the future when they may become useful. From the clues gathered however the stasis field at the heart of the Omega Vault must be vast indeed, either holding in its grip single massive object or an army of smaller ones. Speculation among the Inquisition has also led to some investigation into the matter outside Erioch, searching out other Watch Stations and dead worlds for clues as to what might be contained within the Vault. Among these, only Inquisitor Toalis Veer has made any progress, claiming to have discovered an ancient alien wall carving on the dead world of Nunc which he believes speaks of the Omega Vault. According to Veer, the carving tells of the Obsidian Army, held frozen in time in the core of the final fortress, awaiting the time when fate will call them forth and they will march across the sector in an unstoppable tide of conquest and destruction sweeping all before them. Unfortunately for Veer, an earthquake on Nunc shortly after his discovery destroyed all evidence of the carving, leaving only his word as to its meaning. Those who support Veer in his theory claim the Obsidian Army must be a force of Deathwatch Battle-Brothers, perhaps numbering in their thousands, held in stasis for a time of great need, and this is in fact the final secret the Vault holds. Others however are more troubled by these theories, and caution if the Obsidian Army exists at all, it may be something else entirely...

Las CatacumbasEditar

Las Catacumbas discurren a lo largo del subsuelo de la fortaleza y se componen de estrechos túneles quizás utilizados en tiempos pretéritos como sistemas de canalización y mantenimiento. A través de los siglos se ha ido convirtiendo gradualmente en repositorios del conocimiento acumulado sobre las diferentes razas de xenos. Almacenados aquí se encuentran inmensos tomos escritos, especímenes vivseccionados y bestiarios prohibidos, todo ello sellado y protegido con protecciones eternas de adamantio y cámaras de estasis, por si en un futuro las amenazas a las que se refieren aumentan de nuevo.

A lo largo de los siglos, muchos inquisidores han añadido sus propios terribles conocimientos a los pasadizos bajo la fortaleza, depositando artefactos xenos y textos que pueden corromper el alma y que han decidido que deben estar ocultos a la mirada del hombre. Los custodios de los Guardianes de la Muerte solamente permiten el acceso a las catacumbas a aquellos que cuentan con la aprobación del Maestro de la Vigilia. Sobreviven ciertas historias que hablan de algún xeno fugado del Bestiarium que habría acabado viviendo oculto en las catacumbas, y si bien es cierto que hubo algún incidente en el pasado, incluyendo un desagradable brote de agujero de gusano y una cría o dos de Quozikian, ninguno de los seres fugados del Bestiarium podrían haber llegado tan lejos como a las catacumbas. Por desgracia parece que diferenciar entre ciertos artefactos xenos y un espécimen xeno joven es difícil a veces.

Zonas de Cuarentena Editar

Ciertas zonas de las catacumbas han sido declaradas zonas en cuarentena y solamente hermanos de batalla con armadura pueden acceder a ellas. Algunas zonas están sumidas en radiación de origen desconocido o sujetas a efectos temporales impredecibles debido a artefactos xenos inestables. Otras zonas están infectadas por organismos exóticos que no pueden destruirse, solamente pueden contenerse. Se rumorea que algunas zonas en cuarentena contienen en realidad tecnología de creación de portales alienígenas como los portales a la Telaraña Eldar o en menor medida como el pasaje disforme de la Brecha Jericho. En caso de ser cierto, estas zonas representan una grave amenaza para la seguridad de la fortaleza si pudieran acceder a ellas las personas equivocadas por lo que están fuertemente protegidas.

Los Grandes OsariosEditar

Erioch el gran osario

Los Grandes Osarios de Erioch

Los Grandes Osarios son secciones de la Fortaleza Erioch donde las paredes, los suelos y los techos están cubiertos de incontables esqueletos, dientes y garras de xenos derrotados, con algunos de ellos adornados con información. Enormes huesos de monstruosidades gargantuescas están expuestos en los sepulcros más grandes, con candelabros hechos a partir de cráneos alienígenas, espinas colgantes, columnas de quitina y huesos, pieles de xenos colgando como estandartes y mosaicos de concha calcificada, todo ello como recordatorio de siglos de masacre acumulada. Todos estos huesos han sido contribuciones de los Guardianes de la Muerte, los cuales tomaban estas “donaciones” como forma de rivalizar con sus propios compañeros. Finalmente el Maestro de la Vigilia se vio obligado a cerrar los osarios para poner freno a la arrogancia de la caza de trofeos excesiva.

A los recién llegados se les invita a recorrer los Grandes Osarios para comprender la enormidad de la tarea que realizan los Guardianes de la Muerte y su parte de la Larga Vigilia. Los humanos ordinarios tienden a describir esta visita a los osarios como opresiva y escalofriante mientras que los Marines Espaciales lo encuentran profundamente espiritual, un lugar perfecto para la meditación y para regocijarse ante el trabajo realizado por sus hermanos de batalla en las victorias sobre los xenos.

Hay rumores que susurran que se puede ser maldecido por inquietos espíritus alienígenas que provocan que los servidores monotarea de la fortaleza queden tumbados en el suelo de los corredores, víctimas de un sutil efecto jinxing, y los individuos con capacidades psíquicas comentan que los osarios están cubiertos de un miasma de dolor y rabia impotente y de un balbuceante eco psíquico de ruegos, maldiciones y plegarias pronunciados en lenguas olvidadas.

Los Cotos de CazaEditar

Erioch Cotos de caza

Coto de caza en Erioch

Los Cotos de Caza son una parte de las instalaciones de entrenamiento de los Guardianes de la Muerte y ocupan varios niveles de la Fortaleza Erioch ya que han sido ampliados gradualmente desde su construcción inicial hace cuatro siglos. Su impulsor fue el Capitán Prascus ya que percibió carencias en la preparación de los equipos de exterminio debido a su incapacidad para entrenar juntos en ambientes variados y sufriendo dificultades e incluso muertes en las transiciones entre los distintos entornos.

Dichas dificultades eran causadas por el profundo e inherente orgullo de los Marines Espaciales que al sentir que portaban el honor de su capítulo sobre los hombros, no podían aceptar que no estuvieran preparados para enfrentarse a cualquier enemigo. La mayoría de Capitanes habrían reprendido a sus hombres haciéndoles recordar sus juramentos y deberes pero Prascus sabía que esto podría causar resentimiento entre los marines espaciales. En lugar de eso, Prascus acondicionó un gran número de bahías en desuso de la fortaleza, los transformó en copias de duros entornos planetarios y los utilizó para realizar simulacros de caza junto a sus hermanos marines. Prascus pensó que realizar cacerías contra peligrosos xenos liberados del Bestiarium ayudaría a mejorar la preparación de los equipos de exterminio en diferentes entornos sin ofender su honor por su falta de preparación específica.

Después que Prascus finalizara su mandato, las instalaciones dejaron de utilizarse a pesar que continuaron en estado operativo, incluso siendo ampliadas por sucesivos capitanes que imitaban sus planetas de origen o representando planetas de la Brecha Jericho. El Maestre Jarrax de los Templarios Negros ordenó la construcción de gigantescos tanques herméticos para que los marines espaciales pudieran entrenarse en cualquier tipo de vacío, creando para ello enormes bóvedas que podían configurarse para llegar a imitar incluso la presión aplastante de un gigante de gas. El Capitán de la Guardia Madsen hizo modificaciones en los corredores de varias naves y construyó un laberinto xeno minuciosamente recreado para entrenar a los equipos de exterminio en tácticas de asalto, o la Aguilera de Jarrax, un navío vertical de 3800 metros de longitud, se ha mantenido en el vacío para el ejercicio en gravedad cero y para la práctica de técnicas de combate a velocidad terminal.

Desde el siglo pasado, los Cotos de Caza se han integrado plenamente en el entrenamiento de los Guardianes de la Muerte y en el dogma de Erioch y se han ampliado todavía más. Vastas áreas han sido reconfiguradas en réplicas exactas de ambientes nativos de especies xenos. Aquí, los hermanos de batalla de los Guardianes de la Muerte acechan a los alienígenas bajo falsos cielos holográficos para descubrir los trucos y trampas de sus reinos nativos.

El Enclave de la InquisiciónEditar

Inquisidor ordo xenos wikihammer

Inquisidor del Ordo Xenos.

La Fortaleza Erioch mantiene un Enclave Inquisitorial alrededor de la prominente y afilada aguja central llamada la Torre de Cobre. Los antiguos y palaciegos salones que se pueden encontrar allí han tenido poco uso a lo largo de los milenios de la Larga Vigilia salvo por la residencia del Inquisidor de la Cámara y por las ocasionales visitas de inquisidores del Ordo Xenos en visitas de trabajo. Como en otros tantos lugares de la fortaleza, el Enclave Inquisitorial parece demasiado amplio y bien equipado para el uso que se le da actualmente. Parece que el verdadero propósito de dicho lugar tuvo su función hace mucho tiempo atrás o que todavía está por llegar, y que sus actuales ocupantes solamente son los últimos guardianes de una larga y polvorienta lista que se remonta a una antigüedad perdida.

La residencia permanente del Inquisidor de la Cámara ocupa casi una quinta parte de la torre y en su centro se halla el núcleo de un antiguo cogitador donde se cree que se hallan almacenados los detalles de las actividades del Ordo Xenos en la Brecha Jericho desde la Era de las Sombras. Al igual que sus predecesores, el Inquisidor Carmillus pasa el tiempo repasando los viejos informes allí almacenados cuando no hay asuntos más urgentes. Con mucha frecuencia, las pistas sobre acontecimientos actuales se pueden encontrar envejeciendo en sucesos pasados. El Inquisidor Carmillus prefiere mantener un séquito reducido y tener a sus acólitos desplegados en el campo por lo que solamente regresan a la fortaleza para informar y rearmarse antes de volver a la carga.

Una considerable cantidad de siervos y criados, la mayoría pertenecientes a la Familia Longsorrow, se esfuerzan por mantener la torre habitable, pero su trabajo es nimio comparado con la enormidad de la tarea. La pátina del tiempo se ha depositado sobre la torre, dando al lugar un inquietante aire de grandeza desvanecida. Los criados deben contentarse con mantener determinados salones y cámaras habitables e iluminados para las necesidades humanas, apresurándose a través de los fríos corredores que las separan.

Inquisidores

Reunión de inquisidores

Recientemente, la reapertura de la puerta en la disformidad ha desembocado en un número superior de visitas a la solitaria fortaleza de las que ha visto en siglos enteros, y el Enclave Inquisitorial en la Torre de Cobre se ha convertido en el área más poblada de toda la Fortaleza Erioch. Entre las idas y venidas de los inquisidores y sus séquitos, los servidores, los esclavos, los rehenes y los prisioneros del Ordo Xenos, la Torre de Cobre casi parece bulliciosa, llena de luz y de sonido de voces humanas. Sin embargo es una ilusión ya que en el exterior de los confines inmediatos del enclave, el silencio opresivo y la enormidad aplastante de la fortaleza se impone de nuevo.

En la Torre de Cobre, el creciente aforo de Erioch ha causado fricciones entre los propios inquisidores. Individuos tan poderosos y dinámicos son capaces de enfrentarse entre si por temas como la simple prioridad de acción, y actualmente la Fortaleza Erioch acoge individuos con rivalidades sorprendentemente amargas. En los oscuros pasillos y los salones envueltos en sombras se celebran reuniones entre susurros para promover o frustrar las diferentes y enfrentadas agendas inquisitoriales.

El Santuario de Santa AretEditar

En las profundidades de Erioch se encuentra el Santuario de Santa Aret, una hermosa capilla, adornada con una rica panoplia del Adeptus Ministorum, con vidrieras de intrincados colores y una tarima octogonal de mármol blanco con vetas de oro en su centro.

En el centro de dicha tarima se encuentra una heroica y proporcionada estatua tallada en alabastro con los rasgos borrados por el tiempo, pero que aún mantiene un aire de nobleza a pesar de haber perdido el rostro y un brazo alzado. Grabados en las paredes de la capilla se encuentran salmos en gótico clásico pero que no aportan ninguna pista que desvelen en honor de quién se construyó.

Los recién llegados del sector Calixis han llegado a asociar este santuario con Santa Aret, guardiana soberana de lo que no debe ser recordado, pero aquellos que más tiempo llevan sirviendo a los Marines Espaciales saben que el santuario es anterior a la beatificación de Santa Aret.

La Cámara de la Vigilancia Editar

The Chamber of Vigilance is the war council of the Deathwatch in Jericho Reach. Established by a tradition whose origin is now long forgotten, the primary purpose of the Chamber of Vigilance is to discuss the import of developments in the Jericho Reach and to decide on how the Deathwatch should respond. The reasons for a gathering of the Chamber of Vigilance are many and diverse. Usually, such gatherings are connected to new intelligence on a threat to the Reach, or in response to battlefield reports from Deathwatch in the field. In recent decades, however, the periodic opening of a new portion of the Omega Vault has also caused the Chamber of Vigilance to be gathered with increasing frequency.

The Chamber of Vigilance takes its name from the central chamber of Watch Fortress Erioch’s primary command level. The Chamber is circular and over two hundred paces wide. Its ceiling is a great dome, in the centre of which is set a circle of armoured crystal that allows in the reflected light of Erioch’s dying sun. When a gathering is called, braziers burn incense wood in seven niches around the chamber’s edge, and servo-skulls, yellow with age, circle to record every detail of what transpires before them. The floor is black stone inlaid with symbols and words of the Codex Astartes worked in adamantine. The symbol of the Deathwatch rests at the chamber’s centre beneath the pale light of the void cast down from Erioch’s light. There are no chairs in the Chamber of Vigilance; all who gather here stand as a sign that the duty of their watch is unending and without respite. Embedded in the floor and ceiling are null field generators and vox baffles, as well as hololith projectors and sound generators for when information must be displayed to a gathering.

The membership of the chamber is not fixed. The Chamber consists of all senior members of the Deathwatch present at the time of the gathering, plus any members of the Inquisition present at the fortress who may be invited (their presence being at the Master’s discretion), or any other servants of the Imperium whose voice and knowledge is important to the Chamber’s deliberations. Although the membership of the Chamber of Vigilance shifts and changes, there are two positions that are permanent by tradition: the Master of the Vigil and the Inquisitor of the Chamber. Both must be present in order for a gathering to be called.

El Señor de la Vigilia Editar

he Master of the Vigil is a senior member of the Deathwatch Stationed at Watch Fortress Erioch, meaning that he is usually, though not always, the Watch Commander or the ranking Watch Captain. The bearer of this honour is oath-bound to act as the final arbitrator of decisions made by the Chamber of Vigilance, and also to rule and maintain the Watch Fortress, Watch Stations, and the other domains of the Deathwatch within the Jericho Reach.

The title of Master of the Vigil is conferred on a Battle-Brother only by a gathering of the Chamber of Vigilance and confirmed by the missive of the High Lords of Terra. This honour is traditionally borne by an individual for a score of years before it passes to another, unless a time of great crisis or war makes such a shift in leadership unwise for its duration. The Master of the Vigil remains within Watch Fortress Erioch for the duration of his duty, with certain exceptions made under critical circumstances.

The Master of the Vigil’s only mark of rank is the bearing of a singular heraldic pauldron on his armour, the design being of a gauntleted hand grasping a snarling serpent by its throat.

El Inquisidor de la Cámara Editar

The Inquisitor of the Chamber is a member of the Inquisition who, by ancient tradition, represents the interests of the Holy Ordos within the Chamber of Vigilance. This Inquisitor almost always heralds from the ranks of the Ordo Xenos, although there have been exceptions made in the past. The Inquisitor of the Chamber is a position of honour and a symbol of the ties between the Deathwatch and Inquisition in the Jericho Reach.

The position and title of Inquisitor of the Chamber is bestowed on an Inquisitor by a conclave of his peers, and remains his until he dies, chooses to relinquish the position, or another is sent to take his place. Part emissary, intermediary, facilitator, and watcher of the watchers, Inquisitors of the Chamber are often chosen for their diplomatic and political skill. Many are also great warriors or savants of huge erudition. Most have found, however, that being able to speak warrior-to-warrior is often an advantage when dealing with the Deathwatch.

Los Veteranos en la Cámara de la Vigilancia Editar

The Chamber of Vigilance acts to oversee the actions of the Deathwatch within the Jericho Reach, and as such has a hand in the direction and deployment of Deathwatch Kill-teams. For those newly seconded to the Deathwatch, the Chamber and the Master of the Vigil are often distant masters, whose orders filter down the chain of command until it reaches their ears, or as functionaries who lead the Chapter in its rites and ceremonies, only seen on days marked by grand tradition and at times of great import. As a Battle-Brother and his Kill-team rise in status and rank, they will see more of the Chamber of Vigilance, either taking their orders directly from the Watch Commander and his Captains or being invited to advise on the use and deployment of other Kill-teams and Deathwatch assets. By the time a Battle-Brother ascends to the rank of a Deathwatch veteran, he should be well known by the Chamber of Vigilance and its members, a favoured instrument of the Chapter and possibly a staunch ally of the Inquisition, and responsible for enacting its will countless times across the war zones of the Reach. Conversely, the Battle-Brother will have formed his own opinions of the Chamber and its members, often growing to see them less as infallible masters and more as peers.

Amos y Sirvientes Editar

Mordigael is the current Watch Commander of Fortress Erioch and, by extension, the Master of the Vigil. Aiding him in the governing of the Chamber are any recognised Ordo Xenos Inquisitors stationed in the Jericho Reach, one of which will take on the mantle of the Inquisitor of the Chamber so that the Inquisition might have a voice to call for aid from the Deathwatch. Given the nature of the Inquisition and the secretive nature of Inquisitors themselves, this group is always in flux, their numbers expanding and retracting as the members of the group are always changing. Typically, it will never be more than a handful at any one time, and always balanced out by Mordigael and his favoured commanders so that the ratio of Adeptus Astartes to Ordo Xenos remains more or less equal. Depending on the nature of the issues to be dealt with by the Chamber, other advisors my be allowed to give specific council, though this is uncommon.

Because the Deathwatch of the Jericho Reach operate within the same areas of influence as the Ordo Xenos and the forces of the Achilus Crusade, the Chamber and its meetings can be coloured by politics as much as war councils, as would be the case if the Deathwatch operated like one of the more traditional Chapters of the Adeptus Astartes. While the Master of the Vigil and his officers are interested in the concerns of the Deathwatch, they cannot remain completely deaf to the presence of the Inquisition—usually more specifically the desires of a single Inquisitor operating within the Reach. Equally, though the vast majority of the Achilus Crusade remains ignorant of the Deathwatch, the Lord Militant does not, and has been known, on occasion, to try and request their aid. Often, the personal politics of the Inquisitor will be reflected in the choosing of the Inquisitor of the Chamber and this can become a place where rival Inquisitors make their presence known, all of which contributes to another challenge the Chamber of Vigilance must overcome. Deathwatch veterans add another dimension to these proceedings, having earned the right and respect to speak for themselves even in the presence of the Master of the Vigil. Deathwatch veterans are also wiser in the ways of the Crusade and of the Jericho Reach, often having knowledge of the Inquisitors that might influence the Chamber of the Vigil.

It is the nature of the Inquisition that nothing is as it seems, and the same honours and right that will allow a veteran Kill-team a voice in the Chamber of Vigilance will sometimes mean that Kill-team must deal more closely with individual Inquisitors or even, in rare instances, agents of the Lord Militant. Many Inquisitors, of all the Ordos, do not announce their presence to the Deathwatch when they come to the Jericho Reach, following their own personal missions out of sight and reach of the Crusade forces. These same Inquisitors, however, will call upon aid from the Deathwatch when it suits their purposes and when they need the kind of firepower and skill that only a Kill-team can provide. It is here that the reputation of a veteran Kill-team might precede them and the Inquisitor might even choose to contact the Kill-team directly (especially if the Battle-Brothers and the Inquisitor have had dealings before), asking them for aid without any formal declaration to the Chamber of Vigilance. Though it stands in stark contrast to the way most Chapters of the Adeptus Astartes operate, the individual bravado shown by such Inquisitors often earns the respect of Deathwatch veterans. Experienced Watch Captains also accept that Inquisitors work in this way, and much of their agendas do not reach the formal meetings of the Chamber, especially in the case of time-sensitive missions or missions of opportunity. Ultimately, though it remains the remit of the Deathwatch whether or not to come to the aid of an Inquisitor, however he or she calls for it. However, since the objectives of the Deathwatch and the objectives of many Ordo Xenos Inquisitors within the Jericho Reach are intertwined, it often serves the Chapter well to send a Kill-team, using the knowledge and skills of the Inquisitor to vanquish a common foe.

Demasiados secretos Editar

The Deathwatch and the Inquisition are naturally secretive organisations. Theirs is the task of hunting down the hidden foes, the secret armies and unseen enemies that plague the Imperium without revealing themselves. They seek enemies like the Eldar interlopers, Necron tomb worlds, and Chaos cultists that work from the darkness to undermine and destroy mankind. During a Battle-Brother’s time in the Deathwatch, he will encounter many new foes, a number of whom he may well have had no previous knowledge of, their existence a closely guarded secret of the Deathwatch or the Holy Ordos. A Deathwatch Kill-team will also often be called in to deal with the causes of a problem, while the Imperial Guard and Imperial Navy are limited to dealing only with its effects. Examples of this abound throughout the sector, such as on the mining world of Harloss Magna where a Kill-team was used to kill the daemonically possessed planetary governor while the Imperial Guard put down the uprising he had caused, or when a Kill-team secretly boarded the Lunar-Class Cruiser Light of Perdition and caused a critical plasma drive overload to kill its traitorous Lord-Captain citing it as the work of rebels. In these cases, the work of the Deathwatch is intended to go unnoticed by the Achilus Crusade and its commanders.

For a Deathwatch veteran, all of these operations and missions give the Battle-Brother a unique perspective on the actions of the Chamber of Vigilance and an insight into the hidden enemies of the Reach that he might not have seen fighting more open conflicts alongside his Chapter. Battle-Brothers of the Deathwatch are expected to do their duty and honour the oath that keeps them silent regardless of what they learn, but it is impossible for these secrets not to change them in some small way. While Deathwatch veterans remain dedicated to the vows and bonds with their Chapter, they cannot share their forbidden knowledge with those they still call brother and who cannot understand what they have learned unless they, too, have served within the Deathwatch. Quite apart from the schism this can create, it becomes another barrier between Deathwatch and Chapter that a Space Marine must learn to accept if he is to honour his secondment and the will of its covenant.

The secrets a Deathwatch veteran possesses are also part of his power within the Chamber of Vigilance, and grants him more influence when dealing with the Inquisitors of the Holy Ordos. Inquisitors, especially, who trade in secrets and measure a man’s worth by what he knows, are more likely deal to with Battle-Brothers in possession of such lore. Two of the key secrets governed by the Deathwatch of the Jericho Reach, and of major concern to the Chamber of Vigilance, are the Necron threat and the Omega Vault, and over time it is inevitable that a Deathwatch Battle-Brother will have to deal with both. While those that complete their secondment must keep their secrets and return to their Chapter never to speak of them again, the veterans that remain find themselves drawn ever deeper into their complexities and the on-going efforts to the Deathwatch to deal with them both. The actual scope and depth of these secrets and the many parts that they contain can be found only in a small number of individuals. While numerous Inquisitors and Deathwatch Space Marines have faced at least one facet of the Necron thread within the Jericho Reach, and others have laid eyes upon the inner chambers of the Omega Vault, only a few have lived enough to truly learn anything about either.

In the end a Battle-Brother uses this wealth of secret knowledge depends on his alleigances and the missions he is sent on, but as with many who serve the Deathwatch, secrets are also a means to an end. Knowledge, to a Deathwatch veteran, is a way to understand and then ultimately destroy his foes, and the more knowledge he possesses the more able he is to complete his duty and vanquish the foes of the Emperor. While the Inquisition may witness a veteran’s forbidden knowledge and mark him out as a threat or an ally, the Watch Commander and the Adeptus Astartes masters of the Chamber of Vigilance favour such Battle-Brothers for their skills and the fact that they have survived to learn something of the Imperium’s most dangerous foes. For these reasons, a veteran Kill-team finds itself called more frequently into the hallowed halls of the Chamber of Vigilance, where they will be given the gravest of tasks time and again, the Watch Commander’s faith placed in them and their ability to complete his missions.

Recursos prescindibles Editar

The Chamber of Vigilance exists to oversee the operations of the Deathwatch in the Jericho Reach, and it is often within its halls that the Watch Commander decides where and when to commit its Kill-teams. The Watch Commander and his Captains understand and value the worth of a veteran Killteam, the powerful asset it represents, and the kinds of things it can realistically achieve. Unfortunately for the Deathwatch, its foes are many and powerful and there are seldom Kill-teams enough to match even a fraction of the threats the Reach has to offer. Worse, the Deathwatch Captains of Fortress Erioch must sometimes make the hard decision to commit a Kill-team to a mission with little hope of success, knowing full well that it might mean the loss of valued Battle-Brothers to buy time for others to complete vital tasks. Complicating these matters is the presence of Inquisitors and, on occasion, agents of Lord Militant Tetrarchus petitioning for aid or interfering in events involving the Deathwatch. All of this contributes to a process which could see a Kill-team committed to an impossible mission, or acting on the flawed guidance or intelligence of the Inquisition. Fortunately, though, Space Marines are born to face such odds.

The Lord Militant does not have any command or control over the Deathwatch, and ultimately it falls to the Chamber of Vigilance and its Space Marines to choose how best to use the Kill-teams at its disposal. Nevertheless, the aims of the Ordos and the Lord Militant often coincide with the Deathwatch and their influence can be strong. This is an even greater concern when the Inquisition and Tetrarchus are working in concert on some matter, the Lord Militant using his considerable power to call upon the favour of one of his allied Inquisitors. This can mean that behind the Inquisitor calling for the assistance of a Kill-team, there might stretch a web of obligations and favours all the way back to some reckless Imperial commander or spoiled noble, using their connections to request aid from powers of which they may not even be aware.

Arsenal y Relicario Editar

"Esta es la Mano de la Venganza, una reliquia de mi Capítulo. Fue la Mano de la Venganza la que sostuvo el estandarte de la victoria en el Mundo de Rynn al final de la Cruzada de Vortigern, anunciando nuestra reclamación del planeta. Fue la Mano de la Venganza la que aplastó la armadura cubierta de espinas brujas del Príncipe Corsario Finruil. Fue la Mano de la Venganza la que asfixió al Kaudillo Orko Gorwazza hasta matarlo. Y si sirvo bien a mi Capítulo, algún día mis hazañas serán añadidas a la lista de aquellos que han blandido esta arma, como nota al pie bajo los poderosos héroes que me han precedido, y estaré satisfecho."
Capitán Hector Tereus de los Puños Carmesíes


The armouries of the Fortress are located deep beneath its armoured hull, secured behind the thickest blast doors and internal layers of void shielding of the kind more commonly used to protect Battle Titans. This is the realm of metal and actinic light, of the beat of hammers and the fire of forges that arm and armour the Emperor’s angels of death. Made up of workshops, magazines and armouries, these are the domains of the Techmarines that serve in the Deathwatch, and all fall under the ultimate authority of the Forge Master of the Watch Fortress. Chainswords, power axes, bolters, drop pods, tanks, thunderfire cannons, and all of the tools of the Adeptus Astartes are held here; their war-like machine spirits soothed by the machine buzz of servitors and the touch of sacred oils until they are needed. There also are billions of rounds, charges, and cylinders of ammunition from the simplest laspack to the massive grav-stabilised macro-shells fired by the fortress’s main batteries.

In the deepest reaches of the armouries, curled in waiting sleep, are the ancients of the Deathwatch. Those who have been grievously injured in serving with the Deathwatch may, with the blessing of his Chapter, be granted the honour of being installed in the cyborganic web of an armoured sarcophagus so that in times of great need, they may once again serve alongside their Battle-Brothers as a Dreadnought. There are believed to be three such rare and mighty ancient Dreadnoughts currently dormant within the armouries of Watch Fortress Erioch, though they have not been awakened to war in over a century. Only the Forge Master knows the truth of their number and state.

Many of the most exotic and potent weapons of the fortress, however, are held within sealed vaults deep within the Watch Fortress, accessible only to those who bear the secret of their opening. Some vaults only open to members of a particular Chapter or those who bear the gene-seed of a particular Primarch, being gifted or left in trust by one of that Chapter’s number. Others only open to particular members of the Inquisition or Adeptus Mechanicus. Most secret of all are the terrible devices kept in the outer catacombs of the Omega Vault, the great sealed chamber at the heart of Watch Fortress Erioch. Such weapons include vortex torrent imploder charges, dread canisters of the life-eater virus, and the imprisoned nightmare childe. These weapons are only yielded one at a time and by the will of the systems that lie at the centre of the Vault’s many chambers, watching and waiting for the future.

Acciones notables Editar

  • La Fundación de la Camarilla Muerta (Posterior a 342.M35).
  • La Muerte Invisible (566.M35): El Capítulo de Marines Espaciales de [CENSURADO] es declarado Excommunicate Traitoris por sus graves crímenes contra el Imperio. Como resultado de ello, sus bienes materiales y personales fueron reclamados como pago de la sanción por orden de la Inquisición, y los miembros del Capítulo fueron sentenciados a muerte. Debido a estas órdenes, el Mundo Salvaje de [CENSURADO] fue puesto desde entonces bajo el agudo escrutinio de los Guardianes de la Muerte de la Fortaleza de la Guardia Erioch, y posteriormente el planeta fue sometido a Exterminatus y su presencia fue expurgada de todos los mapas y cartas del Sector Jericho.

M36 Editar

  • Haarlock y Erioch (266.M36): En los anales de la Fortaleza de Vigilancia Erioch existen registros de la llegada del Lanza del Destino a las fronteras del Sistema Erioch. Desconociendo donde había ido a aparecer, Mordecai Haarlock penetró en el sistema estelar, siendo rápidamente rodeado y puesto en la mira de los cañones de los Guardianes de la Muerte. Viéndose forzado a deponer las armas, Mordecai y sus socios fueron llevados a bordo de la Fortaleza de Vigilancia y puestos bajo el control de varios Equipos de Eliminación. Tres días más tarde, Haarlock y su nave recibieron permiso para partir. Nunca habló de lo que le ocurrió durante esos tres días, ni regresó de nuevo al Sistema Erioch.

M37 Editar

  • El Escudo Negro (651.M37): Un Hermano de Batalla de los Guardianes de la Muerte, carente de toda marca o blasón de Capítulo, llegó a la Fortaleza de la Guardia Erioch. Este Hermano "Escudo Negro" se hacía llamar Hail, y era el único Marine Espacial ocupante del Crucero de Asalto Rápido Ángel Inquieto. Hail sostenía que había descubierto la localización de los restos de la desaparecida 4ª Compañía del Capítulo de los Cónsules Negros, una fuerza desaparecida por completo un milenio atrás, y que buscaba ayuda de la Fortaleza de Vigilancia Erioch para recuperarlos. Siguiendo las instrucciones de la Cámara de Vigilancia, un Equipo de Eliminación se unió a Hail a bordo del Ángel Inquieto. Hail dirigió al Equipo de Eliminación hasta un masivo Pecio Espacial a la deriva en el espacio desierto de las fronteras del Sistema Phaegis. El Equipo de Eliminación abordó la nave y tuvo éxito en recuperar el estandarte de la 4ª Compañía de los Cónsules Negros y un cierto número de reliquias del Capítulo a pesar de ser asaltados por grupos de Necrófagos Disformes y otras horrendas criaturas. En gratitud por la devolución de dichos restos décadas más tarde, cuando la nave de transporte enviada desde Erioch llegara a su destino, los Cónsules Negros renovaron sus juramentos con los Guardianes de la Muerte con un despacho de Hermanos de Batalla tres veces mayor a lo habitual.

M38 Editar

  • La desaparición de la Mártir Luminoso (006.M38): An anomalous energy spike is detected on the spinward verges of the Slinnar Drift and a Deathwatch Killteam is dispatched from Watch Fortress Erioch aboard the Luminent Martyr to investigate. The Kill-team is not heard from again, and the Martyr is found drifting dead in space almost a century later. No hint as to the Kill-team’s fate is discovered, but over the centuries the archives given up by the periodic opening of the Omega Vault would make obscure references to the vessel’s name, suggesting the mystery is far from cold.
  • Gritos desde el vacío (274.M38): The Omega Vault opens and renders up a data-crystal of impossibly archaic pattern that can only be read by the most ancient of the Deathwatch’s machine systems. On the crystal the Deathwatch finds nothing more than a set of astrographic coordinates. Upon investigation, the coordinates are determined to represent nothing more than an unhallowed tract of interstellar void spinward of Jove’s Descent. The investigation vessel remains on station for ten days before setting out to return, but an instant before it plunges into the Warp, the ship’s astropath suffers a terminal seizure, his last words a shrieked warning that mankind must never set foot in that reach of space again.

M40 Editar

  • Aparición de la Anomalía Hadex (654.M40).
  • Destrucción de Gemre (659.M40): In 659.M40, a scant handful of years after the Anomaly’s opening, an Enslaver Plague swept unopposed through the hives of Gemre, because the Kill-team sent to purge the initial outbreak arrived in the wrong system, their Navigator driven mad by the crimson glare he saw even in the warp. The punitive measures resorted to in the aftermath of the infestation mean that Gemre is no longer present in the charts or records of the Imperium, but the Deathwatch has not forgotten this first failure. It was not to be the last.

M41 Editar

  • La pérdida de la Errasticles (787.M41): The Imperial battle cruiser Errasticles encountered an anomalous energy signature near the world of Kabiri while on a routine patrol in 679.M41. This strange energy field emanated from a patch of inky darkness near the planet and the cruiser made all haste to investigate. The massive field encompassed thousands of kilometres and while the ship’s sensors were able to detect the field, they could not penetrate it. The ship’s captain, Lord Albrecht Rovell, dispatched a probe into the field, but the device returned no information. After a heated debate amongst his bridge staff, the captain decided to dispatch a single fighter to investigate the area. The small craft entered the blackness without incident and was able to maintain communications with the cruiser. The last transmission Errasticles received from the fighter described a massive structure at the heart of the darkness; a structure of unknown design and impervious to augur scans. All contact was then lost with the scout ship. Captain Rovell sent an astropathic message to the nearest Imperial outpost indicating he was entering the field to investigate the structure, as well as the disappearance of his scout ship, and entered the strange darkness. When word of this energy field and black patch reached Watch Fortress Erioch, a Kill-team was immediately dispatched to the area to investigate. Prognosticator Tri’el, a member of the Dead Cabal who wished to study this area closer, accompanied them to Kabiri. As they neared the world, a pulse of energy washed over their vessel, rendering all systems inoperable for hours. With power finally restored, the team continued onward to the area. All traces of the field, the Errasticles, and the mysterious structure were gone. A half-dozen Battle-Brothers were assigned to the Dead Station on Kabiri in the wake of this incident to monitor the area. The Kabiri station has not detected any further appearances of the energy field or other anomalies to date.
  • Phonos abre la Bóveda Omega (812.M41).
  • Traición en Spite (817.M41).
  • Asalto en Eleusis (817.M41).
  • Purga de los Ghanathaar (817.M41).

Equipos de Eliminación conocidos Editar

  • Compañeros del Primer Mártir - The legend of Master of the Vigil Balthazar that is retold to the Battle-Brothers of the Jericho Reach does not record the names of those Battle-Brothers who fell at his side, the nature and circumstances of his death going largely unexplained. These names are known only to those able to perform higher level data probes, in particular the Librarians and Chaplains of Watch Fortress Erioch. Even then, details of these warriors’ vigils are known only at the very highest levels, and their deeds in that final mission to the Slinnar Drift are recorded only in the accounts of that Battle-Brother who survived. However, Pardis slumbers yet, interred within the adamantium frame of a Deathwatch Dreadnought, his spirit too stubborn to allow him to die.
  • Soberano-Sigma - The Battle-Brothers that accompanied Watch Captain Aesalon on the mission to Sovereign were all veterans of many battles, each of them having fought side by side countless times before. Thus it was both a tragedy and an honour that it was Aesalon himself who recovered the gene-seed from all but one of his fallen brethren when he regained consciousness after the death of the Lord of Lightning, and he who bore their wargear back to Watch Fortress Erioch. The roots of the Kill-team’s codification as “Kill-team Sovereign-Sigma” are not recorded, though some suggest the appellation “sigma” means that previous, as yet undisclosed missions must have been carried out on that world.
  • Azote del Oscuro - There are a number of Battle-Brothers venerated as heroes of the Scouring of Andronicus Prime, and unusually, they do not represent the members of a single Kill-team. The Andronicus Prime landing was carried out by several Killteams operating as a coherent Deathwatch strike force, and as such the heroes are drawn from across that force. Each performed feats of incredible skill and courage throughout the battle, and all came together at the very end to descend into the crater and confront the Darkling. What mighty deeds were performed within the depths of that great wound in the surface of Andronicus Prime must remain a mystery, the fact that the Battle-Brothers rallied to the call of Epistolary Sabazius and descended at his side sufficient evidence of their dedication to the eternal fight against the horrors that lurk in the void.
  • Los Quince - The names of each and every Battle-Brother of the Fifteen of Midael are etched in glory, amongst the most celebrated warriors of the Deathwatch of the Jericho Reach. Each has his own chantry chapel dedicated to his memory on Watch Fortress Erioch, within which prayers are chanted at the Hours and shall be until such time as the chapel, the Watch Fortress, and with it the Deathwatch itself passes from the galaxy. The names of the Fifteen of Midael are recorded as Brothers Cuiris, Mercur, Borro, Nazartheth, Aniane, Ranuccio, Solon, Roch, Eridan, Pylenor, Theron, Xuthus, Janus, Cyllar, and Cygnus. Each and every one of these warriors is venerated for the acts of courage and defiance he performed during the defence of Watch Station Midael, but it is the acts of the first four that are held as exemplary.
  • Los Cazadores Martirizados de Peratos - When the very last of the infiltrators was finally cornered, it was a veteran Kill-team under the celebrated Watch Captain Peratos who fought the final battle. Sadly, all paid the final price, martyring themselves that the Watch Fortress and all of their brethren might be delivered.
  • Los Lux Veritatis - The Battle-Brothers of the Kill-team known as the Lux Veritatis were amongst the most celebrated of their generation, veterans of countless wars against some of the most terrible foes ever encountered in the Jericho Reach or beyond. The Kill-team was unusual in that its members had all discharged their Apocryphon Oaths at exactly the same time, and then renewed them together. This they had done not once but twice, the brethren standing their third vigil of the Long Watch at one another’s sides at the time of the Herisor Intervention. The Kill-team numbered five Battle-Brothers at the time of its final battle, though many more had passed through its ranks throughout the years, including the current Master of the Vigil, Watch Commander Mordigael. It is said that the Bell of Lost Souls on Terra tolled once for each of the fallen Battle-Brothers of the Lux Veritatis. Watch Fortress Erioch fell to deathly silence for an entire watch cycle, and it is said that other Deathwatch facilities the length and breadth of the Imperium honoured the fallen in a similar fashion. With no bodies to return to the Watch Fortress, the brethren of the fallen had no graves to honour and so the entire complement of Deathwatch Battle-Brothers were gathered together in the Reclusiam of the Watch Fortress where Deathwatch Chaplain Titus Strome led the congregation in solemn remembrance of the fallen heroes. Several years later, the high altar of the Reclusiam remains aglow with the hundreds of candles lit in honour of the Lux Veritatis, a fitting tribute to what must surely represent the known greatest Kill-team of the last century.
  • Los Siete Siervos - Upon their return to Watch Fortress Erioch, every one of the Battle-Brothers who took part in the mission to the Hadex Anomaly was placed under the care of the Reclusiam. It is common for warriors recently returned from especially arduous or potentially corrupting missions to undergo a thorough course of purification, often involving the combined ministrations of Erioch’s Chaplains, Apothecaries, and Librarians. This ensures that no spiritual, physical, or psychic taint remains upon the warrior and that he may continue to serve the Long Watch regardless of the horrors he has confronted. In the most extreme of circumstances, especially where the Battle-Brother has been exposed to horrors only the Grey Knights are strong enough to confront, he may be subjected to a partial or even total mind-wipe. This is comparatively rare in the Deathwatch, however, for those selected to stand the Long Watch are already counted as stronger even than their fellow Adeptus Astartes, and second only to the Grey Knights in their spiritual purity. What is unusual in this case, however, is that not all of the warriors that participated in the mission have yet been declared purified. Seven Battle-Brothers remain interred within the Reclusiam, subject to an intense regime of meditation and purification. Contact between them and all others remains forbidden, and there are no signs of this changing in the near future.
  • Creciente-Garra - Veteran Kill-team led by Brother-Captain Urakan.

Habitantes relevantes de la Fortaleza EriochEditar

Cuartel General Editar

  • Balhus (Señor de la Vigilia).'

Librarium Editar

Reclusiam Editar

Capitanes de la Guardia Editar

  • Urakan (Capitán de la Guardia).
  • Tarran Cearr (Capitán de la Guardia de los Guardianes de la Tormenta).
  • Peratos (Capitán de la Guardia de los Ultramarines).

Apotecarion Editar

  • Nicander (Apotecario de los Ultramarines).
  • Lucian (Apotecario de los Ultramarines).

Arsenal Editar

  • Vodrik (Señor de la Forja de la Fortaleza Erioch en el M38).
  • MacKrentan (Tecnomarine de los Guardianes de la Tormenta): Member of the Storm Wardens Chapter from the Calixis Sector, the Senior Techmarine is a fervent follower of the Machine God and a master craftsman known throughout the Watch Fortress for his skill as a weapon-monger. The Senior Techmarine is also known, and widely avoided, for his taste for xeno-tech devices and his open and ongoing feud with Forge Master Greyweaver.
  • Svarog (Tecnomarine).

Escudos Negros Editar

Hermanos de Batalla Editar

  • Richter (Hermano de Batalla de los Templarios Negros).
  • Armando (Hermano de Batalla de los Puños Carmesíes).
  • Xaver (Hermano de Batalla de los Templarios Negros).
  • Glaucus (Hermano de Batalla de los Garras Astrales).
  • Theclus (Hermano de Batalla de los Hijos de Medusa).
  • Synfell (Hermano de Batalla de los Guardianes de la Tormenta).
  • Frosthearth (Hermano de Batalla de los Lobos Espaciales).
  • Cuiris (Hermano de Batalla y Void-Keeper de los Ángeles Sangrientos).
  • Aniane (Hermano de Batalla): Miembro de Los Quince.
  • Ranuccio (Hermano de Batalla): Miembro de Los Quince.
  • Solon (Hermano de Batalla): Miembro de Los Quince.
  • Roch (Hermano de Batalla) :Miembro de Los Quince.
  • Eridan (Hermano de Batalla): Miembro de Los Quince.
  • Pylenor (Hermano de Batalla): Miembro de Los Quince.
  • Theron (Hermano de Batalla): Miembro de Los Quince.
  • Xuthus (Hermano de Batalla): Miembro de Los Quince.
  • Janus (Hermano de Batalla): Miembro de Los Quince.
  • Cyllar (Hermano de Batalla): Miembro de Los Quince.
  • Cygnus (Hermano de Batalla): Miembro de Los Quince.
  • Vass (Hermano de Batalla de los Ángeles Oscuros).
  • Kato (Hermano de Batalla de los Ángeles Oscuros).
  • Decatru (Hermano de Batalla de los Ángeles Sangrientos).
  • Proteus (Hermano de Batalla de los Ultramarines).
  • Malghrav (Hermano de Batalla de los Ángeles de Fuego).
  • Anaximan (Hermano de Batalla y Tecnomarine de los Consagradores).
  • Aulus (Hermano de Batalla del Capítulo Génesis).
  • Pellas (Hermano de Batalla).
  • Skorsa (Hermano de Batalla).
  • Tanrath (Hermano de Batalla).
  • Clayvern (Hermano de Batalla).
  • Zuel (Hermano de Batalla).
  • Engius (Hermano de Batalla).
  • Octavius (Hermano de Batalla de los Ultramarines).
  • Xantis (Hermano de Batalla de la 5ª Compañía de los Ultramarines).
  • Gregor (Hermano de Batalla de los Guardianes de la Tormenta).
  • Elyas (Hermano de Batalla de los Ángeles Oscuros).
  • Skold (Hermano de Batalla de los Lobos Espaciales).
  • Titos (Hermano de Batalla y Sargento de los Minotauros).
  • Damastor (Hermano de Batalla y miembro del Clan Guerrero Atropos de los Hijos de Medusa).
  • Mordrus: Capitán del Ultima Ratio.
  • Aleksandr (Templarios Negros): Maestro de Armas del Ultima Ratio.
  • Jaresh: Capitán del Lanza de Furia.

DreadnoughtsEditar

Szobczak

Szobczak

Inquisidores Editar

  • Zaer Vincent (Inquisidor del Ordo Xenos). Referencia The Emperor Protects.
  • Saturn (Inquisidora del Ordo Xenos).
  • Ghent (Inquisidor del Ordo Xenos).
  • Velayne Ramaeus (Inquisidor del Ordo Xenos).

Prisioneros destacadosEditar

  • Sujeto 696 (espécimen xenos de tipo desconocido; nivel de amenaza Ultravioleta).
  • Saltadores de Mahir (organismos de vanguardia Tiránidos; nivel de amenaza Índigo): Another precursor to a Tyranid hive fleet’s arrival is the socalled “Mahir Leaper,” a Gaunt genus variant found on the Deathworld of Mahir. The Mahir Leaper is believed to be derived from Gaunt specimens that arrived on the planet in mycetic spores or even possibly aboard a crashed ship. The creatures have adapted to local conditions by becoming smaller and more agile, compensating for their lessened strength with increased numbers and a hardened carapace. A hunting pack of Mahir Leapers can be up to sixty strong and well able to take down the largest prey. The Xenos Bestiarium maintains a substantial breeding stock of Mahir Leapers for use in the Hunting Grounds. Battle-Brothers find that the fast moving, hard-shelled leapers make for excellent target practice.
  • Genoma Desconocido (organismo Tiránido; nivel de amenaza Ultravioleta): One holding cell in the Xenos Bestiarium is apparently empty, supposedly occupied by an undetectable Tyranid organism of unknown type. The alleged occupant was caught in a stasis trap laid by a Kill-team investigating suspicious disappearances on Jove’s Descent in 814.M41. The trap registered something entering it but the Kill-team could detect no creature inside. As they were unable to find fault with the machine spirit of the device, the Kill-team transferred it, unopened, to the Xenos Bestiarium for further study. The creature is believed to be a variform of the Lictor or Genestealer genus with exceptional chameleonic powers. Some believe the powers must be psionic in origin, somehow preventing the human mind from registering the xenos presence even indirectly through augurs and sensors. Another possibility mooted is that the creature has somehow evolved an ability to shift out of phase with its environment, though this thesis raises the disturbing possibility that the being could also walk through walls. The stasis trap was allowed to fail of its own accord and whatever was held inside has so far failed to breach the containment of its holding cell. Autosense-directed weaponry has been deployed so that in the event of an escape the entity will be cut down even if personnel fail to recognise that it has gotten free. Consideration is being given to bombarding the entire holding cell with hard radiation in an effort to kill the beast, in the hopes its powers cease functioning after death. Several Battle-Brothers have also volunteered to bait the xenos into attacking them so that it can be studied. The Chamber of Vigilance is still weighing its options on the fate of the xenos, unwilling to take action while so little is known but needing to take action to find out more about this disturbing and unique new xenoform.

Naves destacadas Editar

  • La Voz del Trueno (Fragata clase Gladius): The Thunder’s Word is a modified Gladius-class Frigate that has served the Deathwatch in the Jericho Reach for over two millennia. It is whispered that it was built in the holy orbital docks above Mars itself under the direct supervision of the Arch-Fabricator Castilus. Compact, heavily armed, and swift beyond anything that might be expected of its class, this warship can only deploy a relative handful of Battle-Brothers into action owing to the internal space given over to its massed batteries and powerful engines. Commanded by the venerable Battle-Brother Pellas, the Thunder’s Word has been used in some of the most dangerous operations undertaken by the Deathwatch in the Jericho Reach. Its list of battle honours has become legendary: over three score of raider and xenos ship-kills to its name. Its most lauded mission remains the daring raid in which it slipped past the Chaos fleets above Samech to recover the records from the lost Watch Station known as the Slaughterhouse. It was also the Thunder’s Word that first glimpsed the bio-ships off the moons of Freya and warned of the Great Devourer’s advance through the rimward systems. The Thunder’s Word remains one of the Master of Vigil’s favoured instruments should a Deathwatch Kill-team need to be deployed deep inside enemy-held territory.
  • Ultima Ratio (Fragata clase Gladius).
  • Aquinas (Fragata clase Gladius).
  • Lanza de Furia (Destructor clase Cazador): The Hunter-class frigate Spear of Fury awaits the Kill-team. The kilometre-long ship is narrow and sleek like its namesake, with a hull of dark metal streaked in the soot of war. Its Captain is a broad Battle-Brother named Jaresh, who hails from the Black Templars. He welcomes his brothers aboard, although his attitude may quickly sour if they count a Librarian amongst their ranks. The ship’s crew is predominantly indentured serfs, although a handful of other Deathwatch-sworn Space Marines man the bridge. One such Battle-Brother is Dane, a freshfaced Initiate who loyally followed Jaresh into Deathwatch duty. The Battle-Brothers repast together just as they do on Erioch, but otherwise Brother Dane is the Kill-team’s primary liaison during the two week voyage.
  • Ángel Ardiente (Destructor clase Cazador).
  • Mártir Luminoso.
  • Instance of Fire.
  • Noctis Repugnatio: Nave del Inquisidor Horosa Barnabas.
  • Angelus Invictus: Nave de la Inquisidora Adrielle Quist. Referencia The Emperor Protects

Reliquias de la Fortaleza de la Guardia Erioch Editar

Artículo principal: Reliquias de la Fortaleza de la Guardia Erioch.

Artefactos de la Bóveda Omega Editar

  • Lexicon Derleth.
  • Bólter de la Puerta de la Eternidad - The Omega Vault holds countless secrets for the Deathwatch, its contents and their purpose as much a mystery to the Watch Captains of Erioch now as they were when the vault first opened its heavy doors. Some of the contents of the vault have no discernible purpose, such as scraps of blank parchment, broken unrecognisable machines, and devices or xenos objects with no apparent function, while others are clearly useful, like an ancient power blade or baroque suit of armour, though why they have been stored away remains unknown. Among these latter items there have been numerous weapons recovered from the Vault, often falling into the hands of the Inquisition or the Deathwatch commanders for further study where they find a home in trophy chambers and personal armouries. The Dead Cabal also has its share of such ancient weapons, counted among them an Adeptus Astartes boltgun of rare and exquisite construction thought to date back to the time of the Horus Heresy and the great battle for Terra ten thousand years in the past. This gilt bolter is thought to have belonged to a loyalist Space Marine during the battle, an intricate engraving on its casing showing the deeds of its original owner as he fought against the Great Traitor’s legion before the Eternity Gate. The sight of this boltgun is enough to stir a Battle-Brother’s loyalties, something deep inside his psyche triggered by its appearance and the weight of age and duty which seems to cling to it even after centuries held in stasis within the Omega Vault. Even though it cannot be said with certainty that the boltgun was present at the Battle of Terra, the aura stubbornly remains and a Battle-Brother wielding it in combat can still inspire those around him, the weapon’s distinct golden casing flashing in the light as the engraving of the loyalists holding back the traitors seems to come alive with faded screams and the muted crack of gunfire.
  • El Profeta Perdido - The Omega Vault unlocks and from it emerges a being touched by the Emperor’s Grace, garbed in armour of gold and haloed with power; the legendary Arch-Confessor Melcher El lost to the Angevin Crusade more than two millennia past. Melcher El has an ability to enthral and a gift for oratory that will impassion the hearts of men. Far beyond the Arch-Confessor’s considerable martial prowess, the raw morale value of such a charismatic leader joining the faltering Achilus crusade is incalculable. With an Arch-Confessor at their forefront, the moribund regiments of the Imperial Guard could be rallied to hurl back the encroaching Tyranids of Hive Fleet Dagon, or to march to victory against the heretics at Kazant, or to crush Velk’Han Sept and its turncoat sympathizers once and for all. Humans are never so deadly as when they are united by faith, and an Arch-Confessor can whip up the sort of devotion that will raze mountains and flatten continents. The wrangling over which warfront should have priority over such an asset could tear the crusade apart, but the Arch-Confessor will likely determine his own course of action, a course that’s liable to be one that no-one has foreseen. Protecting the Arch-Confessor from the enemies of mankind will be a full-time job once his presence is felt. Xenos, heretics and traitors will send their most deadly agents to rid themselves of such a threat. Even supposed friends may need to be kept at bay lest the Arch-Confessor become a pawn in their political games instead of being free to carry out the will of the Emperor.
  • Artefactos de los C’tan - The vault opens to reveal only some bright but unadorned metal artefacts ranging from man-high rods to small spheres, pyramids and cylinders. It will take a highly-ranked Magos or Explorator to correctly identify the mysterious objects as being of C’tan origin, making them objects so rare that this is probably the single greatest collection of C’tan artefacts ever assembled. C’tan technology is little understood by the Imperium and its creators are thought to have long since vanished. What little is known indicates the C’tan were masters of a form of phasing technology. This has been successfully harnessed on a small scale to create blades capable of bypassing armour that are sometimes used by Imperial Assassins. Exhaustive investigation will show the C’tan artefacts are linked to a number of ancient xenos sites around the Jericho Reach and to the Warp Gate itself. Correct placement and manipulation of the artefacts might have all kinds of effects. It could make it possible to open or close the warp gate at will, or shut down the Hadex Anomaly, leading to some radical rethinking in relation to the Imperium’s objectives in the Jericho Reach. It could enable stars to be sent super nova or entire worlds to be placed out of phase. Of course, manipulating the artefacts may also bring back into phase xenos ships, worlds and structures that have been invisible and intangible for millions of years, potentially replacing one group of enemies with a whole new set of foes even deadlier than the last.
  • Padre de Todos los Kroot - The Kroot All-Father shambles forth. Perhaps it was made by infernal sciences or perhaps it spawned of its own accord in some green hell, but it is a monstrous thing, a being with literally millions of life forms encoded into its DNA. All Kroot are the thing’s children in some sense, and they worship it like a living god. Control of the All-Father will yield control of the Kroot, completely tipping the scales against Velk’han Sept—assuming the Chamber of Vigilance can stomach becoming involved with aliens in such a way.
  • Llaves del Reino - The vault opens to reveal the location of a great prize or a final confrontation hidden elsewhere. A prize could be an ancient and incredibly powerful starship, a library of knowledge or an ultimate weapon that can destroy suns. A final confrontation might be a chance to finally face an ancient xenos threat rising from its aeons-long stasis, the key enemy war-leaders or a previously unknown alien conspiracy.
  • La Verdad - The Omega Vault opens to reveal a deep and terrible truth about the Imperium itself. It might be a shattering revelation dating back to the very birth of the Imperium or the sundering of the Space Marine legions, or modern conspiracies reaching into the highest ranks of the Adeptus Terra. Whatever the truth is, it could have the impact to completely change the world-view of anyone exposed to it.

Fuentes Editar

  • Deathwatch: Core Rulebook (Juego de Rol).
  • Deathwatch: The Game Master's Kit (Juego de Rol).
  • Deathwatch: Ark of the Lost Souls (Juego de Rol).
  • Deathwatch: Final Sanction (Juego de Rol).
  • Deathwatch: Final Sanction Additional Characters (Juego de Rol).
  • Deathwatch: Honor the Chapter (Juego de Rol).
  • Deathwatch: Rising Tempest (Juego de Rol).
  • Deathwatch: Rites of Battle (Juego de Rol).
  • Deathwatch: The Achilus Assault (Juego de Rol).
  • Deathwatch: The Emperor's Chosen (Juego de Rol).
  • Deathwatch: The Jericho Reach (Juego de Rol).
  • Deathwatch: The Outer Reach (Juego de Rol).