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View Poll Results: Which game would you like to have?
Modified Horus Heresy (same as the first Primarchs game) 2 28.57%
All Original Heresy (same as above, no canon Primarchs) 1 14.29%
Chapter War 3 42.86%
Something else (please describe) 1 14.29%
Voters: 7. You may not vote on this poll

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  #26  
Old 04-11-2012, 01:03 PM
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I am not sure I like the idea of controlling PDF fodder.

They will be better used to secure the rubble I will leave in my wake.

Or for lunch meats. Either one works.
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Old 04-11-2012, 01:57 PM
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Originally Posted by Gulag View Post
I am not sure I like the idea of controlling PDF fodder.

They will be better used to secure the rubble I will leave in my wake.

Or for lunch meats. Either one works.

For game purposes, PDF forces will be considered equivalent to Imperial Guard in terms of technological level, training, equipment, and so on. As far as controlling the PDF, most missions would only have pre-set PDF contingents, and as such PDF would only be controllable in large numbers when there are very few or no Marines present.

So far, I have created statistics for Space Marine and Imperial Guard units, and am working on the Mechanicus units (only available as reward for missions - these cannot be produced by players). Only Space Marines would have detailed unit lists, as this game would be focused on them, while the Guard has two infantry and three vehicle units, Mechanicus has one infantry and one vehicle unit (Titans!), and the xenos will probably only have one or two units total. If there are any Chaos Marine players, I will give Chaos a more detailed unit list, but if not, then Chaos forces will be pretty basic and of peripheral importance to the campaign.

I am thinking that it might be a good time for you guys to start developing your factions. If we are doing Chapter War, one Chapter must be native to the sector and tasked with protecting/controlling it - this will be the Chapter at the heart of the war. Other Chapters must have reasons for being there as well - feel free to be creative! They could be passing by, or have debt of honor to someone, or maybe they are close with the inquisition, or some such. Most of all, be creative, and have fun! If I have time, I will post my own Chapter later tonight as an example.
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Old 04-11-2012, 02:08 PM
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Quote:
Originally Posted by Alex View Post
For game purposes, PDF forces will be considered equivalent to Imperial Guard in terms of technological level, training, equipment, and so on. As far as controlling the PDF, most missions would only have pre-set PDF contingents, and as such PDF would only be controllable in large numbers when there are very few or no Marines present.

So far, I have created statistics for Space Marine and Imperial Guard units, and am working on the Mechanicus units (only available as reward for missions - these cannot be produced by players). Only Space Marines would have detailed unit lists, as this game would be focused on them, while the Guard has two infantry and three vehicle units, Mechanicus has one infantry and one vehicle unit (Titans!), and the xenos will probably only have one or two units total. If there are any Chaos Marine players, I will give Chaos a more detailed unit list, but if not, then Chaos forces will be pretty basic and of peripheral importance to the campaign.

I am thinking that it might be a good time for you guys to start developing your factions. If we are doing Chapter War, one Chapter must be native to the sector and tasked with protecting/controlling it - this will be the Chapter at the heart of the war. Other Chapters must have reasons for being there as well - feel free to be creative! They could be passing by, or have debt of honor to someone, or maybe they are close with the inquisition, or some such. Most of all, be creative, and have fun! If I have time, I will post my own Chapter later tonight as an example.
Is there an outline you have that we should use when creating our Chapter?
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Old 04-11-2012, 03:14 PM
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Originally Posted by HellHound01 View Post
Is there an outline you have that we should use when creating our Chapter?
I think the Twisthammer entries are a good starting point, but feel free to do what feels right to you. Generally, I would suggest sticking to the below template:

Chapter name
Gene-seed
Founding
Homeworld
Colors
Specialization
Chapter history
Beliefs and preferred tactics
Prominent characters (these will be translated into gameplay, so feel free to write some detail into them)
Chapter order of battle (how many companies, composition of each company, number and types of ships, any other specials)

I will post a sample shortly for reference.
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Old 04-11-2012, 03:29 PM
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Here is a sample Chapter of Generic Marines as a very rough idea for a Chapter entry:


Chapter Name: Generic Marines
Gene-seed: Roboute Guilliman
Founding: Twenty Fourth
Homeworld: Generica
Colors: blue and green, quartered
Specialization: generic Adeptus Astartes chapter

Chapter History:
Generic Marines are a typical Space Marine chapter, whose most distinguishing feature is their lack of identity. They were founded to combat some bland and routine threat, and have distinguished themselves through their preference for massive hairdos and love for the disco music. Their performance at the battle of Random Planet 12345 cast them in unfavorable light with the Inquisition because they could not win a dance-off against a troupe of Eldar Harlequins. Because of it, the Generic Marines Chapter Master is eager to prove his moves to the Inquisition, and agreed to send the entire Chapter to Nerandor Sector to bring the love of disco to its heretical inhabitants.

Beliefs and Preferred Tactics:
Generic Marines wear disco balls on their armor, and prefer to make their opponents laugh so hard they eventually suffer a cardiac arrest. Other than that, they like bolters. Lots and lots of bolters.

Prominent Characters:
Chapter Master Randomicus Dudicus – an ancient Marine, Dudicus is still looking for a car he lost when he was a Scout. He has become quite proficient at breaking into other people’s cars as a result. (In game terms, he grants a Repair special rule to any unit he is attached to).
Apothecary Dullard – he is pretty good at what he does, I guess. (In game terms, he grants a First Aid special rule to any unit he is attached to).

Order of Battle:
The Generic Marines Chapter follows Codex Astartes, and their forces in the Nerandor Sector include Second, Third, and Fifth Companies.
Second Company: 6 Tactical Squads, 2 Assault Squads, 2 Devastator squads (full complement, total 100 Marines).
Third Company: 6 Tactical Squads, 1 Assault Squad, 1 Devastator squad (all squads full complement, 80 Marines).
Fifth Company: 2 Tactical Squads, 2 Assault Squads, 1 Devastator squad (all squads full complement, 50 Marines)

You can get into more detail if you like, and don’t worry about game effects of your characters yet – as a GM, I will work with you to give them effects appropriate to their backstory and Chapter background.
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  #31  
Old 04-11-2012, 04:31 PM
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OK, the only thing I have left to do is write up space combat mechanics, and to summarize planetary info in a single spreadsheet. Everything else should be ready, and I hope to have the rules posted by Friday.
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  #32  
Old 04-11-2012, 05:23 PM
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Chapter name: Iron Gauntlets

Gene-seed: Rogal Dorn

Founding: twenty-fourth

Homeworld:
Coronis Agathon
Type: Hive World
Population: 120 Billion
Planetary Defense Force: 10 Million Soldiers


Colors: Grey, Black, and White

Specialization: Combined Arms tactics, Guerrilla Warfare,

Chapter history: Split off from the Imperial Fist after Rogal Dorn’s death, they have since served against agents of Chaos on numerous worlds, including there home world Coronis upon arrival. They also served well during the opening phase of the fighting on Armageddon by organizing and leading the PDF and Imperial Guard forces.

Beliefs and preferred tactics: Iron Gauntlet tactics can best be split into two broad categories, a “Hammer” and a “Razor” depending on what the situation is. They prefer to send in smaller groups of men to aid local forces in routing out an enemy in a war of attrition, however when full assault is needed they spare nothing, and often do as much damage to the planet and the invaders.

Prominent characters:
Chapter Master Marius Aleo
Librarian Marcus Osone

----------------

How is this?
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Old 04-11-2012, 05:30 PM
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This definitely seems along the lines of what I was thinking of. You are welcome to give your Chapter as much detail as you like, since this game is as much of a RPG as it is a tactics and strategy game
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  #34  
Old 04-11-2012, 09:05 PM
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Gulag invited me to join this even though I haven't posted in months

I'm in if you need another player - if I understand this right, we're doing the Chapter War scenario, so I should make either a Chaos or an Imperial successor chapter?

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  #35  
Old 04-11-2012, 09:19 PM
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Originally Posted by Dongs Galore View Post
Gulag invited me to join this even though I haven't posted in months

I'm in if you need another player - if I understand this right, we're doing the Chapter War scenario, so I should make either a Chaos or an Imperial successor chapter?
Exactamundo.
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Old 04-11-2012, 09:41 PM
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Chapter Name:
THUNDER LORDS

Gene-seed:
Ultramarines

Purity:
FLAWED - Hyper-stimulated Omophagea & malformed Beltcher's Gland

Founding:
Late 3rd Founding, M33 at the Height of the Time of Beheading

Homeworld:
Virgil III

Colors:
Orange with Gold Trim

Specialization:
Assault, Close Quarters Combat, Drop Pods and Boarding Actions

Chapter history:
Founded during the Time of Beheading, the Thunder Lords were just one among the many sons of Guilliman, but that changed following an assault upon the Eldar Craftworld Silithiar in M34.741. The Thunder Lords successfully boarded and scourged the foul Eldar with bolter and chainsword before being forced to retreat by a counterattack by the debased Xenos but rather than go quietly the Thunder Lords detonated a fusion bomb they had secreted within the Craftworld. The explosion cracked open the Craftworld's Infinity Circuit, thus releasing all the contained souls to be consumed by Slaanesh in a short-lived warp rift that washed over the surviving Thunder Lords at the cost of an entire strike cruiser. The scattered Eldar survivors fled into the Warp and claimed victory.

Bloodied but victorious, the Thunder Lords returned to their oceanic homeworld, the hive planet Virgil III, to rebuild. Over the next thirty years as the Chapter sought to rebuild an unnamed, unspecified and intangible malaise beset all the battle brothers present at the Siege of Silithiar as well as those scouts and new brothers born from the gene-seed of the fallen. Rebuilding was still underway when the surviving Eldar of the Craftworld arrived over Virgil III with a motley fleet of Corsairs and mercenaries, determined to avenge their losses. The Xenos rained death down onto fortified hives and island redoubts of the Thunder Lords, forcing the Astartes into a desperate defense of their homeworld.

Despite their resolute defense, the Thunder Lords were steadily driven back, the malady pulled at the battle-brothers and they took steady losses while the Eldar closed in around the Fortress Monastery and finally breached its walls. Pressed hard by the vengeful aliens the Thunder Lords prepared to make their last stand within the crypts under the Fortress Monastery, in the grips of a terrible depression and bone-deep discomfort. So black was the mood that even the Chaplains were driven to silence.

Suddenly the silence was broken by a hoarse, primal scream from Brother Andario of the 2nd Company. The terrible wail echoed through the crypts and each brother until each of the surviving Thunder Lords took up the howl. Rising up the Thunder Lords broke from their barricades and defenses and tore into the Eldar attackers with a ferocity that transcended anything the Thunder Lords had previously exhibited. The Eldar stood not a chance in the face of this new assault, shocked and disoriented the attackers within the Fortress-Monastery were slaughtered. With their ground forces lost, the Corsair fleet in orbit disbanded and scattered.

In the aftermath of their survival and near-victory the Thunder Lords found themselves robbed of their voices and possessed of an insatiable hunger for fresh flesh. The battle-brothers of the Thunder Lords who could not maintain their discipline fell upon the dead and ate of them.

Ever since that day the gene-seed of the Thunder Lords has been considered flawed and diagnosed as having a hyper-stimulated omophagea that results in the unending hunger for bloody meat and the deformation of the Beltcher's Gland that has robbed the Thunder Lords of their voices, leaving them to speak only in whispers and low growls. For reasons that cannot be explained, the Thunder Lords have also become exceptionally quick with their movements and reflexes, coming to suit their new ways.

Since the discovery of their mutations the Thunder Lords have been utterly stricken from all records of the rest of the Successors of Guilliman and considered shameful mutants. This scorn has colored the world view of the Thunder Lords, as they scorn contact with outsiders wherever possible, preferring to hunt, kill, and often eat their enemies without prying eyes or judgment from outsiders.

Despite this the Thunder Lords have a number of well established contacts with the Ordo Xenos and have sent many of their warriors to serve in the Deathwatch. The chapter has even found a handful of friends in the more violent and extreme elements of the Ecclesiarchy who view the brutal savagery of the Thunder Lords as sanctified vengeance upon the Emperor's foes.

Despite dwelling upon the heavily populated hive world of Virgil III, few would dare cross the sulfur laden waters of its oceans in search of the Thunder Lords island redoubts or its polar Fortress-Monastery. The chapter maintains a distant relationship with the humans of Virgil III and only appear to gather initiates from the underhive gangs and assorted violent scum or to appear for the most important of ceremonies.


Beliefs:
The Thunder Lords have come to grips with their calamity by embracing a rather grim chapter cult that believes in the inevitability of death and the cleansing of sins through the blood and deaths of the Imperium's enemies. In order to execute this duty and secure their redemption the Thunder Lords maintain the strictest discipline to control their hunger and anger with regular sermons from the Chaplains on the failings of their flesh, the temptations of the Hunger and the eternal vigilance required of service.

Each battle-brother carries around his wrist a set of prayer beads, with each bead inscribed with a prayer of discipline, restraint, and focus to help maintain control over the ever-present urge to kill and to eat. In times of calm and outside of battle, the Hunger is kept at bay, but in the moments of bloodshed and war, the self-control of many battle-brothers slips and they are consumed in the furious need to kill and eat any and all enemies that can be found. Control will return shortly, but is always followed by extended periods of flagellation and castigation by the Chaplains.


Preferred Tactics:
The Thunder Lords were originally a Codex-Compliant chapter but with the presence of the Hunger and their long term isolation the chapter has slid into divergence. The Thunder Lords if given their druthers favor shock assault tactics and drop pod assaults on their enemies.

An orbital bombardment often presages the presence of the Thunder Lords over a world that has fallen into shadow. Infantry and dreadnoughts are inserted via drop pod into the target zones as close to the enemy as they can tolerate and proceed to deliver rapid attacks on the enemy at speed. Assault marines lead the while tactical squads and the rarer devastator squads provide the necessary firepower to overcome obstacles or entrenched positions.

Further support is provided by Thunderhawks arriving as a second wave to deliver strafing runs, fire support, and deliver heavy vehicles.


Prominent Figures:
Chapter Master Ilias: Clad in ancient, battle worn artificer armor reminiscent of the Ultramarines style but in Thunder Lords' colors. Ilias rarely removes the elaborate crested death's head helmet he earned as a chaplain, and always goes armed with his relic power fist and power spatha while a storm bolter is slung over his shoulder and ready for use. Ilias is an unyielding and strict leader and master of discipline who will not tolerate any perceived weakness or slight to his honor. Commander Raith, Captain of the First Company was gravely injured in a recent mission aboard the space hulk Seed of Despair and has not yet returned to duty - as such Chapter Master Ilias has taken command of the 1st and leads them in battle.

Captain Lothamar of the 2nd Company: Captain Lothamar is one the oldest veterans of the Thunder Lords but has refused elevation to service in the 1st Company, preferring to remain at his post in command of the 2nd Company. Regardless, Captain Lothamar carries the honored title of Master of Arms and is considered the finest close quarters fighter in the entire chapter barring perhaps Chapter Master Ilias. A menacing figure possessed of dark humor and cold restraint over his eternal lust for living flesh, Captain Lothamar is a terrible foe on the battlefield and has survived countless injuries that would have killed lesser astartes.

Lothamar is clad in the Armor of Memory, an artificed suit of power armor dating back to the earliest days of the Chapter. It was built from pieces of armor taken from battle brothers killed in the siege of Craftworld Silithiar and pieced back together. Its components were touched by the power of the Warp Rift and has developed the quirk that any blood that touches the armor leaves a stain that can never be removed. After the most intense scrutiny by the Reclusiam and Librarium the Armor of Memory was declared safe to wear. After so many thousands of years of war, the Armor of Memory is painted in elaborate layers of blood splatter, splashing, and spray - it is a mural of war and even Lothamar's brothers feel uneasy around him while he wears it. Lothamar's own features are not comforting however, he has had permanent bionics implanted into his neck and face to allow him to go without a helmet and suffer no loss of communication or information. A complex ocular visor covers his eyes and wires stud his skull while tubes and pipes enter and exit his throat and neck. Perhaps the only truly clear part of his face is his mouth full of ceramite teeth. In battle Lothamar prefers to wield a power mace and gladius but carries grenades of all varieties and a plasma pistol on his hip for those foes who do not wish to die so close to the venerable captain.

Captain Talas of the 5th Company: the second youngest captain in the Chapter, Talas has served as captain of the 5th for only 7 years and still goes clad in the same trappings he wore as an assault sergeant. Unlike Lothamar, Talas wisely wears a helmet into combat at all times and is distinctive for the fanged black skull painted onto the front of his helm. Armed with a power axe and a modified combat shotgun, Captain Talas furious temper is not to be underestimated in or out of combat.

Venerable Dreadnought Chaplain Yzaac Alexander: Ilias' mentor and advisor, Chaplain Alexander fell in combat to the 'green pigs' in a terrible battle and has been interred within the sarcophagus of an elaborately decorated dreadnought for nearly 3 centuries. Alexander rarely speaks in the presence of outsiders and prefers to let his actions speak for his intentions. His Mark IV chassis is armed with a lightning claw, storm bolter and plasma cannon, making nowhere safe in all of Alexander's sight.


Chapter order of battle:
Battle Barge Chariot of Scorn, Gladius Frigates Thorn and Fang, and the Nova Frigate Dictator.

Three Companies: 1st, 2nd, 5th

1st Company: Fully Prepared to field entirely as sternguard, vanguard, or terminator specialists or an admixture thereof supported by four Venerable Dreadnoughts.

2nd and 5th Companies: 5 assault squads, 3 tactical squads, 2 devastator squads, 4 dreadnoughts each.
Attached Images
File Type: jpg Thunder Lords.jpg (49.8 KB, 36 views)
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Last edited by Gulag; 04-12-2012 at 10:08 PM.
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  #37  
Old 04-11-2012, 10:11 PM
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Chapter name: Argent Raptors

Gene-seed: Corvus Corax

Founding: Twenty-fifth

Homeworld: Selous V - Feral World, pop. ~700 million, 20% Imperial Colonists, 80% feral tribes. No formal PDF besides settler militias, frequent settler-feral wars keep both sides militarized and provide a solid recruitment pool for the chapter.

Colors: Silver and Green, quartered

Specialization: Asymmetric Warfare, Small-Unit Operations

Chapter history: As a successor to the Raven Guard, the Argent Raptors have been subject to close scrutiny throughout their existence. Fortunately, the chapter appears to have escaped the worst genetic aberrations which plague the children of Corax - although they lack Bechter's glands like their progenitors, the Argent Raptors' Mucranoid glands are mostly functional, and the mutation of the Melanchromic Organ responsible for the Raven Guards' characteristic pallor has affected the Raptors less severely, manifesting only as a distinct melanin deficiency.

The Raptors have spent most of their few centuries of existence fighting brushfire wars on the border of the Tau Empire, pacifying planetary rebellions instigated by the heathen aliens. Although the Raptors have rarely had to engage the Tau Military itself, the human separatists are usually covertly armed by the aliens with advanced weaponry, making them a far more serious adversary than ordinary rebels. Most of the Chapter remains on deployment in the Ultima Segmentum.

Beliefs and preferred tactics: The experiences of the Argent Raptors in the frontier campaigns against Tau insurgencies - which frequently pit single companies of Raptors against planet-wide rebellions - have led the Raptors to favor the use of asymmetric warfare intended to break the spirit of the enemy: Decapitation Strikes, Terror Tactics and Sabotage, directed against both civilian and military targets. Typically, the Raptors will be given a zone of operations, ranging from a single hive to an entire planet, in which to operate while the Guard holds the perimeter. Once the enemy have been crippled, the rest of the imperial forces land to complete the pacification.

Based on these experiences, the Argent Raptors have chosen to deviate from the Codex Astartes by establishing a second company of Scout Marines, in addition to the traditional 10th Company. Rather than issuing their 1st Company with Terminator Armor, the Argent Raptors outfit their veterans in Scout Armor and deploy them in flexibly-organized fireteams on deep operations behind enemy lines. Heavily armed and able to operate for months or years without support, these 1st Company units serve as the Raptors' vanguard in the most dangerous combat zones. The 1st Company also includes dedicated Landspeeder and Assault Bike squadrons.

The chapter's relative youth means they have very few dreadnoughts, which, coupled with their doctrinal aversion to heavy armor, makes them ill-suited for frontline actions. Chapter Master De Courtenay has vigorously defended the Raptors' codex deviancy on several occasions before official inquests, but the Adeptus Terra remains unsatisfied - the Raptors have yet to be tested in a full-scale war against the Imperium's deadliest enemies, and their perceived inability to stand in the line of battle continues to dog the chapter.

Prominent characters
Chapter Master Inkomius De Courtenay - Inkomius de Courtenay is relatively young for a Chapter Master, recently elevated from command of the 7th Company following the death of his predecessor, Master Soterius. Though a very competent warrior in his own right, De Courtenay was an unabashedly political appointment - a compromise between the popular and experienced Hararion Cinereus, who did not want the job, and the captain of the 4th company, a brilliant but unpopular officer. De Courtenay differs from Soterius in that he prefers to adhere much more closely to the Codex Astartes, and has floated the idea of reorganizing the 1st Company back into codex compliance, creating a serious source of friction between the new Chapter Master and Captain Cinereus. Soterius had been the Chapter Master since the Raptors' founding, responsible for establishing all the chapter's most cherished traditions and doctrines, and De Courtenay is uncomfortably aware of shadow of his predecessor. This is Inkomius' first campaign as Chapter Master, and he is still struggling to balance internal politics with strategic necessities.

Brother-Captain Hararion Cinereus, Commander of the 1st Company - Cinereus is over 500 years old, having served the Chapter since the founding. As the oldest officer in the Argent Raptors, Cinereus commands great respect. Unlike most of the Raptors, whose experience is limited to combat with rebels and Tau forces, Cinereus benefits from much broader experience: elements of the 1st Company are occasionally called on to assist in other warzones, and in his time Cinereus has hunted Genestealer cults through the bowels of more than one hive, served in jungle campaigns against Ork warbands, and faced the Traitor Legions themselves. His outspoken support for deviating from the Codex Astartes has put him in conflict with the Chapter Master.

Chapter order of battle

Strike Cruisers Dignus Nomen and Altum Videtur, 4 Cobra Destroyers, 2 Nova Frgates

1st Company: Approx. 125 Veteran Scout Infantry organized into 25 fireteams, supported by three Bike Squadrons and two Land Speeder squadrons (primarily Typhoon and Tempest variants), with one additional squadron of Storm-variant Land speeders acting as transports for infil/exfil as needed. Scout fireteams armed according to mission parameters, typically including at least one sniper and one meltagun. Transported on the Dignus Nomen.

4th Company: Codex Standard, except it has no Dreadnoughts and instead fields two additional squads of Assault Marines and a Tempest Speeder squadron. Transported on the Altum Videtur.

Last edited by Dongs Galore; 04-12-2012 at 10:23 AM.
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Old 04-12-2012, 07:50 AM
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We have three loyalist chapters - I have a traitor chapter which I can use instead, if the GM prefers. (I might switch to them anyway)
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Old 04-12-2012, 08:24 AM
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I can also play traitor, especially since there is already another Raven Guard derived chapter.
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Old 04-12-2012, 08:28 AM
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I volunteered to be the rogue chapter. You can all choose to align with me, or against the Inquisition....
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Old 04-12-2012, 08:41 AM
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Quote:
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I can also play traitor, especially since there is already another Raven Guard derived chapter.
Don't let me stop you if you want to play the noble sons of Corax - like I said, I've got a traitor chapter which I might very well decide to play anyway.

If the DM wants, I can post my alternate and he can decide which would work better for him.
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Old 04-12-2012, 08:45 AM
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Quote:
Originally Posted by Dongs Galore View Post
We have three loyalist chapters - I have a traitor chapter which I can use instead, if the GM prefers. (I might switch to them anyway)
Quote:
Originally Posted by Nikephoros View Post
I can also play traitor, especially since there is already another Raven Guard derived chapter.
This is supposed to be a Badab War-style conflict, right? - in that case, all players can start out as loyalists.

Keep in mind, *all* Chapters that were involved in the Badab War likewise started out as loyalists. Even the Astral Claws. In fact, it was precisely the Astral Claws' combination of ambition and fanaticism that drove them to break the restrictions regarding Chapter size and non-Astartes Chapter militia - Lufgt Huron had to watch over the dangerous Maelstrom Zone and he was tired of being limited by the inefficiency of the Imperial system. That's why he decided to assume direct control over Badab and the surrounding worlds & their PDF and IG garrissons, and expand the size of the Astral Claws Chapter.

Also; the Imperial Armour books mention that Huron's takeover of Badab et al happened about two centuries (!) before the actual start of the Badab War.

The events that actually triggered the war were the Administratum's attempts to make the Astral Claws comply with their rules & several inter-Chapter grievances. The Astral Claws' actual descent into full-on treason and Chaos was a result of the war - not its cause.

And IMHO, this game will be much more fun if we focus on Chapter rivalries and conflicts among loyalists (with the very real possebility of some Chapters turning traitor because of the events), instead of a predictable black and white Imperium vs. Chaos war.
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Old 04-12-2012, 08:50 AM
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Originally Posted by Dongs Galore View Post
Don't let me stop you if you want to play the noble sons of Corax - like I said, I've got a traitor chapter which I might very well decide to play anyway.

If the DM wants, I can post my alternate and he can decide which would work better for him.
Speaking of the sons of Corax; the Iron Hands really really really hate the Raven Guard and Salamanders because of their decision to retreat during the Drop Site Massacre. The Iron Hands believe that that battle could have been won (and, by extension; that Ferrus could have survived and that the Heresy could have been ended right then and there), had it not been for that retreat.

And incidentally, I was already planning on playing an Iron Hands successor. You sons of Corax might wanna keep a few extra hands on deck.
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Old 04-12-2012, 09:23 AM
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In that case, I'll stick with the Argent Raptors.

Purely by coincidence, it seems the three chapters so far all focus on some manner of unconventional warfare - airborne assaults and guerrilla warfare. I hope somebody actually brings tanks...
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Old 04-12-2012, 09:48 AM
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Originally Posted by Dongs Galore View Post
Don't let me stop you if you want to play the noble sons of Corax - like I said, I've got a traitor chapter which I might very well decide to play anyway.

If the DM wants, I can post my alternate and he can decide which would work better for him.
I'm also a Black Legion fan, I have a splinter in mind.
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Old 04-12-2012, 09:52 AM
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Ran Exilis has it right on the head: all Chapters start out as loyalists, at least nominally (of course, it does not mean that there could not be a Chaos warband or two hanging around as well, perhaps looking to exploit the conflict for its own advantage). Bulgaroktonos' Chapter may end up being at the center of the Inquisitorial investigation (and as such, the Inquisition may goad others into conflict against it), but all other Chapters will have an opportunity for going either Loyalist or Secessionist. There should be a large diplomatic element here, as both sides struggle for power within their respective alliances, and both strive to sway others to their side.

Plus, even the two large alliances are not monolithic. Some Chapters on the opposite sides of the conflict may respect each other and may refuse to fight each other even though they will fight others in the opposing alliance. Some Chapters within an alliance may attempt to manipulate others, or perhaps to backstab others for their own gain. Some Chapters' methods of war may result in them staying outside of alliance chain of command, acting on their own in only loose accord with one or the other alliance. And sometimes, xenos or Chaos incursions may force Chapters on both sides of the conflict to set aside their battles to stand against a common enemy. All of these, and then some, are possible options, and this is where the RPG/diplomacy element of the game comes in.

The first phase of the game will be precisely that - mostly diplomacy, perhaps with a small-scale battle or two against a xenos raider force or some such. The main purpose of that phase is to set up the alliances, and to decide who will be on which side. It will also give everyone an opportunity to flesh out their Chapter, its relations with others, and such.

Another aspect of the game I was thinking of is that it can accommodate additional players and late arrivals very easily. If someone wants to join in half-way through the game, it could be a Chapter arriving late, either at the behest of the Inquisition or repaying a long-standing debt of honor to the Secessionists (or some such). So, unlike a Primarchs game, this one can take as many players as the sector map would handle
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Old 04-12-2012, 10:00 AM
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The Thunder Lords could easily take on the role of the canon Executioners, Carcharodons, or Minotaurs whichever way the conflict shakes out.

Throne knows the Thunder Lords have grievances and flaws aplenty to let them fall either way.

EDIT: I was thinking that the Thunder Lords have come for the sake of an honor debt or to satisfy some obligation.
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Old 04-12-2012, 01:31 PM
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Chapter name: Swords of the Imperium
Gene-seed: Unknown
Founding: Second Founding (Believed)
Homeworld: Arthakos
Colors: Crimson and Gunmetal Gray
Specialization: Deep Attack, Combined Arms
Chapter history: The Chapter is very old, dating back to a tumultuous time for the Imperium. All record of their creation has since been destroyed or gone missing. The Chapter is barely known to other Chapters, usually existing in isolation. Most of the Swords' existence has seen them being held in reserve as a strikeforce in various Imperial offensives, with a Company being involved in the Sabbat Worlds Crusade.

In recent years, the Chapter has seen it's fortunes collapse even further. In a campaign that has been purged from Imperial records, over 70% of the Chapter was wiped out. This was due in no small part to the pitiful leadership of Sigmus Tyrannos. Sigmus was chosen as Chapter Master not for his leadership skills, but for his bloody determination to win at all costs. This stood in sharp contrast to his predecessor, who was a cautious commander. In a Chapter coup, hard-line firebreathers in the Legion forced the ouster of his predecessor, executing him. This brought the Inquisition's attention to the Chapter, but when Sigmus lead a successful assault on a target that stymied every other Chapter involved, the Inquisition turned their focus elsewhere. After 100 years of rebuilding, the Chapter has finally returned closely to normal size.

Beliefs and preferred tactics: The Swords insist that war can be boiled down into a series of scientific rules. Unlike most chapters, the Swords' Librarians do not maintain the Chapter's records. These are instead maintained by First Company veterans, who cull the records to analyze combat performance and increase their knowledge of the military arts. The chapter has more vehicles and less Astartes than are available by the Codex. The Swords believe heavily in tank assaults supported by massive artillery fire. The role of infantry is to follow behind the vehicle teams and eliminate the bypassed enemies and eliminate enemy strongpoints. Sword scouts are usually utilized to operate landspeeders and bikes, often ranging far ahead of Sword tank-artillery teams, exploiting the enemy's rear areas.

Prominent characters:

Chapter Master Alexandr Konstantinovich Rokolossky: Chapter Master Rokolossky is one of the most brilliant minds to come from the ranks of the Swords. His rise to the top was a bit unorthodox. He was a member of Tyrannos' personal guard, and after Tyrannos' death in battle, Rokolossky was imprisoned, only being released to command a company after the company's prior Captain was killed off. He only lasted in that position for a few hours, before the Chapter Master was crippled in the same campaign. His company recovered the Chapter Master and his armor, along with rescuing the last survivor of his personal guard. Rokolossky was named Chapter Master on the spot. He is the youngest Astarte in the Chapter to reach that position.

Brother Voroshilov: Brother Voroshilov was Chapter Master prior to Rokolossky. He is enclosed in a mighty dreadnought, only dispatched as a last resort. He spends most of his time in stasis, not even dreaming. Never a terribly skilled Astarte, his mental state only shrunk even further. He is capable of little more than identifying an enemy position and blasting away.

Captain Thomas: Captain Thomas is the Captain of the Tenth Company. He is junior to only two other captains, and the Chapter Master himself. He is the most brilliant scout in the Legion, and a tactical mind in the vein of Rokolossky. He never is seen in full armor, only wearing the same light armor worn by his scouts. His ceremonial armor resembles a full suit, but has no actual protection capability, and has never been worn.

Apothecary Victor Surovov: Surovov is permanently assigned to the First Company. Unlike most Apothecaries, Surovov is a member of Rokolossky's personal guard, but usually accompanies the First Company's Terminator assault teams.


Chapter order of battle (how many companies, composition of each company, number and types of ships, any other specials): Could I get some help with this, based on the description?
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Old 04-12-2012, 02:12 PM
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Chapter name: Bone Eaters

Gene-seed: Ferrus Manus; a successor of the Red Talons Chapter

Purity & mutation: Bone Eater geneseed is considered somewhat impure, albeit not unacceptably so; the biscopea is mutated and noticably overdeveloped, causing hormonal imbalances that affect several other implants. The development of limbic system is disrupted and altered because of this, which in turn particularly affects integration and development of the occulube, neuroglottis and omophagea. The main result is that these implants tend to become somewhat overdeveloped and end up overstimulating the brain, in turn causing stronger emotional, instinctive and subconscious urges. The development of the prefrontal cortex consequently takes longer, and the Chapter Apothecaries have to stimulate this with several minor treatments.

A possibly related mutation is the abberant tendency of the omophagea to extend to the preomnor in addition to the natural stomach. Though this does make the omophagea's ability to analyze ingested substances more acute, it also renders the Marine more sensitive to exposure to intoxicating or otherwise dangerous substances. To compensate for this, the preomnor is surgically and hormonally altered prior to implantation, causing it to be a bigger, multichambered and somewhat overdeveloped organ.

Founding: Fourth

Homeworld: none; fleet-based & recruiting from multiple feral worlds

Colors: Bleached bone; no trim, with blood red markings

Symbol: a blood-red handprint

Doctrines & specialization: non-Codex Chapter; focuses on infantry-centric tactics and excels in heavy assaults, ambushes, guerilla tactics and demoralization operations. Direct defensive operations leave them at a disadvantage. The Chapter generally uses (relatively) low-tech weapons, and is known for using improvised weaponry and salvaged Imperial Guard equipment. Bolters, chainblades, grenade launchers and autocannons are especially popular in the Chapter.

The Bone Eaters' are particularly experienced in fighting Orks and rebellious human populations, relishing in the raw brutality and terror tactics respectively.

Organisation: Like the Iron Hands, the Bone Eaters maintain a heavily decentralized Chapter structure. There is no Chapter Master, and the Chapter is governed by a council of elders drawn from all the Chapter's subdivisions.

The main subdivisions within the Chapter are the Lodges, which are mostly analogous to the Iron Hands' Clan Companies.

The number of Astartes in a Lodge can vary from as many as three hundred and as little as a few dozen, though all Lodges are mostly autonomous within the Chapter. Each Lodge has its own leadership, symbols, history, specializations, arsenals, assets, and share of the Chapter serfs.

The smaller Lodges tend to focus on one combat specialization (such as, say, heavy weapons specialist, jump pack specialist, sniper, tracker, or biker), though the bigger Lodges include several types of specialists, as well as generalists.

The Chapter's neophytes are not included in the Lodges, as only full Astartes can be admitted to a Lodge.

But the Bone Eater neophytes are not included in a Scout Company, either. The hormonal imbalances caused by the mutated biscopea generally make the initiates unusually fierce and aggressive, and thus unsuitable for the usual role of scout or tracker (a role that is filled by veterans instead). So instead, the Bone Eater neophytes are organized in packs of savage warriors that are armed with a range of (usually relatively simple) weapons. These neophytes are known as Manhunters, and their main task is to master every weapon they can get their hands on, while learning to bridle their aggression and killing urges.

When a Manhunter has demonstrated sufficient mastery over both his weapons and his urges, he is subjected to the final tests and initiation rites, after which he is implanted with the black carapace.

Not counting the ruling council or the Manhunters, there are three major Astartes institutions that exist outside of the Lodge structure. These are the the Priesthood of the Machine, the Anthropomancer Circle and the Shaman Circle.

The Priesthood of the Machine is led by the Iron Fathers, and consists of them and the other Bone Eaters that have been initiated into the Cult Mechanicus. These include the Iron Father's acolytes, but also those who received cybernetics, pilot vehicles, or for other reasons have a lot of contact with machinery. The Chapter forges are also administered by the Priesthood of the Machine, as are the more mechanical aspects of the fleet.

The Anthropomancer Circle combines the roles of Apothecarion, Reclusiam, and the documentary & chronicling functions of a Librarium. Apothecaries play a major role among the Bone Eaters, and particularly the more experienced individuals are known as Anthropomancers. The latter, especially, essentially double as Chaplains and often lead the men into war.

The Anthropomancer Circle is also the main institution that chronicles the lore and history of the Chapter, and it is usually the Anthropomancers that mediate in disputes among the Lodges. The Anthropomancers are also the ones that manage and monitor the Chapter serfs.

The Shaman Circle is essentially a feral, rudimentary Librarium. The Chapter's original Librarium was destroyed completely at some point, and a new Psyker division was eventually created under the auspices of the Priesthood of the Machine. They captured feral Psykers from the wildernesses from various worlds, cybernetically augmented & stabilized their minds, and used them to train the Chapter's Psychically gifted recruits. Their training had already made their minds attuned to animals and the wilderness, and when those recruits were subsequently exposed to the Chapter's tribal culture, they quickly developed into shaman-like characters.

These Shamans are not particularly knowledgeable about Daemons or the lores of the Warp compared to the average Librarian, though they make up for this with a feral intuition and a sharp instinctive understanding of these immaterial matters.

Lastly, there's the elite formation of the Morlocks, which also exists outside of the Lodge structure. However, the Morlocks are managed & monitored by the Iron Fathers, and they are led by the elders of the council. Unlike the rest of the Chapter, the Morlocks go to war in pitch-black armour that is marked with fresh blood on the eve of battle, and they are the only Bone Eater formation that outfits whole squads with terminator armour.

Overview: the Bone Eaters are principally a feral tribal Chapter, and their overall culture and mentality are heavily influenced by the ways of the various savage primitive populations they recruit from. The lionshare of the Bone Eater Astartes have little or no expertise with technology, and the only exception to this is the clique of the Iron Fathers and their retinues, which basically forms a secretive, esoteric and very distinct subdivision within the Chapter.

Though this may seem unusual for a descendant of the so (in)famously technology-oriented Iron Hands, it should be pointed out that tribal animism & cultures of irrational taboos mesh really well with the precepts of the Cult Mechanicus. The Chapter's uninitiated, be they mortal serfs or Astartes, pay a deep, genuine and thoroughly superstitious reverence to both machines and those who are part of the Cult Mechanicus. Consequently, the Bone Eaters are on good terms with the Adeptus Mechanicus, even if they are not nearly as favoured as their Iron Hands progenitors.

That said; unlike their Iron Hands progenitors, the bulk of the Bone Eaters does not actually follow the Cult Mechanicus. Most of the Astartes and their serfs follow a Chapter cult that is basically a syncretic tribal animism. This cult reveres the Emperor and Ferrus Manus as semi-divine ancestors, while notable heroes and leaders of the Chapter enjoy a more modest place in the cults hierarchy of revered individuals. The cult also contains a number of strictures and elements from the Cult Mechanicus; the Machine God is revered as an abstract lifeforce that's specifically connected to human technology, though the right to actually worship and commune with it is reserved to the Iron Fathers and their separate cult within the Chapter.

But perhaps the most notable aspect of this Chapter cult is its obsession with the flesh. Like their Iron Hands progenitors, the Bone Eaters also believe that the flesh is weak - but unlike their progenitors, the Bone Eaters do not take this to the point of an actual hatred for the flesh. They do believe in strenghtening themselves, but their focus has shifted to strenghtening the flesh and mind. The Bone Eaters may originally have valued cybernetics as much as the other sons of Ferrus Manus, but at some point, they came to regard cybernetics (like all other advanced technology) as being so holy & surrounded by taboos that it was no longer considered appropriate for ordinary Astartes to accept them. Thus, they began to look for alternatives.

And in conjunction with the tribal beliefs that were seeping in via their recruits, this resulted in cannibalism gaining ritual and spiritual importance. Like many of the more savage primitive human cultures, the Bone Eaters believe that strenght and memories of people can be acquired by eating their flesh, organs, and even bones. Hence, eating human flesh came to be regarded as the most readily available means to strenghten oneself. Fallen battlebrothers are typically ritually eaten by their comrades, as are particularly worthy & untainted foes. The meat of regular humans is commonly eaten on more mundane occasions. The Bone Eaters even take this so far that much of their serf population essentially doubles as quality livestock.

But cannibalism isn't the only aspect of this ritual focus on the flesh. Exticpicy – divination using entrails – also plays an important role in the Bone Eaters' ways, as does the ability to analyze, heal, and manipulate the flesh in general. Apothecaries (also known within the Chapter as Anthropomancers), who specialize in all these things, are thus held in high regard.

Aside from the traditional Apothecary duties, the Anthropomancers also fill a role not unlike that of Chaplains in Codex-compliant Chapters. Though this role is normally filled by the Iron Fathers in traditional Iron Hands successors, the Bone Eaters have simply become too divergent (in spite of their Iron Fathers remaining conservative Machine Cultists). And with the shift to a cultural focus on the flesh, the Apothecaries ended up in the role of Chaplain-analogue.

Recruitment & related matters: When a suitable population is found, potential recruits are typically taken in large batches. Entire tribes are occasionally taken along, with the suitable boys being taken as recruits and everyone else being inducted into the serf population.

The Bone Eaters are even known to 'farm' recruiting worlds by releasing, manipulating and even selectively breeding particularly potent tribes. The Chapter Apothecaries monitor these programs, and keep extensive genetic archives of the more promising bloodlines.

The recruits of a single batch are expected to stick together and face their trials as a group, rather than as individuals. They are stimulated to form and maintain kinships that keep functioning as brotherhoods (or even surrogate families) for the rest of their lives. A kinship cannot accept new members, so all kinships eventually dwindle into extinction.

These kinships have great cultural importance among the Bone Eaters - they are an important part of a Bone Eater's identity. The members of (especially the smaller) kinships generally choose the same specializations, and it is rare for members of the same kinship to end up in different Lodges. To be the last living member of one's kinship is consided a fate that is both respectable and tragic.

Though being the last of one's kinship is still not nearly as bad as to be ostracized from one's kinship. Though kinships do not accept new members, exclusion from one is very much possible. And as the bonds of kinship are formed during the recruits' turbulent teenage years (which are even more turbulent in Bone Eater recruits thanks to the hormonal effects of a mutated biscopea), bullying and other immature behaviour can take on truly terrifying forms. It is not that uncommon for recruits that are somehow incompatible with the rest of the group to end up leaving or being ostracized from their kinship.

Such individuals - known as the kithless - are forced to continue their path within the Chapter alone. Considering the overarching tribal mentality and the importance of having kin-brothers to watch one's back, this is a fate that leads to a quick and cruel end for most.

...but those extraordinary few that survive in spite of all that will have a chance of being recruited into the ranks of the Chapter's most fearsome formation - the Morlocks.

A throwback to the half-remembered traditions of the pre-Heresy Iron Hands, the Bone Eater Morlocks are an elite formation that's monitored and maintained by the Chapter's Iron Fathers.

The formation consists entirely of the most savage and feral kithless, who have been meticulously selected, conditioned and enhanced by the Iron Fathers. Most of the Morlocks are feral to the point that they can barely even speak, and all of them use cybernetic mind-uplinks as their main means of communication. They are utterly fearless, and their instinctive brutality and savagery instill fear even among the regular Bone Eaters.

Chapter history: Though a particularly ancient Chapter, rather little is known of the Bone Eaters' early history. It's not even certain if the Chapter used the same name or symbols. One of the few things that can be ascertained, is that the Chapter was brought to the brink of destruction sometime during the Age of Apostasy. Fragmentary evidence indicates that the Chapter must have lost virtually all its assets, and may have been reduced to as little as less than a hundred Astartes. The leadership and Librarium were lost completely, and only known prominent survivors were two or three Iron Fathers. This development is almost certainly the cause of the shift towards the Chapter's current feral, tribal character.

The Chapter's later history is much better documented. The Bone Eaters have remained fleet-based ever since, and have contributed to a large number of campaigns. One of their most notable recent campaigns was their contribution to the effort to crush the Macharian Heresy, which followed the sudden disappearance of the legendary Lord Solar Macharius.


Notable individuals: of those that are involved in this sector;

Taranasht of Maaloc - the leader of the Jade Viper Lodge; primus inter pares of the Lodge and defacto leader of the Bone Eaters campaigning in the Nerandor Sector. Taranasht is a relatively young and ambitious leader, and he is known to be pragmatic and sometimes opportunistic.

Zemurru of Ktar - veteran scout, tracker and sniper; has been the last living member of his kinship for over forty years, and is the most senior member of the Ghost Rat Lodge. Zemurru has had the honour of serving in the Deathwatch, as well as the luck to survive that.

Saaratho of Tharsit - veteran Anthropomancer; an experienced leader, both in and out of battle. Saaratho is the expedition force's most senior advisor and the defacto second in command. He oversees the divination rituals, the rites of battle, and the gatherings of the war leaders.


Chapter Order of Battle: of the forces campaigning in the sector;

Jade Viper Lodge - 189 Astartes, various specializations & disciplines

Ghost Rat Lodge - 34 Astartes, mostly scouts & snipers

Crimson Spirit Lodge - 47 Astartes, mostly devastators & heavy weapon specialists

Manhunters - 55 neophytes

Shamans - 6 Librarian-equivalents

Brothers of the Machine - 36 vehicle pilots; 9 acolytes (counts as Techmarines)

Morlock warpack - 23 elites
Attached Images
File Type: jpg Bone Eaters v2.jpg (54.6 KB, 40 views)
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Last edited by Ran Exilis; 04-13-2012 at 11:10 AM. Reason: Adding/elaborating some stuff
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Old 04-12-2012, 04:33 PM
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Chapter Name: Martyrs Vigilant
Founding: Unknown (believed Thirteenth, or Dark Founding)
Gene-seed: Unknown
Homeworld: None (fleet-based)
Colors: granite grey with red trimming
Specialization: infantry warfare, drop-pod assaults
Chapter History and Beliefs: a Chapter with origins long lost to history, Martyrs Vigilant tend to operate on the fringes of the Imperial territory. As a crusading chapter, the Martyrs operate a sizeable fleet maintained as much through ingenuous use of salvage as it is through deals with the technologically advanced worlds they encounter. This lends the Martyrs’ naval assets a haphazard appearance, which sometimes serves to mask the efficiency of the Chapter’s vessels.
The uncertainty connected to their origins had created an atmosphere of distrust amongst the Imperial authorities in their dealings with the Martyrs. As such, the Chapter’s battle brothers rarely serve in Deathwatch, and the Martyrs do not possess a large pool of vehicles or Terminator armor. Due to this distrust exhibited by other Imperial organizations, the Martyrs prefer to operate alone with as little reliance on others as possible.
The Chapter considers itself the only force capable of protecting distant worlds on the fringes of Imperial space, knowing that such planets are often overlooked by the Imperial authorities and left to fend for themselves. This had produced an outlook that is both humanitarian and bitter at the same time, leading to many Martyrs seeing their Chapter as one of the few who are still true to the Emperor’s vision of protecting humanity.
This philosophy did little to endear the Chapter to some of the more brash and aggressive branches of Adeptus Astartes, while the Martyrs’ long travels had ensured that they remained a barely remembered legend on many worlds they had saved. As a result of their humanitarian philosophy, many of the Chapter’s battle brothers are willing to sacrifice themselves for the sake of the populations they are rescuing, producing monastic and introspective culture behind the doors of the Martyrs’ prayer-cells. In their minds, the Martyrs have already made the ultimate sacrifice for the sake of humanity, and their deaths in battle are only the inevitable closure.
Presently, the Martyrs are at the crossroads in their development. There had been numerous voices in the Chapter, particularly amongst the younger Marines, calling for an establishment of a permanent homeworld and setting up their own realm, where local humans can exist free of calamities of the outside universe. Many of the older warriors are hesitant to follow through with this sentiment for the fear of getting involved in the politics that invariably follow more sedentary Chapters. The resolution of this dispute is as of yet to be determined, but as the Chapter enters an area pregnant with anticipated conflict, the Martyrs may find the temptation of the Nerandor Sector’s worlds too difficult to refuse.

Chapter Organization: While broadly organized along the lines of Codex Astartes, the Martyrs Vigilant have a number of idiosyncrasies unique to them. The Martyrs place a particularly great deal of authority in their Chaplains, who are perhaps more somber than their colleagues elsewhere, expected to serve as confessors and spiritual guides of the Chapter’s warriors in addition to their military duties. The spiritualist streak promoted within the Chapter had also resulted in a formation of several informal brotherhoods of Marines, usually following the teachings of specific Chaplains.
These brotherhoods, known as the Coteries, are dedicated to spiritual betterment of the participants, accomplishing that through methods varying from quiet contemplative study of religious scripture to self-flagellation and mortification of the flesh. Each Coterie tends to draw from multiple Companies, making little distinction in rank or calling between full battle brothers. Far from divisive, this practice had served to unify the Chapter, as the bonds of loyalty felt by the Martyrs towards their squad members are reinforced with the loyalty they feel towards the Chapter as a whole, knowing that their Coterie brothers are spread across the entire Chapter.
As the Martyrs tend to fight alone and with little support from other branches of the Imperium, they are, by and large, an infantry-based Chapter. As such, the Martyrs Vigilant have very few vehicles beyond a complement of Rhino APCs, and own only few Dreadnaught sarcophagi. What vehicles the Chapter possesses are painstakingly maintained by the Martyrs’ few Techmarines, and are committed to battle only when the need is dire.
As such, each of the Martyrs’ Companies is purely infantry-based, and contains a complement of battle brothers assigned to Tactical, Assault, and Devastator duties. There are no specialized Companies within the Chapter with the exception of the Scout Company. Unusual for a Space Marine Chapter, the Martyrs Vigilant maintain ten full battle Companies, including the veteran First. The Scout Company exists outside of the ten Company structure, and is not referred to by number. Only the veterans of the First Company are permitted to wear the Chapter’s few Terminator suits, which have been maintained for generations. Due to the lack of advanced equipment, the Chapter rarely commits its Terminator-armored brethren to battle.
Gene-seed and Recruitment: The Martyrs Vigilant recruit from a variety of planets they encounter, and as such the Chapter culture is an amalgam of varied influences, held together by its Chaplains. It is a customary practice for the Martyrs to ask for a small number of suitable recruits from the planets the Chapter aided over the course of their travels. Most worlds consider it a point of pride to serve as Space Marine recruiting grounds, knowing that their sons would move on to a greater destiny.
Before a prospective recruit is chosen, the Chapter’s Librarians perform a divination asking the Emperor for guidance on the boy’s fate. Sometimes, this practice had resulted in perfectly suitable recruits turned away or inducted into the Chapter’s serfs instead. In rare cases, the Chaplains were known to take seemingly randomly selected youths from the worlds they visited at the insistence of the Librarians. More often than not, the recruits selected in that manner are raised with high expectations, as their destiny is considered to be bright enough to attract the witch-sight of the Chapter’s Librarians. These Marines are known as the Fated throughout their entire career, and many of the Chapter’s heroes arose from their ranks.
The Martyrs Vigilant gene-seed is considered reasonably pure, although several minor mutations have developed over the Chapter’s long history. A minor mutation in the Melanochrome organ causes the Martyrs’ skin to develop a pallid grey hue with age, giving the longer-lived veterans a corpse-like appearance while turning their hair jet black. Another mutation to the Catalepsean Node allows the Martyrs to occasionally experience particularly vivid dreams of detailed human experience. The battle brothers afflicted with these dreams are believed to have a particularly strong connection with the Imperium’s human citizens, and are often selected for missions involving diplomacy and dealing with the unaugmented humans. The Martyrs believe that these dreams, which they call the Sacrament, are the Emperor’s message of their connection with the species they arose from, and a humbling reminder of their mission in the galaxy.
Order of Battle:
The Martyrs bring their entire force of 10 Battle Companies and Scout Company to the Nerandor Sector.
1st Company: full complement (100 Marines), 6 Tactical, 2 Assault, 2 Devastator squads
2nd Company: full complement (100 Marines), 6 Tactical, 2 Assault, 2 Devastator squads
3rd Company: partial complement (92 Marines), 4 Tactical, 1 Assault, 2 Devastator full squads; 1 Tactical Squad (6 Marines); 1 Tactical Squad (8 Marines); 1 Assault Squad (8 Marines)
4th Company: full complement (100 Marines), 6 Tactical, 2 Assault, 2 Devastator squads
5th Company: partial complement (56 Marines), 1 Tactical, 1 Assault, 1 Devastator full squads; 2 Tactical squads (5 Marines each); 1 Tactical squad (3 Marines); 1 Assault squad (4 Marines); 1 Devastator squad (9 Marines)
6th Company: full complement (100 Marines), 6 Tactical, 2 Assault, 2 Devastator squads
7th Company: full complement (100 Marines), 6 Tactical, 2 Assault, 2 Devastator squads
8th Company: partial complement (80 Marines), 6 Tactical, 2 Devastator squads
9th Company: full complement (100 Marines), 6 Tactical, 2 Assault, 2 Devastator squads
10th Company: partial complement (70 Marines), 3 Tactical, 2 Assault, 2 Devastator squads
Scout Company: (60 Scouts), 6 Scout squads
Full Chapter Strength: 898 Marines, 60 Scouts
Chapter Fleet:
2 Battle Barges (“Sanguis Sanctum” and “Signum Aeternus”)
6 Strike Cruisers (“Relentless”, “Sanctity”, “Purity”, “Martyr’s Tears”, “Vigilance”, “Miserium”)
12 Frigates
1 Relic Battleship “Imperator Obsidian” – Ranged Attack 9, In-System Range 10, External Range 0, FTL Movement 6, In-System Movement 3, Armor 9, HP 500, Self-Repair, Augmented Sensor Array

Prominent Characters:
Chapter Master Zabadis Olifant
High Chaplain Martan Clodius
Apothecary Vorran Nihilis
Librarian Bion Holn
Captain Garak Bal, 2nd Company
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