The Emperor's Finest (Warhammer 40,000 Chapter Quest, Title Pending)

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Introduction of the Quest
Introduction
The Emperor's Finest
(A Warhammer 40,000 Chapter Master Quest by Searcher8)


Hello, and welcome to this new quest I will be running on both Sufficient Velocity and Spacebattles! I saw that there were a lot of quests that were about the general premise of managing your own chapter of space marines, but I noticed that none of them seemed to be set during the changes that the setting has undergone since 8th edition dropped, so I thought that I'd go and fill that niche. The Imperium's been shaken up by both the Cicatrix Maledictum and Guilliman's resurrection, but with everything so badly shaken up, there is all the more reason for a lone chapter to be able to make all the difference! Will your chapter prove itself in the fires of battle? Or will it end ignominiously and just be another statistic in the Administratum? The choice is yours, just remember, life sucks, there's only war, and you're probably going to get eaten by Tyranids. Have fun!


It is the 42nd Millennium, and there is only war. Cadia has fallen, the Eye of Terror has grown, splitting the Imperium of Man in two, Orks and Tyranids continue to rampage across the galaxy, the Tau Empire has begun a new phase of expansion to spread its territory, and of course the enigmatic machinations of the Eldar and the Necrons are as inscrutable as ever.

Still, all is not yet lost. Battered and broken as it may be, the Imperium still lives. The stalwart soldiers of the Imperial Guard still hold the line to their dying breaths, and alongside them are the Space Marines, the immortal, gene-enhanced warriors of the Adeptus Astartes, each one worth a hundred normal men, unmatched in the art of war and battle. Bolstered by the resurrection of the primarch Roboute Guilliman, and recently reinforced by newly created Primaris Marines as well, countless chapters of these mighty soldiers stand ready to defend the Imperium and take the battle to the unending tide of enemies that the Emperor's servants face on a daily basis.

You are the leader of one such chapter, having recently taken over the role of Chapter Master after the previous owner of the title fell in battle.

What is your Chapter Master's name?
[] Write In-

What is the name of your chapter?
[] Write In-

Like all Astartes, your chapter can trace its lineage to one of the Primarchs and their original legions. Which one does your chapter hail from?

[]-Ultramarines- As the chapter whose primarch wrote the Codex Astartes, the Ultramarines are considered the closest one can get to a "Baseline" chapter of Space Marines due to being the legion that most successor chapters are descended from, and as such has no real strengths in comparison to other chapters. However, they counterbalance this by having no real weaknesses either, allowing for a far greater degree of tactical flexibility. In addition, because most Space Marine chapters can trace their lineage as sons of Guilliman, Ultramarine successors may find it easier to call upon other chapters for assistance, and as such they get the Brothers In Battle bonus for free.

[]-Blood Angels- Sons of Sanguinius, the angelic primarch who gave his life trying to defend the Emperor from Horus during the final days of the Heresy, your chapter carries with it the blood of one of the most beloved heroes of the Imperium, and like all Blood Angels, your warriors excel in close combat. However, this comes with a dark secret. Your chapter is vulnerable to the Black Rage, which causes marines that fall victim to it to devolve into battle crazed berserkers as they relive their primarch's violent death, and which has the potential to wipe out your chapter completely if you aren't careful. Blood Angels successors may take the Swordmasters bonus for free, but must also take the Battle Frenzy option as well. This mandatory drawback comes with an additional bonus like all drawbacks however.

[]-Dark Angels- The secretive chapters of the first legion have access to weapons and vehicles that few other chapters can compete with. However, they have an obsession with hunting down the Fallen, those members of their legion that fell to Chaos during the Horus Heresy, and have been known to even attack other Space Marines in order to keep their existence secret. Dark Angels have the STC Access bonus for free, but must also take the Traitorous Schism drawback as well. This drawback comes with a free bonus like all drawbacks however.

[]-Iron Hands- "The Flesh Is Weak" has long been the motto of the Iron Hands, and it is made quite apparent both by their close allegiance with the Adeptus Mechanicus and their affinity for cybernetic enhancements, both of which contribute to the enhanced durability of the vehicles in the case of the former, and their infantry in the case of the latter. However, their obsession with needing to purge itself of any kind of weakness also has led to what many could call a callous disregard for the Imperium's ally's as the Iron Hands have a reputation of leaving their allies without support if it would secure a greater victory. This has led to them having tense relations with certain other chapters, and your own captains might get testy if they think you are "going soft" on them. Successors of the Iron Hands get the Cybernetic Enhancement bonus for free.

[] Raven Guard- To some, the idea of ten foot tall supersoldiers in power armor seems almost laughable. Those people are usually the first ones to fall at the hands of the Raven Guard, never knowing the face of their attacker, or the direction of their death. The sons of Corvus Corax are specialists in the art of stealth and guerrilla operations, and many a foe has fallen to the Raven Guard without ever having a chance to fire a single shot in retaliation. Raven Guard successors may take the Infiltrators bonus for free.

[]-White Scars- The White Scars are well known throughout the galaxy as specialists in blazingly quick strikes at the enemy that leave them no time to respond before being overtaken by their recklessly fast vehicles. The original chapter specializes in motorbikes of all kinds, though other successor chapters have been known to specialize in other methods, including drop pod assaults, the heavy use of land speeders, and the classic method of simply giving large numbers of their forces jump packs. The sons of Jaghatai Khan get the Lightning Strike bonus for free.

[]- Imperial Fists- Famed as the legion who held the line against the tides of Chaos during the siege of Terra itself, the sons of Rorgal Dorn have always been known for their stubborn and uncompromising nature. Though this makes them impeccable specialists at fortifying positions against enemy assaults, it also means that they have an unfortunate tendency to dig in their heels and refuse to move, even if it would be far more prudent to retreat to a more favorable position. Imperial Fists successors may take the "Impregnable Fortress" bonus for free.

[]- Salamanders- The sons of Vulkan are known for the unparalleled craftsmanship of their weapons and equipment, as well as being one of the chapters most sympathetic to the plight of the average imperial citizen, which makes them one of the most beloved chapters in the Imperium despite their small number of successor chapters. Successor chapters of the Salamanders get the Master Craftsmen bonus for free.

[]- Space Wolves- The Vlka Fenryka, the Wolves of Fenris. Originally known for being the Emperor's merciless executioners during the Horus Heresy, in the eleven milenia since then they have taken on a far less dour, more boisterous air, known both for their complete disregard for the Codex Astartes, as well as their fierce determination to protect the citizens of the Imperium from anyone that might do them harm, even other Imperial forces if need be. This has become particularly evident during the aftermath of the first war of Armageddon, where the Space Wolves went into armed conflict with the Inquisition itself after they attempted to execute civilians and guardsman that had been exposed to the sight of the demonic invasion. The Inquisition still holds grudges over this which can always cause problems in the long and short term, but the Wolves's disregard for the Codex Astartes means that they field more marines than is normal for space marine chapters. Space Wolf successors get the Overstrength Chapter bonus for fee, but must also take the Inquisitorial Enemy drawback. This mandatory drawback comes with an additional bonus however.

[]- Unknown- Your primarch, and therefore what chapter you are descended from, is unknown. This could be simply due to bureaucratic failures on the part of the Administratum, the records about your origins could have been destroyed in a previous battle, or more sinisterly, they could have been covered up by the Inquisition for some reason. Whatever the reason, your origins are unknown, but likewise this also means that your chapter is free to make your own legacy unburdened by the history of your predecessors. Chapters with the Unknown background are allowed to select one free bonus of their choice.



Next, you are allowed four bonuses, In addition to the one you get from your chapter of origin. Note that there is nothing preventing you from selecting a bonus that is normally associated with another chapter (ie, Salamanders are allowed to take the Brothers in Battle bonus, and Dark Angels are allowed to take Master Craftsmen) if they so desire. It just counts as a normal selection along with the rest of your bonuses.

[] Brothers in Battle*: Your chapter has a close alliance with another chapter. It could be that your two chapters have the same geneseed, or you could have helped each other out in past conflicts, or there could be some other reason. Either way, you may rely on this other chapter to come to your aid should you need it, but they may also call on you for assistance in times of trouble as well. Ultramarines get this bonus for free.

[] Swordmasters: Simply put, your warriors excel in the art of close combat, and are supremely skilled with melee weapons of any kind, be they chainswords, power fists, lightning claws, thunderhammers, or anything else. Blood Angels get this bonus for free.

[] STC Access: Standard Template Constructs are eternally hunted after by the Adeptus Mechanicus, as these wondrous devices hold the secrets to building technology long thought lost. Through luck, cooperation with the Mechanicus, or simply by having held onto it since the days of the Horus Heresy, your chapter has access to one of these devices, which allows you to construct extremely rare and powerful vehicles and weapons for your warriors. Dark Angels get this bonus for free.

[] Cybernetic Enhancements: Due to close ties with the machine cult, your chapter is able to augment themselves with cybernetics that make them even harder to kill than the 10 foot tall nigh-unkillable combat monsters they were before. Iron Hands get this bonus for free.

[] Infiltrators: Your chapter is unusually skilled in the arts of stealth, infiltration, sabotage, and guerrilla warfare. In addition, a larger than normal percentage of your Primaris will be Vanguard units equipped with top of the line Phobos pattern armor designed for stealth operations. Raven Guard get this bonus for free.

[] Lightning Strikes: It is said that the best defence is a good offence, and your chapter has fully embraced that saying. Your chapter has specialised in the act of striking fast, and striking hard, using any combination of Land Speeders, Astartes Motorcycles, and Assault Marines. They will also have a greater than normal amount of Drop Pods available as well. White Scars start with this bonus.

[] Impregnable Fortress: Your chapter is adept at holding the line and fortifying every position you come across, giving your marines a bonus when defending against enemy attacks. In addition, your chapter's Fortress Monastery is equipped with significantly better defenses than normal, and is able to withstand all but the most apocalyptic assaults by the enemy. Imperial Fists get this bonus for free.

[] Master Craftsmen: Your chapter's techmarines are particularly skilled and as such the quality of equipment they can make is superior to that of other chapters. While this bonus does not give you access to new types of technology like STC Access does, it does make your standard equipment and weapons better and more reliable than normal, and increases the amount of relics you have as well. Salamanders get this bonus for free.

[] Overstrength Chapter: In violation of the Codex Astartes, your chapter has grown beyond the normal 1000 marine limit for Astartes Chapters. You will start with an additional three companies, bringing your total number of marines to 1,300. However, other imperial factions will view you with increased scrutiny, as the idea of an overstrength chapter going rogue is a major threat to the power of just about all local forces in your region. Space Wolves get this bonus for free.

[] Primaris Reinforcements: Thanks to the work of Belisarius Cawl and Roboute Guilliman, your chapter will already have a number of Primaris Marines already granted to it. However, if you take this bonus then you will have a greater number of them than normal. Primaris Marines are stronger and far more durable than even Space Marines, though their equipment tends to be far more specialized as well.

[] Primaris Chapter Master: If you take this option, then you, the Chapter Master of your chapter will be a Primaris Marine. This can be because you are a Space Marine that chose to undergo the needed enhancements to cross the rubicon Primaris, or your chapter's leadership could have been slain, leaving you the one most qualified to take the position of Chapter Master. Either way, if you take this bonus, you will be far stronger, more durable and quicker than your non-primaris contemporaries.

[] Armored Assault: Your chapter fully understands the value of superior firepower. As such, you field a larger amount of armored elements than other chapters, including but not limited to Predator tanks, Land Raider transports, Whirlwind artillery, Centurions, and Repulsors.

[] Air Superiority: Your chapter fields an unusually large air wing for a chapter of your size, allowing your forces to rain hell down on the foe. Though your chapter will normally already have access to Thunderhawk transports, Stormhawk interceptors, as well as Stormraven and Stormtalon gunships, chapters with this option selected will have an increased selection of these powerful air units at their disposal

[] Veteran Warriors: Even by Astartes standards, your chapter has a large number of veteran soldiers, each with centuries, if not milenium of experience. Your chapter has a larger number of Vanguard and Sternguard Veteran squads, as well as an increased number of Dreadnoughts and Terminator Armor.

[] Inquisitorial Ally*: With this bonus, you and your chapter have close ties with an agent of the Emperor's Inquisition. The aid of these shadowy operatives can be invaluable, and you will find that a friendly Inquisitor can be quite useful for dealing with the inner politics of the Imperium, as well as giving extra intel for some missions, and giving additional rewards in exchange for helping them with certain tasks. If you pick this option, please select which Ordo this Inquisitor will be from.
-[] Ordo Malleus
-[] Ordo Hereticus
-[] Ordo Xenos



If you wish, you may also choose one of the following drawbacks. It is completely optional, and you do not need to choose any drawbacks if you don't want to, unless you chose Blood Angels, Dark Angels or Space Wolves as your parent chapter (in which case you MUST take the drawback associated with that chapter) but each drawback you take allows you to take one additional bonus.

[] Battle Frenzy: Simply put, your warriors fight with a ferocity that can be… off putting for those unfamiliar with you and your methods. Though the Imperium isn't usually the sort of place that cares about following the rules of war, or keeping POWs cared for, the sheer brutality that your chapter shows on the battlefield can be off-putting even to them, and among some might even spark rumors of your chapter starting to fall into Chaos worship. Blood Angels must choose this drawback by default.

[] Tratorus Schism: In the past there was a civil war among your chapter, led by elements who wished to follow the ruinous forces of Chaos. Thankfully, that rebellion has been put down long ago, and you no longer have to worry about internal members of your chapter turning on you, however elements of those traitors managed to flee into the void of space during the conflict, and will no doubt cause havoc for you if they can. Not to mention that things may be… embarrassing if the truth of their existence comes to light. Dark Angels must take this drawback by default.

[] Inquisitorial Enemy*: Your chapter has attracted the personal ire of an agent of the Emperor's Inquisition, either due to your chapter's history, or interfering with their plans in the past, or possibly even killing an ally of theirs in a previous battle. Regardless of the reason, such clandestine operatives have access to numerous methods to make life difficult for you and your chapter, and their influence will haunt you for some time unless you can find a way to discredit or kill the Inquisitor in a way that will leave you mostly in the clear. Please select what Ordo the Inquisitor that is opposed to you is from. Space Wolves must take this drawback, and in addition, they are forced to choose an Inquisitor from the Ordo Malleus.
-[] Ordo Malleus
-[] Ordo Hereticus
-[] Ordo Xenos

[] Psyker Intolerance: Your chapter abhors the powers of the Warp and all the dangers that come from harnessing it. As such, your chapter does not field any psykers, save for the Astropaths needed to let your ships travel at FTL speeds. Choosing this drawback means that your chapter is unable to field Librarians of any kind.

[] Rival Chapter*: Your chapter has an antagonistic relationship with another Astartes chapter. The reasons could vary. Either the chapter suspects you of being a renegade, or holds a grudge over a failed mission, or maybe their chapter master is just a dick. Either way, while this chapter is unlikely to outright initiate open conflict with you right out of the gate. it is safe to say that they will do everything in their power to indirectly screw you over on any operation where you will be working together, and if you do anything to cause the rest of the Imperium to think you are going renegade, you can bet that this other chapter will be leading the charge to take you down.

[] Unstable Geneseed: The geneseed of your chapter is unstable, and tends to have unfortunate, often fatal crippling side effects in a certain percentage of initiates. As a result, your chapter gains recruits at roughly half the speed of other chapters.




Finally, choose one of the following options to be your chapter's homeworld, where your chapter recruits it's initiates from.

[] Hive World: The towering spires of hive worlds are each home to billions, if not trillions of humans. As such, Hive Worlds are considered prime recruitment worlds, because even if the individual inhabitants of such cities aren't especially impressive compared to Death or Feral Worlders, the sheer amount of initiates that can be provided as potential initiates means that your chapter will have an ample amount of recruits, even if a majority of them do not end up passing the requirements needed to become fully fledged marines.

[] Feral World: These are low-tech worlds, where the inhabitants are stuck anywhere between the stone age, and the medieval era. Warfare is rampant on these wars, and those among the inhabitants that are chosen as prospective warriors are chosen as initiates. This is a middle of the road option as far as recruitment goes. You will get more recruits than Death Worlds, but those inhabitants are stronger than Hive World recruits.

[] Death World: Death Worlds are exactly what they sound like: Planets where the local flora and fauna are so unspeakably dangerous to human life that simply surviving to adulthood is a feat all on it's own! This gives the added bonus that most initiates taken into the chapter have a much higher chance to meet the physical requirements needed to survive the implantation process of the necessary organs needed to become a space marine, though the dangerous nature of Death Worlds also mean that there will be fewer recruits for you to take in at any one time..





*QM's Note: Please be aware that the Inquisitorial Ally bonus is NOT incompatible with the Inquisitorial Enemy drawback, as the fragmented and decentralized nature of the Inquisition means that it is fully possible for two different members of their organisation to have wildly differing opinions on your chapter, either because one or both of them are renegades, or due to them being in different Ordos, or any number of different reasons. Picking the two together simply means that you will have one Inquisitor who happens to like you, and another Inquisitor of roughly equal standing who also happens to hate your guts. For similar reasons, the Brothers in Battle bonus is fully compatible with the Rival Chapter drawback as well, due to the wide diversity and disparity between different chapters across the Imperium.
 
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Current Chapter Information
Current Chapter Stats:
1st Company (Veterans): 100 Marines
2nd Company (Battle Company): 100 Marines
3rd Company (Battle Company): 100 Marines
4th Company (Battle Company): 100 Marines
5th Company (Battle Company): 100 Marines
6th Company (Battle Company): 100 Marines
7th Company (Battle Company): 100 Marines
8th Company (Reserve Battleline Company): 100 Marines
9th Company (Reserve Battleine Company): 100 Marines
10th Company (Reserve Close Support Company): 100 Marines
11th Company (Reserve Close Support Company): 100 Marines
12th Company (Reserve Fire Support Company): 100 Marines
13th Company (Scout Company): 100 Marines


Vehicle Pool:
Rhinos: 40
Drop Pods: 70
Razorbacks: 30
Impulsors: 30
Land Raiders: 15
Repulsors: 10
Repulsor Executioners: 5
Dreadnoughts: 40
Whirlwinds: 20
Predators: 30
Land Speeders: 40
Stormhawk Interceptors: 30
Stormraven Gunships: 40
Stormtalon Gunships: 30


STC Available: Furtim Pattern cloaking devices, equippable on Scouts and standard Power Armor. Incompatible with anything heavier than Artificer Armor.


Specialists:
Librarians in the Chapter: 10
Techmarines: 30
Terminators: 120
Number of Primaris Marines in the Chapter: 600


Recruiting World: Beta Novus
Status: Unharmed


Scout Advancement Rate: 10 Scouts advance to full on Marines every 10 turns
Recruit Rate: 5 initiates become Scouts every 10 turns.


Battle Barges: 1
 
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Question: if we were to pick Space Wolves, could Inquisitorial Enemy and Inquisitorial Ally be combined to cancel each other out?
 
Question: if we were to pick Space Wolves, could Inquisitorial Enemy and Inquisitorial Ally be combined to cancel each other out?
Not exactly. Basically what would happen is that you'd end up having two Inquisitors in the quest. One of the Inquisitors would be the one that you get from Inquisitorial Enemy and would be doing everything in his or her power to make your chapter's life a living hell, while the other Inquisitor would be the one you get from Inquisitorial Ally and would try to help you to the best of their ability.

As a result, your Chapter would essentially be caught in a bit of a cold war between the two rival inquisitors. Some of their actions might end up cancelling each other out (For example, you might get a tip from the friendly Inquisitor about how the other one is trying to screw you over in some way) but they'd still be there trying to one-up each other. On the upside though, having a friendly Inquisitor that's willing to back you up would make it much easier to get away with killing the enemy Inquisitor if you can get your hands on them.

The same thing is true for both Brothers in Battle and Rival Chapter as well for the record. If you picked both, then again, one Chapter would be friendly to you, and anouther would have a far more antagonistic relationship.
 
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[X] Plan Storm Crows Chapter
-[x] chapter master name: Hiawatha Ghost-Bear
-[x] chapter name: Storm Crows (Bluesteel, Jet Black, Midnight Blue and Gunmetal Colors)
-[x] Raven Guard
-[x] STC Access
-[x] Infiltrators (Raven Guard get this bonus for free.)
-[x] Lightning Strikes
-[x] Master Craftsmen
-[x] Overstrength Chapter
-[x] Primaris Reinforcements
-[x] Air Superiority
-[x] Veteran Warriors
-[x] Inquisitorial Ally*
--[x] Ordo Hereticus
-[x] Battle Frenzy
-[x] Inquisitorial Enemy*
--[×] Ordo Xenos
-[x] Rival Chapter*
-[x] Unstable Geneseed
-[x] Hive World

Reasoning:
- tired of the greco-roman-eurocentric names of most wh40k quests
- no quest yet with Raven Guard successors as protagonists
- the theme here is stealthy native americans veterans with attack helicopters (since US helis are named after native tribes i.e. comanche, apache)
- hereticus inquisitor to deflect any questions regarding our loyalty
- xeno inquisitor as a rival since they themselves are usually investigated by the hereticus inquisitors
- hive world for many recruits and if they fail, they can still serve as serfs
- air superiority for our bird themed chapter
- lightning strikes since its an integral part of a storm
- STCs are awesome
- primaris are awesome
- combine the above two with master craftsman = AWESOME!
- overstrength chapter since lets face it, the galaxy needs more space marines during this period, and maybe Guilliman will reform the space marine codex to deal with the new reality of the galaxy being split in two
- veteran warriors since they have synergy with primaris, overstrength, master craftsmen, and STC
- picked unstable geneseed for thematic reasons due to Raven Guard genes during the heresy
- xeno inquisitor rival since we may have killed his retinue for being radicals and being too friendly with xenos
- with the exception of heavy armor, we have a lot of gear and weapons for quick decapitation strikes
- with our craftsmen, we can shape assault marine jetpacks into wings for more badass jumpstrikes!
- will edit the list as i think of more stuff
 
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[X] Plan Storm Crows Chapter
-[x] chapter master name: Hiawatha
-[x] chapter name: Storm Crows (Bluesteel and Gunmetal Colors)
-[x] Raven Guard- To some, the idea of ten foot tall supersoldiers in power armor seems almost laughable. Those people are usually the first ones to fall at the hands of the Raven Guard, never knowing the face of their attacker, or the direction of their death. The sons of Corvus Corax are specialists in the art of stealth and guerrilla operations, and many a foe has fallen to the Raven Guard without ever having a chance to fire a single shot in retaliation. Raven Guard successors may take the Infiltrators bonus for free.
-[x] STC Access: Standard Template Constructs are eternally hunted after by the Adeptus Mechanicus, as these wondrous devices hold the secrets to building technology long thought lost. Through luck, cooperation with the Mechanicus, or simply by having held onto it since the days of the Horus Heresy, your chapter has access to one of these devices, which allows you to construct extremely rare and powerful vehicles and weapons for your warriors. Dark Angels get this bonus for free.
-[x] Infiltrators: Your chapter is unusually skilled in the arts of stealth, infiltration, sabotage, and guerrilla warfare. In addition, a larger than normal percentage of your Primaris will be Vanguard units equipped with top of the line Phobos pattern armor designed for stealth operations. Raven Guard get this bonus for free.
-[x] Lightning Strikes: It is said that the best defence is a good offence, and your chapter has fully embraced that saying. Your chapter has specialised in the act of striking fast, and striking hard, using any combination of Land Speeders, Astartes Motorcycles, and Assault Marines. They will also have a greater than normal amount of Drop Pods available as well. White Scars start with this bonus.
-[x] Master Craftsmen: Your chapter's techmarines are particularly skilled and as such the quality of equipment they can make is superior to that of other chapters. While this bonus does not give you access to new types of technology like STC Access does, it does make your standard equipment and weapons better and more reliable than normal, and increases the amount of relics you have as well. Salamanders get this bonus for free.
-[x] Primaris Reinforcements: Thanks to the work of Belisarius Cawl and Roboute Guilliman, your chapter will already have a number of Primaris Marines already granted to it. However, if you take this bonus then you will have a greater number of them than normal. Primaris Marines are stronger and far more durable than even Space Marines, though their equipment tends to be far more specialized as well.
-[x] Air Superiority: Your chapter fields an unusually large air wing for a chapter of your size, allowing your forces to rain hell down on the foe. Though your chapter will normally already have access to Thunderhawk transports, Stormhawk interceptors, as well as Stormraven and Stormtalon gunships, chapters with this option selected will have an increased selection of these powerful air units at their disposal
-[x] Veteran Warriors: Even by Astartes standards, your chapter has a large number of veteran soldiers, each with centuries, if not milenium of experience. Your chapter has a larger number of Vanguard and Sternguard Veteran squads, as well as an increased number of Dreadnoughts and Terminator Armor.
-[x] Inquisitorial Ally*: With this bonus, you and your chapter have close ties with an agent of the Emperor's Inquisition. The aid of these shadowy operatives can be invaluable, and you will find that a friendly Inquisitor can be quite useful for dealing with the inner politics of the Imperium, as well as giving extra intel for some missions, and giving additional rewards in exchange for helping them with certain tasks. If you pick this option, please select which Ordo this Inquisitor will be from.
--[x] Ordo Hereticus
-[x] Battle Frenzy: Simply put, your warriors fight with a ferocity that can be… off putting for those unfamiliar with you and your methods. Though the Imperium isn't usually the place that cares about following the rules of war, or keeping POWs cared for, the sheer brutality that your chapter shows on the battlefield can be off-putting even to them, and among some might even spark rumors of your chapter starting to fall into Chaos worship. Blood Angels must choose this drawback by default.
-[x] Inquisitorial Enemy*: Your chapter has attracted the personal ire of an agent of the Emperor's Inquisition, either due to your chapter's history, or interfering with their plans in the past, or possibly even killing an ally of theirs in a previous battle. Regardless of the reason, such clandestine operatives have access to numerous methods to make life difficult for you and your chapter, and their influence will haunt you for some time unless you can find a way to discredit or kill the Inquisitor in a way that will leave you mostly in the clear. Please select what Ordo the Inquisitor that is opposed to you is from. Space Wolves must take this drawback, and in addition, they are forced to choose an Inquisitor from the Ordo Malleus.
--[×] Ordo Xenos
-[x] Rival Chapter*: Your chapter has an antagonistic relationship with another Astartes chapter. The reasons could vary. Either the chapter suspects you of being a renegade, or holds a grudge over a failed mission, or maybe their chapter master is just a dick. Either way, while this chapter is unlikely to outright initiate open conflict with you right out of the gate. it is safe to say that they will do everything in their power to indirectly screw you over on any operation where you will be working together, and if you do anything to cause the rest of the Imperium to think you are going renegade, you can bet that this other chapter will be leading the charge to take you down.
-[x] Unstable Geneseed: The geneseed of your chapter is unstable, and tends to have unfortunate, often fatal crippling side effects in a certain percentage of initiates. As a result, your chapter gains recruits at roughly half the speed of other chapters.
-[x] Hive World: The towering spires of hive worlds are each home to billions, if not trillions of humans. As such, Hive Worlds are considered prime recruitment worlds, because even if the individual inhabitants of such cities aren't especially impressive compared to Death or Feral Worlders, the sheer amount of initiates that can be provided as potential initiates means that your chapter will have an ample amount of recruits, even if a majority of them do not end up passing the requirements needed to become fully fledged marines.

Reasoning:
- no quest yet with Raven Guard successors as protagonists
- hereticus inquisitor to deflect any questions regarding our loyalty
- xeno inquisitor as a rival since they themselves are usually investigated by the hereticus inquisitors
- hive world for many recruits and if they fail, they can still serve as serfs
- air superiority for our bird themed chapter
- lightning strikes since its an integral part of a storm
- STCs are awesome
- primaris are awesome
- combine the above two with master craftsman = AWESOME!
- will edit the list as i think of more stuff
I fell the tactics of Raven guard not good with battle frenzy.Change to blood angel or dark angel or space wolf? maybe a unknown ? from the loyal luna wolf ?
 
I fell the tactics of Raven guard not good with battle frenzy.Change to blood angel or dark angel or space wolf? maybe a unknown ? from the loyal luna wolf ?
I think it works, these successor chapter once they stealthily reach their target will go all out then hide again in the shadows, scaring any heretics and xenos


Edit: kinda like a more brutal Batman though not reaching the terror tactics of the Night Lords and Dark Eldar who often do those things for the lulz
 
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can we fix the drawbacks on this quest?(ฅ•﹏•ฅ)
It depends on the Drawback. Inquisitorial Enemy can be dealt with by killing the Inquisitor in question (Though of course with Inquisitors, doing it and getting away with it scott free is going to be quite tricky), and it might be possible to change the Rival Chapter's attitude from "Vicious rivalry that drives them to see you die" to "Still rivals, but in a more friendly sense of the word". However, things like Battle Frenzy (Especially if you're Blood Angels!) and Unstable Geneseed are going to be things you'll largely be stuck with for the duration unless you end up getting stupidly lucky on certain things, with the latter especially needing a minimum of both the machine cult and an allied Inquisitor liking you enough to look into it, and even then, you'd need multiple critical successes on a dice roll in a row for it to really go away entirely.
 
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It depends on the Drawback. Inquisitorial Enemy can be dealt with by killing the Inquisitor in question (Though of course with Inquisitors, doing it and getting away with it scott free is going to be quite tricky), and it might be possible to change the Rival Chapter's attitude from "Vicious rivalry that drives them to see you die" to "Still rivals, but in a more friendly sense of the word". However, things like Battle Frenzy (Especially if you're Blood Angels!) and Unstable Geneseed are going to be things you'll largely be stuck with for the duration unless you end up getting stupidly lucky on certain things, with the latter especially needing a minimum of both the machine cult and an allied Inquisitor liking you enough to look into it, and even then, you'd need multiple critical successes on a dice roll in a row for it to really go away entirely.
Regarding the unstable geneseed, do we have options to fix it? Picked it since its kinda thematic due to the Raven Guard history during the Heresy.

Edit: how likely will the Inquisition find out about the Schism drawback?
 
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Not exactly. Basically what would happen is that you'd end up having two Inquisitors in the quest. One of the Inquisitors would be the one that you get from Inquisitorial Enemy and would be doing everything in his or her power to make your chapter's life a living hell, while the other Inquisitor would be the one you get from Inquisitorial Ally and would try to help you to the best of their ability.

As a result, your Chapter would essentially be caught in a bit of a cold war between the two rival inquisitors. Some of their actions might end up cancelling each other out (For example, you might get a tip from the friendly Inquisitor about how the other one is trying to screw you over in some way) but they'd still be there trying to one-up each other. On the upside though, having a friendly Inquisitor that's willing to back you up would make it much easier to get away with killing the enemy Inquisitor if you can get your hands on them.

The same thing is true for both Brothers in Battle and Rival Chapter as well for the record. If you picked both, then again, one Chapter would be friendly to you, and anouther would have a far more antagonistic relationship.

Thanks!

[X] Plan Beowulf
-[X] Chapter Master: Buliwyf Bearsplitter
-[X] Chapter: Warriors Thirteen (Green-Gold-Black)
-[X] Space Wolves
-[x]Overstrength Chapter*
-[X] Swordmasters
-[X] Lightning Strike
-[X] Veteran Warriors
-[X] Inquisitorial Ally
--[X] Ordo Malleus
-[X] Inquisitorial Enemy*
--[X] Ordo Malleus
-[X] Feral World

Basically what if you make the mythical Beowulf, the 13th Warrior and Warriors Three into a chapter.
 
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Regarding the unstable geneseed, do we have options to fix it? Picked it since its kinda thematic due to the Raven Guard history during the Heresy.

Edit: how likely will the Inquisition find out about the Schism drawback?
For the Unstable Geneseed, probably not. Geneseed experiments are something that is very deliberately kept out of the hands of the space marines themselves, so the ones that would have to be doing it are the higher echelons of the Inquisition or the Mechanicus. And they'd the odds that they'd be able to successfully dick around with the Geneseed without accidentally giving you other, potentially even worse flaws in the process are very slim. Plus, the people authorised to make the changes to the geneseed in the first place will generally be very reluctant to do so, since pretty much no one wants a repeat of the Cursed Founding. Least of all you guys, since turning you all into the Lamenters would basically consist of me treating any time you'd have to roll the dice as you automatically getting a critical failure.

As for the Schism, honestly, they'll likely find out sooner or later, but as long as you're reasonably doing your part to bring them to justice, it likely won't reflect too badly on you. The biggest irony of the Dark Angels is that the most trouble they'd get for the existence of The Fallen all stems from their attempts to cover it up. If they had outright said at the start "Hey, half our legion turned to Chaos during the Heresy and we're doing everything we can to hunt them down" very few people would actually care all that much.
 
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For the Unstable Geneseed, probably not. Geneseed experiments are something that is very deliberately kept out of the hands of the space marines themselves, so the ones that would have to be doing it are the higher echelons of the Inquisition or the Mechanicus. And they'd be able to successfully dick around with the Geneseed without accidentally giving you other, potentially even worse flaws in the process are very slim. Plus, the people authorised to make the changes to the geneseed in the first place will generally be very reluctant to do so, since pretty much no one wants a repeat of the Cursed Founding. Least of all you guys, since turning you all into the Lamenters would basically consist of me treating any time you'd have to roll the dice as you automatically getting a critical failure.

As for the Schism, honestly, they'll likely find out sooner or later, but as long as you're reasonably doing your part to bring them to justice, it likely won't reflect too badly on you. The biggest irony of the Dark Angels is that the most trouble they'd get for the existence of The Fallen all stems from their attempts to cover it up. If they had outright said "Hey, half our legion turned to Chaos during the Heresy and we're doing everything we can to hunt them down" very few people would actually care all that much.
Ok, as a follow-up question, how likely is it for our secret history of schism be discovered by the inquisition? Also, if our numbers fall below 1000 can we climb back to 1300 or even to 1500?

Edit: if its too crippling, i might drop unstable geneseed and overstrength

Edit2: sorry, didnt see your reply, anyway, may drop the unstable Geneseed for Schism if its more manageable. Though its a black mark if it gets out. Luckily we are stealth experts
 
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Ok, as a follow-up question, how likely is it for our secret history of schism be discovered by the inquisition? Also, if our numbers fall below 1000 can we climb back to 1300 or even to 1500?

Edit: if its too crippling, i might drop unstable geneseed and overstrength

Edit2: sorry, didnt see your reply, anyway, may drop the unstable Geneseed for Schism if its more manageable. Though its a black mark if it gets out. Luckily we are stealth experts
The odds of the schism being discovered depends largely on a combonation of how obvious you go about hunting them down (Using Orbital Bombardment to take out a single cell of traitors is going to make people notice) and how long they remain active. On top of that, the chances of it being discovered start rising exponentially if you have Rival Chapter or Inquisitorial Enemy, because that means that you now have two powerful groups that both have you on their personal shit-lists, and who also have intimate knowledge about how Space Marines operate, be they traitors or otherwise. Having both of them selected alongside Schism more or less guarantees that they'll find out almost right away. That may sound harsh, but then again, that's because the drawbacks are not supposed to be something you can just get rid of easily, and I'm more than happy to have multiple drawbacks work in tandem with each other to fuck you over even more as a way to punish min-maxing drawbacks and bonuses. ;)

To answer your other question though, an Overstrength chapter can replenish it's ranks above 1000 if it wants, especially now that Guilliman's woken up since he's made revisions to the Codex Astartes that allow for companies that have over 100 marines in them. Having said that, you'll still need to deal with the crippling issues from having your recruitment slowed down by Unstable Geneseed if you take that drawback, and on top of that, if you get your chapter above 1,500 the Inquisition starts looking your way and making sure that you're actually doing your best to deal with Chaos and Xeno threats, and not just sitting on your ass trying to build your numbers up to a mini-legion.
 
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Basically, none of the Drawbacks are supposed to be easy to get rid of, with most of them designed to stick with you through the entire quest. I mean seriously, the Inquisitorial Enemy is probably the "easiest" drawback to deal with, and that still requires at a minimum getting help from anouther inquisitor to help deal with the political fallout while you try to track down a guy whose job requires him to be paranoid as fuck, and who will no doubt do everything in his nigh-unlimited power to evade you, calling on every ally he or she has. And if you don't have Inquisitorial Ally it'll be even harder, since even if you do kill the enemy Inquisitor, you'll now have to deal with just about everyone wondering why you just killed an agent of the emperor, unless you somehow manage to get an unspeakably paranoid person in a position where you can kill them without anyone finding out or wondering why they went missing. Good luck with that.
 
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The odds of the schism being discovered depends largely on a combonation of how obvious you go about hunting them down (Using Orbital Bombardment to take out a single cell of traitors is going to make people notice) and how long they remain active. On top of that, the chances of it being discovered start rising exponentially if you have Rival Chapter or Inquisitorial Enemy, because that means that you now have two powerful groups that both have you on their personal shit-lists, and who also have intimate knowledge about how Space Marines operate, be they traitors or otherwise. Having both of them selected alongside Schism more or less guarantees that they'll find out almost right away. That may sound harsh, but then again, that's because the drawbacks are not supposed to be something you can just get rid of easily, and I'm more than happy to have multiple drawbacks work in tandem with each other to fuck you over even more as a way to punish min-maxing drawbacks and bonuses. ;)

To answer your other question though, an Overstrength chapter can replenish it's ranks above 1000 if it wants, especially now that Guilliman's woken up since he's made revisions to the Codex Astartes that allow for companies that have over 100 marines in them. Having said that, you'll still need to deal with the crippling issues from having your recruitment slowed down by Unstable Geneseed if you take that drawback, and on top of that, if you get your chapter above 1,500 the Inquisition starts looking your way and making sure that you're actually doing your best to deal with Chaos and Xeno threats, and not just sitting on your ass trying to build your numbers up to a mini-legion.
Ok, thanks! Will stick with the Unstable Geneseed so that there won't be any doubts to our loyalty to the Imperium. Also, IC the overstrength can be written in due to our veterans being that hard to kill and we make sure that every one of us that survives the implantation and becoming a true battle brother stays among the living. Do we pick our rival chapter? Or is that random?
 
Ok, thanks! Will stick with the Unstable Geneseed so that there won't be any doubts to our loyalty to the Imperium. Also, IC the overstrength can be written in due to our veterans being that hard to kill and we make sure that every one of us that survives the implantation and becoming a true battle brother stays among the living. Do we pick our rival chapter? Or is that random?
No problem. Always happy to explain things.

For the Rival Chapter though, I'll be the one deciding what they're like, based on what works best as a contrast to your own chapter.
 
Since we have the bird motif, probably a mole-based chapter. Earth is the opposite of air right?
At the very least, it might cause me to make sure that their color scheme is more reliant on browns and other, earthy colors.

That reminds me. It's not really directed at you, since I already see you have a color scheme mentioned in your plan, but for everyone else, I heavily encourage you to include colors for your chapter in your plan, since I am planning on using the Army Painter in Dawn of War 1 to replicate what your chapter will look like, and then post a screenshot in one of the reserved posts.

You guys all have plenty of time though. I'm not even going to start thinking about calling the vote until either friday, or until this thread or the SB one reaches five pages. Whichever comes first.
 
Since we have the bird motif, probably a mole-based chapter. Earth is the opposite of air right?

Moles aren't exactly what you'd imagine a chapter naming themselves after unless one of those 40k Deathworld type animals. What about like boars/pigs or insectoids like the Red Scorpions for a different earth-theme creature?


Also added colours I was generally thinking as requested, but I'm open to change.
 
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