That would be 11 Companies, and the Inquisition is not going to find that very Cash Money of you.
Fair. I'd counter by pointing out that, IIRC, Veterans aren't supposed to count against our numbers limit according to the Codex, and that there are other Chapters which go a lot further than 11, but we
are on comparatively thin ice. If it's absolutely unworkable, I can live without it.
I'll examine each option while I'm here.
-[] Name Company Champions (0/7): With a recently named Chapter Champion, you could name some other skilled battle-brothers as company champions. (Companies gain a Company Champion, which works similar to the Chapter Champion. In case you don't fill the cap, Write-in which Companies receive the Company Champions)
Eh. I'm not too fussed on this one - Champions are useful, since they free up our Captains from dueling enemy hero units so they can focus on commanding, but they aren't essential given how we fight.
-[] Form Company Command Squads (0/30): Your Captains tend to go where the fighting is thickest and the danger the greatest, their own command squads could keep them safe. (Companies gain a Company Command Squad, which works similar to the Honor Guard. Each Command Squad gets assigned a Chaplain, Apothecary and a Tehchmarine. In case you don't fill the cap, Write-in which Companies receive the Company Command Squads)
We need this. No buts. Not only will it reduce the odds of our Captains getting killed, but it also finally starts formalising the assignment of specialist officers to each company. No more picking names out of a hat to keep each deployment accompanied by the needed Marines,
and narratively making it so our Marines are actually able to adjust to each other's habits and reliably know who they're working with instead of us randomly throwing them together each turn. If a plan doesn't have this, I'm not voting for it.
-[] Grant Companies Veteran Sergeants (0/60): Your veterans are your most experienced marines, and their knowledge and leadership could prove invaluable to your younger brethren. (Companies Squad gains Veteran Sergeants which grant success bonuses to the squad they are assigned. In case you don't fill the cap, Write-in which Companies receive the Veteran Sergeant.)
Another one that's nice to have, but not vital. Veteran Sergeants are really more something we do when we've filled up our other positions and have Veterans to spare, not the first posts to fill.
-[] Send Veterans to the Deathwatch (0/10): The Deathwatch is ever hungry for veterans, and facing all the dangers the Xenos have to offer will benefit your marines (You send Marines to the Deathwatch, which will improve relations. Marines sent will be unavailable for a random number of turns, and they might during service, but when they return they might do so with improved equipment or even as notables.)
We've had good relations with the Deathwatch thus far, and I'd like that to stay the case in future. Additionally, having a few Deathwatch personnel among our ranks will give us a vast amount of institutional knowledge on dealing with alien opponents, which is useful.
-[] Lend Veterans to the Inquisition (0/20): While the Inquisitors tend to conduct a significant part of their labor with discretion and subtlety, there is always a moment in which they need overwhelming force. (Put Marines at the disposal of the Inquisitorial Conclave, Will improve relations with some Inquisitors, and allow you to keep an eye on them.)
The local Inquisition has thus far proved itself to not be an active detriment to the rest of the Sector. That doesn't mean I trust them enough to give them two full squads. I
do, on the other hand, trust our brothers to react appropriately if ordered to do something idiotic.
-[] Lend Veterans as Bodyguards to Notables across the Sector (0/10-20): An Astartes Honor Guard will not only deter all but the most fanatical of assassins, but it also serve as a sign of prestige. (Put a Squad at the disposal of Notables of the Aetelian Sector, Will improve relations with those selected, and allow you to keep an eye on them.)
I can think of a few people, the Lord Sector among them, I'd really rather not get assassinated. If we have anyone spare, we could do far worse than protecting our allies.
-[] Create 1st Company (Mutually exclusive with Elite 10th Company) (0/104): Following the traditional structure of the Codex Astartes, assign your veterans to the 1st Company of the Chapter. (Will trigger Company Captain Sub-vote if chosen. Veterans will be divided into Sternguard and Vanguard Veterans. Future Terminator Squads will be automatically assigned to this company)
-[] Make an Elite 10th Company (Mutually exclusive with Create 1st Company) (0/100): You´ve already diverged from the Codex by not assigning your rookies to the 10th Company, take it a step further by making the 10th Company your elite force. (Captain Secutor will maintain his post unless you reassign him. Veterans will be divided into Sharpshooter Scouts and Vanguard Scouts, Future Terminator Squads will be spread amidst the Battle Companies)
I feel like having our reconnaissance and assassination specialists and our best fighters and most experienced soldiers be the same people is a Bad Idea, so I'll be voting for a standard 1st Company