Loyalty is its own Reward (A Traitor Legion Chapter Master Quest)

Another thing we will be missing on out I remember people in tread wanting to give thrax a terminator armor and make him the captain of the first veteran company

Essentially him being our version of tyberos the Red wake
 
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So a few thinks that I would like to say

1. If we chose to turn the 10th into the veteran company that doesn't mean that well never have a first company, its just that it will be a regular battle company. Theres basically nothing stopping us from making the 1st company more focused on hard hitting later when we expand our vehicle pool and armory.

2. Our casuality rate is going to go down over time as we level up our chapter stats, remember we are a chapter thats not even 100 years old.

3. Most of our enemies can be easily dealt with by assasinating their leaders (orks, tyranids/genestealers, traitor uprisings) similar case with the traitor astartes, snipe out their leaders and then send in the rest of the regular marines to obliterate them (sidenote: we really should start producing more prototype armors)

4. Lastly I have a really strong feeling that only Milan knows how to make termie armor, so we're most likely not going to see them for the forseable future.
1. Is 1st going to be regular battle company or some heavy attack force? Can't have it both ways.

2. True, we are going to grow stronger. But same goes for our enemies. Tyranids proper are incoming and so is Badab War. In the aftermath of the latter Maelstrom is going to be a massive headache and while we are not quite next to it I still anticipate Red Corsair being a problem.

3. Orks I'll grant you, heretic militarum are a maybe but the rest? Tyranids do suffer from synaptic web being disrupted but generally it is not a one and done deal. You would have to chew through a lot of Synaptic creatures begore their loss take effect. Grnstealer cults suffer a lot from the loss of tbeir Patriarch... which is why tat bastard stays hidden as long as possible and it takes a lot of effort to find him. And a lot of firepower to kill him. Heretic Astartes meanwhile are a problem from 2 separate angles: 1 they are capable of maintaning chains of command, see Word bearers retreating from us in good order. 2 theiylr leaders tend to be badasses to match our best so I am dubious about our ability to just casually assassinate them.

4. Why are you so sure TA is Milan only?
 
Also, we didn't get Land Raiders from Smilnay, but we found it on Lezo's "scrapyard" (which caused Karark Zel "heresy-caused convulsions")
 
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Another thing we will be missing on out I remember people in tread wanting to give thrax a terminator armor and make him the captain of the first veteran company

Essentially him being our version of tyberos the Red wake

We can still do this, and give him terminator armor he just would t be leading a company of pure veterans and terminators. We can still give him terminator armor just there is nothing stopping us from doing that.
 
Another thing we will be missing on out I remember people in tread wanting to give thrax a terminator armor and make him the captain of the first veteran company

Essentially him being our version of tyberos the Red wake

I think he is actually bigger than tyberos if our first meeting with the angel's crusader is anything to go by.
 
I think you are mistaking me for someone else. The post you quoted was the first and only one I made after the update dropped.

The thing with veterans is that they are more then just dudes with better weapons. They are veterans, most skilled and exprienced members of the chapter. You can not compesate for the lack of skill with better equipment, especially so given our sharply limited ability to actually make new stuff (and Fuck you too, Smilnay and Milan)
That was more a general set of questions to the audience, and I addressed it to you because you were the most recent. As for the skill vs gear compensation; you're right, you can't do a straight 1-for-1 translation. There are hard limits to both.

Which is why we did this;

-Weapon Skill: 5 14/600
-Ballistic Skill: 4 228/500
-Strength: 4
-Toughness: 5 120/600
-Perception: 5 90/600
-Agility: 6 121/700
-Intelligence: 5 84/600
-Willpower: 5 397/600
-Fellowship: 4 360/500

That WS and BS used to be 2. That toughness was 4. Almost all the other stats were lower back during those high-casualty fights. We have more Techmarines, more Chaplains, more Apothecaries for the post-battle rolls than we did before. And even then, bad dice rolls were responsible for a portion of it.

We already took corrective actions against everything, except gear, that caused those casualties people are promoting as proof of a need for one or the other. Almost all the big campaigns you're quoting were a long time ago, both in game and IRL, and back then our skill was such shit that no quantity of equipment would have given us significantly better results.

But we fixed that.

And when the time comes to roll the dice, every single Veteran Squad we have is going to be better than that, because that's how the quest mechanics work. You want Veterans with more Weapon Skill and Agility for assaults? You're getting that regardless of 1st or 10th because 1st Company is split between Vanguard and Sternguard, while 10th is split between Sharpshooters and Vanguard.

A presence or lack of skill in any capacity is not what's being changed with this decision, because the organization of skill between melee or ranged in the elite company is the same.

So if skill is something that is addressed elsewhere outside this decision (which it is), then the difference between the two is gear, tactical preference, and numbers. The former is something neither 1st nor 10th is going to fix, the latter is changed by reassigning squads to theatres as desired, and the middle is just a question of which dice rolls the QM chooses to make when planning the campaigns in the background.

Since gear and numbers is something we fix outside of this decision, it comes down to which numbers do we want the QM rolling against most often. Those numbers should be our best numbers.
 
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I think he is actually bigger than tyberos if our first meeting with the angel's crusader is anything to go by.

He's not he is only just a little bigger then a terminator, Tyberos' power armor is modified with dreadnaught armor to give you a sense of scale, Tyberos would be about 2 to 4 feet taller then your standard terminator
 
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Since gear and numbers is something we fix outside of this decision, it comes down to which numbers do we want the QM rolling against most often. Those numbers should be our best numbers
That assumes that the only thing deciding which numbers are used is our choice. As opposed to the mission profile and enemy action being equally important. Quite frankly, my fear with elite scouts idea is that it flat out leaves with nothing that can contest enemy elites (like, say a terminator chaos lord with terminator retinue) in open combat. And yes, we absolutely would try and deal with such foes without having to engage them directly. That goes without saying. The problem is,the enemy has a say as well. We can not rely on steath always working,doubly so against the enemy's best.
 
Adhoc vote count started by RedWake on Oct 12, 2024 at 1:05 PM, finished with 225 posts and 63 votes.

  • [X] Plan: Elite Scouts, Filling out the Companies, and Paying back the Deathwatch
    -[X] Make an Elite 10th Company (Mutually exclusive with Create 1st Company) (100/100)
    -[X] Name Company Champions (7/7)
    -[X] Form Company Command Squads (30/30)
    -[X] Grant Companies Veteran Sergeants (60/60)
    -[X] Send Veterans to the Deathwatch (10/15)
    -[X] Lend Veterans to the Inquisition (8/40)
    –[X] Inquisitor Abraham Harker
    [X] Plan: Conventional Veteran Company, Filling out the Companies, and Paying back the Deathwatch
    -[X] Create 1st Company (Mutually exclusive with Elite 10th Company) (104/104)
    -[X] Name Company Champions (7/7)
    -[X] Form Company Command Squads (30/30)
    -[X] Grant Companies Veteran Sergeants (60/60)
    -[X] Send Veterans to the Deathwatch (14/15)
    [X] Plan Repaying Debts and Reaping Harvests
    -[X] Make an Elite 10th Company (Mutually exclusive with Create 1st Company) (100/100)
    -[X] Name Company Champions (7/7): All Companies receive a Champion
    -[X] Form Company Command Squads (30/30): All Companies receive a full Command Squad
    -[X] Grant Companies Veteran Sergeants (28/60): Split evenly between all Companies, attach to Command Squads as auxiliaries until we have enough to get a full suite of Veteran Sergeants.
    -[X] Send Veterans to the Deathwatch (10/15)
    --[X] All of them will be given suits of P-Corvus and Stalker Bolters.
    -[X] Lend Veterans to the Inquisition (20/40)
    –[X] 8 go to Harker and take P-Corvus suits with them, the remaining 12 will be sent out in groups of 4 in P-Corvus at Harker's discretion.
    -[X] Lend Veterans as Bodyguards to Notables across the Sector (30/20)
    –[X] 6 to Sector Lord Cartagena, 6 to Lord General Adolphus Tavisolta, 8 to whichever Navigator House helms the Mist Shrikes' ships.
    [X] Plan Eggs In Separate Baskets
    -[X] Create 1st Company (Mutually exclusive with Elite 10th Company) (104/104): 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)
    -[X] Name Company Champions (7/7): 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)
    -[X] Form Company Command Squads (30/30): 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)
    -[X] Grant Companies Veteran Sergeants (60/60): 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.)
    -[X] Send Veterans to the Deathwatch (8/15): 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.)
    -[X] Lend Veterans to the Inquisition (6/40): 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.)
    --[X] Harker
    [X] Plan: Elite Scouts, Filling out the Companies, and Paying back the Deathwatch
    -[X] Make an Elite 10th Company (Mutually exclusive with Create 1st Company) (100/100)
    -[X] Name Company Champions (7/7)
    -[X] Form Company Command Squads (30/30)
    -[X] Grant Companies Veteran Sergeants (60/60)
    -[X] Send Veterans to the Deathwatch (14/15)
    [X] Plan Repaying Debts Reaping Harvests but with a elite 1 Company
    -[X] Create 1st Company (Mutually exclusive with Elite 10th Company) (100/104)
    -[X] Name Company Champions (7/7): All Companies receive a Champion
    -[X] Form Company Command Squads (30/30): All Companies receive a full Command Squad
    -[X] Grant Companies Veteran Sergeants (28/60): Split evenly between all Companies, attach to Command Squads as auxiliaries until we have enough to get a full suite of Veteran Sergeants.
    -[X] Send Veterans to the Deathwatch (10/15)
    --[X] All of them will be given suits of P-Corvus and Stalker Bolters.
    -[X] Lend Veterans to the Inquisition (20/40)
    –[X] 8 go to Harker and take P-Corvus suits with them, the remaining 12 will be sent out in groups of 4 in P-Corvus at Harker's discretion.
    -[X] Lend Veterans as Bodyguards to Notables across the Sector (30/20)
    –[X] 6 to Sector Lord Cartagena, 6 to Lord General Adolphus Tavisolta, 8 to whichever Navigator House helms the Mist Shrikes' ships.
    [X] Plan Scattershot Salesmen
    -[X] Make an Elite 10th Company (Mutually exclusive with Create 1st Company) (33/100)
    -[X] Name Company Champions (7/7)
    -[X] Form Company Command Squads (30/30) - One Squad for All Companies
    -[X] Grant Companies Veteran Sergeants (60/60) - Maximum Veteran Sergeants for All Companies
    -[X] Send Veterans to the Deathwatch (15/15)
    --[X] All Deathwatch recruits will be given P-Corvus and Stalker Bolters, except for 3 who will have Plasma Guns
    -[X] Lend Veterans to the Inquisition (40/40)
    –[X] 15 go to Harker and take P-Corvus suits with them, the remaining 25 will be sent out in groups of 5 in P-Corvus at Harker's discretion.
    -[X] Lend Veterans as Bodyguards to Notables across the Sector (30/30)
    –[X] 10 each to Sector Lord Cartagena, Lord General Adolphus Tavisolta, and to whichever Navigator House helms the Mist Shrikes' ships.
    [X] Plan: Elite Scouts, Filling out the Companies, and paying back the Inquisition
    -[X] Plan Elites, Company's, Deathwatch, and Harker
    -[X] Make an Elite 10th Company (Mutually exclusive with Create 1st Company) (100/100): 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)
    -[X] Name Company Champions (7/7): 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)
    -[X] Form Company Command Squads (30/30): 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)
    -[X] Grant Companies Veteran Sergeants (60/60): 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.)
    -[X] Send Veterans to the Deathwatch (10/15): 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.)
    --[X] All brothers assigned to be assigned a suit of P-Corvus power armor and a Stalker Bolter
    -[X] Lend Veterans to the Inquisition (8/40): 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.)
    –[X] To be assigned to Inquisitor Harker to be used as his bodyguards and at his discretion
 
That fact that people are for a sharper scalpel when we already have plenty is killing me. What's we're lacking right now is a hammer when the scalpel isn't enough.
 
No his Terminator Armor is modified with Dreadnought armor just so it can fit him
Steam Workshop::warhammer-40000-warhammer-40k-tyberos-the-red-wake ...

To give you a sense of scale
Outer Dark
Tyberos, the Red Wake, Reaper Lord of the Void, Master of the Carcharodon Astra. Even seated, he seemed to dwarf those around him, utterly immovable, a vast, silent judge whose pronouncements were always final. The armour he wore was a Tactical Dreadnought pattern, but heavily modified to suit his stature. Dozens of brass bonding studs gleamed atop slab-plates of grey ceramite, layered over blocks of plasteel reinforced with rods of adamantium. A skull, the bone yellowing and ancient, dangled from a chain at the giant's waist, its eye sockets as dead and soulless as the black lenses of the Red Wake's boar-snouted helm. More terrible yet were the two great gauntlets he wore. Named Hunger and Slake, the ancient fists combined wicked power talons with twin-linked underbite chainblades. The carnage they could unleash had to be seen to be believed. The entire suit of ancient battleplate throbbed with the vast power necessary to keep its thick servo bundles active, and the very air around Sharr felt alive with the potency of the supreme predator seated before him.

Terminator Armour or Tactical Dreadnought Armour
There no actual quote that said he has Dreadnought armor in it only about how it modified because he's freakishly tall.
He stood apart from his brethren, alone, a dozen paces behind them. Even by the standards of the Adeptus Astartes the figure was a giant, standing a head above the rest.
 
Question. Gonna work on another omake related to some IT nerds and our favorite depressed box boy ex-sword champion. Can the grav cannon be mounted to the top of the dreadnought, then replace the arm sloth with another dreadnought scaled thunderclaw?

Edit: Checking stuff. Do we only have the one active dreadnought? Do we have any spares for people who fall in battle?
 
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