The Long Founding (Warhammer 40k)

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Point Limit and new purchas limit.
Ok I've heard the messaging and can't help but agree and have put up a 60 Point limit on how much toy guys can store.
Another idea would be increasing the price of some things, like extra training.
Done, they were clearly becoming 'always take' options to start with. Both extra training and equipement have had a price raise to 15.
 
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Ok I've heard the messaging and can't help but agree and have put up a 60 Point limit on how much toy guys can store.

Done, they were clearly becoming 'always take' options to start with. Both extra training and equipement have had a price raise to 15.
Ah, damn. I had just started reading this quest too. Hopefully this doesn't actually impede the questions too badly. The streak of successful chapters was fun to read.
 
Probably, but being able to understand the feelings and react to them and take their pain could of very likely made Angron one of the most Human Primarchs if it wasn't for the Nails. He also did lead a rag-tag group of slaves so it's not pushing too much.
Angron was the emperor's empathy, without the Nails he would be 100% be one of the more human primarchs, and if I remember right before they found Angron, the war hounds were one of the more approachable and honorable legions that could actually work with baseline humans
 
@undead frog My main concern with increasing the point cost is that it renders the Unique STCs even more redundant than they already are.
While they are interesting, they have never been chosen until now and with increased limits in what/how much we can buy combined with the simply superior utility of the Extras I can't see us buying them in the future either.
I mean the only STCs we have seriously discussed bying up till now are the Cauter Blades who are frankly invaluable against Nids and also extremely useful for Nurgle as well as the Latch Boots who have versatility plus they are the Cheapest at 10 points.
 
why not just increase the default number of training and Equipements picks and do away with the extra training and Equipements options ?
Totally agree.
Removing the options means we can longer simply buy Equipment or Training in bulk like what I have seen be discussed for the Shamed for example while also giving us a versatility that is simply neccessary considering all the different options in both categories.
A prime example being how many different vehicle options we have which we are unlikely to ever choose unless we can have multiple choices to make, only because we bought like 4 More Equipment which is not happening at 15 point cost.
Also there is no reason to ever waste a 15 point Extra Training on Law when there is Politics as far as I am concerned.
 
Totally agree.
Removing the options means we can longer simply buy Equipment or Training in bulk like what I have seen be discussed for the Shamed for example while also giving us a versatility that is simply neccessary considering all the different options in both categories.
A prime example being how many different vehicle options we have which we are unlikely to ever choose unless we can have multiple choices to make, only because we bought like 4 More Equipment which is not happening at 15 point cost.
Also there is no reason to ever waste a 15 point Extra Training on Law when there is Politics as far as I am concerned.
Or unlock more traitor geneseed we currently only have Alpha Legion, Iron Warrior, and Word Bearer geneseed unlocked
 
why not just increase the default number of training and Equipements picks and do away with the extra training and Equipements options ?
I strongly disagree.

Training and Equipment are the only things we really can truly control about the chapter. All of the traits are the result of random rolls on the various tables.

Which isn't to say random is bad, but if we really want a particular outcome then reducing Training and Equipment means we have fewer tools to make it happen.

Also, making a strongly mechanized chapter for Inedible goes from difficult to impossible if we only have one or two equipment picks.
 
Also, making a strongly mechanized chapter for Inedible goes from difficult to impossible if we only have one or two equipment picks.
No offence, but that's only a problem for people who want heavy mechanized Chapter, like you. For Inedible we will pick planets with this tag, and so, The Chapter will probably get traits from those planets that will make them good at fighting against Tyranids. So being strongly mechanized just isn't needed, unless you just want strongly mechanized Chapter for this request.

Thus, you have been tasked with creating a Chapter based on a homeworld that such a species would find supremely unpleasant to try and actually take, as a precautionary measure.
Goals: Base a Chapter on a homeworld with the (Indebile) tag.
 
Honestly if we are at 15 point cost per More Equipment I have no interest in a Mechanized Chapter considering just how split the Vehicle pool is.
Unique STC's
Sometimes you can use your connections to get a Chapter access to some… harder to acquire pieces of equipment. Unfortunately, the Forge Worlds you managed to get in touch with all made it quite clear they were only willing to do this once - each Chapter gets only one of these specialised tools, and they won't let you give it to a second Chapter afterwards. They simply can't afford the loss of prestige from their secrets becoming so widespread. Blasted politics, encouraging everyone to keep all their knowledge to themselves and making it so you have to rediscover it all from scratch when they inevitably perish...

[ ] Latch Boots: A superior counterpart to the regular mag-boots in Power Armour, these fascinating devices gives the Chapter's armor the ability to 'stick' itself onto any surface at will - letting the Astartes of the chapter fight on vertical surfaces, or even while upside down. 10 Points.

[ ] Cerberus Pattern Dreadnaught: A dreadnought intended to replicate and replace the power of the now unused Leviathan Siege Dreadnought. The design gets around the risk of killing its occupants by spreading the load out among three Astartes instead of one - thereby keeping the strain from overwhelming any one of them. Of course, that does come at the risk of the blasted thing needing three critically injured Space Marines to work together to get it moving, but that's still far superior to them occasionally dropping dead mid battle. 15 Points.

[ ] Power Chakram: An odd example of weapon design, the Power Chakram is nonetheless a lethal weapon, both in close range and to anyone foolish enough to be hit by its thrown form.

[ ] Cauter Blade: A specialized vibro blade of intense cutting power, which the Techpriest showing it to you theorizes was probably made for usage against regenerating creatures by the Ancients. When the Cauter Blade is active, the middle of the blade becomes superheated to the point that both sides of the wounds it creates are separately cauterized, keeping the wound from healing properly and making it far more difficult to reattach or regenerate lost limbs. It does, of course, come with the caveat that enemies struck with it face no fear of bleeding out whatsoever.

[ ] Crusher Pattern Dreadnought: A strange take on the traditional Dreadnought concept, where the lower half of the body has been replaced with treads. This makes the chassis incapable of fighting indoors (for one thing, it can be defeated by a single set of stairs), but in turn the upper half is even more heavily armored, possess greatly enhanced weapons packages for its limbs, and even has a pair of massive heavy weapons mounted on each shoulder.

[ ] Rover Pattern Dreadnaught: A Dreadnought model on wheels, the Rover Class is far faster than just about any other dreadnaught type, without being much more expensive than the standard Castraferrum Pattern dreadnought chassis. It does suffer in difficult terrain in comparison to the basic or Crusher dreadnaughts, however.

[ ] Excelsior Pattern Dreadnaughts: One of the most advanced dreadnought Patterns you've ever seen, though it is only about as strong as the Contemptor Dreadnought the Excelsior is equipped with powerful jets that allow it to rapidly propel itself forward, and a nerve intertwinement mechanic that actually lets the occupant feel physical touch through the dreadnought itself - something usually impossible, even for you. All without putting any additional strain on the pilot. 15 Points.
Starting with the Unique STCs of which I consider the Cauter Blades vital in fact.
[ ] Extra Assault Packs: The Chapter has a great number of Assault Packs, letting them retain a greater number of Assault Marines in each Company.

[ ] Heavy Weaponry: The Chapter is well supplied with heavy weaponry, and can field a larger proportion of Devastator squads.

[ ] Specialist Ammo: The Chapter has a ready source of specialized bolter rounds, letting them bring the best possible ammunition for any engagement.

[ ] Extra Rhinos: Though many would call them simple metal boxes, the Rhino is a capable transport and this Chapter has some to spare.

[ ] Extra Thunderhawks: The Chapter has access to additional Thunderhawks, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power.

[ ] Extra Dreadnaughts: The Chapter has more Dreadnought hulls than normal, letting it field more of the venerable ancients… if it has enough wounded veterans to pilot them, of course.
Our Unlocked More Equipment Options.
[ ] Extra Land Raiders: The Chapter is able to acquire more Land Raiders than normal, allowing them to more freely deploy the mighty IFV against their enemies. 10 Points per charge.

[ ] More Terminators: This Chapter has more sets of Terminator Armor than normal, meaning more of their veterans can use the famed heavy assault suits. 10 Points per charge.
One Time Modifiers.

And also the More Equipment Options we have yet to unlock, all of which will need extra expenditures to even become available.
[ ] Extra Land Speeders: The Chapter has access to extra Land Speeders of various Patterns, granting them a more capable fast attack force. 10 Points.

[ ] Extra Assault Bikes: The Chapter has access to more Assault Bikes than average, expanding their capability in hit and run tactics. 5 Points.

[ ] Extra Whirlwinds: This chapter has access to more Whirlwind artillery pieces than is average. 5 Points

[ ] Extra Vindicators: This chapter has greater access to the Vindicator piece than most. 5 Points

[ ] More Stalkers: The Chapter has additional platforms of the Stalker anti-aircraft vehicle. 5 Points

[ ] More Hunters: This chapter has additional examples of the Hunter heavy anti-aircraft vehicle. 5 Points

[ ] Extra Predators: The Chapter has access to more Predator Tanks, allowing them to engage in armored warfare with better facility. 5 Points.
 
Ok I've heard the messaging and can't help but agree and have put up a 60 Point limit on how much toy guys can store.

Done, they were clearly becoming 'always take' options to start with. Both extra training and equipement have had a price raise to 15.

Our success is giving us access to more and rarer resources should also be considered.

Also agreeing to certain things should give us access to the high-end stuff custom made to deal with those problems like anti chaos.
 
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