The Long Founding (Warhammer 40k)

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Let's do a mix of Salamanders and Iron Hands for our Bolter (-Tester) Bitches Chapter.
Again, if we want to mix geneseed, we need to buy secondary first to use it. We have none.

My biggest worry of the Iron warriors (I am an Iron warrior stan, I usually want to use them for everything) is that it induces intense paranoia, Which seems like a poor combination when combined with the fact that they will be given bolters of Random quality. Random Bolter quality seems like exactly the kind of thing that would trigger their paranoia constantly and hard against their entire logistics chain.
Again. The geneseed flaws aren't a sure thing. Might as well argue that we shouldn't use Iron Hands at all because "I hate Weakness!' and they will start bullying the Yuruld population. It's just as likely that the Iron Hands wouldn't roll this flaw and will be perfectly normal. The same is the case with Iron Warriors. Steel Champions were unlucky and because of that they see The Eye of Terror all the time, but this Chapter doesn't have to roll it. We can also roll Blood Angels without either Black Rage or Red Thirst, even if we have to get very lucky for that.

Also, paranoira, as someone else pointed out, might in-fact, be beneficial, with the Chapter Techmarines double-checking everything, and the Astartes Battle-Brothers always being ready for something to go wrong, and instead of going insane because of that, they will simply prepare themselves for such occasions and be ready to counter any misfortune or accident, making the Chapter better not worse.
 
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Okay, if we want to be hilarious...and given that bolters can be as useful as a club...I think it would make them very creative and thinking outside of the box.
Oh man, I just noticed that planet, thanks. I was thinking of White Scars as a Legion, but considering that both of my preferred planets right now are swampy, I'm not too sure it would work out well. I'll just put in the Raven Guard for now for guerilla warfare.

[] Plan: Smorgasbord of Test Subjects
-[] The Raven Guard:
-[] Wasteland: A world of constant war, both against the forces of Chaos and several Xenos of note to the Imperium such as the Orks and Eldar, the aptly named planet of Wasteland is routinely invaded by multiple hostile forces at the same time. It has never fallen, however - for these forces are usually at least as hostile to each other as they are to humanity. Oddly enough, despite the damage of the constant warfare, the local wildlife has proven remarkably hardy, and the planet is actually covered in swampland instead of the lifeless desert you would expect from somewhere with this many battles on it. You'd love to study them, but your augments report that your odds of having any free time this millenia remain exactly as they have been since the Heresy. Which is to say, 0.0000[infinitely repeating]0001%.
-[] 1 Charges of Potent Gene-Seed.
-[] 2 Charges of Adaptive Gene-Seed.

[] Plan: Shooting and Wrasslin'
-[] The Raven Guard:
-[] MizzurI: A swamp planet, populated by an extensive variety of crocodilian xenos species. The locals have taken to wrestling with them, and are expert marksmen… though they do have rather strange accents.
-[] 1 Charges of Potent Gene-Seed.
-[] 2 Charges of Adaptive Gene-Seed.
 
I think croc hunter planet is the way to go for the using a bolter as a bludgeon meme, heh. Jokes aside, an adaptability-based Chapter sounds like a good idea.
 
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[] Plan: Marksmen of Iron. Fenris edition
-[] The Iron Hands.
-[ ] Dugronk: A Feudal World located near Skaltland, and with a very similar culture overall, the land of Dugronk is mostly swamp interspersed with medieval castles. Of note, several remarkably intelligent but somewhat surly Ogryn tribes call this planet home. You wonder if you could take a look at them, you have been hoping to find a way to repair the genetic damage that leaves most Ogryn so simple minded... Bah, no time. (Fenris Region).
-[] 1 Charges of Potent Gene-Seed.
-[] 2 Charges of Adaptive Gene-Seed.
 
Why do people want the Yuruld II to be bullied by the feuding Forge Worlds? This is the perfect occasion to finally stop this stupid conflict and all we have to do is just choose this planet and leave other world for Chapter that are better suited for it.

Also, speaking of it, we really need to start producing non-request Chapters, we shouldn't be doing requests only but also Chapters purely for fun. It's much better to just make Chapter for Ninja/Samurai planet than forcing Chapter for a request on it.
 
I have been asking to place a chapter near fenris for a long time, i don't mind placing chapters outside solar after.

But i really want to try to save the SW apothecary so we may get the chance to play with SW geneseed. There is no much time left to do so, so i will support any plan that places a chapter near fenris till one is placed.
 
No-one has mentioned it, but this planet could also work:

[ ] Mururua: A planet that is effectively a single titanic salt desert, the people of Mururua are masters at making due little resources, and at dealing with the threat of being eaten by train-sized, carnivorous burrowing centipedes. (Ultramar Region).

Since they are masters of making due with little resources, they wouldn't mind shitty bolters only usable as clubs.
 
I'm actually considering either the Salamanders or the Blood Angels. The later for their Melee focus, and the former for their fame as blacksmiths, meaning they can better maintain and 'modify' any of the less effective designs.
 
[] Plan: Gator wrasslin marksmen of the swamps
-[] The Iron Hands.
-[ ] MizzurI: A swamp planet, populated by an extensive variety of crocodilian xenos species. The locals have taken to wrestling with them, and are expert marksmen… though they do have rather strange accents.
-[] 1 Charges of Potent Gene-Seed.
-[] 2 Charges of Adaptive Gene-Seed.
 
I'm actually considering either the Salamanders or the Blood Angels. The later for their Melee focus, and the former for their fame as blacksmiths, meaning they can better maintain and 'modify' any of the less effective designs.
Iron Warriors and Iron Hands also would be good for maintainance and modification of faulty patterns. And for Blood Angels...Ehh? We had Chapters roll melee mastery as a basic trait, neither of which were Blood Angels, also I don't think making a entire Chapter drilled for using shitty Bolters as clubs is good idea.

I get the description said that some Bolters are so bad that they can serve only as clubs, but that's the point. They awful and can only be used as clubs by virtue of being not good for anything else and being made from heavy metal. Having innovative Chapter would help with that, on top of improving already good or extremely good Bolters, instead of just creating Chapter that can use mediocre, improvised clubs as useful weapons.
 
[] Plan: Shrimp on the Barbie!
-[] The Salamanders:
-[] MizzurI: A swamp planet, populated by an extensive variety of crocodilian xenos species. The locals have taken to wrestling with them, and are expert marksmen… though they do have rather strange accents.
-[] 1 Charges of Potent Gene-Seed.
-[] 2 Charges of Adaptive Gene-Seed.
 
[X] Plan: Iron Gunners.
-[X] The Iron Warriors.
-[X] Yuruld II: An unfortunate planet stuck in between the feuding Forge Worlds of Yuruld I and Yuruld III, the world itself is a blasted wasteland full of wrecks from the constant skirmishing and occasional major war between it's two Forge World neighbors. This in turn has made the locals experts in both basic survival, and in making sure that neither of the two nearby Forge Worlds decide to crush them. You'd try to get I and III to stop wasting time killing each other, but that would require you to know what the problem even is. Bah.
-[X] 1 Charges of Potent Gene-Seed.
-[X] 2 Charges of Adaptive Gene-Seed.

[X] Plan: Marksmen of Iron.
-[X] The Iron Hands.
-[X] Yuruld II: An unfortunate planet stuck in between the feuding Forge Worlds of Yuruld I and Yuruld III, the world itself is a blasted wasteland full of wrecks from the constant skirmishing and occasional major war between it's two Forge World neighbors. This in turn has made the locals experts in both basic survival, and in making sure that neither of the two nearby Forge Worlds decide to crush them. You'd try to get I and III to stop wasting time killing each other, but that would require you to know what the problem even is. Bah.
-[X] 1 Charges of Potent Gene-Seed.
-[X] 2 Charges of Adaptive Gene-Seed.
 
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Considering how ignored the Iron Hands have been in the Quest, this may honestly be the only chance to create an IH Chapter for a long time.

(Since they have to content with the Iron Warriors and the Salamanders)
 
How about a iron warriors/ironn hands combination
[ ] Secondary Gene-Seed (Insert Legion Name): The key component for creating Chimeric Gene-Seed. You're honestly surprised Guiliman approved of this one - then again, you did hear him grumbling about some idiots who were suggesting mixing Night Lord and World Eater templates, so maybe he just wanted to make the concept your problem before somebody did something completely moronic. 25 Points for one charge, choose 1 legion to be the donor for the secondary Gene-Seed. Burn 1 charge and traits from the donor chapter are added for a roll, or a separate charge of potent gene-seed can be spent for a separate roll on the donor legion's trait list as well as an acquisition of the secondary legions 'base' traits.
Did we buy Secondary geneseed of either Legion? No? Well, then, unfortunately we can't do it. If we want to combine Legions geneseed, we need to think about it, before, we start choosing the Primary geneseed and the Chapter's homeworld.
 
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