Bulwark Against The Terror (Warhammer 40k Chapter Master Quest)

Bulwark Against The Terror (Warhammer 40k Chapter Master Quest)
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The year is 030.M42, and the Imperium is still standing.

Barely, but it is standing.

Time and time again in the last thirty years the Imperium has come to the brink, but by the grace of the Emperor it has clawed back from the abyss each time.

Cadia, forever shall her sacrifice be remembered, has fallen. Annihilated by the hulk of the Blackstone Fortress crashing onto it, nothing but a lifeless, volcanic rock remains of the once mighty bastion of Imperial power, and the foul forces of Chaos pass freely through the Cadian Gate.

More and more Hive Fleets approach the galaxy, and though the eternal meatgrinder of Octarius has kept their greatest number occupied, a thousand Splinter Fleets ravage the Ultima Segmentum. Of Baal there is no word, for the Shadow shrouds all, the last transmission out of the system being that of Dante leading an Angelic Host of Blood Angels and their successors against the numberless hordes of the great Leviathan.

Orks are on the move in numbers never before seen, and the mighty Warboss Ghazghkull has been spotted in each of the five Segmentums, whipping nascent Waaaghs into full gear.

Even the undying Legions of the Necrons are arising, and reclaiming their long-lost empires. Imotekh the Stormlord rules over large swathes of the Segmentum Ultima, and there are whispers of a ruler even greater than he returning from the depths of aeons.

But the realms of the Emperor are vast, and His armies mighty. Entire Sectors have been stripped bare of defences, their populations either conscripted en-masse or tithed to the point of starvation. The Adepts of Mars have tapped into their deepest wells of knowledge, unleashing techno-arcana not seen since the days of the Heresy. Even the Adeptus Custodes, the eternal sentinels of Terra, have been spotted leaving the Throneworld in their thousands to bolster faltering frontlines.

And through unimaginable sacrifice and heroism, the Imperium stands.

Armageddon is in imperial hands once more, the Orks relegated to ever-smaller warbands marauding across the ash wastes. Cadian Gate may have been lost, but already the Arch-Enemy has begun to fracture and a defensive cordon has been established across Segmentum Obscurus, the 13th Black Crusade ground down into a bloody standstill.

Counterattacks all across the galaxy have seen the Xenos and the Heretics held at bay, and though swathes of territory have been forced to be abandoned as indefensible, the Imperium stands now in a position to consolidate its position, to secure its flanks and strike back.

To such an end, the 27th Founding has been declared. Over a hundred Chapters have gone extinct in the last hundred years alone, and those that survive are badly understrength. New blood is needed to bolster the Imperium's premier fighting force.

And that task falls to you. You are one of the newly-elevated Chapter Masters, a veteran of your bloodline and a savant of warfare, now given the duty of raising a new brotherhood to fulfill His will.
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Chapter Info, Chapter Creation Part 1

Blackout

Fed By Comments
Location
Who knows?
Name: Steel Dragons
Colours:

Symbol:

Founding: 27th (030.M42)
Progenitor: Salamanders
Homeworld: Armageddon

Traits:
-Sons of the Forge: Craftsmanship comes to the Sons of Vulkan naturally, the heat of the forge and the striking of the anvil etched into their souls. [Bonuses to Forge actions.]
-Legacy of Vulkan: The Eighteenth Primarch bade his sons to protect the common man of the Imperium. And for ten thousand years, they have fulfilled this duty, no matter the cost to themselves. [Bonus to diplomatic actions with the common mortals of the Imperium. Increased casualties in battle, locks certain options and actions.]
-Genetic Instability: The gene-seed of the Salamanders is unusually prone to mutation and divergences. [Chance of Mutation: Moderate.]

Relationships:
Greater Imperial Relations
Adeptus Mechanicus: Good
Administratum: Bad
Ecclesiarchy: Neutral
Imperial Guard: Suspect
Imperial Navy: Suspect
Ordo Xenos: Neutral+
Ordo Hereticus: Neutral
Ordo Malleus: Neutral
Adeptus Astra Telepathica: Neutral
Segmentum Ultima Command: Good
Segmentum Solar Command: Suspect
Adeptus Custodes: Neutral+

Individual Imperial Relations:

Space Wolves: Neutral
Dark Angels: Suspect
Blood Angels: Good
Imperial Fists: Neutral
Ultramarines: Neutral
Raven Guard: Neutral
Iron Hands: Neutral
Salamanders: Exalted

Armageddon Common Populace: Exalted
Armageddon Nobility: Honoured
Armageddon Defence Forces: Suspect
-Lord-General Vladimir Raukov: Hated

Armageddon Sector Command: Liked
-Sector Governor Amadeus Parol: Honoured
Battlefleet Armageddon: Liked
-Lord-Admiral Ishmael Kuzmathoff: Suspect

Forge World of Voss-Prime: Good+
-Archmagos Dominus Kartos Vahn: Liked-

Despised<Hated<Bad<Suspect<Neutral<Good<Liked<Honored<Exalted

Chapter Master N'Varr

Traits:
-Calm: This one does not easily lose his cool. Bonus to resisting mental conditions.
-Master Diplomat: Talented in making others see his viewpoint. Bonuses to diplomatic actions.
-Logistical Genius: Has an eye for organization, and the flow of supplies and manpower. Bonuses to administrative actions.
-Fleetmaster: Gifted in void warfare and in leading fleets into battle. Bonuses to naval combat actions.
-Inexperienced: This one is yet to be truly tested upon the anvil of war. Penalties to command actions and personal combat.

Wargear:
-Hammer of Salvation (Relic Heavy Thunder Hammer)
-Urokarr's Mantle (Hide of an Elder Firedrake, provides additional protection)
-Burning Halo (Relic Iron Halo that repels attacks with bursts of fire)
-Artificer Power Armour
-Master-Crafted Inferno Pistol
-Master-Crafted Hand Flamer

Master of the Forge Kor'Hadron

Traits:
-Enginesmith: Skilled with the principles of thrust and velocity, plasma reactor and void-hardening, this one has a talent for building and repairing craft of all sizes and shapes, from antigrav skimmers to warships. Provides a bonus to repairing and maintaining aircraft and voidships.
-Machine Ascendant: Devoted belief in the Omnissiah often has a way of producing mindsets that seem alien to outsiders. Provides a personal defensive boost and a bonus to diplomacy with Adeptus Mechanicus, and a penalty with everyone else.

Wargear:
Artificer Armour
Omnissian Axe
Master-Crafted Combi-Melta
Servo-Array

Junior Techmarine Ve'Nir (Artificer Armour, Omnissian Axe, Master-Crafted Storm Bolter, Servo-Arm)
Junior Techmarine Har'Stan (Artificer Armour, Omnissian Axe, Master-Crafted Combi-Plasma, Servo-Arm)
Junior Techmarine Zen'Tal (Artificer Armour, Omnissian Axe, Master-Crafted Storm Bolter, Servo-Arm)
Junior Techmarine Akadar Praetatone (Artificer Armour, Omnissian Axe, Master-Crafted Combi-Flamer, Servo-Arm)

(Stationing Techmarines at the Armoury allows them to assist in production of wargear and grants a chance to create Relics each turn. Assigning Techmarines to Companies increases combat effectiveness and reduces maintenance costs.)

Standard Issue Wargear:
Tactical: Boltgun, Combat Knife, Bolt Pistol, Frag Grenades, Mark VII Power Armour
Assault: Chainsword, Bolt Pistol, Frag Grenades, Krak Grenades, Mark VII Power Armour, Jump Pack
Devastator: Missile Launcher, Combat Knife, Bolt Pistol, Frag Grenades, Krak Grenades, Mark VII Power Armour

Chapter Armoury:
x1 Castraferrum-Pattern Dreadnought Chassis
x8 Land Speeders
x1 Razorback
x2 Xiphon-Pattern Interceptor
x1 Grav-Cannon
x4 Fire Raptor Gunship
x3 Flamer
x2 Meltagun
x4 Plasma Cannon
x2 Combi-Plasmas
x3 Power Fists

Damaged Equipment:
x3 Rhino Transport (25FC/Each to repair)
x1 Razorback (25FC to repair)
x2 Predator Destructor (50FC/Each to repair)
x1 Thunderhawk Gunship (100FC 50FC to repair due to Kor'Hadron's Traits)
x6 Tartaros-Pattern Terminator Armour (25 FC/suit to repair)
x33 Corvus-Pattern Power Armour (10 FC/suit to repair)

Relics:
-Relic Achilles-Pattern Land Raider Scipio's Respite, with a bonus to Machine Spirit operation and crew survival.
-Relic Plasma Shotgun Radiant Flare, combines the firepower of a Plasma Cannon with the weight and handling of a Plasma Gun, at the expense of being shorter-ranged than either.

Chief Librarian Va'Sor

Traits:
-Enigmatic: Mysterious and closed off even to his brethren, this one does not reveal his thoughts and secrets easily. Penalty to diplomacy, bonus against read and analyzed.
-Boneseer: This one has a talent for foresight and precognition, harnessed through the ancient mystic traditions of Nocturne. Provides a chance to receive advance warning of threats on the rise, or other foreknowledge of events yet to come.

Wargear:
Artificer Armour
Psychic Hood
Master-Crafted Force Staff
Master-Crafted Storm Bolter

(Stationing Librarians at the Librarius increases chance of finding relevant information when needed, and boosts astropathic communications. Assigning Librarians to Companies provides a versatile combat bonus.)

Master of Sanctity Elysoth

Traits:
-Critical: This one does not hold back on offering criticism regardless of whether it's wanted, even if it is true. Especially if it's true. Penalty to diplomacy, but may offer advice or insights that would otherwise go unsaid.
-Fiery Orator: This one is skilled in getting his point across, whether that be during a sermon in the Reclusiam or on the battlefield. Bonus to inspiring morale and teaching.
-Traditionalist: Holds to the core values of the Eighteenth Legion and the teachings of Vulkan above all else.

Wargear:
Artificer Armour
Rosarius
Crozius Arcanum
Master-Crafted Combi-Flamer

(Stationing Chaplains at the Reclusiam improves Chapter's spiritual health and forestalls internal issues. Assigning Chaplains to Companies provides a morale and combat bonus.)

Chief Apothecary Fal'On

Traits:
-Sarcastic: An irreverent joke or a cynical remark can go a long way, or they might . Provides a bonus to diplomacy with certain individuals, and penalty with others.
-Compassionate: Even among the Salamanders, this one possesses exceptional empathy for the suffering of others, no matter who they may be.

Wargear:
Artificer Armour
Relic Narthecium Sunset, with a bonus to gene-seed recovery and preservation on the battlefield.
Master-Crafted Power Axe
Master-Crafted Storm Bolter

Junior Apothecary Navath (Artificer Armour, Narthecium, Master-Crafted Power Sword, Master-Crafted Combi-Plasma)

500 Steel Dragons Gene-seed

103 Twilight Crows Gene-seed

(Stationing Apothecaries at the Apothecarion improves recruitment rate and reduces chance of gene-seed degradation. Assigning Apothecaries to Companies reduces casualties and increases gene-seed recovery rate.)

-Captain: None

Command Squad 1-0 Strength: 0/10

-Champion: None
-Ancient: None
-Techmarine: None
-Librarian: None
-Chaplain: None
-Apothecary: None
-Company Veterans: 0/4

Company Strength: 0/120

Company Notables:

Company Armoury:

Captain: Pra'Tar, Master of the Watch

Traits:
-Anvil of Strength: Vulkan was renowned as the strongest of the Primarchs, and his genetic heritage lends this son of Nocturne great physical might.
-Inspirational Warrior: Through deeds and words, this one exalts his comrades to ever greater glories. Provides a morale bonus to those fighting alongside him, and a boost to diplomacy.
-Boisterous: Loud and full of enthusiasm, this one does not hide their thoughts or deeds.

Wargear:
Artificer Armour
Jump Pack
Master-Crafted Power Sword
Master-Crafted Storm Bolter

Command Squad 2-0 Strength: 1/10
-Champion: None
-Ancient: None
-Techmarine: None
-Librarian: None
-Chaplain: None
-Apothecary: Junior Apothecary Ikreus (Artificer Armour, Narthecium, Master-Crafted Power Sword, Master-Crafted Storm Bolter)
-Company Veterans: 0/4

Company Strength: 71/120
7x Tactical Squads (2-1, 2-2, 2-3, 2-4, 2-5, 2-6, 2-7), 2x Assault Squads (2-8, 2-9), 3x Devastator Squads (2-10, 2-11, 2-12)

Company Notables:

Company Armoury:
Artificer Armour
Master-Crafted Combi-Melta
Master-Crafted Combi-Plasma
Master-Crafted Combi-Flamer
Master-Crafted Power Maul
Master-Crafted Power Axe
Master-Crafted Storm Shield
2x Master-Crafted Thunder Hammer
1x Heavy Bolter
1x Heavy Flamer
1x Meltagun
1x Power Fist
1x Plasma Gun
2x Lightning Claws

Captain: Xiaphian Mox, Master of the Arsenal

Traits:
-Tactical Genius: This one executes deadly and decisive strategies on the battlefield, and can direct his troops flawlessly even in the maelstrom of battle. Bonus to battlefield command.
-Cynical: One cannot be disappointed if they always expect the worst. Bonus to seeing through feints, traps and other deceptions, but a penalty to morale and diplomacy.

Wargear:
Artificer Armour
Master-Crafted Thunder Hammer
Master-Crafted Storm Shield

Command Squad 3-0 Strength: 0/10
-Champion: None
-Ancient: None
-Techmarine: None
-Librarian: None
-Chaplain: None
-Apothecary: None
-Company Veterans: 0/4

Company Strength: 70/120
7x Tactical Squads (3-1, 3-2, 3-3, 3-4, 3-5, 3-6, 3-7), 2x Assault Squads (3-8, 3-9), 3x Devastator Squads (3-10, 3-11, 3-12)

Company Notables:

Company Armoury:
Artificer Armour
Master-Crafted Combi-Melta
Master-Crafted Combi-Plasma
Master-Crafted Combi-Flamer
Master-Crafted Power Maul
Master-Crafted Power Axe
2x Master-Crafted Storm Shield
Master-Crafted Thunder Hammer
1x Heavy Bolter
1x Heavy Flamer
1x Meltagun
1x Power Fist
1x Plasma Gun
2x Lightning Claws

Captain: Gargidemi, Master of the Fleet

Traits:
-Destructive Zeal: The fires of Nocturne burn brightly in this one. Bonus to command when collateral damage is not a concern.
-Lord of the Burning Skies: Even the greatest of Space Marines cannot win a battle if he cannot reach it. Bonus to offensive void/aerial combat operations.
-Aggressive: The best defense is a good offense. Bonus to offensive operations, penalty to defensive.

Wargear:
Artificer Armour
Master-Crafted Power Axe
Master-Crafted Combi-Plasma

Command Squad 4-0 Strength: 0/10
-Champion: None
-Ancient: None
-Techmarine: None
-Librarian: None
-Chaplain: None
-Apothecary: None
-Company Veterans: 0/4

Company Strength: 71/120
7x Tactical Squads (4-1, 4-2, 4-3, 4-4, 4-5, 4-6, 4-7), 2x Assault Squads (4-8, 4-9), 3x Devastator Squads (4-10, 4-11, 4-12)

Company Notables:

Company Armoury:
Master-Crafted Combi-Melta
Master-Crafted Combi-Plasma
Master-Crafted Combi-Flamer
Master-Crafted Power Maul
Master-Crafted Power Axe
Master-Crafted Power Sword
Master-Crafted Storm Shield
Master-Crafted Thunder Hammer
1x Heavy Bolter
4x Heavy Flamer
1x Meltagun
1x Power Fist
1x Plasma Gun
2x Lightning Claws

Captain: Pyrion Zeon, Master of the Rites

Traits:
-Disciplinarian: This one does not tolerate idle hands or lapses of judgement. Penalty to morale for those under his command, but also a boost to battlefield command.
-Student of History: This warrior's knowledge of historic victories and defeats allows him to perceive the flow of battle unerringly, but ancient wisdom cannot always be applied. Bonus to battlefield command, but a penalty to adapting to unforeseen circumstances.

Wargear:
Artificer Armour
Master-Crafted Thunder Hammer
Master-Crafted Combi-Melta

Command Squad 5-0 Strength: 0/10
-Champion: None
-Ancient: None
-Techmarine: None
-Librarian: None
-Chaplain: None
-Apothecary: None
-Company Veterans: 0/4

Company Strength: 64/120 (5 wounded)
7x Tactical Squads (5-1, 5-2, 5-3, 5-4, 5-5, 5-6, 5-7), 2x Assault Squads (5-8, 5-9), 3x Devastator Squads (5-10, 5-11, 5-12)

Company Notables:

Company Armoury:
Master-Crafted Combi-Melta
Master-Crafted Combi-Plasma
Master-Crafted Combi-Flamer
Master-Crafted Power Maul
2x Master-Crafted Power Axe
Master-Crafted Storm Shield
Master-Crafted Thunder Hammer
1x Heavy Bolter
1x Heavy Flamer
1x Meltagun
1x Power Fist
4x Razorback
1x Plasma Gun
2x Lightning Claws

Captain: Zo'Tal, Master of Arms

Traits:
-Bladelord: A veteran of the duel, a peerless swordsman and an exquisite example of fighting form. Those who lock swords with this one do so at their peril. Bonus to personal combat.
-Stoic: Quiet and impassive, this one rarely shows emotion or reaction.

Wargear:
Artificer Armour
Sunfang, Relic Drakeblade
Master-Crafted Power Sword
Master-Crafted Combi-Plasma

Command Squad 6-0 Strength: 0/10
-Champion: None
-Ancient: None
-Techmarine: None
-Librarian: None
-Chaplain: None
-Apothecary: None
-Company Veterans: 0/4

Company Strength: 69/120
7x Tactical Squads (6-1, 6-2, 6-3, 6-4, 6-5, 6-6, 6-7), 2x Assault Squads (6-8, 6-9), 3x Devastator Squads (6-10, 6-11, 6-12)

Company Notables:

Company Armoury:
Master-Crafted Combi-Melta
Master-Crafted Combi-Plasma
Master-Crafted Combi-Flamer
Master-Crafted Storm Bolter
Master-Crafted Power Maul
Master-Crafted Power Axe
Master-Crafted Power Sword
Master-Crafted Storm Shield
Master-Crafted Thunder Hammer
1x Heavy Bolter
1x Heavy Flamer
1x Meltagun
1x Power Fist
1x Plasma Gun
2x Lightning Claws

Captain: Drukeus Ado, Master of the Marches

Traits:
-Dependable: This one can always be counted upon to do their part, but rarely more. Reduced chance of critical success and critical failure.
-Versatile: Having fought in countless battlefield roles and conditions, this one can adapt to be whatever the situation calls for. Bonus to adapting to new circumstances.

Wargear
Artificer Armour
Master-Crafted Power Maul
Master-Crafted Storm Bolter

Command Squad 7-0 Strength: 1/10
-Champion: None
-Ancient: None
-Techmarine: None
-Librarian: None
-Chaplain: None
-Apothecary: Junior Apothecary Tho'Var (Artificer Armour, Narthecium, Master-Crafted Power Maul, Master-Crafted Combi-Melta)
-Company Veterans: 0/4

Company Strength: 69/120
8x Tactical Squads (7-1, 7-2, 7-3, 7-4, 7-5, 7-6, 7-7, 7-8), 4x Devastator Squads (7-9, 7-10, 7-11, 7-12)

Company Notables:

Company Armoury:
Master-Crafted Combi-Melta
Master-Crafted Combi-Flamer
Master-Crafted Storm Bolter
Master-Crafted Power Maul
Master-Crafted Power Axe
Master-Crafted Power Sword
Master-Crafted Storm Shield
Master-Crafted Thunder Hammer
1x Heavy Bolter
1x Heavy Flamer
1x Plasma Gun

Captain: Kar'Thelar, Master of the Relics

Traits:
-Inexperienced: This one is yet to be truly tested upon the anvil of war. Penalties to command actions and personal combat.
-Idealistic: Genuine belief in that one can make a difference in this galaxy combined with a need to prove oneself has a way of motivating a warrior. Bonus to morale.
-Stubborn Defiance: Sometimes, victory means simply never giving up. This one can keep fighting through wounds that would have killed most others, and inspire his warriors to do the same.

Wargear:
Artificer Armour
Master-Crafted Power Sword
Master-Crafted Storm Shield

Command Squad 8-0 Strength: 0/10
-Champion: None
-Ancient: None
-Techmarine: None
-Librarian: None
-Chaplain: None
-Apothecary: None
-Company Veterans: 0/4

Company Strength: 70/120
4x Tactical Squads (8-1, 8-2, 8-3, 8-4), 8x Devastator Squads (8-5, 8-6, 8-7, 8-8, 8-9, 8-10, 8-11, 8-12)

Company Notables:

Company Armoury:
Master-Crafted Combi-Melta
Master-Crafted Combi-Flamer
Master-Crafted Storm Bolter
Master-Crafted Power Maul
Master-Crafted Power Axe
Master-Crafted Power Sword
Master-Crafted Storm Shield
Master-Crafted Thunder Hammer
4x Heavy Bolters
1x Heavy Flamer
1x Meltagun
1x Plasma Gun

Captain: Tul'Ra Helion, Master of Recruits

Traits:
-Indomitable: Once you've fought and killed just about everything the galaxy has to throw at you, its dangers and horrors start to lose their effect on you. Bonus to morale anto resisting mental effects and conditions.
-Analytical: Centuries of experience combined with an eye for detail make for invaluable tools for any commander. Bonus to assessing the situation and predicting enemy actions.
-Grizzled Survivor: For a Space Marine to grow old, they must by necessity have a talent for surviving against all odds. Bonus to personal survival.
-Unconventional: In war, there is no such thing as honour. Only success and failure. This one does not shy from whatever means will bring about the former.

Wargear:
Scout Armour
Camo-Cloak
Master-Crafted Sniper Rifle
Bolt Pistol
Chiptooth, Master-Crafted Power Sword
Master-Crafted Combi-Plasma

Command Squad 9-0 Strength: 0/10
-Champion: None
-Ancient: None
-Techmarine: None
-Librarian: None
-Chaplain: None
-Apothecary: None
-Company Veterans: 0/4

Company Strength: 8

x8 Scout Sergeants

Company Notables:

Company Armoury:

Infernus-class Battleship Voidflame (Chapter Flagship)
-Thunderhawks 12/36 (10x Gunship, 2x Transporter)
-Gladius Frigate Squadron 4/4

Strike Cruiser Forge Sentinel
-Thunderhawks 5/12 (4x Gunship, 1x Transporter)
-Gladius Frigate Squadron 4/4

Strike Cruiser Hammer of Light
-Thunderhawks 5/12 (4x Gunship, 1x Transporter)
-Gladius Frigate Squadron 4/4

Strike Cruiser Fidelitas Mallus
-Thunderhawks 5/12 (4x Gunship, 1x Transporter)
-Gladius Frigate Squadron 4/4

Strike Cruiser Harbinger of Fire
-Thunderhawks 5/12 (4x Gunship, 1x Transporter)
-Gladius Frigate Squadron 4/4

Strike Cruiser Ignis Aeterna
-Thunderhawks 5/12 (4x Gunship, 1x Transporter)
-Gladius Frigate Squadron 4/4

Mount Heartflame
-Fortification: Level 5
-Expanded Armoury



The year is 030.M42, and the Imperium is still standing.

Barely, but it is standing.

Time and time again in the last thirty years the Imperium has come to the brink, but by the grace of the Emperor it has clawed back from the abyss each time.

Cadia, forever shall her sacrifice be remembered, has fallen. Annihilated by the hulk of the Blackstone Fortress crashing onto it, nothing but a lifeless, volcanic rock remains of the once mighty bastion of Imperial power, and the foul forces of Chaos pass freely through the Cadian Gate.

More and more Hive Fleets approach the galaxy, and though the eternal meatgrinder of Octarius has kept their greatest number occupied, a thousand Splinter Fleets ravage the Ultima Segmentum. Of Baal there is no word, for the Shadow shrouds all, the last transmission out of the system being that of Dante leading an Angelic Host of Blood Angels and their successors against the numberless hordes of the great Leviathan.

Orks are on the move in numbers never before seen, and the mighty Warboss Ghazghkull has been spotted in each of the five Segmentums, whipping nascent Waaaghs into full gear.

Even the undying Legions of the Necrons are arising, and reclaiming their long-lost empires. Imotekh the Stormlord rules over large swathes of the Segmentum Ultima, and there are whispers of a ruler even greater than he returning from the depths of aeons.

But the realms of the Emperor are vast, and His armies mighty. Entire Sectors have been stripped bare of defences, their populations either conscripted en-masse or tithed to the point of starvation. The Adepts of Mars have tapped into their deepest wells of knowledge, unleashing techno-arcana not seen since the days of the Heresy. Even the Adeptus Custodes, the eternal sentinels of Terra, have been spotted leaving the Throneworld in their thousands to bolster faltering frontlines.

And through unimaginable sacrifice and heroism, the Imperium stands.

Armageddon is in imperial hands once more, the Orks relegated to ever-smaller warbands marauding across the ash wastes. Cadian Gate may have been lost, but already the Arch-Enemy has begun to fracture and a defensive cordon has been established across Segmentum Obscurus, the 13th Black Crusade ground down into a bloody standstill.

Counterattacks all across the galaxy have seen the Xenos and the Heretics held at bay, and though swathes of territory have been forced to be abandoned as indefensible, the Imperium stands now in a position to consolidate its position, to secure its flanks and strike back.

To such an end, the 27th Founding has been declared. Over a hundred Chapters have gone extinct in the last hundred years alone, and those that survive are badly understrength. New blood is needed to bolster the Imperium's premier fighting force.

And that task falls to you. You are one of the newly-elevated Chapter Masters, a veteran of your bloodline and a savant of warfare, now given the duty of raising a new brotherhood to fulfill His will.

But from whence does your Chapter hail?

Select the bloodline of your new Chapter. This will greatly impact the direction of your new Chapter and the options available to you, though you may gain additional traits or modify or even remove existing ones via later choices in the Chapter generation process, when picking your new Chapter Master, Homeworld, and the boons that your Parent Chapter and/or the High Lords bestow upon your nascent brotherhood. For an example if you pick Dark Angels you will later get the option to play as a radical who's not part of the Unforgiven, or if you pick Imperial Fists you can select to be a descendant of the Black Templars instead of the First Founding Chapter. Also, Blood Angels are not available.


[] I Dark Angels
The Sons of the Lion are mysterious and aloof, but their record in warfare is matched by few and exceeded by none. You are of the Unforgiven, a secret brotherhood that seeks to stamp out an ancient shame by any means necessary.
-Unforgiven: To be one of the Sons of the Lion is to be part of a Legion in all but the name. The Supreme Grand Master gives the order, and you obey. [As long as you remain Unforgiven, you are honorbound to hunt the Fallen above all else and answer the missives of the Dark Angels, but start at Honoured relationship with fellow Unforgiven. Gain additional veteran personnel to form the Deathwing and Ravenwing.]
-Mysterious: You are well versed in secrecy, but it leaves you with precious little allies outside your own bloodline. [Bonuses to Intrigue actions, but penalties to Diplomatic actions and relationships with certain factions start at Suspicious.]


[] V White Scars
The Sons of the Great Khan have never been numerous, and often have a way of going their own way regardless of what others may think of them, but they have always been reliable defenders of the Emperor's realm.
-Windriders: To be a White Scar is to feel the wind on your face as you run your enemy down. The Sons of the Khan are the fastest of the Angels of Death, and this extends to every section of their way of war, from their warriors to their ships and vehicles. [Increased mobility on tactical, operative and strategic scale. Unlocks additional options and increases the chance of success for certain actions.]
-Hunters Among the Stars: The Sons of Khan have ever been an independent lot, ill suited to such close brotherhoods as those of other bloodlines. [Relationship with Parent and Brother Chapters start at Neutral.]


]} VI Space Wolves [HARD MODE]
Though the legacy of the Wolf Brothers hangs over you, the High Lords have seen the value in expanding the bloodline of Leman Russ. An ambitious program of transplanting Fenrisian genetic material into another world promises success, or that is what the Magos Biologis say. The Rout themselves are less than convinced, but they have reluctantly given their assent, if not their approval.
-Legacy of the Wolf Brothers: The Sons of Russ were burned once, and they are recalcitrant about committing to repeating old follies. You can expect little in the way of support from them. [Relationship with Parent Chapter starts at Neutral, limited to maximum of 1 Chapter-specific Boon during Chapter creation.]
-Savagery of the Wolf: In close quarters combat, the Space Wolves unleash the famed ferocity of their gene-father. [Bonus to Shock Assault combat actions.]
-Curse of the Wulfen: The geneseed of the Sixth has ever been unstable, and though the Mechanicus promises it has solved the issue it would be wise to take the lessons of the Cursed Founding to heart. [Chance of Mutation: Severe. Cannot recruit outside of Homeworld. Also you have no Brother Chapters.]


[] VII Imperial Fists
The Sons of Dorn are preferred by the Adeptus Terra to guard key worlds containing critical strategic assets or placed on an important warp junction, their natural inclination towards fortification and defense lending themselves well towards such a task. But it would be a fool indeed who mistakes such traits for passivity, for their line has also produced some of the most notorious crusading Chapters in the Imperium.
-Wall-Holders: Since the Legion's dispersal into Chapters, the Imperial Fists have taken care to instill the legacy and traditions of the Seventh Legion into their Successors, for one day they may be called upon to defend Terra once more. [Bonus to defensive actions.]
-Masters of Stone and Steel: When it comes to the building of fortifications, whether they be constructed on the ground or in the blackness of the void, Sons of Dorn reign supreme. [Chapter starts out with either a full strength fleet or an upgraded Fortress-Monastery.]
-Unbending, But Not Unbreaking: To the scions of the Seventh Legion, failure is not just not an option, but wholly unconceivable. And when they fall short of their own high standards, such imperfections must be purified with pain; physical, mental and spiritual. [After failed actions, defeats in battle or lost campaigns, chance to temporarily lose action slots as time is spent in the Pain Glove, or otherwise castigating one's self.]


[] X Iron Hands
Some say that the Successor Chapters of the Iron Hands take their orders from Mars, rather than Terra. While such rumors are, for the most part, unfounded, it cannot be denied that they share a connection with the Adeptus Mechanicus far closer than any other. In battle they are relentless, fighting with grim determination and cold logic, casting aside foolish notions of glory and petty emotion.
-Scions of Iron: The sons of Ferrus Manus have always held an affinity for the mechanical and technology of all kinds, which has helped bring them close with the Red Brotherhood of Mars. [Bonuses to Forge actions. Relationship with Adeptus Mechanicus starts out at Friendly.]
-Echoes of Istvaan: Where most of the Loyal Nine see their Primarchs as paragons of all that they aspire to be, to the Iron Hands Ferrus Manus is a cautionary tale of how unchecked emotion and human error can allow one man, no matter how great, to lead an entire Legion unto ruin. Ever since, they have sworn to purify such weaknesses from themselves, never allowing a single leader to take them down an erroneous path unchallenged. [Chapter Master authority not unquestioned.]
- The Weak Perish: Competition and struggle breeds strength. Such are the tenets of the Iron Tenth, as laid down by Ferrus Manus, and so they pit themselves against one another, warrior against warrior, squad against squad, company against company, to weed out weakness amongst their ranks. [Increased internal dissent and factionalization.]


[] XIII Ultramarines
The Successors of the Thirteenth Legion are disproportionately represented in every Founding, for while they may not possess the degree of specialization found in other bloodlines, so too do they lack many of their flaws, their sheer versatility allowing them to adapt to and match all that the universe throws at them.
-Primogenitors: The scions of Guilliman comprise upwards of fifty percent of all active Chapters whose parentage is known. This opens up a massive pool of manpower to draw from for the creation of your nascent Chapter. [Chapter starts out at full strength. +1 Personnel Boon during Chapter creation.]
-Administrators Par Excellence: Amongst the Adeptus Astartes, the sons of Ultramar have long displayed their inclination towards organization and discipline. [Bonuses to Administrative actions.]


[] XVIII Salamanders
Fire runs through the veins of the Salamanders, for theirs is a fury burn of a connection to the common man that exceeds any other bloodline, coming to terms with the horrors of an uncaring, unforgiving galaxy. In battle they are resolute, never hesitating to throw themselves into the fray to safeguard those under their protection. This self-sacrificing tendency has led to their bloodline being the smallest of the Loyal Nine, save the Space Wolves. But now, the Adeptus Terra have marshalled enough gene-seed and resources to attempt to expand it, for in these dark times, even a spark of hope can account for much.
-Sons of the Forge: Craftsmanship comes to the Sons of Vulkan naturally, the heat of the forge and the striking of the anvil etched into their souls. The Armouries of Prometheus overflow with masterwork wargear, and all manner of relics. [Bonuses to Forge actions. +1 Artefact Boon at Chapter creation.]
-Legacy of Vulkan: The Eighteenth Primarch bade his sons to protect the common man of the Imperium. And for ten thousand years, they have fulfilled this duty, no matter the cost to themselves. [Bonus to diplomatic actions with the common mortals of the Imperium. Increased casualties in battle, locks certain options and actions.]
-Genetic Instability: The gene-seed of the Salamanders is unusually prone to mutation and divergences. [Chance of Mutation: Moderate.]


[] XIX Raven Guard
Where the Raven Guard tread, every shadow conceals the promise of death, delivered by warriors who see all and forgive nothíng. They often spend extended periods of time out of contact with the rest of the Imperium, behind enemy lines or fighting Mankind's enemies in the darkness of the stars. Even their homeworlds are frequently hidden and their location known only to a select few, all the better to prosecute a war beyond sight.
-Shadows of Deliverance: It is the way of the Sons of the Corax to work from the shadows, and bring death to the enemies of the Emperor with the hidden blade and silenced rifle. [Bonuses to stealth and Intrigue actions.]
-Clipped Wings: Never numerous to begin with, the Successors of the Nineteenth Legion have suffered greatly in the ravages of the turn of the millenium, harder than any save the Ninth. Much of the gene-seed stocks from the Adeptus Mechanicus reserves have been dispatched to reinforce mauled Chapters, leaving little for the new founding. [Chapter starts out badly understrength.]
-Ancient Sins: The Raven Guard gene-seed has never been the most stable, and actions during the Horus Heresy only served to exacerbate the issue. [Chance of Mutation: Moderate.]


[] ??? Tempest Blades [MYSTERY BOX MODE]
A mysterious Chapter of unknown lineage and founding, records of its origins lost to the ravages of time. Nonetheless, they have acquitted themselves well in battles along the southern reaches of Segmentum Pacificus, and earned themselves much glory and renown. And now they are dead to the last man after an assault by a splinter of Hive Fleet Leviathan, reinforcements arriving just in time to save the planet from consumption, but too late for the Tempest Blades themselves. The High Lords have seen fit to repopulate the Chapter from tithed geneseed stocks, to take up their mantle once more to carry their torch into the 42nd Millenium.
-????? [??????]
-??????? [???]



So yeah, I thought I'd try my hand at running a Quest for a change. The timeline diverges after the events of the Fall of Cadia, so there's no Great Rift, Guilliman is still in stasis on Macragge and there's no such thing as a Primaris Marine. Elements of the post-8th storyline may appear in the Quest, but you should expect nothing.
 
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Chapter Creation Part 2
You are a son of Vulkan, the Great Dragon, the Blacksmiter, the Hammer of Salvation.

You bear his blood within your veins, a genetic legacy of ten thousand years.

You are a hero of the Salamanders, a proven warrior and leader entrusted with a sacred task.

You alone have been appointed to shepherd and guide, to command and shape the first Successor Chapter the scions of Nocturne have ever produced.

But who are you?


[] Captain N'Varr of the 4th Company, Master of the Fleet.

N'Varr is relatively young amongst the Salamanders' officer cadre, yet he has shown much promise as a diplomat and an administrator. He has implemented several reorganizations within the Chapter fleet that have already proven their effectiveness, and master-minded the logistics of multiple sector-wide campaigns with a talent that borders on genius. His diplomatic skills have also earned him much renown, arranging to bring warring imperial factions to the negotiating table on many occasions, welding disparate armies that would otherwise have been at each other's throats together into coherent alliances, resolving disputes and soothing bruised egos.

But for all that, he has yet to truly prove himself as a Captain upon the Anvil of War. Certainly, he has led the 4th Company to many victories, but he has never been thrust into a position of sole command over a desperate battle against overwhelming odds, where the responsibility for the survival of entire worlds depends on him and him alone. Such inexperience could prove fateful for a newly-founded Chapter, yet Tu'Shan sees that it could allow him to come into his own, and put his talents to use.


[] Captain Shal'Dar of the 6th Company, Master of Relics

Vulkan was known across the galaxy for his compassion, and desire for peace. Yet when roused by injustice and cruelty, the Great Dragon's wrath was beyond compare, like a pyroclastic cloud erupting to consume all before it. It is this burning anger that Shal'Dar embodies, perhaps better than any other Salamander alive.

A rarity among the Sons of Vulkan, Shal'Dar was not born on Nocturne but the planet of Talovon, the last survivor of his tribe discovered by a Salamander strike force in the wake of a Dark Eldar raid. Since then, he has carried with him a hatred for the Eldar species that borders on obsession, one that has brought him to the attention of the Chaplains time and again. Yet each time his fury has been judged pure, and he has risen through the ranks by the virtue of his martial prowess and unflinching zeal. Never once has his wrath fallen upon the innocent, always taking care to direct his unforgiving attention towards the myriad enemies of mankind. Yet even so many see the brutality with which he conducts war and the grim satisfaction he takes in his work, and wonder if the Promethean Flame burns perhaps too brightly in him. Nevertheless, it is an age of unrelenting war, and perhaps the Imperium has need of more warriors like Shal'Dar.


[] Veteran Sergeant Ko'Tan.

By tradition, the First Captain of the Salamanders leads the Chapter, the seat of Chapter Master held in reserve for the Primarch's return. Thus, when Tu'Shan is called upon to handle the matters of the greater Chapter, oversight of the First Company falls to the senior-most Sergeant of the Firedrakes as his deputy. Ko'Tan has held this position for a century and a half, proving his dedication, worth and talent over and over again.

It was he who led elements of four different Companies in the purge of Hive Fleet Turso, repelling the foul Tyranids and saving the Forge World of Har-Chothon. It was he who defeated and killed Warsmith Quixus the Unmaker in personal combat, avenging a millenia-old grudge the Salamanders held against the Iron Warrior lord for the massacre of the Yrridian Hive. It was he who shattered the Drukhari host predating upon the world of Talovon, commanding only three squads of Salamanders against many times their number in Eldar raiders. In truth, Ko'Tan's experience and accolades exceed many of the Salamanders higher officers, and under ordinary circumstances he would have ascended to the rank of Captain long ago.

However, it was on the world of Ochilon-Three that Ko'Tan's rising star was dulled. When the robotic Necrontyr awakened from their tombs beneath the planet, roused by the chaos of the campaign taking place above, he chose to make an informal peacefire with the Heretic Astartes Warband known only as the Unforged. He reasoned that his first duty was to protect the civilian population under his care, and the traitors would distract the xenos sufficiently to allow the Salamanders to evacuate the planet. This alone would not have caused such uproar, but he chose to continue the ceasefire even after leaving Ochilon-Three behind, allowing the heretics to limp away when he had the opportunity to finish them for good. When questioned upon his return to Nocturne, Ko'Tan himself simply held that his honour would not allow him to strike, before submitting himself to judgement.

While there are many who sympathized with his decision, the fact still stands that he extended mercy to traitors, enough to disquiet even the most compassionate of the Sons of Vulkan. Whilst he was never officially censured, neither would he be allowed to progress further in the ranks. Tu'Shan now recognizes the inception of the Salamanders' first Successor Chapter as a chance for Ko'Tan to redeem himself, for not even his greatest detractors could dispute that he is more qualified to lead the new Chapter than anyone save the venerable Pellas Mir'San, who has already refused the honour. He is a peerless warrior and a proven commander, yet still a dark shroud hangs over him. For it is also a punishment of a sort, to leave beloved Nocturne and his brothers behind to found a new brotherhood amongst the stars.


[] Forgefather Vulkan Tor'Kell.

Tor'Kell's ascendancy to the mantle of Forgefather was one marked with tragedy, for it was with a heavy heart that Tu'Shan decreed that his predecessor, Vulkan He'Stan, was to be assumed dead after being missing in action for many years. He'Stan had chased after the Song of Entropy into the webway itself, following a trail of leads alongside two squads drawn from the 7th Company, never to return. Though their loss was keenly felt, particularly tragic was the fact that He'Stan was carrying on him three of the five Artefacts of Vulkan the Salamanders had recovered, the Spear of Vulkan, Kesare's Mantle and the Gauntlet of the Forge.

Though the Sons of Vulkan held out hope for the longest time, eventually Tu'Shan was forced to appoint another Forgefather, for the Quest for Vulkan cannot be halted. Tor'Kell volunteered for the role almost out of desperation, as He'Stan's personal friend and one who had collaborated with the Forgefather to decipher the clues leading into the webway. He swore that he would discover He'Stan's fate and recover the lost Artefacts, or die trying.

Having previously held the position of one of the Chapter's three Masters of the Forge, Tor'Kell dedicated himself to the task with machine-like focus, seeking to trace He'Stan's steps. He claims to have found several possible trails, but the galaxy is vast beyond reckoning and every step fraught with peril, especially in these days. He cannot investigate every lead, not alone.

And so, when the High Lords approached the Salamanders about their intent to found a Successor Chapter, Tor'Kell saw an opportunity. He made his case before the Pantheon Council, that he would take command of the new Chapter, and dedicate it to the Quest. Though of course no Son of Vulkan would ever shirk from their duty to preserve the Imperium, the resources of an entire Chapter would allow the Forgefather to prosecute his search far wider across the galaxy. Breaking with the Forgefather tradition in such a manner is not lightly done, but the loss of three Artefacts already recovered is a spiritual wound each Salamander can feel in their soul, and such a crisis has forced Tu'Shan to consider Tor'Kell's radical proposition.
 
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Scheduled vote count started by Blackout on Nov 18, 2021 at 11:15 AM, finished with 67 posts and 52 votes.
 
Chapter Creation Part 3
You are N'Varr, now Captain no longer, but the Chapter Master of a nascent brotherhood, ready to take to the stars in Vulkan's name.

But a Chapter needs more than just a leader, it needs a home. A place to rest, a base of operations from which to conduct its duties, whether it be found in the belly of a Battle Barge or on one of Imperium's countless worlds.

That remains for you to decide.


[] Delkor IV

Delkor IV is a Hive World towards the lower end of the population range of its type, home to some 50 Billion souls. It is industrious and productive, its people pious, loyal and genetically compatible. Its guard regiments have won renown across the local Sector, and the planet maintains a modest shipyard industry and a small but potent defence fleet.

In short, it is a model planet, ideal for the establishment of a new Chapter. A steadfast, stable recruitment center and a base of operations that would allow you to focus upon external matters. Of course, there is a catch.

In M39 Delkor IV was granted over to the rule of Warmaster Tokarius upon his retirement following the successful conclusion of the Geistian Crusade, and his heirs have governed the planet ever since. The Tokarius Dynasty is powerful and influential, with enough political pull and clout to even refuse becoming an Astartes homeworld, should they wish to. Yet, the prospect of exemption from the Imperial Tithe is a tantalizing one to House Tokarius, and so a deal has been struck with the Administratum. They will accede to a new Chapter being established on Delkor, but they will not relinquish their titles or authority.

Traditionally, when a planet becomes an Astartes homeworld, the title of Planetary Governor is bestowed upon the Chapter Master, and even if he does appoint a mortal deputy they serve at his pleasure. Under this deal however, you would not be able to simply rule Delkor IV by decree. Though House Tokarius would be bound by treaty to support and aid you, you would have to treat with them as peers, rather than subordinates.


[ ] Talovon

Talovon is an arid world, home to sweeping plains and savannas, turning into jungles along the equator and deserts towards the poles. The planet teems with life, great reptilian beasts providing a source of hunting for the native tribes, their teeth and hides traded to outsiders in exchange for advanced technology.

The world has long suffered the attentions of the Drukhari, a particularly repulsive subset of the hated Eldar species, their raiding parties roving back and forth from hidden webway portals. Time and again have the Salamanders thrown them back, shattering the fighting forces of entire Kabals in their quest to bring retribution upon the Dusk Wraiths. In doing so they took stock of the mettle of the tribesmen, fighting alongside the Sons of Vulkan against the alien invaders no matter how outmatched they were. So impressed were they by their courage that Salamander Apothecaries conducted genetic testings, and several Talovonians have been inducted into the Chapter. And now, as the Salamanders prepare to found a new Successor, Talovon stood as an obvious choice.

The population is utterly loyal to the Imperium and the Salamanders for ending the Dark Eldar threat, and have proven themselves a hardy people of natural warriors. But for all that, they are few and far between, scattered across the plains in fractured and frequently-warring tribes, lacking infrastructure of any kind. They are hunter-gatherers relying mainly on shockingly primitive technology, with the only advanced machinery being traded from off-world. They are likely to be unable to contribute much else than warm bodies. The planet's only permanent settlement and spaceport is the Adeptus Mechanicus mining and research outpost located on the southern mountains, where the tribes go to alternatively trade or to attempt to drive away the machine-men who they see as outside invaders. Navigating the diplomatic minefield is likely to be extremely difficult, yet ultimately necessary for the Chapter's continued prosperity.


[ ] Kolokhios

Some sixteen centuries ago, the Forge World of Har-Chothon chose to expand its Titan production facilities by constructing a hidden compound on the mineral-rich Feral World of Kolokhios. Out of the way of major warp lanes, it was hoped that Kolokhios' remote location would protect the Titan factory through means of secrecy, and every reasonable precaution was taken to ensure knowledge of its location did not reach the wrong ears. Yet, the galaxy is ever-shifting, ever-changing, and in the millenia and a half since many nearby systems have been colonized despite the Tech-Priests' objections, unable as they were to reveal their true reasons without jeopardizing secrecy. The shifting of the Imperium's frontiers in the wake of the Fall of Cadia has further exacerbated the issue, placing Kolokhios on the front lines of humanity's struggle for survival. Secrecy became untenable, and eventually agents of the Alpha Legion discovered the site's location and launched an assault upon it. Though the attack was repulsed, the tech-lords of Har-Chothon knew full well that more would be coming. The strategic value of a Titan production line is Absolute, and it cannot be moved. As such, they have petitioned for a new Chapter of the 27th Founding to be placed on Kolokhios, promising to grant the Astartes domain over the entire planet save for the factory, as well as pledging the support of their considerable forges and military assets to the Chapter. The friendship and gratitude of a major Forge World and a Titan Legion are no small things, but in turn it would obligate and tied you down in the factory's defense.

Kolokhios itself is an ocean world dominated by shifting tides, with loads of archipelagoes. There's two polar landmasses with mangrove forests, swamps and jungles, and mountain ranges near the poles. The Titan Factory was built underneath one such mountain to maintain secrecy, but since it's been discovered the Mechanicus has been expanding it into a more overt fortress. The natives are extremely primitive, but have been vetted as compatible and free of taint.



[ ] Armageddon.

The legendary Hive World that has seen many wars in its long history, is now in imperial hands once more. Ghazghkull has fled the world, and though small Ork warbands persist in the wastelands and equatorial jungles, they are no longer in a position to threaten the Hives. The overwhelming majority of the Imperial forces have left the world to do battle on other fronts, leaving behind only the native defense forces and the occasional clean-up unit.

Every Hive has suffered massive damage, the world's infrastructure lies in ruin, and as much as a third of the pre-war population is dead. Yet, reconstruction is underway, and everyday the Orks are pushed further into the wilderness, their numbers culled lower and lower. The survivors of Armageddon have been moulded into a toughened, veteran fighting force, even children forced to fight for their lives against the relentless alien onslaught.

Armageddon holds immense symbolical value to the Imperium as an example of a triumphant counterattack, and the High Lords are keen to see it preserved, for the Great Beast still roams the galaxy, pursued as he is by the Black Templars and the legendary Commissar Yarrick. He has returned to Armageddon before, and he will surely do so again unless stopped. Librarians also whisper of ill omens, of a darker force still, turning its gaze towards Armageddon, even more dangerous than Orks.

Armageddon is a mighty world, with an unyielding populace and an even greater legend behind it, one intrinsically tied to that of the Salamanders. None can be said to have done more for its populace than the Sons of Vulkan, and so they have been given the first opportunity to receive this honour as Armageddon's stewards. It is an honour fraught with danger, yet when has it ever been different for the Salamanders?


[ ] Fleet-Based Chapter (Talovon)
OR
[ ] Fleet-Based Chapter (Delkor IV)

Some Chapters prefer not to establish a planet-bound Fortress Monastery, but instead house their Chapter entirely onboard their fleet. Though of course each Battle Barge and a Strike Cruiser bears a small apothecarion, forge and librarium to support strike forces on campaign, these facilities can be massively expanded to allow the entirety of a Chapter's needs to be met within its fleet, only desceding planetside to make war or conduct trials for new aspirants.

This, of course, affords you greater strategic mobility, never tying the Chapter to a single location and allowing their entire force to be mobilized. Yet, this option also creates a degree of fragility, for even though diverting the resources that would go to constructing a Fortress Monastery to your fleet would allow you to bulk out your naval forces, allowing a simple twist of fate in void warfare to possibly spell doom for an entire Chapter. And though lacking a Fortress Monastery would prevent the Chapter from being pinned to place, an attack on your recruitment world would still force a response, honorbound as you are to the world's defense.


[ ] Crusading Chapter.

There are those amongst the Adeptus Astartes who eschew planetary attachments entirely, allowing their entire Chapter to roam the galaxy without a responsibility to any particular world, save to bring ruin upon the Imperium's enemies. This is, of course, the ultimate expression of strategic mobility, allowing you to pack up and head wherever you want whenever you want. Yet, the dangers of lacking a Fortress-Monastery are only amplified by the lack of even a recruitment world, leaving you with nowhere to retreat to should the tide turn against you. Furthermore your recruitment would be limited by opportunity, a sporadic and unreliable access to aspirants that has consigned more than one Chapter to a slow death by attrition.



Kolokhios and Armageddon are not compatible with Fleet-Based Chapters because the whole reason they want you there is to protect the place, so it would defeat the purpose.
 
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Chapter Creation Part 4
The forging of a new Chapter is a long and complicated process, as laid down in the Codex Astartes by the Primarch Roboute Guilliman. Though for the infamous Second Founding it sufficed to simply carve the battered Legions into chunks of even size, he foresaw the need to raise new Chapters entirely.

First, once the nascent Chapter's progenitor, purpose and homeworld have been determined, sufficient gene-seed must be drawn from the vaults of the Adeptus Mechanicus, millenia of tithed gene-seed faithfully stored and catalogued. A Fortress-Monastery will be constructed, outfitted with formidable defenses and all of the basic facilities required by Space Marine Chapters to function. Serfs and warships are assigned to support and carry the new Chapter to war, many volunteering for the honour and perceived safety of serving the Adeptus Astartes.

Aspirants are drawn ideally from the Chapter's new homeworld to maintain a continuous identity, but other compatible sources can be used should the need arise. They are implanted and augmented until their numbers reach the half-way mark to a Chapter's full strength, at which point it shall be judged combat-effective.

Yet, though these fresh recruits will be girded for war with weapons and armour stamped fresh from the factoriums and trained in their use, they lack the most important quality of all, experience.

It is for this that the Adeptus Terra most often turn to the Progenitor Chapter and their Successors, to infuse the new Chapter with a part of the enormous wealth of experience and skill within their possession. The Codex Astartes specifies that whenever possible the new Chapter Master should be drawn from the ranks of Company Captains, to ensure they possess the full foundation of martial and administrative skills they shall require in their new duties. The new Chapter is also bequeathed Captains raised from Sergeants, to ensure each Company shall have a veteran leader of their own, and a Techmarine, Librarian, Chaplain and Apothecary, to ensure that they are not left entirely without guidance in these critical areas.

Now, the Chapter stands ready for action, yet the High Lords and Progenitor Chapters are often loathe to simply leave the new Chapter to fend for themselves with the bare minimum, for each founding is an investment of incredible resources, each Chapter fallen to ruin because they were not properly prepared for the tasks ahead a momentous loss. As such, it is common that new Chapters are granted several boons to kick-start them on their journey.

Chapter Master N'Varr
Master of Forge
Chief Librarian
Master of Sanctity
Chief Apothecary
Captain for every Company
500 Marines
500 Gene-seed
Fortress-Monastery
Battle Barge and attendant Escort Squadron
4 Strike Cruisers and attendant Escort Squadrons
Sufficient serfs to staff out the above ships and facilities


You get to pick ONE choice from each category, except for the Artefacts category, for which you get to pick TWO because Salamanders. Also, you have ONE "floating" extra pick you can use to double or triple down on any category, or acquire more powerful boons not otherwise available.

ARTEFACTS
-Relic Battle Barge
Infernus-class Battleships have been out of commission and use since the days of the Heresy, specialized for Astartes use yet judged too powerful to be permitted to remain in their hands. Yet, these are dark times, and the Salamanders have secured an agreement for this relic of the Eighteenth Legion to be re-commissioned from the mothball reserves and refurbished for use. Instead of a normal Battle Barge, you receive an Infernus-class Battleship, a substantially larger and more powerful Heresy-era ship.

-Armored Focus
You have been granted several squadrons of Battle Tanks, both Predators and Vindicators, as well as a Relic Fellblade Superheavy Tank drawn forth from the depths of Prometheus' armories.

-Mechanized Focus
You have been granted multiple squadrons of Rhinos and Razorbacks, as well as a Relic Mastodon Superheavy Transport, a mobile command bunker and assault transport all in one.

-Aerial Focus
Though any new Chapter must possess sufficient Thunderhawks to transport your Chapter, you have been granted several additional gunships as well as squadrons of Stormhawks and Stormtalons to provide fire support and seize the skies from the enemies of Man. In addition, a Relic Stormbird Gunship has been entrusted to your care, outfitted with command and control facilities as well as banks of void shields.

-Artillery Focus
You have been granted several squadrons of Whirlwind artillery and Thunderfire cannons, as well as a Relic Falchion Superheavy Tank whose Twin Volcano Cannon can core a Titan if it gets the drop on one.

-Dreadnought Focus
You have been granted several squadrons of empty Castraferrum Dreadnought suits, for use by your Chapter's fallen heroes, as well as a single Leviathan-pattern Siege Dreadnought.

-Terminator Focus
Tactical Dreadnought Armour is some of the hardest wargear to produce in the entire Imperium, each suit a work of art. Nonetheless, the Salamanders have decided to part from no less than thirty suits, to be added to your armouries.

-Masterwork Arsenal
No Chapter in the entire Imperium possesses more Master-Crafted weapons than the Salamanders, and so Tu'Shan has decided to grace you with a substantial cache of high-quality power weapons, fists, thunder hammers, combi-weapons, storm shields, artificer armour and more.


PERSONNEL

-Armoury Staff
Instead of a single Techmarine to become your new Master of the Forge, you will be granted one of the three Salamanders Masters of the Forge, as well as a small cadre of junior Techmarines to assist your forges, for it can take many years until you will be able to train more of your own.

-Librarius Staff
Instead of a single Librarian to become your new Chief Librarian, you will be granted an Epistolary and a cadre of Codiciers and Lexicanum to form the basis for your nascent Librarius, for it can take many years until you will be able to train more of your own.

-Reclusiam Staff
Instead of a single Chaplain to become your new Master of Sanctity, you will be granted a senior Chaplain and a small cadre of junior Chaplains to attend to your Chapter's spiritual needs, for it can take many years until you will be able to train more of your own.

-Apothecarion Staff
Instead of a single Apothecary to become your new Chief Apothecary, you will be granted a senior Apothecary and a small cadre of junior Apothecaries to aid with the implantation process of new aspirants and attend all matters related to the physical health of your Chapter, for it can take many years until you will be able to train more of your own.

-Firedrakes
Two squads of the Salamanders' fighting elite have been granted to your new-found Chapter, to kick-start a Veteran Company that would otherwise remain non-existent until your initial intake of recruits reaches veteran status.

-Sergeants [Consumes both a regular and extra pick.]
A mighty boon indeed, for Tu'Shan has drawn marines from all of the Salamanders line Companies to provide squad sergeants for your new Chapter. Such an infusion of skills, ensuring that each squad is led by a warrior that has seen combat, will be of substantial aid for your early years.

-Additional Recruits
The initial recruitment process was expanded and accelerated, leaving you with six hundred Marines and four hundred gene-seed.


FLEET

-Cruiser Focus
An additional Strike Cruiser and its corresponding Escort squadron will be added to the ranks of your new Chapter's fleet.

-Escort Focus
Additional Escort craft have been added to your fleet, bolstering each squadron from four ships to six.

-Future Promise
Acquiring Battle Barges is not easy, but you have secured a priority position in the production queue, a new hull earmarked for your Chapter, though it will take many decades for it to arrive.

-Battle Barge Focus [Consumes both a regular and extra pick.]
Acquiring Battle Barges is not easy, but with enough favors called in and knowing the right people, many wheels can be greased. With Tu'Shan and N'Varr's combined influence, you have been able to acquire a second Battle Barge, a void-borne bastion of Imperial might.

-Boarding Teams
Crews of elite Naval armsmen drawn from Battlegleet Armageddon and inducted as Chapter serfs, added to each of your ships, to assist in defensive and, should the need arise, offensive boarding actions.


FACILITIES

-Expanded Armoury
Though your Fortress-Monastery already possesses basic forges, they have been expanded further and staffed with skilled armourer serfs, including the facilities for limited production of vehicles.

-Expanded Librarius
Though your Fortress-Monastery already possesses a basic Librarium, it has been expanded into a true repository of knowledge, copies of many tomes and data-crystals transferred to your care. It also contains improved facilities for the detection and training of psychically receptive Aspirants.

-Expanded Reclusiam
Though your Fortress-Monastery already possesses a basic Reclusiam, it has been expanded to house many spiritually important relics and sigils of the Salamanders history, and a chapel in which the whole Chapter might gather together for meditation and the ceremonies of the Promethean Cult.

-Expanded Apothecarion
Though your Fortress-Monastery already possesses a basic Apothecarion, it has been expanded with additional laboratories, surgical suites and fortified bio-vaults, staffed with trained medicae serfs.

-Drydock [Granted automatically due to Chapter Master pick]
Though the orbital facilities of Armageddon lie in ruin, the repair crews have been able to salvage a small dry-dock station, capable of repairing minor damage to ships of up to Cruiser size. Although by rights it belongs to Battlefleet Armageddon, Admiral Parol has relinquished it over to you, as a personal favor to Chapter Master N'Varr, who saved him and his flagship during the Third War commanding the Strike Cruiser Forge Sentinel as a Sergeant.

-Expanded Defenses
Reinforced with ringed bastions and banks of void shield generators, defence laser batteries and anti-ship missile silos, your Fortress-Monastery shall provide a hard target for all but the most dedicated of attackers.


PLAN VOTING ONLY

Example:
[] Plan Heavy Metal
-Armored Focus
-Mechanized Focus
-Artillery Focus
-Armoury Staff
-Cruiser Focus
-Expanded Armoury
 
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Armageddon Map
@Blackout, where is our Fortress Monastery located on Armageddon?
I will be using this fan-made map for reference, with the exception of the scale because that's silly.


The Fortress-Monastery has been built on and around Ork Mountain which is to be renamed, as a sign of victory and dominance over the Xenos.

So we would have suits but no pilots? Would we be in a similar situation if we took the 30 suits of terminator armour without also picking the option to take in some First Company Veterans? Or could we kludge around the codex and have our regular Initiates wear them?
Yes to all. You would have Dreadnought suits but you would have to wait to suffer the right kind of casualties to intern people in them.

Yes, the Terminator suits don't come with Veterans. You could distribute some of them among your leaders or train initiates in wearing them, though it goes against the Codex and could be seen as disrespectful by other Chapters.
 
Salamanders Company Organization
Speaking of Salamanders and the Codex, there's something I wanted to get out of the way so it doesn't confuse people going forward.

Namely, the Company organization of the Salamanders. Games Workshop, being their usual selves, have been incredibly inconsistent about it over the years, leaving me with quite the headache.

The issue is this: each of the Salamanders Companies is said to correspond to and recruit exclusively from one of the seven Sanctuary-Cities of Nocturne: Themis, Epimethus, Heliosa, Aethonian, Clymene, Hesiod and Skarokk. Each city houses a Chapter Bastion in which the corresponding Company spends their time mingling among the mortals and even their former families. The Veteran 1st Company dwells on the moon of Prometheus and the Scout Company has no permanent base, roaming the deserts and mountains of Nocturne. All well and good.

Except, if you've been keeping up, that would give us nine Companies. But every detailed depiction of the Salamanders organization shows they have seven. Not seven line Companies plus Veterans and Scouts, but seven total. So how the hell does that work? Does one city only produce Scouts, and one city is so awesome they instantly become Veterans? Or are there just two cities that aren't allowed to become Salamanders? No, that's ridiculous. The 8th edition codex supplement tries to fix this by saying the ties between city and Company are "just ceremonial" but frankly that's rubbish. Close ties with their mortal roots are the cornerstone of Salamander lore.

There is another matter as well, which is that the Salamanders Companies are overstrength at twelve Squads except for the Scouts. So if we take the approach of them having nine Companies, twelve Squads per Company ends with them being overstrength compared to a Codex Chapter, even though they're consistently described as understrength and few in number.

Personally, I suspect that what happened was that the original intent was for nine Companies of normal size, with each Line Company corresponding to a Sanctuary-City. But then GW writers in their infinite wisdom saw the line "Each of the Salamanders' seven line Companies is recruited exclusively from one of the seven settlements of Nocturne" and what they took away from that was that they only have seven Companies. And then they decided to buff them up to 120 per Company to make up for it.

I could just say that the Salamanders have nine normal-sized Companies, but I actually quite like the Salamander Company organization of seven Tactical Squads, two Assault Squads and three Devastator Squads, which reflects how they don't like using Jump Packs and prefer focusing on firepower. Gives them unique flavor.

But that leaves us with a bit of a problem as to how to resolve this inconsistency of the Salamanders being over- and understrength at the same time.

And, for the purposes of this Quest, the solution is this:

Salamanders have nine Companies, 1st being the Veteran Company, 2nd-8th being Line Companies with the Scout Company as the 9th.

All recruits regardless of birth start in the Scout Company, which is usually smaller than most other Chapters due to stringent aspirant standards and Nocturne's low population, but as with other Chapters doesn't have a set size due to the random fluctuations of recruitment numbers from year to year. From there, once they ascend to become a fully-fledged Marine instead of progressing through the Reserve Companies they are placed with the Line Company that corresponds to the Sanctuary-City from which they hail. Typically Marines remain within their Company unless ascending to the First Company or one of the specialist branches, though transfers are possible if rare should a particular Marine be better suited to another Company.

2nd-6th are Battle Companies consisting of seven Tactical Squads, two Assault Squads and three Devastator Squads, while the 7th and 8th are the Tactical and Devastator Companies, consisting of eight Tactical Squads and four Devastator Squads as well as eight Devastator Squads and four Tactical Squads, respectively. Though called Reserve Companies as a nod to the Codex and to easier explain them to those outside of the Chapter, the 7th and 8th Companies function as equals to the Battle Companies rather than support elements, their specialized compositions reflecting the culture of their home city and their role within the Chapter's battle line, these being vehicles pilots and heavy firepower.

Notably, despite their nominal strength of 120 Astartes, the Line and Veteran Companies rarely if ever reach full strength due to both the Salamanders' low recruitment rate and how active they are in the Imperium's defence, eschewing tactics that would reduce Astartes casualties at the expense of civilian lives. As such, the Chapter is perpetually understrength, squads seldom reaching full ten members.

The above may not be quite canon, or rather it's pieced together from multiple differing sources and welded together with bits of headcanon, but in my opinion it's the best way to resolve it in a way that's both internally consistent while preserving what's unique about the Salamanders, and so that's the way it will be in Bulwark Against the Terror.
 
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Vote closed
Scheduled vote count started by Blackout on Nov 21, 2021 at 8:50 AM, finished with 81 posts and 31 votes.
 
Chapter Creation Part 5 Final
Your Chapter has its gene-lineage, a history to look back upon and a legacy to live up to.

It has a leader, a veteran versed in the ways of war and ready to command and guide the Chapter.

It has a homeworld, a place to rest between campaigns, an anchor of purpose and duty to draw new strength from.

It has been equipped and prepared for war, its armouries stocked with relics and forges glowing hot with the fires of creation.

But your Chapter needs one more thing, before it is ready to fulfill its duty to the Emperor.

It needs an identity.


PLAN VOTING ONLY. Plans must consist of a name, colour scheme and symbol. For the colour scheme I request that you make a visual representation of said scheme using one of the army painters you can find online, such as B&C Space Marine Painter, Chapter Generator, or hell grab a blank template and fill it in with MS Paint if you'd like. For the symbol an image is preferred but not necessary, description is sufficient.

Example Plan:
[] Plan Ash Wyrms
-Name: Ash Wyrms
-Colour Scheme:

-Symbol:
 
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