The Long Founding (Warhammer 40k)

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11th Chapter Prologue
You narrow your eyes in rage as you look over the report.

A Third Black Crusade.

Of course,after everything that's struck the Imperium these past centuries, the Despoiler would already be plotting YET ANOTHER BLACK CRUSADE.

Hmmmphh… at the very least, you should be able to finish another two or so Chapters before it hits, at least with how unusually efficiently things are working recently (Which is likely a bad sign in its own right).

Still worrying though, especially with the current decline of the Imperium.


Choose 1
[ ] Do as you will: You will not be taking any requests at this time.

[ ] The Shamed: As things stands there is nothing to do with Marines who have fallen out of favor with their Chapter, nor those who have committed crimes steep enough to bring dishonor, yet not severe enough to warrant death…. Of course, the only thing even remotely fitting to monitor these wayward Marines would be other Marines.
Conditions: Chapter gains politics training for free, extra Chaplains, and will be of an unusual size.

[ ] Ork Hunters: As one may expect, the increased awareness of the Ork threat after the War of the Beast has led to quite a few new proposals crossing your desk recently.
Conditions: Create a Chapter specialized for fighting Orks.

[ ] Spiting the Blood God: Some of the 'Inquisitors' created by the Sigilite before his death have been toying with the idea of creating a Space Marine Chapter specifically built to be as unfulfilling a foe for the forces of Khorne to fight as possible. You may as well take them up on it - it's certainly one of their less horrific ideas.
Goals: Create a Chapter specialized towards fighting Khorne.

[ ] Secure and Capture: Another request from the so-called 'Inquisition'. It appears they want a Chapter specialized in tracking down and capturing select targets... 'alive'... you would rather not try and comprehend the reasoning. You truly do wonder what Malcador was thinking some days. An update on this request has revealed that the primary target is actually other Inquisitors of all things. You still don't comprehend Malcador's logic.
Goals: Create a Chapter skilled in not killing specified targets.

[ ] Inedibility: A recent battle against a hive minded species, with a rapid adaptation rate and capable of devouring other living things in order to rapidly add their biomass to a growing horde, has led to some... concern about what would occur if a similar event happened and wasn't caught as early. 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.

[ ] Testing, Testing 1,2: The Forge World of Murphius has returned, and they're just as utterly insane as it was with the last request you were handed. This time, those lunatics have been experimenting with 'rediscovered' chainswords. You really wish you could disavow all involvement with whatever idiocy is about to ensue.
Condition: The next Chapter gets the Randomized Chainsword Quality trait.

[ ] OP-4: The Assassinorum wants a chapter of Space Marines to practice against… Including combat trials. They have vowed to not actually kill them all and render ALL OF YOUR WORK POINTLESS. How... kind of them.
Goal: Create an anti-stealth Chapter.

[ ] Codex Experiments: "Hmmmmmmmmmm..."
Goal: Create a Chapter with Alpha Legion Gene-Seed and place it in a homeworld with the (Ultramar) tag. Troll Guiliman.

[ ] Purge the Unclean: Apparently, other Inquisitors have noticed the anti-Khorne request. Now, they have decided that they want you to make a Chapter built around fighting Nurgle instead. This better not become a trend.
Goals: Create a Chapter specialized towards fighting Nurgle.

[ ] Bird Hunting: Too late, apparently - now a third group of Inquisitors want a Chapter specialized in fighting the Changer of Ways….. Which is going to be utterly infuriating given the very nature of that particular pain in your backside. Bah.
Goals: Create a Chapter specialized for fighting Tzeentch.

[ ] Cold Shower:.... Fine, you'll admit it - as annoyed as this barrage of near identical requests from an organisation that increasingly comes across more as squabbling children than the elite protectors against the darkness Malcador tried to build has made you, that actually is a good project name for a suggestion about a Chapter for fighting Slaanesh.
Goals: Create a Chapter specialized for fighting Slaanesh.

[ ] Breadbasket: Word has reached the High Lords of a plot to invade one of the Imperium's major food producing regions. Should such a domain fall, entire planets could face lethal famines. Understandably, they want to make sure that a full Chapter of Space Marine is around to protect at least one of these vital regions, as proof against further such attacks.
Goals: Create a chapter world with a (Agri-World Dense Region) Tag.

[ ] Reinforcing Obscurus: An increase in threats in Segmentum Obscurus has led to many within the Imperium pushing for additional Space Marines within the region. A contribution by you would go a long way towards assuaging their fears.
Goals: Create a chapter on a world with the (Segmentum Obscurus) tag.

[ ] Escorts: While not ordinarily of such import, occasionally the merchant vessels of the Imperium are employed for official matters. A Space Marine Chapter built to protect these humble yet vital ships could go a long way.
Goals: Create a Chapter specialized in ship escort.

[ ] ???: A group of Inquisitors have given you an… extremely eclectic list of planets they'd like you to put Chapters on. You don't know what they're up to, and given the Inquisition is involved you quite frankly don't want to know.
Goals: Create a Chapter on a planet with the (Hybridis Approved) tag.

[ ] Cover up: The Inquisition has found that their handful of 'reliable' Space Marine Chapters, while excellent for most needs, are wasted on helping to enforce coverups regarding memetic hazards. They want one specialized towards such goals instead. You can see some logic there - bloody Chaos - but whether it's worth it is up to you.
Goals: The next Space Marine Chapter will be called upon by Inquisitors with a knack towards covering up the truth.

[ ] Investigation: Some among the Inquisition, who have dedicated themselves to seeking out long forgotten truths, have found themselves stymied in their search by powerful military forces - the kind you'd need Space Marines to overcome. With how much humanity has lost over these dark millenia, the potential advantages are obvious. It's merely a question of if they need Space Marines more than any of the other matters brought before you... Wait a minute, didn't you just get a request about-
.... You have concerns.
Goals: The next Space Marine Chapter will be called upon by Inquisitors with a knack towards seeking out the truth.

Reputation: 445
Points: 80

Unlocks
[ ] Traitor Legion Geneseed: If you wish, you could gain access to the gene-seed of the Traitor Legions. Each will have its benefits and costs, but all of them will have their gene-fathers concealed for practical reasons - little point creating a Chapter only for them to be wiped out by some overly paranoid fool. Write in a traitor legion. 10 Points for each time this is taken.

[ ] 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.

1 Time modifiers (Can be purchased multiple times and stored for later.)
[ ] Potent Gene-Seed Charge: Some samples of a chapter's gene-seed are more likely to retain their stronger traits, and you have isolated such samples. 5 Points for each charge. Burn a charge to make the chapter roll for two traits from their parent legion.

[ ] Adaptive Gene-Seed: Some samples of Gene-seed are more capable of adapting to different conditions on different planets. 5 Points each charge. Burn a charge to roll an extra planetary trait.

[ ] Legendary Gene-Seed: The finest Gene-Seed ever recovered from a given Legion. 15 Points per charge, Burn a Charge to add a Legion's legendary traits to the roll list for that round.

[ ] 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.

[ ] More Equipment: You've managed to secure extra equipment for a Chapter. 10 Points. Burn 1 charge to add an extra equipment slot for the Chapter.

[ ] 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.

[ ] Extra Trainers: With some extra effort and yelling at a few more bureaucrats, you ought to be able to arrange things so the new Chapter is able to get in some extra specialized training before proper deployment. 15 Points. Burn 1 charge to get an extra training option.

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.'

OOC: Thanks to the beta.
 
11th Chapter Part 1
[X] Plan Super Therapist + a butload of new equipment
-[X] The Shamed: As things stands there is nothing to do with Marines who have fallen out of favor with their Chapter, nor those who have committed crimes steep enough to bring dishonor, yet not severe enough to warrant death…. Of course, the only thing even remotely fitting to monitor these wayward Marines would be other Marines.
-[X] Traitor Legion Geneseed: If you wish, you could gain access to the gene-seed of the Traitor Legions. Each will have its benefits and costs, but all of them will have their gene-fathers concealed for practical reasons - little point creating a Chapter only for them to be wiped out by some overly paranoid fool. Write in a traitor legion. 10 Points for each time this is taken.
--[X] World Eaters.
-[x] Potent Gene-Seed Charge: Some samples of a chapter's gene-seed are more likely to retain their stronger traits, and you have isolated such samples. 5 Points for each charge. Burn a charge to make the chapter roll for two traits from their parent legion.
-[X] Adaptive Gene-Seed: Some samples of Gene-seed are more capable of adapting to different conditions on different planets. 5 Points each charge. Burn a charge to roll an extra planetary trait.
-[X] Legendary Gene-Seed: The finest Gene-Seed ever recovered from a given Legion. 15 Points per charge, Burn a Charge to add a Legion's legendary traits to the roll list for that round.
-[X] Extra Trainers: With some extra effort and yelling at a few more bureaucrats, you ought to be able to arrange things so the new Chapter is able to get in some extra specialized training before proper deployment. 15 Points. Burn 1 charge to get an extra training option.
-[x] Extra Land Speeders: The Chapter has access to extra Land Speeders of various Patterns, granting them a more capable fast attack force. 10 Points.
-[x] Extra Assault Bikes: The Chapter has access to more Assault Bikes than average, expanding their capability in hit and run tactics. 5 Points.
-[X] Extra Whirlwinds: This chapter has access to more Whirlwind artillery pieces than is average. 5 Points
-[x] Extra Vindicators: This chapter has greater access to the Vindicator piece than most. 5 Points
-[x] More Stalkers: The Chapter has additional platforms of the Stalker anti-aircraft vehicle. 5 Points

This… is going to be a strange one. Not even just in terms of organisation, either -already, readouts on the Chapter's planned scope gives you the impression that this will be by far the biggest one you've ever created in terms of sheer size, even counting all the off the books squads of Lightbringers the Synopticon has running around. You'll certainly have your work cut out for you with this one...

Current Traits
-Unusual Structure: This Chapter is structured in an extremely unusual way, compared to the average Space Marine Chapter.

Expendables
1 Charge of Potent Gene-Seed
1 Charge of Adaptive Gene-Seed
1 Charge of Legendary Gene-Seed

Choose a Legion

[ ] The Raven Guard: The Gene-Seed belonging to the Sons of Corvus Corax no longer has a Mucranoid or Betcher's Gland, resulting in the lack of the acidic spit and the loss of the ability to generate an outer coating to protect the body against extreme environments such as the void of space, and causes a cosmetic mutation in the form of unnaturally pale skin... but the Raven Guard, despite their crippled numbers after Istvaan III, are a worthy lineage as any other. They are specialists in stealth warfare, and are more capable in guerilla war than any other.

[ ] The Ultramarines: The most pure and stable Space Marine Gene-seed, the Ultramarines, sons of Roboute Guiliman, are a lineage that gives no great benefits but in turn does not have great downsides. They are tactically balanced, seeking to practice all forms of warfare rather than master just a few, and stand as the most numerous of the surviving Space Marines. They do seem to have started a minor tradition of maintaining ties with their successor Chapters, however. Whether this is a boon or a curse remains to be seen.

[ ] The Dark Angels: The Dark Angels, sons of Lion El Johnson, much like the Ultramarines have a very stable and mutation free Gene-Seed. They have access to a great deal of highly advanced technology gifted to them by the Emperor, and have formed several of their Companies into heirs of their previous elite forces such as the Deathwing. However, the Dark Angels have also been acting very erratic of late, and are stubbornly insistent about forming 'relations' with their founding chapters regarding matters they refuse to speak of, even to other Astartes. A great number of officials within the Imperium are growing very concerned about this, but with the death of the First Legion's Primarch, it seems unlikely anyone could force them to reveal the reason for their behaviour.

[ ] The Salamanders: Sons of Vulkan, the Salamanders are somewhat mutation prone, yet most deviations within their gene-seed are wholly positive - taking the form of increased temperature resistance, radiological resistance, and enhanced healing capability as well as their signature cosmetic mutation. This does, however, mean that any further mutations will likely be even more noticeable, and possibly have far worse consequences than this. Tactically, they are known for their love of thermal weaponry, and have a good reputation among the Imperium for their kindness and commitment to defending the Imperium's citizenry even when it leaves them at a tactical disadvantage.

[ ] The White Scars: The Sons of Jaghatai Khan bear no overt physical defects, yet the White Scars Gene-Seed has been known to make those implanted with it more savage and hungry for war. In honour of their Primarch's history as a master of cavalry, they have mastered the use of both Combat Bikes and the rarer Jetbike units, and specialise in high speed, hit and run battles.

[ ] The Iron Hands: The Gene-Seed of the Sons of Ferrus Manus seems to hold a genuine disdain of weakness within it, and since the death of their Primarch this hatred seems to have further narrowed into contempt for the weakness of the flesh specifically. Though you fully understand the irony of a member of the Adeptus Mechanicus thinking this you find the belief irrational at best, for is the organic matter in space marines not already more durable and more capable than most cybernetics known to the Imperium? In fact, so pristine is the Omnissiah's enhancements that these cybernetics can actually be a degradation from the original…. But of course, you are a mere Genetor, who degrades himself by working with the 'weak' flesh rather than the blessed machine spirits. Even if you are older and more learned about the ways of the machine than several of your closest peers put together, what could you possibly know about the topic of flesh and machinery in relation to one another?

[ ] The Blood Angels: The gene-seed of the Sons of the late Sanguinius, Beloved by All, has three peculiarities of note. The first and oldest is the Red Thirst, an oddity that causes the Space Marine chapter to thirst for blood so powerfully it can overwhelm them in the midst of battle. Second is the Black Rage, a berserk fury that seems to have been caused as a result of the death of the Blood Angel's Primarch that appears to cause Marines suffering from the affliction to hallucinate their father's final battle, perceiving all around them as being the Arch Traitor Horus himself. Finally you've noticed some minor warp based effect on the 'luck' of some Space Marines, but you doubt that will manifest into anything relevant... Beyond their afflictions, the Ninth Legion are renowned for their mastery of close quarters combat, and for having more Assault Squads in each company than the norm.

[ ] The Imperial Fists: A famously stalwart legion, the Gene-Seed of the Sons of Dorn lacks the Betcher's Gland and Sus-an Membrane entirely, leaving them incapable of spitting acid as an emergency weapon and unable to enter suspended animation when critically injured, but otherwise is fairly stable. They are renowned as the greatest masters of defense in all the Imperium, and have also begun to fill the role of the treasonous Iron Warriors in siege warfare.

[ ] The Alpha Legion: The Gene-Seed derived from the traitorous Alpharius is, despite it's origins, very pure as the physical is concerned, with no noticeable mutations beyond the fact that Alpha Legionnaires tend to so closely resemble their father as to be able to impersonate him convincingly. On the mental side the Alpha Legion's Gene-Seed seems to create more secretive Astartes with a greater sense of initiative, resulting in them being masters of intelligence gathering, sabotage, and all other forms of indirect warfare.

[ ] The Iron Warriors: The biggest flaw within the Gene-Seed of the traitor Perturabo is that it induces intense paranoia, though nowhere near the bitterness and misanthropy their father posessed even when he was yet loyal. That said, the fact that it also gifts enhanced intelligence, problem-solving abilities, and is compatible with a wider range of aspirants than the majority of other legions can more than make up for that initial flaw if leveraged in the right way. Prior to their betrayal, the Iron Warriors were the greatest masters of Siege Warfare in the entirety of the Imperium, and though this won them little glory, it was a specialisation as worthy as any other.

[ ] The Word Bearers: More than any other Legion, the Word Bearers, Sons of Lorgar Aurelian, creator of the Imperial Creed and the First Heretic, were masters of spreading ideals. Any Chapter born from them is likely to spread the teachings of their home planet far and wide. Beyond this, they were a generalist Legion, practicing all forms of war, though their investment in promoting their own philosophy and ideology makes them skilled at countering those who attempt the same.

[ ] The World Eaters: The Sons of the maddened Angron, the World Eaters - are possibly the most powerful melee combatants among all Space Marines, with only the Blood Angels rivaling them. Obviously, they heavily focus on melee combat, even outside of their Assault Squads, and are always willing to charge into even the worst imaginable odds. To your surprise and confusion, though the World Eaters expectedly suffer from natural anger issues even without the Butcher's Nails those Nucerian lunatics created, they also have a potential for…. empathy, of all things. Not full Psyker powers, but an innate ability to sense and understand the emotions of others. You haven't the foggiest idea where that comes from, but it's certainly something to note.

Homeworld (Choose 1)
[ ] Fleet Based: The Chapter is fleet based and will be constantly on the move, but as a result will lack a proper home unless it decides to claim a world for its own in the future.

[ ] Dualis: A planet that is half Forge World on one side and half Death World on the other. The Forge World half of the planet often uses the Death World half to acquire unique chemical mixtures from the wildlife, and puts great pains into maintaining the health of the tribal humans that lurk within its jungles.

[ ] Equartaz: A planet populated by nomads that have tamed horses large enough to hold a space marine, and fierce enough to kill the Orks that infest the planet on a regular basis. Oddly enough, the local Forge World of Beyath-Ezda has discovered an STC that actually contains blueprints of powered armor for these strange horses of all things. Truly, the Ancients made some strange wonders in their time.

[ ] Extrema: A cataclysm of a planet, the only places not covered entirely in ice are those that are located right next to the many rivers of lava that crisscross Extrema's surface. The people of this planet have long adapted to both of these environments and are remarkably able to travel between them as circumstances demand.

[ ] Pertana IV: The most unusual aspect of this planet are its human inhabitants, who have displayed what can only be described as shocking levels of pain resistance - being by all accounts completely unbothered by even the absolute maximum amount of pain a human can survive without dying. The planet itself is mostly unremarkable, beyond the strange fog that seems to cover the entire surface.

[ ] Kornan II: A World that has the unfortunate fate of being a 'gathering spot' of several Knight Houses… especially given the Knight Houses have a habit of hunting the locals of this jungle moon for sport at these gatherings.

[ ] 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.

[ ] Weeest 2: A jungle planet populated by earth descended tailed primates ,enhanced by the Ancients during the Dark Age of Technology. The local Forge World is dominated by your fellow Genetors, and considers the local primates to be gifts from the Machine God. Rumors persist of a 'king' primate that was able to fight multiple greater daemons during the heresy.

[ ] Penancia II: During the Heresy the planet of Penancia II sent a great many soldiers to aid in the loyalists' cause. However, most of them wound up killed in transit, and the people of Penancia felt it was their fault. Despite the fact no one in the Imperium even slightly blames them for it - it's not like they were the ones flying the blasted ships - the people of Penancia II have taken to flagellation and ritual scarring of themselves en masse, to atone for failing the rest of humanity.

[ ] Wasteland: A world of constant war, both by 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%.

[ ] Occa: An oceanic planet, dominated by giant creatures descended from the ancient 'Killer Whales' of ancient Terra's lore. Thankfully, despite being the apex predator the actual whales are among the least aggressive to humans on record. Which is a very good thing, since everything else is dangerous enough for the planet to qualify for death world status without the supersized orcas.

[ ] Kerztak: The planet of Kerztak is dominated entirely by grass plains…. And massive tornadoes of such ferocity that they've been known to rip Imperator Titans to shreds. The locals, needless to say, have gotten very good at avoiding them.

[ ] Kedad: A desert death world, Kedad is notable for the nearby Forge World, which houses one of the few Legio Cybernetica enclaves to make it out of the Horus Heresy in good enough standing to be exempt from the massive penance crusade that the rest of the faction has been on since the Heresy. You never interacted much with the Cybernetica, but their robotic warriors might be of use to a Chapter in their sector.

[ ] Thesus: A planet composed mostly of very rocky archipelagos stretched over a vast ocean, the world of Thesus is one of the various Death Worlds that have embraced Emperor Worship, though oddly enough they seem to worship the Emperor as multiple deities - believing he was shattered into such as a result of his final battle with Horus. As annoyed as you are at their defiance of the Imperial Truth, you'll grudgingly admit that they seem harmless enough.

[ ] Evstata: A planet best described as being nearly covered in mountains. The local population is divided between two sets of tribes - those who live atop the mountains, battling with the various colossal birds of prey and giant lizards that roam the peaks…. And those that live on the bottom, and face the horrible spider-legged slugs whose acid breath is capable of melting through Adamantium. (Segmentum Solar).

[ ] Ooarth: A planet that, according to ancient records, was deliberately terraformed to be an exact copy of Terra itself as it was before becoming a hive world in ages past. It is infested with Orks, but many within the wider Imperium consider it a somewhat 'holy' site regardless. (Segmentum Solar).

[ ] Spuuuurta: A war-like planet, full of constantly warring city states. They have - in flagrant defiance of the Imperial Truth you might add - taken to worshiping the Emperor as some sort of war god. (Segmentum Solar).

[ ] Terrararaaa: A planet that looks mostly normal on the surface, but in truth hosts a cave network so utterly massive in scale that the Mechanicus still has not figured out how the entire thing maintains consistent gravity. You also haven't figured out how it doesn't collapse on itself from the pressure of gravity. The locals on this planet are semi-civilized, and spend most of their time fighting the uncountable horrors from the depths.(Segmentum Solar)

[ ] Jujuarn: A death world with a variety of biomes, the planet of Jujuarn is notable mostly because its wildlife population is, for some reason, composed almost entirely of invasive species. Ambulls, Orkoids, Grox, Land Sharks, Haemovores, Carnosaurs, Rad-wolves, Catachan Devils and even the Salamanders of Nocturne have all somehow managed to establish breeding populations on the planet and thrive. (Segmentum Solar)

[ ] Rockheim: A Feral world near one of the few recorded 'Squat' realms, the locals seem to have a fairly good relationship with the short abhumans, with the latter frequently aiding the former with Ork invasions. (Segmentum Solar)

[ ] Cancer IV: A planet orbited by the dead remains of a crab-like xeno beast the size of Terra's moon. Despite it's death, the creature still seems to have some sort of regeneration active, leading to massive chunks of flesh and shell bombarding the planet from time to time. Oddly enough the beast, particularly it's shell, seems to repel the warp to some extent, and the forces of Chaos had an extremely difficult time operating on the planet during the Heresy. (Segmentum Solar).

[ ] Paerara: A planet mostly covered with an orange colored chemical, with islands hosting the human population. This chemical is highly potent, and during the Horus Heresy some Death Guard plague marines were outright disintegrated when they made the mistake of setting foot into puddles of the stuff. Additionally, Daemons of Nurgle had been reported as outright refusing to manifest on the planet whenever the Death Guard attempted to summon them. Not so incidentally, the population seems to be extremely resistant to disease and has developed a tolerance for the airborne variant of the chemical. (Segmentum Solar).

[ ] Ciclus: A temperate, life supporting planet in a solar system surrounded by strange gravitational anomalies so powerful as to tear apart any ship that gets near them, the sole safe route through these anomalies makes for a brilliant defensive checkpoint. Even more importantly, it is impossible to bypass these anomalies via warp jump. (Near Terra).

[ ] Shassad: A jungle infamous for the wide variety of snakes that live on it… as well as a particularly persistent feral Ork occupation, kept in check by a combination of said snakes and the military action of the planet's human tribes. (Near Terra).

[ ] Coloder: A part ice, part oceanic planet, the local tribes of Coloder survive mainly by living atop icebergs that are large enough to hold entire cities. These cities are often besieged by predators from the sea, air, and 'land' alike. (Near Terra).

[ ] Ikkite: A forest planet notable for being covered in spiky, nearly indestructible plant life, the humans of this planet have learned to keep constant awareness of their surroundings even when in the fiercest of combat, lest they be impaled. (Near Terra).

[ ] Oropt: A desert world near one of the major warp routes into Terra. It's inhabitants are a tribal people that are constantly engaged in a fierce war with large, ant-like insects. (Near Terra).

[ ] Rhodes 77: A planet in the Ultramar region, Rhodes is an important hub world due to it's location along several of the most stable warp routes known to Ultramar. This makes the regions near the world a den of piracy both of the human and xenos variety. (Ultramar Region).

[ ] Creetaz: A planet near Ultramar with a large number of the Abhumans known as Beastmen, whom have lived in shocking harmony with the human population. Normally Beastmen either fall to Chaos or end up in a mutually hostile relationship with baseline humans, but this world seems to have avoided both fates. Additionally, a stable sub-species of Beastman known as Minotaurs have been confirmed as native to the planet, and according to your records, are as large and powerful as Ogryns. (Ultramar Region).

[ ] Primisisis: Half blatantly obvious Eldar Maiden World, half icy wasteland the likes of which could be compared to Fenris itself, Primisisis is one of the rare worlds in which one can see the likes of Carnosaurs engaged in fierce battle with the Ororogurth Mammoth, a savage creature only otherwise found of the Death World of Vulfrost. (Ultramar Region) .

[ ] Elzaz: A world experiencing constant lighting storms. The nearby Forge World, dominated by Electro-Priests, considers this planet and its people to both be blessed by the Motive Force. (Ultramar Region).

[ ] 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).

[ ] Skullura: This planet is a Death World that complied with the Imperium fairly early on and was given the honor of being a dedicated Servo-Skull manufacturing planet. Quite likely because of the presence of the Neck Slicer Mantis, Skull Extractor Octopus, Cranium Flyers, Head Puller Gorilla and the slightly ridiculous number of other monsters obsessed with removing the head of their victims, meaning they have plenty of raw material for making the helpful little drones. (Ultramar Region).

[ ] Sightless: The rather on the nose name of this planet is due to the fact that a large portion of the planet's population is blind - thanks to the local wildlife, whom seem to consider human eyeballs a delicacy. It a rare individual on the planet of Sightless that keeps one eye late into their lives, let alone both. (Ultramar Region)

[ ] Corna: A combination of a Death World and an Agri-World. The soil of Corna is seemingly impossible to exhaust, remaining fertile no matter what stress is placed on it, but a price seems to need to be paid for such a bounty. Every single night, the inhabitants of Corna are constantly assailed by a wide variety of strange monsters, all of whom seem to vanish entirely by the day. (Ultramar Region).

[ ] Ramz: The inhabitants of this land live under constant attack from the local infestation of Orks and Grots. Oddly enough, the people here have developed a remarkable resistance to diseases - samples of their blood indicates that while they are not completely immune, plagues that will kill any other population to the last are only a temporary hindrance for them. Incidentally, the population of this realm also has a surprisingly large number of Abhumans - Ogryn, Ratlings, and Beastmen can all be found here, despite them usually requiring different environmental conditions to emerge, and all of them co-mingle with the human population as equals. A rare sight, especially since those bloody Emperor worshippers have been spreading some idiocy about how any deviation from the standard human appearance is a sign of evil. Idiots. (Sanguine).

[ ] Gloamaz: A planet where the entire surface is covered in dark, gloomy forests. The sun rarely shines on this world, and it's people are a very pale skinned folk. Due to predation by a wide variety of forest monsters, including some kind of 'wolf men' your juniors didn't manage to get a subject of, the people here almost universally live near either a military fort or, more commonly, one of the many castles of the local nobility. (Sanguine).

[ ] Vladaadad: A planet continuously under attack from Chaos-affiliated pirates and Xenos. The people of Vladaadad have developed an especially cruel disposition towards the worshipers of Chaos, one that the local Forge World seems to share…. Well, you think so, given the frankly disturbing number of weapons they give the local PDF that involve impaling the enemy with a barrage of rapidly launched spikes. (Sanguine).

[ ] Issua: Also called 'the Iron Planet', Issua is notable for it's red colored seas that are reminiscent of human blood - though it isn't actually blood. You checked, it's actually perfectly drinkable for the average person! The temperature here is bitterly cold and unsuitable for growing crops, so the population gets most of its nutrition by hunting the many monsters lurking within the red seas. (Sanguine).

[ ] Bluuved: A Feral World whose local tribes are locked in constant warfare against a strange species of humanoid Xenos, capable of interstellar travel without the usage of any kind of space-faring vessel. How the hell they manage that one is beyond you, and the flagrant disregard the feat shows of the laws of biology has given you a migraine. This has lead to a constant war, one that is shockingly primitive in scope - the Xenos in question appear to have stopped developing at pre-industrial levels of technology. (Sanguine).

[ ] Skaltland: A large planet of lush green forests, the inhabitants are tough and belligerent folk - being extremely prone to excessive swearing, and picking fights at the drop of the hat. And this is without the horrid shrieking caused by the 'bagpipes' that are their most popular musical instrument. (Fenris Region).

[ ] 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).

[ ] Iruka IV: A planet split between twin cultures of Samurai and Ninja, the people of Iruka IV have known nothing but conflict for the vast majority of their lives, with both open war and mass assassination campaigns being a frequent occurrence. (Fenris Region).
 
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Lightning Class Power Armor Proposal from Forge World Vhalkem

Archmagos Biologis Grimm, I will make this message as brief and succinct as possible per my research into your disposition.

I am Archmagos Damascus-171, Chief of Material Testing, and my team and I believe that cooperation between both of us can greatly further both the Quest and the defense of the Imperium.

Recently we have come into possession of STC fragments from the Dark Age of Technology for a module similar in purpose to the Iron Halo, that being an additional component that produces a personal protective field around an individual. After testing and initial trials, my team has managed to merge this shield generator to a modified pattern of power armors, with some compromises.

Essentially, by reducing the levels of ceramite armor to reduce mass and make space for the barrier projectors, we have created what we have named the Lightning Class Power Armor. The name comes from what we able to translate from the scattered texts of the STCs, though I digress. The rechargeable energy shielding produced by the shield module is capable of protecting the wearer from low amounts of firepower for minutes at a time and is able to survive heavy firepower, such as concentrated las- fire and plasma before needing time to recharge. Our tests have also confirmed significant increases to survivability in regard to large explosions from grenades, rockets, melta weaponry, and artillery, though those improved numbers lessen drastically the closer to the epicenter.

By all of our reports, this armor system can drastically improve the survivability of any Space Marine who can wear it.

However, the systems that govern both the generation and projection of the shielding are quite complex, easily as complex of the Iron Halo itself. This imposes limits on how much these armors can be produced at a time. Furthermore, there are significant 'concerns' among our peers in regard to the system, that range from practical issues like those related to the removal of layers of armor and manufacturing and logistical concerns to other 'foreseen issues' which typically line up along political lines of thought inside the Mechanicus, such as accusations of Tech-Heresy.

As such, after much deliberation with my team, I have decided to reach out to you with a cooperative venture. We believe that with our current allowance of production we can provide, support, and maintain roughly one thousand units of this armor, plus our experimental Lightning Plus Tactical Dreadnaught Armor. Instead of producing these armors individually to be split among a number of Chapters, these armors would be best utilized as part of the Long Founding, condensed under a single Chapter-strength force, both to ease logistics and provide a large force to gather comprehensive data on the armor system.

We eagerly await your reply,

Archmagos Damascus-171, Chief of Material Testing, Forge World Vhalkem
 
11 Chapter Part 2
[X] Plan: Nomadic Therapists.
-[X] World Eaters.
--[X] 1 Charge of Potent Gene-Seeds.
--[X] 1 Charge of Legendary Gene-Seeds.
- [X] Fleet Based: The Chapter is fleet based and will be constantly on the move, but as a result will lack a proper home unless it decides to claim a world for its own in the future.
--[X] 1 Charge of Adaptive Gene-Seeds.

The World Eaters would be an excellent choice for a Chapter dedicated to taking in other Space Marines. Their melee abilities, of course, go without question as a way of helping to keep any Marines convicted of dire crimes in line, however you find the empathic abilities the original Legion apparently must have lost when Angron implanted the Butcher's Nails into them to be a far more important tool. Something that could be key to making the best out of the current situation with the outcast Marines. The ability to understand and work with others is a capability that one should never underestimate.

…. Wait a minute.

SOMEONE TOOK FUSESHIFT!

THAT….. That was the first Plasma Revolver you ever made, centuries ago when you were a mere initiate in the secrets of the machine. You don't even use it for combat anymore - it's been vastly overshadowed since then, as your understanding of Plasma technology grew.

Why… why would anyone who could get even get into this place bother taking it!?

Current Traits

-Unusual Structure: This Chapter is structured in an extremely unusual way, compared to the average Space Marine Chapter.

-Ax Mastery: The Space Marines of this Chapter are undisputed masters with the usage of chain, force, and power axes.

-Legendary Melee Prowess: The average Marine of this Chapter is vastly superior to the standard in terms of their skill in close combat, with only the Veterans of other Chapters being able to reliably top them. And their own veterans... ah, a truly glorious sight.

-Ship Maintenance Masters: This Chapter knows how to keep its Void Ships in excellent working order.

-Close Combat Specialists: The Marines of this Chapter excel in all areas of close combat.

[ ] Write in Name
[ ] Write in or post a picture of the chapter colors.
[ ] Write in chapter symbol.
[ ] Write in chapter creed. (Optional).

Expendables
2 Charges of Extra Trainers
1 Charge of More Terminators

Normal Training Options
[ ] Scout Training: The Chapter's Marines are given more advanced training in the art of scouting, and as a result more of its Marines remain as dedicated scouts - even after being promoted from the rank of Scout Marine proper. They afford greater reconnaissance and intelligence gathering abilities, as well as improved capacity for stealth warfare.

[ ] Librarians: The Chapter's Librarians are particularly well trained, and have far greater resistance to the temptations of the warp. They are far less likely to fall to Perils of the Warp, and offer more potent psychic support.

[ ] Entrenchment: The Chapter is better at erecting and maintaining fortifications than average.

[ ] Blademasters: The Chapter's Marines have honed their skills with the blade, and are among the finest swordsmen in the Imperium.

[ ] Deepstrikes: More so than even other Space Marines, this Chapter has gained a mastery of the orbital strikes Adeptus Astartes are famous for.

[ ] Marksmen: Even among Space Marines, the marksmanship of the Chapter is top of the line.

[ ] Spear Training: The Chapter is especially well trained in the use of spear and javelin like weapons, this does not cover staves or polearms however.

[ ] Chaplains: The Chapter is blessed with more Chaplains than average among its numbers, and higher quality as well. Treachery and corruption will find it far harder to grow within their ranks.

[ ] Apothecaries: This Chapter has extra Apothecaries among its ranks, greatly improving the health of the Chapter overall and raising the odds of Marines surviving severe injuries.

[ ] Techmarines: This Chapter has more Techmarines in its ranks than normal, improving the quality of their equipment and allowing them to create a greater quantity of advanced wargear.

[ ] Boarding Specialists: The Chapter's Marines are truly masters at boarding voidcraft - even by Space Marine standards.

[ ] Counterintelligence Training: The Chapter is proficient in the art of detecting and thwarting enemy infiltration attempts.

[ ] Artillery Masters: The Chapter are masters at employing artillery in times of war, both on offense and defense.

[ ] Politics: This Chapter has grown adept at manipulating the surrounding political landscape. A sad necessity, in the increasingly politically driven Imperium.

[ ] Terminator Training: The Marines of this Chapter are supremely skilled in using the legendary Tactical Dreadnought Armour, more commonly known as Terminator Armor.

[ ] Space Hulk Operations: Through extensive practice, the Marines of this Chapter are masters at fighting in the unique conditions of Space Hulks.

[ ] Elite Assault Marines: The Assault Marines of this Chapter are a cut above the average, quite literally. Their greater skill offers enhanced fast assault and close quarters ability to the Chapter as a whole.

[ ] More Champions: This Chapter has more Champions than most can claim.

[ ] Law: This Chapter has a greater understanding of the Imperium's laws and regulations than normal, excellent for dealing with corrupt governors and foolish Inquisitors alike.

Normal Equipment Options

[ ] Extra Assault Packs: The Chapter has enough Assault Packs to equip extra Assault Marines.

[ ] Heavy Weaponry: The Chapter is well supplied with heavy weaponry and can field extra 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 Land Speeders: The Chapter has access to extra Land Speeders of various Patterns, granting them a more capable fast attack force.

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

[ ] 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.

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

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

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

[ ] 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.

OOC: Thanks to the beta.
 
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The Reborn Crusaders
[X] Plan: Reborn Crusaders.
-[X] Chapter Name: Reborn Crusaders.
-[X] Chapter Colours: Due to assembling Marines from other Chapters, Reborn Crusaders lack formal Chapters colours and great variety can be observed in the colouration and iconography of the Chapter's armaments. The most common however are:
--[X] Battle-Brothers: Blue Primary, White Secondary, with Bronze helmets and armour trim.
--[X] Chaplains: Mostly White, with Right Golden Gauntlet and Scarlet Left Gauntlet. The Right Gauntlet symbolizes Emperor's protection and guidance of Humanity, while the Left Gauntlet, represents Emperor's wrath and justice destined for Imperium's enemies.
--[X] Veterans: Do not paint their armour fully, instead they use unpainted ceramite as background, for Red, White and Blue symbols and lines, those symbols are artistic representations of the Veterans history and deeds in the Chapter. This tradition among the distinguished and experienced Reborn Crusaders was started by Marines who originally hailed from other Chapters.
-[X] Chapter Symbol: Blue and White Phoenix, rising from Red Lotus. Representing rebirth/absolution through duty and battle.
-[X] Chapter Creed: "In Duty Absolution."
--[X] Chapter Battle-Cry: "Let Battle Wash Away the Sins!"
-[X]2 Charges of Extra Trainers
-[X]1 Charge of More Terminators
-[X] Chaplains: The Chapter is blessed with more Chaplains than average among its numbers, and higher quality as well. Treachery and corruption will find it far harder to grow within their ranks.
-[X] Deepstrikes: More so than even other Space Marines, this Chapter has gained a mastery of the orbital strikes Adeptus Astartes are famous for.
-[X] Terminator Training: The Marines of this Chapter are supremely skilled in using the legendary Tactical Dreadnought Armour,more commonly known as Terminator Armor.
-[X] Extra Assault Packs: The Chapter has a great number of Assault Packs, letting them retain a greater number of Assault Marines in each Company.

Chapter Name: Reborn Crusaders.
Chapter Colours: Due to assembling Marines from other Chapters, Reborn Crusaders lack formal Chapter colours and great variety can be observed in the colouration and iconography of the Chapter's armaments. The most common however are:
-- Battle-Brothers: Blue Primary, White Secondary, with Bronze helmets and armour trim.
--Chaplains: Mostly White, with Right Golden Gauntlet and Scarlet Left Gauntlet. The Right Gauntlet symbolizes the Emperor's protection and guidance of Humanity, while the Left Gauntlet, represents His wrath and justice destined for the Imperium's enemies.
-- Veterans: Do not paint their armour fully, instead they use unpainted ceramite as background, for Red, White and Blue symbols and lines, artistic representations of the Veteran's history and deeds in the Chapter. This tradition among the most distinguished and experienced Reborn Crusaders was started by Marines who originally hailed from other Chapters.
-Chapter Symbol: Blue and White Phoenix, rising from Red Lotus. Represents rebirth/absolution through duty and battle.
-Chapter Creed: "In Duty, Absolution."

Current Traits

-Unusual Structure: This Chapter is structured in an extremely unusual way, compared to the average Space Marine Chapter.
-Ax Mastery: The Space Marines of this Chapter are undisputed masters with the usage of chain, force, and power axes.
-Legendary Melee Prowess: The average Marine of this Chapter is vastly superior to the standard in terms of their skill in close combat, with only the Veterans of other Chapters being able to reliably top them. And their own veterans... ah, a truly glorious sight.
-Ship Maintenance Masters: This Chapter knows how to keep its Void Ships in excellent working order.
-Close Combat Specialists: The Marines of this Chapter excel in all areas of close combat.
-More Terminators: This Chapter has more Terminators than the average.
-Chaplains: The Chapter is blessed with more Chaplains than average among its numbers, and higher quality as well. Treachery and corruption will find it far harder to grow within their ranks.
-Deepstrikes: More so than even other Space Marines, this Chapter has gained a mastery of the orbital strikes Adeptus Astartes are famous for.
-Terminator Training: The Marines of this Chapter are supremely skilled in using the legendary Tactical Dreadnought Armour, more commonly known as Terminator Armor.
-Extra Assault Packs: The Chapter has a great number of Assault Packs, letting them retain a greater number of Assault Marines in each Company.

Culture of the Reborn Crusaders

Stations of Rebirth: The Reborn Crusaders maintain a series of powerful Space Stations throughout the Imperium. These stations serve as a means for drawing recruits for the Chapter itself, as they are usually near the Reborn Crusaders' many recruiting worlds. Due to the importance of this role, each station is among the more heavily fortified in the Imperium, and often serve as anchorages for the Reborn Crusader's fleet.

Warden Chaplains: Those Chaplains of the Reborn Crusaders entrusted with watching over the many Marines from outside of the Chapter proper are known as Warden Chaplains. Other than their unique wards, however, the role of a Warden Chaplain is much like any other.

The Gathering Cruisers: Specialized Strike Cruisers that serve as transports for the many Marines banished to the Reborn Crusaders by their brothers due to one flaw or another. They possess the capacity to act as prisons in time of need, but very rarely actually need to fulfill such a role - the Marines that join the Reborn Crusaders are still loyalists after all, and so the most common usage of these Cruisers as prisons is to hold Blood Angels that have fallen or are at risk of falling to the Black Rage.

Organization: The Reborn Crusaders are organized into 13 companies, each of differing sizes and composition, including several 'specialist' companies that perform unique yet important roles within the Chapter as a whole.
-1st Company: The largest Company of the Reborn Crusaders, and the main body of the Chapter. Aside from its role of overseeing the rest of the Reborn Crusaders, as well as its unusually large amount of particularly skilled Terminators, the 1st Company taken on it's own could very well be mistaken for a standard Codex Space Marine Chapter, to the point that it even has similar divisions among it's 'sub-companies' as a regular Chapter. The 1st Company uses the Chapter symbol.
-2nd Company: The Marines of the 2nd Company are composed of those for whom their greatest sin was failure. Because of this, they make up the second largest group on average, and are the Company most likely to deploy in full force, but have a proportionally lower amount of Warden Chaplains - those whose only sin was failure do not usually need additional supervision. They are signified by an eyeball with a single tear dripping from it.
-3rd Company: Marines found guilty of disobedience, yet not sufficient to earn death, are often forwarded to the 3rd Company. Due to their perceived lack of reliability, the 3rd Company never deploys as a full force and is instead divided up into individual Squads - each accompanied by 2 Warden Chaplains - and seconded to other Reborn Crusader forces. They are symbolized by the image of a broken hand.
-4th Company: Marines who have suffered the loss of their entire Squad, Company, or even their entire Chapter often end up joining the 4th Company. These Marines are often insanely skilled even by the standards of Space Marines, but the loss of so many brothers tends to cause issues with teamwork. Due to this, they are often seconded out to other Reborn Crusader forces as individual specialists. Their symbol is a skull.
-5th Company: Marines who are accused of corruption, but exonerated upon further inquiry, often are dishonored even when their innocence is proven, and thus choose to abandon their distrustful brothers and join the 5th Company. Though exoneration has been given, the 5th Company is kept under conditions much like that of the 3rd regardless, in case of them truly wavering in future. The symbol for the 5th Company is a chalice.
-6th Company: The 6th Company is made up of Marines that have some form of issue with their own Chapter, but not with the Imperium as a whole. While it does have some Warden Chaplains among its number, the 6th Company is mostly trusted to deploy as a true Space Marine company without suspicion. The symbol of the 6th Company is a talon.
-7th Company: The Marines of the 7th Company are actually Marines in good standing who, for one reason or another, have nevertheless been asked to leave their home Chapter. Because they are not actually in need of redemption, the 7th Company rarely has need of Warden Chaplains and on several occasions has even proven able to supply its own Chaplains 'in house', for lack of a better word. Its symbols is a sword.
-8th Company: A company reserved solely for Marines from Imperial Fists descended Chapters. Most do not know exactly why the 8th Company is the way it is, nor why it's count of Warden Chaplains is the second lowest in the entire Chapter, but then again few feel the need to ask. It's symbol is, predictably, a fist.
-9th Company: {REDACTED BY ORDER OF THE INQUISITION}
-10th Company: Made up of Marines who are tarnished by association with a Squad, Company, or even entire Chapter turned traitor, the 10th Company has some of the highest counts of Warden Chaplains, at least among those companies within the Reborn Crusaders that are actually allowed to deploy at Company strength. The symbol of the 10th Company is a snake.
-11th Company: Marines whose homeworlds have betrayed the Emperor. They are the second most watched Company, directly after the 10th. The symbol of the 11th company is a broken bone.
-12th Company: Marines that, for one reason or another, feel deeply personally ashamed even though they are not condemned by any wider authorities are enrolled into the 12th Company. Among the 'normal' Reborn Crusaders Companies, it is the 12th most imagine of when they think of the Chapter. The symbol of the 12th Company is a hammer.
-13th Company: The 13th company is made up of Marines that… There is no polite way to phrase this, are as vile as a Marine could possibly become without officially stepping over any lines. They are those Marines that somehow, among the entirety of the Adeptus Astartes, manage to be exactly as unpleasant and morally bankrupt as it is physically possible to be without earning an official censure from either the wider Imperium, or their own Chapter. The sheer vitriol this company receives from all quarters has led to it being sent on multiple suicide missions, yet the 13th have managed to survive and even thrive after every attempt. It's symbol is a noose, which many wish was more literal.
-Death Company: The Reborn Crusaders Chapter has been given the solemn duty of maintaining a Death Company for those Blood Angels that fall to the Black Rage while in their care. It's symbol is a drop of blood.
-{REDACTED}: A Company formed after an Incident involving the Dark Angels. All other details are classified so thoroughly it is quite likely nobody knows any other details save the Chapter Master.

Major Events and Battles of the Reborn Crusaders

  • A Reborn Crusaders strike force destroys several burgeoning WAAAAAAAGHs, suffering heavy casualties due to a completely disproportionate number of larger Orks within the combat area for the scale of the WAAAAGH. This greatly worried the Inquisition's Ordo Xenos, but no evidence of the cause has yet surfaced.
  • The Reborn Crusaders discover, intercept and destroy a splinter of the 3rd Black Crusade, suffering major losses in the process. During the battle, the then-current Chapter Master of the Reborn Crusaders duels a Bloodthirster in close combat, and succesfully brings it True Death, though he himself died in the attempt. Legend has it that the Chapter Master was reborn as a Living Saint there and then, in honour of his heroism - something supported by the repeated manifestations of a Space Marine-like Living Saint around the turn of the 40th Millenium.
  • A large Reborn Crusaders strike force is ambushed by unknown Space Marine forces, suspected to be sent by the Dark Angels and their affiliated successor Chapters. Due to this, the {REDACTED} Company is formed within the Reborn Crusaders, and the Chapter at large adopts a policy of refusing to deploy alongside the Dark Angels.
  • Once again, the Reborn Crusaders end up fighting a large Ork force, this time managing to intercept a WAAAAAAGH that would have destroyed the Forge World of {REDACTED} as well as Shrine World {REDACTED}.
  • A bloody battle against the Necrons becomes a five way brawl, drawing in multiple Keepers of Secrets, an Ork WAAAAAGH, and a large force of an unknown Xenos species that seemed obsessed with stealing the left arm of every combatant they could find…. Somehow even managing to do so successfully to the Necrons. Why exactly they were so singleminded in theft of the left arm remains a mystery.
  • An Ork WAAAGH of immense scale is utterly destroyed at the battle of Darkmountain Pass.
  • Following Darkmountain Pass, the Reborn Crusaders would go on to destroy the Ork Empire of Orklantus, sinking several of it's major 'cities' into the oceans of the many aquatic worlds of the region. So effective were the forces deployed to the battle, that the Reborn Crusaders became renowned the galaxy over as 'right and propa' enemies to fight.
  • A battle between the Reborn Crusaders and the Dark Angels would lead to the latter having to postpone their hunt for the Fallen - an act that enraged the First Legion beyond words.
  • The Reborn Crusaders would participate in the battle of {REDACTED}, defending an ancient Forge World from the ongoing attacks of Hive Fleet Hydra.
  • Several entire Dark Angels successor Chapters would be wiped out in a battle between the Reborn Crusaders and the Unforgiven, eventually forcing the High Lords of Terra themselves to intervene and demand an end to the fighting and a truce between the two Astartes forces.

Diplomatic Relations
-Dark Angels: The Reborn Crusaders and the Dark Angels despise each other on a level that no two other Loyalist Chapters can ever comprehend, and will refuse to fight alongside one another at any opportunity. Not even a Black Crusade would be sufficient to force the Reborn and the Unforgiven to work together.
-Marines Malevolent: The Marines Malevolent have a preference for avoiding the Reborn Crusaders, after a chance encounter with the 13th Company - a group that even they find to be unbearably unpleasant to remain around for extended periods of time.
-Blood Angel: The Blood Angels and Reborn Crusaders have fairly amicable, if unremarkable, relations.
-Imperial Fists: <REDACTED>.
-Inquisition: The Inquisition makes frequent usage of lesser companies of the Reborn Crusaders as a source of relatively expendable Space Marines, for cases when the Guard, Stormtroopers, or even Sisters of Battle cannot be expected to handle matters with a decent chance of success.
-Iron Hands: The Iron Hands have worked alongside the Reborn Crusaders on multiple occasions, and have developed a slightly positive opinion on the other Chapter's ability to accomplish its tasks. This is a significant achievement.

+100 Reputation
 
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12th Chapter Prologue
According to your data, you should have enough time to finish exactly one more chapter before the Third Black Crusade begins.

This is not a good situation….. Than again, since when has the Imperium been in a good situation? Especially not with those fanatics somehow continuing to gain power in the the wake of the War of the Beast.

Hmmmmph.....

Not good. Not good at all.

Choose 1
[ ] Do as you will: You will not be taking any requests at this time.

[ ] Ork Hunters: As one may expect, the increased awareness of the Ork threat after the War of the Beast has led to quite a few new proposals crossing your desk recently.
Conditions: Create a Chapter specialized for fighting Orks.

[ ] Spiting the Blood God: Some of the 'Inquisitors' created by the Sigilite before his death have been toying with the idea of creating a Space Marine Chapter specifically built to be as unfulfilling a foe for the forces of Khorne to fight as possible. You may as well take them up on it - it's certainly one of their less horrific ideas.
Goals: Create a Chapter specialized towards fighting Khorne.

[ ] Secure and Capture: Another request from the so-called 'Inquisition'. It appears they want a Chapter specialized in tracking down and capturing select targets... 'alive'... you would rather not try and comprehend the reasoning. You truly do wonder what Malcador was thinking some days. An update on this request has revealed that the primary target is actually other Inquisitors of all things. You still don't comprehend Malcador's logic.
Goals: Create a Chapter skilled in not killing specified targets.

[ ] Inedibility: A recent battle against a hive minded species, with a rapid adaptation rate and capable of devouring other living things in order to rapidly add their biomass to a growing horde, has led to some... concern about what would occur if a similar event happened and wasn't caught as early. 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.

[ ] Testing, Testing 1,2: The Forge World of Murphius has returned, and they're just as utterly insane as it was with the last request you were handed. This time, those lunatics have been experimenting with 'rediscovered' chainswords. You really wish you could disavow all involvement with whatever idiocy is about to ensue.
Condition: The next Chapter gets the Randomized Chainsword Quality trait.

[ ] OP-4: The Assassinorum wants a chapter of Space Marines to practice against… Including combat trials. They have vowed to not actually kill them all and render ALL OF YOUR WORK POINTLESS. How... kind of them.
Goal: Create an anti-stealth Chapter.

[ ] Codex Experiments: "Hmmmmmmmmmm..."
Goal: Create a Chapter with Alpha Legion Gene-Seed and place it in a homeworld with the (Ultramar) tag. Troll Guiliman.

[ ] Purge the Unclean: Apparently, other Inquisitors have noticed the anti-Khorne request. Now, they have decided that they want you to make a Chapter built around fighting Nurgle instead. This better not become a trend.
Goals: Create a Chapter specialized towards fighting Nurgle.

[ ] Bird Hunting: Too late, apparently - now a third group of Inquisitors want a Chapter specialized in fighting the Changer of Ways….. Which is going to be utterly infuriating given the very nature of that particular pain in your backside. Bah.
Goals: Create a Chapter specialized for fighting Tzeentch.

[ ] Cold Shower:.... Fine, you'll admit it - as annoyed as this barrage of near identical requests from an organisation that increasingly comes across more as squabbling children than the elite protectors against the darkness Malcador tried to build has made you, that actually is a good project name for a suggestion about a Chapter for fighting Slaanesh.
Goals: Create a Chapter specialized for fighting Slaanesh.

[ ] Breadbasket: Word has reached the High Lords of a plot to invade one of the Imperium's major food producing regions. Should such a domain fall, entire planets could face lethal famines. Understandably, they want to make sure that a full Chapter of Space Marine is around to protect at least one of these vital regions, as proof against further such attacks.
Goals: Create a chapter world with a (Agri-World Dense Region) Tag.

[ ] Reinforcing Obscurus: An increase in threats in Segmentum Obscurus has led to many within the Imperium pushing for additional Space Marines within the region. A contribution by you would go a long way towards assuaging their fears.
Goals: Create a chapter on a world with the (Segmentum Obscurus) tag.

[ ] Escorts: While not ordinarily of such import, occasionally the merchant vessels of the Imperium are employed for official matters. A Space Marine Chapter built to protect these humble yet vital ships could go a long way.
Goals: Create a Chapter specialized in ship escort.

[ ] ???: A group of Inquisitors have given you an… extremely eclectic list of planets they'd like you to put Chapters on. You don't know what they're up to, and given the Inquisition is involved you quite frankly don't want to know.
Goals: Create a Chapter on a planet with the (Hybridis Approved) tag.

[ ] Cover up: The Inquisition has found that their handful of 'reliable' Space Marine Chapters, while excellent for most needs, are wasted on helping to enforce coverups regarding memetic hazards. They want one specialized towards such goals instead. You can see some logic there - bloody Chaos - but whether it's worth it is up to you.
Goals: The next Space Marine Chapter will be called upon by Inquisitors with a knack towards covering up the truth.

[ ] Investigation: Some among the Inquisition, who have dedicated themselves to seeking out long forgotten truths, have found themselves stymied in their search by powerful military forces - the kind you'd need Space Marines to overcome. With how much humanity has lost over these dark millenia, the potential advantages are obvious. It's merely a question of if they need Space Marines more than any of the other matters brought before you... Wait a minute, didn't you just get a request about-
.... You have concerns.
Goals: The next Space Marine Chapter will be called upon by Inquisitors with a knack towards seeking out the truth.

Reputation: 545
Points: 40

Unlocks
[ ] Traitor Legion Geneseed: If you wish, you could gain access to the gene-seed of the Traitor Legions. Each will have its benefits and costs, but all of them will have their gene-fathers concealed for practical reasons - little point creating a Chapter only for them to be wiped out by some overly paranoid fool. Write in a traitor legion. 10 Points for each time this is taken.

[ ] Extra Land Speeders: The Chapter has access to extra Land Speeders of various Patterns, granting them a more capable fast attack force. 10 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.

1 Time modifiers (Can be purchased multiple times and stored for later.)
[ ] Potent Gene-Seed Charge: Some samples of a Legion's gene-seed are more likely to retain their stronger traits, and you have isolated such samples. 5 Points for each charge. Burn a charge to make the Chapter roll for two traits from their parent Legion.

[ ] Adaptive Gene-Seed: Some samples of Gene-seed are more capable of adapting to different conditions on different planets. 5 Points each charge. Burn a charge to roll an extra planetary trait.

[ ] Legendary Gene-Seed: The finest Gene-Seed ever recovered from a given Legion. 15 Points per charge, Burn a Charge to add a Legion's legendary traits to the roll list for that round.

[ ] 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.

[ ] More Equipment: You've managed to secure extra equipment for a Chapter. 10 Points. Burn 1 charge to add an extra equipment slot for the Chapter.

[ ] 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.

[ ] Extra Trainers: With some extra effort and yelling at a few more bureaucrats, you ought to be able to arrange things so the new Chapter is able to get in some extra specialized training before proper deployment. 15 Points. Burn 1 charge to get an extra training option.

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.
(Point Cost?)

[ ] 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.
(Point Cost?)

[ ] 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, possesses greatly enhanced weapons packages for its limbs, and even has a pair of massive heavy weapons mounted on each shoulder.
(Point Cost?)

[ ] 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. (Point Cost?)

[ ] 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.

[ ] Lightning Class Power Armor: A very powerful piece of technology from Forge World Vhalkem, the Lightning Class is extremely powerful, though it can only be produced in enough numbers for deployment by a single Chapter scale. You will still need to handle smoothing things out between Vhalkem and the Forge World providing the rest of the Chapter's equipment, however - they don't get the free pass Murphius does. 10 Points.
 
12 Chapter Part 1
[X] Plan: Emperor's Hounds.
-[X] Reinforcing Obscurus: An increase in threats in Segmentum Obscurus has led to many within the Imperium pushing for additional Space Marines within the region. A contribution by you would go a long way towards assuaging their fears.
-[X] Traitor Legion Geneseed: If you wish, you could gain access to the gene-seed of the Traitor Legions. Each will have its benefits and costs, but all of them will have their gene-fathers concealed for practical reasons - little point creating a Chapter only for them to be wiped out by some overly paranoid fool. Write in a traitor legion. 10 Points for each time this is taken.
--[X] Luna Wolves.
-[X] Legendary Gene-Seed: The finest Gene-Seed ever recovered from a given Legion. 15 Points per charge, Burn a Charge to add a Legion's legendary traits to the roll list for that round.
-[X] Potent Gene-Seed Charge: Some samples of a Legion's gene-seed are more likely to retain their stronger traits, and you have isolated such samples. 5 Points for each charge. Burn a charge to make the Chapter roll for two traits from their parent Legion. 2x.
-[X] Adaptive Gene-Seed: Some samples of Gene-seed are more capable of adapting to different conditions on different planets. 5 Points each charge. Burn a charge to roll an extra planetary trait.

Well, that's just wonderful news, isn't it...

Ooarth got turned into a Shrine-World, and the idiot the Ecclesiarchy appointed as governor wound up wrecking the place so badly building illogically gigantic cathedrals that the very continents shifted -and in the process, ruined the entire reason for the planet to be a Shrine World in the first place.

The Ecclesiarch apparently went temporarily insane and tried to strangle the man to death when he heard the news…. And then, in an act of either complete insanity or shocking sanity, decided not to erase the incident from history. Instead, he vowed the incident would forever be used as an example of the utmost shame a man of faith can possible bring to himself and to the Ecclesiarchy as a whole.

They've even taken to using the man's name as a curse word.

Personally, you'd suspected something like this would happen the moment the Ecclesiarchy took custody of the world. Incompetents, incompetents the lot of them.

Expendables
2 Charge of Potent Gene-Seed
1 Charge of Adaptive Gene-Seed
1 Charge of Legendary Gene-Seed

Choose a Legion

[ ] The Raven Guard: The Gene-Seed belonging to the Sons of Corvus Corax no longer has a Mucranoid or Betcher's Gland, resulting in the lack of the acidic spit and the loss of the ability to generate an outer coating to protect the body against extreme environments such as the void of space, and causes a cosmetic mutation in the form of unnaturally pale skin... but the Raven Guard, despite their crippled numbers after Istvaan III, are a worthy lineage as any other. They are specialists in stealth warfare, and are more capable in guerilla war than any other.

[ ] The Ultramarines: The most pure and stable Space Marine Gene-seed, the Ultramarines, sons of Roboute Guiliman, are a lineage that gives no great benefits but in turn does not have great downsides. They are tactically balanced, seeking to practice all forms of warfare rather than master just a few, and stand as the most numerous of the surviving Space Marines. They do seem to have started a minor tradition of maintaining ties with their successor Chapters, however. Whether this is a boon or a curse remains to be seen.

[ ] The Dark Angels: The Dark Angels, sons of Lion El Johnson, much like the Ultramarines have a very stable and mutation free Gene-Seed. They have access to a great deal of highly advanced technology gifted to them by the Emperor, and have formed several of their Companies into heirs of their previous elite forces such as the Deathwing. However, the Dark Angels have also been acting very erratic of late, and are stubbornly insistent about forming 'relations' with their founding chapters regarding matters they refuse to speak of, even to other Astartes. A great number of officials within the Imperium are growing very concerned about this, but with the death of the First Legion's Primarch, it seems unlikely anyone could force them to reveal the reason for their behaviour.

[ ] The Salamanders: Sons of Vulkan, the Salamanders are somewhat mutation prone, yet most deviations within their gene-seed are wholly positive - taking the form of increased temperature resistance, radiological resistance, and enhanced healing capability as well as their signature cosmetic mutation. This does, however, mean that any further mutations will likely be even more noticeable, and possibly have far worse consequences than this. Tactically, they are known for their love of thermal weaponry, and have a good reputation among the Imperium for their kindness and commitment to defending the Imperium's citizenry even when it leaves them at a tactical disadvantage.

[ ] The White Scars: The Sons of Jaghatai Khan bear no overt physical defects, yet the White Scars Gene-Seed has been known to make those implanted with it more savage and hungry for war. In honour of their Primarch's history as a master of cavalry, they have mastered the use of both Combat Bikes and the rarer Jetbike units, and specialise in high speed, hit and run battles.

[ ] The Iron Hands: The Gene-Seed of the Sons of Ferrus Manus seems to hold a genuine disdain of weakness within it, and since the death of their Primarch this hatred seems to have further narrowed into contempt for the weakness of the flesh specifically. Though you fully understand the irony of a member of the Adeptus Mechanicus thinking this you find the belief irrational at best, for is the organic matter in space marines not already more durable and more capable than most cybernetics known to the Imperium? In fact, so pristine is the Omnissiah's enhancements that these cybernetics can actually be a degradation from the original…. But of course, you are a mere Genetor, who degrades himself by working with the 'weak' flesh rather than the blessed machine spirits. Even if you are older and more learned about the ways of the machine than several of your closest peers put together, what could you possibly know about the topic of flesh and machinery in relation to one another?

[ ] The Blood Angels: The gene-seed of the Sons of the late Sanguinius, Beloved by All, has three peculiarities of note. The first and oldest is the Red Thirst, an oddity that causes the Space Marine chapter to thirst for blood so powerfully it can overwhelm them in the midst of battle. Second is the Black Rage, a berserk fury that seems to have been caused as a result of the death of the Blood Angel's Primarch that appears to cause Marines suffering from the affliction to hallucinate their father's final battle, perceiving all around them as being the Arch Traitor Horus himself. Finally you've noticed some minor warp based effect on the 'luck' of some Space Marines, but you doubt that will manifest into anything relevant... Beyond their afflictions, the Ninth Legion are renowned for their mastery of close quarters combat, and for having more Assault Squads in each company than the norm.

[ ] The Imperial Fists: A famously stalwart legion, the Gene-Seed of the Sons of Dorn lacks the Betcher's Gland and Sus-an Membrane entirely, leaving them incapable of spitting acid as an emergency weapon and unable to enter suspended animation when critically injured, but otherwise is fairly stable. They are renowned as the greatest masters of defense in all the Imperium, and have also begun to fill the role of the treasonous Iron Warriors in siege warfare.

[ ] The Alpha Legion: The Gene-Seed derived from the traitorous Alpharius is, despite it's origins, very pure as the physical is concerned, with no noticeable mutations beyond the fact that Alpha Legionnaires tend to so closely resemble their father as to be able to impersonate him convincingly. On the mental side the Alpha Legion's Gene-Seed seems to create more secretive Astartes with a greater sense of initiative, resulting in them being masters of intelligence gathering, sabotage, and all other forms of indirect warfare.

[ ] The Iron Warriors: The biggest flaw within the Gene-Seed of the traitor Perturabo is that it induces intense paranoia, though nowhere near the bitterness and misanthropy their father posessed even when he was yet loyal. That said, the fact that it also gifts enhanced intelligence, problem-solving abilities, and is compatible with a wider range of aspirants than the majority of other legions can more than make up for that initial flaw if leveraged in the right way. Prior to their betrayal, the Iron Warriors were the greatest masters of Siege Warfare in the entirety of the Imperium, and though this won them little glory, it was a specialisation as worthy as any other.

[ ] The Word Bearers: More than any other Legion, the Word Bearers, Sons of Lorgar Aurelian, creator of the Imperial Creed and the First Heretic, were masters of spreading ideals. Any Chapter born from them is likely to spread the teachings of their home planet far and wide. Beyond this, they were a generalist Legion, practicing all forms of war, though their investment in promoting their own philosophy and ideology makes them skilled at countering those who attempt the same.

[ ] The World Eaters: The Sons of the maddened Angron, the World Eaters - are possibly the most powerful melee combatants among all Space Marines, with only the Blood Angels rivaling them. Obviously, they heavily focus on melee combat, even outside of their Assault Squads, and are always willing to charge into even the worst imaginable odds. To your surprise and confusion, though the World Eaters expectedly suffer from natural anger issues even without the Butcher's Nails those Nucerian lunatics created, they also have a potential for…. empathy, of all things. Not full Psyker powers, but an innate ability to sense and understand the emotions of others. You haven't the foggiest idea where that comes from, but it's certainly something to note.

[ ] Luna Wolves: Prideful and powerful in equal measure, the gene-seed of the Luna Wolves, who once bore the name of the Sons of Horus, has always been of excellent stock, with the biggest problem being mostly political in the form of their tendency to... well. To be blunt, a significant number of them are the spitting image of the Arch-Heretic. Sadly, in this day and age that political problem is an immense one - and very difficult to actually deal with.

Choose 1 (Request Mandate: Homeworld Must Have The Obscurus Tag)

[ ] Fleet Based: The Chapter is fleet based and will be constantly on the move, but as a result will lack a proper home unless it decides to claim a world for its own in the future.

[ ] Dualis: A planet that is half Forge World on one side and half Death World on the other. The Forge World half of the planet often uses the Death World half to acquire unique chemical mixtures from the wildlife, and puts great pains into maintaining the health of the tribal humans that lurk within its jungles.

[ ] Equartaz: A planet populated by nomads that have tamed horses large enough to hold a space marine, and fierce enough to kill the Orks that infest the planet on a regular basis. Oddly enough, the local Forge World of Beyath-Ezda has discovered an STC that actually contains blueprints of powered armor for these strange horses of all things. Truly, the Ancients made some strange wonders in their time.

[ ] Extrema: A cataclysm of a planet, the only places not covered entirely in ice are those that are located right next to the many rivers of lava that crisscross Extrema's surface. The people of this planet have long adapted to both of these environments and are remarkably able to travel between them as circumstances demand.

[ ] Pertana IV: The most unusual aspect of this planet are its human inhabitants, who have displayed what can only be described as shocking levels of pain resistance - being by all accounts completely unbothered by even the absolute maximum amount of pain a human can survive without dying. The planet itself is mostly unremarkable, beyond the strange fog that seems to cover the entire surface.

[ ] Kornan II: A World that has the unfortunate fate of being a 'gathering spot' of several Knight Houses… especially given the Knight Houses have a habit of hunting the locals of this jungle moon for sport at these gatherings.

[ ] 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.

[ ] Weeest 2: A jungle planet populated by earth descended tailed primates ,enhanced by the Ancients during the Dark Age of Technology. The local Forge World is dominated by your fellow Genetors, and considers the local primates to be gifts from the Machine God. Rumors persist of a 'king' primate that was able to fight multiple greater daemons during the heresy.

[ ] Penancia II: During the Heresy the planet of Penancia II sent a great many soldiers to aid in the loyalists' cause. However, most of them wound up killed in transit, and the people of Penancia felt it was their fault. Despite the fact no one in the Imperium even slightly blames them for it - it's not like they were the ones flying the blasted ships - the people of Penancia II have taken to flagellation and ritual scarring of themselves en masse, to atone for failing the rest of humanity.

[ ] Wasteland: A world of constant war, both by 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%.

[ ] Occa: An oceanic planet, dominated by giant creatures descended from the ancient 'Killer Whales' of ancient Terra's lore. Thankfully, despite being the apex predator the actual whales are among the least aggressive to humans on record. Which is a very good thing, since everything else is dangerous enough for the planet to qualify for death world status without the supersized orcas.

[ ] Kerztak: The planet of Kerztak is dominated entirely by grass plains…. And massive tornadoes of such ferocity that they've been known to rip Imperator Titans to shreds. The locals, needless to say, have gotten very good at avoiding them.

[ ] Kedad: A desert death world, Kedad is notable for the nearby Forge World, which houses one of the few Legio Cybernetica enclaves to make it out of the Horus Heresy in good enough standing to be exempt from the massive penance crusade that the rest of the faction has been on since the Heresy. You never interacted much with the Cybernetica, but their robotic warriors might be of use to a Chapter in their sector.

[ ] Thesus: A planet composed mostly of very rocky archipelagos stretched over a vast ocean, the world of Thesus is one of the various Death Worlds that have embraced Emperor Worship, though oddly enough they seem to worship the Emperor as multiple deities - believing he was shattered into such as a result of his final battle with Horus. As annoyed as you are at their defiance of the Imperial Truth, you'll grudgingly admit that they seem harmless enough.

[ ] Evstata: A planet best described as being nearly covered in mountains. The local population is divided between two sets of tribes - those who live atop the mountains, battling with the various colossal birds of prey and giant lizards that roam the peaks…. And those that live on the bottom, and face the horrible spider-legged slugs whose acid breath is capable of melting through Adamantium. (Segmentum Solar).


[ ] Spuuuurta: A war-like planet, full of constantly warring city states. They have - in flagrant defiance of the Imperial Truth you might add - taken to worshiping the Emperor as some sort of war god. (Segmentum Solar).

[ ] Terrararaaa: A planet that looks mostly normal on the surface, but in truth hosts a cave network so utterly massive in scale that the Mechanicus still has not figured out how the entire thing maintains consistent gravity. You also haven't figured out how it doesn't collapse on itself from the pressure of gravity. The locals on this planet are semi-civilized, and spend most of their time fighting the uncountable horrors from the depths.(Segmentum Solar)

[ ] Jujuarn: A death world with a variety of biomes, the planet of Jujuarn is notable mostly because its wildlife population is, for some reason, composed almost entirely of invasive species. Ambulls, Orkoids, Grox, Land Sharks, Haemovores, Carnosaurs, Rad-wolves, Catachan Devils and even the Salamanders of Nocturne have all somehow managed to establish breeding populations on the planet and thrive. (Segmentum Solar)

[ ] Rockheim: A Feral world near one of the few recorded 'Squat' realms, the locals seem to have a fairly good relationship with the short abhumans, with the latter frequently aiding the former with Ork invasions. (Segmentum Solar)

[ ] Cancer IV: A planet orbited by the dead remains of a crab-like xeno beast the size of Terra's moon. Despite it's death, the creature still seems to have some sort of regeneration active, leading to massive chunks of flesh and shell bombarding the planet from time to time. Oddly enough the beast, particularly it's shell, seems to repel the warp to some extent, and the forces of Chaos had an extremely difficult time operating on the planet during the Heresy. (Segmentum Solar).

[ ] Paerara: A planet mostly covered with an orange colored chemical, with islands hosting the human population. This chemical is highly potent, and during the Horus Heresy some Death Guard plague marines were outright disintegrated when they made the mistake of setting foot into puddles of the stuff. Additionally, Daemons of Nurgle had been reported as outright refusing to manifest on the planet whenever the Death Guard attempted to summon them. Not so incidentally, the population seems to be extremely resistant to disease and has developed a tolerance for the airborne variant of the chemical. (Segmentum Solar).

[ ] Ciclus: A temperate, life supporting planet in a solar system surrounded by strange gravitational anomalies so powerful as to tear apart any ship that gets near them, the sole safe route through these anomalies makes for a brilliant defensive checkpoint. Even more importantly, it is impossible to bypass these anomalies via warp jump. (Near Terra).

[ ] Shassad: A jungle infamous for the wide variety of snakes that live on it… as well as a particularly persistent feral Ork occupation, kept in check by a combination of said snakes and the military action of the planet's human tribes. (Near Terra).

[ ] Coloder: A part ice, part oceanic planet, the local tribes of Coloder survive mainly by living atop icebergs that are large enough to hold entire cities. These cities are often besieged by predators from the sea, air, and 'land' alike. (Near Terra).

[ ] Ikkite: A forest planet notable for being covered in spiky, nearly indestructible plant life, the humans of this planet have learned to keep constant awareness of their surroundings even when in the fiercest of combat, lest they be impaled. (Near Terra).

[ ] Oropt: A desert world near one of the major warp routes into Terra. It's inhabitants are a tribal people that are constantly engaged in a fierce war with large, ant-like insects. (Near Terra).

[ ] Rhodes 77: A planet in the Ultramar region, Rhodes is an important hub world due to it's location along several of the most stable warp routes known to Ultramar. This makes the regions near the world a den of piracy both of the human and xenos variety. (Ultramar Region).

[ ] Creetaz: A planet near Ultramar with a large number of the Abhumans known as Beastmen, whom have lived in shocking harmony with the human population. Normally Beastmen either fall to Chaos or end up in a mutually hostile relationship with baseline humans, but this world seems to have avoided both fates. Additionally, a stable sub-species of Beastman known as Minotaurs have been confirmed as native to the planet, and according to your records, are as large and powerful as Ogryns. (Ultramar Region).

[ ] Primisisis: Half blatantly obvious Eldar Maiden World, half icy wasteland the likes of which could be compared to Fenris itself, Primisisis is one of the rare worlds in which one can see the likes of Carnosaurs engaged in fierce battle with the Ororogurth Mammoth, a savage creature only otherwise found of the Death World of Vulfrost. (Ultramar Region) .

[ ] Elzaz: A world experiencing constant lighting storms. The nearby Forge World, dominated by Electro-Priests, considers this planet and its people to both be blessed by the Motive Force. (Ultramar Region).

[ ] 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).

[ ] Skullura: This planet is a Death World that complied with the Imperium fairly early on and was given the honor of being a dedicated Servo-Skull manufacturing planet. Quite likely because of the presence of the Neck Slicer Mantis, Skull Extractor Octopus, Cranium Flyers, Head Puller Gorilla and the slightly ridiculous number of other monsters obsessed with removing the head of their victims, meaning they have plenty of raw material for making the helpful little drones. (Ultramar Region).

[ ] Sightless: The rather on the nose name of this planet is due to the fact that a large portion of the planet's population is blind - thanks to the local wildlife, whom seem to consider human eyeballs a delicacy. It a rare individual on the planet of Sightless that keeps one eye late into their lives, let alone both. (Ultramar Region)

[ ] Corna: A combination of a Death World and an Agri-World. The soil of Corna is seemingly impossible to exhaust, remaining fertile no matter what stress is placed on it, but a price seems to need to be paid for such a bounty. Every single night, the inhabitants of Corna are constantly assailed by a wide variety of strange monsters, all of whom seem to vanish entirely by the day. (Ultramar Region).

[ ] Ramz: The inhabitants of this land live under constant attack from the local infestation of Orks and Grots. Oddly enough, the people here have developed a remarkable resistance to diseases - samples of their blood indicates that while they are not completely immune, plagues that will kill any other population to the last are only a temporary hindrance for them. Incidentally, the population of this realm also has a surprisingly large number of Abhumans - Ogryn, Ratlings, and Beastmen can all be found here, despite them usually requiring different environmental conditions to emerge, and all of them co-mingle with the human population as equals. A rare sight, especially since those bloody Emperor worshippers have been spreading some idiocy about how any deviation from the standard human appearance is a sign of evil. Idiots. (Sanguine).

[ ] Gloamaz: A planet where the entire surface is covered in dark, gloomy forests. The sun rarely shines on this world, and it's people are a very pale skinned folk. Due to predation by a wide variety of forest monsters, including some kind of 'wolf men' your juniors didn't manage to get a subject of, the people here almost universally live near either a military fort or, more commonly, one of the many castles of the local nobility. (Sanguine).

[ ] Vladaadad: A planet continuously under attack from Chaos-affiliated pirates and Xenos. The people of Vladaadad have developed an especially cruel disposition towards the worshipers of Chaos, one that the local Forge World seems to share…. Well, you think so, given the frankly disturbing number of weapons they give the local PDF that involve impaling the enemy with a barrage of rapidly launched spikes. (Sanguine).

[ ] Issua: Also called 'the Iron Planet', Issua is notable for it's red colored seas that are reminiscent of human blood - though it isn't actually blood. You checked, it's actually perfectly drinkable for the average person! The temperature here is bitterly cold and unsuitable for growing crops, so the population gets most of its nutrition by hunting the many monsters lurking within the red seas. (Sanguine).

[ ] Bluuved: A Feral World whose local tribes are locked in constant warfare against a strange species of humanoid Xenos, capable of interstellar travel without the usage of any kind of space-faring vessel. How the hell they manage that one is beyond you, and the flagrant disregard the feat shows of the laws of biology has given you a migraine. This has lead to a constant war, one that is shockingly primitive in scope - the Xenos in question appear to have stopped developing at pre-industrial levels of technology. (Sanguine).

[ ] Skaltland: A large planet of lush green forests, the inhabitants are tough and belligerent folk - being extremely prone to excessive swearing, and picking fights at the drop of the hat. And this is without the horrid shrieking caused by the 'bagpipes' that are their most popular musical instrument. (Fenris Region).

[ ] 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).

[ ] Iruka IV: A planet split between twin cultures of Samurai and Ninja, the people of Iruka IV have known nothing but conflict for the vast majority of their lives, with both open war and mass assassination campaigns being a frequent occurrence. (Fenris Region).

[ ] Dagamy: A world with an extremely odd dominant predator. Starting at extremely small sizes, these 'Kagodari' gradually stick matter both living and non living to themselves, using psychic abilities to make the matter at the outermost edge of the 'Kagodari' also sticky. Eventually, the Kagodari grows to such sizes that it can even tear large buildings from the ground, though thankfully this seems to be the limit. Still, the terror of these rolling spheres of death has led to a population that its very adept at moving very far in very short periods of time.

[ ] Noas: A fairly standard oceanic death world, with whale like monsters called 'Blips' capable of swallowing a titan whole and shrugging off direct hits from orbital bombardment.

[ ] Sarzaz: A death world of varying climate, with deserts, tundra, jungle, forest, ocean, grassland, and more to be found. The weather is not exceptionally terrible, but the murderous wildlife is as varied as it comes.

[ ] Kjuru: A rocky world that frequently wars with the nearby Orks. Interestingly enough, the planet is also home to a religious movement known as 'The Confederation of Light' - something the burgeoning Ecclesiarchy seems to have issues with. Too bad for them, you don't care.

[ ] PD-969: A forest world inhabited by monstrous ladybugs capable of fighting Leman Russ battle tanks and emerging the victor. Even the base species is a major threat, but the various subspecies include one that is constantly on fire - without harming itself, somehow - and one with a reversed color-scheme that seems capable of reviving from the dead if it's body is not utterly destroyed. You have another migraine.

[ ] Muzuzu: A planet that seems to be composed entirely of forests that are continuously on fire, the trees being able to burn for centuries before actually dying - while young trees that haven't yet reproduced are so flame resistant that there is no fear of ignition up until they are fully grown. This has led to an… interesting view during the nighttime.
 
Chaplains are not a cure all
I'll note that Chaplains are more interested in looking for corruption and maintaining chapter culture than actual therapy anyway. It's not going to help with most negative traits because they are a part of said culture.

Heck if problems are not Chaos/Xenos corruption/Black Rage related they might actually make it worse because they'll reinforce that negative aspect.
 
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12 Chapter Part 2
[X] Plan: Cerberi of Obscurus.
-[X] Luna Wolves: Prideful and powerful in equal measure, the gene-seed of the Luna Wolves, who once bore the name of the Sons of Horus, has always been of excellent stock, with the biggest problem being mostly political in the form of their tendency to... well. To be blunt, a significant number of them are the spitting image of the Arch-Heretic. Sadly, in this day and age that political problem is an immense one - and very difficult to actually deal with.
--[X] 2 Charge of Potent Gene-Seed.
--[X] 1 Charge of Legendary Gene-Seed.
-[X] Sarzaz: A death world of varying climate, with deserts, tundra, jungle, forest, ocean, grassland, and more to be found. The weather is not exceptionally terrible, but the murderous wildlife is as varied as it comes.
--[X] 1 Charge of Adaptive Gene-Seed.

Well. That's... certainly one way of dealing with having Lupercal's face. Not exactly one you agree with, but you honestly could have seen them doing far worse. Indeed, you can even think of multiple other Chapters with far more concerning hang-ups than this!

Take the First Legion… sorry, the Dark Angels, for example. They've been pretty obviously compensating for some of their number going traitor for a while now. All of that secrecy, the insistence on having communications and deals with every one of their Successors, the constant dropping their tasks to deal with some matter or another... honestly, you're more surprised you seem to be the only one who's figured out they've been trying to hunt down traitors of the Lion's bloodline!

...And causing people the Imperium over even more headaches in the process, but you got used to people making your life harder centuries ago.

Current Traits
-Immolation: The Chapter's Marines…. More or less melt their faces off in an attempt to rid themselves of the visage of the Arch Traitor. Many Battle Brothers require cybernetics to maintain combat efficiency, or even survive after the process.
-Astartes Exemplars (Legendary): Marines from this Chapter are among the very best, even by Space Marine standards. Woe be to the foe that faces them in battle, for they are the Angels of Death, and they know no fear.
-Decapitation Strikes: The Marines of this Chapter are masters at locating and killing enemy leadership and champions.
-Commander Killers (Legendary): More so than any other, this Chapter has adopted and perfected the art of killing enemy leadership, beit before, during, or after a battle.
-Ultrabears: The Chapter has tamed some of the fierce Ultrabears of Sarzaz, creatures in possesion of immense size, the power to fight Warhound Scout Titans as equals, and an immune/digestive system so potent they can fight on Tyranid or Nurgle infested battlefields and get away with eating their opponents. Your mind boggles at how they pull that one off, but pull it off they have.
-Skirmishers: The Marines of this Chapter are immensely skilled in skirmishes and other small scale confrontations.

[ ] Write in Name
[ ] Write in or post a picture of the chapter colors.
[ ] Write in chapter symbol.
[ ] Write in chapter creed. (Optional).

Expendables
N/A

Normal Training Options
[ ] Scout Training: The Chapter's Marines are given more advanced training in the art of scouting, and as a result more of its Marines remain as dedicated scouts - even after being promoted from the rank of Scout Marine proper. They afford greater reconnaissance and intelligence gathering abilities, as well as improved capacity for stealth warfare.

[ ] Librarians: The Chapter's Librarians are particularly well trained, and have far greater resistance to the temptations of the warp. They are far less likely to fall to Perils of the Warp, and offer more potent psychic support.

[ ] Entrenchment: The Chapter is better at erecting and maintaining fortifications than average.

[ ] Blademasters: The Chapter's Marines have honed their skills with the blade, and are among the finest swordsmen in the Imperium.

[ ] Deepstrikes: More so than even other Space Marines, this Chapter has gained a mastery of the orbital strikes Adeptus Astartes are famous for.

[ ] Marksmen: Even among Space Marines, the marksmanship of the Chapter is top of the line.

[ ] Spear Training: The Chapter is especially well trained in the use of spear and javelin like weapons, this does not cover staves or polearms however.

[ ] Chaplains: The Chapter is blessed with more Chaplains than average among its numbers, and higher quality as well. Treachery and corruption will find it far harder to grow within their ranks.

[ ] Apothecaries: This Chapter has extra Apothecaries among its ranks, greatly improving the health of the Chapter overall and raising the odds of Marines surviving severe injuries.

[ ] Techmarines: This Chapter has more Techmarines in its ranks than normal, improving the quality of their equipment and allowing them to create a greater quantity of advanced wargear.

[ ] Boarding Specialists: The Chapter's Marines are truly masters at boarding voidcraft - even by Space Marine standards.

[ ] Counterintelligence Training: The Chapter is proficient in the art of detecting and thwarting enemy infiltration attempts.

[ ] Artillery Masters: The Chapter are masters at employing artillery in times of war, both on offense and defense.

[ ] Politics: This Chapter has grown adept at manipulating the surrounding political landscape. A sad necessity, in the increasingly politically driven Imperium.

[ ] Terminator Training: The Marines of this Chapter are supremely skilled in using the legendary Tactical Dreadnought Armour, more commonly known as Terminator Armor.

[ ] Space Hulk Operations: Through extensive practice, the Marines of this Chapter are masters at fighting in the unique conditions of Space Hulks.

[ ] Elite Assault Marines: The Assault Marines of this Chapter are a cut above the average, quite literally. Their greater skill offers enhanced fast assault and close quarters ability to the Chapter as a whole.

[ ] More Champions: This Chapter has more Champions than most can claim.

[ ] Law: This Chapter has a greater understanding of the Imperium's laws and regulations than normal, excellent for dealing with corrupt governors and foolish Inquisitors alike.

Normal Equipment Options

[ ] 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 Land Speeders: The Chapter has access to extra Land Speeders of various Patterns, granting them a more capable fast attack force.

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

[ ] 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 Whirlwinds: This Chapter has access to more Whirlwind missile artillery tanks than the average, giving them superior mobile artillery support.

[ ] Extra Vindicators: This Chapter has great numbers of Vindicator assault guns than most, excellent for shattering enemy defenses.

[ ] More Stalkers: The Chapter has additional platforms of the Stalker anti-aircraft vehicle, which is obviously useful when fighting enemies with a heavy reliance on 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.
 
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