The Long Founding (Warhammer 40k)

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Branching Timelines
I almost for about this little bit but while ive been trying to keep the 'main' time line close to the OG as possible the chapters you created have already had major impacts in some alternate universes…. Keep in mind this timelines are heavily AU so what happens in em is stuff that would likely be impossible in most.

Here are the ones currently inexistance.
1st: The Verdant Eyes stop the Deathwatch from screw up the ritual to birth the elder death god. This has many possible outcomes but the biggest one is that Slannesh is slain and their Daemons are driven from the warp. The other 3 CG's immediately start fighting over the spoils and the progress of the 13th Black Crusade is ground to a halt. Note this only happens in timelines in which the process of the Death Gods brith would not lead to the destruction of humanity.
2nd: The Light Bringers ??????? During the beheading. Resulting in the destruction of the Assassinorum. Because of this Vandire is unable to break the telepathica representative and his time in power is cut in half and preventing the formation of the Ordo Hereticus. Likewise the fate of the Celestial Lions is derailed.
 
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Answering Some Questions 1
Personally I'm thinking we forgo a request this time. If we want to do the Horses then that cuts off any location based one and doesn't seem to synergize that well with any of the others.
This is a valid path to take I made the requests as a way to add some potential flavor to the chapters you could make, not to force you into taking one. It's why I didn't put in mechanical rewards for them because I want them to be something you take because you want too not something you take because it's optimal.
Btw, does the Imperium as a whole knows about the gene-sire of the Light Bringers or is that only known to the higher-ups and such?
Nope, most Imperial orgs in the know keep it under the wraps.... something they actually do with a lot of chapters of traitor legion lineage because they don't want zelots starting something that those chapters would have to finish.
Officially the Imperium never uses Traitor Gene Seed. Unofficially? People will know. Some chapters that are implied to have traitor stock either have partial records or have even hidden it from themselves though.
Heck the High Lords of Terra have a chapter with likley traitor lineage as their personal attack dogs.
If we want the Word Bearers spreding the Imperial truth we want them pronto since QM said that the next age will be starting soon and with that the cult of the Emperor
Yeah... not a good time to be a planet that doesn't follow the Cult of the Savior Empire unless you have a spes marine chapter at your back.
@undead frog QM is there a limit on how many times we can use Potent Geneseed or Adaptive Geneseed in one turn?
Twice each.
 
Emperor and Sons React 2
Welcome back, another react chapter from me and I tried out a new format. Tell me what do you guys think.

Emperor and Sons react to The Dark Pereginers.

Emperor: ALRIGHT MY SONS, IT SEEMS WE HAVE NEXT THING CHAPTER.
Gulliman: I hope it is mine.
Konrad: I doubt that given how common your successor chapters are there.
Gulliman: True, I would not be surprised if my…well, other self is in contact with Archmagos we follow.
Jaghatai: At least through the vids, your arrogance lessened.
Lorgal: I agree, before you were very much pompous.
Gulliman: Well…I was not THAT bad.
Jaghtai: True, Fulgrim was worse.
Fulgrim: Hey!
Emperor: ALRIGHT MY SONS, LET'S CALM AND ENJOY WHAT ARCHMAGOS GRIMM COOKS UP.

:::2nd Chapter - Prologue:::

Your success with the first chapter has led to some interesting 'requests' being left at your proverbial doorstep.

Of course you could accept one of the requests or you could continue on with your work as it is.

The choice ultimately is yours.

For once in your life.


Angron: Argh, you are one of the lucky ones.

Archmagos looked over the requests, he could ignore them but maybe something would catch his interest.

He sees requests about creating a chapter to help defend realms of Ultamar, not surprising, even if most chapters are made from Ultramarines gene-seed they can do so much with only 1000 Astartes, often not even hitting that ceiling or having a larger amount of technamarines and other specialised Astartes.


Gulliman: That is…not surprising, maybe there would be few holes in defence and usually would not be as dangerous…but we know what happened.
Angron: You were put in the chair and quite possibly used as jerk-off material for pilgrims.
Gulliman: Please, brother, don't remind me…
Emperor: SON, AT LEAST YOU ARE NOT USED AS MASTURBATION MATERIAL BY NUNS WITH GUNS.
Gulliman: I am not sure which is worse really.
Corvuz: Both are bad, can we agree on that?

Another request is clearing remnants of Traitor Solar Auxiliar which sided with Horus during the heresy, either because of loyalty, fear or taste of dark powers that came from rounius powers. Either way, they are a nuisance for several worlds and making a chapter that will get rid of them is a must. It would need to be a fleet-based chapter, already have someone in mind for this but let's see the rest.

Konrad: chuckles Well little crow…it will be fun.
Corvus: Gives him not amused side glance You and your visions.
Sangunius: At least those are not grim dark ones.

Whoever made this request truly likes to play with fire. They want a chapter that specialises in fighting Khorne. That would be slightly complicated to do given they are experts in close quartes combat and their anty-psyker aura. Something to think about with right resources.

Magnus: Yes, that will be truly complicated especially if we put traitor World Eaters into the equation.
Leman: Yeah, it would be foolish to create a chapter that specialises in CQC to fight daemons and followers of the reality tumour that specialises in that.
Jaghtai: I believe my sons would not be bad for this.
Perturabo: And mine, given that in one of the vids, my sons truly outmanoeuvred Daemon Primarch Angron and his sons.
Angron: Yeah, it was satisfying.

And now request from 'Inquisition' for want to create a chapter that will focus on capturing their targets 'alive'. Yeah, let's move on and not comprehend what they want. Headache with how they waste resources is horrendous. Much more when Perturabo killed most of his sons because he saw them as not worthy.

Perturabo: grimaces slightly I truly was that bad at the time.
Lorgal: You are much better brother.
Perturabo: feels the gaze of the Eye Yeah…better.

The last request (so far) is about creating a chapter to defend Solar Segmentum, especially Terra (or how religious nuts started calling it Holy Terra but it is in small numbers). Even with Imperial Fists and Rogal Dorn there, more help would be good, especially when Imperium is still recovering from Heresy.

Rogal: I am slightly offended that he sees the defences of Terra as not good enough.
Fulgrim: Let's be truthful brother, Heresy was costly and it is barely after it…I imagine at the time, they did not recover enough.
Rogal: That still upsets me.
Konrad: Laughing to himself from irony that he saw
Emperor: Checks Konrad's vision and chuckled at what he saw
Horus: Giving both of them a weird look

After solid thinking, Archmagos Grimm picked a request called 'Clearing Remnants' which sounds appropriate and letting them fester would be a bad idea.

Additionally, you have some time for some…. Politics.
You hate it… but it's how you get what you need.


Primarchs who are less politically tolerant understand what Archmagos is saying while those more inclined into politics look slightly confused.

Archmagos looked at the options, he could gain extra dreadnoughts, land speeders, assault bikes, predators and thunderhawks to equip the chapter with.

And there is a Traitor gene-seed.


Gulliman: So even then, they used it.
Lion: I would not be surprised if it was hidden from the chapter itself unless necessary.
Lorgal: Or unless they discover it themselves.

Archmagos only acquired extra thunderhawks, given they will be deeply useful for the chapter that will be focused on destroying the fleet.

He moved on to the 'modifier' section which he likes to call, which contains a few charges that are put in gene-seed, mostly to make it more potent or adaptable. Useful when you want to make extra sure that the chapter you are making is top-notch. Finest gene-seed would be great, especially for what you plan.


Emperor: HMMM, I PRESUME THEY USED A NOTES FROM MY RESEARCH ON GENE-SEED,
Magnus: Father, are you saying that you planned some of these charges for our legions?
Emperor: YES, I WAS THINKING THAT BUT GIVEN YOU, MY SONS, DIDN'T HAVE THAT HARD TIME WITH RECRUITS AND CRUSADE, I BELIEVED TO BE UNNECESARY AT THE MOMENT.
Gulliman: I guess given that because of me, Chapters were created, those charges would be much more useful.

:::2nd Chapter creation - The Dark Pereginers:::

Leman: Let's see who is the lucky bastard who will be chosen as a gene-father.
Sangunius: The name sounds edgy…
Magnus: Oh…
Corvus: What?
Konrad: Louder laughing

Name: Dark Peregrines
Colors: Primary black, Secondary gold
Symbol: A peregrine falcon in black diving towards the ground with its back half made to look like a lightning bolt
Chapter Creed: From the Dark. Like Thunder


Leman: Well…I give a bonus to the creed.
Corvus: Those are my sons I presume.
Konrad: Yes!
Horus: You are uncharacteristically happy.
Rogal: How can he be-
Perturabo: Slaps Rogal Be quiet.

Recruitment and Structure: The Dark Peregrines lack a proper homeworld and as such tend to pick up their recruits from Imperial worlds along the paths they travel. Unlike standard Space Marine chapters the Dark Peregrines companies are each able to recruit and train their own scout marines. This is a necessity due to the fact that each of the chapters companies are scattered throughout the Imperium at any given time and in turn each company is far larger than most codex compliant chapters as a result. Due to the scattered nature of Dark Peregrines the Chapter Master only truly makes decisions when more than one company is fighting in a given campaign. When a rare meeting of all of the chapter's companies is called, decisions are often made via a council of the company captions.

Corvus: Ha! They are pulling Black Templars!
Rogal: Grumbles
Horus: But less angry.
Magnus: I can imagine they will still write poetics.

Combat: The Dark Peregrines are masters of voidborn combat among Space Marines and are just as adept at blasting appart enemies at range as they are at boarding actions. In ground combat they often attack the enemy with unrelenting deep strikes into any possible weaknesses. More often than not these attacks are composed of forces that have an above average amount of Assault Marines in their ranks, can count on consistent support from Thunderhawks, and even have a high chance of being able to count on further orbital support if a given enemy does not extensively pressure the companies fleet.

Corvus: Smile of approval
Konrad: Believe me little crow…it will be better.

Notable Battles of the Dark Peregrines
- The Dark Peregrines spend the vast majority of their early history in a long campaign called 'The Reaping' during which the chapter systematically hunted down and brutally slaughtered countless traitor Solar Auxillia. During one battle so many traitor Solar Auxillia sworn to the Dark Prince were killed that a third force of Daemons loyal to the Blood God had manifested to join the battle, leading to an intense three way fight that ultimately ended in the Dark Peregrine's victory.


Corvus: Good job my sons.
In the alternative future, suddenly The Dark Pereginers felt a surge of happiness and pride, which made them double in destroying any followers of chaos or traitors of the Imperium of Man and God-Emperor.

-Shortly after the destruction of the traitor Solar Auxillia the Dark Peregrines were then called to eliminate some of the very first Imperial Navy detachments to go rogue. A task they carried out with some efficiency that all vessels were later reclaimed by the Imperial Navy mostly intact.
-The Dark Peregrines are deployed to deal with an increase in Ork Piracy… it would be a herald of a disaster to come.
-While mopping up the remnants of the Ork Pirates the Dark Peregrines are attacked by Warboss Gitchcrusher and his ship the 'Dakkageddon', the latter of which being a roughly battleship sized construct with so many guns on it that it was propelled by the recoil of it's backward facing guns instead of conventional thrusts. Unfortunately for the Dark Peregrines the two companies that had been in the area were both nearly destroyed. Due to the casualties taken the 4th and 7th companies were forced to focus on rebuilding while the rest of the chapter sought vengeance.


Mortarion: Xenos….
Lorgal: And his hate boner shows up again…
Fulgrim: Could be worse.

-Incensed by the loss of two full companies the Dark Peregrines deploy with nearly their full force for the first time since the chapter's creations destroyed the Gitcrushers WAAAAAGH through the liberal usage of Nova Cannon shells.

Konrad: chuckles Ah yes, an American way of doing things.
Emperor: HOW DO YOU KNOW THAT?
Konrad: Just creepily smiles
Emperor: Deadpanned expression

-Having returned to full strength just in time for the Age of Apostasy the Dark Peregrines were some of the very first Imperial institutions to take a stand against Van Dire's treachery and ambition. It is said that their reprisals against the rogue Ecclesiarch's forces were so ruthless that even today the Dark Peregrines are considered by many to be a scourge sent by the Emperor to kill the disloyal and the weak.
-Basillius the Elder out of 'concern' after having found a full 40 Chapters to be tainted pressured the high lords to be allowed to extend his judgment to another 200 chapters. The Dark Peregrines caught wind of this and 'volunteered' to be the first chapter to take on this new trial starting with their first company. When said first company arrived with the backing of several Inquisitors and very detailed records of the Age of Apostasy the Imperial 'Saint' very quickly dropped his agitation and withdrew his requests in short order. It would remain the sole black mark on his record until his later revelation as a follower of Chaos years later.


Emperor: LAUGH IN ATHEIST
Lorgal: Ugh…why me…

-After a major defection the Dark Peregrines are deployed against a rogue fleet of the Imperial Navy… no traitors survived.
-While on patrol against pirates the 8th Company of the Dark Peregrines finds itself under attack by the Red Corsairs. The fighting was fierce but the Red Corsairs boarding parties were repelled in short order from all Dark Peregrine ships and the Chaos Marine pirates were soon tracked to their local anchorage. The Dark Peregrines then blew up the anchorage using one of the many forgotten weapons they had 'confiscated' from traitor Imperial Navy over the years.
-A sudden surge in both Traitor Guard and pirates forces the Dark Peregrines to engage in a century-long crusade that saw the chapter's infamous reputation among the mortal forces of the Imperium enforce itself even further.


Corvus: I guess they are more of the busy chapters.
Horus: Especially at the state of the Imperium, even before the Age of Apostasy thing.

Diplomatic Relations
Space Marines: For a long time other Space Marine Chapters saw the Dark Peregrines as being merely loyalist Night Lords that would at best perform sub-par when put up against actual Space Marine level opponents. The recent battle with the Red Corsairs has disabused this notion and seen an increase in respect for the Dark Peregrine's chapter among its peers.


Corvus: OY!
Konrad: Smile immediately dies replaced with grimace Ugh…

Inquisition: The Inquisition has used the Dark Peregrines chapter on many occasions to deal with a wide variety of traitors to the Imperium, as such the chapter is widely considered to be reliable by most Inquisitors.
Sisters of Battle: The Sisters of Battle consider the mere presence of the Dark Peregrines to be a sign that treachery has occurred due to the chapter's reputation as the Emperor's scourge. While this doesn't always mean aggression directed at the Dark Peregrines it does mean the Sisters of Battle become significantly more likely to burn fellow Imperial forces to death when the Dark Peregrines are nearby.


Lion: Oh great, they become more like Salamanders.
Vulkan: That is mean brother!
Lion: I don't care.

Imperial Navy: While the average captain of the Imperial Navy fears the Dark Peregrines the higher ups actually do tend to appreciate the chapters tendency to reclaim uncorrupted lost navy ships instead of just blowing them up.
Imperial Guard: No one in the Imperial Guard ever wants the Dark Peregrines to show up. They might occasionally resent Space Marines for taking all of the credit but they fear the Dark Peregrines and the consequences they often bring.
Ecclesiarchy: The Ecclesiarchy makes a habit of executing the leadership of any Shrine World that a Dark Peregrine fleet visits under the assumption that only a deep betrayal could attract the Scourge of the Emperor to such a soly system.


Emperor: LOUDER LAUGHING
Lorgal: Ugh….
Magnus: Mistakes were made brother.

Relics
-The Banner of Judgement: A banner said to have been used by the Dark Peregrines from their earliest days the Banner of Judgement is said to shatter the minds of any mortal human that dares to look upon it, even those that had already been broken by the power of chaos.
-The Dreaded 24: A set of 24 Bolters whose machine spirits are said to despise traitors of all strikes. The bolter rounds fired from these weapons are said to inflict such agony upon any traitor they hit that even the most deprived servants of the Dark Prince are brought to pathetic whimpering up feeling their wrath.

Vid ended.


Leman: Well…that was bloody interesting.
Emperor: Finally calm down I BELIVE IT WAS SATISFYING.
Lorgal: Not surprised given you are turned on by destroying anything religion-related.
Emperor: I AM NOT THAT BAD!
Primarchs: Give deadpanned gazes
Emperor: ANYWAY, SHALL WE CONTINUE?
Alpharious&Omegon: Knowing chuckles

I will say, one of the most annoying parts was colouring the texts :\/
 
Legions Grimm has worked directly with in the past.
In other news I decided to roll 3d20 for the legions Grimm worked with during the Great Crusade followed by one for the immediate aftermath (Early scouring and second founding era) of the Horus Heresy.

8th, 6th, 9th not in that order.

Immediate Post Heresy

13th.

.... I have a feeling Grimm really freaking hates the Night Lords on a personal level beyond them just being traitors given his temperament.
 
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4th Chapter Part 1
[X] Plan: Gatekeepers
-[X] Defending Solar: A need to defend the Segmentum that houses Terra itself has become apparent, or at the very least apparent to people with the right connections.
-[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] Iron Warriors
-[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] More Equipment: You've managed to secure extra equipment for a chapter. 5 Points. Burn 1 charge to add an extra equipment slot for the chapter.

…Idiots. Utter idiots!

You quietly seethe as you return to your workshop.

Once again, one of your peers forgot to take proper care of their organic half and nearly died from something that could have easily been prevented.

Machines will break down eventually if you don't maintain them…. Why, oh why, is it so common in the Mechanicus for tech priests to forget that their 'weak' flesh needs to be maintained as well!?

Hmmmph, if only the Machine God had given humanity an augment capable of removing stupidity.

But they did not, and so you are once again forced to waste uncountable hours fixing the dying organic parts of senior Mechanicus members who failed to give their remaining flesh the proper care it needs, out of either sheer negligence or outright disdain. A pattern not helped by the fact that you are one of the only Genetors in the entire Mechanicus capable of repairing the sheer level of damage many of these senior priests have done to themselves. If half of these fools paid half the attention to their flesh as they did to their mechanical augments, perhaps they'd actually have the time to be able to implant more useful augmentations instead of having to desperately shove the first mechanical equivalent to whatever organ they destroyed this time into themselves at short notice.

It almost makes dealing with the rest of the Imperium seem easy by comparison.

Almost.

By the Machine Spirits, your days as the child of low class laborers before being ripped from your parents due to some calculation or other never gave you the inclination that the priests of Mars could be this foolish at times.

Expendables
3 charges of Legendary Gene-Seed.
2 Charge of Adaptive Gene-Seed.
1 Charge of Potent 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 Betchers 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 Legionaires 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.

Choose a Homeworld:

[ ] 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.

[ ] Yuruld II: An unfortunate planet stuck in between the feuding Forge Worlds of Yuruld I and Yuruld III, the world itself is a blasted wasteland full of wrecks from the constant skirmishing and occasional major war between it's two Forge World neighbors. This in turn has made the locals experts in both basic survival, and in making sure that neither of the two nearby Forge Worlds decide to crush them.

[ ] 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.

[ ] Akasha II: In all regards Akasha is a completely standard jungle Death World, with it's main standout 'trait' being the fact that the Imperial Truth seems to have been adopted very quickly and become strongly entrenched in the short amount of time since it's adoption.

[ ] 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).

[ ] 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.

[ ] 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 planet 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).

[ ] MizzurI: A swamp planet, populated by an extensive variety of crocodile resembling 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.

[ ] 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 those 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 terriformed 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).

[ ] Atherena: A planet that followed a democratic government, and worshiped a local goddess of wisdom prior to the Great Crusade. Oddly enough, it seemingly spontaneously secularized very shortly before the Great Crusade arrived in it's orbit. (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, on the planet of Jujuarn is notable 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 or Nocturn have all somehow managed to establish breeding populations on the planet and thrive. (Segmentum Solar)

[ ] Truy II: A death world sharing a system with the fortress world of Truy I, both of the worlds in the system are under constant attacks from Ork empire of Greeeze that resides only a short distance away. Naturally, the fortress world of Truy I tends to hold up better given it's defenses are among the very best in the Imperium. (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).

[ ] Emperor's Landing: One of the very first planets the Emperor conquered after leaving Terra. The exact details are not known, but the Emperor on this world battled a foe so devastating that he was pushed nearly to his limits, having barely ever used such a level of power before or since. To this day, his power permeates the area so thoroughly that much of the wildlife actually glows with his radiance at night. (Segmentum Solar).

OOC: Special thanks to me beta for their work on this updoot.
 
4th Chapter Part 2
[X] Plan: Hektor
-[X] 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.
--[X] Legendary Gene-Seed
--[X] Adaptive Gene-Seed
--[X] Potent Gene-Seed
-[X] Truy II: A death world sharing a system with the fortress world of Truy I, both of the worlds in the system are under constant attacks from Ork empire of Greeeze that resides only a short distance away. Naturally, the fortress world of Truy I tends to hold up better given it's defenses are among the very best in the Imperium. (Segmentum Solar).

Traits
Gaze of the Eye: This Chapter can see the Eye of Terror from nearly any place in the galaxy, even if there is no logical way it could possibly be visible.
Siege Masters: This Chapter has an innate mastery of siege warfare, be it as the defenders or as the assailants. (Free due to chapter/world combo).
Increased Replenishment: This Chapter's Gene-Seed is blessed with being compatible with a far wider range of candidates, both increasing recruitment and improving the odds of the implantation surgery being survivable. As a result, it can replace it's casualties at a much higher rate than normal for a Space Marine Chapter.
Legendary Spite (Legendary): This chapter's sheer spite is the stuff of legends. On the negative side of things, it can lead to them making many enemies or over focusing on certain foes. However, it conversely also enables them to push towards feats of skill, ingenuity, and sheer physical capability that other Astartes may find hard to match out of sheer refusal to give their enemies the satisfaction.
Double Sized: The Chapter is twice the size of the average Space Marine Chapter, with a total of 20 Companies instead of the 10 laid out by the Codex Astartes, due to the unique demands of the Truy system. (Free due to mandate and world combo)
Guard Affinity: This chapter has an affinity for the mortal soldiers of the Imperial Guard, and works well with them.
Artillery Masters: This chapter has masterful knowledge of indirect fire weapons, and can employ them to great effect.
Pottery: This chapter practices the art of pottery in its spare time.

If your memories of the Siege of Terra, as well the general state of Segmentum Solar, are any indication then any chapter in charge of defending Solar is going to have to deal with casualties.

…. A lot of casualties.

As a result of this the Iron Warriors Gene-Seed is the ideal choice, for it's comparatively rapid replacement rate will allow the Chapter to make up for their losses and still fulfill their duties.

Oh, and because you find the idea funny. One must find humor where they can if they wish to avoid utter insanity in your line of work, after all.

Hmmmm... a correction to that internal assertion. One needs to find humor where they can if they wish to go even more insane than being in this line of work already requires.

You have 1 charge of extra equipment.

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

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 reconnaisance and intelligence gathering abilities, as well as improved 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 pole-arms 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.
[ ] 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.


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

OOC: Special thanks to me beta reader for looking this chapter over.
 
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Legendary Traits Part 2
Been thinking and have some (honestly not great) guesses about the legendary traits for each Legion. Arranged in no particular order
I mean they aren't all that bad guesses especially since a lot of legendary traits are the chapters normal specialty but cranked up to 11.

Naturally each legion has multiple legendary traits which is why it's possible to get 2 at once.

Each Legendary only shows up once though so after one is rolled I have to go back and figure out a replacement for the list.

So for instance this chapter will be the only one with legendary spite.... the others can get the basic spite trait though!
 
Legendary Gene-Seed Part 2
With the rate of favor gain we can just about afford Legendary Gene Seed for every chapter, which is neat but I wonder how that looks to the rest of the Mechanicus.
Well for one the rate isn't going to increase from this point for a long time and now that I've decided on allowing chimera options and will hopefully have an extra training option purches you guys will hopefully need to spend more time on it.

As for the rest of the Mechanicus.

Well to be very frank.

Aside from Cawl the protage is legit the only one that can really use the legendary Gene-Seed without screwing it up at this point. It's very temperamental and easy to ruin at this stage and even Cawl would only have half the legendary traits on his role that you do now..

.... Needless to say the rest of the mechanicus is very much hoping Grimm doesn't bite the dust anytime soon especially since he has very little time to try and train up a replacement.

I mean they could try and save some of the Legendary Gene-Seed for Cawl but to be frank the very idea of him with it gives most of them nightmares.
When does the vote ends?
When I post the roll previews!
 
What Grimm actually wants
Huh. Is this what it's like to be almost literally irreplaceable in WH40K? I mean, as long as strong results are still delivered, it feels like after another two or three successful Chapters Grimm would be considered nigh-on untouchable politically. You know, as long as he doesn't start rocking the starship too much.
One of the ironies of Grimm's life is that he really would rather he wasn't the only one able to do what he does.

Because to be honest he'd rather be genetically engineering new crops to make more sustainable Agri-Worlds and modifying some of the Hive World wildlife so the people on those blasted planets could eat literally anything other than Corpse Starch.

Cuz Corpse Starch is actually very high on the things he hates. Partially because he both had to eat it as a child himself to stay alive and partially because he had to do so as a kid after seeing how the blasted stuff was created. (Mars is not a good place to be born lower class by the way even if you do work your way up later.)

But nope he has spend all his time looking after idiots that ignore the biomass that makes up half their bodies, desperately try to train up other Genetors to passable levels as the generations get more behind due to loss of institutional knowledge, and even take to the battlefield 'personally' (One mind multiple bodies) to go help kill some horrible abomination or another. Sometimes ones created by fellow Imperials on top of that.

In some ways you actually could compair him to ol Perty himself even if he would really hate that comparison.

Working with Gene-Seed is actually one of the least burn out inducing uses of his time and even than he has to worry about helping everyone else stay caught up.
 
The Genetor field is overworked and understaffed
I feel like he and Malacodor would understand each other pretty well.
Genetors are the de-facto doctors of the mechanicus due to being the only ones who know how flesh works.

An organization full of people that are always implanting metal into themselves, valuing toasters more than human life, polluting the environment even worse than the average hive world, and doing even more horribly unethical experiments than someone can shake a stick at.

You can bet that leads to massive overwork... followed by genetors leaving mechanicus Forge Worlds to go do mad science with the rest of the Imperium who at least have some appreciation for their specific talents, thus making the remaining genetors even more overworked.
 
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