The Long Founding (Warhammer 40k)

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the 12 labors of Gorkules
the 12 labors of Gorkules
  1. slay a Calibanite Lion who's mane, claws and teeth are unbelievably sharp
  2. slay weird lizard thing that grows 2 more heads every time you crump one and itz blood can hurt the gods
  3. catch one of those special deer things of this kurnous gitz owned before it ran away from the purple kaboom in the middle; Gork & Mork want to eat it, or maybe throw them back to the great rift have it fight instead of being a git
  4. catch the biggest baddest Boar ever, Gork and Mork want to ride one like them snake bite gitz
  5. clean out all them junk worlds them 'umies keep throwing away all that good scrap! theirs enough gubbins that anyone can become flashgit selling it all so start digging
  6. go into the Red ones backyard and kill some of his birdies then do the same to the blue ones, gork and mork want a new headdress
  7. pick a scrap with the Minotaurs, steal this "Gene-Seed" so the painboyz can make more space marines for Orks to fight
    1. (how they fought a 21st founding chapter created in the 36th millennium . . . time travel)
  8. go to the red ones back yard again and steal his git eating horses
  9. go beat up a panzee exarch and steal their cool shiny belt, they say she's not such a git who told their warboss and krumped them until she's in charge
  10. go steal some cows from the purple ones backyard, gork and mork are hungry again
  11. go beat up some panzee maiden world or craft world or whatever and steal all of this Isha persons apples; i'm pretty sure their's some apples in the purples one's house as well so go over their to double check
  12. bring back the 3 headed doggy to Gork and Mork without killing it, they want to play fetch and they need a ball that bites back
 
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The Steel Champions
[X] Plan: SCREW YOU EVIL DAD! L Variant
-[X] Name: Steel Champions
-[X] Chapter Colors: Steel Primary, Gold Secondary
-[X] Chapter Symbol: A Shield with a Golden Sun.
-[X] Chapter Motto: "Against Darkness, Stand Defiant!"
—[X] When Fighting Iron Warriors: "Steel Surpasses Iron!"
-[X] 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.
-[X] Heavy Weaponry: The Chapter is well supplied with heavy weaponry, and can field a larger proportion of Devastator squads.
-[X] Extra Rhinos: Though many would call them simple metal boxes, the Rhino is a capable transport and this Chapter has some to spare.

Name: Steel Champions
Chapter Symbol: A Shield emblazoned with a Golden Sun.
Chapter Mottos: "Against Darkness, Stand Defiant!/Steel Surpasses Iron!"

Homeworld: The planet of Truy II is a hot climate world dominated by oceans and deserts, leaving agriculture especially dependent on the many rivers that run through it's continents. Traditionally managing to survive via these means and a great deal of agricultural knowledge, the locals of this Death World have still grown adept at fighting, primarily due to attacks from the Chimera IFV sized Bandit Scorpions, Boiling Mud Drakes, and most feared of all, the infamous Truy II Daemon Hunting Hippo.

Standing out on this planet is the Fortress Monastery of the Steel Champions, an imposing structure brimming with guns of all kinds, a fortress with fortifications far more sturdy than any individual bastion on their sister world of Truy I - though the Steel Champions still consider the Fortress World's overall defensive layout superior to that of their homeworld.

The Terror of the Eye: The Steel Champions have a truly unfortunate curse, one which allows them to see the dread Eye of Terror at all times - even when it shouldn't be physically possible for the gaping wound in reality to be visible. Much of the Chapters' culture revolves around dealing with this unfortunate reality, and it is considered a valued tradition to take up the art of pottery as a coping mechanism. The Chapter's Librarians are especially invested in this art and have learned how to imbue clay with their psychic powers - letting them grant it supernatural traits and abilities, such as being as hard as adamantium or being able to hold greater mass than their size should allow.

The Pots of Vendetta: Whenever an individual or faction greatly wrongs the Steel Champions, a pot is made depicting the crime in question and is placed on a dedicated pedestal within the Steel Champions Fortress Monastery. Attached to this pedestal is a plaque, detailing the exact conditions needed in order for the matter to be settled. When the vendetta is settled, a second pot is created depicting the deed. The Steel Champions do not have much storage space for these completed vendettas, so more often than not they simply allow the Ecclesiarchy, some of the city states from their homeworld, or even the occasional Rogue Trader to take them. Given the great skill they develop over their long lives, the works of the Steel Champions are considered valuable indeed, and form the centrepiece of many an art enthusiast's collection.

The Tablet of Accusation: A massive tablet, made in the aftermath of an altercation with the Dark Angels. The vendetta behind this tablet is unique, for it represents the very first one declared against another loyalist Imperial faction. Due to this, as well as other events that neither of the Chapters speak of, the Steel Champions do not just put the Dark Angels wrongs against them on the tablet, but instead engrave every single wrong the Dark Angels have ever made against another Imperial organization onto it's face. Notoriously, the Steel Champions have on several occasions needed to expand the size of the tablet with the help of the clay manipulation abilities of it's Librarians.

The Panduran Conflict: A legendary piece of pottery, made by one of the greatest Librarians of the Chapter's history. The pot itself is said to be completely indestructible, and capable of holding nearly endless amounts of anything one could think to put into it. Once, a raiding party of Orks from the Greenskin empire of Greeeze managed to slay half of the company in charge of the Panduran. After repeatedly failing to smash it, the Ork Warboss responsible decided to take it for himself, in order to store the severed heads of his enemies in. Since that very day the Steel Champions and the Orks of Greeeze have been constantly launching dedicated attacks against one another in order to take possession of the Panduran, with the artifact having traded hands roughly 168 times as of the current millennia.

Combat: The Steel Champions Chapter are experts at siege warfare and are renowned for their deep bond with both the Guard Regiments of Truy I, and with the Imperial Guard in general. Due to the nature of their preferred style of warfare, it is common for the Steel Champions to deploy to the warzone alongside the Imperial Guard, utilizing their extensive motor-pool of Rhino transports to move their forces where they are needed while at the same time making usage of masterfully deployed artillery and heavy weapons to ensure that any Guard positions they reinforce are secure from enemy assaults. During long deployments, it is not uncommon for the Chaplains of the Steel Champions to seek to learn the customs and traditions of the regiments that their companies fight alongside, and it's not unheard of for Steel Champion Chaplains to choose to conduct the funerary rights for the fallen Guardsmen, as well as their own dead, after a particularly long and gruesome campaign.

Chapter Organization: The Steel Champions Chapter deviates from the Codex Astartes in exactly one regard : it is precisely double the size of the average Chapter. This is because the Chapter homeworld, as well as the Fortress World within the same solar system, comes under massive attack from significant forces of Orks on such a regular basis that it was deemed a necessity for the Chapter to be allowed the additional Marines in order to both keep their home system secure and contribute to the well being of the wider Imperium. Though some complain about how they are allowed to defy the Codex in this way, when going beyond the limit of their numbers is usually considered a sign of near outright treason by an Astartes Chapter, the fact that it was none other than Roboute Guiliman himself who gave the first Chapter Master of the Steel Champions permission to breach the Codex's limits silences all but the most bitter complainants.

Truy I: The Fortress World of Truy I, sister world to the Steel Champion's homewordl, is the site of one of the most powerful systems of fortifications within the entirety of the Imperium. Due to the sheer size of the continuous assaults from the local Ork Empire of Greeeze, the Guard Regiments of Truy I and the Steel Champions Space Marines have grown immensely skilled at working together to defend their home system, and even when deployed outside of it will often seek to aid one another at any opportunity.

Alexandria Station: A massive space station constructed by the Steel Champions, Alexandria Station's most notable feature is a titanic blessed Aquilla Statue that consistently tracks the Eye of Terror throughout the sky, it's baleful gaze forever glowering back at the abyss that torments the Steel Champions at every moment. Though the initial motivation for it's creation was nothing more than sheer petty spite, the rest of the Imperium - most notably the Ecclesiarchy - have interpreted the great edifice as a form of holy site, and the station is indeed the home of an entire order of Sisters of Battle devoted to defending it. The Steel Champions are, for their own part, baffled by this - but all of the 'holy' artifacts that have been brought onto the station seems to greatly agitate the few Chaos forces that both actually make it into the system and survive fire from its many defenses, and so they quietly allow the faithful's oddities. Additionally, though is is not common knowledge, the vast Aquilla Statue atop Alexandria Station has a pair of ancient Lances of unimaginable power mounted in its eyes, presumably to add some additional defensive firepower.

Notable Events of the Steel Champions
-Following a successful purge of a building Ork WAAAAAGH! on the borders of Greeeze, the appearance of one of the mysterious 'Fallen' caused the Dark Angels to murder several squads of Guardsmen and torture three Steel Champions to death in search of information as to the whereabouts of the ancient traitor. In response, the Steel Champions declared vendetta, and ever since that day they have continued to record every single wrong ever done by the Dark Angels to another Imperial. It is said that the only reason the Steel Champions even tolerate fighting near the Dark Angels is so that they may record yet more of the Dark Angels' many sins. Due to suspicion of legion building, many of the First Legion's successor Chapters have been included on this list - their sins being marked separately from, but connected to, the Dark Angel's own.
-In the leadup to the infamous War of the Beast, the Ork Empire of Greeeze launched a major offensive into the Truy System. Thankfully, the invading Orks were beaten back, and the Steel Champions were thus alerted to the danger of the horrifically powerful Ork Warlord. Deciding that the threat to Terra could not be dismissed, a full 15 Companies were deployed to the aid of the Imperial Fists, while the remaining five remained in the Truy system to prevent the Orks of Greeeze from rallying and joining the Beast's apocalyptic WAAAAAAAGH!
-The 15 companies sent to join the battle against the Beast arrive and manage to fortify just in time to face a significant bulk of the invading Ork forces. The battle was fierce, and the Steel Champions held on against all odds until, mere moments before the Beast's defeat, the Steel Champion's Chapter Master himself was slain, falling in combat with several of the biggest Nobs ever recorded during the conflict short of the Prime-Orks themselves. In the end however, the Imperial Fists successor Chapters managed to drive off the remaining Orks in time, and were able to recover most of the Steel Champions bodies, equipment, and most importantly of all, their Gene-Seed. Within good time, the newly reforged Imperial Fists and their successors would return the equipment and gene-seed to the Steel Champion's homeworld. In thanks for this, the Steel Champions would become the sworn allies of the Imperial Fists, and in turn many of the Sons of Dorn would come consider the then-'fatherless' Steel Champions as their brothers, if not in gene-stock, then most certainly in spirit.
-After a fairly long recovery period, during which they mainly focused on repelling Ork raids, the Steel Champions would cooperate with the Iron Hands on an operation against the ones who would once have been their brothers - the Iron Warriors Traitor Legion. Initially the two chapters utterly dominated the field of battle, until the Iron Warriors breached the Imperial Guard fortress of BR-14 and used a foul ritual to convert the brave Guardsmen within it into Chaos Spawn. When the Steel Champions committed themselves to driving the Chaos Spawn back, the Iron Hands concluded that the battle had already been lost, and retreated - leaving the rear of the Steel Champions vulnerable to the enemy. Though surrounded, the Steel Champions managed to successfully clear BR-14 of Chaos Spawn, and seemingly through spite alone managed to fight their way out of the encirclement with minimal losses both among themselves and their allied Guardsmen. Enraged over their abandonment, the Steel Champions declared vendetta against the Iron Hands, while at the same time vowing to pay the Iron Warriors back a hundredfold for their petty acts against the Imperial Guard of BR-14.
-A WAAAAAAAGH led by the legendary Blood Ax warboss Orkdyssius managed to conquer large sections of the Fortress World of Truy 1, by hiding inside a supply ship and attacking the fortress chain from the inside. The Steel Champions quickly deploy to fight off this invasion, and after a full decade of bloody fighting alongside the local Imperial Guard, manage to drive the Ork invaders out once again.
-The Blood Angels and Steel Champions work together to defeat an Emperor's Children warband led by Lucius the Eternal. Fully aware of Lucius the Eternal's ability to possess the body of his killer, and utterly unwilling to give the Chaos Champion the pleasure of overtaking one of their own, several Steel Champions forcibly held down the Chaos Warrior before shoving him into a sealed Drop Pod. This Drop Pod was than towed via a several ship length long holy chain into orbit of a Daemon World of Khorne, were it was then promptly dropped - making the Slanneshi champion someone else's problem in the process. Naturally, as the Blood Angels and Steel Champions had worked together to kill every other Chaos Marine on the battlefield before the Steel Champions could even attempt to pull off this rather mad plan, the two Chapters had ample opportunity to form bonds of camaraderie, and the Ninth Legion quickly became among the closest allies of the Steel Champions.
-The Steel Champions head to the world of Red Garden in order to investigate reports of Eldar activity, only to find the ancient Xenos mysteriously absent. Unbeknownst to them, the situation had already been resolved - the Eldar Craftworlds of Ulthwe and Saim-Hann had gotten into an altercation with Biel-Tan, for the former two had seen that if Biel-Tan successfully massacred the inhabitants of Red Garden as they intended, than the Steel Champions would immediately begin abusing both Biel-Tan and Saim-Hann's commitments towards defending Exodite worlds to force them to either abandon their exodite countrymen or take assuredly crushing losses. Unwilling to pay for Biel-Tan's actions, the other Aeldari quickly forced Biel-Tan to back down and leave.
-In the battle of Blood Cage, the Steel Champions would outmaneuver and brutally slaughter a large force of World Eaters, utterly annihilating the servants of Khorne before they could threaten the recruiting world of an allied Fleet Based Imperial Fists Successor Chapter.

Unique Units of the Steel Champions
-Steel Masks: The Steel Champions utterly refuse to use Servitors that have been converted from humans. Thankfully, to make up for this, they have managed to acquire the facilities needed to grow their own servitors from scratch - technology that has sadly been lost by much of the Imperium. Steel Masks are more heavily armored than normal servitors, with even the Steel Masks expected to serve far away from the frontlines requiring a great deal of firepower to bring down. Because Steel Masks were never human to begin with, the Steel Champions prefer to augment the faces of the Steel Masks to make their artificial nature more apparent - a practice that is the reason for the Steel Mask's name.
Trujan Guard: While obviously not actually an official part of the Chapter, the Trujan Guard, the Imperial Guard Regiments hailing from the Truy system, and the Steel Champions deploy together often enough that it is all but expected to see either a Steel Mask aiding a force of Trujan Guard or for several Trujan Guard regiments to deploy to assist a Steel Champion company.


Notable Enemies of the Steel Champions
Orkdyssius: One of the smartest warbosses to have ever lived, Orkdyssius is known to have launched multiple raids out of the empire of Greeeze, and even managed to cheat death at the hands of the Dread Host Custodes cohort when his forces drew too close to Terra. Even to this day, the specter of his potential re-emergence looms over Segmentum Solar.
Morkillies: An Ork Warboss that had been considered all but invincible, he was impossibly able to weather the full firepower of three full companies of Steel Champions during one of the early battles outside of Truy II. If it hadn't been for a Steel Champion sacrificing himself to shove an armed Vortex Grenade into Morkillie's pre-existing open wound, it's entirely possible that Truy II would have fallen that day.
Gorkules: One of the most terrifying Orks in the history of the Imperium, Gorkules emerged from Greeeze leading a WAAAAAAAGH of vast proportions after having accomplished 'da twelve tasks of Gork an Mork.' In the end, it would take the combined forces of the Imperial Fists, Steel Champions, countless Guard regiments, three Sisters of Battle convents, the Dread Host of the Custodes, and a Vindicare Assassin utilizing a bullet tipped with one of the single most deadly concoctions ever created by the Venenum Temple to finally bring Gorkules down.

Unique Artifacts
Dread Jars: Jars lined on the inside with runes that make them as hard as adamantium, and cause them to suck in and imprison any Daemon in their presence when thrown. The Steel Champions, for their part, consider this ability to mainly be a way of taking powerful Daemons off of the battlefield, and when the battle is won usually arrange for the Grey Knights or Ordo Malleus to take possession of the used Jars. The last thing the Steel Champions want is anything Daemon possessed near their home system if they can avoid it. Oddly enough, the Blood Ravens are known to have been 'gifted' a handful of these jars on occasion - and given that the Steel Champions still maintain good relations with the Blood Ravens, these 'gifts' may well be exactly that.

Diplomatic Relations
Space Marines: The Steel Champions are strongly allied with the Salamanders, Blood Angels, Blood Ravens, Ultramarine, and Raptors, and ever since the War of the Beast have stood as the sworn brothers of the Imperial Fists and their successor Chapters. On the contrary, however, they are known to despise the Dark Angels, Iron Hands, and Red Scorpions for their many slights and wrongs against both the Steel Champions and their allies.

The Marines Malevolent, meanwhile, have been known to have the Steel Champions outright target them with artillery fire instead of the official enemy. Every Space Marine Chapter approached on the subject has unanimously refused to censure the Steel Champions for these incidents.

-Space Wolves: Oddly enough, the Space Wolves and Steel Champions get along fairly well, with the Rout even willingly sharing drinks of Fenrisian Ale, the only drink strong enough for an Astartes to get drunk from it, with the latter - Something the Steel Champions greatly appreciate.
Angels of Absolution: Being the only Dark Angels Chapter the Steel Champions don't utterly hate is a notable feat in its own right.
Ordo Malleus: The Steel Champions are seen stalwart allies against Chaos. Indeed, so solid is their reputation it is more common for Inquisitors watching the Steel Champions to be on the lookout for other Inquisitors seeking to pilfer Dread Jars to use in radical experimentation than it is for them to be watching signs of the Steel Champions themselves causing issues.
Imperial Guard: The Steel Champions are stalwart allies of most Guard Regiments, and in most cases, the feeling is mutual. It would be hard to name another Space Marine Chapter in the Imperium that has worked together as often or as well with the Imperial Guard, nor one that is willing to give even the lowest ranks of the Astra Militarum such respect.

+50 Reputation

Added New Training Option
Artillery Masters: This chapter possess a great masters at employing artillery in times of war.

OOC: Thanks to my beta for thier hard work.
 
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Emperors Servant
Emperor's obedient servant

The parody of Your Obedient Servant
Hamilton: An American Musical


[Azreal]
How do Steel Champions
An arrogant
Spitetful, orphans
Bastard, traitorsons
Somehow endorsed
By the Imperial Fists, their enemy
A chapter sus of them since the beginning
Just to keep us from winning?
We wanna to take them in the room where it happens

[Azreal and not!Legion]
The room where it happens
The room where it happens

[Azreal]
You've kept me from

[Azreal and not!Legion]
The room where it happens

[Azreal]
For the last time

Dear Dantioch IV
I am slow to anger
But I toe the line
As I reckon with the effects
Of your chapter on mine
I look back on where we failed
And in every place I checked
The only common thread has been your disrespect
Now you call me amoral
A dangerous disgrace
If you've got something to say
Name a time and place
Face to face

I have the honor to be Emperor's obedient servant
A dot DA

[Dantioch IV]
Mr. Legion Master
I am not the reason no one trusts you
No one knows what you believe
I will not equivocate on my opinion
We have always worn it on our poldrouns
Even if we did what you think we did
You would need to cite a more specific grievance
Here's an itemized list of 9 thousands years of disagreements
[Sounds of the piece of pottery breaking through the rock]
[Azreal]
Sweet Lion

[Dantioch IV]
Hey, I have not been shy
I am just a guy stared by the eye
Tryin' to do my best for our imperium
I don't wanna civil war
But I won't apologize for doing what's right

I have the honor to be Emperor's obiedient servant
D dot SC

[Azreal]
Careful how you proceed, good man
Intemperate indeed, good man
Answer for the accusations I lay at your feet
Or prepare to bleed, good man

[Dantioch IV]
Azreal, your grievance is illegitimate
I stand by what I said, every bit of it
You stand only for yourselfs
It's what you do
I can't apologize because it's true

[Azreal]
Then stand, Dantioch
Wiihawken dawn
Melee drawn

[Dantioch IV]
You're on

[Azreal and Dantioch IV]
I have the honor to be Emperor's obedient servant

[Dantioch IV]
D dot SC

[Azreal]
A dot DA

AN: Yes @undead frog , I named chapter master of the Steel Champions after loyalist Iron Warrior, I headcanon the first chapter master being Dantioch 2 and the one who led during the war of the beast being 3
 
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The Tau mess with a clay pot and die
Omake: Pots


Tau'va Mind Science Research Outpost Entry 01.

Fio'Vre Vior'la Vsumvash: New samples of Gue'la mind science arrived today for testing.

They were obtained during a raid on a stronghold of a member of the Gue'la's Inquisition.

At first glance they appear to be simple baked clay pots, beautiful ones at that, usually depicting Gue'ron'sha warriors in battles against the Be'gel.

Initially dismissed by the clean up teams until one Fio attempted to empty one out only to discover that the pot contained far more than its volume implied.

Preliminary testing has begun, but I have high hopes for this project if we can discover the secrets of this mind science then we can revolutionize our logistic systems.

For the Greater Good.

Tau'va Mind Science Research Outpost Entry 02.

Fio'Vre Vior'la Vsumvash: We have isolated the pots under the effects of the Gue'la mind science from the mundane ones which are now being shipped off to a museum to show the primitiveness of Gue'la culture when not under the guidance of the Greater Good.

Further testing has shown that in addition to their increased storage capacity the pots also have a durability well beyond that of mundane hardened clay.

The strongest pot recorded so far had a hardness matching that of a battlesuit.

Unfortunately, we have still failed to determine how these effects are achieved due to all scans indicating that the pots are made of simple clay.

More in depth testing has been approved and we are still hopeful for results.

For the Greater Good.

Tau'va Mind Science Research Outpost Entry 05.

Fio'Vre Vior'la Vsumvash: We have unfortunately seemed to have hit a wall since no matter what tests we put the pots under the results remain the same they are simply baked clay.

I have sent a request for a survey team to look through the Gue'la stronghold again perhaps there will be answers there we have overlooked.

For the Greater Good.

Tau'va Mind Science Research Outpost Entry 09.

Fio'Vre Vior'la Vsumvash: The survey team has returned with another damned pot apparently hidden away from the others for an unknown reason.

I admit I am immeasurably disappointed in this find, and even more so by the attitude of the survey team who seem to be convinced the pot is haunted.

Such superstitious Gue'la beliefs have no place in the Greater Good and I am recommending the survey team be placed on leave for mandatory reeducation.

But at the very least they brought back another sample even if it does seem different from the others.

The others were clearly works of art but this one seems lacking in adornments instead done in a pure black coating. Not only that but this pot is cold to the touch to the point of causing pain when held without the proper safety equipment.

Perhaps it was used to store perishables?

No matter our work continues.

For the Greater Good.

Tau'va Mind Science Research Outpost Entry 10.

Fio'Vre Vior'la Vsumvash: THE POT IS BLEEDING!

Tau'va Mind Science Research Outpost Entry 11.

Fio'Vre Vior'la Vsumvash: THEY WERE IN THE POT!

BY THE GREATER GOOD THEY WERE IN THE POT!

Follow-up Report.

All contact lost from Mind Science Research Outpost.

Recovery impossible due to presence of Gue'ron'sha ships.

Mind Science Outpost dragged to local star's gravity well and destroyed.

All hands presumed lost.

For the Greater Good.

A.N: Decided to write about what would happen if the Tau found a daemon pot.
 
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A bit on Secondary Gene-Seed
Don't forget it's possible to use traitor Gene-Seed as a secondary as well.

I've got it better explained in the next update (Which is currently with the Beta reader) but say World Bearers as a secondary Gene-Seed with potent Gene-Seed would mean you get the World Bearors base trait (Ideology spread) despite it only being a secondary.

So you could entirely make the next chapter primarily loyalist and still have them spread out the Imperial Truth a great deal.
 
5th Chapter Pologue
You let out a huff of great frustration as you finish checking up on the Legendary grade Gene-Seed stocks. It's been centuries by this point, and you've still yet to have the time you would need to train up another Genetor to the level needed to handle them without causing massive issues. Which leaves you and Cawl as the ones capable of doing it without complications…. And as skilled as he is in everything else, even Cawl himself admits his own skill in the area is, as he put it, 'vastly inferior' to yours. Which, coming from that arrogant fool, is saying a great deal.

So of course you dread the day he thinks to actually try and use it himself, mostly because you know he'll drag you into it and take up even more of your time.

There used to be another Genetor that would have eventually reached the needed level - Jarpun Dark. Or at least, there was until the little weasel had turned Heretek on you back in the Heresy!

At least you had the satisfaction of breaking him in half over your knee in the resulting fight, even if he was teleported away before you could finish the job. You despise Chaos...

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

[ ] Aid to Ultramar: The Ultramarines are putting all their efforts into the Scouring, leaving quite a few holes in the defenses of the Realm of Ultramar. Another space marine Chapter in the region could help alleviate that, and ensure the safety of the 500 Worlds.
Goals: Choose a home planet with the 'Ultramar' tag in the next chapter creation.

[ ] 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.

[ ] Testing, Testing: The Forge World of Murphius is one of the greatest producers of bolter weapons and rounds outside of Mars itself. They are also constantly switching between the many different patterns of bolters that they have 'discovered' in their obsessive quest to discover the ultimate incarnation of bolt weapon technology. They want a Chapter to test some of their... newer rediscoveries. You wish you could be unconnected to these idiots some days, you really do.
Condition: The next Chapter gets the Randomized Bolter 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.

[ ] Xenocide: Apparently, the heavy focus on Chaos has left many within the Imperium dismayed at a perceived ignoring of the Xenos threat, and have asked your aid to fix that. Oddly enough though, the description of the Xenos species they want to attack first…. Paints that species as one of the least threatening ones in the entire history of the Imperium. And there have been some fairly unimpressive Xenos in the - Wait a minute, are you being toyed with!?
Condition: Next chapter automatically gains the 'Extremely Xenocidal' trait. They want to kill the Lampreys.

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

[ ] Rites of Blood: You still remember your time aiding the Blood Angels, before the Heresy tore the galaxy asunder… perhaps you can give them a hand, for old time's sakes.
Goals: Place a Blood Angels descended chapter on a plant with the (Sanguine) tag.

[ ] 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, that actually is a good project name for a suggestion about a Chapter for fighting Slaanesh.
Goals: Create a chapter specialized for fighting Slaanesh.

Reputation: 105
Points: 40

Unlocks
[ ] Traitor Legion Geneseed: 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 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. 5 Points.
[ ] 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 Predators: The Chapter has access to more Predator Tanks, allowing them to engage in armored warfare with better facility. 5 Points.

1 Time modifies (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 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.
[ ] 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. 5 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 specialised training before proper deployment. 5 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 Class 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.

OOC: Special thanks to me beta reader for looking it over.
 
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5th Chapter Part 1
[X] Plan: Keepers of Truth
-[X] Do as you will: You will not be taking any requests at this time.
-[X] Traitor Legion Geneseed: 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] Word Bearers.
-[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. 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.
-[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.
-[X] Secondary Gene-Seed: 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. 5 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.
--[X] Ultramarines. (Changed to Word bearers in update due the GM error retained as Word bearers after getting player approval )
-[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 specialised training before proper deployment. 5 Points. Burn 1 charge to get an extra training option.

You let out a sigh of exhaustion as you finish working on the Word Bearers Gene-Seed. You have had a very long few days. The procedure for adding a secondary Gene-Seed into a primary one is a complex and difficult process even for you, but you find it overall more stable than the…. Other methods of Gene-Seed splicing.

If all goes as planned, then hopefully at least some of Lorgar's sons will do the job they were meant to do... Unlike Lorgar himself.

Curse that traitor….. Horus may be the Arch Traitor, but it was Lorgar and that blasted adopted father of his that spread the rot.

You should have used Face Melter on that spineless, conniving, treacherous, Nurgling munching, rust for brains, ass kissing, zealous, brain dead stupid, infuriatingly lucky, backstabbing, ungrateful, mushroom stomached, contemptuous, piece of Grox excrement the moment you laid eyes on it.

The coward didn't even show up at the Siege of Terra! At least the other traitors actually put their Thrones where their mouth was!

Expendables
2 charges of Legendary Gene-Seed.
2 Charge of Adaptive Gene-Seed.
2 Charge of Potent Gene-Seed.
1 Charge of Secondary Gene-Seed (Word Bearers)

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.

[ ] World 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.

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 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).

[ ] 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.

[ ] 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).

[ ] 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. Some fear democracies are too vulnerable to Chaos's corruptive effects, but considering they made it through the Heresy you don't think that's much of a concern here. (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 almostentirely 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).

[ ] 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).

[ ] 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.

Ooc: One again thanks to my beta.
 
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Ultramarines are a canvas not paint
That's fine then. I don't think anyone was aware of that info about the Ultramarines.
It was my bad for not realizing people were votingg
for an Ultramarines secondary sooner.

If I had I would have warned you guys.

Actually I'll put that warning up now.

Everyone as a heads up I'm going to warn you that picking Ultramarines as a secondary isn't going to help out. Secondary gene-seed rolls on a legions trait list and the Ultramarines don't actually have one after all.
 
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