The Long Founding (Warhammer 40k)

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The 8th Chapter Prologue
You trudge forward, your displeasure radiating in a near visible cloud around you. Reports of the Orks growing in number and power at an unprecedented rate, have been streaming forth, and yet many higher ups within the Mechanicum seem intent on simply ignoring the growing threat. As if ignoring the Orks has ever lead to anything but cataclysm!

Hmph, it looks like you'll end up even more busy in the near futu -

The moment you leave your room, you find yourself confronted with a figure. Normally, anyone interrupting your day would themselves facing your ire unless they had a very good excuse for taking up your impossibly limited time. But no such wrath fills you now, for if any human alive can make you throw aside your own plans, it is this man - or rather, the one he represents.

For when a Custodian of the Emissaries Imperatus stands before you, loyalty and faith alike mean there is but one response you can give.

"..... How may I serve the Emperor?"

The Master Of Mankind Commands You - What is His Will?

[ ] ???: Your next Chapter is to be from the lineage of the Thousand Sons, and will be entrusted with the {REDACTED} technology upon their completion.

[ ] Retrieval: You are to develop a Chapter specialized towards finding and protecting the {EXTRA REDACTED}, due to their personal importance to the Emperor Himself.

[ ] The 4 Gates: You are to place a Chapter on a planet with the ({SUPER FUCKING REDACTED} Gate) keyword.

Reputation: 265
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 Whirlwinds: This chapter has access to more Whirlwind artillery pieces than is average. 5 Points
[ ] Extra Vindicators: This chapter has greater access to the Vindicator piece than most. 5 Points
[ ] More Stalkers: The Chapter has additional platforms of the Stalker anti-aircraft vehicle. 5 Points
[ ] More Hunters: This chapter has additional examples of the Hunter heavy anti-aircraft vehicle. 5 Points
[ ] Extra Predators: The Chapter has access to more Predator Tanks, allowing them to engage in armored warfare with better facility. 5 Points.

1 Time modifiers (Can be purchased multiple times and stored for later.)
[ ] Potent Gene-Seed Charge: Some samples of a chapter's gene-seed are more likely to retain their stronger traits, and you have isolated such samples. 5 Points for each charge. Burn a charge to make the chapter roll for two traits from their parent legion.
[ ] Adaptive Gene-Seed: Some samples of Gene-seed are more capable of adapting to different conditions on different planets. 5 Points each charge. Burn a charge to roll an extra planetary trait.
[ ] Legendary Gene-Seed: The finest Gene-Seed ever recovered from a given legion. 15 Points per charge, Burn a Charge to add a legion's legendary traits to the roll list for that round.
[ ] Extra Land Raiders: The Chapter is able to acquire more Land Raiders than normal, allowing them to more freely deploy the mighty IFV against their enemies. 10 Points per charge.
[ ] More Terminators: This chapter has more sets of terminator armor than normal. 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. 25 Points for one charge, choose 1 legion to be the donor for the secondary Gene-Seed. Burn 1 charge and traits from the donor chapter are added for a roll, or a separate charge of potent gene-seed can be spent for a separate roll on the donor legion's trait list as well as an acquisition of the secondary legions 'base' traits.
[ ] Extra Trainers: With some extra effort and yelling at a few more bureaucrats, you ought to be able to arrange things so the new Chapter is able to get in some extra 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 Pattern Dreadnaught: A dreadnought intended to replicate and replace the power of the now unused Leviathan Siege Dreadnought. The design gets around the risk of killing its occupants by spreading the load out among three Astartes instead of one - thereby keeping the strain from overwhelming any one of them. Of course, that does come at the risk of the blasted thing needing three critically injured Space Marines to work together to get it moving, but that's still far superior to them occasionally dropping dead mid battle. 15 Points.
[ ] Power Chakram: An odd example of weapon design, the power Chakram is nonetheless a lethal weapon, both in close range and to anyone foolish enough to be hit by its thrown form. 5 Points
[ ] Cauter Blade: A specialized vibro blade of intense cutting power, which the Techpriest showing it to you theorizes was probably made for usage against regenerating creatures by the Ancients. When the Cauter Blade is active, the middle of the blade becomes superheated to the point that both sides of the wounds it creates are separately cauterized, keeping the wound from healing properly and making it far more difficult to reattach or regenerate lost limbs. It does, of course, come with the price that enemies struck with it face no fear of bleeding out whatsoever. 5 Points
[ ] Crusher Pattern Dreadnought: A strange take on the traditional Dreadnought concept, where the lower half of the body has been replaced with treads. This makes the chassis incapable of fighting in doors (for one thing, it can be defeated by a single set of stairs), but in turn the upper half is even more heavily armored, possess greatly enhanced weapons packages for its limbs, and even has a pair of massive heavy weapons mounted on each shoulder. 10 Points.
[ ] Rover Pattern Dreadnaught: A Dreadnought model on wheels, the Rover Class is far faster than just about any other dreadnaught type, without being much more expensive than the standard Castraferrum Pattern dreadnought chassis. It does suffer in difficult terrain in comparison to the basic or Crusher dreadnaughts, however. 10 Points.
[ ] Excelsior Pattern Dreadnaughts: One of the most advanced dreadnought Patterns you've ever seen, though it is only about as strong as the Contemptor Dreadnought the Excelsior is equipped with powerful jets that allow it to rapidly propel itself forward, and a nerve intertwinement mechanic that actually lets the occupant feel physical touch through the dreadnought itself - something usually impossible, even for you. All without putting any additional strain on the pilot. 15 Points.

OOC: Thanks to da beta. WAAAAAAAGH!
 
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Grand Alliance of Order
The Grand Alliance of Order
A massive alliance between all chapters of the Long Founding. Initially found by the Verdant Eyes and the Light Bringers, each members contributed in various ways or forms in this alliance, insuring that their home is safe in this unknown galaxy.

While initially small, soon they encompassed a large area of the galaxy, easily holding them as even the weakest Space Marines is capable of destroying an small army of criminals.

Government
The GAO's Government comprises of a Council consisted of Chapter Masters, or representatives of Chapter Master if one is not available. No Chapter Master is appointed the leader of the Council. Each member comes together from time to time to gives out reports of the current events in their respective regions.

Members and their Roles
The Verdant Eyes: One of the Founding Members of the GAO, they don't contribute much in terms of economics but in military terms, they give out much. While the Light Bringers formed the core of the GAO's intelligence department, The Verdant Eyes Librarians' unique precognitive ability has made them some of the elite members of that department. Their Scout Veteran are also valued as they provide intel of enemy forces.

The Dark Peregrine: Being the only (known) fleet-based chapter as well as the only one capable of voidborn combat, it was natural that the Dark Peregrine became the navy of the GAO. Each fleet of the DP was their independent force, patrolling one of the region of the GAO, hunting down pirates and taking their ships back to GAO to repurpose them.

The Light Bringers: Forming the core of the GAO Intelligence Network, they've infiltrated all matters of high-security locations, including the Senate Building, the Separation Parliament Building, Crime Lords Hideouts, etc.

The Steel Champions: They and the Eternal Guards formed the Home Guards of the GAO, with the Steel Champions having command of the Home Guards and acting as their siege commanders and elite siege forces. However, they also locate and contain Dark Side Artifacts and secure them prior to destroying them.

Keeper of Truths: Acting as the main head of the civilian government when not at war, they have set up the system of council when the alliance was formed as well as made the civilian administration within Alliance's territory. They also lead the Alliance Army as their commanders and general. In addition, several chapters within their Imperial Bulwark prior to coming to this galaxy has sweared loyalty to the Keepers, making them the largest chapter in the Long Founding.

Eternal Guards: They and the Steel Champions lead the Home Guard of the GAO, though the Eternal Guards has overall command of it as the Steel Champions themselves has admitted that they are skilled in siege warfare. Their homeworld, the YT868, is a wonder of the DAoT, as they have found three STC, including a new Dreadnaught pattern.

The Seraph Brotherhood: The generalist Anti-Chaos chapter of the Grand Alliance. Due their Blood Angels gene-flaws, they are forced to drink blood in order to maintain their sanity. Thankfully, their Sanguine Cisterns not only allows them to drink fresh blood but also allows them to store massive amounts of fresh blood, despite their increased blood limits. Due to their homeworld's chaos hating nature, they have literally destroyed many smaller sect of Dark Side followers that the remaining survivors were forced into the arms of the larger sects, including those serving Darth Sidious. Their auras can actually dispel the spirits of dark side user and banished them back into the Force, purifying their temples and allowing the Jedi to search them.

The Golden Sons: The elite forces of anti-Chaos, as well as the Elite Home Guard with Custodians being among the Golden Sons, along with the Watching Ring they have around their home system. Due to their task given by the Emperor, they are not allowed to be deployed militarily unless extreme circumstances warrant their presence. Despite that, they are highly respected among other chapters of the Long Founding.

The Silver Owls: While fear and respected by other chapters of the Long Founding, they are exceptionally skilled in putting down rebellions. As such, they don't always leave the GAO territory very often. They are respected in Alderaan for their arts and crafts, leaving many Alderaan nobles to purchase such items from the Owls.

Astral Gears: Part weapon specialists and part battlefield scavengers, they can make various specialized bolters, as well as scavenged tanks and others, making them the only (known) chapter tasked of tending to the armory, along with repairing vehicles.
Reborn Crusaders: Similar in size compared to the Steel Champions but differs in purpose. They acts as a sort of rehabilitation chapter for marines that has either been shamed by failure, accused of heresy, or something else. Because of the different chapters more marines come from, they are multi-purpose soldiers with each company having a form of specialization.


(The 11th chapter will remained unnamed until we accept an request)
 
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8th Chapter Part 1
[x] Plan: Draconic Wizards V2
-[X] ???: Your next Chapter is to be from the lineage of the Thousand Sons, and will be entrusted with the {REDACTED} technology upon their completion.
-[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] Secondary Gene-Seed (Insert Legion Name): The key component for creating Chimeric Gene-Seed. You're honestly surprised Guiliman approved of this one - then again, you did hear him grumbling about some idiots who were suggesting mixing Night Lord and World Eater templates, so maybe he just wanted to make the concept your problem before somebody did something completely moronic. 25 Points for one charge, choose 1 legion to be the donor for the secondary Gene-Seed. Burn 1 charge and traits from the donor chapter are added for a roll, or a separate charge of potent gene-seed can be spent for a separate roll on the donor legion's trait list as well as an acquisition of the secondary legions 'base' traits.
--[X] Salamanders.
-[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. 2x

This has been…. a trial and a half to say the least. Of all the Legions, the Thousand Sons had perhaps the most difficulties to deal with outside of the Space Wolves, thanks to the accursed Flesh Change, and according to your orders, the next Chapter needs to be made using their Gene-Seed. He was quite specific on this point, from what the Custodes told you - using a Chimeric mix was doable, but they must be of the Sons of Magnus.

Whatever the Emperor's plans are…. It must require a great deal of psychic power. Still, as difficult as it is to deal with, you'd be willing to take on far worse at the Omnissiah's command - on your word, you'll see this done.

Expendables
2 Charges of Adaptive Gene-Seed.
2 Charges of Potent Gene-Seed.
1 Charge of Secondary Gene-Seed (Salamanders).

Choose a Legion (Request Mandate: Must Choose Thousand Sons)

[ ] Thousand Sons: The Sons of Magnus were legendary for their immense psychic potential, with even many of their regular Legionnaires having minor Psyker abilities. Their downfall began with the infamous Flesh Change, causing their bodies to uncontrollably warp and twist into mindless monstrosities at complete random - there was no way to predict or treat it, it simply killed a portion of them on a regular basis. Thankfully you have developed means of dealing with it over the years, mostly by studying Magnus's own ability to stabilise it, but you remain wary. (Locked) (Temperary).

[ ] 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.

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

[ ] 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.

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

[ ] MizzurI: A swamp planet, populated by an extensive variety of crocodilian xenos species. The locals have taken to wrestling with them, and are expert marksmen… though they do have rather strange accents.

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

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

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

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

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

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

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

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

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

[ ] 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 its 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 almost entirely of invasive species. Ambulls, Orkoids, Grox, Land Sharks, Haemovores, Carnosaurs, Rad-wolves, Catachan Devils and even the Salamanders of Nocturne have all somehow managed to establish breeding populations on the planet and thrive. (Segmentum Solar)

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

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

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

[ ] 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).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

OOC: Thanks to the beta and to wakshazi for the proof of concept for the spoilers.
 
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8th Chapter Part 2
[X] Plan: Emperor's Landing.
- [X] Thousand Sons.
--[X] 1 Charge of Potent Geneseed.
-- [X] 1 Charge of Secondary Geneseed (Salamander).
--[X] 1 Charges of Potent Geneseed (Salamander).
--[X] 2 Charges of Adaptable Geneseed.
- [X] Emperor's Landing (Segmentum Solar).

Current Traits
-Anathema (Free due to Planet, Task, and Legion Combo): The psyker powers of this Legion are Anathema to the forces of Chaos, and destroy them with contemptuous ease. Few are those so blessed as to manifest such might, the very nature of the Emperor made manifest.
-Golden Scales (Mutation/Salamanders/Grimm Interrupt): Originally, this mutation would have caused a horrific transformation into a carnivorous, lizard like creature, but due to the quick intervention of the attending Genetor it's full impact has thankfully been blunted. Instead, when this mutation manifests the affected Marines gain patches of glittering golden scales on their skin, as well as a very strong resistance to fire and psychic attacks. You have a migraine.
-Radiance (Mutation/Thousand Sons/Emperor Interrupt): This mutation would give the Marines an aura of unease towards anyone they encounter, similar to a Blank. Instead, due to nothing less than the Emperor's own intervention, Librarians of this chapter radiate with a glorious light reminiscent of the Astronomicon itself - a visible mark of His favour.
-Crucible Thrones: {REDACTED}
-Purging Flame: The Pyromantic assaults from this Chapter's Librarians are exceptionally devastating to all those struck by it, especially Chaos and it's servants.
-Golden Dragons: Giant, golden scaled, winged firebreathing lizards native to Emperor's Landing. The very fact that Grimm allows his juniors to call them 'Dragons' is widely held as proof among the Genetor community that Grimm does not, in fact, hate fun.
-Blademasters: The Chapter's Marines have honed their skills with the blade, and are among the finest swordsmen in the Imperium.
-Temperature Resistance: The Marines of this Chapter are highly resistant to extreme temperatures, even by Space Marine standards.
-Civilian Empathy: Marines from this Chapter care deeply for the civilian population of their home planet, and all the Imperium's people.
-Powerful Psykers: Marines from this Chapter are particularly powerful psykers, and the ability appears more often among them.
-Fast Learners: Marines from this Chapter are fast learners in all fields of study, leading them to be skilled in a number of fields.

"I am sorry," You begin, frowning at the Tech Priest before you as you battle the immense migraine you are currently suffering after BOTH THE THOUSAND SONS AND SALAMANDERS GENE SEED STARTED TO MUTATE ON YOU AT THE SAME TIME WHY DID YOU THINK THIS WAS A GOOD IDEA - "But why, pray tell, am I the only one in the entirety of Mars that can repair the Prometheus Plasma Reactor? Plasma is my secondary specialty, and I was only ever the fourth best at it anyway - why not bother Archmagos Retirtomorah instead?"

"He died during the Schism, Lord."

You raise an eyebrow. "Archmagos Hazafamilee?"

"Died during the Scouring."

"Archmagos Crimson Tunic?"

"He was assassinated by the Alpha Legion a decade ago."

WHAT!? No! You actually got along with him!

... Blast. It seems the Mechanicus is down another relatively sane individual. Relatively being an important word - no one who reaches the rank of Archmagos is sane, case in point you - but still.

"So you mean to tell me," you say calmly, "that there is literally no one left other than me able to maintain a Prometheus Reactor?"

"Lord Cawl was mentioned, but... well, the Fabricator General and many other Archmagi said they'd rather see the reactor dismantled than let him touch it."

.... You know what, checks out. You'd actually agree with them, if you weren't UTTERLY LIVID.

"Fine." You growl. "But I want every single Tech Priest you can find that would be worthy of the secrets of the reactors sent to me when this is over. I have enough work as it is, and the fact that literally everyone other than me who can perform this sort of maintenance on some of our key infrastructure is dead with no successors having been appointed is a crime against the Omnissiah himself. Am I understood?"

"Y-y-yes, Lord Grimm!"

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

Expendables
1 Charge of More Terminators
2 Charges of Extra Training

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[ ] Elite Assault Marines: The Assault Marines of this chapter are a cut above.

Normal Equipment Options
[ ] Extra Assault Packs: The Chapter has a great number of Assault Packs, letting them retain a greater number of Assault Marines in each Company.

[ ] Heavy Weaponry: The Chapter is well supplied with heavy weaponry, and can field a larger proportion of Devastator squads.

[ ] Specialist Ammo: The Chapter has a ready source of specialized bolter rounds, letting them bring the best possible ammunition for any engagement.

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

[ ] Extra Thunderhawks: The Chapter has access to additional Thunderhawks, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power.

[ ] Extra Dreadnaughts: The Chapter has more Dreadnought hulls than normal, letting it field more of the venerable ancients… if it has enough wounded veterans to pilot them, of course.

OOC: Thanks to the beta.
 
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The Golden Sons
[X] Plan: The Golden Sons - Entrenchment Edition
-[X] Chapter Name: The Golden Sons.
-[X] Chapter Colours:
--[X] Most Astartes: Gold primary, Bright Red secondary.
--[X] Librarians: Add Royal Blue to their armour coloration, usually: Left Gauntlet, Both Pauldrons and Helmet.
--[X] Techmarines: Add Bright Green to their armour coloration, usually: Right Gauntlet, Both Pauldrons and Helmet.
-[X] Chapter Symbol: Golden Dragon, representation of their Homeworld.
-[X] Chapter Creed: "The People Are The Emperor's Hoard, Guard Them Well!".
--[X] Battle Cry: "Burn In Our Light Xeno/Mutant/Traitor/Daemon!".

Chapter Name: The Golden Sons
Chapter Symbol: Golden Dragon, representation of their Homeworld.
Colors:
Most Astartes: Gold primary, Bright Red secondary.
Librarians: Add Royal Blue to their armour coloration, usually: Left Gauntlet, Both Pauldrons and Helmet
Chapter Creed: "The People Are The Emperor's Hoard, Guard Them Well!".
Battle Cry: "Burn In Our Light, Xeno/Mutant/Traitor/Daemon!".

Current Traits
-Anathema (Free due to Planet, Task, and Legion Combo): The psyker powers of this Legion are Anathema to the forces of Chaos, and destroy them with contemptuous ease. Few are those so blessed as to manifest such might, the very nature of the Emperor made manifest.
-Golden Scales (Mutation/Salamanders/Grimm Interrupt): Originally, this mutation would have caused a horrific transformation into a carnivorous, lizard like creature, but due to the quick intervention of the attending Genetor it's full impact has thankfully been blunted. Instead, when this mutation manifests the affected Marines gain patches of glittering golden scales on their skin, as well as a very strong resistance to fire and psychic attacks. You have a migraine.
-Radiance (Mutation/Thousand Sons/Emperor Interrupt): This mutation would give the Marines an aura of unease towards anyone they encounter, similar to a Blank. Instead, due to nothing less than the Emperor's own intervention, Librarians of this chapter radiate with a glorious light reminiscent of the Astronomicon itself - a visible mark of His favour.
-Crucible Thrones: {REDACTED}
-Purging Flame: The Pyromantic assaults from this Chapter's Librarians are exceptionally devastating to all those struck by it, especially Chaos and it's servants.
-Golden Dragons: Giant, golden scaled, winged firebreathing lizards native to Emperor's Landing. The very fact that Grimm allows his juniors to call them 'Dragons' is widely held as proof among the Genetor community that Grimm does not, in fact, hate fun.
-Blademasters: The Chapter's Marines have honed their skills with the blade, and are among the finest swordsmen in the Imperium.
-Temperature Resistance: The Marines of this Chapter are highly resistant to extreme temperatures, even by Space Marine standards.
-Civilian Empathy: Marines from this Chapter care deeply for the civilian population of their home planet, and all the Imperium's people.
-Powerful Psykers: Marines from this Chapter are particularly powerful psykers, and the ability appears more often among them.
-Fast Learners: Marines from this Chapter are fast learners in all fields of study, leading them to be skilled in a number of fields.
-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.
-Techmarines: This chapter has more Techmarines in its ranks than normal, improving the quality of their equipment and allowing them to create a greater quantity of advanced wargear.
-Entrenchment: The Chapter is better at erecting and maintaining fortifications than average.
-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.

Homeworld: Emperor's Landing is, beyond all others, a truly blessed world in the eyes of Emperor worshipers. In the daytime, the very air is illuminated with the Emperor's light, while at night the moon itself glows with a softer, yet still glorious golden radiance. Grassy plains dominate the majority of the terrain of Emperor's Landing, the dominant part of which is made up of the 'Emperor's Worshipper' species of tall grass, which seems ordinary during the day but is revealed to softly glow with the Emperor's light at night.

This golden radiance, which suffuses most of the world's native life, is a remnant of a mighty battle that occured here in the earliest days of the Great Crusade. Little historical record remains of what took place, but what is known is that a powerful foe emerged and challenged the Emperor, and proved a mighty enemy - leading to the Master of Mankind unleashing more of His might than He had ever been witnessed to use before. So much power was released that the world itself absorbed the light of the Anathema of Chaos, and it has shone there ever since. What became of the Emperor's foe, and what it was that it could stand against such awesome might, is now lost to time.

Other than humanity, the dominant species of Emperors Landing is the 'Golden Dragons', fire-breathing winged lizards of immense size armoured in golden scales that are harder than adamantium. More importantly, the fiery breath of these creatures is especially harmful to creatures of the Warp, and their scales are even more resistant to harm from psykers than they are to mundane forms of damage. They often prey on the much smaller (but still quite sizable) lizards that roam the grassy plains of the world, and have a deep rivalry with a burrowing subspecies of theirs that attacks from below instead of above, though actual conflict between the two is rare.

The people of this planet live a mostly nomadic life - Emperor's Landing itself has an oddly wide variety of nutritious foodstuff native to it, and so these nomadic bands have a much bigger population than most such tribes and a far superior quality of life to the average Imperial planet. Warfare does occasionally break out between different nomad bands, but it rarely if ever ever escalates to the point of one or the other being totally destroyed.

Gene-Seed: The gene-seed of the Golden Sons has three notable oddities. The first is that they appear to have absorbed a fragment of the Emperor's own power from the planet of Emperor's Landing itself, making them Anathema to Chaos just as He Himself is, albeit to a far lesser extent. The second is in the form of a minor aura of glowing light radiating from most Marines, especially their Librarians, though it does not seem to have any major effects alone. Finally, there is the fact that Marines hailing from the Chapter have a chance of growing patches of golden scales, similar to the dragons of their homeworld. Marines with this oddity are resistant to both extreme temperatures and even more so to Warpcraft than is average, even in a Chapter with an already impressively high resistance to such things.

The Crucible Thrones: The most important artifacts to the Golden Sons are the mysterious Crucible Thrones. These strange pieces of technology are no typical thrones used merely to display one's grandeur, but instead do something far more incredible - each Throne simulates a far more manageable variant of the stresses that operating a machine like the Golden Throne places on the body, and the most powerful one that stands at the heart of the Golden Sons fortress monastery is said to be capable of matching the stresses of the actual Golden Throne itself! No outsider seems to have any real information about why the Chapter uses these strange devices, but it is well known that the average psychic strength of the Chapter has been steadily increasing over time - as has the average size of its Marines.

Fortress Monastery: The Fortress Monastery of the Golden Sons is built entirely around the largest of the Crucible Thrones, and is said to possess enough surface to orbital firepower to destroy entire fleets. Not much is known about it's inner workings, beyond the fact that it possess an impressive Librarium and built in manufactorum, as the Golden Sons are notoriously resistant to allowing others to enter their abode.

Combat Doctrine: The Golden Sons maintain an extremely flexible combat doctrine, even for Space Marine standards. At times, they deploy a shocking amount of heavy vehicles - at others, they make usage of hit and run tactics, or unleashing their vast psyker powers upon the foe.

Organization: No one knows exactly how the Golden Sons are organized, or even the true size of the Chapter, only that they are very much not Codex compliant. A few facts have been discovered, however.
1: The Chapter is closely tied to the Adeptus Custodes, to the point that some few of the Emperor's Companions have even seen fit to join their ranks, acting alongside them on a full time basis. These venerable warriors obviously maintain a high position within the Chapter itself, though the exact nature of their duties when a part of the Chapter is unknown.
2: The Chapter Librarium is divided into several sub-organizations, due to the vastly increased percentage of psykers within the chapter compared to most, each specialising in a different application of their abilities.
3: It is unclear whether or not those Marines blessed with unusual physical size are given any notably higher rank, or merely part of a specialised unit.
4: The Golden Sons are only very rarely called upon by outsiders aside from the Custodes themselves, and even then they are often treated with a respect beyond that given to other Space Marines Chapters even by the most ardently anti-Space Marine Inquisitors.
5: The Chapter has a larger than normal number of Dreadnaughts serving among it's forces, who are somehow cognizant enough to hold active command positions - and this is not including the unique pattern of dreadnought known to be in the Chapter's possession.


The Watching Ring: The name of a vast network of defensive fortifications within and around the system Emperors Landing resides in. Among orbital fortifications, the Watching Ring is considered second only to the very best in the entire Imperium, and many traitor forces have been destroyed before even approaching the Golden Son's own home planet.

Notable Events of the Golden Sons
-During the War of the Beast, the Golden Sons, only freshly created and not even having arrived on their Homeworld, are deployed alongside the fearsome Archmagos Orkadan Grimm, the creator of their Chapter, some Martian Myrmidons whom had been assigned to be Grimm's bodyguard over his strenuous protests, and the Skittari of Forge World Sanctus, the Forge World that was to be responsible for constructing their equipment, to engage the Ork demigod's armies. These allied forces fought fiercely against the Ork hordes, and the newborn Chapter earned glory far beyond what any could have expected from a force so young.
-A Word Bearers assault on Emperor's Landing is brutally rebuffed, and the Chaos Space Marines are killed down to the very last.
-Two Major Daemonic Incursions are destroyed by the Golden Sons in separate incidents. Details of these incursions are sadly limited, due to heavy censure by the Inquisition - all that is certain is that the two assaults served different Chaos Gods, and that the Golden Sons flatly refused to allow the Inquisition to purge their citizens. Any attempt by the Inquisition to avenge this slight to their authority die when the Custodes bluntly inform the Holy Ordos that they can and will take the side of the Golden Sons on the matter.
-During the 8th Black Crusade, the Golden Sons ambushed and destroyed a small Black Legion fleet. Exact details regarding the composition of the fleet are unknown, but intelligence reports that Abbadon would kill several high ranking Chaos Lords for the mistakes that had allowed the destruction of the force to happen.
-A Dark Eldar raid on a world under the Golden Son's protection is foiled, and many of the Dark Eldar raiders wound up permanently killed by the sheer might of the Golden Son's psykers beyond the dread Homunculi's ability to resurrect. A retributive raid by several allied Cabals faired little better, and merely resulted in even more permanent Dark Eldar casualties. From that day forward, the Dark Eldar became extremely reluctant to attack any worlds confirmed to be under the Golden Son's protection, though the occasional raid does still happen… though if Inquisitiorial interrogation is to be trusted, being sent on these raids is less a typical realspace incursion and more a form of execution.
-A Combined assault by the Black Legion backed by a major Daemonic Incursion under an alliance of four Daemon Princes, one representing each of the Ruinous Powers, is thwarted by the forces of the Golden Sons, the Dread Host, and the Grey Knights. Details have been heavily redacted by the Inquisition, who once again were denied the authority to purge the Imperial Citizens who survived the terrible ordeal.

Unique Units
-Golden Dragons: A giant, flying, fire breathing lizard like species, the Golden Dragons are a true terror to behold. With scales near impervious to harm from sources both material and immaterial, as well as an arsenal of dangerous natural weapons, the Golden Dragons of Emperor's landing are one of the last things any foe of the Emperor wishes to see - especially since the smaller ones have been known to bond with powerful Space Marines of the Golden Sons, a strange type of connection that makes both combatants all the more dangerous. Elders of this species have even been said to be capable of battling Greater Daemons and handily achieving victory.
-Champion Pattern Heavy Dreadnoughts: A unique pattern of Dreadnaught said to include many technologies otherwise primarily used in the equipment of the Custodian Guard themselves. Regardless of whether this is true or not, the Champion can be said to be among the most powerful Space Marine Dreadnoughts ever created, even able to match and destroy a Leviathan Class Dreadnought without risk of harming the pilot. The defensive abilities of the Champion Pattern is not to be trifled with either, for the sheer durability of their armor and multiple redundant shield generators mean that the average Champion Pattern Dreadnaught will last a very long time before something brings it down… and all of this, without accounting for the fact that Champion Pattern Dreadnoughts allow their occupants to retain any psyker powers they may have had before entombment.
-Ancient Riders: Few things are worse than an Elder Golden Dragon or a Champion Pattern Dreadnought. A Champion Pattern Dreadnaught Bonded with and riding an Elder Golden Dragon is definitely one of those things.
-Radiant Riders: Ancient Riders, except the Champion Pattern Dreadnaught is an active psyker. There is little else to be said on the matter.
-Aegis Guard: More than a few Marines among the Golden Sons become much larger than average, reaching sizes that can only be described as 'small Dreadnought' by those that have encountered them. These Marines are known to wield physical might to match with their size, as well as always developing the Golden Scales - managing to ward them even better against the powers of the Warp. The Aegis Guard were originally a much smaller sub-group within the Golden Sons, but as the millenia have past Marines reaching the size needed to become one of these great warriors has become a more and more common occurrence.
-Golden Champions: Master Swordsmen with Librarian training, it is said the Golden Champions have found a way to use their own latent psyker powers to actually deflect enemy psyker abilities, even if they are far less powerful than the foe.
-Tech Wardens: Tech Marines that are charged with the maintenance of the Chapter's most esoteric technologies. When they have to take to the field, the Tech Wardens often employ powerful plasma weapons said to be capable of reducing even the likes of Necron vehicles into useless slag if allowed to hit.

Diplomacy
-Adeptus Custodes: The Golden Sons serve directly at the Custodes' behest, and among the institutions of the Imperium can be considered among the closest, if not the closest, to the Custodian Guard.
-Dread Host: Within the Custodians, the Dread Host are the ones who are most often deployed alongside the Golden Sons in numbers, partially due to the Host's focus on issues outside of Terra. Regardless when the Golden Sons are called to battle, it is often by the hands of the Dread Host.
-Inquisition: The Inquisition both respects and fears the Golden Sons, for they are the one Space Marine Chapter they have no authority over - something both the Golden Sons themselves and the Custodes have made very clear indeed. That said, the sheer power of the Golden Sons is hard to deny, and sometimes groups of Inquisitors have come together to request the Golden Sons aid, requests that select forces of the Golden Sons will, if given permission by the inscrutable upper ranks of the Chapter, usually accept.
-Sisters of Battle: The Sisters of Battle see the Golden Sons as some of the beings closest to the Emperor, and as such treat them with great respect. To even see them once is considered a small miracle by even the oldest of the sisters, and to have seen them on multiple times over a career is nothing less than a blessing by the Emperor Himself.
-Blood Ravens: The Blood Ravens have been gifted the Gilded Hammer, a powerful weapon of the Golden Sons that is said to banish any Daemon struck with it for five millenia, and on occasion flat out kill them permanently, though not with the same reliability as the Emperor's sword. Though this is the only relic they have ever seen fit to give the Blood Ravens, it is a gift so wondrous that the Blood Ravens treat it with nothing less than the utmost reverence.
-Eldar: The Eldar as a whole do all they can to avoid any contact with the Golden Sons. Though they may not have the same effect on the species that the Emperor Himself has had on the few occasions an Eldar has seen them, the sheer might of the Golden Sons is still more than enough to generate great fear among the Asuryani.
-Grey Knights: The Golden Sons are perhaps the only Space Marine Chapter within the Imperium, aside from maybe the Exorcists or Seraph Brotherhood, that come even close to having the same absolute incorruptibility as the Grey Knights. Between this and the fact that the average Golden Sons psyker is actually even stronger than his Grey Knight counterpart, albeit in exchange for Psyker abilities not being universal as they are for the Knights of Titan, the Grey Knights have come to consider the Golden Sons among their greatest allies in the war against Chaos.

Chapter Creations Result
+120 Reputation

Added New Training Option
More Champions: This Chapter has more Champions than most can claim.

OOC: Yay for the Beta.
 
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9th Chapter Prologue
You stare at the Vindicare Assassin standing before you, your expression one of vague annoyance. After the whole 'Beheading' business that followed the War of the Beast, the last thing you wanted was to even see a member of the Assassinorum, let alone have one actually organize a meeting with you... but, the Assassinorum is still trying to clean up the loyalists of the last Grand Master, so it is sadly something you've grown used to.

But first...

"So if I am to believe you..." You begin. "All assassins that stood in opposition to the Beheading have left Mars aside from yourself, am I correct?"

The Vindicare nods in confirmation. "That is true. I have come ask for your assistance in identifying any rogue agents who may remain -"

"Oh, good."

You wordlessly smash a vial of chemicals into the Callidus Assassin that had had the gall to be disguised as one of your apprentices since the start of the Beheading, causing her disguise to falter she writhed in agony on the ground of your laboratory. The other disguised Callidus Assassin moves to intercept, but you boredly break both of her arms and inject her with a sedative before she can do much of anything, the cocktail made with a chemical that incidentally also causes her disguise to falter.

You've been wanting to do that since the moment you first caught wind of Vangoritch's insanity.

"Wow." The Vindicare remarks, walking forward to look upon the two downed assassins. "You do fast work, no wonder the new Grandmaster asked me to seek you out."

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

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

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

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

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

[ ] Inedibility: A recent battle against a hive minded species, with a rapid adaptation rate and capable of devouring other living things in order to rapidly add their biomass to a growing horde, has led to some... concern about what would occur if a similar event happened and wasn't caught as early. Thus, you have been tasked with creating a Chapter based on a homeworld that such a species would find supremely unpleasant to try and actually take, as a precautionary measure.
Goals: Base a chapter on a homeworld with the (Indebile) tag.

[ ] Rebellion Crushing: An odd number of rebellions have been spreading throughout the Imperium. Many among the Imperium's upper crust have backed a request for a Chapter dedicated to crushing these revolts, preferably before they escalate to a point where they are forced to commit ludicrous amounts of Guardsmen to take back a single willful planet instead of fighting actual threats.
Goal: Create a Chapter specialised in combating planetary rebellions.

[ ] 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.

[ ] Codex Experiments: "Hmmmmmmmmmm..."
Goal: Create a chapter with Alpha Legion Gene-Seed and place it in a homeworld with the (Ultramar) 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 has made you, that actually is a good project name for a suggestion about a Chapter for fighting Slaanesh.
Goals: Create a chapter specialized for fighting Slaanesh.

Reputation: 385
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 Land Speeders: The Chapter has access to extra Land Speeders of various Patterns, granting them a more capable fast attack force. 10 Points.

[ ] Extra Assault Bikes: The Chapter has access to more Assault Bikes than average, expanding their capability in hit and run tactics. 5 Points.

[ ] Extra Whirlwinds: This chapter has access to more Whirlwind artillery pieces than is average. 5 Points

[ ] Extra Vindicators: This chapter has greater access to the Vindicator piece than most. 5 Points

[ ] More Stalkers: The Chapter has additional platforms of the Stalker anti-aircraft vehicle. 5 Points

[ ] More Hunters: This chapter has additional examples of the Hunter heavy anti-aircraft vehicle. 5 Points

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

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

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

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

[ ] Extra Land Raiders: The Chapter is able to acquire more Land Raiders than normal, allowing them to more freely deploy the mighty IFV against their enemies. 10 Points per charge.

[ ] More Terminators: This Chapter has more sets of Terminator Armor than normal, meaning more of their veterans can use the famed heavy assault suits. 10 Points per charge.

[ ] More Equipment: You've managed to secure extra equipment for a Chapter. 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. 25 Points for one charge, choose 1 legion to be the donor for the secondary Gene-Seed. Burn 1 charge and traits from the donor chapter are added for a roll, or a separate charge of potent gene-seed can be spent for a separate roll on the donor legion's trait list as well as an acquisition of the secondary legions 'base' traits.

[ ] Extra Trainers: With some extra effort and yelling at a few more bureaucrats, you ought to be able to arrange things so the new Chapter is able to get in some extra specialized training before proper deployment. 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 Pattern Dreadnaught: A dreadnought intended to replicate and replace the power of the now unused Leviathan Siege Dreadnought. The design gets around the risk of killing its occupants by spreading the load out among three Astartes instead of one - thereby keeping the strain from overwhelming any one of them. Of course, that does come at the risk of the blasted thing needing three critically injured Space Marines to work together to get it moving, but that's still far superior to them occasionally dropping dead mid battle. 15 Points.

[ ] Power Chakram: An odd example of weapon design, the Power Chakram is nonetheless a lethal weapon, both in close range and to anyone foolish enough to be hit by its thrown form.

[ ] Cauter Blade: A specialized vibro blade of intense cutting power, which the Techpriest showing it to you theorizes was probably made for usage against regenerating creatures by the Ancients. When the Cauter Blade is active, the middle of the blade becomes superheated to the point that both sides of the wounds it creates are separately cauterized, keeping the wound from healing properly and making it far more difficult to reattach or regenerate lost limbs. It does, of course, come with the caveat that enemies struck with it face no fear of bleeding out whatsoever.

[ ] Crusher Pattern Dreadnought: A strange take on the traditional Dreadnought concept, where the lower half of the body has been replaced with treads. This makes the chassis incapable of fighting indoors (for one thing, it can be defeated by a single set of stairs), but in turn the upper half is even more heavily armored, possess greatly enhanced weapons packages for its limbs, and even has a pair of massive heavy weapons mounted on each shoulder.

[ ] Rover Pattern Dreadnaught: A Dreadnought model on wheels, the Rover Class is far faster than just about any other dreadnaught type, without being much more expensive than the standard Castraferrum Pattern dreadnought chassis. It does suffer in difficult terrain in comparison to the basic or Crusher dreadnaughts, however.

[ ] Excelsior Pattern Dreadnaughts: One of the most advanced dreadnought Patterns you've ever seen, though it is only about as strong as the Contemptor Dreadnought the Excelsior is equipped with powerful jets that allow it to rapidly propel itself forward, and a nerve intertwinement mechanic that actually lets the occupant feel physical touch through the dreadnought itself - something usually impossible, even for you. All without putting any additional strain on the pilot. 15 Points.
 
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9th Chapter Part 1
[X] Plan: Imperial Resources Sentinels-IRS for short.
-[X] Rebellion Crushing: An odd number of rebellions have been spreading throughout the Imperium. Many among the Imperium's upper crust have backed a request for a Chapter dedicated to crushing these revolts, preferably before they escalate to a point where they are forced to commit ludicrous amounts of Guardsmen to take back a single willful planet instead of fighting actual threats.
-[X] Potent Gene-Seed Charge: Some samples of a Legion's gene-seed are more likely to retain their stronger traits, and you have isolated such samples. 5 Points for each charge. Burn a charge to make the Chapter roll for two traits from their parent Legion. 2x.
-[X] Extra Trainers: With some extra effort and yelling at a few more bureaucrats, you ought to be able to arrange things so the new Chapter is able to get in some extra specialized training before proper deployment. 5 Points. Burn 1 charge to get an extra training option. 2x.

You were wondering when you were going to have to take up an assignment like this. After all, incompetence on the scale you've seen over the years since the Heresy was bound to have ended up causing a rebellion or ten sooner or later.

So…… much…… incompetence.

Hmmmph. At least you haven't had to deal with the consequences of Cawl's idiocy lately. You do not miss the days when you had to have one of your bodies on constant standby for whatever disaster your peer caused this time, by the Omnissiah... Now then, where should you be telling your juniors to focus their preparations?

Expendables
1 Charges of Adaptive Gene-Seed.
2 Charges 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.

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

[ ] 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.

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

[ ] MizzurI: A swamp planet, populated by an extensive variety of crocodilian xenos species. The locals have taken to wrestling with them, and are expert marksmen… though they do have rather strange accents.

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

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

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

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

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

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

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

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

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

[ ] 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 its 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 almost entirely of invasive species. Ambulls, Orkoids, Grox, Land Sharks, Haemovores, Carnosaurs, Rad-wolves, Catachan Devils and even the Salamanders of Nocturne have all somehow managed to establish breeding populations on the planet and thrive. (Segmentum Solar)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

OOC: Thanks to the beta and to wakshazi for the proof of concept for the spoilers.
 
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Cawl and Grimm
AN: Here's a short work on how I'd imagine Cawl sees Grimm 10,000 years from now.

~~~

Archmagos Belisarius Cawl is said to be a man with no equal in the works of the Omnissiah's Great Work which is the Space Marine. However, Belsarius Cawl himself would admit that if it weren't for the efforts of Archmagos Orkadan Grimm, his efforts in creating the Primaris Marines would be for naught, as shown in Dark Imperium.

~~~

Roboute stared down upon the numerous stasis pods surrounding the underground labyrinth that now hosts innumerable thousands of Primaris Space Marines, waiting to awaken amidst this new age he'd found himself in.

Besides him, he saw the Archmagos he'd ordered to improve upon his Father's works flail about, his numerous Mechadendrites clacking and clicking numerous buttons in preparation for awakening those in stasis for his Ultima Founding.

'I must admit, my lord, that if not for the efforts of Grimm, I might have more trouble improving the Omnissiah's works.'

The Archmagos admitted as Guilliman felt his eyebrow rose upon hearing Cawl's words.

'This is a rarity from you, Cawl. To admit that you have shortcomings of your own.'

Guilliman heard a tittering of sheepish binary coming out of Cawl's speaker box as if he was embarrassed that he was forced to admit something salacious.

'Quite. The works brought about by Grimm inspired me to create my own Space Marine Chapters that mimic some of Grimm's Space Marine Chapters.'

'Like what?'

'Like the Verdant Eyes, with the immense amount of Librarians at their disposal, the Dark Peregrines and their uncanny ability to root out heresy amidst the Ecclesiarchy's Shrine Worlds or the Keepers of Truth and their uncanny ability to keep the Emperor's Truth alive despite the hostile environment they're surrounded in.'

While Guiliman managed to keep his surprise, he was fascinated by how much admiration the Archmagos had for his peer.

'There's also his ability to manufacture chimeric Gene-Seeds and Grimm's skill in preventing and limiting mutations that might arise from combining two improbable Gene-Seeds.'

Guiliman turned his head sharply towards the Archmagos.

'What do you mean by your statement, Cawl?'

The Primarch of the XIIIth​ asked as Cawl paused on his activity.

'I meant what I said, my lord. The Golden Sons are the most prevalent example of this. The innumerable amount of Librarians in their chapter, their mutation of glittering golden scales, and their resistance to fire and psychic attacks are akin to the resistance one would gain if they were a Son of Vulkan or Magnus.'

Guiliman remained silent as he calculated the words espoused to him by the Archmagos beside him.

'Are there more, Archmagos?'

The Archmagos let out a binary hymn as he continued his mechanical activities.

'The Keepers of Truth are born of a chimeric combination between yours and Lorgar if I were to guess correctly.'

Cawl ignored the tightening fist of the Primarch beside him.

'Besides them, I don't know much about the other chapters that Grimm made though if I were to guess, then he'd made more that I'm not aware.'

'I see...'

The two individuals remained silent as Guiliman contemplated the Archmagos' words while Cawl busied himself on re-activating the slumbering Primaris Marines out of their stasis pods.

'Besides his Genator capabilities, he's a sane man in this insane galaxy we now find the Imperium. I appreciate his brute honesty compared to the redundant beliefs that now engulfed the Mechanicum's dogma.'​
 
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