The Long Founding (Warhammer 40k)

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[] Plan Proud Bearers of Sanguinus's Blood v3.1
-[] Rites of Blood: You still remember your time aiding the Blood Angels, before the Heresy tore the galaxy asunder… perhaps you can give them a hand, for old time's sakes.
Goals: Place a Blood Angels descended chapter on a planet with the (Sanguine) tag.
-[] 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 Thunderhawks: The Chapter has access to additional Thunderhawks, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power. 5 Points.
-[] Potent Gene-Seed 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.
-[] Extra Trainers:
-[] Latch Boots:

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[] Plan Proud Bearers of Sanguinus's Blood v3.2
-[] Rites of Blood: You still remember your time aiding the Blood Angels, before the Heresy tore the galaxy asunder… perhaps you can give them a hand, for old time's sakes.
Goals: Place a Blood Angels descended chapter on a planet with the (Sanguine) tag.
-[] 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 Thunderhawks: The Chapter has access to additional Thunderhawks, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power. 5 Points.
-[] 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.
-[] Potent Gene-Seed 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.

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I removed secondary & Traitor Geneseed (because both together would cost 35 points), and added some things in exchange (v3.1 has Extra Trainers & Latch Boots, while v3.2 has Legendary Gene-Seed)
 
Actually, I have another idea:

[] Plan: I reject you now and for always
-[ ] Aid to Ultramar: The Ultramarines have finished the Scouring but still have a great many commitments elsewhere, leaving quite a few holes in the defenses of the Realm of Ultramar. Another space marine Chapter in the region could help alleviate that, and ensure the safety of the 500 Worlds.
Goals: Choose a home planet with the 'Ultramar' tag in the next chapter creation.
-[ ] 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.
--[]Emperor's children
-[ ] 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.
-[ ] 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.
-[ ] 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.
-[ ] 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.

Guys lets save guilman with the help of Fulgrim's own sons
 
Archon7's list of unique units
Unique Space Marine Ranks/Units/Vehicles
Regular

1: Space Marine Scout Veteran: Space Marines veterans that continue with dedicated scouting long after being promoted into proper battle brothers. Their efforts leave the Verdant Eyes 10th company exceptionally capable.

2: Strike Marines: Specialized space marines that make up the majority of Light Bringer strike teams normal Strike Marines are recruited from the chapters veteran pool and as such are a match for veterans of most chapters while Veteran Strike Marines are a step above even that due to the sheer danger of their assignments.

3: Assault Infiltrators: An elite core of Assault Marines they back up the high melee prowess of the rest of the chapter with liberal usage of explosives.

4: Marine Purgers: Marines utilizing flamers fueled with a unique substance, developed through the combined efforts of the Keepers of Truth Librarians and the Academy of the Imperial Truth. The fires powered by this fuel are especially potent against Chaotic beings (And, oddly enough, the Sisters of Battle) and burn especially violently on Daemons, to the point that while Marine Purgers cannot unleash True Death, the flames have been recorded as leaving permanent scars that persist into the Daemon's next manifestation on the physical plane. The formula used in the Marine Purger's weapons has been considered cursed by the Ecclesiarchy ever since the burning of the Shrine World Moonaaarchia.

5: Heralds: Members of the Seraph Brotherhood who are so blessed as to develop Sanguinius's Wings are inducted into the Heralds. The Marines utilize their wings and specially crafted bolter-spears, developed based off a Guardian Spear lent by one of the Adeptus Custodes in honour of the Ninth Primarch, strike at enemy forces both at range and in melee. The aura radiating from the Wings of Sanguinius, said to be a physical manifestation of the Great Angel's defiance of the Ruinous Powers even in his final moments, is repulsive to the forces of Chaos, and makes damaging even the weakest of Heralds an immensely difficult task for any follower of the Dark Gods, from the lowest cultist to even some weaker Daemon Princes.

6: Scavenger Veterans: Astral Gears that have seen many battlefields and acquired a wide variety of weapons, it is said that no matter what foe they face, a Scavenger Veteran always has at least one weapon on hand that is particularly devastating against it.

Specialist
1: Cultist/Marine/Daemon Slayers: The Blood Slayers are a revered order within the Seraph Brotherhood, whom specialize in dealing death to the forces of Chaos. Three ranks form this great order - The Cult Slayers, the lowest rank, who specialise in slaying vast numbers of enemies in a short amount of time; The Marine Slayers, the middle rank, who carry an arsenal of anti armor weapons to destroy their traitorous cousins; And highest of rank and greatest in skill, the Daemon Slayers, each of whom bear mastercrafted armor and weapons holding the feather of at least one Librarian Herald, making their panoply dangerous for Daemons to even approach let alone make physical contact with.

2: Assault Slayers: The Blood Slayers often recruit the best among the many Assault Marines of the Chapter to join them on the battlefield. These Slayers are equipped with weapons that can best be described as Power Chainswords, and are given custom made bolt pistols that are said to be capable of piercing through even Terminator Armour - though sadly, they can fire only a handful of shots compared to normal.

3: 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.
Champion
1: 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.
Techmarine
1: Exis Techmarines: Techmarines trained by the local Mechanicus enclave of Exis, the Exis Techmarines are experts in maintaining, or dismantling, space ships. To aid in this objective, every Exis Techmarine is armed with several mechadendrite mounted ship cutters, as well as whatever weapons the Techmarine chooses to wield in either their hands or in their Servo Harness.

2: Cistern Monitor: A subsect of the Seraph Brotherhood's Techmarines who are dedicated to collecting components to add to the Sanguine Cistern's Machine Spirit. All of them take extreme care and pride in in their duties, for the venerable Machine Spirit deserves only the best maintenance for all it has done and continues to do for Yararara and her people.

3: 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.
Terminator
1: Terminator Champions: Elite Terminators, combining the lethality of the shipcutter blades - modified versions of the humble tools able to switch between a swordlike beam of plasma and a Flamer at will - with an almost supernatural skill in swordsmanship. It is said, and often demonstrated, that the Terminator Champions can outfight the Champions of many other chapters in a contest of blades, even while handicapped by the weight and bulk of their heavy Terminator Armor.
Apothecary
1: Cistern Keeper: These venerable Seraph Brotherhood Apothecaries are tasked with keeping the Chapter's supply of blood both of high quality and in sufficient quantities to protect their brothers against the curse. When they take to the battlefield, the Cistern Keepers often keep injectors filled with a high quality dose of blood, which when it reacts with the Red Thirst becomes capable of temporarily enhancing a Marines regenerative abilities far beyond what they can usually achieve, letting Marines who would otherwise have been bound for a dreadnought or consigned to death rejoin the fight in short order.
Librarian
1: Librarian Infiltrators: Contrary to the stereotypes Light Bringer Librarians are actually close combat specialists capable of tearing a fully armored Space Marine to shreds using nothing but their bare hands.

2: Librarian Deniers: The Keepers of Truth Librarians, though not as dominant as in Chapters such as the Blood Ravens, are still treated with great respect - for their powers have been noted to be especially devastating versus, the Arch-enemy and not once has one of the Librarian Deniers ever so much as suffered from a symptom of corruption, with even Nurge's most potent plagues seemingly unable to find purchase.

3: Librarian Heralds: On occasion, the Wings of Sanguinius will manifest in an active psyker, amplifying both the Wings themselves and the psychic abilities of the Librarian Herald. Due to this, the Libertarian Heralds are a devastating force whenever they join the battle, destroying swathes of enemies with their supernatural abilities as their mere presence actually causes Lesser Daemons to outright melt from exposure to the Great Angel's Light. When a Librarian Herald dies, the entirety of his power is channeled into his Wings in his last moments, turning each of his feathers into powerful Chaos-repelling artifacts. These feathers are, as one may expect, implanted into a wide variety of the Seraph Brotherhood's weapons to make them even more potent against the traitors. The aura of a Librarian Herald becomes more powerful with age, and so the older the feather, the more powerful the weapon made from it becomes.
Chaplain
1: Long Watch Chaplains: The Elite of the Light Bringers Chaplain corps the Long Watch Chaplains are abnormally perceptive even by Chaplain standards, likely due to the chapter's clandestine work.

2: Marine Heralds: One of the most notable departures of the Keepers of Truth from the Codex Astartes is the fact that their Chaplains are divided into two separate roles. The Heralds are responsible for maintaining the traditions of the Chapter's culture, as well as spreading the word of the Imperial Truth throughout the Emperor's domain. While the Chapter keeps a number of Heralds among their own to maintain their own traditions, a great many more wander the galaxy - especially among the worlds of the Imperial Bulwark - on a Crusade of their own against the forces that would destroy the Emperor's true vision. In combat a Marine Herald is typically armed with a large flaming chainsword in one hand, while the other uses a more typical bolt-pistol.

3: Marine Scouror: While the Heralds have taken the role of guardian of the Chapter customs ,the Marine Scouror has taken on the role of rooting out heresy wherever it can be found. To do this, the Scouror is aided by a larval Warp Eater, kept in a force cage mounted on top of a Servo-Skull that follows the Marine Scouror at every turn. Even larval Warp Eaters are extremely sensitive to the touch of the 'divine', and will consistently direct the Scouror to any would-be cultists no matter how hidden they might think their connection to their pathetic deity to be. In combat, the Marine Scouror wields a Barbed Power Shield in one hand with a bolt-pistol in the other, as well as a unique wrist mounted flamer built into their armor.

4: Slayer Chaplain: Winged Marines that decide the Heralds do not kill the forces of Chaos often enough instead join the Blood Slayers, and are trained in the ways of the Chaplains. These Slayer Chaplains have refined their aura to the point that even the most iron willed and well hidden Heretic or Chaos Marine will be unable to do anything but squirm beneath their gaze - and in doing so, revealing themselves for the filth they are.
Dreadnaught
1: Dreadnought Seers: While Dreadnought entombed librarians that can actively use their psychic abilities are incredibly rare outside of the Blood Angels and successor chapters, the future sight of the Verdan Eyes Librarians is able to work perfectly fine from within the confines of an ancient. Dreadnought Seers are typically stored within a dedicated chamber within the Verdant Eyes fortress monastery and occasionally awaken without outside input if they receive a vision that they feel the need to relay or act on.

2: Wedeln Pattern Dreadnoughts: An ancient Dreadnought design, found within an STC that had been discovered on YT868 itself. The Wedeln, unlike other Dreadnought Patterns, is actually extremely capable of handling human occupants, allowing them to operate constantly with no risk of burnout and maintaining a shockingly good quality of life. Due to this wonderous technology, the Dreadnoughts of the Eternal Wardens are extremely active compared to the norm, and even use the built in welding equipment on their chassis - seemingly once intended to be used for battlefield repairs - to aid the Mechanicus in repairing YT868's hull when they are not engaging in combat with the Imperium's foes.

3: Herald Dreadnaughts: Dreadnaughts with one of the winged Heralds entombed within. Over time, the power of the Herald's aura seems to seep into the Dreadnaught's own chassis, causing mere contact with these ancients to eat away at the forces of Chaos. Due to the Seraph Brotherhood being a Blood Angels successor, they have also gained the ability for Dreadnaughts to still actively use psychic powers, something that is employed to merciless effect whenever a Librarian Herald is entombed. To the immense chagrin of Chaos, the aura of these Librarian Herald Dreadnaughts does not stop getting stronger while the Dreadnaughts slumber. It is said the eldest of these heroic Dreadnoughts, an ancient named Germeh Scourge, has become so powerful in his millenia of life that even the mere act of him waking up is enough to banish swathes of weaker daemons.

4: 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.

5: 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.

6: Radiant Riders: Ancient Riders, except the Champion Pattern Dreadnaught is an active psyker. There is little else to be said on the matter.
Vehicles
1: The Reperator: Based off of the 'Payback Counter Artillery Vehicle', the Reperator is a stealthed vehicle capable of pinpointing an enemy artillery unit, unleashing a furious barrage of enough firepower to destroy all but the most durable of artillery pieces, and than moving back into stealth before the enemy can respond. It seems to have trouble with more 'conventional' bombardment - mostly due to the Pattern's famously flighty Machine-Spirit - but for the artillery light Eternal Wardens, it is an ideal warmachine.

2: The Defiance: Based on the 'Adamantium Wall Mobile Shield Generator', the Defiance is a treaded vehicle that can protect either individual squads or, when overcharged, even entire companies of Eternal Wardens under it's powerful Refractor Fields. However, it requires protection from close in threats, for the Pattern is equipped with nothing more than a pair of heavy bolters as weaponry

3: Risen Russ: Ancient Leman Russ tanks that have been scavenged from the battlefield and equipped with a Mechanicus approved refit package, the Risen Russ is somewhat more powerful than it's standard counterpart and is crewed by professionals from the Astral Gear's wartorn home planet.
Creature
1: Warp Eaters: Warp Eaters of various size have been used by the Keepers of Truth in a variety of roles, ranging from fast attack, to battling Greater Daemons, to even being sent out to assassinate prominent Chaos Sorcerers.

2: 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.

3: Wise Owls: Enigmatic owl like creatures that often support the Silver Owls on the battlefield. The wise owls are incorruptible, and are masters at finding hidden cultists, Genestealer and Chaos alike. Oddly enough, they seem to disappear entirely when killed, and leave no corpse behind - considering the Grey Knights themselves have confirmed they are not daemons, what exactly they are and where they come from is a mystery.
Non-Space Marine Group/Units
1: Steel Masks: The Steel Champions utterly refuse to use Servitors that have been converted from humans. Thankfully, to make up for this, they have managed to acquire the facilities needed to grow their own servitors from scratch - technology that has sadly been lost by much of the Imperium. Steel Masks are more heavily armored than normal servitors, with even the Steel Masks expected to serve far away from the frontlines requiring a great deal of firepower to bring down. Because Steel Masks were never human to begin with, the Steel Champions prefer to augment the faces of the Steel Masks to make their artificial nature more apparent - a practice that is the reason for the Steel Mask's name.

2: Trujan Guard: While obviously not actually an official part of the Chapter, the Trujan Guard, the Imperial Guard Regiments hailing from the Truy system, and the Steel Champions deploy together often enough that it is all but expected to see either a Steel Mask aiding a force of Trujan Guard or for several Trujan Guard regiments to deploy to assist a Steel Champion company.

3: Breacher Squads: A revival of the Breacher Squads from the days of the Legions, brought about due to the Eternal Warden's focus on dangerous close quarters combat.

4: Overwatch Servitors: Servitors equipped with the 'Bullseye Sniper Implant' and given high powered rifles, the Overwatch Servitor serves to help eliminate priority ranged threats while the bulk of the Chapter fights in melee.

5: Scavangturs: Cybernetically enhanced humans gifted with reflexes that are actually slightly faster than those of Space Marines and giving them vastly enhanced sensory organs, the Scavangtur's main role is in infiltration, sabotage, and even scouting duties. Notably, the Scavangturs are not actually created by the Astral Gears themselves - they are simply a class of cyborg native to the Astral Gear's home planet.

(Here it is @undead frog. If you want me to, I can make another list for the chaos founding)
 
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Also I think Gulliman is already in stasis since Grimm mentioned the 3rd founding which happened at the behest of Rogal Dorn after Gulliman was put in stasis in 121.M31. Also here's an excerpt from The Aegidan Oath that backs this up:

"Segas nodded. 'Lord Dorn, brother to our departed father, brought this before the High Lords more than forty years ago. The preparations have already begun. Petitions have been filed, Chapter assets marked and divided. The Adeptus Mechanicus has pledged a thousand new–'"

Also heres the reddit thread where I got the quote from:https://www.reddit.com/r/40kLore/comments/fa9yxn/excerpt_the_aegidan_oath_the_third_founding_of/
 
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Also I think Gulliman is already in stasis since Grimm mentioned the 3rd founding which happened at the behest of Rogal Dorn after Gulliman was put in stasis in 121.M31.

You do not envy Guiliman - the number of headaches he's been dealing with boggles the mind.

Still, at least this Third Founding means it will be a few centuries before you have to participate in a Fourth Founding… you hope, anyway.

You've already got a chapter to work on! Even with your unique skills, you can only split your attention so many ways at once!
Grimm in this update is worried about guilman... We are making 6th chapter and Slaaneash's sacred number is 6. Imperium is about to lose its greatest defender
 
[]Plan: Defending the Regent
[ ] Aid to Ultramar: The Ultramarines have finished the Scouring but still have a great many commitments elsewhere, leaving quite a few holes in the defenses of the Realm of Ultramar. Another space marine Chapter in the region could help alleviate that, and ensure the safety of the 500 Worlds.
[ ] 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.
[ ] 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.
-[ ] Imperial Fists

Right so the idea here is the proto-tyranids seem to have been dealt with in the option that to make a counter to them so there is still time to get to them. We know Gulliman is meant to take a knife sometime soon and we have defensive experts to miss with ultras and fill the gap right there. This way we can keep our total to disloyal legon stock equal to loyal and still do some mad science. If he is down already I am going to be kind of annoyed that we put this of for truth marines that fought more imperium than anything else.

The one has fun legendary traits just the same so we can play with our toys all equally. I kind of wanted to do some of the dreadnaught stuff but our points were too low to get them and secondary gene seed and I do not see a plan that does not have that as winning over one that either does or is traitor marine in origin. again I am not against them I just want at least equal numbers. Please.
 
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Oh yeah, ugh. I won't be surprised if he goes extra hard for chapters that would target Fulgrim. And especially if he hears about Clone Fulgrim, and about some Necron fucker getting him, he will go to his Necron World and strangle him to give the clone to him.
I wonder if Grimm will join the defence of Cadia for 13th black crusade or stay in sol system and beats the khorne deamon invasion with his fits and so much archeo tech to blind the Eye
 
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