The Long Founding (Warhammer 40k)

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Ok voting closed having an initial preview of the traits you got.

Alpha Legion Trait
Complex Planners: The chapter has a habit of making and executing incredibly complex plans, making them great for situations with very specific objectives.

Urhah Traits
Biomancy Shapeshifting: The Chapter has learned how to disguise themselves utilizing biomancy via the study of Urhah's wildlife. This ability is in many ways superior to the shapeshifting ability of the Callidus Assassin Temple, but requires more effort on the users part to maintain.
Advanced Counterintelligence: The Chapter is proficient in counterintelligence operations and detecting enemy infiltrators.
Melee Mastery: Due to being forced to fight powerful melee combatants on the regular this chapter is proficient in all forms of close ranged combat.

So the funny this is Advanced Counterintelligence is the basic trait for the planet, it actually has an upgraded form you could have rolled for that would have legendary trait level.

Anyway ya didn't roll a legendary trait this time around, makes me a lil sad actually cuz I had some nifty ones on the docket.
 
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Biomancy Shapeshifting: The Chapter has learned how to disguise themselves utilizing biomancy via the study of Urhah's wildlife. This ability is in many ways superior to the shapeshifting ability of the Callidus Assassin Temple, but requires more effort on the users part to maintain.
hmm . . . studying wildlife? using biomancy?
*fights genestealer/tyranid forces, uses biomancy to copy Chapter wide personal hive mind*
WE . ARE . ALPHARIUS
*fights Orks, uses biomancy to copy Chapter wide personal WAAGH*
WE . ARE . CRUSADING
*fights Kroot, uses biomancy to steal Fleshshaping for the Chapter*
YOU ARE NOW (part of) ALPARIUS
Hmm . . . Superior to Callidus?
imagine shapeshifting into being a little girl just to be told by a random person to get on a ship going to terra and undergo the 9 out of 10 death rate training to become a imperial assassin . . . Couldn't be Alpharius
 
Well...I will say that it is great synergy for the chapter. Complex planning may be slightly Tzeentch like, but at least it makes sure that success rate will be larger.
 
Ok voting closed having an initial preview of the traits you got.

Alpha Legion Trait
Complex Planners: The chapter has a habit of making and executing incredibly complex plans, making them great for situations with very specific objectives.

Urhah Traits
Biomancy Shapeshifting: The Chapter has learned how to disguise themselves utilizing biomancy via the study of Urhah's wildlife. This ability is in many ways superior to the shapeshifting ability of the Callidus Assassin Temple, but requires more effort on the users part to maintain.
Advanced Counterintelligence: The Chapter is proficient in counterintelligence operations and detecting enemy infiltrators.
Melee Mastery: Due to being forced to fight powerful melee combatants on the regular this chapter is proficient in all forms of close ranged combat.

So the funny this is Advanced Counterintelligence is the basic trait for the planet, it actually has an upgraded form you could have rolled for that would have legendary trait level.

Anyway ya didn't roll a legendary trait this time around, makes me a lil sad actually cuz I had some nifty ones on the docket.
Oh well shit, apparently this planet was the best one for this job for counter intelligence. I was wrong about that then, I'll admit it. and damn it, I read the text on it, it add the legendary traits to the roll list but doesn't guarantee the results. Damn it.

Also Frog you can't just tease that and not tell us. What was the trait that would have been the upgraded form of Advanced Counter Intelligence?

[ ] Potent Gene-Seed Charge: Some samples of a chapter's gene-seed are more likely to retain their stronger traits, 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.
..... hold on a moment. Frog how many are we allowed to burn? we can do Potent Gene Seed Charge on a Legendary Gene Seed?

Edit: I swear its always on a second and third read you do when you're bored stuff like this pops out at you.
 
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..... hold on a moment. Frog how many are we allowed to burn? we can do Potent Gene Seed Charge on a Legendary Gene Seed?

Edit: I swear its always on a second and third read you do when you're bored stuff like this pops out at you.
Yes.

That is indeed something you can do.

Edit:
=Also Frog you can't just tease that and not tell us. What was the trait that would have been the upgraded form of Advanced Counter Intelligence?
Amazing Counter Intelligence.

To put it flatly advanced counter intel lets a chapter.... we reliably counter Alpha Legion infiltration.

Amazing Counter Intelligence lets them custom Alpha Legion infiltration.

Like the Alpha Legion guy is infiltrating but theirs a marine (or several) of the chapter with the trait sneaking up behind him because they've been tracking the Alpha Legion marine this entire time.
 
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FRACK! alright lesson learned people, when using the Legendary Geneseed, try to get Potent gene seed so we can double dip and use two rolls to try getting it instead of one. Next time we use the Potent on the Legendary and hope we get one legendary trait.
I feel like it is not super necessary unless we plan on making super strong chapter for one of tasks we took.
 
Amazing Counter Intelligence lets them custom Alpha Legion infiltration.

Like the Alpha Legion guy is infiltrating but theirs a marine (or several) of the chapter with the trait sneaking up behind him because they've been tracking the Alpha Legion marine this entire time.
We could be glorious (unless we crit roll during chapter history) but stoping at least most of the Alpha Legion infiltration is good enough for me
 
Amazing Counter Intelligence.

To put it flatly advanced counter intel lets a chapter.... we reliably counter Alpha Legion infiltration.

Amazing Counter Intelligence lets them custom Alpha Legion infiltration.

Like the Alpha Legion guy is infiltrating but theirs a marine (or several) of the chapter with the trait sneaking up behind him because they've been tracking the Alpha Legion marine this entire time.
Ohhhhh alright, and fair enough. It would have allowed us to Alpha the Alpha legion, not just counter but know their infiltration from the start and counter it from the get go without the Alpha Legion even knowing.

yah that would do it.

I feel like it is not super necessary unless we plan on making super strong chapter for one of tasks we took.
eh, I view it as getting the most chance to get what we paid for. the Legendary gene seed just adds the traits to the roll, the potent gene seed gives us another chance to try to get for it. Just getting the legendary trait is good enough but its rare and the legendary Geneseed took 15 points. why not spend 5 more to have the best shot at getting it?
 
Also, returning to the whole "We should have picked Assassinorum for this", no, we shouldn't have. This chapter has literally nothing to do with Assassinorum request and I only realized this now.

[ ] OP-4: The Assassinorum wants a chapter of Space Marines to practice against… they have vowed to not actually kill them all and render your work pointless… how kind of them.
Goal: Create an anti-stealth Chapter.

Assassinorum wanted a entire army of superhuman targets to kill as a training exercise. If we wanted to create a perfect chapter for this, we needed to pick Iron Warriors or World Eaters and then the homeworld with shapeshifting, aggressive fauna. Iron Warriors for opponents who would make a location for assassins to have problem even getting in, let alone surviving inside or alternatively World Eaters or any chapter of powerful, physical combatants and the homeworlds so they would have experience with recognizing infiltrators, so they would qualify as "anti-stealth".

Literally only homeworld would be useful for their request. They explicitly wanted targets for training, not rivals. This chapter would be only good, because of their experience with shapeshifting and that was just the homeworld we picked, Iron Warriors or World Eaters with Urhah, would be far better for this. And again, we are talking about faction who unironically requested a entire army of superhumans, and instead of doing anything useful with them, they just wanted to kill most of them as training exercise, waisting the resources of getting sufficient candidates to become space marines in the first place, training them, arming them etc. Like I said, sticking it to them is a feature not a bug.
 
So I don't know what was the exact beacon to bring the nids was a machine that a loyalist iron warrior made that alpha legion made an attempt on to stop them they blew up the machine but that sent a shockwave through the warp that probably alerted the nids
 
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