The Long Founding (Warhammer 40k)

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While I'm not against giving this chapter boarding specialist training am against also having them main in space hulk stuff since we literally made a chapter with that specialty already. Seriously, let's try to avoid repeating the same exact things we have done it's previous chapters or else it's just king to get repetitive and boring along with just plain unoriginal.
 
Why though?

The whole idea behind this pseudo legion is that it is a place for atonement and redemption. They have nothing to do with the Thunder Warriors.
 
While I'm not against giving this chapter boarding specialist training am against also having them main in space hulk stuff since we literally made a chapter with that specialty already. Seriously, let's try to avoid repeating the same exact things we have done it's previous chapters or else it's just king to get repetitive and boring along with just plain unoriginal.

While i would agree against repeat, here is a different thing, traditional space fortresses will not be able to hold the chapter and their... Guilt companies? so being skilled at Space hulk allows them to claim them and their ability to repair ships could turn one or several into viable space stations. throw in extra techies and we may have an interesting chapter.

Also the imperium is large, even if we managed to have two identical chapters we could place tham far enough that one may never meet the other.

On the note of thunder warriors... we have made other chapters who were skilled at melee what makes them not similar to thunder warrios?
 
don't forget this is a fleet based chapter so we need to have training options that synergise or just go with additional champions so the chapter can be psychological help by being exemplars of Space Marines.
 
Honestly that is what I want for them but I doubt is is possible.
The reason I want the Gloriana for this Chapter is that since they will be larger than a Codex Chapter then they will be better able to crew such a behemoth of a ship.

Also as for Space Hulk Training, it also translates to other large void installations like space stations imo.

As for the Eternal Guard, they are naturally limited in their range considering they were explicitly formed with the mandate of protecting Ultramar which can and was extended to the Ultima Segmentum but I would personally consider it a dereliction of duty if they were to in fact deploy beyond the Segmentum.
Unless the Iron Wall Protocol is activated of course.
Nothing is more important than the defense of the Throneworld.
 
While i would agree against repeat, here is a different thing, traditional space fortresses will not be able to hold the chapter and their... Guilt companies? so being skilled at Space hulk allows them to claim them and their ability to repair ships could turn one or several into viable space stations. throw in extra techies and we may have an interesting chapter.

Also the imperium is large, even if we managed to have two identical chapters we could place tham far enough that one may never meet the other.

On the note of thunder warriors... we have made other chapters who were skilled at melee what makes them not similar to thunder warrios?
I don't mind doing something like going more into the Nomad theme by way of doing things like having huge chapter have some specialties like having more tech marines to help with ship repair and maintaining a fleet of ships due to having space based chapter whose job it is to go around recruiting space marines from other chapters to help them with their issues. Since it seems like a more original idea than the intent for the last chapter.

Thing is that I am against the idea of their job being mainly around space hulks. Because this chapter is Meant to recruit from all number of chapters all over the imperium. There are also numerous other places that aren't space hulks and countless planets that need help as well.

I also heavily disagree with the idea of dismissing the fact we do already have a chapter that just because they are far away or limited means that we shouldn't try to at do more different for a more original chapter. For example we can mix things up by picking the train options of day boarding, tech marines and deep strikes to try a new combo that still takes advantage of their specifies while also being something we haven't done before
 
Oh yeah, deep strike training would actually be useful because they are specialised in Close Combat especially with their legendary Melee prowess.
 
And for today's preview: Gotta admit, even I'm stumped on this one.

THAT….. That was the first Plasma Revolver you ever made, centuries ago when you were a mere initiate in the secrets of the machine. You don't even use it for combat anymore - it's been vastly overshadowed since then, as your understanding of Plasma technology grew..

Why… why would anyone who could get even get into this place bother taking it!?
 
11 Chapter Part 2
[X] Plan: Nomadic Therapists.
-[X] World Eaters.
--[X] 1 Charge of Potent Gene-Seeds.
--[X] 1 Charge of Legendary Gene-Seeds.
- [X] 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.
--[X] 1 Charge of Adaptive Gene-Seeds.

The World Eaters would be an excellent choice for a Chapter dedicated to taking in other Space Marines. Their melee abilities, of course, go without question as a way of helping to keep any Marines convicted of dire crimes in line, however you find the empathic abilities the original Legion apparently must have lost when Angron implanted the Butcher's Nails into them to be a far more important tool. Something that could be key to making the best out of the current situation with the outcast Marines. The ability to understand and work with others is a capability that one should never underestimate.

…. Wait a minute.

SOMEONE TOOK FUSESHIFT!

THAT….. That was the first Plasma Revolver you ever made, centuries ago when you were a mere initiate in the secrets of the machine. You don't even use it for combat anymore - it's been vastly overshadowed since then, as your understanding of Plasma technology grew.

Why… why would anyone who could get even get into this place bother taking it!?

Current Traits

-Unusual Structure: This Chapter is structured in an extremely unusual way, compared to the average Space Marine Chapter.

-Ax Mastery: The Space Marines of this Chapter are undisputed masters with the usage of chain, force, and power axes.

-Legendary Melee Prowess: The average Marine of this Chapter is vastly superior to the standard in terms of their skill in close combat, with only the Veterans of other Chapters being able to reliably top them. And their own veterans... ah, a truly glorious sight.

-Ship Maintenance Masters: This Chapter knows how to keep its Void Ships in excellent working order.

-Close Combat Specialists: The Marines of this Chapter excel in all areas of close combat.

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

Expendables
2 Charges of Extra Trainers
1 Charge of More Terminators

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 the average, quite literally. Their greater skill offers enhanced fast assault and close quarters ability to the Chapter as a whole.

[ ] More Champions: This Chapter has more Champions than most can claim.

[ ] Law: This Chapter has a greater understanding of the Imperium's laws and regulations than normal, excellent for dealing with corrupt governors and foolish Inquisitors alike.

Normal Equipment Options

[ ] Extra Assault Packs: The Chapter has enough Assault Packs to equip extra Assault Marines.

[ ] Heavy Weaponry: The Chapter is well supplied with heavy weaponry and can field extra 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 Land Speeders: The Chapter has access to extra Land Speeders of various Patterns, granting them a more capable fast attack force.

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

[ ] 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.

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

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

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

[ ] 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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[ ] Deepstrikes: More so than even other Space Marines, this Chapter has gained a mastery of the orbital strikes Adeptus Astartes are famous for.
[ ] 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.
[ ] Politics: This Chapter has grown adept at manipulating the surrounding political landscape. A sad necessity, in the increasingly politically driven Imperium.
[ ] 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.
[ ] Extra Thunderhawks: The Chapter has access to additional Thunderhawks, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power.
These are options for training and equipment. I presume we still need to include Chaplains and politics in plans. Is that right @undead frog ?
 
[ ] Boarding Specialists: The Chapter's Marines are truly masters at boarding voidcraft - even by Space Marine standards.

We are a fleet based chapter, so being better at boarding ships seems entirely in line with our methodology, especially since boarding is going to involve a lot of melee combat.
 
[ ] Boarding Specialists: The Chapter's Marines are truly masters at boarding voidcraft - even by Space Marine standards.

We are a fleet based chapter, so being better at boarding ships seems entirely in line with our methodology, especially since boarding is going to involve a lot of melee combat.
Thinking at it I don't think that argument is actually a good one. Space Marines as a concept is that they go around all over the galaxy to deal with issues. They already have ships for just that. Being space fleet based doesn't shouldn't really impact that and should only impact their range of operations.

As a reminder these guys would also be working on planet for the most part s well. In fact them being so good at combat makes it a waste to have them contained largely to ship combat when other close range specialties apply in a much more broad way.
 
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