The Long Founding (Warhammer 40k)

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Yeah, with Dark Pereginers it works because they mainly focus on void combat and less on planetary combat, especially when it involves Shrine Worlds.
 
would counterintelligence be of any use here? this is shaping up to be sort of a criminal/outcast super-soldier mobile rehab, so i'm wondering if there is a reason to worry for chaos or other parties to try slipping in their agents as, uhhh, patients? prisoners? wards? whatever word fits best here
 
Feels like Deepstrikes is a training option worth taking alongside Chaplains -- this is a place where disgraced Astartes go, so more reason to prove themselves by throwing them into the heat of battle is a good way to earn those rehab brownie points.

Not to mention the World Eaters' excellent melee capabilities, there's no better way to disrupt enemy formations than a bunch of ax-wielding Space Marine wranglers, heh.
 
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!?
Poor Grimm. Some bastard stole his old gun. Sad.

Also, Frog, you forgot to add the equipment we unlocked.

[] Plan: Nomadic Crusaders.
-[] Chapter Name: Nomadic Crusaders.
-[] Chapter Colours: Due to assembling Marines from other Chapters, Nomadic Crusaders lack formal Chapters colours and great variety can be observed in the colouration and iconography of the Chapter's armaments. The most common however are:
--[] Battle-Brothers: Blue Primary, White Secondary, with Bronze helmets and armour trim.
--[] Chaplains: Mostly White, with Right Golden Gauntlet and Scarlet Left Gauntlet. The Right Gauntlet symbolizes Emperor's protection and guidance of Humanity, while the Left Gauntlet, represents Emperor's wrath and justice destined for Imperium's enemies.
--[] Techmarines: Grey Legs, Bronze Chestplate, Silver Gauntlets and Pauldrons, Golden Helmets.
-[] Chapter Symbol: Blue and White Phoenix, rising from Red Lotus.
-[] Chapter Creed: Only in Death Does Duty End!
-[] 2 Charges of Extra Trainers.
-[] 1 Charge of More Terminators.
-[] 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.
-[] 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.
-[] Extra Assault Packs: The Chapter has a great number of Assault Packs, letting them retain a greater number of Assault Marines in each Company.

would counterintelligence be of any use here? this is shaping up to be sort of a criminal/outcast super-soldier mobile rehab, so i'm wondering if there is a reason to worry for chaos or other parties to try slipping in their agents as, uhhh, patients? prisoners? wards? whatever word fits best here
Chaplains can check that out just fine. Also, remember, more likely than not, our charges didn't actually do anything wrong, they just perceived that way due to culture of the Chapter from which they come from. Also, if anyone suspected they did some Chaos bullshit, they would be execute before they could be taken by our Chapter.
 
@undead frog shouldn't we have access in the "Normal Equipment Options" to the equipment we unlocked in the last update plan ?,or will it be unlocked only next turn ?
 
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I really hope that the QM starts removing options that keep getting repeatedly picked all the time. Because I am honestly getting sick and tired of chaplains getting picked all the freaking time and repeat choices leading to less original/unique options getting picked.

Seriously, we already have chaplains and have been picking them constantly. Feels like at some point some options just become redundant.
 
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.
I don't agree with that assessment, largely because I expect any major planetary assault space marines are called for is going to include a space component, and well, taking out the enemy fleet, capturing or destroying their vessels dependent on enemy type is one of the biggest, if not the biggest action a chapter could take to make that battle in system easier. Enemy space marines attacking a planet, we come in, board their vessels and cripple them? Well, suddenly they are stuck on planet with no easy way out and out resources that are extremely difficult to get back.

Like sure for a battle involving a single planet with no enemy ships in orbit additional assault packs would be better, but if there are ships in orbit taking those ships would be more useful than just having more assault marines to attack enemy planetary positions. Ortillery is a devastating threat, and boarding operations stops it.

Defending against enemy boarders for their fleet, boarding operation, but in reverse. or counter-boarding an already boarded ship of their fleet. But beyond all those... SPACE HULKS. Like the classic space marine action, clearing a space hulk. That's a boarding operation. A fleet based chapter specialized in clearing space hulks? So many STCs, ancient weapons, fell secrets, and all the rest of the cool stuff is in space hulks. And we could make a chapter that's especially good at it.
 
I really hope that the QM starts removing options that keep getting repeatedly picked all the time. Because I am honestly getting sick and tired of chaplains getting picked all the freaking time and repeat choices leading to less original/unique options getting picked.

Seriously, we already have chaplains and have been picking them constantly. Feels like at some point some options just become redundant.
I understand you, but just nothing else fits and this way we can double down on the Chaplains. You also advocated Blademastery for Golden Sons, despite them already having it, so that we can double down on it. I don't see anything wrong therefore, from doubling down on Chaplains.
 
[ ] 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.
[ ] 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.
how scary would it be if every one in this not-a-legion chapter is either a space wizard, medic or weapon maker?

just make the entire legion self sufficient in growing their number and maintaining their tech?
 
Dude, this chapter is already good at close quarters combat and we have options that improve their close quarters combat skills that aren't just limited to ship combat. My point is that it seems insanely wasteful to limit these guys to ship combat when they can do that along with being good in multiple areas of combat.
I understand you, but just nothing else fits and this way we can double down on the Chaplains. You also advocated Blademastery for Golden Sons, despite them already having it, so that we can double down on it. I don't see anything wrong therefore, from doubling down on Chaplains.
With the Golden Suns we sword mastery had won only once iirc and even then I think it voted for a plan that didn't have that for training. It also does not change the fact that way too often people keep using the same excuse to keep voting for chaplains and I am just sick of hearing them all the time.

@undead frog can you weigh in if more chaplains would actually have any effect or would it just be redundant in this case?
 
[ ] Plan Battle Orphanage
-[ ] Chapter Name: Kintsugian Brotherhood
-[ ] Colors: Dull, Pale Clay Orange with cracks of gold painted throughout the armor.
-[ ] Symbol: A black bowl with gold electricity emerging from it.
-[ ] Chapter Creed: Many shattered shards can be reforged
-[ ] Warcry: "Break and remain shattered!"
-[] 2 Charges of Extra Trainers.
-[] 1 Charge of More Terminators.
-[ ] Deepstrikes: More so than even other Space Marines, this Chapter has gained a mastery of the orbital strikes Adeptus Astartes are famous for.
-[ ] Counterintelligence Training: The Chapter is proficient in the art of detecting and thwarting enemy infiltration attempts.
-[ ] More Champions: This Chapter has more Champions than most can claim.
-[ ] Extra Thunderhawks: The Chapter has access to additional Thunderhawks, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power.

Inspiration from Shattered Legions and Orphans of War. The roaming bands of disgraced and suspected brothers.

Specializing in rapid planetary assault, ravaging enemy territory (and being far away from any potential Imperial enemies the shamed brothers may have made), and champion head hunting.

Resisted the urge to replace Champions with Techmarines due to having more badasses seeking redemption by murdering enemy champions. Counterintelligence due to the Chapter structure being very tempting to be Alpharius'd or Ork Kommando'd.
 
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how scary would it be if every one in this not-a-legion chapter is either a space wizard, medic or weapon maker?

just make the entire legion self sufficient in growing their number and maintaining their tech?
First: Not everyone will be. They will just have larger number of them and of better quality.
Second: The Chapter is "self-sufficient" by default. Most Chapters have Apothecaries, Librarians and Tech-Marines, it's not something unique for specific Chapters. You can harvest only so much gene-seed from an Astartes, and you can't forge materials for technology out of thin air.
 
First: Not everyone will be. They will just have larger number of them and of better quality.
Second: The Chapter is "self-sufficient" by default. Most Chapters have Apothecaries, Librarians and Tech-Marines, it's not something unique for specific Chapters. You can harvest only so much gene-seed from an Astartes, and you can't forge materials for technology out of thin air.
new idea
elite assault + champion = creation of elite assault champions?
same braincell

[] Plan: WIP
-[] Write in Name
-[] Write in or post a picture of the chapter colors.
-[] Write in chapter symbol.
-[] Write in chapter creed. (Optional).
-[] 2 Charges of Extra Trainers.
-[] 1 Charge of More Terminators.
-[] Terminator Training: The Marines of this Chapter are supremely skilled in using the legendary Tactical Dreadnought Armour, more commonly known as Terminator Armor.
-[] 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.
-[] Extra Assault Packs: The Chapter has enough Assault Packs to equip extra Assault Marines.

assault pack terminators
 
@undead frog
should they already have the politics training and the extra chaplains traits? Can we double down on those?

Also, are people expected to return from this chapter rehabilitated or is it a life long thing? Because if its not permanent this would be a good opportunity for idea exchange between chapters.
 
Posting some PLAN ideas

[ ] Plan SHIP MASTERY
-[ ] Chapter Name: Crusaders Redentor
-[ ] Chapter Colors: Light Green With Silver Lining, Hands Are Bright Red
-[ ] ChapterSsymbol: Silver Axe in Red Field
-[ ] Chapter Creed: Redemption Through Our Deeds
--[ ] 2 Charges of Extra Trainers
---[ ] Entrenchment: The Chapter is better at erecting and maintaining fortifications than average.
---[ ] 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.
-[ ] Extra Thunderhawks: The Chapter has access to additional Thunderhawks, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power.


[ ] Plan TACTICAL DIVERSITY
-[ ] Chapter Name: Crusaders Redentor
-[ ] Chapter Colors: Light Green With Silver Lining, Hands Are Bright Red
-[ ] Chapter symbol: Silver Axe in Red Field
-[ ] Chapter Creed: Redemption Through Our Deeds
--[ ] 2 Charges of Extra Trainers
---[ ] 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.
---[ ] Marksmen: Even among Space Marines, the marksmanship of the Chapter is top of the line.
---[ ] Artillery Masters: The Chapter are masters at employing artillery in times of war, both on offense and defense.
-[ ] Extra Whirlwinds: This chapter has access to more Whirlwind artillery pieces than is average.


[ ] Plan THERAPY CRUSADE
-[ ] Chapter Name: Crusaders Redentor
-[ ] Chapter Colors: Light Green With Silver Lining, Hands Are Bright Red
-[ ] Chapter symbol: Silver Axe in Red Field
-[ ] Chapter Creed: Redemption Through Our Deeds
--[ ] 2 Charges of Extra Trainers
---[ ] 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.
---[ ] Politics: This Chapter has grown adept at manipulating the surrounding political landscape. A sad necessity, in the increasingly politically driven Imperium.
---[ ] 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.
-[ ] Extra Thunderhawks: The Chapter has access to additional Thunderhawks, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power.


[ ] Plan ALWAYS VIGILANT
-[ ] Chapter Name: Crusaders Redentor
-[ ] Chapter Colors: Light Green With Silver Lining, Hands Are Bright Red
-[ ] Chapter symbol: Silver Axe in Red Field
-[ ] Chapter Creed: Redemption Through Our Deeds
--[ ] 2 Charges of Extra Trainers
---[ ] Counterintelligence Training: The Chapter is proficient in the art of detecting and thwarting enemy infiltration attempts.
---[ ] Politics: This Chapter has grown adept at manipulating the surrounding political landscape. A sad necessity, in the increasingly politically driven Imperium.
---[ ] 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.
-[ ] Extra Land Speeders: The Chapter has access to extra Land Speeders of various Patterns, granting them a more capable fast attack force.
 
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I really hope we can't actually double down on things like politics and chaplains. Since it feels like them being covered to compensate for the chapter size just makes sense if that was with the idea in mind.

Also again, just getting really sick and tired of people voting to do the same exact thing all the time.
 
I really hope we can't actually double down on things like politics and chaplains. Since it feels like them being covered to compensate for the chapter size just makes sense if that was with the idea in mind.

Also again, just getting really sick and tired of people voting to do the same exact thing all the time.
Man we get it, this is the third or fourth time in the last 2 pages you've mentioned how sick you are of people having fun in a different way than you. We get it, you want to try new stuff, but your arguments for it haven't been great. Argue about how some new idea you have is more fun and interesting. Not how it annoys you to do something similar to an earlier chapter.

Then like, you hope we don't have an option to double down on stuff? Why would you want to not have options? Being able to double down on options seems really cool to me.
 
[ ]Plan: da terminator, deepstrike
-[ ] 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.
-[ ] Deepstrikes: More so than even other Space Marines, this Chapter has gained a mastery of the orbital strikes Adeptus Astartes are famous for.
-[ ] Extra Thunderhawks: The Chapter has access to additional Thunderhawks.
-[ ]1 Charge of More Terminators

[ ]Plan: da terminator, Boarding
-[ ] 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.
-[ ] Boarding Specialists: The Chapter's Marines are truly mastersat boarding voidcraft - even by Space Marine standards.
-[ ] Extra Thunderhawks: The Chapter has access to additional Thunderhawks.
-[ ]1 Charge of More Terminators

[]Plan: full frontal assault therapy
-[ ] 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.
-[ ] Boarding Specialists: The Chapter's Marines are truly masters at boarding voidcraft - even by Space Marine standards.
-[ ] 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.
-[ ] Extra Assault Packs: The Chapter has enough Assault Packs to equip extra Assault Marines.

[]Plan: full frontal assault terminators
-[ ] Boarding Specialists: The Chapter's Marines are truly masters at boarding voidcraft - even by Space Marine standards.
-[ ] 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.
-[ ] Terminator Training: The Marines of this Chapter are supremely skilled in using the legendary Tactical Dreadnought Armour,more commonly known as Terminator Armor.
-[ ] Extra Assault Packs: The Chapter has enough Assault Packs to equip extra Assault Marines.
-[ ]1 Charge of More Terminators
 
I agree that it is actually not needed. Won't say that it is wasteful but I don't see doubling down as needed.
And that's totally fine. There's nothing wrong with being uninterested in using an option presented, just odd to suggest having the option itself is a bad thing (at least for something like this). Certainly reasonable people can disagree as to the viability of doubling down on a competency and having a more varied set of competencies.
 
They have three melee traits, that's utter insanity I believe. I imagine they are going to be great at boarding with ship maintenance and fleet based added too the melee as well

Edit- I don't think we need boarding specialists because they are more than likely competent enough at it to manage. I'd say we need some range specialty training or vehicles to get close enough to melee.

Maybe fortification like that chapter we made that made fortifications to enhance their melee combat? Or bikes, world eater melee dudes on battle bikes.
 
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