The Long Founding (Warhammer 40k)

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[X] Plan: Hektor
-[X] 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.
--[X] Legendary Gene-Seed
--[X] Adaptive Gene-Seed
--[X] Potent Gene-Seed
-[X] Truy II: A death world sharing a system with the fortress world of Truy I, both of the worlds in the system are under constant attacks from Ork empire of Greeeze that resides only a short distance away. Naturally, the fortress world of Truy I tends to hold up better given it's defenses are among the very best in the Imperium. (Segmentum Solar).
 
[X] Plan: Like Father, Like Sons
-[X] 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?
--[X] Legendary Gene Seed
-[X] Potent Gene Seed
--[X] 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).
--[X] Adaptive Gene Seed

As before. A generalist chapter with some anti warp fuckery and a very unique twist on the Iron Hands identity. Also leverages their unique craftsman stuff alongside quite honestly the strangest homeworld we have been offered.
 
Also, I'm pretty sure, the whole plan with Iron Warriors defending Terra was the irony of giving their succesor's this job, because Fuck Dorn, that's why, Grimm needs Primarch tears to drink every morning.
fair enough that's enough reason and thanks for the run down on that stuff. I can see why chapters differ, was just wondering since they're role was siege experts but I just I was looking too much at the legion's role and everything in the damn Imperium is overspecialization at the cost of everything else.

Also both plans are good and wondering if we should use Jujuarn this early but that just falls into the RPG thinking of 'but what if I need it later?' and just never using it. Unless anyone can think of a better Gene seed to use for that planet I think its just a good general one to use.

[X] Plan: Like Father, Like Sons
 
I kinda like how you guys seemingly came to the accurate conclusion that Grimm is a bit of a troll from the Alpha Legion in Ultramar task alone.
 
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[X] Plan: Hektor

[X] Plan: Choking Point

Troy Truy shall stand! :V
 
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[X] Plan: Choking Point
-[X] 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.
--[X] Legendary Gene-Seed.
--[X] Potent Gene-Seed
-[X] 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).

I am reposting my plan again.
 
fair enough that's enough reason and thanks for the run down on that stuff. I can see why chapters differ, was just wondering since they're role was siege experts but I just I was looking too much at the legion's role and everything in the damn Imperium is overspecialization at the cost of everything else.

Also both plans are good and wondering if we should use Jujuarn this early but that just falls into the RPG thinking of 'but what if I need it later?' and just never using it. Unless anyone can think of a better Gene seed to use for that planet I think its just a good general one to use.

Honestly a bit sad that the other plan doesn't use Not-Terra (with Orks) for ten thousand percent generalized pettiness.

Jujuarn really synergizes with the Xenocidal request but also serves as a good training ground for future death watch recruits (and god knows anti xenos is always a role worth having).

If you want to go for thematic resonance then Dark Angels, Death Guard, Space Wolves (*If they can make their geneseed work away from Fenris), and the blood angels could be a throw back to their Revenant Legion days. If you wanted to mess with expectations then The Salamanders could be fun. Their habit of flame weapons is horrifying and they are already particularly predisposed to anti eldar activity.

Ultramarine successors could literally write a book on it which would also be darkly comedic.
 
We're going to need to do word bearers next if we're ever going to do it since the next chapter will be the last one before the creed rises which will then kill the imperial truth planet
 
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