The Long Founding (Warhammer 40k)

Voting is open
6th Chapter Part 1
[X] Plan: Shield of Ultramar.
-[X] 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.
-[X] 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. 3x.
-[X] 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. 2x.
-[X] 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.
-[X] 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. 2x.

You carefully place a full keg of Fenris Mead in storage.

It was kind of the Space Wolves, to give you a barrel of the only alcohol that can still impact you in existence - even kinder of them to develop it in the first place, when they figured out that the usual Space Marine-grade Fenrisian Ale they preferred didn't work on you back during the Great Crusade. After the fistfights and arguments were over, the Rout had become some of your closer comrades, to the point you'd honestly been a little saddened when you were reassigned - especially after you found out it was to the Night Lords. Leman Russ had been more than a little displeased with that one - you heard more than a few rumours about him having a conversation with Curze about how "If your lunatic spawn get my sons' favourite Iron Priest killed, I'll take that ridiculous spear Father foisted on me and ram it up your arse." From what you know of the Sixth Primarch, the rumours probably undersold the extent of the threats - Fenrisians got Creative when threatening people.

… Of course, it was also nice of them to inform you of Lord Guiliman's death. Which apparently happened several years ago. Some Daemonic abomination that he had identified as having once been Fulgrim, apparently. Charged headfirst into it to stop it from slaughtering his children and got his fool throat slit. You didn't even have the consolation of it being dead - the coward had caught wind of the fact Russ, Dorn and Corax were beelining towards him and fled to the Eye with his tail between his legs, from what the Wolves had heard. And not a single person had told you.

... It was rare for an Archmagos of the Mechanicus to have ones they called friends. Rarer still, for those friends to not be fellow faithful of the Machine God. But after all these years working to pull the Imperium back from the brink, that was exactly what the Lord Commander had become - and even if a significant number of your interactions came in the form of you doing something that led to him giving you that one look of expressionless annoyance, you always had the impression the feeling was mutual.

The morons who should have told you are lucky that you are a happy drunk, and that you had been drunk when you first found out on Fenris - else you would have rushed back to Mars and made... complaints.

As it is, now that you are sober again, you have other things to seethe at.

Like the so-called Emperor's Children, for example.

Expendables
1 Charges of Legendary Gene-Seed.
4 Charge of Adaptive Gene-Seed.
4 Charge of Potent Gene-Seed.


Choose a Legion

[ ] The Raven Guard: The Gene-Seed belonging to the Sons of Corvus Corax no longer has a Mucranoid or Betcher's Gland, resulting in the lack of the acidic spit and the loss of the ability to generate an outer coating to protect the body against extreme environments such as the void of space, and causes a cosmetic mutation in the form of unnaturally pale skin... but the Raven Guard, despite their crippled numbers after Istvaan III, are a worthy lineage as any other. They are specialists in stealth warfare, and are more capable in guerilla war than any other.

[ ] The Ultramarines: The most pure and stable Space Marine Gene-seed, the Ultramarines, sons of Roboute Guiliman, are a lineage that gives no great benefits but in turn does not have great downsides. They are tactically balanced, seeking to practice all forms of warfare rather than master just a few, and stand as the most numerous of the surviving Space Marines. They do seem to have started a minor tradition of maintaining ties with their successor Chapters, however. Whether this is a boon or a curse remains to be seen.

[ ] The Dark Angels: The Dark Angels, sons of Lion El Johnson, much like the Ultramarines have a very stable and mutation free Gene-Seed. They have access to a great deal of highly advanced technology gifted to them by the Emperor, and have formed several of their Companies into heirs of their previous elite forces such as the Deathwing. However, the Dark Angels have also been acting very erratic of late, and are stubbornly insistent about forming 'relations' with their founding chapters regarding matters they refuse to speak of, even to other Astartes. A great number of officials within the Imperium are growing very concerned about this, but with the death of the First Legion's Primarch, it seems unlikely anyone could force them to reveal the reason for their behaviour.

[ ] The Salamanders: Sons of Vulkan, the Salamanders are somewhat mutation prone, yet most deviations within their gene-seed are wholly positive - taking the form of increased temperature resistance, radiological resistance, and enhanced healing capability as well as their signature cosmetic mutation. This does, however, mean that any further mutations will likely be even more noticeable, and possibly have far worse consequences than this. Tactically, they are known for their love of thermal weaponry, and have a good reputation among the Imperium for their kindness and commitment to defending the Imperium's citizenry even when it leaves them at a tactical disadvantage.

[ ] The White Scars: The Sons of Jaghatai Khan bear no overt physical defects, yet the White Scars Gene-Seed has been known to make those implanted with it more savage and hungry for war. In honour of their Primarch's history as a master of cavalry, they have mastered the use of both Combat Bikes and the rarer Jetbike units, and specialise in high speed, hit and run battles.

[ ] 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?

[ ] The Blood Angels: The gene-seed of the Sons of the late Sanguinius, Beloved by All, has three peculiarities of note. The first and oldest is the Red Thirst, an oddity that causes the Space Marine chapter to thirst for blood so powerfully it can overwhelm them in the midst of battle. Second is the Black Rage, a berserk fury that seems to have been caused as a result of the death of the Blood Angel's Primarch that appears to cause Marines suffering from the affliction to hallucinate their father's final battle, perceiving all around them as being the Arch Traitor Horus himself. Finally you've noticed some minor warp based effect on the 'luck' of some Space Marines, but you doubt that will manifest into anything relevant... Beyond their afflictions, the Ninth Legion are renowned for their mastery of close quarters combat, and for having more Assault Squads in each company than the norm.

[ ] 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.

[ ] The Alpha Legion: The Gene-Seed derived from the traitorous Alpharius is, despite it's origins, very pure as the physical is concerned, with no noticeable mutations beyond the fact that Alpha Legionaires tend to so closely resemble their father as to be able to impersonate him convincingly. On the mental side the Alpha Legion's Gene-Seed seems to create more secretive Astartes with a greater sense of initiative, resulting in them being masters of intelligence gathering, sabotage, and all other forms of indirect warfare.

[ ] 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.

[ ] The Word Bearers: More than any other Legion, the Word Bearers, Sons of Lorgar Aurelian, creator of the Imperial Creed and the First Heretic, were masters of spreading ideals. Any Chapter born from them is likely to spread the teachings of their home planet far and wide. Beyond this, they were a generalist Legion, practicing all forms of war, though their investment in promoting their own philosophy and ideology makes them skilled at countering those who attempt the same.

Choose a Homeworld (Request Mandate: Only Worlds with the 'Ultramar' tag are available)

[ ] 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.

[ ] Dualis: A planet that is half Forge World on one side and half Death World on the other. The Forge World half of the planet often uses the Death World half to acquire unique chemical mixtures from the wildlife, and puts great pains into maintaining the health of the tribal humans that lurk within its jungles.

[ ] Equartaz: A planet populated by nomads that have tamed horses large enough to hold a space marine, and fierce enough to kill the Orks that infest the planet on a regular basis. Oddly enough, the local Forge World of Beyath-Ezda has discovered an STC that actually contains blueprints of powered armor for these strange horses of all things. Truly, the Ancients made some strange wonders in their time.

[ ] Extrema: A cataclysm of a planet, the only places not covered entirely in ice are those that are located right next to the many rivers of lava that crisscross Extrema's surface. The people of this planet have long adapted to both of these environments and are remarkably able to travel between them as circumstances demand.

[ ] Yuruld II: An unfortunate planet stuck in between the feuding Forge Worlds of Yuruld I and Yuruld III, the world itself is a blasted wasteland full of wrecks from the constant skirmishing and occasional major war between it's two Forge World neighbors. This in turn has made the locals experts in both basic survival, and in making sure that neither of the two nearby Forge Worlds decide to crush them.

[ ] Pertana IV: The most unusual aspect of this planet are its human inhabitants, who have displayed what can only be described as shocking levels of pain resistance - being by all accounts completely unbothered by even the absolute maximum amount of pain a human can survive without dying. The planet itself is mostly unremarkable, beyond the strange fog that seems to cover the entire surface.

[ ] Skaltland: A large planet of lush green forests, the inhabitants are tough and belligerent folk - being extremely prone to excessive swearing, and picking fights at the drop of the hat. And this is without the horrid shrieking caused by the 'bagpipes' that are their most popular musical instrument. (Fenris Region).

[ ] Kornan II: A World that has the unfortunate fate of being a 'gathering spot' of several Knight Houses… especially given the Knight Houses have a habit of hunting the locals of this jungle moon for sport at these gatherings.

[ ] 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).

[ ] Shassad: A jungle infamous for the wide variety of snakes that live on it… as well as a particularly persistent feral Ork occupation, kept in check by a combination of said snakes and the military action of the planet's human tribes. (Near Terra).

[ ] Coloder: A part ice, part oceanic planet, the local tribes of Coloder survive mainly by living atop icebergs that are large enough to hold entire cities. These cities are often besieged by predators from the sea, air, and 'land' alike. (Near Terra).

[ ] Ikkite: A forest planet notable for being covered in spiky, nearly indestructible plant life, the humans of this planet have learned to keep constant awareness of their surroundings even when in the fiercest of combat, lest they be impaled. (Near Terra).

[ ] Oropt: A desert world near one of the major warp routes into Terra. It's inhabitants are a tribal people that are constantly engaged in a fierce war with large, ant-like insects. (Near Terra).

[ ] Rhodes 77: A planet in the Ultramar region, Rhodes is an important hub world due to it's location along several of the most stable warp routes known to Ultramar. This makes the regions near the world a den of piracy both of the human and xenos variety. (Ultramar Region).

[ ] MizzurI: A swamp planet, populated by an extensive variety of crocodilian xenos species. The locals have taken to wrestling with them, and are expert marksmen… though they do have rather strange accents.

[ ] Weeest 2: A jungle planet populated by earth descended tailed primates ,enhanced by the Ancients during the Dark Age of Technology. The local Forge World is dominated by your fellow Genetors, and considers the local primates to be gifts from the Machine God. Rumors persist of a 'king' primate that was able to fight multiple greater daemons during the heresy.

[ ] Evstata: A planet best described as being nearly covered in mountains. The local population is divided between two sets of tribes - those who live atop the mountains, battling with the various colossal birds of prey and giant lizards that roam the peaks…. And those that live on the bottom, and face the horrible spider-legged slugs whose acid breath is capable of melting through Adamantium. (Segmentum Solar).

[ ] Ooarth: A planet that, according to ancient records, was deliberately terraformed to be an exact copy of Terra itself as it was before becoming a hive world in ages past. It is infested with Orks, but many within the wider Imperium consider it a somewhat 'holy' site regardless. (Segmentum Solar).

[ ] Atherena: A planet that followed a democratic government, and worshiped a local goddess of wisdom prior to the Great Crusade. Oddly enough, it seemingly spontaneously secularized very shortly before the Great Crusade arrived in it's orbit. Some fear democracies are too vulnerable to Chaos's corruptive effects, but considering they made it through the Heresy you don't think that's much of a concern here. (Segmentum Solar).

[ ] Spuuuurta: A war-like planet, full of constantly warring city states. They have - in flagrant defiance of the Imperial Truth you might add - taken to worshiping the Emperor as some sort of war god. (Segmentum Solar).

[ ] Terrararaaa: A planet that looks mostly normal on the surface, but in truth hosts a cave network so utterly massive in scale that the Mechanicus still has not figured out how the entire thing maintains consistent gravity. You also haven't figured out how it doesn't collapse on itself from the pressure of gravity. The locals on this planet are semi-civilized, and spend most of their time fighting the uncountable horrors from the depths.(Segmentum Solar)

[ ] Jujuarn: A death world with a variety of biomes, the planet of Jujuarn is notable mostly because its wildlife population is for some reason composed almostentirely of invasive species. Ambulls, Orkoids, Grox, Land Sharks, Haemovores, Carnosaurs, Rad-wolves, Catachan Devils and even the Salamanders of Nocturne have all somehow managed to establish breeding populations on the planet and thrive. (Segmentum Solar)

[ ] Rockheim: A Feral world near one of the few recorded 'Squat' realms, the locals seem to have a fairly good relationship with the short abhumans, with the latter frequently aiding the former with Ork invasions. (Segmentum Solar)

[ ] 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).

[ ] Paerara: A planet mostly covered with an orange colored chemical, with islands hosting the human population. This chemical is highly potent, and during the Horus Heresy some Death Guard plague marines were outright disintegrated when they made the mistake of setting foot into puddles of the stuff. Additionally, Daemons of Nurgle had been reported as outright refusing to manifest on the planet whenever the Death Guard attempted to summon them. Not so incidentally, the population seems to be extremely resistant to disease and has developed a tolerance for the airborne variant of the chemical. (Segmentum Solar).

[ ] Emperor's Landing: One of the very first planets the Emperor conquered after leaving Terra. The exact details are not known, but the Emperor on this world battled a foe so devastating that he was pushed nearly to his limits, having barely ever used such a level of power before or since. To this day, his power permeates the area so thoroughly that much of the wildlife actually glows with his radiance at night. (Segmentum Solar).

[ ] Penancia II: During the Heresy the planet of Penancia II sent a great many soldiers to aid in the loyalists' cause. However, most of them wound up killed in transit, and the people of Penancia felt it was their fault. Despite the fact no one in the Imperium even slightly blames them for it - it's not like they were the ones flying the blasted ships - the people of Penancia II have taken to flagellation and ritual scarring of themselves en masse, to atone for failing the rest of humanity.

[ ] Wasteland: A world of constant war, both by the forces of Chaos and several Xenos of note to the Imperium such as the Orks and Eldar, the aptly named planet of Wasteland is routinely invaded by multiple hostile forces at the same time. It has never fallen however - for these forces are usually at least as hostile to each other as they are to humanity. Oddly enough, despite the damage of the constant warfare, the local wildlife has proven remarkably hardy, and the planet is actually covered in swampland instead of the lifeless desert you would expect from somewhere with this many battles on it. You'd love to study them, but your augments report that your odds of having any free time this millenia remain exactly as they have been since the Heresy. Which is to say, 0.0000[infinitely repeating]0001%.

[ ] Occa: An oceanic planet, dominated by giant creatures descended from the ancient 'Killer Whales' of ancient Terra's lore. Thankfully, despite being the apex predator the actual whales are among the least aggressive to humans on record. Which is a very good thing, since everything else is dangerous enough for the planet to qualify for death world status without the supersized orcas.

[ ] Kerztak: The planet of Kerztak is dominated entirely by grass plains…. And massive tornadoes of such ferocity that they've been known to rip Imperator Titans to shreds. The locals, needless to say, have gotten very good at avoiding them.

[ ] Kedad: A desert death world, Kedad is notable for the nearby Forge World, which houses one of the few Legio Cybernetica enclaves to make it out of the Horus Heresy in good enough standing to be exempt from the massive penance crusade that the rest of the faction has been on since the Heresy. You never interacted much with the Cybernetica, but their robotic warriors might be of use to a Chapter in their sector.

[ ] Thesus: A planet composed mostly of very rocky archipelagos stretched over a vast ocean, the world of Thesus is one of the various Death Worlds that have embraced Emperor Worship, though oddly enough they seem to worship the Emperor as multiple deities - believing he was shattered into such as a result of his final battle with Horus. As annoyed as you are at their defiance of the Imperial Truth, you'll grudgingly admit that they seem harmless enough.

[ ] Creetaz: A planet near Ultramar with a large number of the Abhumans known as Beastmen, whom have lived in shocking harmony with the human population. Normally Beastmen either fall to Chaos or end up in a mutually hostile relationship with baseline humans, but this world seems to have avoided both fates. Additionally, a stable sub-species of Beastman known as Minotaurs have been confirmed as native to the planet, and according to your records, are as large and powerful as Ogryns. (Ultramar Region).

[ ] Primisisis: Half blatantly obvious Eldar Maiden World, half icy wasteland the likes of which could be compared to Fenris itself, Primisisis is one of the rare worlds in which one can see the likes of Carnosaurs engaged in fierce battle with the Ororogurth Mammoth, a savage creature only otherwise found of the Death World of Vulfrost. (Ultramar Region) .

[ ] Elzaz: A world experiencing constant lighting storms. The nearby Forge World, dominated by Electro-Priests, considers this planet and its people to both be blessed by the Motive Force. (Ultramar Region).

[ ] Mururua: A planet that is effectively a single titanic salt desert, the people of Mururua are masters at making due little resources, and at dealing with the threat of being eaten by train-sized, carnivorous burrowing centipedes. (Ultramar Region).

[ ] Skullura: This planet is a Death World that complied with the Imperium fairly early on and was given the honor of being a dedicated Servo-Skull manufacturing planet. Quite likely because of the presence of the Neck Slicer Mantis, Skull Extractor Octopus, Cranium Flyers, Head Puller Gorilla and the slightly ridiculous number of other monsters obsessed with removing the head of their victims, meaning they have plenty of raw material for making the helpful little drones. (Ultramar Region).

[ ] YT868: A massive network of Dark Age of Technology space stations that have fused together similarly to a more coherent Space Hulk, and become capable of self sufficiently supporting a planet-sized population. Despite this, the void of space is still a very hostile place to live, and the population of this vast station is often under attack due to their home's very nature. (Ultramar Region).

[ ] Sightless: The rather on the nose name of this planet is due to the fact that a large portion of the planet's population is blind - thanks to the local wildlife, whom seem to consider human eyeballs a delicacy. It a rare individual on the planet of Sightless that keeps one eye late into their lives, let alone both. (Ultramar Region)

[ ] Corna: A combination of a Death World and an Agri-World. The soil of Corna is seemingly impossible to exhaust, remaining fertile no matter what stress is placed on it, but a price seems to need to be paid for such a bounty. Every single night, the inhabitants of Corna are constantly assailed by a wide variety of strange monsters, all of whom seem to vanish entirely by the day. (Ultramar Region).

OOC: Thanks to the beta!
 
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6th Chapter Part 2
[X] Plan: Yes, we have a Phalanx. What about 2nd one?
- [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] YT868: A massive network of Dark Age of Technology space stations that have fused together similarly to a more coherent Space Hulk, and become capable of self sufficiently supporting a planet-sized population. Despite this, the void of space is still a very hostile place to live, and the population of this vast station is often under attack due to their home's very nature. (Ultramar Region).
-[X] Adaptive Gene-Seed.

Current Chapter Traits
Bladesmasters: The Marines of this Chapter are masters with bladed weapons.
Fortification Mastery: This chapter has great skilll in constructing and defending fortifications.
Shipcutters: This chapter has access to tools specalized for cutting through ship bulkheads… but that also happen to be very good at cutting through enemy combatants too.
More Plasma Weapons: Due to the unique manufacturer they have access to, this Chapter makes usage of more Plasma weapon than normal.

You gaze upon the report before you. The report telling you that after significant effort and a lot of panicked archive diving, the design for the Indomitus Pattern Tactical Dreadnought Armour had been recovered, and that supply lines for the mighty armoured warsuits, while slightly inferior to the Tartaros Pattern that you are more familiar with, had finally been reestablished. The report that assures you that of course, if needed, it should be more than possible to earmark a certain fraction of production for your use, should a Chapter of the Long Founding be deemed in need of a larger than normal supply of the heavy assault armour.

The report. That you were supposed to receive. SEVERAL. HUNDRED. YEARS. AGO.

……. You want to hurt someone right now.

But you have better things to do.

You have. You really do.

.... At least Lord Dorn isn't looming over your shoulder anymore. You don't know how the Praetorian of Terra got wind of the fact you were assigning a Chapter of his sons to his lost brother's domain, but he had, and had promptly walked into your workshop and offered his assistance. And then wouldn't leave.

Look, it was admittedly incredibly useful to have access to Gene-Seed directly from the source, and it had helped make the process of refining the implants to the needed degree, but how were you meant to focus with a Primarch in full armour looming in the background in complete silence!?

... He hadn't even taken his helmet off. It was honestly slightly unnerving.

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

You have.
2 Charges of Extra Trainers
1 Charge of More Equipment
1 Charge of Extra Terminator Armor.

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 reconnaisance and intelligence gathering abilities, as well as improved 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 pole-arms 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.

[ ] 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.

Normal Equipment Options
[ ] Extra Assault Packs: The Chapter has a great number of Assault Packs, letting them retain a greater number of Assault Marines in each Company.

[ ] Heavy Weaponry: The Chapter is well supplied with heavy weaponry, and can field a larger proportion of 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 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, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power. (5 points)

OOC: Thanks to the beta.... for I have only gotten out of bed 20 or so minutes ago.
 
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Eternal Guard
[X] Plan: Eternal Guard
-[X] Chapter Name: Eternal Guard.
-[X] Chapter Colours: Dark Orange with Bronze trim, helmets and fists.
-[X] Chapter Symbol: Bronze sword, pointing downwards with two hands holding it, the left blue hand (Roboute Guilliman) and the right bronze hand (Rogal Dorn).
-[X] Chapter Creed: "We are the unbreakable shield against the dark!"
--[X] When fighting with Ultramarines: "As Dorn commanded, we guard against the dark as one!"
-[X] Blademasters: The Chapter's Marines have honed their skills with the blade, and are among the finest swordsmen in the Imperium.
-[X] Entrenchment: The Chapter is better at erecting and maintaining fortifications than average.
-[X] Boarding Specialists: The Chapter's Marines are truly masters at boarding voidcraft - even by Space Marine standards.
-[X] Extra Thunderhawks: The Chapter has access to additional Thunderhawks, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power.
-[X] Extra Terminator Armor

Name: Eternal Guard
Chapter Colors: Dark Orange with Bronze trim, helmets and fists.
Chapter Symbol: Bronze sword, pointing downwards with two hands holding it, the left blue hand representing Roboute Guilliman, and the right, bronze hand that of Rogal Dorn.
Chapter Creed: "We are the unbreakable shield against the dark!"
-When fighting alongside Ultramarines: "As Dorn commanded, we guard against the dark as one!"

Homeworld: The homeworld of the Eternal Guard is not a singular planet, but instead a massive network of connected space stations known as YT868. The long causeways that connect each of these space stations are of such size that entire Imperator Titans could walk down them and still have room to maneuver, leading to the facility as a whole being considered a true wonder of the Dark Age of Technology.

The Central Spirit: The station of YT868 is controlled by an ancient Machine Spirit of immense power, one that was only identified due to the Crusade Fleet that first contacted the station following a specific set of instructions laid forth in advance by the Emperor Himself. This great Machine Spirit has ever since served as the station's guardian, banishing a rogue Abominable Intelligence, effortlessly stopping several Genestealer infiltration attempts via the usage of built in death traps and loyal imperial automatons, and even outright shrugging off multiple attempts to corrupt the station with Scrap Code. The Eternal Guard themselves hold great respect for this Machine Spirit, and though they are not proper members of the Mechanicus, the respect they show to the equipment they are given is enough that even the most stringent member of the Machine God's faith can not help but feel impressed at the care even a Scout Marine of the Eternal Wardens gives to his tools of war.

Serfs: The Eternal Wardens are unique among Chapters in that they do not have dedicated Chapter Serfs. In fact, the bond the Chapter has with the people of YT868 is so close that the station's PDF directly crew the Eternal Guard's ships, and its laborers often volunteer for service within Eternal Guard facilities. In return, the Eternal Guard themselves are often seen aiding in the station's maintenance and many of their Apothecaries can be seen working alongside genetors and mortal medics to ensure the health of the people of the station.

Mechanicum Exis: A large conclave of the Adeptus Mechanicus lives on board YT868, and has control over one of its largest space stations. These Tech Priests are charged with the health of YT868's vast Machine Spirit and their holy duty means they are extremely secretive even by the Mechanicus's standards. However they are also notable in one other area - almost all of the priests within the Mechanicus Exis, regardless of specialisation, are also trained Genetors, and the vast majority of them display a care for the lay people of the station far beyond what anyone would expect of any Tech Priest. This is often justified as being a result of the importance of YT868's crew to the health of the station itself, and by extension it's Spirit, but many among the Ecclesiarchy push the idea that it is some sinister plot to test out a way of converting the people of the Imperium to the Mechanicus's faith over their own. The Mechanicus takes great offense to these assertions, and any Sister of Battle covenant even remotely associated with a priest that dares to imply that these accusations could be even partially true finds itself drastically under equipped in very short order.

The Feast of Blades: Like all Imperial Fists Chapters, the Eternal Guard frequently participate in the legendary Feast of Blades, where the Sons of Dorn gather once every century to compete in the art of swordplay. Due to the Chapter's famous extreme capability with the blade, they often have some of the strongest showings of the Chapters that partake in the Feast, with only the Black Templars coming close to matching the Eternal Guardian's swordsmanship.

Chapter Layout and Combat: The Eternal Guard are a mostly Codex Compliant Chapter, with a strong focus on close-ranged combat in tight, enclosed spaces - such as underhives, Space Hulks, or even starships. When forced into open combat, the Eternal Guard often resort to the traditional tactics of Imperial Fist Chapters and immediately begin constructing fortifications.

However the methodology of the Eternal Guard fortifications tends to be very different from the kind expected of Imperial Fist successors. Instead of being general purpose defensive structures, Eternal Guard fortresses are built in such a way that the 'path of least resistance' for any given enemy will lead them into tight, close quarters combat, conditions under which a mere handful of Eternal Wardens can hold off several times their numbers in enemies. The other defenses of an Eternal Guard defensive position are often focused around disabling or mitigating a given enemies other ranged capabilities, allowing the Eternal Guard more room to focus on the enemies directly before them and not those providing ranged support.

Notable Events of the Eternal Guard
-Early on in their history, the Eternal Guard play a vital role in securing the Realm of Ultramar against a vast piracy epidemic, which had sprung up as a result of the Ultramarines and their successor Chapters being forced to commit vast numbers to several critical regions at once. This short lived age of piracy would come to an end when the Eternal Guard would raid the pirate 'city' located on the Space Hulk the Sinister Embrace, killing many pirate leaders and capturing the ships that had been docked at the time.
-A battle with the World Bearers sees the Eternal Guard boarding one of the Traitor Legion's vessels, and crashing it into the Chaos held world below.
-The Eternal Guard were among the many Imperial Fist Successor Chapters who formed the Last Wall in the War of the Beast, where they committed themselves to the void war, managing to board and destroy many of the Ork Overlord's supporting elements. Tragically, 4 entire companies of Eternal Guard were lost in the battle, slaughtered to the last. In the aftermath, the Wardens would be among the many Chapters who donated their finest battle brothers to rebuilding the Imperial Fists themselves.
-The Eternal Guard would defeat WAAAAAGH Kneecappa by boarding the Ork's Space Hulk flagship, using the superheated ship-cutters attached to their terminator armor to carve a path directly to the command center of the Hulk, and then swapping the ship cutters into Flamer mode in order to efficiently roast the entirety of the Hulk's bridge crew alive, killing the Warboss and the rest of the Ork leadership in short order.
-A short but bloody conflict with the Word Bearers sees the latter bogged down in fierce space battle that costs the fallen Marines the element of surprise, altering the Ultramarines to the danger and forcing the traitors into retreat.
-Multiple expeditions into a number of Space Hulks leads to the Eternal Guard recovering the STC's for the 'Bullseye Sniper Implant', 'Payback Counter Artillery Vehicle', and the 'Adamantium Wall Mobile Shield Generator' all of which are returned to the Mechanicus. In gratitude for the return of these holy artifacts, the Priests of Mars unilaterally give the Eternal Wardens priority access to the regained vehicle and implant designs, which would become crucial tools for the Chapter.
-Early encounters with the Tau end supremely badly for the young alien species whenever the Eternal Guard get involved, as the latter's shockingly skilled tactics to board Tau ships, and the commensurate utter slaughter of the occupants, lead to 13 of the most bloody battles in the Tau Empire's history - only the last of which had any survivors, the Tau only discovering the results of the first twelves via examining footage from the shattered remains of their fleets. So terrible were these losses, that the Ethereals designated the Chapter with a Flee on Sight order for any ships not acting in defensive capacity. In fact, even in the present time, Imperial Intelligence has learned that the Tau's own intelligence services place keeping track of all Eternal Guard fleet movements as one of their highest priorities, a discovery corroborated both by the Synopticon and the Ordo Xenos.
-A number of attempted Genestealer infestations of YT868 are discovered and instantly foiled by the will of the station's Machine Spirit and its legions of helpful automatons - all of which possess Machine Spirits themselves, rather any form of abominable intelligence like most Dark Age robots. Incensed by the sheer temerity of the very attempt to defile the people of their home, the Eternal Gaurd would engage in a long campaign against Genestealer cults throughout the Realm of Ultramar.
-While the Eternal Wardens are engaged on the Hive World of Aldamo, Hive Fleet Behemoth strikes, the Shadow In The Warp and sheer shock of the original Tyranid invasion preventing the Ultramarines form giving their cousins any warning of what was coming for them. The battle against the first Major Hive Fleet was long and fierce, with near constant close quarters combat against an endless foe - but against all odds, the Eternal Guard survived. By the end of the titanic clash, a full eight of the Eternal Gaurss ten companies had been wiped out, and with them, despite the Warden's desperate efforts, the entire population of Hive World Aldamo.
- After a long period of recovery, the Eternal Wardens begin a long and focused campaign against the entirety of Ultramar's Genestealer population, intending to slow down any future Tyranid fleets by denying them their method of navigation towards suitable worlds to devour. They would be aided in this campaign by the Tyrannic War Veterans, as well as the Deathwatch and many others seeking to destroy the Tyranid menace.

Unique Units
-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 Gaurd 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.
-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.
-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 as whatever weapons the Techmarine chooses to wield in either their hands or in their Servo Harness.
-Breacher Squads: A revival of the Breacher Squads from the days of the Legions, brought about due to the Eternal Gaurd's focus on dangerous close quarters combat.
-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.
-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 Gaurd, it is an ideal warmachine.
-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.

Diplomacy
-Ultramarines: Though not the adoptive brotherhood the Steel Champions have with the Sons of Dorn, the Eternal Gaurd have a very close bond with the Ultramarines and their successor Chapters, to the point they have even joined in on the Ultramarine's legendary grudge against the Minotaurs as a result.
-Imperial Fists: The Eternal Wardens keep good relations with the Imperial Fists, as well as most of their fellow successor Chapters. Like all Sons of Dorn, they stand ready to engage the Last Wall Protocol - even if it is the hope of all involved that it will never be invoked again
-Black Templars: The Black Templars and Eternal Gaurd share an intense, albeit vaguely friendly, rivalry with one another, due to their shared mastery of swordsmanship. It is known that at the beginning of every Feast of Blades, the representatives of both Chapters ignore all other challengers to seek each other out, to prove themselves the true exemplars in bladed combat.
-Mechanicus: Outside of the Iron Hands and their successors, it is rare to find a Chapter with better relations with the Mechanicus than the Eternal Guard. Indeed, the local Mechanicus Exis on YT868 actually prefer the Eternal Wardens - as do most Genetors, oddly enough.

Chapter Creations Result
+60 Reputation

Added New Training Options
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.
Techmarines: This chapter has more techmarines in its ranks.

OOC: Praise to the beta reader.
 
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7th Chapter Prologue
Hmmm... the reports from the wider Imperium are becoming more than a little worrying. It appears that this 'Imperial Creed' that's been growing like a weed since the Heresy is starting to look into creating so called 'Shrine Worlds' as centers of worship.

Fools. Truly, the Burning of Monarchia seems to have fallen on deaf ears

…. They had better hope none of your apprentices get killed by rabid zealots as a result of this stupidity. Because if they do, you will be tempted to get out Sunmake-

Wait a minute. What happened to Sunmaker?

It was one of the most powerful Plasma Revolvers ever made. You fought through the Great Crusade, the Battle for Mars, and the Siege of Terra itself with that gun! How could it have just vanished!?

...
Wait a minute. Wasn't the last time you saw it back when you were checking up on the Blood Ra-

THOSE THIEVING CORVIDS IN POWER ARMOUR!

… They are very lucky you find this amusing in hindsight.

Hmph. At least it'll do some good in the hands of Space Marines.

[ ] Do as you will: You will not be taking any requests at this time.

[ ] The Shamed: As things stands there is nothing to do with Marines who have fallen out of favor with their Chapter, nor those who have committed crimes steep enough to bring dishonor, yet not severe enough to warrant death…. Of course, the only thing even remotely fitting to monitor these wayward Marines would be other Marines.
Conditions: Chapter gains politics training for free, extra Chaplains, and will be of an unusual size.

[ ] Spiting the Blood God: Some of the 'Inquisitors' created by the Sigilite before his death have been toying with the idea of creating a Space Marine Chapter specifically built to be as unfulfilling a foe for the forces of Khorne to fight as possible. You may as well take them up on it - it's certainly one of their less horrific ideas.
Goals: Create a chapter specialized towards fighting Khorne.

[ ] Secure and Capture: Another request from the so-called 'Inquisition'. It appears they want a Chapter specialized in tracking down and capturing select targets... 'alive'... you would rather not try and comprehend the reasoning. You truly do wonder what Malcador was thinking some days. An update on this request has revealed that the primary target is actually other Inquisitors of all things. You still don't comprehend Malcador's logic.

[ ] Inedibility: A recent battle against a hive minded species with a rapid adaption rate capable of devouring other living things in order to rabidly add their biomass to a growing horde has led to some 'concern' of a similar even happening. Thus you have been tasked with creating a chapter based around a homeworld that such a species would find 'displeasing' to try and actually take as a precaution.
Goals: Base a chapter on a homeworld the the (Indebile) tag.

[ ] Rebellion Crushing: An odd number of rebellions have been spreading throughout the Imperium. Many among the Imperiums upper crust want a chapter dedicated to crushing these revolts before they are forced to commit massive amounts of guardsmen to take back a single willful planet.
Goal: Create an anti rebellion chapter.

[ ] Testing, Testing: The Forge World of Murphius is one of the greatest producers of bolter weapons and rounds outside of Mars itself. They are also constantly switching between the many different patterns of bolters that they have 'discovered' in their obsessive quest to discover the ultimate incarnation of bolt weapon technology. They want a Chapter to test some of their... newer rediscoveries. You wish you could be unconnected to these idiots some days, you really do.
Condition: The next Chapter gets the Randomized Bolter Quality trait.

[ ] OP-4: The Assassinorum wants a chapter of Space Marines to practice against… Including combat trials. They have vowed to not actually kill them all and render ALL OF YOUR WORK POINTLESS. How... kind of them.
Goal: Create an anti-stealth Chapter.

[ ] Codex Experiments: "Hmmmmmmmmmm..."
Goal: Create a chapter with Alpha Legion Gene-Seed and place it in a homeworld with the (Ultramar) tag.

[ ] 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.

[ ] Purge the Unclean: Apparently, other inquisitors have noticed the anti-Khorne request. Now they have decided that they want you to make a Chapter built around fighting Nurgle instead. This better not become a trend.
Goals: Create a chapter specialized towards fighting Nurgle.

[ ] Bird Hunting: Too late, apparently - now a third group of Inquisitors want a Chapter specialized in fighting the Changer of Ways….. Which is going to be utterly infuriating given the very nature of that particular pain in your backside. Bah.
Goals: Create a chapter specialized for fighting Tzeentch.

[ ] Cold Shower:.... Fine, you'll admit it - as annoyed as this barrage of near identical requests from an organisation that increasingly comes across more as squabbling children than the elite protectors against the darkness Malcador tried to build, that actually is a good project name for a suggestion about a Chapter for fighting Slaanesh.
Goals: Create a chapter specialized for fighting Slaanesh.

Reputation: 185
Points: 40

Unlocks
[ ] Traitor Legion Geneseed: 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.
[ ] 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.
[ ] 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 Assault Bikes: The Chapter has access to more Assault Bikes than average, expanding their capability in hit and run tactics. 5 Points.
[ ] Extra Whirlwinds: This chapter has access to more Whirlwind artillery pieces than is average. 5 Points
[ ] Extra Vindicators: This chapter has greater access to the Vindicator piece than most. 5 Points
[ ] More Stalkers: The Chapter has additional platforms of the Stalker anti-aircraft vehicle. 5 Points
[ ] More Hunters: This chapter has additional examples of the Hunter heavy anti-aircraft vehicle. 5 Points
[ ] Extra Predators: The Chapter has access to more Predator Tanks, allowing them to engage in armored warfare with better facility. 5 Points.

1 Time modifies (Can be purchased multiple times and stored for later.)
[ ] 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.
[ ] 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.
[ ] Extra Land Raiders: The Chapter is able to acquire more Land Raiders than normal, allowing them to more freely deploy the mighty IFV against their enemies. 10 Points per charge.
[ ] More Terminators: This chapter has more sets of terminator armor than normal. 10 Points per 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.
[ ] 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.
[ ] 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.

Unique STC's
Sometimes you can use your connections to get a Chapter access to some… harder to acquire pieces of equipment. Unfortunately, the Forge Worlds you managed to get in touch with all made it quite clear they were only willing to do this once - each Chapter gets only one of these specialised tools, and they won't let you give it to a second Chapter afterwards. They simply can't afford the loss of prestige from their secrets becoming so widespread. Blasted politics, encouraging everyone to keep all their knowledge to themselves and making it so you have to rediscover it all from scratch when they inevitably perish...

[ ] Latch Boots: A superior counterpart to the regular mag-boots in Power Armour, these fascinating devices gives the Chapter's armor the ability to 'stick' itself onto any surface at will - letting the Astartes of the chapter fight on vertical surfaces, or even while upside down. 10 Points.
[ ] Cerberus Pattern Dreadnaught: A dreadnought intended to replicate and replace the power of the now unused Leviathan Siege Dreadnought. The design gets around the risk of killing its occupants by spreading the load out among three Astartes instead of one - thereby keeping the strain from overwhelming any one of them. Of course, that does come at the risk of the blasted thing needing three critically injured Space Marines to work together to get it moving, but that's still far superior to them occasionally dropping dead mid battle. 15 Points.
[ ] Power Chakram: An odd example of weapon design, the power Chakram is nonetheless a lethal weapon, both in close range and to anyone foolish enough to be hit by its thrown form.
[ ] Cauter Blade: A specialized vibro blade of intense cutting power, which the Techpriest showing it to you theorizes was probably made for usage against regenerating creatures by the Ancients. When the Cauter Blade is active, the middle of the blade becomes superheated to the point that both sides of the wounds it creates are separately cauterized, keeping the wound from healing properly and making it far more difficult to reattach or regenerate lost limbs. It does, of course, come with the price that enemies struck with it face no fear of bleeding out whatsoever.
[ ] Crusher Pattern Dreadnought: A strange take on the traditional Dreadnought concept, where the lower half of the body has been replaced with treads. This makes the chassis incapable of fighting in doors (for one thing, it can be defeated by a single set of stairs), but in turn the upper half is even more heavily armored, possess greatly enhanced weapons packages for its limbs, and even has a pair of massive heavy weapons mounted on each shoulder.
[ ] Rover Pattern Dreadnaught: A Dreadnought model on wheels, the Rover Class is far faster than just about any other dreadnaught type, without being much more expensive than the standard Castraferrum Pattern dreadnought chassis. It does suffer in difficult terrain in comparison to the basic or Crusher dreadnaughts, however.
[ ] Excelsior Pattern Dreadnaughts: One of the most advanced dreadnought Patterns you've ever seen, though it is only about as strong as the Contemptor Dreadnought the Excelsior is equipped with powerful jets that allow it to rapidly propel itself forward, and a nerve intertwinement mechanic that actually lets the occupant feel physical touch through the dreadnought itself - something usually impossible, even for you. All without putting any additional strain on the pilot. 15 Points.
 
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7th Chapter Part 1
[X] Plan Sanguine v2 Legendary Gene-Seed edition
-[X] 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.
-[X] 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.
-[X] 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.
-[X] More Terminators: This chapter has more sets of terminator armor than normal. 10 Points per charge.
-[x] 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.
-[X] 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. x2

Hmmm.... Your old comrades in the Blood Angels have had a hard time of things, ever since the death of Lord Sanguinius. Between the Red Thirst having gotten worse on you and the new curse of the Black Rage, it's a testament to the Ninth Legion's willpower and devotion to their fellow man that they've been able to keep their sanity. It would behoove you, to try and find a way to give they and their successors a better chance.

At the very least, the blood tests and gene sequencing you've ordered has given you a list of worlds that should, theoretically, help mitigate the impact of the Red Thirst - if only mildly. Sadly, an actual cure for the malady is still far beyond you, even after the countless years you've spent studying it alongside the Blood Angel's Apothecary and Primarch. You still remember the Great Angel's reassurances when you first failed to find the source of it, that it wasn't your fault a flaw even the Emperor somehow missed was beyond you at first, and that you and the others who had taken on the challenge would suceed in time. How he was able to be so calm and understanding when your failure posed an active threat to the sanity of his children, you'll never comprehend.

... You miss him. You think everyone could use that compassion and understanding of his, right now.

Expendables
1 Charges of Legendary Gene-Seed.
4 Charges of Adaptive Gene-Seed.
3 Charges of Potent Gene-Seed.

Choose a Legion (Request Mandate: Must Choose Blood Angels)

[ ] The Raven Guard: The Gene-Seed belonging to the Sons of Corvus Corax no longer has a Mucranoid or Betcher's Gland, resulting in the lack of the acidic spit and the loss of the ability to generate an outer coating to protect the body against extreme environments such as the void of space, and causes a cosmetic mutation in the form of unnaturally pale skin... but the Raven Guard, despite their crippled numbers after Istvaan III, are a worthy lineage as any other. They are specialists in stealth warfare, and are more capable in guerilla war than any other.

[ ] The Ultramarines: The most pure and stable Space Marine Gene-seed, the Ultramarines, sons of Roboute Guiliman, are a lineage that gives no great benefits but in turn does not have great downsides. They are tactically balanced, seeking to practice all forms of warfare rather than master just a few, and stand as the most numerous of the surviving Space Marines. They do seem to have started a minor tradition of maintaining ties with their successor Chapters, however. Whether this is a boon or a curse remains to be seen.

[ ] The Dark Angels: The Dark Angels, sons of Lion El Johnson, much like the Ultramarines have a very stable and mutation free Gene-Seed. They have access to a great deal of highly advanced technology gifted to them by the Emperor, and have formed several of their Companies into heirs of their previous elite forces such as the Deathwing. However, the Dark Angels have also been acting very erratic of late, and are stubbornly insistent about forming 'relations' with their founding chapters regarding matters they refuse to speak of, even to other Astartes. A great number of officials within the Imperium are growing very concerned about this, but with the death of the First Legion's Primarch, it seems unlikely anyone could force them to reveal the reason for their behaviour.

[ ] The Salamanders: Sons of Vulkan, the Salamanders are somewhat mutation prone, yet most deviations within their gene-seed are wholly positive - taking the form of increased temperature resistance, radiological resistance, and enhanced healing capability as well as their signature cosmetic mutation. This does, however, mean that any further mutations will likely be even more noticeable, and possibly have far worse consequences than this. Tactically, they are known for their love of thermal weaponry, and have a good reputation among the Imperium for their kindness and commitment to defending the Imperium's citizenry even when it leaves them at a tactical disadvantage.

[ ] The White Scars: The Sons of Jaghatai Khan bear no overt physical defects, yet the White Scars Gene-Seed has been known to make those implanted with it more savage and hungry for war. In honour of their Primarch's history as a master of cavalry, they have mastered the use of both Combat Bikes and the rarer Jetbike units, and specialise in high speed, hit and run battles.

[ ] 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?

[ ] The Blood Angels: The gene-seed of the Sons of the late Sanguinius, Beloved by All, has three peculiarities of note. The first and oldest is the Red Thirst, an oddity that causes the Space Marine chapter to thirst for blood so powerfully it can overwhelm them in the midst of battle. Second is the Black Rage, a berserk fury that seems to have been caused as a result of the death of the Blood Angel's Primarch that appears to cause Marines suffering from the affliction to hallucinate their father's final battle, perceiving all around them as being the Arch Traitor Horus himself. Finally you've noticed some minor warp based effect on the 'luck' of some Space Marines, but you doubt that will manifest into anything relevant... Beyond their afflictions, the Ninth Legion are renowned for their mastery of close quarters combat, and for having more Assault Squads in each company than the norm.

[ ] 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.

[ ] The Alpha Legion: The Gene-Seed derived from the traitorous Alpharius is, despite it's origins, very pure as the physical is concerned, with no noticeable mutations beyond the fact that Alpha Legionaires tend to so closely resemble their father as to be able to impersonate him convincingly. On the mental side the Alpha Legion's Gene-Seed seems to create more secretive Astartes with a greater sense of initiative, resulting in them being masters of intelligence gathering, sabotage, and all other forms of indirect warfare.

[ ] 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.

[ ] The Word Bearers: More than any other Legion, the Word Bearers, Sons of Lorgar Aurelian, creator of the Imperial Creed and the First Heretic, were masters of spreading ideals. Any Chapter born from them is likely to spread the teachings of their home planet far and wide. Beyond this, they were a generalist Legion, practicing all forms of war, though their investment in promoting their own philosophy and ideology makes them skilled at countering those who attempt the same.

Choose A Homeworld (Request Mandate: Homeworld Must Have Sanguine Tag)

[ ] 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.

[ ] Dualis: A planet that is half Forge World on one side and half Death World on the other. The Forge World half of the planet often uses the Death World half to acquire unique chemical mixtures from the wildlife, and puts great pains into maintaining the health of the tribal humans that lurk within its jungles.

[ ] Equartaz: A planet populated by nomads that have tamed horses large enough to hold a space marine, and fierce enough to kill the Orks that infest the planet on a regular basis. Oddly enough, the local Forge World of Beyath-Ezda has discovered an STC that actually contains blueprints of powered armor for these strange horses of all things. Truly, the Ancients made some strange wonders in their time.

[ ] Extrema: A cataclysm of a planet, the only places not covered entirely in ice are those that are located right next to the many rivers of lava that crisscross Extrema's surface. The people of this planet have long adapted to both of these environments and are remarkably able to travel between them as circumstances demand.

[ ] Yuruld II: An unfortunate planet stuck in between the feuding Forge Worlds of Yuruld I and Yuruld III, the world itself is a blasted wasteland full of wrecks from the constant skirmishing and occasional major war between it's two Forge World neighbors. This in turn has made the locals experts in both basic survival, and in making sure that neither of the two nearby Forge Worlds decide to crush them.

[ ] Pertana IV: The most unusual aspect of this planet are its human inhabitants, who have displayed what can only be described as shocking levels of pain resistance - being by all accounts completely unbothered by even the absolute maximum amount of pain a human can survive without dying. The planet itself is mostly unremarkable, beyond the strange fog that seems to cover the entire surface.

[ ] Skaltland: A large planet of lush green forests, the inhabitants are tough and belligerent folk - being extremely prone to excessive swearing, and picking fights at the drop of the hat. And this is without the horrid shrieking caused by the 'bagpipes' that are their most popular musical instrument. (Fenris Region).

[ ] Kornan II: A World that has the unfortunate fate of being a 'gathering spot' of several Knight Houses… especially given the Knight Houses have a habit of hunting the locals of this jungle moon for sport at these gatherings.

[ ] 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).

[ ] Shassad: A jungle infamous for the wide variety of snakes that live on it… as well as a particularly persistent feral Ork occupation, kept in check by a combination of said snakes and the military action of the planet's human tribes. (Near Terra).

[ ] Coloder: A part ice, part oceanic planet, the local tribes of Coloder survive mainly by living atop icebergs that are large enough to hold entire cities. These cities are often besieged by predators from the sea, air, and 'land' alike. (Near Terra).

[ ] Ikkite: A forest planet notable for being covered in spiky, nearly indestructible plant life, the humans of this planet have learned to keep constant awareness of their surroundings even when in the fiercest of combat, lest they be impaled. (Near Terra).

[ ] Oropt: A desert world near one of the major warp routes into Terra. It's inhabitants are a tribal people that are constantly engaged in a fierce war with large, ant-like insects. (Near Terra).

[ ] Rhodes 77: A planet in the Ultramar region, Rhodes is an important hub world due to it's location along several of the most stable warp routes known to Ultramar. This makes the regions near the world a den of piracy both of the human and xenos variety. (Ultramar Region).

[ ] MizzurI: A swamp planet, populated by an extensive variety of crocodilian xenos species. The locals have taken to wrestling with them, and are expert marksmen… though they do have rather strange accents.

[ ] Weeest 2: A jungle planet populated by earth descended tailed primates ,enhanced by the Ancients during the Dark Age of Technology. The local Forge World is dominated by your fellow Genetors, and considers the local primates to be gifts from the Machine God. Rumors persist of a 'king' primate that was able to fight multiple greater daemons during the heresy.

[ ] Evstata: A planet best described as being nearly covered in mountains. The local population is divided between two sets of tribes - those who live atop the mountains, battling with the various colossal birds of prey and giant lizards that roam the peaks…. And those that live on the bottom, and face the horrible spider-legged slugs whose acid breath is capable of melting through Adamantium. (Segmentum Solar).

[ ] Ooarth: A planet that, according to ancient records, was deliberately terraformed to be an exact copy of Terra itself as it was before becoming a hive world in ages past. It is infested with Orks, but many within the wider Imperium consider it a somewhat 'holy' site regardless. (Segmentum Solar).

[ ] Atherena: A planet that followed a democratic government, and worshiped a local goddess of wisdom prior to the Great Crusade. Oddly enough, it seemingly spontaneously secularized very shortly before the Great Crusade arrived in its orbit. Some fear democracies are too vulnerable to Chaos's corruptive effects, but considering they made it through the Heresy you don't think that's much of a concern here. (Segmentum Solar).

[ ] Spuuuurta: A war-like planet, full of constantly warring city states. They have - in flagrant defiance of the Imperial Truth you might add - taken to worshiping the Emperor as some sort of war god. (Segmentum Solar).

[ ] Terrararaaa: A planet that looks mostly normal on the surface, but in truth hosts a cave network so utterly massive in scale that the Mechanicus still has not figured out how the entire thing maintains consistent gravity. You also haven't figured out how it doesn't collapse on itself from the pressure of gravity. The locals on this planet are semi-civilized, and spend most of their time fighting the uncountable horrors from the depths.(Segmentum Solar)

[ ] Jujuarn: A death world with a variety of biomes, the planet of Jujuarn is notable mostly because its wildlife population is, for some reason, composed almost entirely of invasive species. Ambulls, Orkoids, Grox, Land Sharks, Haemovores, Carnosaurs, Rad-wolves, Catachan Devils and even the Salamanders of Nocturne have all somehow managed to establish breeding populations on the planet and thrive. (Segmentum Solar)

[ ] Rockheim: A Feral world near one of the few recorded 'Squat' realms, the locals seem to have a fairly good relationship with the short abhumans, with the latter frequently aiding the former with Ork invasions. (Segmentum Solar)

[ ] 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).

[ ] Paerara: A planet mostly covered with an orange colored chemical, with islands hosting the human population. This chemical is highly potent, and during the Horus Heresy some Death Guard plague marines were outright disintegrated when they made the mistake of setting foot into puddles of the stuff. Additionally, Daemons of Nurgle had been reported as outright refusing to manifest on the planet whenever the Death Guard attempted to summon them. Not so incidentally, the population seems to be extremely resistant to disease and has developed a tolerance for the airborne variant of the chemical. (Segmentum Solar).

[ ] Emperor's Landing: One of the very first planets the Emperor conquered after leaving Terra. The exact details are not known, but the Emperor on this world battled a foe so devastating that he was pushed nearly to his limits, having barely ever used such a level of power before or since. To this day, his power permeates the area so thoroughly that much of the wildlife actually glows with his radiance at night. (Segmentum Solar).

[ ] Penancia II: During the Heresy the planet of Penancia II sent a great many soldiers to aid in the loyalists' cause. However, most of them wound up killed in transit, and the people of Penancia felt it was their fault. Despite the fact no one in the Imperium even slightly blames them for it - it's not like they were the ones flying the blasted ships - the people of Penancia II have taken to flagellation and ritual scarring of themselves en masse, to atone for failing the rest of humanity.

[ ] Wasteland: A world of constant war, both by the forces of Chaos and several Xenos of note to the Imperium such as the Orks and Eldar, the aptly named planet of Wasteland is routinely invaded by multiple hostile forces at the same time. It has never fallen however - for these forces are usually at least as hostile to each other as they are to humanity. Oddly enough, despite the damage of the constant warfare, the local wildlife has proven remarkably hardy, and the planet is actually covered in swampland instead of the lifeless desert you would expect from somewhere with this many battles on it. You'd love to study them, but your augments report that your odds of having any free time this millenia remain exactly as they have been since the Heresy. Which is to say, 0.0000[infinitely repeating]0001%.

[ ] Occa: An oceanic planet, dominated by giant creatures descended from the ancient 'Killer Whales' of ancient Terra's lore. Thankfully, despite being the apex predator the actual whales are among the least aggressive to humans on record. Which is a very good thing, since everything else is dangerous enough for the planet to qualify for death world status without the supersized orcas.

[ ] Kerztak: The planet of Kerztak is dominated entirely by grass plains…. And massive tornadoes of such ferocity that they've been known to rip Imperator Titans to shreds. The locals, needless to say, have gotten very good at avoiding them.

[ ] Kedad: A desert death world, Kedad is notable for the nearby Forge World, which houses one of the few Legio Cybernetica enclaves to make it out of the Horus Heresy in good enough standing to be exempt from the massive penance crusade that the rest of the faction has been on since the Heresy. You never interacted much with the Cybernetica, but their robotic warriors might be of use to a Chapter in their sector.

[ ] Thesus: A planet composed mostly of very rocky archipelagos stretched over a vast ocean, the world of Thesus is one of the various Death Worlds that have embraced Emperor Worship, though oddly enough they seem to worship the Emperor as multiple deities - believing he was shattered into such as a result of his final battle with Horus. As annoyed as you are at their defiance of the Imperial Truth, you'll grudgingly admit that they seem harmless enough.

[ ] Creetaz: A planet near Ultramar with a large number of the Abhumans known as Beastmen, whom have lived in shocking harmony with the human population. Normally Beastmen either fall to Chaos or end up in a mutually hostile relationship with baseline humans, but this world seems to have avoided both fates. Additionally, a stable sub-species of Beastman known as Minotaurs have been confirmed as native to the planet, and according to your records, are as large and powerful as Ogryns. (Ultramar Region).

[ ] Primisisis: Half blatantly obvious Eldar Maiden World, half icy wasteland the likes of which could be compared to Fenris itself, Primisisis is one of the rare worlds in which one can see the likes of Carnosaurs engaged in fierce battle with the Ororogurth Mammoth, a savage creature only otherwise found of the Death World of Vulfrost. (Ultramar Region) .

[ ] Elzaz: A world experiencing constant lighting storms. The nearby Forge World, dominated by Electro-Priests, considers this planet and its people to both be blessed by the Motive Force. (Ultramar Region).

[ ] Mururua: A planet that is effectively a single titanic salt desert, the people of Mururua are masters at making due little resources, and at dealing with the threat of being eaten by train-sized, carnivorous burrowing centipedes. (Ultramar Region).

[ ] Skullura: This planet is a Death World that complied with the Imperium fairly early on and was given the honor of being a dedicated Servo-Skull manufacturing planet. Quite likely because of the presence of the Neck Slicer Mantis, Skull Extractor Octopus, Cranium Flyers, Head Puller Gorilla and the slightly ridiculous number of other monsters obsessed with removing the head of their victims, meaning they have plenty of raw material for making the helpful little drones. (Ultramar Region).

[ ] Sightless: The rather on the nose name of this planet is due to the fact that a large portion of the planet's population is blind - thanks to the local wildlife, whom seem to consider human eyeballs a delicacy. It a rare individual on the planet of Sightless that keeps one eye late into their lives, let alone both. (Ultramar Region)

[ ] Corna: A combination of a Death World and an Agri-World. The soil of Corna is seemingly impossible to exhaust, remaining fertile no matter what stress is placed on it, but a price seems to need to be paid for such a bounty. Every single night, the inhabitants of Corna are constantly assailed by a wide variety of strange monsters, all of whom seem to vanish entirely by the day. (Ultramar Region).

[ ] Ramz: The inhabitants of this land live under constant attack from the local infestation of Orks and Grots. Oddly enough, the people here have developed a remarkable resistance to diseases - samples of their blood indicates that while they are not completely immune, plagues that will kill any other population to the last are only a temporary hindrance for them. Incidentally, the population of this realm also has a surprisingly large number of Abhumans - Ogryn, Ratlings, and Beastmen can all be found here, despite them usually requiring different environmental conditions to emerge, and all of them co-mingle with the human population as equals. A rare sight, especially since those bloody Emperor worshippers have been spreading some idiocy about how any deviation from the standard human appearance is a sign of evil. Idiots. (Sanguine).

[ ] Yararara: A planet whose local inhabitants have been fending off a ludicrously persistent Chaos Cult since before the Imperium was founded. You're honestly astounded they've managed it for this long without support, the report from your juniors said things are dire down there - no risk of being overtaken by the traitors outright, but when the number one cause of death is "was murdered by Chaos Cultists" things are not going well. The blood of the people here is remarkably resistant to mutative effects, both Warp based and more natural causes like radiation, and their minds have been hardened against psychic influence due to ages of constant battle with the servants of Chaos. Outside of battle, the locals all seem to have some kind of firearm on their person at all times, even if there isn't any sign of traitor activity nearby - logical of them, can never be too sure if they aren't going to somehow appear out of thin air on you. Bah, Chaos... (Sanguine).

[ ] Gloamaz: A planet where the entire surface is covered in dark, gloomy forests. The sun rarely shines on this world, and it's people are a very pale skinned folk. Due to predation by a wide variety of forest monsters, including some kind of 'wolf men' your juniors didn't manage to get a subject of, the people here almost universally live near either a military fort or, more commonly, one of the many castles of the local nobility. (Sanguine).

[ ] Vladaadad: A planet continuously under attack from Chaos-affiliated pirates and Xenos. The people of Vladaadad have developed an especially cruel disposition towards the worshipers of Chaos, one that the local Forge World seems to share…. Well, you think so, given the frankly disturbing number of weapons they give the local PDF that involve impaling the enemy with a barrage of rapidly launched spikes. (Sanguine).

[ ] Issua: Also called 'the Iron Planet', Issua is notable for it's red colored seas that are reminiscent of human blood - though it isn't actually blood. You checked, it's actually perfectly drinkable for the average person! The temperature here is bitterly cold and unsuitable for growing crops, so the population gets most of its nutrition by hunting the many monsters lurking within the red seas. (Sanguine).

[ ] Bluuved: A Feral World whose local tribes are locked in constant warfare against a strange species of humanoid Xenos, capable of interstellar travel without the usage of any kind of space-faring vessel. How the hell they manage that one is beyond you, and the flagrant disregard the feat shows of the laws of biology has given you a migraine. This has lead to a constant war, one that is shockingly primitive in scope - the Xenos in question appear to have stopped developing at pre-industrial levels of technology. (Sanguine).
 
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7th Chapter Part 2
[X] Plan: The Bloodborne
-[X] The Blood Angels: The gene-seed of the Sons of the late Sanguinius, Beloved by All, has three peculiarities of note. The first and oldest is the Red Thirst, an oddity that causes the Space Marine chapter to thirst for blood so powerfully it can overwhelm them in the midst of battle. Second is the Black Rage, a berserk fury that seems to have been caused as a result of the death of the Blood Angel's Primarch that appears to cause Marines suffering from the affliction to hallucinate their father's final battle, perceiving all around them as being the Arch Traitor Horus himself. Finally you've noticed some minor warp based effect on the 'luck' of some Space Marines, but you doubt that will manifest into anything relevant... Beyond their afflictions, the Ninth Legion are renowned for their mastery of close quarters combat, and for having more Assault Squads in each company than the norm.
--[X] 1 Charges of Legendary Gene-Seed.
--[X] 2 Charges of Potent Gene-Seed.
-[X] Yararara: A planet whose local inhabitants have been fending off a ludicrously persistent Chaos Cult since before the Imperium was founded. You're honestly astounded they've managed it for this long without support, the report from your juniors said things are dire down there - no risk of being overtaken by the traitors outright, but when the number one cause of death is "was murdered by Chaos Cultists" things are not going well. The blood of the people here is remarkably resistant to mutative effects, both Warp based and more natural causes like radiation, and their minds have been hardened against psychic influence due to ages of constant battle with the servants of Chaos. Outside of battle, the locals all seem to have some kind of firearm on their person at all times, even if there isn't any sign of traitor activity nearby - logical of them, can never be too sure if they aren't going to somehow appear out of thin air on you. Bah, Chaos... (Sanguine).
--[X] 2 Charges of Adaptive Gene-Seed.

Current Chapter Traits
-Normal (Black Rage): This Chapter suffers from an 'average' variant of the Black Rage, at the level of severity typically suffered by Blood Angels successors.
-Heavy Thirst: This Chapter suffers from a particularly intense variant of the Red Thirst, and needs to drink both more blood and more often to alleviate it.
-Prophecy: The Marines of this Chapter often get fairly reliably prophetic visions of the future.
-Increased Lifespan: Marines from this Chapter can live significantly longer than the norm, should they not die in battle or be interred in a Dreadnought.
-Wings of Sanguinius (Legendary): Ordinarily such a deviance from the norm as this would be grounds for the extermination of the entire Chapter, but an in depth genetic and psychic analysis from multiple sources, including the Grey Knights, Blood Angels, Ordo Malleus, and the finest Genetors in the Imperium, has established that this is no freak mutation, but the very wings of Sanguinius himself! Regardless, the fact that some members of this Chapter have started growing the wings of the Great Angel has been seen as a great blessing - and that's without taking into consideration the flight they grant, let alone the Chaos repellent aura that the wings themselves seem to radiate.
-Mutation Resistance: The Marines are highly resistant to mutagenic effects and Chaos corruption.
-Daemonslayer: Marines from this Chapter are very proficient at killing invaders from the warp, albeit not quite to the same extent as the legendary Grey Knights.
-Extreme Hatred (Chaos): The Marines of this chapter despise Chaos with every last fiber of their being, and become all the more dangerous when fighting the slaves of the Ruinous Powers as a result.
-Gun and Sword Combat: Marines from this Chapter are extremely proficient at using a gun in one hand and a sword in the other simultaneously, especially their Assault Marines.

As the last of the various dignitaries who had responded to your extremely calm and not remotely panicked reaction to a certain DNA comparison depart, you let out a deeply relieved sigh. These samples of Gene-Seed had been in the vault for a very long time - if those wings had been the result of Chaos mutation...

Well, you shudder at the implications. Not that you aren't still relying on you augments to avoid freaking right the hell out, you absolutely are, but that's just because you're trying to process how in the name of the Omnissiah these Marines have been developing Sanguinius's own wings! That isn't even a metaphor - you ran the DNA tests, they're a 100% genetic match! This is, quite simply, unprecedented - not a single member of the Ninth Legion has ever developed their father's signature mutation, not even those with Gene Seed taken directly from him. You simply can't fathom how this happened, or why it happened now.

Unfortunately, not all the news is so wondrous - you're already seeing several worrying signs of the Red Thirst rearing it's ugly head once again. You've already taken steps to mitigate the symptoms, of course, but the mental strain from the Thirst will be even worse than usual - not to mention require more blood consumption to make it recede. And the physical side effects - the horrible curse the Great Angel swore you to secrecy on, so long ago...

You've taken the liberty of quietly informing the first generation Marines and their command squads of the potential danger. Not what happens, you will never speak of that, but to try not to repress the Thirst for too long and to make very sure they never give into it for an extended period of time.

To your frustration, it is the best you can currently do.

[ ] 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 Equipment
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 pole-arms 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.

[ ] Techmarines: This chapter has more techmarines in its ranks.

[ ] 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.

Normal Equipment Options
[ ] Extra Assault Packs: The Chapter has a great number of Assault Packs, letting them retain a greater number of Assault Marines in each Company.

[ ] Heavy Weaponry: The Chapter is well supplied with heavy weaponry, and can field a larger proportion of 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 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, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power.

[ ] 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.
 
The Seraph Brotherhood
[X] Plan: The Specialist
-[X] Write in Name: Seraph Brotherhood
-[X] Silver primary with red shoulder guard and gold trim
-[X] A Helmet With Spread Wings
-[X] "We fly for Sanguinius!" "Hunt the Beast of the Warp"
-[X] 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.
-[X] 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.
-[X] Apothecaries: This chapter has extra Apothecaries among its ranks.
-[X] Extra Assault Packs: The Chapter has a great number of Assault Packs, letting them retain a greater number of Assault Marines in each Company.
-[X] Specialist Ammo: The Chapter has a ready source of specialized bolter rounds, letting them bring the best possible ammunition for any engagement.

Name: Seraph Brotherhood
Chapter Colors: Silver primary with red shoulder guard and gold trim
Chapter Symbol: A Helmet With Spread Wings
Chapter Creed: "We fly for Sanguinius!" "Hunt the Beasts of the Warp!"

Homeworld: The world of Yararara is an ancient Hive World, yet the planet still retains patches of greenery that seem to effortlessly shrug off the horrible pollutants that constantly exude from the Hives themselves. Yararara's Hive Cities are elaborate constructs, decorated with seemingly religious iconography that long predates the arrival of both the Great Crusade and the Imperial Creed. Given that the Emperor Himself once set foot on this planet and notably did not raze it to the bedrock for said iconography leads most to believe that it either was something He didn't consider a threat, or that this iconography has some hidden, non religious purpose He discerned where others could not.

Even more so than other Hive Worlds, the lower levels of the Hives of Yararara are in a state of near constant warfare. This is mostly because of the excessive numbers of Chaos Cultists that eternally lurk in the depths of the Underhives, almost all of whom are not native to Yararara itself - the locals seem to have adopted an almost instinctive revulsion and hatred of anything related to the forces of Chaos. This hatred has permeated every level of Yararara, and even the nobles at the very peaks of these Hives are more concerned with aiding the lower levels against the hated foe than anything else - a stark contrast to what most foreigners would expect, used as most well travelled Imperials are to Spire Nobility being arrogant, vain and irresponsible to the highest order. This trait has led to Yararara's Hive Nobles seeming almost obsessed to the nobles of other Hive Cities, not that anyone on Yararara cares beyond that their aid is valuable for the destruction of the everpresent Cults. Even the gangs of the underhive are divided not by any arguments of territory or allegiance, but instead based around the preferred method of killing Chaos worshippers!

It is not without reason that Yararara is home to what is said to be one of the most, if not the most violently anti-Chaos Space Marine Chapters across an Imperium overflowing with Chaos-hating Space Marines, as well as being the planet of origin for many of the finest Ordo Malleus Inquisitors.

Chapter Monastery: The Seraph Brotherhood's Fortress Monastery is located on the planet's largest natural mountain, an imposing behemoth that rivals even the largest of the Hives in size, and is nearly coated in the vibrant green plant life of the world's wilderness. As with quite literally every other inhabited structure on the planet, many Cultists routinely attempt to launch a sneak attack upon this stronghold via bases in nearby Hive Cities, but almost all attempts are foiled with little actual effort by the Seraph Brotherhood themselves - a combination of the local wildlife, which seems to share their human neighbour's hatred, and the native human tribes who do not dwell in the Hives often end up destroying such forces wholesale without the world's greatest guardians needing to raise a finger.

Within the Seraph Brotherhood's Fortress Monastery lies the Chapter's greatest defence against the Red Thirst, the venerated Sanguine Cistern. This strange device allows the Chapter to store large quantities of blood within, and keep the blood in question eternally fresh - while at the same time only needing to take a very small amount from any one individual among the local populace, so as not to harm those they are bound to protect. This Cistern is, of course, not the only one of it's kind, but instead merely the greatest, with several smaller Cisterns located throughout the mountain. Both the grand Cistern and it's smaller cousins are carefully watched by both the Chapter's Apothecaries and an ancient Machine Spirit, said to have been born from the self sacrifice of pre-Great crusade martyrs. It is said this holy Spirit's ten-thousand Servo Skulls keep an endless watch over both the Chapter Monastery and the local planet, standing in eternal vigil against Chaos…. Though by this point in time, 'ten-thousand' is a figurative description - more skulls have been added to the Spirit's vast network of sentries over the years. Regardless, the Cistern, superior transportation methods, and the hard work of the Chapter's many Apothecaries has led to a Chapter that has kept the Red Thirst well under control, despite the fact that the Seraph Brotherhood actually needs more blood per Marine than average.

Finally, within the deepest bowls of the monastery is the home of the Chapters dedicated anti-Chaos task force, the Blood Slayers barracks.

Organization: The Seraph Brotherhood is, for the most part, Codex compliant - though like all Blood Angel successor Chapters, it sadly does maintain a Death Company, and the exact size of the Blood Slayers is unknown.

Notable Events and Battles
-An attempted infiltration by the Alpha Legion is rebuffed, leading to a supremely violent confrontation that ended in the entire Alpha Legion force being killed to the last and their severed heads promptly being thrown into the nearby sun.
-A bloody battle between the World Eaters and the Seraph Brotherhood ends in a slight Seraph Brotherhood victory, one later attributed in no small part to the fact that the winged warriors of the Seraph Brotherhood prove to be especially dangerous for the World Eaters, who find their minds addled when the all consuming rage they are so known for is partially dismissed from them by the shining aura the Wings of Sanguinius emit.
-The Seraph Brotherhood engage in battle with and defeat a powerful Black Legion warband in one of the larger battles of the 6th Black Crusade. The Black Legion fought intensely, but wound up routed when the Seraph Brotherhood's Death Company and Blood Slayers both took to the field at once, unleashing an assault of such fury many of the traitors would be heard remarking that it reminded them of the Siege of Terra itself.
-The Thousand Sons launch a raid on a major Forge World, only to find themselves met and countered by the Seraph Brotherhood. Their sorcery proves to be a poor match in the face of the winged Marines, whose aura caused several Rubric Marines to outright collapse - A sight that caused a great deal of panic among the Thousand Sons Sorcerers, allowing the rest of the Chapter to close in on them for the kill.
-The Death Guard find to their horror that the aura of the Seraph Brotherhood's winged Marines renders the vast majority of their plagues utterly useless, and are brutally slaughtered in a massacre so one sided that the 14th Legion as a whole has developed a powerful fear of the flying Sons of Sanguinius.
-In a particularly legendary campaign, the Seraph Brotherhood kill every last Chaos Cultist within 10 sectors of their homeworld, with not even the desperate mass summoning of Daemons slowing down the Blood Angels successor Chapter. Sadly, even this legendary feat could not completely stamp out Yararara's infestation of cultists, who remain stubbornly extant against all logic.
-A large Ork WAAAAAAGH! is confronted by the Seraph Brotherhood before it could enter Segmentum Solar. The battle between the Chapter and the Xenos horde is said to have raged for a full century, before the Greenskins were finally driven off.
-During the 12th Black Crusade another major battle between the Black Legion and Seraph Brotherhood begins. During this conflict, the Chapter Master of the Seraph Brotherhood is said to have single-handedly banished a Black Legion Daemon Prince back to the Warp, before ripping the presiding Chaos Warlord in half before he could salvage the battle.

Unique Units
-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.
-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.
-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.
-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.
-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.
-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.
-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.
-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.


Diplomatic Relationships
-Blood Angels: The Seraph Brotherhood and the Blood Angels share a deep bond of mutual respect and admiration for one another. Both have fought Chaos alongside one another on many occasions, and though one would think that the Brotherhood being the ones inheriting Sanguinius's Wings would lead to envy, the Blood Angels in truth consider the Seraph Brotherhood to be by far the most worthy of their successor Chapters to receive such a gift.
-Grey Knights: The Grey Knights and Seraph Brotherhood have fought together on countless battlefields, and have all but sworn oaths of friendship to one another - a stark contrast from the Knights of Titan, who usually psychically remove the memories of any who witness their deeds to prevent Chaos taking hold of them.
-Sisters of Battle: Very few Sisters of Battle would dare to disrespect one of the Seraph Brotherhood, even among the most ardently anti-Space Marine conclaves. The sheer holy presence of the Heralds is simply too much for any true follower of the Emperor to deny, and indeed, the Adepta Sororitas' own miracles actually become stronger when a Herald is present.
-Cadia: Yararara is one of the most Chaos besieged planets in the entire Imperium. Needless to say, the people of Cadia can empathize. To a great degree.
-Blood Ravens: The Seraph Brotherhood have 'gifted' many relics to the Blood Ravens over the years, so surely relations between the two Chapters are nothing but positive!

Chapter Creations Result
+80 Reputation

Added New Training Option
Elite Assault Marines: The Assault Marines of this chapter are a cut above.
 
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The 8th Chapter Prologue
You trudge forward, your displeasure radiating in a near visible cloud around you. Reports of the Orks growing in number and power at an unprecedented rate, have been streaming forth, and yet many higher ups within the Mechanicum seem intent on simply ignoring the growing threat. As if ignoring the Orks has ever lead to anything but cataclysm!

Hmph, it looks like you'll end up even more busy in the near futu -

The moment you leave your room, you find yourself confronted with a figure. Normally, anyone interrupting your day would themselves facing your ire unless they had a very good excuse for taking up your impossibly limited time. But no such wrath fills you now, for if any human alive can make you throw aside your own plans, it is this man - or rather, the one he represents.

For when a Custodian of the Emissaries Imperatus stands before you, loyalty and faith alike mean there is but one response you can give.

"..... How may I serve the Emperor?"

The Master Of Mankind Commands You - What is His Will?

[ ] ???: Your next Chapter is to be from the lineage of the Thousand Sons, and will be entrusted with the {REDACTED} technology upon their completion.

[ ] Retrieval: You are to develop a Chapter specialized towards finding and protecting the {EXTRA REDACTED}, due to their personal importance to the Emperor Himself.

[ ] The 4 Gates: You are to place a Chapter on a planet with the ({SUPER FUCKING REDACTED} Gate) keyword.

Reputation: 265
Points: 40

Unlocks
[ ] Traitor Legion Geneseed: 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.
[ ] 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.
[ ] 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 Assault Bikes: The Chapter has access to more Assault Bikes than average, expanding their capability in hit and run tactics. 5 Points.
[ ] Extra Whirlwinds: This chapter has access to more Whirlwind artillery pieces than is average. 5 Points
[ ] Extra Vindicators: This chapter has greater access to the Vindicator piece than most. 5 Points
[ ] More Stalkers: The Chapter has additional platforms of the Stalker anti-aircraft vehicle. 5 Points
[ ] More Hunters: This chapter has additional examples of the Hunter heavy anti-aircraft vehicle. 5 Points
[ ] Extra Predators: The Chapter has access to more Predator Tanks, allowing them to engage in armored warfare with better facility. 5 Points.

1 Time modifiers (Can be purchased multiple times and stored for later.)
[ ] 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.
[ ] 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.
[ ] Extra Land Raiders: The Chapter is able to acquire more Land Raiders than normal, allowing them to more freely deploy the mighty IFV against their enemies. 10 Points per charge.
[ ] More Terminators: This chapter has more sets of terminator armor than normal. 10 Points per 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.
[ ] 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.
[ ] 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.

Unique STC's
Sometimes you can use your connections to get a Chapter access to some… harder to acquire pieces of equipment. Unfortunately, the Forge Worlds you managed to get in touch with all made it quite clear they were only willing to do this once - each Chapter gets only one of these specialised tools, and they won't let you give it to a second Chapter afterwards. They simply can't afford the loss of prestige from their secrets becoming so widespread. Blasted politics, encouraging everyone to keep all their knowledge to themselves and making it so you have to rediscover it all from scratch when they inevitably perish...

[ ] Latch Boots: A superior counterpart to the regular mag-boots in Power Armour, these fascinating devices gives the Chapter's armor the ability to 'stick' itself onto any surface at will - letting the Astartes of the chapter fight on vertical surfaces, or even while upside down. 10 Points.
[ ] Cerberus Pattern Dreadnaught: A dreadnought intended to replicate and replace the power of the now unused Leviathan Siege Dreadnought. The design gets around the risk of killing its occupants by spreading the load out among three Astartes instead of one - thereby keeping the strain from overwhelming any one of them. Of course, that does come at the risk of the blasted thing needing three critically injured Space Marines to work together to get it moving, but that's still far superior to them occasionally dropping dead mid battle. 15 Points.
[ ] Power Chakram: An odd example of weapon design, the power Chakram is nonetheless a lethal weapon, both in close range and to anyone foolish enough to be hit by its thrown form. 5 Points
[ ] Cauter Blade: A specialized vibro blade of intense cutting power, which the Techpriest showing it to you theorizes was probably made for usage against regenerating creatures by the Ancients. When the Cauter Blade is active, the middle of the blade becomes superheated to the point that both sides of the wounds it creates are separately cauterized, keeping the wound from healing properly and making it far more difficult to reattach or regenerate lost limbs. It does, of course, come with the price that enemies struck with it face no fear of bleeding out whatsoever. 5 Points
[ ] Crusher Pattern Dreadnought: A strange take on the traditional Dreadnought concept, where the lower half of the body has been replaced with treads. This makes the chassis incapable of fighting in doors (for one thing, it can be defeated by a single set of stairs), but in turn the upper half is even more heavily armored, possess greatly enhanced weapons packages for its limbs, and even has a pair of massive heavy weapons mounted on each shoulder. 10 Points.
[ ] Rover Pattern Dreadnaught: A Dreadnought model on wheels, the Rover Class is far faster than just about any other dreadnaught type, without being much more expensive than the standard Castraferrum Pattern dreadnought chassis. It does suffer in difficult terrain in comparison to the basic or Crusher dreadnaughts, however. 10 Points.
[ ] Excelsior Pattern Dreadnaughts: One of the most advanced dreadnought Patterns you've ever seen, though it is only about as strong as the Contemptor Dreadnought the Excelsior is equipped with powerful jets that allow it to rapidly propel itself forward, and a nerve intertwinement mechanic that actually lets the occupant feel physical touch through the dreadnought itself - something usually impossible, even for you. All without putting any additional strain on the pilot. 15 Points.

OOC: Thanks to da beta. WAAAAAAAGH!
 
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8th Chapter Part 1
[x] Plan: Draconic Wizards V2
-[X] ???: Your next Chapter is to be from the lineage of the Thousand Sons, and will be entrusted with the {REDACTED} technology upon their completion.
-[x] 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.
-[x] 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.
--[X] Salamanders.
-[x] 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. 2x

This has been…. a trial and a half to say the least. Of all the Legions, the Thousand Sons had perhaps the most difficulties to deal with outside of the Space Wolves, thanks to the accursed Flesh Change, and according to your orders, the next Chapter needs to be made using their Gene-Seed. He was quite specific on this point, from what the Custodes told you - using a Chimeric mix was doable, but they must be of the Sons of Magnus.

Whatever the Emperor's plans are…. It must require a great deal of psychic power. Still, as difficult as it is to deal with, you'd be willing to take on far worse at the Omnissiah's command - on your word, you'll see this done.

Expendables
2 Charges of Adaptive Gene-Seed.
2 Charges of Potent Gene-Seed.
1 Charge of Secondary Gene-Seed (Salamanders).

Choose a Legion (Request Mandate: Must Choose Thousand Sons)

[ ] Thousand Sons: The Sons of Magnus were legendary for their immense psychic potential, with even many of their regular Legionnaires having minor Psyker abilities. Their downfall began with the infamous Flesh Change, causing their bodies to uncontrollably warp and twist into mindless monstrosities at complete random - there was no way to predict or treat it, it simply killed a portion of them on a regular basis. Thankfully you have developed means of dealing with it over the years, mostly by studying Magnus's own ability to stabilise it, but you remain wary. (Locked) (Temperary).

[ ] The Raven Guard: The Gene-Seed belonging to the Sons of Corvus Corax no longer has a Mucranoid or Betcher's Gland, resulting in the lack of the acidic spit and the loss of the ability to generate an outer coating to protect the body against extreme environments such as the void of space, and causes a cosmetic mutation in the form of unnaturally pale skin... but the Raven Guard, despite their crippled numbers after Istvaan III, are a worthy lineage as any other. They are specialists in stealth warfare, and are more capable in guerilla war than any other.

[ ] The Ultramarines: The most pure and stable Space Marine Gene-seed, the Ultramarines, sons of Roboute Guiliman, are a lineage that gives no great benefits but in turn does not have great downsides. They are tactically balanced, seeking to practice all forms of warfare rather than master just a few, and stand as the most numerous of the surviving Space Marines. They do seem to have started a minor tradition of maintaining ties with their successor Chapters, however. Whether this is a boon or a curse remains to be seen.

[ ] The Dark Angels: The Dark Angels, sons of Lion El Johnson, much like the Ultramarines have a very stable and mutation free Gene-Seed. They have access to a great deal of highly advanced technology gifted to them by the Emperor, and have formed several of their Companies into heirs of their previous elite forces such as the Deathwing. However, the Dark Angels have also been acting very erratic of late, and are stubbornly insistent about forming 'relations' with their founding chapters regarding matters they refuse to speak of, even to other Astartes. A great number of officials within the Imperium are growing very concerned about this, but with the death of the First Legion's Primarch, it seems unlikely anyone could force them to reveal the reason for their behaviour.

[ ] The Salamanders: Sons of Vulkan, the Salamanders are somewhat mutation prone, yet most deviations within their gene-seed are wholly positive - taking the form of increased temperature resistance, radiological resistance, and enhanced healing capability as well as their signature cosmetic mutation. This does, however, mean that any further mutations will likely be even more noticeable, and possibly have far worse consequences than this. Tactically, they are known for their love of thermal weaponry, and have a good reputation among the Imperium for their kindness and commitment to defending the Imperium's citizenry even when it leaves them at a tactical disadvantage.

[ ] The White Scars: The Sons of Jaghatai Khan bear no overt physical defects, yet the White Scars Gene-Seed has been known to make those implanted with it more savage and hungry for war. In honour of their Primarch's history as a master of cavalry, they have mastered the use of both Combat Bikes and the rarer Jetbike units, and specialise in high speed, hit and run battles.

[ ] 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?

[ ] The Blood Angels: The gene-seed of the Sons of the late Sanguinius, Beloved by All, has three peculiarities of note. The first and oldest is the Red Thirst, an oddity that causes the Space Marine chapter to thirst for blood so powerfully it can overwhelm them in the midst of battle. Second is the Black Rage, a berserk fury that seems to have been caused as a result of the death of the Blood Angel's Primarch that appears to cause Marines suffering from the affliction to hallucinate their father's final battle, perceiving all around them as being the Arch Traitor Horus himself. Finally you've noticed some minor warp based effect on the 'luck' of some Space Marines, but you doubt that will manifest into anything relevant... Beyond their afflictions, the Ninth Legion are renowned for their mastery of close quarters combat, and for having more Assault Squads in each company than the norm.

[ ] 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.

[ ] The Alpha Legion: The Gene-Seed derived from the traitorous Alpharius is, despite it's origins, very pure as the physical is concerned, with no noticeable mutations beyond the fact that Alpha Legionaires tend to so closely resemble their father as to be able to impersonate him convincingly. On the mental side the Alpha Legion's Gene-Seed seems to create more secretive Astartes with a greater sense of initiative, resulting in them being masters of intelligence gathering, sabotage, and all other forms of indirect warfare.

[ ] 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.

[ ] The Word Bearers: More than any other Legion, the Word Bearers, Sons of Lorgar Aurelian, creator of the Imperial Creed and the First Heretic, were masters of spreading ideals. Any Chapter born from them is likely to spread the teachings of their home planet far and wide. Beyond this, they were a generalist Legion, practicing all forms of war, though their investment in promoting their own philosophy and ideology makes them skilled at countering those who attempt the same.

[ ] 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.

[ ] Dualis: A planet that is half Forge World on one side and half Death World on the other. The Forge World half of the planet often uses the Death World half to acquire unique chemical mixtures from the wildlife, and puts great pains into maintaining the health of the tribal humans that lurk within its jungles.

[ ] Equartaz: A planet populated by nomads that have tamed horses large enough to hold a space marine, and fierce enough to kill the Orks that infest the planet on a regular basis. Oddly enough, the local Forge World of Beyath-Ezda has discovered an STC that actually contains blueprints of powered armor for these strange horses of all things. Truly, the Ancients made some strange wonders in their time.

[ ] Extrema: A cataclysm of a planet, the only places not covered entirely in ice are those that are located right next to the many rivers of lava that crisscross Extrema's surface. The people of this planet have long adapted to both of these environments and are remarkably able to travel between them as circumstances demand.

[ ] Yuruld II: An unfortunate planet stuck in between the feuding Forge Worlds of Yuruld I and Yuruld III, the world itself is a blasted wasteland full of wrecks from the constant skirmishing and occasional major war between it's two Forge World neighbors. This in turn has made the locals experts in both basic survival, and in making sure that neither of the two nearby Forge Worlds decide to crush them.

[ ] Pertana IV: The most unusual aspect of this planet are its human inhabitants, who have displayed what can only be described as shocking levels of pain resistance - being by all accounts completely unbothered by even the absolute maximum amount of pain a human can survive without dying. The planet itself is mostly unremarkable, beyond the strange fog that seems to cover the entire surface.

[ ] Akasha II: In all regards Akasha is a completely standard jungle Death World, with it's main standout 'trait' being the fact that the Imperial Truth seems to have been adopted very quickly and become strongly entrenched in the short amount of time since it's adoption.

[ ] Kornan II: A World that has the unfortunate fate of being a 'gathering spot' of several Knight Houses… especially given the Knight Houses have a habit of hunting the locals of this jungle moon for sport at these gatherings.

[ ] MizzurI: A swamp planet, populated by an extensive variety of crocodilian xenos species. The locals have taken to wrestling with them, and are expert marksmen… though they do have rather strange accents.

[ ] Weeest 2: A jungle planet populated by earth descended tailed primates ,enhanced by the Ancients during the Dark Age of Technology. The local Forge World is dominated by your fellow Genetors, and considers the local primates to be gifts from the Machine God. Rumors persist of a 'king' primate that was able to fight multiple greater daemons during the heresy.

[ ] Penancia II: During the Heresy the planet of Penancia II sent a great many soldiers to aid in the loyalists' cause. However, most of them wound up killed in transit, and the people of Penancia felt it was their fault. Despite the fact no one in the Imperium even slightly blames them for it - it's not like they were the ones flying the blasted ships - the people of Penancia II have taken to flagellation and ritual scarring of themselves en masse, to atone for failing the rest of humanity.

[ ] Wasteland: A world of constant war, both by the forces of Chaos and several Xenos of note to the Imperium such as the Orks and Eldar, the aptly named planet of Wasteland is routinely invaded by multiple hostile forces at the same time. It has never fallen however - for these forces are usually at least as hostile to each other as they are to humanity. Oddly enough, despite the damage of the constant warfare, the local wildlife has proven remarkably hardy, and the planet is actually covered in swampland instead of the lifeless desert you would expect from somewhere with this many battles on it. You'd love to study them, but your augments report that your odds of having any free time this millenia remain exactly as they have been since the Heresy. Which is to say, 0.0000[infinitely repeating]0001%.

[ ] Occa: An oceanic planet, dominated by giant creatures descended from the ancient 'Killer Whales' of ancient Terra's lore. Thankfully, despite being the apex predator the actual whales are among the least aggressive to humans on record. Which is a very good thing, since everything else is dangerous enough for the planet to qualify for death world status without the supersized orcas.

[ ] Kerztak: The planet of Kerztak is dominated entirely by grass plains…. And massive tornadoes of such ferocity that they've been known to rip Imperator Titans to shreds. The locals, needless to say, have gotten very good at avoiding them.

[ ] Kedad: A desert death world, Kedad is notable for the nearby Forge World, which houses one of the few Legio Cybernetica enclaves to make it out of the Horus Heresy in good enough standing to be exempt from the massive penance crusade that the rest of the faction has been on since the Heresy. You never interacted much with the Cybernetica, but their robotic warriors might be of use to a Chapter in their sector.

[ ] Thesus: A planet composed mostly of very rocky archipelagos stretched over a vast ocean, the world of Thesus is one of the various Death Worlds that have embraced Emperor Worship, though oddly enough they seem to worship the Emperor as multiple deities - believing he was shattered into such as a result of his final battle with Horus. As annoyed as you are at their defiance of the Imperial Truth, you'll grudgingly admit that they seem harmless enough.

[ ] Evstata: A planet best described as being nearly covered in mountains. The local population is divided between two sets of tribes - those who live atop the mountains, battling with the various colossal birds of prey and giant lizards that roam the peaks…. And those that live on the bottom, and face the horrible spider-legged slugs whose acid breath is capable of melting through Adamantium. (Segmentum Solar).

[ ] Ooarth: A planet that, according to ancient records, was deliberately terraformed to be an exact copy of Terra itself as it was before becoming a hive world in ages past. It is infested with Orks, but many within the wider Imperium consider it a somewhat 'holy' site regardless. (Segmentum Solar).

[ ] Atherena: A planet that followed a democratic government, and worshiped a local goddess of wisdom prior to the Great Crusade. Oddly enough, it seemingly spontaneously secularized very shortly before the Great Crusade arrived in its orbit. Some fear democracies are too vulnerable to Chaos's corruptive effects, but considering they made it through the Heresy you don't think that's much of a concern here. (Segmentum Solar).

[ ] Spuuuurta: A war-like planet, full of constantly warring city states. They have - in flagrant defiance of the Imperial Truth you might add - taken to worshiping the Emperor as some sort of war god. (Segmentum Solar).

[ ] Terrararaaa: A planet that looks mostly normal on the surface, but in truth hosts a cave network so utterly massive in scale that the Mechanicus still has not figured out how the entire thing maintains consistent gravity. You also haven't figured out how it doesn't collapse on itself from the pressure of gravity. The locals on this planet are semi-civilized, and spend most of their time fighting the uncountable horrors from the depths.(Segmentum Solar)

[ ] Jujuarn: A death world with a variety of biomes, the planet of Jujuarn is notable mostly because its wildlife population is, for some reason, composed almost entirely of invasive species. Ambulls, Orkoids, Grox, Land Sharks, Haemovores, Carnosaurs, Rad-wolves, Catachan Devils and even the Salamanders of Nocturne have all somehow managed to establish breeding populations on the planet and thrive. (Segmentum Solar)

[ ] Rockheim: A Feral world near one of the few recorded 'Squat' realms, the locals seem to have a fairly good relationship with the short abhumans, with the latter frequently aiding the former with Ork invasions. (Segmentum Solar)

[ ] 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).

[ ] Paerara: A planet mostly covered with an orange colored chemical, with islands hosting the human population. This chemical is highly potent, and during the Horus Heresy some Death Guard plague marines were outright disintegrated when they made the mistake of setting foot into puddles of the stuff. Additionally, Daemons of Nurgle had been reported as outright refusing to manifest on the planet whenever the Death Guard attempted to summon them. Not so incidentally, the population seems to be extremely resistant to disease and has developed a tolerance for the airborne variant of the chemical. (Segmentum Solar).

[ ] Emperor's Landing: One of the very first planets the Emperor conquered after leaving Terra. The exact details are not known, but the Emperor on this world battled a foe so devastating that he was pushed nearly to his limits, having barely ever used such a level of power before or since. To this day, his power permeates the area so thoroughly that much of the wildlife actually glows with his radiance at night. (Segmentum Solar).

[ ] 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).

[ ] Shassad: A jungle infamous for the wide variety of snakes that live on it… as well as a particularly persistent feral Ork occupation, kept in check by a combination of said snakes and the military action of the planet's human tribes. (Near Terra).

[ ] Coloder: A part ice, part oceanic planet, the local tribes of Coloder survive mainly by living atop icebergs that are large enough to hold entire cities. These cities are often besieged by predators from the sea, air, and 'land' alike. (Near Terra).

[ ] Ikkite: A forest planet notable for being covered in spiky, nearly indestructible plant life, the humans of this planet have learned to keep constant awareness of their surroundings even when in the fiercest of combat, lest they be impaled. (Near Terra).

[ ] Oropt: A desert world near one of the major warp routes into Terra. It's inhabitants are a tribal people that are constantly engaged in a fierce war with large, ant-like insects. (Near Terra).

[ ] Rhodes 77: A planet in the Ultramar region, Rhodes is an important hub world due to it's location along several of the most stable warp routes known to Ultramar. This makes the regions near the world a den of piracy both of the human and xenos variety. (Ultramar Region).

[ ] Creetaz: A planet near Ultramar with a large number of the Abhumans known as Beastmen, whom have lived in shocking harmony with the human population. Normally Beastmen either fall to Chaos or end up in a mutually hostile relationship with baseline humans, but this world seems to have avoided both fates. Additionally, a stable sub-species of Beastman known as Minotaurs have been confirmed as native to the planet, and according to your records, are as large and powerful as Ogryns. (Ultramar Region).

[ ] Primisisis: Half blatantly obvious Eldar Maiden World, half icy wasteland the likes of which could be compared to Fenris itself, Primisisis is one of the rare worlds in which one can see the likes of Carnosaurs engaged in fierce battle with the Ororogurth Mammoth, a savage creature only otherwise found of the Death World of Vulfrost. (Ultramar Region) .

[ ] Elzaz: A world experiencing constant lighting storms. The nearby Forge World, dominated by Electro-Priests, considers this planet and its people to both be blessed by the Motive Force. (Ultramar Region).

[ ] Mururua: A planet that is effectively a single titanic salt desert, the people of Mururua are masters at making due little resources, and at dealing with the threat of being eaten by train-sized, carnivorous burrowing centipedes. (Ultramar Region).

[ ] Skullura: This planet is a Death World that complied with the Imperium fairly early on and was given the honor of being a dedicated Servo-Skull manufacturing planet. Quite likely because of the presence of the Neck Slicer Mantis, Skull Extractor Octopus, Cranium Flyers, Head Puller Gorilla and the slightly ridiculous number of other monsters obsessed with removing the head of their victims, meaning they have plenty of raw material for making the helpful little drones. (Ultramar Region).

[ ] Sightless: The rather on the nose name of this planet is due to the fact that a large portion of the planet's population is blind - thanks to the local wildlife, whom seem to consider human eyeballs a delicacy. It a rare individual on the planet of Sightless that keeps one eye late into their lives, let alone both. (Ultramar Region)

[ ] Corna: A combination of a Death World and an Agri-World. The soil of Corna is seemingly impossible to exhaust, remaining fertile no matter what stress is placed on it, but a price seems to need to be paid for such a bounty. Every single night, the inhabitants of Corna are constantly assailed by a wide variety of strange monsters, all of whom seem to vanish entirely by the day. (Ultramar Region).

[ ] Ramz: The inhabitants of this land live under constant attack from the local infestation of Orks and Grots. Oddly enough, the people here have developed a remarkable resistance to diseases - samples of their blood indicates that while they are not completely immune, plagues that will kill any other population to the last are only a temporary hindrance for them. Incidentally, the population of this realm also has a surprisingly large number of Abhumans - Ogryn, Ratlings, and Beastmen can all be found here, despite them usually requiring different environmental conditions to emerge, and all of them co-mingle with the human population as equals. A rare sight, especially since those bloody Emperor worshippers have been spreading some idiocy about how any deviation from the standard human appearance is a sign of evil. Idiots. (Sanguine).

[ ] Gloamaz: A planet where the entire surface is covered in dark, gloomy forests. The sun rarely shines on this world, and it's people are a very pale skinned folk. Due to predation by a wide variety of forest monsters, including some kind of 'wolf men' your juniors didn't manage to get a subject of, the people here almost universally live near either a military fort or, more commonly, one of the many castles of the local nobility. (Sanguine).

[ ] Vladaadad: A planet continuously under attack from Chaos-affiliated pirates and Xenos. The people of Vladaadad have developed an especially cruel disposition towards the worshipers of Chaos, one that the local Forge World seems to share…. Well, you think so, given the frankly disturbing number of weapons they give the local PDF that involve impaling the enemy with a barrage of rapidly launched spikes. (Sanguine).

[ ] Issua: Also called 'the Iron Planet', Issua is notable for it's red colored seas that are reminiscent of human blood - though it isn't actually blood. You checked, it's actually perfectly drinkable for the average person! The temperature here is bitterly cold and unsuitable for growing crops, so the population gets most of its nutrition by hunting the many monsters lurking within the red seas. (Sanguine).

[ ] Bluuved: A Feral World whose local tribes are locked in constant warfare against a strange species of humanoid Xenos, capable of interstellar travel without the usage of any kind of space-faring vessel. How the hell they manage that one is beyond you, and the flagrant disregard the feat shows of the laws of biology has given you a migraine. This has lead to a constant war, one that is shockingly primitive in scope - the Xenos in question appear to have stopped developing at pre-industrial levels of technology. (Sanguine).

[ ] Skaltland: A large planet of lush green forests, the inhabitants are tough and belligerent folk - being extremely prone to excessive swearing, and picking fights at the drop of the hat. And this is without the horrid shrieking caused by the 'bagpipes' that are their most popular musical instrument. (Fenris Region).

OOC: Thanks to the beta and to wakshazi for the proof of concept for the spoilers.
 
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8th Chapter Part 2
[X] Plan: Emperor's Landing.
- [X] Thousand Sons.
--[X] 1 Charge of Potent Geneseed.
-- [X] 1 Charge of Secondary Geneseed (Salamander).
--[X] 1 Charges of Potent Geneseed (Salamander).
--[X] 2 Charges of Adaptable Geneseed.
- [X] Emperor's Landing (Segmentum Solar).

Current Traits
-Anathema (Free due to Planet, Task, and Legion Combo): The psyker powers of this Legion are Anathema to the forces of Chaos, and destroy them with contemptuous ease. Few are those so blessed as to manifest such might, the very nature of the Emperor made manifest.
-Golden Scales (Mutation/Salamanders/Grimm Interrupt): Originally, this mutation would have caused a horrific transformation into a carnivorous, lizard like creature, but due to the quick intervention of the attending Genetor it's full impact has thankfully been blunted. Instead, when this mutation manifests the affected Marines gain patches of glittering golden scales on their skin, as well as a very strong resistance to fire and psychic attacks. You have a migraine.
-Radiance (Mutation/Thousand Sons/Emperor Interrupt): This mutation would give the Marines an aura of unease towards anyone they encounter, similar to a Blank. Instead, due to nothing less than the Emperor's own intervention, Librarians of this chapter radiate with a glorious light reminiscent of the Astronomicon itself - a visible mark of His favour.
-Crucible Thrones: {REDACTED}
-Purging Flame: The Pyromantic assaults from this Chapter's Librarians are exceptionally devastating to all those struck by it, especially Chaos and it's servants.
-Golden Dragons: Giant, golden scaled, winged firebreathing lizards native to Emperor's Landing. The very fact that Grimm allows his juniors to call them 'Dragons' is widely held as proof among the Genetor community that Grimm does not, in fact, hate fun.
-Blademasters: The Chapter's Marines have honed their skills with the blade, and are among the finest swordsmen in the Imperium.
-Temperature Resistance: The Marines of this Chapter are highly resistant to extreme temperatures, even by Space Marine standards.
-Civilian Empathy: Marines from this Chapter care deeply for the civilian population of their home planet, and all the Imperium's people.
-Powerful Psykers: Marines from this Chapter are particularly powerful psykers, and the ability appears more often among them.
-Fast Learners: Marines from this Chapter are fast learners in all fields of study, leading them to be skilled in a number of fields.

"I am sorry," You begin, frowning at the Tech Priest before you as you battle the immense migraine you are currently suffering after BOTH THE THOUSAND SONS AND SALAMANDERS GENE SEED STARTED TO MUTATE ON YOU AT THE SAME TIME WHY DID YOU THINK THIS WAS A GOOD IDEA - "But why, pray tell, am I the only one in the entirety of Mars that can repair the Prometheus Plasma Reactor? Plasma is my secondary specialty, and I was only ever the fourth best at it anyway - why not bother Archmagos Retirtomorah instead?"

"He died during the Schism, Lord."

You raise an eyebrow. "Archmagos Hazafamilee?"

"Died during the Scouring."

"Archmagos Crimson Tunic?"

"He was assassinated by the Alpha Legion a decade ago."

WHAT!? No! You actually got along with him!

... Blast. It seems the Mechanicus is down another relatively sane individual. Relatively being an important word - no one who reaches the rank of Archmagos is sane, case in point you - but still.

"So you mean to tell me," you say calmly, "that there is literally no one left other than me able to maintain a Prometheus Reactor?"

"Lord Cawl was mentioned, but... well, the Fabricator General and many other Archmagi said they'd rather see the reactor dismantled than let him touch it."

.... You know what, checks out. You'd actually agree with them, if you weren't UTTERLY LIVID.

"Fine." You growl. "But I want every single Tech Priest you can find that would be worthy of the secrets of the reactors sent to me when this is over. I have enough work as it is, and the fact that literally everyone other than me who can perform this sort of maintenance on some of our key infrastructure is dead with no successors having been appointed is a crime against the Omnissiah himself. Am I understood?"

"Y-y-yes, Lord Grimm!"

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

Expendables
1 Charge of More Terminators
2 Charges of Extra Training

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.

Normal Equipment Options
[ ] Extra Assault Packs: The Chapter has a great number of Assault Packs, letting them retain a greater number of Assault Marines in each Company.

[ ] Heavy Weaponry: The Chapter is well supplied with heavy weaponry, and can field a larger proportion of 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 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, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power.

[ ] 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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