The Long Founding (Warhammer 40k)

Voting is open
The Golden Sons
[X] Plan: The Golden Sons - Entrenchment Edition
-[X] Chapter Name: The Golden Sons.
-[X] Chapter Colours:
--[X] Most Astartes: Gold primary, Bright Red secondary.
--[X] Librarians: Add Royal Blue to their armour coloration, usually: Left Gauntlet, Both Pauldrons and Helmet.
--[X] Techmarines: Add Bright Green to their armour coloration, usually: Right Gauntlet, Both Pauldrons and Helmet.
-[X] Chapter Symbol: Golden Dragon, representation of their Homeworld.
-[X] Chapter Creed: "The People Are The Emperor's Hoard, Guard Them Well!".
--[X] Battle Cry: "Burn In Our Light Xeno/Mutant/Traitor/Daemon!".

Chapter Name: The Golden Sons
Chapter Symbol: Golden Dragon, representation of their Homeworld.
Colors:
Most Astartes: Gold primary, Bright Red secondary.
Librarians: Add Royal Blue to their armour coloration, usually: Left Gauntlet, Both Pauldrons and Helmet
Chapter Creed: "The People Are The Emperor's Hoard, Guard Them Well!".
Battle Cry: "Burn In Our Light, Xeno/Mutant/Traitor/Daemon!".

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.
-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.
-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.
-Entrenchment: The Chapter is better at erecting and maintaining fortifications than average.
-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.

Homeworld: Emperor's Landing is, beyond all others, a truly blessed world in the eyes of Emperor worshipers. In the daytime, the very air is illuminated with the Emperor's light, while at night the moon itself glows with a softer, yet still glorious golden radiance. Grassy plains dominate the majority of the terrain of Emperor's Landing, the dominant part of which is made up of the 'Emperor's Worshipper' species of tall grass, which seems ordinary during the day but is revealed to softly glow with the Emperor's light at night.

This golden radiance, which suffuses most of the world's native life, is a remnant of a mighty battle that occured here in the earliest days of the Great Crusade. Little historical record remains of what took place, but what is known is that a powerful foe emerged and challenged the Emperor, and proved a mighty enemy - leading to the Master of Mankind unleashing more of His might than He had ever been witnessed to use before. So much power was released that the world itself absorbed the light of the Anathema of Chaos, and it has shone there ever since. What became of the Emperor's foe, and what it was that it could stand against such awesome might, is now lost to time.

Other than humanity, the dominant species of Emperors Landing is the 'Golden Dragons', fire-breathing winged lizards of immense size armoured in golden scales that are harder than adamantium. More importantly, the fiery breath of these creatures is especially harmful to creatures of the Warp, and their scales are even more resistant to harm from psykers than they are to mundane forms of damage. They often prey on the much smaller (but still quite sizable) lizards that roam the grassy plains of the world, and have a deep rivalry with a burrowing subspecies of theirs that attacks from below instead of above, though actual conflict between the two is rare.

The people of this planet live a mostly nomadic life - Emperor's Landing itself has an oddly wide variety of nutritious foodstuff native to it, and so these nomadic bands have a much bigger population than most such tribes and a far superior quality of life to the average Imperial planet. Warfare does occasionally break out between different nomad bands, but it rarely if ever ever escalates to the point of one or the other being totally destroyed.

Gene-Seed: The gene-seed of the Golden Sons has three notable oddities. The first is that they appear to have absorbed a fragment of the Emperor's own power from the planet of Emperor's Landing itself, making them Anathema to Chaos just as He Himself is, albeit to a far lesser extent. The second is in the form of a minor aura of glowing light radiating from most Marines, especially their Librarians, though it does not seem to have any major effects alone. Finally, there is the fact that Marines hailing from the Chapter have a chance of growing patches of golden scales, similar to the dragons of their homeworld. Marines with this oddity are resistant to both extreme temperatures and even more so to Warpcraft than is average, even in a Chapter with an already impressively high resistance to such things.

The Crucible Thrones: The most important artifacts to the Golden Sons are the mysterious Crucible Thrones. These strange pieces of technology are no typical thrones used merely to display one's grandeur, but instead do something far more incredible - each Throne simulates a far more manageable variant of the stresses that operating a machine like the Golden Throne places on the body, and the most powerful one that stands at the heart of the Golden Sons fortress monastery is said to be capable of matching the stresses of the actual Golden Throne itself! No outsider seems to have any real information about why the Chapter uses these strange devices, but it is well known that the average psychic strength of the Chapter has been steadily increasing over time - as has the average size of its Marines.

Fortress Monastery: The Fortress Monastery of the Golden Sons is built entirely around the largest of the Crucible Thrones, and is said to possess enough surface to orbital firepower to destroy entire fleets. Not much is known about it's inner workings, beyond the fact that it possess an impressive Librarium and built in manufactorum, as the Golden Sons are notoriously resistant to allowing others to enter their abode.

Combat Doctrine: The Golden Sons maintain an extremely flexible combat doctrine, even for Space Marine standards. At times, they deploy a shocking amount of heavy vehicles - at others, they make usage of hit and run tactics, or unleashing their vast psyker powers upon the foe.

Organization: No one knows exactly how the Golden Sons are organized, or even the true size of the Chapter, only that they are very much not Codex compliant. A few facts have been discovered, however.
1: The Chapter is closely tied to the Adeptus Custodes, to the point that some few of the Emperor's Companions have even seen fit to join their ranks, acting alongside them on a full time basis. These venerable warriors obviously maintain a high position within the Chapter itself, though the exact nature of their duties when a part of the Chapter is unknown.
2: The Chapter Librarium is divided into several sub-organizations, due to the vastly increased percentage of psykers within the chapter compared to most, each specialising in a different application of their abilities.
3: It is unclear whether or not those Marines blessed with unusual physical size are given any notably higher rank, or merely part of a specialised unit.
4: The Golden Sons are only very rarely called upon by outsiders aside from the Custodes themselves, and even then they are often treated with a respect beyond that given to other Space Marines Chapters even by the most ardently anti-Space Marine Inquisitors.
5: The Chapter has a larger than normal number of Dreadnaughts serving among it's forces, who are somehow cognizant enough to hold active command positions - and this is not including the unique pattern of dreadnought known to be in the Chapter's possession.


The Watching Ring: The name of a vast network of defensive fortifications within and around the system Emperors Landing resides in. Among orbital fortifications, the Watching Ring is considered second only to the very best in the entire Imperium, and many traitor forces have been destroyed before even approaching the Golden Son's own home planet.

Notable Events of the Golden Sons
-During the War of the Beast, the Golden Sons, only freshly created and not even having arrived on their Homeworld, are deployed alongside the fearsome Archmagos Orkadan Grimm, the creator of their Chapter, some Martian Myrmidons whom had been assigned to be Grimm's bodyguard over his strenuous protests, and the Skittari of Forge World Sanctus, the Forge World that was to be responsible for constructing their equipment, to engage the Ork demigod's armies. These allied forces fought fiercely against the Ork hordes, and the newborn Chapter earned glory far beyond what any could have expected from a force so young.
-A Word Bearers assault on Emperor's Landing is brutally rebuffed, and the Chaos Space Marines are killed down to the very last.
-Two Major Daemonic Incursions are destroyed by the Golden Sons in separate incidents. Details of these incursions are sadly limited, due to heavy censure by the Inquisition - all that is certain is that the two assaults served different Chaos Gods, and that the Golden Sons flatly refused to allow the Inquisition to purge their citizens. Any attempt by the Inquisition to avenge this slight to their authority die when the Custodes bluntly inform the Holy Ordos that they can and will take the side of the Golden Sons on the matter.
-During the 8th Black Crusade, the Golden Sons ambushed and destroyed a small Black Legion fleet. Exact details regarding the composition of the fleet are unknown, but intelligence reports that Abbadon would kill several high ranking Chaos Lords for the mistakes that had allowed the destruction of the force to happen.
-A Dark Eldar raid on a world under the Golden Son's protection is foiled, and many of the Dark Eldar raiders wound up permanently killed by the sheer might of the Golden Son's psykers beyond the dread Homunculi's ability to resurrect. A retributive raid by several allied Cabals faired little better, and merely resulted in even more permanent Dark Eldar casualties. From that day forward, the Dark Eldar became extremely reluctant to attack any worlds confirmed to be under the Golden Son's protection, though the occasional raid does still happen… though if Inquisitiorial interrogation is to be trusted, being sent on these raids is less a typical realspace incursion and more a form of execution.
-A Combined assault by the Black Legion backed by a major Daemonic Incursion under an alliance of four Daemon Princes, one representing each of the Ruinous Powers, is thwarted by the forces of the Golden Sons, the Dread Host, and the Grey Knights. Details have been heavily redacted by the Inquisition, who once again were denied the authority to purge the Imperial Citizens who survived the terrible ordeal.

Unique Units
-Golden Dragons: A giant, flying, fire breathing lizard like species, the Golden Dragons are a true terror to behold. With scales near impervious to harm from sources both material and immaterial, as well as an arsenal of dangerous natural weapons, the Golden Dragons of Emperor's landing are one of the last things any foe of the Emperor wishes to see - especially since the smaller ones have been known to bond with powerful Space Marines of the Golden Sons, a strange type of connection that makes both combatants all the more dangerous. Elders of this species have even been said to be capable of battling Greater Daemons and handily achieving victory.
-Champion Pattern Heavy Dreadnoughts: A unique pattern of Dreadnaught said to include many technologies otherwise primarily used in the equipment of the Custodian Guard themselves. Regardless of whether this is true or not, the Champion can be said to be among the most powerful Space Marine Dreadnoughts ever created, even able to match and destroy a Leviathan Class Dreadnought without risk of harming the pilot. The defensive abilities of the Champion Pattern is not to be trifled with either, for the sheer durability of their armor and multiple redundant shield generators mean that the average Champion Pattern Dreadnaught will last a very long time before something brings it down… and all of this, without accounting for the fact that Champion Pattern Dreadnoughts allow their occupants to retain any psyker powers they may have had before entombment.
-Ancient Riders: Few things are worse than an Elder Golden Dragon or a Champion Pattern Dreadnought. A Champion Pattern Dreadnaught Bonded with and riding an Elder Golden Dragon is definitely one of those things.
-Radiant Riders: Ancient Riders, except the Champion Pattern Dreadnaught is an active psyker. There is little else to be said on the matter.
-Aegis Guard: More than a few Marines among the Golden Sons become much larger than average, reaching sizes that can only be described as 'small Dreadnought' by those that have encountered them. These Marines are known to wield physical might to match with their size, as well as always developing the Golden Scales - managing to ward them even better against the powers of the Warp. The Aegis Guard were originally a much smaller sub-group within the Golden Sons, but as the millenia have past Marines reaching the size needed to become one of these great warriors has become a more and more common occurrence.
-Golden Champions: Master Swordsmen with Librarian training, it is said the Golden Champions have found a way to use their own latent psyker powers to actually deflect enemy psyker abilities, even if they are far less powerful than the foe.
-Tech Wardens: Tech Marines that are charged with the maintenance of the Chapter's most esoteric technologies. When they have to take to the field, the Tech Wardens often employ powerful plasma weapons said to be capable of reducing even the likes of Necron vehicles into useless slag if allowed to hit.

Diplomacy
-Adeptus Custodes: The Golden Sons serve directly at the Custodes' behest, and among the institutions of the Imperium can be considered among the closest, if not the closest, to the Custodian Guard.
-Dread Host: Within the Custodians, the Dread Host are the ones who are most often deployed alongside the Golden Sons in numbers, partially due to the Host's focus on issues outside of Terra. Regardless when the Golden Sons are called to battle, it is often by the hands of the Dread Host.
-Inquisition: The Inquisition both respects and fears the Golden Sons, for they are the one Space Marine Chapter they have no authority over - something both the Golden Sons themselves and the Custodes have made very clear indeed. That said, the sheer power of the Golden Sons is hard to deny, and sometimes groups of Inquisitors have come together to request the Golden Sons aid, requests that select forces of the Golden Sons will, if given permission by the inscrutable upper ranks of the Chapter, usually accept.
-Sisters of Battle: The Sisters of Battle see the Golden Sons as some of the beings closest to the Emperor, and as such treat them with great respect. To even see them once is considered a small miracle by even the oldest of the sisters, and to have seen them on multiple times over a career is nothing less than a blessing by the Emperor Himself.
-Blood Ravens: The Blood Ravens have been gifted the Gilded Hammer, a powerful weapon of the Golden Sons that is said to banish any Daemon struck with it for five millenia, and on occasion flat out kill them permanently, though not with the same reliability as the Emperor's sword. Though this is the only relic they have ever seen fit to give the Blood Ravens, it is a gift so wondrous that the Blood Ravens treat it with nothing less than the utmost reverence.
-Eldar: The Eldar as a whole do all they can to avoid any contact with the Golden Sons. Though they may not have the same effect on the species that the Emperor Himself has had on the few occasions an Eldar has seen them, the sheer might of the Golden Sons is still more than enough to generate great fear among the Asuryani.
-Grey Knights: The Golden Sons are perhaps the only Space Marine Chapter within the Imperium, aside from maybe the Exorcists or Seraph Brotherhood, that come even close to having the same absolute incorruptibility as the Grey Knights. Between this and the fact that the average Golden Sons psyker is actually even stronger than his Grey Knight counterpart, albeit in exchange for Psyker abilities not being universal as they are for the Knights of Titan, the Grey Knights have come to consider the Golden Sons among their greatest allies in the war against Chaos.

Chapter Creations Result
+120 Reputation

Added New Training Option
More Champions: This Chapter has more Champions than most can claim.

OOC: Yay for the Beta.
 
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9th Chapter Prologue
You stare at the Vindicare Assassin standing before you, your expression one of vague annoyance. After the whole 'Beheading' business that followed the War of the Beast, the last thing you wanted was to even see a member of the Assassinorum, let alone have one actually organize a meeting with you... but, the Assassinorum is still trying to clean up the loyalists of the last Grand Master, so it is sadly something you've grown used to.

But first...

"So if I am to believe you..." You begin. "All assassins that stood in opposition to the Beheading have left Mars aside from yourself, am I correct?"

The Vindicare nods in confirmation. "That is true. I have come ask for your assistance in identifying any rogue agents who may remain -"

"Oh, good."

You wordlessly smash a vial of chemicals into the Callidus Assassin that had had the gall to be disguised as one of your apprentices since the start of the Beheading, causing her disguise to falter she writhed in agony on the ground of your laboratory. The other disguised Callidus Assassin moves to intercept, but you boredly break both of her arms and inject her with a sedative before she can do much of anything, the cocktail made with a chemical that incidentally also causes her disguise to falter.

You've been wanting to do that since the moment you first caught wind of Vangoritch's insanity.

"Wow." The Vindicare remarks, walking forward to look upon the two downed assassins. "You do fast work, no wonder the new Grandmaster asked me to seek you out."

Choose 1
[ ] 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.

[ ] Ork Hunters: As one may expect, the increased awareness of the Ork threat after the War of the Beast has led to quite a few new proposals crossing your desk recently.
Conditions: Create a Chapter specialized for fighting Orks.

[ ] 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 adaptation rate and capable of devouring other living things in order to rapidly add their biomass to a growing horde, has led to some... concern about what would occur if a similar event happened and wasn't caught as early. Thus, you have been tasked with creating a Chapter based on a homeworld that such a species would find supremely unpleasant to try and actually take, as a precautionary measure.
Goals: Base a chapter on a homeworld with the (Indebile) tag.

[ ] Rebellion Crushing: An odd number of rebellions have been spreading throughout the Imperium. Many among the Imperium's upper crust have backed a request for a Chapter dedicated to crushing these revolts, preferably before they escalate to a point where they are forced to commit ludicrous amounts of Guardsmen to take back a single willful planet instead of fighting actual threats.
Goal: Create a Chapter specialised in combating planetary rebellions.

[ ] 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.

[ ] 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 has made you, 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: 385
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 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, meaning more of their veterans can use the famed heavy assault suits. 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 specialized 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 caveat 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 indoors (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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9th Chapter Part 1
[X] Plan: Imperial Resources Sentinels-IRS for short.
-[X] Rebellion Crushing: An odd number of rebellions have been spreading throughout the Imperium. Many among the Imperium's upper crust have backed a request for a Chapter dedicated to crushing these revolts, preferably before they escalate to a point where they are forced to commit ludicrous amounts of Guardsmen to take back a single willful planet instead of fighting actual threats.
-[X] Potent Gene-Seed Charge: Some samples of a Legion'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. 2x.
-[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 specialized training before proper deployment. 5 Points. Burn 1 charge to get an extra training option. 2x.

You were wondering when you were going to have to take up an assignment like this. After all, incompetence on the scale you've seen over the years since the Heresy was bound to have ended up causing a rebellion or ten sooner or later.

So…… much…… incompetence.

Hmmmph. At least you haven't had to deal with the consequences of Cawl's idiocy lately. You do not miss the days when you had to have one of your bodies on constant standby for whatever disaster your peer caused this time, by the Omnissiah... Now then, where should you be telling your juniors to focus their preparations?

Expendables
1 Charges of Adaptive Gene-Seed.
2 Charges 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.

[ ] 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.

[ ] 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).

[ ] 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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9th Chapter Part 2
[X] IRS - Part 2 VA
- [X] Ultramarines
- [X] Atherena
-- [X] 1 Charge of Adaptive Gene-Seed
-- [X] 1 Charge of Potent Gene-Seed

Current Traits
-Restless Dreadnoughts (Planetary Mutation/Flaw?): The Dreadnoughts of this Chapter are restless, unable to enter the hibernative slumber such ancients usually do. Though this lack of sleep does not impair them, to your surprise, a lack of anything to do with their minds will eventually cause burnout, similarly to the cases that occur with the likes of the ancient Leviathan Pattern Dreadnought.
-Blessing of Wisdom: This Chapter's Librarians occasionally receive precognitive visions of actionable and shockingly accurate nature, though they do not have any control over when these visions are received.
-Venom of Stone: The venom of a strange snake like creature native to the planet of Atherena, this toxin is capable of transmuting any organic matter it impacts into solid stone. You suspect psychic nonsense is involved, but it clearly isn't outright Psyker powers - the snake doesn't even need to still be alive.
-Owls of Wisdom: This Chapter occasionally receives back up by enigmatic, owl-like entities. They aren't Daemons, but little else is known about them - they don't stick around.
-Ideology Spread: Occasionally, this Chapter will spread its own ideology to another world, instead of simply leaving once their duties are complete.
-Hatred of Word Bearers: This Chapter hates the Word Bearers and everything they stand for with a burning passion.
-Law Masters: The Space Marines of this Chapter are typically educated in the affairs of the law, both on a planetary level and in the vagaries of the Lex Imperialis.

You let out a pained sigh as one of your juniors sprints past with yet more of the paperwork needed to ensure the new Chapter won't have to deal with corrupt Governors using loopholes to escape punishment. This was not one of the requests you actually wanted to do, but even Mars's hand can be twisted with enough soft power - and, in turn, Mars can twist your hand. Still, the fact this request was even considered leaves you deeply annoyed.

Hopefully, you won't have to make another Chapter for the sole purpose of helping the wider Imperium deal with its own utter incompetence anytime soon. Although given how things have been going since the Primarchs all left on their various quests... Bah.

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

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

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.
 
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Silver Owls
[X] Plan: Warrior of the Mind V3
-[X]Name: The Silver Owls
--[X]Colors: Cyan and Silver
--[X]Symbol: A White Owl clutching a key upon a Cyan field.
--[X]Creed: The Eyes of Justice are Ever Vigilant
--[X]Warcry: Fiat Justitia! (Let Justice Be Done!)
-[X] 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.
-[X] Politics: This Chapter has grown adept at manipulating the surrounding political landscape. A sad necessity, in the increasingly politically driven Imperium.
-[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] Extra Thunderhawks: The Chapter has access to additional Thunderhawks, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power.


Name: The Silver Owls
Colors: Cyan and Silver
Symbol: A White Owl clutching a key upon a Cyan field.
Creed: The Eyes of Justice are Ever Vigilant
Warcry: Fiat Justitia! (Let Justice Be Done!)

Current Traits
-Restless Dreadnoughts (Planetary Mutation/Flaw?): The Dreadnoughts of this Chapter are restless, unable to enter the hibernative slumber such ancients usually do. Though this lack of sleep does not impair them, to your surprise, a lack of anything to do with their minds will eventually cause burnout, similarly to the cases that occur with the likes of the ancient Leviathan Pattern Dreadnought.
-Blessing of Wisdom: This Chapter's Librarians occasionally receive precognitive visions of actionable and shockingly accurate nature, though they do not have any control over when these visions are received.
-Venom of Stone: The venom of a strange snake like creature native to the planet of Atherena, this toxin is capable of transmuting any organic matter it impacts into solid stone. You suspect psychic nonsense is involved, but it clearly isn't outright Psyker powers - the snake doesn't even need to still be alive.
-Owls of Wisdom: This Chapter occasionally receives back up by enigmatic, owl-like entities. They aren't Daemons, but little else is known about them - they don't stick around.
-Ideology Spread: Occasionally, this Chapter will spread its own ideology to another world, instead of simply leaving once their duties are complete.
-Hatred of Word Bearers: This Chapter hates the Word Bearers and everything they stand for with a burning passion.
-Law Masters: The Space Marines of this Chapter are typically educated in the affairs of the law, both on a planetary level and in the vagaries of the Lex Imperialis.
-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.
-Politics: This Chapter has grown adept at manipulating the surrounding political landscape. A sad necessity, in the increasingly politically driven Imperium.
-Chaplains: The Chapter is blessed with more Chaplains than average among its numbers, and higher quality as well. Treachery and corruption will find it far harder to grow within their ranks.
-Extra Thunderhawks: The Chapter has access to additional Thunderhawks, of both Gunship, Transporter and Annihilator models, giving them superior heavy air power.

Culture of the Silver Owls

Homeworld: The Silver Owl's homeworld of Atherena is one of the rare Civilized Worlds - planets which have a large population and some form of internal industrial development, yet at the same time manage to avoid becoming the steadily growing list of humanitarian catastrophes that compose the average Hive World - to play home to a Space Marine Chapter. Among the planets of the Imperium, it is said that Atherena was the gold standard of a local planet successfully managing to work the Imperium's arrival to it's own advantage - managing to acquire protection from the wider body of humanity, while at the same time minimizing the need to contribute substantial resources as well as Imperial involvement in it's own affairs.

The people of Atherena are an introspective sort, with a wide variety of vocations practiced - among the more popular ones are law, philosophy, theology, and the arts. In many ways, Atherena has been considered something of a cultural, and to a lesser degree religious, hub within local Imperial Space, so much so that the planet is said to have been the home of a Saint of Wisdom and even hosts a Sister of Battle Order dedicated to said Saint.

The Restless: The Dreadnaughts of the Silver Owls Chapter are restless compared to the norm, unable to enter the hibernation state most Dreadnoughts spend their time maintaining and requiring far more mental stimulation than average in order to keep from burning themselves out. Most Dreadnaughts within the Chapter take up art, while others take to studying the Imperial Law so as to aid their younger Battle Brothers in the complex web of bureaucracy that comes with being a Chapter specialized towards opposing rebellions. Among those who pursue art, a few take to the art of sculpting, but painting is a far more common pastime. Dreadnaughts that take up painting often spend the majority of their time doing so - between their long lives, the freedom they have to wander on Atherena, and their surprising lack of any mental decay, they have quite a few things to paint.

The Saga of Paint: It is a long standing tradition that a Dreadnaught's first few paintings after their entombment be depictions of their own lives as Space Marines, and the great battles they have fought in before the injuries that left them within a Dreadnought's life support sarcophagus. These Sagas are kept within a large gallery within the Chapter Monastery, and are considered crucial parts of the Chapter's history even as the dreadnaughts that had painted them move on to the creation of newer and more varied paintings.

Organization: The SIlver Owls majorly depart from the Codex Astartes in only two regards. The first is that they make usage of full Marines as Scouts rather than their young initiates, most often using them as headhunters when Chaos Cults are suspected to have Chaos Marines or, even worse, Word Bearers supporting them. The second is that the Chapter has a larger than normal number of Chaplains, who are mostly on keeping their brothers safe from the intrusion of subversive elements. While more respected than average due to the famed accuracy of their visions, the Silver Owls Librarians tend to be a quite bunch, many of them actually seeming to prefer the presence of the Chapter's Dreadnaughts and mortal servants over their rank and file battle brothers.

The 24: A series of 24 Planets near the world Atherena that have all embraced the strange and arcane system of governance known as democracy. Though Atherena is the most famous, each of these planets follows a different form of democracy, each brought about by their own culture's different interpretations of the same core principles. Despite their differences, these 24 planets have been known to pool their collective influence when they have felt the need, and the rare democratic planets found elsewhere within the Imperium often look to the 24 for guidance, expanding their 'soft' influence beyond Segmentum Solar.

Fortress Monastery: The Fortress Monastery of the Silver Owls is a large and complex fortress that dominates an island surrounded by Atherena's most turbulent and dangerous sea. Within the Fortress Monastary are all of the standard facilities expected of the home of a Space Marine Chapter, though the Silver Owls have expanded theirs with several facilities not found in other such fortresses.
-The Recordium: The Recordium is filled with all of the Silver Owls notes and observations on a planet that they have visited in the past, kept safe and cataloged in case the Silver Owls are called to return to a planet for any reason. These notes usually include the local law, details of their culture and interpretation of the Imperial Creed, and any known events or difficulties in their past that could lead to rebellious sentiment if left unaddressed.
-The Legatorium: Here lies the Chapter's collection of the many, many, many different interpretations of the Imperial Law, constantly being updated and examined by both the Chapter's Tech-Marines as well as a portion of it's restless Dreadnaughts who make the study of law their vocation. Though the Lex Imperialis is so long and widespread a body as to make forming a single coherent form of it all but impossible, even the Arbites themselves respect the Legatorium as among the most complete and refined form of the Emperor's laws that can be found.
-The Dustorium: The place where the Chapter keeps writings on those laws they have confirmed as being obsolete or directly overwritten by newer laws in case they should somehow become relevant in future.
-The Ancients Gallery: The building that holds the many Sagas of Paint created by the Chapter's Dreadnaughts over the years. The original gallery itself was a single cylindrical structure, but over the years as more and older dreadnaughts came into being it has been since expanded into several such buildings connected by internal walkways. The vast collection of art within is open to visitors, and among the higher class of the Imperium, no visit to Atherena can be considered complete without beholding the beautiful works of it's protectors.
-General Gallery: A larger gallery that holds the art created by the remainder of the Chapter. Given that it holds the entirety of all artistic works created by those not bound to a Dreadnought, it frequently overflows, and due to the sheer need for space the Chapter has often had to sell off a portion of their many creations to private collectors through the usage of mortal intermediaries.

Notable Events of the Silver Owls
-The Silver Owls put an end to many, many, many rebellions over the course of their early career, quickly earning themselves a reputation for swift resolution and a relative lack of collateral damage for the situations they faced... and a reputation for shooting the Planetary Government and Local Nobility for incompetence. This has actually been considered a positive quality by many of the Imperial higher ups (for if the local leaders were so utterly unable to do their duties as to convince the Space Marines supposed to be preventing rebellions from overrunning them of the need for their deaths they probably deserved it), but it has meant that the Planetary Governors themselves fear the arrival of the Silver Owls more than any other Chapter. Because the Imperium considers a planet consistently contributing to the the Imperial Tithe among the most important measures of it's loyalty, the Silver Owls have more than once wound up supporting the rebels they were summoned to defeat upon discovering the government having been embezzling resources intended for the Imperium - not to mention the sordid list of other incompetencies and corruption they have faced over the millenia, and the few memorable occasions a heretical governor attempted to trick the Imperium's rebellion specialists into purging the loyalists attempting to stop them - a plot so deliciously ironic most heretics cannot resist, and one that has never, ever worked.
-In their battles with a vast array of Chaos Cults, the Silver Owls prove to be oddly efficient at tracking down and weeding the followers of the Dark Gods out from their hiding holes. More impressively, they've proven themselves as masters of peeling away the masks worn by cultists that would otherwise have managed to infiltrate prominent Imperial positions, destroying the heretic's information gathering and sabotage efforts.
-The SIlver Owl's role as the premier rebellion crushers comes to haunt them during the Age of Apostasy, as they find themselves increasingly under the watch of agents loyal to Vandire, and in turn are forced to enact far more… harsh penalties upon the populace, lest their refusal to do so be seen as a reason for the extermination of Atherena and the planets around it by the insane Ecclesiarch. This dark era continues on for many years until the rise of Sebastian Thor, when upon finally seeing the chance to free themselves from the tyrant the Silver Owls immediately defect to Sebastian Thor's forces and unleash great vengeance upon Vandire's forces.
-Consumed by shame over the atrocities they had wrought upon innocent people while Vandire had been the de-facto ruler of the Imperium, the SIlver Owls embark on a long and bloody crusade to root out any and all of the former Ecclesiarch's influence from the Imperium. This process would take a great many years, but would redeem the Chapter in the eyes of many of those whom eyed them with suspicion and disgust due to their actions in the Age of Apostasy. Despite this, there are to this day organisations and even entire worlds which continue to remember the Silver Owls as pitiless, mindless murderers, who only prevent rebellion by killing so many there are none left to rebel. The Silver Owls have a standing policy of refusing any and all summons to such worlds, lest their presence merely make matters worse.
-The Silver Owls eliminate a vast number of the early Genestealer Cults, and through the data they gathered, become one of the first Imperial factions to realise the true depth of the connection between Genestealer Cults and Hive Fleets. Their rapid reaction to their discovery and immediate move to disseminate the knowledge would be credited with saving many worlds from the Tyranid menace.
-One of the greatest threats to the Cadian Gate is halted when the Silver Owls single handedly crush a massive cult uprising that had threatened to take over a planet key to keeping the fortress world properly supplied.
-The Tyranid Hive Fleet {REDACTED} is unintentionally diverted into a set of Chaos Corrupted worlds due to the Silver Owls purging the entirety of the Genestealer presence within the region of space that Hive Fleet {REDACTED} had originally been poised to assail, sending the Tyranids completely off course.

Unique Units
-Wise Owls: Enigmatic owl like creatures that often support the Silver Owls on the battlefield. The wise owls are incorruptible, and are masters at finding hidden cultists, Genestealer and Chaos alike. Oddly enough, they seem to disappear entirely when killed, and leave no corpse behind - considering the Grey Knights themselves have confirmed they are not daemons, what exactly they are and where they come from is a mystery.

Diplomacy
-Sisters of Battle: The SIlver Owls and Sisters of Battle have... complicated relations with one another. Those Orders of the Sister of Battle whom remember the Order Militants… less-than-stellar origins actually tend to find a form of kinship with the Silver Owls, sharing their burden of guilt for the crimes they committed at Vandire's behest,. However, those who do not recall the history of the Brides of the Emperor tend to have extremely bad relations with the Silver Owls, who themselves tend to be reminded of the Age of Apostasy when dealing with exceptionally difficult Sisters of Battle.
-Space Marines: While the exact relation, as with many things, varies between Chapters, the Silver Owls are widely considered by their fellow Marines to be a cold and bitter lot. Though they have proven themselves to not have the callousness of the likes of the Iron Hands or the Marines Malevolent, and as such avoid the outright hatred of Chapters like the Salamanders, the displeasure the Silver Owls have with their status as the de-facto rebellion crushers among Space Marines is all too apparent to other Chapters.
-Adaptus Arbites: To a member of the Arbites, the presence of the Silver Owls is the ultimate failure state. This is a bad thing for the standard officer on the ground, but at the same time many higher ups within the organization consider the potential for death at the hands of the Silver Owls a fitting punishment for incompetence. Those Arbites who work with the Silver Owls often find them surprisingly competent and reasonable allies, albeit ones that are known to immediately shoot Arbites on the spot if they catch one using 'guilty of wasting my time' or similarly nonsensical charges as a reason to continue harassing someone. In the eyes of the SIlver Owls, such things are at best an excuse given by the incompetent to continue being incompetent, something utterly intolerable among the enforcers of the Emperor's laws.
-Imperial Guard: The SIlver Owls and Imperial Guard fight alongside each other most often when a given planet's rebels are either Genestealer cultists or have direct backing from Chaos, and because of this the Silver Owls tend to deeply appreciated for the assistance they offer on the battlefield.

Results
+20 Reputation

Added New Training Option
Law: This chapter has a greater understanding of the Imperiums laws and regulations.

OOC: Once again thanks to the beta.
 
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10th Chapter Prologue
FINALLY!

At last, that infernal request is over. And if Mars never bends like that for political convenience ever again it will be too soon!

… Mars will probably bend like that for political convenience again sometime in the future.

Bah. You hate Imperial politics. It somehow manages to be worse than Great Crusade politics, and that is an impressive feat in and of itself.

Choose 1
[ ] 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.

[ ] Ork Hunters: As one may expect, the increased awareness of the Ork threat after the War of the Beast has led to quite a few new proposals crossing your desk recently.
Conditions: Create a Chapter specialized for fighting Orks.

[ ] 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.
Goals: Create a Chapter skilled in not killing specified targets.

[ ] Inedibility: A recent battle against a hive minded species, with a rapid adaptation rate and capable of devouring other living things in order to rapidly add their biomass to a growing horde, has led to some... concern about what would occur if a similar event happened and wasn't caught as early. Thus, you have been tasked with creating a Chapter based on a homeworld that such a species would find supremely unpleasant to try and actually take, as a precautionary measure.
Goals: Base a Chapter on a homeworld with the (Indebile) tag.

[ ] 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. Troll Guiliman.

[ ] 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 has made you, that actually is a good project name for a suggestion about a Chapter for fighting Slaanesh.
Goals: Create a Chapter specialized for fighting Slaanesh.

[ ] Breadbasket: Word has reached the High Lords of a plot to invade one of the Imperium's major food producing regions. Should such a domain fall, entire planets could face lethal famines. Understandably, they want to make sure that a full Chapter of Space Marine is around to protect at least one of these vital regions, as proof against further such attacks.
Goals: Create a chapter world with a (Agri-World Dense Region) Tag.

[ ] Reinforcing Obscurus: An increase in threats in Segmentum Obscurus has led to many within the Imperium pushing for additional Space Marines within the region. A contribution by you would go a long way towards assuaging their fears.
Goals: Create a chapter on a world with the (Segmentum Obscurus) tag.

[ ] Escorts: While not ordinarily of such import, occasionally the merchant vessels of the Imperium are employed for official matters. A Space Marine Chapter built to protect these humble yet vital ships could go a long way.
Goals: Create a Chapter specialized in ship escort.

[ ] ???: A group of Inquisitors have given you an… extremely eclectic list of planets they'd like you to put Chapters on. You don't know what they're up to, and given the Inquisition is involved you quite frankly don't want to know.
Goals: Create a Chapter on a planet with the (Hybridis Approved) tag.

[ ] Cover up: The Inquisition has found that their handful of 'reliable' Space Marine Chapters, while excellent for most needs, are wasted on helping to enforce coverups regarding memetic hazards. They want one specialized towards such goals instead. You can see some logic there - bloody Chaos - but whether it's worth it is up to you.
Goals: The next Space Marine Chapter will be called upon by Inquisitors with a knack towards covering up the truth.

[ ] Investigation: Some among the Inquisition, who have dedicated themselves to seeking out long forgotten truths, have found themselves stymied in their search by powerful military forces - the kind you'd need Space Marines to overcome. With how much humanity has lost over these dark millenia, the potential advantages are obvious. It's merely a question of if they need Space Marines more than any of the other matters brought before you... Wait a minute, didn't you just get a request about-
.... You have concerns.
Goals: The next Space Marine Chapter will be called upon by Inquisitors with a knack towards seeking out the truth.

Reputation: 405
Points: 60

Unlocks
Unlocks

[ ] 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 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, meaning more of their veterans can use the famed heavy assault suits. 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 specialized 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 caveat 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 indoors (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.

OOC: Thanks to the beta.
 
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10th Chapter Part 1
[X] Plan: Preparations and some savings.
-[X] 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.
-[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] 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 specialized training before proper deployment. 5 Points. Burn 1 charge to get an extra training option. 2x.

Ah yes, Murphius. You remember Murphius. Very radical, even by your own pre Heresy standards, but at the same time very politically powerful by Forge World standards. They've always had an obsession with Bolt technology - admittedly, Bolters in all their forms are brilliant creations and the fact you can't make enough of them is something all true worshippers of the Machine God lament, but Murphius takes it to entirely different levels. They never stop tinkering and modifying the various Bolter Patterns they've recovered, always searching for ways to improve them just that much further. It certainly does provide some wondrously made arms - even Mars struggles to match the finer examples of Murpdhius Pattern weapons - but it also results in some... less than acceptable designs exiting their forges on occasion.

It would be wise that you keep that propensity for extremely variable quality in mind, when looking into the other factors your next work will have to deal with.

…. This poor Chapter.

Current Traits
-Randomized Bolter Quality: The bolters of this chapter tend to be of a highly variable quality - some being among the best ever produced, while others... are only good as a physical bludgeon to hit the enemy with.

Expendables
2 Charges of Adaptive Gene-Seed.
1 Charges 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 Betcher's 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 Legionnaires 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.

Homeworld (Choose 1)

[ ] 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. You'd try to get I and III to stop wasting time killing each other, but that would require you to know what the problem even is. Bah.

[ ] 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.

[ ] Kornan II: A World that has the unfortunate fate of being a 'gathering spot' of several Knight Houses… especially given said Knight Houses have a habit of hunting the locals of this jungle moon for sport at these gatherings. You wonder if they'll keep slaughtering the citizens they're meant to protect once their are Astartes guarding this world, blasted scum...

[ ] 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 against 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).

[ ] 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. The locals on this planet are semi-civilized, and spend most of their time fighting the uncountable horrors emerging 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 its 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 its 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).

[ ] 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 world 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 long 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).

[ ] Dugronk: A Feudal World located near Skaltland, and with a very similar culture overall, the land of Dugronk is mostly swamp interspersed with medieval castles. Of note, several remarkably intelligent but somewhat surly Ogryn tribes call this planet home. You wonder if you could take a look at them, you have been hoping to find a way to repair the genetic damage that leaves most Ogryn so simple minded... Bah, no time. (Fenris Region).

[ ] Iruka IV: A planet split between twin cultures of Samurai and Ninja, the people of Iruka IV have known nothing but conflict for the vast majority of their lives, with both open war and mass assassination campaigns being a frequent occurrence. (Fenris Region).
 
10th Chapter Part 2
[X] Plan: Marksmen of Iron
-[X] The Iron Hands.
-[X] 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. You'd try to get I and III to stop wasting time killing each other, but that would require you to know what the problem even is. Bah.
-[X] 1 Charges of Potent Gene-Seed.
-[X] 2 Charges of Adaptive Gene-Seed.

In the end, you decide on the planet of Yuruld II as the homeworld of the new Chapter. It is quite blatantly clear that this Chapter will have to deal with your fellow worshippers of the Machine at their most stupid, given the connection to Murphius of all Forge Worlds. Thus, it would be best that these Marines learn how to circumnavigate said stupidity as early and skillfully as possible, lest they end up entangled in politics that they are not able to handle.

Well, at least this way Murphius will be willing to go to bat to keep Yuruld I and Yuruld III from wiping out Yuruld II's inhabitants. For all it's many faults, Murphius will go to great lengths to protect an investment and ally, and are more than strong enough to take on both of the in-system Forge Worlds at once if they feel the need. It hopefully won't be needed, but they certainly won't be lacking in terms of a stick.

On the matter of the Iron Hands successors themselves, you seem to have managed to prevent them being too obsessive regarding the weakness of the flesh, your own example in how the flesh's weaknesses can be overcome without ridding oneself of it apparently going a long way. However, you remain concerned about their mental condition - your subjects are a private bunch, all Space Marines are, but the few you've managed to get more than stubborn platititudes out of have spoken of how it feels like there's a hole deep within them where they know their Primarch should be, a gaping emptiness that eats at them constantly. It reminds you of how the Ninth Legion felt when Sanguinius died, though mercifully Lord Ferrus didn't cause anything like the Black Rage. Unfortunately, you are not a psychologist - though you are a scholar of the brain's physical function, healing a scarred psyche is beyond your knowledge. You'll simply have to hope they can manage their condition without you.

Current Traits
-Randomized Bolter Quality: The bolters of this chapter tend to be of a highly variable quality - some being among the best ever produced, while others... are only good as a physical bludgeon to hit the enemy with.
-Bargaining: This Chapter believes that Ferrus Manus's death at the hands has left a hole within the hearts of his gene-lineage, one that desperately needs to be filled. They will constantly seek out a way to fill it, though they will stop short of outright Heresy.
-Adaptive (Without Flesh is Weak only): Marines from this Chapter are highly adaptive, and able to make due with whatever they have on hand even in rather dire situations.
-Machine Empathy: Marines from this Chapter have a natural empathy with machines, both increasing the performance of its general equipment and the combat ability of it's Techmarines due to happy and cooperative Machine Spirits.
-Vehicle Slayers: Marines from this Chapter excel in anti-vehicle tactics, and rarely deploy without anti armour weapons to hand.
-Cyborg Slayers: Marines from this Chapter are masters at destroying cybernetically enhanced foes.

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

Expendables
2 Charges of Extra Trainers
1 Charge of More Terminators

Normal Training Options
[ ] Scout Training: The Chapter's Marines are given more advanced training in the art of scouting, and as a result more of its Marines remain as dedicated scouts - even after being promoted from the rank of Scout Marine proper. They afford greater reconnaissance and intelligence gathering abilities, as well as improved capacity for stealth warfare.

[ ] Librarians: The Chapter's Librarians are particularly well trained, and have far greater resistance to the temptations of the warp. They are far less likely to fall to Perils of the Warp, and offer more potent psychic support.

[ ] Entrenchment: The Chapter is better at erecting and maintaining fortifications than average.

[ ] Blademasters: The Chapter's Marines have honed their skills with the blade, and are among the finest swordsmen in the Imperium.

[ ] Deepstrikes: More so than even other Space Marines, this Chapter has gained a mastery of the orbital strikes Adeptus Astartes are famous for.

[ ] Marksmen: Even among Space Marines, the marksmanship of the Chapter is top of the line.

[ ] Spear Training: The Chapter is especially well trained in the use of spear and javelin like weapons, this does not cover staves or polearms however.

[ ] Chaplains: The Chapter is blessed with more Chaplains than average among its numbers, and higher quality as well. Treachery and corruption will find it far harder to grow within their ranks.

[ ] Apothecaries: This Chapter has extra Apothecaries among its ranks, greatly improving the health of the Chapter overall and raising the odds of Marines surviving severe injuries.

[ ] Techmarines: This Chapter has more Techmarines in its ranks than normal, improving the quality of their equipment and allowing them to create a greater quantity of advanced wargear.

[ ] Boarding Specialists: The Chapter's Marines are truly masters at boarding voidcraft - even by Space Marine standards.

[ ] Counterintelligence Training: The Chapter is proficient in the art of detecting and thwarting enemy infiltration attempts.

[ ] Artillery Masters: The Chapter are masters at employing artillery in times of war, both on offense and defense.

[ ] Politics: This Chapter has grown adept at manipulating the surrounding political landscape. A sad necessity, in the increasingly politically driven Imperium.

[ ] Terminator Training: The Marines of this Chapter are supremely skilled in using the legendary Tactical Dreadnought Armour, more commonly known as Terminator Armor.

[ ] Space Hulk Operations: Through extensive practice, the Marines of this Chapter are masters at fighting in the unique conditions of Space Hulks.

[ ] Elite Assault Marines: The Assault Marines of this Chapter are a cut above the average, quite literally. Their greater skill offers enhanced fast assault and close quarters ability to the Chapter as a whole.

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

[ ] Law: This chapter has a greater understanding of the Imperiums laws and regulations.

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.
 
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Astral Gears
[X] Plan Iron Memories
-[X] Chapter Name: Astral Gears
-[X] Chapter Colors: Bronze with black trim
--[X] When a Marine becomes a veteran, they paint both of their gauntlets Silver to remember the Primarch Ferrus Manus.
--[X] Instead of painting their Armor red techmarines have all iron-colored Armor with sliver gauntlets, black trim and bronze helmets and pauldrons.
--[X] Chapter Master has silver gauntlets and golden helmet.
-[X] Chapter Symbol: Golden Gear engulfed in rainbow flames
-[X] Chapter Creed: We Remember His (Ferrus Manus) Will
---[X] Battle cry: Remember the Gorgon!! For we are his Vengeance!!
-[X] Marksmen: Even among Space Marines, the marksmanship of the Chapter is top of the line.
-[X] 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.
-[X] Politics: This Chapter has grown adept at manipulating the surrounding political landscape. A sad necessity, in the increasingly politically driven Imperium.
-[X] Specialist Ammo: The Chapter has a ready source of specialized bolter rounds, letting them bring the best possible ammunition for any engagement.


Chapter Name: Astral Gears
Chapter Colors: Bronze with black trim
-When a Marine becomes a veteran, they paint both of their gauntlets Silver in remembrance of Ferrus Manus.
-Instead of painting their armor red, Techmarines have iron-colored armor with sliver gauntlets, black trim and bronze helmets and pauldrons.
-Chapter Master has silver gauntlets and golden helmet.
Chapter Symbol: Golden Gear engulfed in rainbow flames
Chapter Creed: We Remember His Will
Battle Cry: Remember the Gorgon!! For we are his Vengeance!!

Current Traits
-Randomized Bolter Quality: The bolters of this chapter tend to be of a highly variable quality - some being among the best ever produced, while others... are only good as a physical bludgeon to hit the enemy with.
-Bargaining: This Chapter believes that Ferrus Manus's death at the hands has left a hole within the hearts of his gene-lineage, one that desperately needs to be filled. They will constantly seek out a way to fill it, though they will stop short of outright Heresy.
-Adaptive (Without Flesh is Weak only): Marines from this Chapter are highly adaptive, and able to make due with whatever they have on hand even in rather dire situations.
-Machine Empathy: Marines from this Chapter have a natural empathy with machines, both increasing the performance of its general equipment and the combat ability of it's Techmarines due to happy and cooperative Machine Spirits.
-Vehicle Slayers: Marines from this Chapter excel in anti-vehicle tactics, and rarely deploy without anti armour weapons to hand.
-Cyborg Slayers: Marines from this Chapter are masters at destroying cybernetically enhanced foes.
-Marksmen: Even among Space Marines, the marksmanship of the Chapter is top of the line.
-Techmarines: This Chapter has more Techmarines in its ranks than normal, improving the quality of their equipment and allowing them to create a greater quantity of advanced wargear.
-Politics: This Chapter has grown adept at manipulating the surrounding political landscape. A sad necessity, in the increasingly politically driven Imperium.
- Specialist Ammo: The Chapter has a ready source of specialized bolter rounds, letting them bring the best possible ammunition for any engagement.

Culture of the Astral Gears
Homeworld: Yuruld II is best described as a blasted wasteland, the only upside being that the atmosphere is paradoxically still breathable in spite of the eternal warfare between its two Forgeworld neighbors. Aside from a small handful of locations, primarily the Astral Gear's own fortress monastery, the entire planet is covered in titanic, continent spanning trench networks - some of which have been widened to the point that several vehicles could safely drive within them abreast.

Scattered in and about these massive trenches are veritable forests of unexploded munitions and active mine fields, some of which make usage of arcane technologies only known to the Adeptus Mechanicus - rendering their payloads even more threatening than that of the 'ordinary' explosives left about battlefields in the wake of the Imperium's war machine.

Murderous packs of up to tens of thousands of battle servitors are also known to patrol these wastelands, released by one or the other of the two battling Forgeworlds in a petty attempt to 'distract' their rivals forces. The fact said servitors do not distinguish the civilian inhabitants from their enemies is not a consideration.

Even the weather on the planet occasionally turns deadly, as the very real risk of airborne deployed chemical weapons proves a constant danger, with some clouds becoming so highly concentrated that it actually rains all manners of lethal concoction in some areas.

Within this blasted wasteland ,the many tribes of scavengers that make up the Astral Gear's recruiting pool wander from place to place, looking for scavengeable material both for their own survival and, occasionally, to return to one or the other of the warring factions in return for either supplies or weapons for self defense against the many artificial horrors casually released by the two feuding Forgeworlds over the years.

Fortress Monastery: The Fortress Monastery of the Astral Gears is notable for an impressive amount of heavy and extremely long ranged weapons emplacements, mostly used for the purpose of making sure that the armies of the two Forgeworlds feuding over Yuruld II remember to keep their distance. Incidentally, because of this, the area around the Astral Gear's monastery has become the home of the only permanent settlement on the entire planet, with the rest of it mostly consisting of makeshift camps and Skittarii military bases.

Organization: While the Astral Gears are mostly Codex compliant, they have been noted to possess a Scout Company of much larger size than the average. This is due to the Chapter's past difficulties in recovering from major casualty events, leaving them wary of allowing their supply of potential replacement forces falling too low.

The Mandated Secondary: Due to the... varied nature of the quality of Murphius's Bolters, every battle brother and scout within the Astral Gears is mandated to hold and maintain a ranged weapon of roughly equivalent purpose to the standard bolter in the event their weapon proves inefficient. Autoguns and lasweapon scaled up for Space Marine are the most common choices, but some Marines have managed to acquire more esoteric or powerful weapons over the years.

The Cleaners of the Rusted Wound: The Astral Gears believe that when Ferrus Manus was slain, he left a massive spiritual void within the Iron Hands and all their successor Chapters, and that so long as this terrible sense of emptiness persists, the sons of Manus will forever be cursed with a madness that will eventually lead to their destruction - or even worse, to Chaos. However, beliefs on the best way to fix this void tend to very wildly even within the Chapter, with a selection of the more common schools of thought recorded below.
-Techmarines: Within the Chapter, the Techmarines are the most vocally pro-civilian of the Astral Gears. They believe that the Omnissiah created the Space Marines to protect humanity first and foremost, and that by focusing solely on the destruction of the enemy, the Iron Hands and their fellow successor Chapters rejected their true purpose. Like the rest of the Chapter, they feel that Ferrus Manus's loss created a deep wound in the Chapter's soul, but the common faith of the Techmarines is that it would heal on its own, if only the Sons of Manus would do as the Omnissiah had intended.
-Librarians: The Librarians, on the other hand, believe that Ferrus Manus had hated his augments, and consider the Void to be a result of his Warp spirit becoming restless over his children's insistence on self mutilation. Due to this, the Astral Gears Librarians are noted to despise having to work with the Iron Hands or their fellow successor Chapters, whom they see as dooming all of them with their obsession of replacing themselves with machinery.
-The Rest: The position of the humble Astral Gear is usually somewhat similar to that of the Librarians, though instead of despising their brothers they instead hold the belief that the best way to heal their Primarch's spirit is by bringing glory on the battlefield, so he may rest knowing they are strong enough to fight on without him.

Notable Events of the Astral Gears
-A large WAAAAAGH dominated by the Deathskullz was intercepted and crushed by the Astral Gears, who proved remarkably adept at dismantling the ramshackle weapons of the Orks. After the fact, the Astral Gears proved... remarkably eager to melt down the remains of the Ork's equipment, repurposing the raw materials for other uses.
-A catastrophic encounter with the Necrons, and the resulting destruction of 3 Companies, leaves the Astral Gears reeling, forcing the Chapter into a long and painful recovery period.
-Despite the slow recovery, the Astral Gears find themselves embroiled in a savage war with the Dark Mechanicus. During the fighting, it is known that several legions of Daemon Engines were destroyed by the Astral Gears, and that the entire military arm of three of the eight Dark Forge Worlds that took part in the campaign were slain to the last.
-In what has been described by members of the Iron Hands that were present as "A repeat of Isstvan V", the Astral Gears are almost wiped out by the Iron Warriors after two fellow Iron Hands successor Chapters reveal themselves as traitors. The encirclement was thankfully broken when several other loyalist successor Chapters broke the siege, but the damage between the Astral Gears and the rest of the Tenth Legion had been done. Fortunately, the Astral Gear's expertise in survival had meant that a full two companies had managed to remain at half strength, though most of the others were reduced to a single squad. It would be many, many, many years before the Astral Gears would return to their former glory.
-Shortly after their rebuilding period, the Astral Gears would end up battling the Necrons again. The exact nature of the battle is unknown, as the Astral Gears do not speak of the topic. Rumors that the Necron Overlord was so amazed at the Astral Gear's tenacity after a full millenia of fighting that they willingly left the battlefield with their remaining forces out of respect for his foe's courage have been suppressed by the Inquisition as Pro-Xenos propaganda.
-The Astral Gears would at last attain vengeance on the Iron Warriors, on the eve of the latter's victory over a full two companies of the Imperial Fists. While not all details are known, it is confirmed that during the battle a traitor Titan was destroyed in such a way that it's corpse fell upon and crushed the Chaos Warlord to death, as well as seeing the literal undermining of an entire Iron Warriors fortress - causing the massive citadel to the Dark Gods to fall into an active volcano as the earth around it crushed the structure at the same time.
-Several Forge Worlds rebel against the wider Mechanicus. Due to the Astral Gear's intervention, these rebellions are swifty crushed, and all evidence that they had ever occurred is stricken from the records.

Unique Units
-Scavenger Veterans: Astral Gears that have seen many battlefields and acquired a wide variety of weapons, it is said that no matter what foe they face, a Scavenger Veteran always has at least one weapon on hand that is particularly devastating against it.
-Scavangturs: Cybernetically enhanced humans gifted with reflexes that are actually slightly faster than those of Space Marines and giving them vastly enhanced sensory organs, the Scavangtur's main role is in infiltration, sabotage, and even scouting duties. Notably, the Scavangturs are not actually created by the Astral Gears themselves - they are simply a class of cyborg native to the Astral Gear's home planet.
-Risen Russ: Ancient Leman Russ tanks that have been scavenged from the battlefield and equipped with a Mechanicus approved refit package, the Risen Russ is somewhat more powerful than it's standard counterpart and is crewed by professionals from the Astral Gear's wartorn home planet.

Diplomatic Relations
-Marines Malevolent: The Astral Gears hate the Marines Malevolent, for two reasons. The first is... well, the reason everyone hates the Marines Malevolent - their callous disregard for civilian lives. However, the Astral Gears also have a more practical reason for their rivalry, as the Marines Malevolent are a direct competitor in the field of post battle scavenging. On more than one instance, this has led to the two Chapters coming to the edge of direct combat in the aftermath of a battle.
-Blood Ravens: The Blood Ravens and the Astral Gears have an odd respect for each other, and often exchange powerful weapons and relics to each other in the aftermath of particularly devastating battles.
-Salamanders: The Astral Gears have an odd friendship with the Salamanders, and after one particularly long campaign fighting alongside each other, many Astral Gears have taken up forging as a hobby of sorts.
-Iron Hands: Outside of the Librarians, who are known to hold outright contempt for the Iron Hands, the Astral Gears have a cold relationship with their parent Chapter. The betrayal during the Broken Gear incident has only reinforced the idea that the Iron Hand's practices are a sign of built in mental instability, leading to a cultural tendency to ignore their brothers. Unlike the norm among Space Marine disagreements, the Iron Hands, though they find it extremely misguided, fully understand their younger brother's decisions.
-Adeptus Mechanicus: The Astral Gears have proven themselves masters at both keeping the many factions with the Mechanicus pleased and making sure that those same factions have practical reason to want to keep them around.
-Imperial Guard: Oddly enough, the average Imperial Guard regiment seems to find the Astral Gear's habitual scavenging and occasional annoyance at unreliable equipment to be either amusing or even deeply relatable, depending on the regiment in question.
-Other Space Marines: The average Space Marine Chapter finds the Astral Gears to be extremely strange at the best of times, likely due to the Chapter's habit of scavenging and predisposition to strange tactics.

Chapter Relics
-Wasteland King: An unknown dreadnought of strange make and with several instances of advanced DAOT technological innovations built into it, the Wasteland King is not so much held by the Astral Gears as much as it simply appears to help them in times of need. This aid is very much appreciated, as the Wasteland King has been shown to possess the firepower, speed, durability, and skill to take on entire armies and have reasonable chance of emerging victorious if given enough time. Strangely, despite being apparently destroyed many times by assaults up to and including a direct hit from a traitor Titan, it always emerges once more at a later time, seemingly no worse for wear. In modern times, many within and without the Astral Gears consider the appearance of the Wasteland King to be a direct intervention of the Emperor.
-Mercy: A unique power axe in the possession of the Astral Gears, said to bring immediate death to any cybernetic being it strikes.
-Pandium Bolters: A series of unique bolters held by the Astral Gears, each possessing different capabilities - including one that has a form of cloaking technology built into it. Why exactly the magos responsible thought it was a good idea to make a bolter that turns invisible without doing the same to the Space Marine using it is anyone's guess. Rumors that another Marine Chapter has had a similar experience, but with dreadnaughts and the coffins placed into them instead, are thus far denied by the Administratum.

+20 Reputation

No new training.

OOC: Thanks to the beta.
 
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11th Chapter Prologue
You narrow your eyes in rage as you look over the report.

A Third Black Crusade.

Of course,after everything that's struck the Imperium these past centuries, the Despoiler would already be plotting YET ANOTHER BLACK CRUSADE.

Hmmmphh… at the very least, you should be able to finish another two or so Chapters before it hits, at least with how unusually efficiently things are working recently (Which is likely a bad sign in its own right).

Still worrying though, especially with the current decline of the Imperium.


Choose 1
[ ] 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.

[ ] Ork Hunters: As one may expect, the increased awareness of the Ork threat after the War of the Beast has led to quite a few new proposals crossing your desk recently.
Conditions: Create a Chapter specialized for fighting Orks.

[ ] 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.
Goals: Create a Chapter skilled in not killing specified targets.

[ ] Inedibility: A recent battle against a hive minded species, with a rapid adaptation rate and capable of devouring other living things in order to rapidly add their biomass to a growing horde, has led to some... concern about what would occur if a similar event happened and wasn't caught as early. Thus, you have been tasked with creating a Chapter based on a homeworld that such a species would find supremely unpleasant to try and actually take, as a precautionary measure.
Goals: Base a Chapter on a homeworld with the (Indebile) tag.

[ ] Testing, Testing 1,2: The Forge World of Murphius has returned, and they're just as utterly insane as it was with the last request you were handed. This time, those lunatics have been experimenting with 'rediscovered' chainswords. You really wish you could disavow all involvement with whatever idiocy is about to ensue.
Condition: The next Chapter gets the Randomized Chainsword 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. Troll Guiliman.

[ ] 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 has made you, that actually is a good project name for a suggestion about a Chapter for fighting Slaanesh.
Goals: Create a Chapter specialized for fighting Slaanesh.

[ ] Breadbasket: Word has reached the High Lords of a plot to invade one of the Imperium's major food producing regions. Should such a domain fall, entire planets could face lethal famines. Understandably, they want to make sure that a full Chapter of Space Marine is around to protect at least one of these vital regions, as proof against further such attacks.
Goals: Create a chapter world with a (Agri-World Dense Region) Tag.

[ ] Reinforcing Obscurus: An increase in threats in Segmentum Obscurus has led to many within the Imperium pushing for additional Space Marines within the region. A contribution by you would go a long way towards assuaging their fears.
Goals: Create a chapter on a world with the (Segmentum Obscurus) tag.

[ ] Escorts: While not ordinarily of such import, occasionally the merchant vessels of the Imperium are employed for official matters. A Space Marine Chapter built to protect these humble yet vital ships could go a long way.
Goals: Create a Chapter specialized in ship escort.

[ ] ???: A group of Inquisitors have given you an… extremely eclectic list of planets they'd like you to put Chapters on. You don't know what they're up to, and given the Inquisition is involved you quite frankly don't want to know.
Goals: Create a Chapter on a planet with the (Hybridis Approved) tag.

[ ] Cover up: The Inquisition has found that their handful of 'reliable' Space Marine Chapters, while excellent for most needs, are wasted on helping to enforce coverups regarding memetic hazards. They want one specialized towards such goals instead. You can see some logic there - bloody Chaos - but whether it's worth it is up to you.
Goals: The next Space Marine Chapter will be called upon by Inquisitors with a knack towards covering up the truth.

[ ] Investigation: Some among the Inquisition, who have dedicated themselves to seeking out long forgotten truths, have found themselves stymied in their search by powerful military forces - the kind you'd need Space Marines to overcome. With how much humanity has lost over these dark millenia, the potential advantages are obvious. It's merely a question of if they need Space Marines more than any of the other matters brought before you... Wait a minute, didn't you just get a request about-
.... You have concerns.
Goals: The next Space Marine Chapter will be called upon by Inquisitors with a knack towards seeking out the truth.

Reputation: 445
Points: 80

Unlocks
[ ] 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 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, meaning more of their veterans can use the famed heavy assault suits. 10 Points per charge.

[ ] More Equipment: You've managed to secure extra equipment for a Chapter. 10 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 specialized training before proper deployment. 15 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 caveat 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 indoors (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.'

OOC: Thanks to the beta.
 
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