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Found 21 results

  1. From the album: Dark Angels Homebrew Chapters

    "The measure of true glory is not to give battle in the bright noon of war, surrounded by brave comrades upon the field of victory, but to valiantly fight on alone in the darkness, with no hope of aid or even remembrance, and to spit defiance in midnight's eye." — Lion El'Jonson, Reflections on the Mirror of War, Vol III The Uncrowned Princes are a recently-founded Successor Chapter of the Dark Angels that was created during the recent Ultima Founding during the 42nd Millennium and is comprised entirely of Primaris Space Marines. Styled after the old Dark Angels Legion that existed during the Great Crusade and the Horus Heresy, the Uncrowned Princes, as they have been known as, have also inherited the old tenets of the Lion during their creation. Due to this, they are noted to have made many major tactical and organizational deviations from the Codex Astartes, as they use a modified version of the Hexagrammaton, which was how the old Dark Angels Legion was organized. Hailing from the forested death world of Blackhaven, which is virtually identical in both climate and culture to Caliban, the destroyed death world that served as the homeworld of the Dark Angels, their parent chapter. The Uncrowned Princes have been forged into Astartes due to their experience of hunting down the large monsters of their homeworld as they seek to take on the biggest foes they can find, whether in sheer size or sheer numbers. During their founding, the Uncrowned Princes were given a significant portion of the old First Legion's arsenal to use in battle. Read More: Uncrowned Princes

    © Algrim Whitefang

  2. From the album: Dark Angels Homebrew Chapters

    Pictured Above: Uncrowned Princes Primaris Interemptor Kerubiel Decar, 'Righteous Seraph of the Unknown Spire', assigned to the 10th Company. He is armed with a rare and exceedingly powerful relic Plasma Burner.

    © Algrim Whitefang

  3. From the album: Dark Angels Homebrew Chapters

    Pictured Above: Uncrowned Princes Stormwing Intercessor Battle-Brother Ezekiel Crohne of the 5th Company, 2nd Battleline Squad.

    © Algrim Whitefang

  4. From the album: Dark Angels Homebrew Chapters

    The Paladins of Caliban or in High Gothic the Custodians Calibani are a Successor Chapter created from the lineage of the ancient and mysterious Dark Angels. As they're an Ultima Founding Chapter, they're composed entirely of Primaris Space Marines. As a member of the Unforgiven, they've learned their progenitor chapter's secrecy and, as such, have been known for being extremely secretive towards their allies during battles or campaigns. Read More: Paladins of Caliban

    © Algrim Whitefang

  5. From the album: Dark Angels Homebrew Chapters

    Pictured Above: Paladins of Caliban Sergeant Armaros Sorail ('Stern Guardian of the Undying Altar'), 5th Company, 8th Battleline Squad.

    © Algrim Whitefang

  6. From the album: Dark Angels Homebrew Chapters

    Pictured Above: Paladins of Caliban 3rd Company Master Paladin Sangrariel Kazarar ('Unforgiving Exterminator of the Dark Maelstrom').

    © Algrim Whitefang

  7. So I have been away from the block for some time, and I have now begun a new project. I am still working on idears for the Void Rangers, but for now I am working this project, which is a Salamander Ultima founding, but following their own degree. This degree share basic similarities with the Iron Hands, with the theme around night, ice and cannibalism. I hope you will enjoy and give me some constructive feedback. ++++++++++++++++++++++ CHAPTER NAME: .............. ...Novo Wardens FOUNDING: ............................Ultima CHAPTER WORLD: ...............Neculmar II FORTRESS MONASTERY: .... Winterfall GENE-SEED: …………...........Salamanders KNOWN DESCENDANTS: .....NONE Allegiance: Imperium of Man Chapter Master: Attion Bul'lek Current Size Estimate: >1000 Specialty: counter-insurgency and Heavy Assault Colours: Gold, dark blue, and black Symbol: ??? Battle Cry: "To Ice and death" The Chapter was among those Salamander Successor Chapters that were created by Archmagos Dominus Cawl during the Ultima Founding. Cawl did so without informing the Salamanders and when they learned of this, they began making contact with their Successors Chapters. However, the Chaplain the Salamanders sent out to teach the Novo Wardens of the Promethean Cult, Shen'ven, was killed in a challenge issued by the Novo Warden Attion Bul'lek for leadership of the Novo Warden's cult. The Wardens now follow their own teaching, crafting their own understanding of hardness as warriors, willpower and devotion to humanity as taught to them by their first Chapter Master Bul'lek "The king of Night and Ice", and their Lord Chaplain Tul'kan "The White Walker". The Novo Wardens was assignet to garrison the ice worlds in the Neculmar system, ensuring the rebellious population are kept in line and their mines and forges on fire; ensuring the much needed production of war material needed for the Wardens is never stopped. Chapter Master Bul'lek has sworn to keep the worlds in the Imperial fold and keep pushing the Indomitus Crusade ever forward. The Salamanders has launch complains to Lord Commander Guilliman over the Wardens' for development and have spurn all contact with them; degreing them to not be true sons of Vulkan. This semse not to bother the Novo Wardens, who now rule the Neculmar system with an iron fist…
  8. From the album: Thunder Coyotes

    Scheme and insignia for the Thunder Coyotes--icon isn't the best but it'll do for now.
  9. From the album: Primaris Space Marines

    A Dusk Howlers Vindthursar ('Wind-Giants') are a subset of Blooded Claws. This specialist unit is composed of the most headstrong troublemakers from each Blooded Claw pack and are often "rewarded" by reassignment to a Vindthursar Assault Pack and thus serve as the Chapter's equivalent of Primaris Inceptors.

    © Algrim Whitefang

  10. From the album: Primaris Space Marines

    A Dusk Howlers Grey Slayer in the role of the Primaris Hellblaster.

    © Algrim Whitefang

  11. This is a major WIP still and currently I have been working on it on and off for most of the past few months. The colours of the chapter will be bone armour, blue as a secondary colour and gold accents. The marines will be converted to have some aspects added which I am still yet to decide on. However the main feel/look I am going for is a celtic/slavic vibe with draconic features. aspects I have thought of for their look is scales on the armour (draped over or as apart of the armour), totemic items that link back to their homeworld culture, bones or other items as trophies from hunts, rune engravings (which is highly likely on the librarians and chaplains) and they will mainly wield spears and hammeraxes as melee weapons. I have included Librarians and Chaplains into the description as they play important roles within the chapter itself. Successors of the White Scars and apart of the Ultima Founding. Despite the youth of the chapter they have adopted a new step into the trials. One that is not a test of the aspirant but a part of the trials all the same. This new step occurs at the end of an aspirant's trials. It is unknown if this step does anything for the marine or it’s merely a placebo effect because no matter the marine they always feel tied to their clan and family which bolsters their morale. This step is from the culture of their homeworld. They have adopted the drinking of the “Dragons Fire”, a fiery alcoholic drink that's meant to mimic the hot breath of the beasts that once called their homeworld home. It’s an act of the denizens of their homeworld to mark a coming of age. It’s marked as being a part of the world where the now near extinct apex predator of their homeworld and a part of each other. While on their homeworld it is near extinct the beast exists on other planets of the solar system. There are a variety of subspecies; they all have aspects that unify them, a winged beast and their scales are as hard as ceramite and they can project bolts of heated plasma from their mouths. Customs of the Chapter On their homeworld the culture and customs of the native population and the recruits have resulted in impacts on the chapter as a whole. These range from minor cases such as the “Dragons Fire” a fiery drink that makes the coming of age for all to for more major impacts such as the adoption of a clan like structure. Each clan is self-governing and is for all purposes the equivalent of a company. This brings a great deal of unity among each clan and each person whether human or astartes they see them as family. Each clan handles its own recruitment, recruiting from different sections of the homeworld. After they have been trained by a sergeant they must undertake the first trial. The first testing the mind of the aspirant and their purity. Unlike some other chapters the chapter serfs must also pass this test. It is in this trial that they will face temptation if they pass they move onwards to serve the chapter or continue on with their trials. There are several other trials that take place after this which are reserved for aspirants on the path to become a space marine. While some of these are commonplace of the chapter others are unique to the clan. Once one has passed the trials set by each clan they move onto the final aspect of their trials. They are given the Dragons Fire in a coming of age ceremony. The final task of an aspirant is to hunt one of the draconis variants that inhabit several worlds in the solar system where their homeworld resides. Though this never occurs on the homeworld due to the draconis species being brought to near extinction. The only known members of the species native to the homeworld are kept by the chapter itself. Some do not return, succumbing to the beast they hunt. This has formed a chapter cult around this custom and the beasts they hunt. The eventual chapter marines often wear trophies from their hunt on their armour. This flows into wearing trophies from challenging hunts or fights, those they deemed worthy of remembrance. Unlike other chapters the pilots of their aircraft are not piloted only piloted by techmarines but some members of the clans who have proven themselves have been given the knowledge and skill to fly. Almost every marine wishes for this honour. This is the result of them idolizing the winged draconic beings of their home system and the desire to feel the rush of freedom that the aircraft gives. Much like how their progenitors desire the freedom given to them in the seat of a bike. This is carried on into the chapter's dislike for dreadnaughts. Every single marine views becoming one a fate worse than death. Knowing if they are trapped within one of these mechanical coffins they will never feel the freedom of being in the cockpit of an aircraft or voidcraft. Another way that the chapter has taken to venerating the winged draconic beings of their home system is the use of plasma weapons. This is due to the winged beasts firing bolts of plasma from their mouths. This has led to the chapter having a large stockpile of plasma equipment at their disposal. Company Organization Each company is known as a clan and is responsible for its own recruitment and management. This has led to the chapter being semi-feudal in nature. When an aspirant is taken in by one of the clans they are taken through the trials that are overseen by the clans librarians and chaplains. When a clan recruits they occasionally get those who are strong enough in psychic ability or wish to progress into the role of the chaplain, techmarine or apothecary they will remain within the clan though should the need arise they sometimes work as a part of other clans when they cannot do it themselves. Though they may act as a part of another clan their home is and always will be with their clan and view them as family. Much like a company of a chapter having its own areas, each clan has its own dedicated areas within the chapter's fortress monastery. This is very similar to how other companies would have theirs. However there are a few areas that each clan would have. This includes a small hall dedicated to honouring the members of the clan. This is separate from the great hall which is for the chapter as a whole. Finally each clan has its own dedicated crypt. However all other parts of the fortress monastery are for the chapter as a whole and is seen as such by all of the clans. It should also be noted that each clan holds a small holding within the location of the world where the clan was originally born. The clan will always try to recruit from this location before branching out to other worlds to recruit from. A clan will never recruit from another clan's grounds. Though recruitment from other worlds are shared among the chapter. However, unlike other chapters the space marines are often very close to the chapter serfs of their clan which they view as family and treat them as such. This has been frequently looked down upon and seen as a weakness by other chapters but the clan and chapter see this as a strength of unity. While they do not see the chapter serfs of other clans as family they do treat them with a great deal of respect and view them in a way as a stepfamily member. Librarians Before its rediscovery the population of psykers was not overly excessive but it was more common than other worlds of the imperium. This resulted in the development of a monk-like subculture. Much like the runepriests of the space wolves and the stormseers of their progenitor chapter they use the natural power of their homeworld. It’s this that serves as a limiting intermediary that protects them against the malign influences of the warp. Post rediscovery these practices were all but lost. However it was the founding of the chapter and discovery of the old monastery that reawakened the practice and its common place within the culture. The Librarians of the Draconis Invictors serve the chapter in numerous ways and their identity is spread out. As with all other recruits they are recruited by a clan and their first calling is often to that clan. Though with librarians they also remain in the chapter as a whole and occasionally have roots or some kind of connection to the monastic order. To the clan they serve as advisors, guide and teach initiates of the chapter the lore and history of the clan. When an initiate is first chosen a librarian is present at each of their trials. Except for their final one. To the chapter they undertake the role that librarians of all other chapters would undertake. The final role they undertake is their role within the monastic order of their homeworld. Due to the nature of the Librarians and their connection to each clan they are sometimes used interchangeably with chaplains. An example of this is if a space marine feels they are in need of guidance they can see the clans' chaplains or librarians for guidance; in rarer cases they may seek the guidance of both. This is due to the nature that each represents and they will often have different advice they can and will offer the space marine. A librarian will offer more practical advice while a chaplain will offer more spiritual advice. Chaplains Chaplains of the Draconis Invictors have a similar role within the chapter as the Librarians of the chapter; they still have a crucial role within the clan and the chapter as a whole. Like the librarians they are with the aspirant from day one. Unlike the Librarians whose roles have a strong focus on the homeworld culture the chaplains focus is on promoting the values of the chapter as a whole and the spiritual health of the marines. This includes veneration of the Emperor and the values of the draconis. Like the wolf priests of the space wolves the chaplains of the Draconis Invictors are known for having draconic skull helmets. Homeworld (Uber WIP) The Homeworld of the Draconic Invictors is known as Ormr and is classified as a Civilized World. It's a lush tropical world sporting a variety of dense jungles, floating mountain ranges that float in the air and coastal reefs. Before its rediscovery its religion revolved around the winged beasts in a totemic/shamanistic way and a monastic order of psykers was born on this world. Which was saved by the founding of a space marine chapter on the world and which progenitor had a positive view on psykers in a religious capacity. The technology of the world itself is on the level of Advanced Space or Warp Travel. Despite this type of world not being ideal for space marine chapter the culture of the population is one where warriors are idolized in history and a warrior culture was born on this planet.
  12. Founding: 27th (Ultima) Gene Line: Raven Guard Specialisation: Void Combat/Anti-Insurgency Origins: "It is a thankless, lonely task I set you men. There will be little glory out in the darkness between the stars, few grand wars to be fought. But it is a true purpose, vital to the Crusade, to Humanity and to the Emperor Himself." - Roboute Guilliman. Born of Guilliman's Ultima Founding, the War Dogs were formed from a portion of the fleet elements of the Unnumbered Sons Of Corax. Assigned by the Lord Commander to operate behind the battle lines of the Indomitus Crusade, the War Dogs were originally missioned with protecting Imperial supply lines and eliminating pirates and insurgents, whether Chaotic, heretical or Xenos in origin. The Chapter took to this task with a vengeance, ranging out across the stars in the swiftest vessels they could find, eager to harry and destroy the enemies of the Imperium wherever they could be found. By the end of the Indomitus Crusade, with some small measure of stability returned to the Ultima Segmentum, the Chapter has refocused a sizeable part of its attention on the Cicatrix Maledictum. All along the edge of the Great Rift, the War Dogs track and hunt those traitor vessels that attempt to slip quietly across its borders and target unsuspecting Imperial worlds. Chapter Organisation: "A hundred Space Marines? Hah! I'll do it with thirty-four!" - Captain Maric, 18th Patrol, 'Iron Raptors'. Although the War Dogs were organised according to the strictures of the Codex Astartes at the time of their creation, in the centuries that followed they have adapted to better fulfil their purpose. The primary division of force within the Chapter is now the Patrol. Each Patrol consists of around thirty Primaris Space Marines, led by a Captain. The Chapter uses this higher rank because each Patrol leader is also commander of one or more of the many ships of the Chapter Fleet. This fleet is primarily made up of squadrons of Gladius-class frigates and Hunter-class destroyers, supported by deadly Nova-class frigates, though Patrols have been seen using repurposed Navy escorts and light cruisers. While entirely non-standard, this organisation is perfectly suited to War Dogs' role, allowing their forces to act with far greater flexibility and cover a vastly larger area than an average Chapter. The War Dogs Patrols are typically built around a solid core of Mark X Tacitus armoured Intercessor squads, ably supported by a mix of Phobos and/or Gravis units. Inceptor and Suppressor squads are rarely seen, their jump packs proving far less useful within the cramped environs in which the War Dogs usually operate. Likewise, the Chapter maintains very few vehicles other than void-capable transports such as Stormravens or Caestus Assault Rams. However, mobile fire support is provided by a variety of Dreadnought platforms deployed by modified Boarding Torpedoes, which are able to keep pace with the War Dogs fast moving infantry. While many Ultima Founding Chapters have been supplied en masse with the new Redemptor Dreadnoughts, the War Dogs have continued to favour and request the older Contemptor and Castraferrum Patterns, as their smaller chassis are often better suited for fighting within the relatively narrow corridors of many space vessels. Unsurprisingly the War Dogs Patrols and frigates need a great deal of support, both technical and medical. In an ideal Galaxy, each frigate would have aboard an Apothecary and at least one Techmarine. However, given the sheer number of such vessels within the Chapter Fleet, it is sometimes the case that a Patrol must rely on experienced Chapter serfs in these roles. Combat Doctrine: "Fourteen minutes. Fourteen stinking minutes! That's all the time it took for them to board us, hit the bridge and warp drive, cripple the life support, and leave us to choke... Astartes basta..." - Raun Trenchard, former Captain of the Grand Cruiser 'Ruination', awaiting execution for piracy. The War Dogs are furious close quarter specialists, their equipment and tactics focussed almost entirely on the maelstrom of ship-to-ship combat and boarding actions. Chapter frigates operate alone across the breadth of the Ultima Segmentum, patrolling shipping lanes and searching out the vessels and bases of raiders and corsairs. Brutal boarding torpedo assaults hammer such heretics, delivering squads into the very heart of their defences. In combat, the War Dogs are aggressive and yet tactically precise, channeling their fury into a coldly efficient and effective fighting style. Few renegade Captains are ready to face the physical or strategic power of these highly professional gene-hanced soldiers and are quickly defeated, their crews executed and their ships scuttled. Picapt.ref.WD-221.1+VCM.M41- Sgt Zdravko, 28th Patrol, 'Hellborn'. When heretics are discovered in strength beyond the capability of the Marines of a single frigate or squadron to crush, a Company gathers for the kill, forming a coursing pack consisting of as many as a dozen Rapid Strike Vessels. Any of these ships would be no match for a cruiser or battleship on their own, but as a precisely coordinated fleet, darting in to target key systems or launch boarding parties, they are more than capable of dragging down a far larger foe. On occasion, however, the War Dogs far ranging Patrols will encounter a vastly larger enemy force, an entire Battle Fleet or invasion force. Under such circumstances, the Chapter feels no compunction to engage in a foolhardy or suicidal attack and will instead shadow the enemy, picking off scouts or stragglers even as they send an urgent call for other Imperial forces to prepare a suitably heavy handed response. Homeworld: "For three days it darkened the skies, hiding us from the Emperor-Sun's blazing sight. Then the giants came, clad in iron that turned away arrow, blade and stone, to carry off the youngest of our kin." - Elder Cha'tima, Shaman of the Bison Clan. Given their assignment, it is unsurprising that the War Dogs have never claimed any single world as their home. Instead they operate from a Chapter Barque, the Canis Domum, a huge vessel that travels the stars behind the War Dogs' frigates. It visits all manner of worlds; civilised Hives to feral Deathworlds, primitive Feudal planets to high tech Forgeworlds. From these the Chapter requisitions, trades or simply takes whatever it needs to continue in its mission, whether it be supplies, weapons and ammunition, or young fighters to join their ranks. Within its vast hull, the Barque holds the Chapter's Forges, the Apothecarion where new initiates are transformed into mighty warriors and, at its deepest heart, the stasis-locked vaults that hold the Chapter's precious Geneseed. The vessel's outer edges contain the Labyrinth, a maze of mile after mile of twisting corridors, dead ends, choke points and bastions. This maze forms a part of the Canis Domum's defensive measures, but more importantly also provides the training ground in which the War Dogs learn their skills in short-ranged combat and boarding actions. While the Canis Domum is not a dedicated warship, being too slow to hunt beside the rest of the Chapter Fleet, it is nevertheless fully able to defend itself. Massively thick armour, dozens of void shield generators and countless weapons batteries and torpedo tubes protect its gargantuan hull, not to mention an ever-present and numerous shoal of smaller ships, frigates returning to resupply or awaiting new patrol routes to be assigned. The crews of these vessels would willingly give their very lives to defend the Canis Domum, for it carries within its halls and cavernous holds the future of the Chapter itself. Beliefs: "We are gathered from a hundred different worlds. Tall and short, light and dark, noble men of God and savage hunters. But we are united. United by duty, by training, by purpose. We are the War Dogs, the faithful hounds of the Emperor, and what greater honour could any man ask for?" - Chaplain Acanthio. The cosmopolitan nature of the War Dogs recruits, gathered as they are from countless different worlds and cultures, means that they have no common level of education or unified system of belief. The Chapter considers these differences as of minimal importance. Their Cult is very much a secular organisation, focussing purely on the Marines' duty to the Imperium, the Chapter and their shipmates. Those Initiates gathered from worlds of a religious disposition are permitted to worship the Emperor in their own time as they see fit, with the simple caveat that it must not interfere with either the fulfilment of their battlefield roles or their ability to work together with their brethren as a united force. Hence, Chaplains have become less religious, mythic figures within the Chapter and more morale and cultural integration officers. As such, they are most commonly found aboard the Canis Domum, working closely with the Chapter's recruiting Sergeants. The training given by these stern and dutiful veterans instills in the Chapter's diverse warriors an attitude of professionalism and humility. The War Dogs, as their name implies, see themselves as nothing more than simple, loyal servants of the Emperor and Mankind. While Marines are sometimes boisterous and boastful with their squad mates, like any band of soldiers, there is generally little concern among the brethren for such a nebulous concept as personal glory or any kind of self-aggrandisement. Honours won in battle are nevertheless treasured, but these tend to be kept with a Marine's personal effects rather than emblazoned across their armour. In fact, the Chapter seems to view such decorative adornments as overly ostentatious and ill-befitting for true soldiers of the Emperor. Geneseed: "...Implantation Success: 79%... ...Genome degradation: 0.06%... ...Status: Acceptable..." The War Dogs hail from the Unnumbered Sons of Corax. Unlike that of the inheritors of the Raven Guard since the dark days of the Horus Heresy, the Geneseed of the Primaris Marines created by Belisarius Cawl appears to have been cured of all degradations and losses. The War Dogs thusly have a full complement of working implants, though only time will tell whether these will continue to function on a permanent basis. Like all the sons of Corax, the skin tone of the Chapter's warriors tends to pale over time, even as their hair and eyes darken, though this does vary somewhat depending on the planetary origin and genetic makeup of each Marine. War Cry: "Kill! Kill! Kill!" - Captain Jabari, 22nd Platoon, 'Dragon Axes'. The diverse cultural origins of the War Dogs Marines, compounded by their Patrols' propensity for working alone for lengthy periods of time, has resulted in a vast variety of battle calls and chants among the brethren. It is often the case that these cries are tied in with the preferences and experiences of their Captains, ranging from the devout to the barbaric. However, some appear to be common to most battle groups, 'For the Emperor!' or 'For Corax!' being unsurprisingly ubiquitous. ***** Discussion Link
  13. ++Founding++ Ultima ++Progenitor Chapter++ [REDACTED] ++Role++ Urban Pacification and Proto-Heresy Cleansing ++Homeworld++ None. Fleetbound, Company Level or Smaller Deployments ++++++ Following the events of the Fall of Cadia and the formation of the Great Rift, the Inquisition found their forces spread thin on the ground. Administratum auditing and Inquisitorial reports indicate a significant likelihood of increased heretical ecclesiastical and political organizing, as civilians "lacking in sufficient willpower and courage" begin to doubt the strength and correctness of the Imperial cause. As a result, permission was granted for the requisition of a new Chapter of Astartes from Guilliman's Ultima Founding. The Shepherds Ad Astra would be tasked with rooting out and destroying cults or organizations deemed likely to result in widespread civil unrest. In cases where Red Hunter or Grey Knight involvement is considered too overt or too catastrophic to social order, and Officio Assassinorum agents are unable to be requisitioned, the Shepherds Ad Astra are deployed. A typical Shepherd deployment is headed by, or nominally under the command of, an Inquisitor of the Ordo Hereticus. Cult meetings are infiltrated, members are identified, and compounds are put down in swift, brutal fashion. Particularly insidious groups are handled by a strict "One-Degree" policy, whereby all personally identifiable associates of cult members are pacified subsequent to the initial action. Transported via Strike Cruisers, the Shepherds almost exclusively make use of Phobos Armor and its derivatives, cutting cultist defenders down with disciplined bolter fire from Infiltrators and Eliminators, while Reivers breach holdouts and chase down fleeing members. The Shepherds Ad Astra are primarily composed of foundlings on Hive Worlds left in the care of Ecclesiarchy, selected by specially assigned Inquisitorial agents. This has caused a not-insignificant degree of resentment among members of the Schola Progenium, who view the chapter as stealing their best potential recruits out from under them. Likewise stormtroopers and inquisitorial agents often see Shepherds as unwelcome rivals. ++++++ Hey gang! For my first post, I wanted to show off my custom chapter, the Shepherds Ad Astra; Inquisitorial attack dogs, massacre boys, unquestionably responsible for an unpleasant number of innocent casualties but also unquestionably responsible for keeping numerous worlds out of the hands of the GSC, T'au, or Chaos. I'll be posting some fluff for them, as well as a proper color chart, heraldry, and the characters in the Third Company I've decided will make up my physical army. Thanks for reading, and I'd always welcome feedback!
  14. Hello there, this is the beginning of (hopefully) one of two complete Index articles featuring my newest (of too many) chapter ideas: the Ashen Blades I'll start off with the key facts I already got, expanding on them in time. The other chapter's going to be the Night Owls but I'll cover them in their own seperate thread. Now back to the Ashen Blades. By the way, the name is not fixed yet. I'm still open for suggestions but I needed to give the chapter a work title. One of them will also play a part in my BL submission of these years open window, so there might be some fanfic fluff coming in, as well. The first idea behind the Ashen Blades were that of a Pre-Lorgar themed Primaris successor. One that hunts down cults and such, burning all heretic lore which is not compliant to the Imperial Truth (which itself is a lie). While writing this down, they evolved into a lore protecting chapter, tasked to help Guiliman in restore the imperial past while hunting heretics, traitors and the likes. I would like to go back to this idea at a later time, maybe after finishing the basement to work upon. Before starting, I want to thank you (the entire LIBER community) for inspiring me to get something done. There were plenty of realy cool and unique concepts uploaded in the last weeks! Here's hope that my humble ideas may one day be as epic as yours. Now, let's have a look on the Ashen Blades, shall we? Chapter Name: Ashen Blades Founding: Ultima Founding Geneseed: Salamanders Chapter Master: Gardion Flameheart Homeworld: Vulkar Combat Doctrine: Siege Warfare & Liberation and Defensive Operations (chapter) + Suppression of Ideological Revolt & Lore Culling (Vanguard) Battlecry: Sons of Vulkan!" "To arms!" Colours: Various tones of grey and red Chapter Badge: A sword in front of a flame History The Ashen Blades is a Loyalist Codex Astartes-compliant Space Marine Chapter born of the Ultima Founding and a Successor Chapter of the Salamanders, composed entirely of Primaris Space Marines. The Ashen Blades were amongst the first of the Primaris Chapters created in the Ultima Founding. The Ashen Blades' homeworld is Vulkar, located in the northern half of the Ultima Segmentum. Though their battle record is still growing, they have already established themselves as vital supporters of Lord Regent Dante of the Blood Angels along other newly founded chapters like the Ebonspears or Night Owls. Furthermore, have they been chosen to follow unofficial orders given to them by Lord Guiliman himself. The Ashen Blades Ashen Blades have gained a reputation as caring and utterly focused warriors who rarely back down if civilian lives are at risk. Following the teachings of the Promethean Cult, they stay true to the virtues of their genefather Vulkan. Self-sacrifice, loyalty and self-reliance are greatly emphasized by all their battle brothers and further, by the people of their newly given homeworldVulkar. Once brought into compliance by the eighteenth Legion under Vulkan himself, the citizens of this icy death world pledged their fealty to his recently awoken sons. During the Indomitus Crusade did the Ashen Blades specialize in siege warfare and liberation operations, risking their lives to bring lost world into compliance once more. For them, a barren world, which requires repopulation is a lost cause. Each life saved by them will bolster the ranks of the imperial forces within the Imperium Nihilus. Besides saving as many lives and worlds as possible, do their Vanguard forces have a quite different agenda: securing historical records. While leading theIndomitus Crusade, Lord RobouteGuiliman established a new order of mortals, whose goal was to reconstruct an official history record of the Imperium, mimicking the Remembrancers he once knew during the golden age of the Imperium. With the Imperium Nihilus still being in an even worse state of constant war than the secure southern Imperium, Guiliman decided to dedicate an entire chapter to this cause. Known for their dedication and humanitarian beliefs, Guiliman thought the sons of his brother Vulkan to be the perfect candidates to gather, validate and secure those records for him. Deep within their new Fortress Monastery had the Ashen Blades begun to create a vast archive of different kinds of records. Not only do they search for ancient records, but also for rumours and hints about seemingly lost realms of the Imperium Nihilus. Aside from their battle proneness and secret agenda, are theAshen Bladesalso accomplished weaponsmiths, often crafting their own weapons and war gear. Born into a galaxy riven by war, the Ashen Blades are eager to prove themselves to their Primarch and their Emperor, throwing themselves into combat against the Imperium's countless foes. Organization The Ashen Blades' Chapter organization follows the standard revised Codex Astartes structure. It consists of ten companies, also called Lodges, of Primaris Space Marines, each one hundred warriors strong. Each is commanded by a Captain, who is assisted by a pair of Lieutenants, a Chaplain, an Apothecary, an Ancient, and a retinue of Veterans. The rest of the company is divided into squads of ten to five warriors. There are only slight adaptions in terms of naming certain ranks and disciplines, for example are members of the Librarium called as Battlesmiths. Another example would be the priests of Kharrzim, the chapters equivalent of a codex compliant Reclusiam. As sworn guardians of the Vraccarian Rift, were the Ashen Blades part of the rebuilding process after the reclamation of the Rift, the so-called Riftwar. Although the Rift was officially declared as being brought into compliance, the crusade cost the Ashen Blades and its allies dear, the war is far from over. To cover as much of the Rift as possible, did the Ashen Blades construct four additional chapter bases, acting as staging points, stations for resupply and places to train and raise new recruits until they are sent to Vulkar. Each of those posts are habituated by two entire chapters. This enables them to react on emergency calls as soon as possible. Furthermore, do those posts act as gathering places for newly acquired chronics, predictions and other useful data. The lodges of the Ashen Blades are currently spread as followed: 1 & 10th in space, battle barge Vulkatrix, 2 & 6th on Vulkar, Fortress Monastery Khoz-Ghyrak 3 & 7th on , base of Dorakis 4 & 8th on , base of Dul Bodaz 5 & 9th in the Chpem asteroid belt The 1st Company is made up of the Chapter's most experienced warriors. Veterans who wish to join the 1st Company's ranks rise through several companies, gaining experiences an reputation. Chosen by their superiors, each member of the 1st Company is a veteran of countless battles, a source of inspiration and wisdom and an embodiment of Vulkans teachings. The 1st Company rarely fights as one unit, usually taking to the field alongside other companies to serve as a veteran reserve. Still, the majority of the 1st Company resides on the chapter's flagship, the Vulkatrix, acting as a honor guard for their chapter master and rapid strike force along with members of the Vanguard company. The 2nd, 3rd, 4th and 5th Companies are Battle Companies and do most of the Chapter's fighting. They usually consist of six battleline squads, two close support squads and two fire support squads, forming a balanced force to take on any foe. When the Ashen Blades go to war, they usually deploy a single Battle Company supported by troops from the Veteran, Scout and Reserve Companies. The Reserve Companies are each made up of squads of the same designation. The 6th and 7th Company are essentially additional Battle Companies. Their squads can be moved into a Battle Company to replace losses during a campaign. The 8th Company is the Close Support Company. Reivers and Inceptors from the 8th Company often comprise the first wave of an invasion force, disrupting enemy lines and causing panic before the main forces arrive. The warriors of the 8th Company are also expert at responding quickly to support their brothers when needed. The 9th Company is the Fire Support Company. It is made up of Hellblasters and other heavy weapons squads. They will often be called to assist a battle company should they need extra firepower. Furthermore do the Intercessor and Aggressor squads act as bulwarks of firepower on the battlefield, guaranteeing their brothers advance while at the same time securing escape routes for civilians. The 10th Company of the Ashen Blades is the Scout Company. It consists of fresh recruits whose training is incomplete. They are often tasked with reconnaissance missions during their training process. Aside from training the chapters future recruits do the Vanguard forces follow a quite different goal. Besides the regular specialization of acting behind enemy lines, do the brothers of the Vanguard company act as pathfinders to lost or claimed hubs of information. It is they who secure data vaults, archives and so on until they have been screened by the chapters techmarines. Vanguard strike forces are the first to enter a battlefield and among the last to leave it. They remain until their discoveries are either secured by the main forces of their chapter or, if forced, until they have destroyed every last scroll of lore, preventing it from being used by their enemies. Specialty Ranks and Units The Keymasters The Keymasters are the absolute rulers of the chapters growing archives on Vulkar. Regardless of their origin, be it a priest of Kharrzim or a member of the Battlesmiths, all serve for their greater purpose of their chapter given to them by Lord Guiliman himself. It is they, who analyse every bit of newly discovered lore, using a strict process, which shall filter between heretical writings and useful chronics. With the help of the chapters armoury is the archive constantly growing, which requires a frequently update on the security systems, traps, locks and so on. As a result do only the Keymasters have an overview of every process currently happening in the archives. Without their guidance, even the battle hardened Veteran might get lost in the deep vaults of their Fortress Monastery. more to come Combat Doctrine - the Ashen Blades wage war on two fronts: against the foes of the Imperium and to preserve its past and once claimed wisdom - while the majority of the chapter fights to reclaim and protect worlds, its vanguard is mostly sent to search for data archives and such in order to reclaim as much as possible - in doing so did they specialize in siege warfare and liberation/ defensive operations; weither they defend or the lay siege to a world, their outmost priority is to safeguard as many lives as possible - Vamguard strike forces are sent prior to the main battleforce in order to analyze the battlefield and their foes while at the same time taking a look for archives, data vaults, etc. which will be important to secure during the fight - with enough intel gathered do the Ashen Blades fall upon their foe - Inceptor squadrons fall from the skies upon well prepaired targets, marking the first step of the chapter's attack - Hellblasters and tanks lay siege upon enemy fortresses while Aggressors and Intercessors advance in mobile transports, breaking through enemy lines - Aggressors spread out, adding their devastating firepower to the overall chaos within enemy ranks; at the same time, Intercessors join forces with Vanguard and Inceptor squadrons, overwhelming the remaining adversaries Homeworld - Vulkar, an icy death world, which was once claimed by the XVIIIth Legion during the Great Crusade - the sons of Vulkan saved its population from an growing Ork infestation and reestablished order and civilization beneath thick layers of snow and frost - these days, great cities lie beneath the surface in vast caverns and tunnels, acting as hubs for several tribes - until this day, do they fight the remaining Orks, which still haunt them (comparable with Ironjaws Orruks of AoS) - the Ashen Blades' initiates fight against these with shields and hammer/ sword to proof themselves and their capabilities - several other lethal threats like giant tunnel worms, rock flayers, ravager beasts and so on; nearly nothing of flora & fauna on the surface, only ice and some legendary predators - the chapters fortress monastery is built into a mountain, with one third being above the surface and two third reaching deep into Vulkars ground; one of the deepes and hideous caves, protecting the gathered lore, raising new recruits and so on - there are rumors and unconfirmed legends of an ancient temple, in which Vulan seemed to have caught something; rumor has it that they may be related to the Gorewings, a humanoid race of cannibals Culture - adherents to the Promethean Cult, though slightly altered and adapted by the people of Vulkar in terms of terminology - oaths, use of runes, a book of grudges against seemingly "fellow" imperial allies or foes; example: a Forge World, which denied them precious archive data just for the sake of securing it in the name of the Omnissiah - smiths and loremasters, the fire of Vulkan keeps the population alive and warm; his blades (sons) protect them - venerated as "deliverers of hope" by their people - Keepers of the Keys as important institution, guardians of both, their archives as well as their traditions, the word of the Promethean Cult, etc. - many battle brothers make use of tattoes be it a reminder of a past battle or a rune/ oath to remember/ guard him Geneseed - stable - features their genefather's traits, i.e. resilience and stamina - there are no records of unusual skin pigmentations or differently colored eyes known - only their temperament seems to be "hotter" than that of their distant gene brothers as they are holding grudges against those who did them wrong until said incidents have been settled Notable Ashen Blades - WIP Chapter Fleet - Vulkatrix (Battle Barge), flagship - Draakenheart (Battle Barge) - Blazing Spirit (Strike Cruiser) - Vulkansson (Strike Cruiser) - Grigni's Rage (Strike Cruiser) - Grugmir's Anvil (Forge ship) Chapter Appearance Note: here's their old chapter symbol featured; you can find the new one at the beginning of this article Sources of inspiration and why: Cheers, Kel PS:
  15. The Argent Fists -= Deliverance of the Emperor =- The Argent Fists are a Ultima Founding successor of the Imperial Fists stationed in the Segmentum Obscurus sector. Like their parent chapter they are a chapter of patience and stubbornness making them excellent at siege warfare. Their home planet is in the Muk'sa system called Sairen. Sairen is a mixture of jungles deserts and swamp lands at the poles of the plant. The fortress monastery on Sairen is in the shape of a ring surrounding a lone mountain called Heaven's Fist. The mountain is part of the fortress monastery and houses the most sacred relics and equipment of the chapter which is protected by the ring structure around the mountain which creates a powerful void shield around both the mountain and ring structure. The Fortress-Monastery also houses an ancient terraforming engine with exhaust ports all over the plant. It has been modified into a defense system for Heaven's Fist and can alter the weather patterns of the planet if needed to help slow or even prevent an assault on the structure. -= Life on Sairen =- Sairen The planet Sairen was acquired by the Argent Fists shortly after the end of the Indomitus Crusade. The planet is located in the Segmentum Obscurus sector and the Argent Fists were stationed there to assist the Iron Hands in the region. The plant's south pole, viewed in the picture above is covered with a giant terraforming structure that surrounds a lone mountain known as Heaven's Fist. The rings around the planet are made up of ice, rocks and rare minerals and are filled with hidden planetary defense platforms. The rings are still gathering rare minerals from the system and are used to fuel the terraforming machine on the planet's surface when needed. Sairen is a planet of many climates and intense seasons. The planets rotates from East to West but also North to South. Only intensifying the random weather patterns on the planet. Once every two hundred years the poles swap from South to North causing slight disruptions of electrical equipment on the planet. The terraforming engine is protected by the void shielding but it is one of the main reasons the human population is still stuck in the hunter-gatherer stage of civilization. During spring, the deadly flora and fauna grow rapidly;carnivorous plants are known to attack, sedate and slowly digest animals of human size and smaller, battle-tank sized sized predators awaken from their hibernation ready to feast after their winter fast; and ice sheets melt causing the planet to be covered with two feet of water allowing the hunters from below to traverse upon land. During summer, the lands boil in sweltering heat and humidity; clouds cover the skies leaving the landscape in a perpetual haze; great lumbering beasts traverse the flat plains in search of food and torrential rains are common across the entire planet. During fall, the lands become dryer as the water is recollected at the poles and begins to freeze; fires are started from the dry lightning storms; the lumbering giants return to their nests for hibernation while scavenger packs of smaller but no less deadly species race across the planet in search of what is left; and the trees, having grown their polyps, release their seeds in a series of blasts with the sound of boltgun fire kill any living creates nearby. During winter, the lands become a desolate landscape; with the majority of life in hibernation or a state of starvation and the plant life returned to their roots, the dangers appear to have subsided. That is until the realization that water can rarely be found outside of the polar regions. Packs of gore hounds hunt most living things moving at this time. The humans of Sairen are in a constant state of threat. There are no cities, the majority of buildings are built high in the tree-lines giving the clans proper views of their surrounding areas but also keeps them safe from most hostile life. They hunt with bows and spears and range hundreds of miles as a clan to collect water and food for their clans to store for the fall and winter seasons. They build hidden nest-eggs of water and food that are spread out over the vast wilderness of the planet, moving from one location to the next to survive the harsh fall and winter seasons. -= Recruitment on Sairen =- Every year during the season of summer they are encouraged to send their strongest warrior to any of the many altars on the planet. These altars were built into the exhaust ports from the terraforming engine housed in Heaven's Fist. The plates have been and turned into shrines for the local population and remain a flat circle with the word of the emperor and his image inscribed into the plates. The local population views them as a sign that there is a god and that this man is it. They are broken of this belief when they are accepted as recruits. When the recruit arrives at the altar they are expected to fast for one week and meditate. They are only able to drink water during this time. What they meditate on is up to the individual, but if any break their concentration they are disqualified. This test helps establish those recruits with the focus and stubbornness to survive implantation. The second test is when training begins. After the week of meditation the recruits are picked up by the master of recruits and are allowed two days to rest and eat. They then being the second phase. This phase can take anywhere from 1-2 years. The recruits are trained in history, military tactics, languages, art, physical education, and many other fields of study. After passing several tests the recruits are prepared for the initial implantation. If a candidate survives the implantation process they are then assigned into existing groups. These groups are further trained in military tactics an and all forms of additional mental training. They also compete for position. The best units are chosen for missions and the others are left to mock battles and training within Heaven's Fist. A recruit is ready for their final implantation and promotion to brother after 4 years of training. From this point on they are a full brother of the Argent Fists and are shown the respect and reverence from all recruits. -= Chapter Colors and Organization =- Image Provided by Boldthreat The Argent Fists Chapter Badge The chapter badge was created by Chapter Master Suresh when he was chosen to lead his own chapter. The small group of lieutenants that he led during the campaign joined him and were promoted to captaincy of the 13 companies of the chapter. The ideology of purity of the flesh and painting of white on the hands and helm to represent the purity of a marine and chapter were also derived from him. The chapter colors of the Argent Fists are quartered yellow and black. The hands are white to represent the purity of the chapter and their will. As a marine moves up in rank his helmet will become white as well to represent purity of mind. The chapter badge, a white rotunda around a white fist on a black field, is an inverted representation of the Imperial Fists badge to show honor to their parent legion. This badge represents the purity of the chapter but also that they are the light in the darkness. A beacon of hope against the vastness of despair. The chapter is organized loosely following the Codex Astartes. Due to the Rites of Challenge their ranks are more fluid and their 1st company is broken down and usually fielded throughout all of the other 13 companies. Yes, thirteen companies. Company 1-10 are your standard companies outlined in the Codex Astartes and companies 11-13 are further reserve companies that are stationed on Sairen. When companies come back from a campaign with losses they will fill their ranks with the reserve companies from the 11th to 13th companies and head back out after restocking supplies. The chapter as a whole has only been fielded two times. Once during the Indomitus Crusade and the only other time was against WAAAGH Goresmasha in the Juran system. The full display of the might of the Argent Fists is still talked about in stories on the planet Fect in a yearly week-long celebration in conjunction with the celebration for the Emperor. -= Cult of the Argent Fists =- Captian Sifo-Dyas of 3rd Company Lieutenant Sifo-Dyas was promoted to Captain in the war against the renegade forces of the Jackel system. After several months of grinding siege warfare Lieutenant Sifo-Dyas issued a Rite of Challenge to Captain Durrant. The challenged Captain picked the contest of Go to determine the winner. It was a very close game but Lieutenant Sifo-Dyas emerged victorious and was promoted to Captain. Captain Sifo-Dyas moved quickly and ended the campaign two days later by leading a strike team into the heart of the renegade forces while using the companies entire supply of empty drop pods as distractions. They gutted the leadership of the renegade forces and the survivors quickly surrendered and were processed into the mining facilities as slaves. The Argent Fists reviewed and took after their parent legion in many ways. One of the many lessons they learned from the Imperial Fists Legion was how cults worked and helped excel personal and teamwork skills on the battlefield. They have taken this idea and formed a inter-chapter cult revolving around competition and skill. Veterans do not mean they are older than their brothers of non-veteran status like most other chapters. The Argent Fists consider veterancy a rank that is to earned through competition. If the older marine is not the best then they should be taking orders from the best. In this sense the Veteran Company, 1st Company, is never fielded unless the entire chapter is fielded in the same battle. This has only happened on a few occasions. The Cult of the Argent Fists focuses on all skills related to battle. From siege-craft to black-ops, all skills are tested and in constant competition with their brothers. Every position in the entire chapter is available for the Rite of Challenge and there have been many times where a chapter master had been demoted or re-promoted based off the needs of the chapter at the time. However, the current chapter master, Chapter Master Achaeus, has been not been beaten or removed from position for thirty years now and has not had a challenge in over fifteen years. These Rites of Challege can be issued at any time that the target is not currently engaged in battle. It has been known for captains to change entirely in the middle of campaigns allowing for the chapter to adopt and entirely different approach to the war. This sudden change in tactics usually unbalances their enemy and has led to some of the most notable victories of the Argent Fists. Another aspect of the Cult of the Argent Fists is that they view the loss of flesh a very dishonorable act. Hence their some-what heated rivalry with the Iron Hands and their successors. The Argent Fists believe that their flesh was made perfect by the Emperor and any adjustments not granted by him or his sons is just short of Heresy. They feel sorrow for their brothers of the Iron Hands and will go out of their way to help them achieve honor in the hopes of them realizing their wayward decisions and change their opinions about the flesh being weak. Because, in their opinion, the flesh is sacred. This idolization of their own flesh has caused some unique rituals to be performed on marines that neglect their duty. This punishment usually involves in one or both of the marine's armored fists being painted black. Upon atonement they are then allowed to repaint their fists white. -= Chapter Politics =- -= Dealings with the Iron Hands =- The Argent Fists patrol the same region as the Iron Hands and have had several opportunities to work with them in expelling vile traitors and xenos filth. However, their ideology of the flesh being sacred clashes with the Iron Hands' thoughts about the flesh being weak. The Argent Fists are always too honorable to point this out, they are also well aware of the Iron Hands being one of the original legions and that they stayed loyal to the Emperor. However, they still feel that the Iron Hands are deliberately shaming the Emperor every time they replace a body part with machines. In order to avoid conflict with the Iron Hands they have decided that when the two forces engage an enemy together they will pass all the honors to the Iron Hands in hopes that they will realize that the flesh is not weak and that they will retreat from their shameful ways. -= Dealings with the Astra Militarum =- The Argent Fists understand the vital role that the Astra Militarum play in war and they use it to their advantage. They understand that each brother is worth at least a thousand guardsmen and will not sacrifice themselves for them unless necessary. When on missions/campaigns with the astra militarum they have occasionally found some that they could respect. When they find these individuals they will offer them protection and even give them direct lines to their leadership should they ever need assistance. Even then, they know that their goal is the protection of the Imperium and that lives are the cost of the protection. -= Dealings with the Inquisition =- The Argent Fists know the importance of the role that the Inquisition has and do their best to oblige to the requests made by them. But they also know that they are not at the whims of the Inquisition. Dealings with them can be tough and verify dangerous, so when strange requests are made by the Inquisition they are usually passed around the entire chapter several times before the individual representing the Inquisition gets to speak with anyone of authority. Sometimes this process can take weeks. Most of their interactions with the Inquisition have been with Inquisitor Victor Vaughnbrattin and Cannoness Brunilda of The Order of the Steel Rose. -= Dealings with the Imperial Knights =- Imperial Knights hold a special place of honor for the Argent Fists. Having worked with the Knights provided by the Forge World Psyther several times, they have a keen understanding and respect for the machines of war. They understand that they are valuable assets on the battle field and will go out of their way to protect the Knights from stealth teams and assassination attempts. -= Dealings with the Adeptus Custodes =- Having worked with Guilliman in the Indomitus Crusade, the Argent Fists have several officers that had worked directly with the Adeptus Custodes. They view them as mirrors of the Emperor and will obey any request given to them from these champions of legend. The most recent request being that 4th Company deploy defensive positions around Cepium 5 -= Dealings with Forge World Psyther =- Forge World Psyther is located in a nearby star system, Juran. They have held good relations with the Forge World since they helped repair and rebuild the Argent Fists fortress-monestery on Sairen. The two forces have engages in several fields of battle together, the most recent being the ending of the treat of WAAAGH Goresmasha. Which met it's demise on the mining and fortress-world of Fect. Fect was designed and built off of a mineral rich planet for Forge World Psyther to gain supplies to fuel their massive forges as the Forge World is one of the larger suppliers of space marine armor, weapons and ammo in Segmentum Obscurus. -= The Companies of The Argent Fists =- -= 3rd Company =- 3rd Company is led by Captain Sifo-Dyas. A specialist in rapid assault and diversionary tactics. He has trained his company for rapid deployment with a focus on mobility and assaults. As such, the majority of the company has trained extensively with Phobos and Reaver based armors as well as Invictor Tactical Warsuits. Captain Sifo-Dyas has led the company on more than twenty successful campaigns since he was promoted. However, with their tendency to rush the battle, the company tends to suffer a higher casualty rate than most other companies. -= 3rd Company Organization=- Captain Sifo-Dyas Librarian Washburn "Wash" / Lieutenant Durrant / Tech-Marine Lafayette / Apothecary Leonard "Bones" 3(6) Infiltrator Squads/Reaver Squads** / 3 Eliminator Squads / 3 Inceptor Squads 11 Impulsors / 11 Drop Pods* / 6 Repulsor Executioners / 6 Storm Ravens / 6 Invictor Tactical Warsuits * (I know they can't use them but they have them and hopefully in the future they will be able to use them) ** (In some cases three of the infiltrator squads will gear up as Eliminator squads if needed) -= Combat Doctrines =- The Argent Fists have developed a love for bolt weaponry that boarders on fanaticism. This, mixed with the stubbornness that is often found in the sons of Dorn, has led to some rather bloody engagements as their lines moved into optimal firing range of the different bolter variants. Younger marines will see these orders and follow them as trained, but generally question them when the fighting is done. This has led to many Rites of Challenges within the lower ranks of the chapter but has also had a more positive side-effect allowing for the increased repair of power armor, vehicles and star ships as the losers of the Rites of Challenge are usually assigned to assist the companies Techmarines in repairs. However, this has been a gift to the chapter as more than the usual number find the work enjoyable. This has led to the chapter as a whole boasting three times as many Techmarines as normal chapters. Another quirk of the Argent Fists is that they are extremely focused on completing the task at hand in the shortest time possible with the least amount of effort. So, while they are highly trained in the art of siege warfare, they quickly grow bored of stagnant conflicts and will sometimes take positions in battle that put them in disadvantageous positions to goad their enemy to come out and meet in battle. This usually increases the causality rate of the campaign but it is viewed as an acceptable loss if they are able to complete their mission sooner. There are few in the chapter that enjoy the blood slicked battle fields caused by melees. As soon as they are found they are assigned to 3rd company. The 3rd company relishes getting stuck in with the enemy and the ensuing chaos that comes from that. It is this desire that has led 3rd company to be one of the most decorated companies in the chapter since Captain Sifo-Dyas was promoted. However, these decorations have come at a cost in lives and 3rd company has a casualty rate far higher than any of the other companies. -= Short Stories of the Argent Fists =- Brother Ashur: Short story involving 4th Company's assignment to the planet of Cepium 5. Kell's Last Battle: Short story involving SGT Kell of Fect's 351st witnessing the arrival of the Argent Fists
  16. Index Astartes <<Coyote Head superimposed over lightning bolt>> The Thunder Coyotes Space Marines Chapter <<Space>> Founded in the tumult of the Ultima Founding and the initial forays into Imperium Nihilus with the Indomitus crusade, the chapter was established to anchor the fringe of a sector in the southwestern Ultima Segmentum. A nearby chapter that controls and patrols the sector is rumored to believe that these new marines are Inquisitorial watchdogs and slaves to the High Lords of Terra, and thusly unreliable. Time will tell how these two chapters interact. As part of the Indomitus crusade before being established on Qoslomoya, the marines who would become the veterans of the Thunder Coyotes participated heavily in anti-Chaos operations, as well as skirmishes against various forces swept up in the warp and deposited in the path of the crusade. Including in this count were some very lost Tau that made excellent target practice for the guns of the battlebarge Howl of Jaghatai, which would become the flagship of the Thunder Coyote's fleet. Qoslomoya is a forested world, curiously untouched by most modern technology. The people there are lost in the early stages of world exploration and colonization, and are by all accounts Feral and uncivilized. It was left alone and deemed not worth the effort to colonize, and any orders otherwise were lost in the endless mountains of Imperial paperwork. However, following the start of the Indomitus Crusade, the Primarch Guilliman ordered it colonized and given to an Ultima Founding chapter, as it was situated in a prime defensive location to reinforce the newly-reclaimed sector and its beleaguered Imperial Guard and Firstborn Astartes chapter, the Dawn Blades. It was done as the Primarch ordered, and Terminus Station, the Thunder Coyotes fortress monastery, was constructed at the peaks of the giant mountain range known as the Spine of the Diyiai running down the middle of the planet. The Thunder Coyotes are quickly mastering the art of drive-by annihilation and shadowwork operations, and have quickly begun to modify their equipment accordingly. Of note are their modified Repulsors and Impulsors, which have had their transport bays and turrets replaced with heavy guns and long-range missile launchers, thusly turning them into self-propelled artillery. Their 1st Company has quickly become known for a disproportionately large number of skilled marksmen, especially ones that are capable of assassinations and eliminations that go unnoticed until the target falls dead. As the Thunder Coyotes are adept at stealth insertions and operations, they employ a disproportionate number of Vanguard in their ranks, so much so that on occasion perhaps a third of their chapter is deployed as Vanguard Companies. The chapter also tends to not favor more heavily-armored and slow units, but when pressed they can and do deploy Aggressor and other Gravis units--exceptions are Inceptors and Suppressors, as they are both highly mobile and highly destructive. These units are, due to chapter practices, often the veterans of warfare who know just how to apply such powerful forces. The Thunder Coyotes are primarily secular, as all Ultima Founding chapters are. However, as recruitment of the Qoslomoyan native humans picked up, the planet's belief system slowly entered the chapter. The native name for spirits and gods, Diyiai, was quickly subsumed by the Imperial cult, with preachers and missionaries telling tales of how the Diyiai were aspects of the Emperor and his sons, especially glorifying Jenkshi, spirit of the woods and hunt, as the Primarch Jaghatai Khan, primogenitor of the Thunder Coyotes and a patron of the planet. The Winter Count: The Winter Count is another tradition of the Thunder Coyotes brought forth by the Qoslomoyan recruits of the chapter. As described by one recruit, “It’s how the tribes mark important events. Everyone tells the elder the most important thing that happened that year, in their opinion, and then the elders choose a few that are of great importance and hold a vote on it. The one the tribe chose is inscribed on hide and then placed with the others.” Seeking to bring in elements of Qoslomoyan culture, to bond with both the planet’s people and with each other, the nascent Chaplaincy chose to implement the ‘winter counts’ as a method of recording chapter history. At the end of each solar year—approximately halfway through the year of the Imperial standard calendar—each squad creates a winter count, and entered into its history. These are then submitted to the company, where a company-wide vote is taken on which winter count will be the company’s official one of record (of note is that oftentimes many squads in a company will choose to record the same event, or otherwise be synonymous with each other. In this case often the vote is a matter or artistic taste and imagery). Thusly chosen, each company’s work is put to a chapter-wide vote, where a replica of the chosen count is created and hung in the Hibernation Hall, the forge-chapel where history, both living and dead, is kept. It is a great honor for a squad’s winter count to be chosen as the chapter’s reckoning of history, and they are honored with the Frosted Moon award for that year, which they may wear on their armor until their deaths. The Hibernation Hall: Here slumber the Dreadnoughts of the Thunder Coyotes, watched over by vigilant Techmarines and the Chaplain’s order. New initiates, as part of their training cycles, come to the Hibernation Hall to learn from the Winter Counts hung from the rafters, as well as hear stories of war from any Dreadnoughts who may be awake at the time, rare it may be. Those recruits who are fortunate enough to learn from the wounded come away with a harder temperament, forewarned of the dangers of battle, and the horror that awaits them on the inside of a vita-fluid coffin. Here also in the Hall are held feasts, commemorating important events of the chapter’s history, including the Feast of the Born Coyote--which celebrates the chapter’s founding in the Qoslomoyan winter--the Feast of the Emperor Ascendant, Sanguinalia, and other holidays deemed important. The Feast of the Born Coyote is a massive celebration of the year's deeds, and is also the time of voting for that year's Winter Count, though due to the demands of war this is oft by proxy. Every tenth year, the entire chapter gathers, and the Grand Count is selected, reflecting the greatest campaign waged over the past decade. The victory is celebrated by the whole chapter with much song and brotherhood, and a massive fire is lit for the hearth that dominates the head of the hall. The Festival of Tears The haemolacria that the Thunder Coyotes possess is a curious condition, but one that is celebrated as a gift of the Emperor. The Festival of Tears is the last rite of ascension into the chapter for new battle-brothers, though every marine will partake at one moment or another beyond their own induction. After being awarded their power armor, each new Primaris will join their newly assigned squad of new Primaris. Each marine will bring forth their tears, and deposit them into an earthen mug unique to each squad. Once it has been filled, the squad partakes as a seal of brotherhood, a blood oath to aid each other until death. For this reason, veteran squads of Thunder Coyotes are smaller than their newer counterparts, and often take up assignments and squad designations that require fewer and fewer marines, such as Aggressor squads, vehicle crews, and Eliminator squads, among others. Those who are the last remains of their squads are those considered for officership, seen as lucky enough and strong enough to survive whatever war sought to throw at them. When a new officer is elevated, he fills the cup with his own bloody tears for his successor, then drinks of his predecessor. This ritual is accompanied by a reaffirming of the oaths that each squad swore upon creation. As sons of the great Khan, the Thunder Coyotes have adopted his lust for the hunt, though they tend more toward the stalking aspect of its bent. The gene-seed itself is remarkably pure, and its organs free of mutation, as all Primaris seed is, though there is one oddity. A curious twist of genetics between the Khan's gene-seed and the Qoslomoyan DNA has led to haemolacria in the Thunder Coyotes, causing them to cry tears of blood, and can almost do so on command. This, however, is mostly harmless and has become ingrained in the chapter's warrior cult (indeed so much so that it has been incorporated into their armor) so it is not a problem that the chapter's leadership is particularly inclined to solve, when the Apothecaries are focused on integrating the Qoslomoyan people into the chapter as a whole. "Strike from the Night!" *Unintelligible Howling* USING A Thunder Coyotes ARMY IN WARHAMMER 40,000 The Thunder Coyotes use the Expert Marksmen and Stealthy Successor Chapter Tactics on the battlefields of the 41st Millennium /end Notes and admin: Here's what I've got so far. I will be looking to expand this later, but autosave's gone wonky and at least this way it's saved (plus I need to work out a color scheme in the next day or two). EDIT: I'd also like to report broken formatting. Either that or I've no idea how to do it correctly. 9/8/19: addressed some concerns about Qoslomoya, and added a little to the chapter cult section. 9/16/19: added information on the Winter Count, the Hibernation Hall, and created color schemes (to be added later). 9/18/19: expanded information on the Hibernation Hall, and described the chapter badge (to be added later). 9/23/19 added information on the Festival of Tears, and the importance of the haemolacria to the Thunder Coyotes 10/6/19: added color scheme, and technically have a chapter symbol (though it may be updated at a later point, because I can't draw). 10/7/19 updated format
  17. Hello fraters (and sisters, don´t want to exclude anyone of course ), I just wanted to ask around how you treat with the new storyline which came with "Gathering Storm". The Ultima Founding, which brought us the Primaris Marines, how do you incorporate them into your existing lore of your IA´s (I mainly aim at the ones who already wrote their IA´s before this happened, but others can of course share their experiences, too)? Did you update your IA´s? I guess they aren´t fully incorporated in theofficial standard chapter organisation, are they? So did you change your personal lore in some points? Did it bring with it problems with your concept? Or did you, for some reason, decide not to use them because you just feel they don´t fit in? I am eager to hear your experiences! :) Greetings, Velype (pictured: Primaris Raptor from the "The Mighty Brush" blog, not mine obviously)
  18. Hey all, My idea for a Primaris Chapter and incorporating them into my soul drinkers chapter... Let me know what you think (including my ideas of the soul drinkers predecessor chapter). See my notes at the end. After Guilliman announced to the Imperium his intentions of distributing Primaris marines across the galaxy and the Blood Angels had recalled all of their successor chapters to aid in the fight against the rising chaos threat, Guilliman was contacted by the chapter master of the Imperial Fists who claimed to have a small detachment of Soul Drinkers that he had sent to the galactic far-east to explore and bring a few troublesome worlds to enlightenment. The request was made to resupply these few Soul Drinkers with Primaris support. Gulliman flat-out refused to use the tainted Soul Drinker geneseed to create more marines. But, needing every man in the fight against the rising Chaos threat, he recalled the Soul Drinkers to support the Blood Angels. For in the process of creating the primaris Marines, Bellisarius Cawl had discovered that the Soul Drinkers were, in-fact a successor chapter of the Blood Angels. The signs were there, the cup of the Soul Drinkers sigil, the consumption of the enemy's brains after battle, the unorthodox chapter organisation. The Soul Drinkers were ordered to rendezvous with a Blood Angels Chaplain on the moon of a planet just outside the combat zone. This was fortunate as a mental sickness had begun to take hold of the chapter causing almost half of their brothers to act strangely, overly blood thirsty on the battlefield and easily irritated off it. They had managed to keep this secret from the Imperial Fists. They meet with the Chaplain who explains that the affliction is the black rage that affects most blood angels successor chapters. he goes through the process of establishing the death company within the soul drinkers. The chaplain is not alone. With him is a newly founded chapter of Primaris Marines: The Errant Custodians. Their Armour a pale Grey with dark green trim (undecided) and their sigil the three-headed dog; Cerberus. The Errant Custodians are a new chapter, developed from the geneseed of the grey knights and tasked with fighting alongside and watching over ex-comunicat traitoris chapters who claim to remain loyal to the emperor. As with the Grey Knights, each squad must be capable of acting as an independent unit as they are to spread across the galaxy and act as supervisors and battle-brothers to the few loyal members of traitor chapters. There are no captains among the Errant Custodians and each squad sergeant has a vote at the table of the 'Council Custodae.' The acting captain of the Soul Drinkers is told that he too has a seat at the council. After each battle, the council selects a sergeant to become Battle-Commander to lead the next engagement. This is because the absent Chapter Master of the Errant Custodians insists on maintaining the rank of Captain. His name is Garviel Loken. Also known as "Cerberus." The Errant Custodians are one of 8 new grey knights successor chapters, each with their own special task to perform outside of the grey knights' purview. Each named for and commanded by one of the founding space marine captains of the errant knights and thus, the creators of the grey knights. I know there are a few die-hard Grey Knights fans and a few people won't like the idea of any soul drinkers surviving but let me know if anything is off. I like to build my fluff off other stories rather than starting from scratch. My thoughts on Garviel Loken, the grey knights and successor chapters... I figured that Loken probably wouldn't have stayed with the Grey Knights long after their emergence from the warp otherwise he would have turned up in the fluff of their history more. One thought is that Loken is off doing whatever he is doing and that the Errant Custodians probably haven't even met him. Another thought is that he might travel from one posting of the Errant Custodians to the next. Seeing as he'd be pretty old by now (even though Astartes are essentially immortal), I might make it so he has been made a redemptor dreadnought. - thoughts? My thoughts on the Soul Drinker survivors. I thought that maybe one soul drinkers ship might have been lost in the warp long ago and returned after the events on the Phalanx. The fists might choose to kind of banish them to the outskirts of the galaxy where they can do some good but won't attract the attention of the inquisition. The blood angels succession is something that I thought was coming in the books. And I think it might work well with the threat to Baal.
  19. Hail and well met! Herein lies a small PLOG dedicated to my Primaris Marine force which I am assembling basically because my son wanted to get the Know No Fear starter set, and wanted the Death Guard, because he likes all things gruesome. The in-progress background to this force of Primaris Marines, based in the Palmyrene Cluster, can be found in this thread here. And with no further ado: 1st Squad, 5th Company. Sergeant Artemisia frequently goes into action bare-headed, preferring to "see and smell the enemy with mine own senses". She is not, however, suicidal, and carries her Mark X helm with her for use at a moment's notice. The glare-goggles pushed up on her head are a personal affectation. 7th Squad, 5th Company. Note lack of Chapter insignia or company number on left kneepad. It is common for Palmyrene Spears to go into action with few or no markings on their battleplate - advanced IFF data is available to all Marines through their helmet HUDs - in order to confound their enemies' intelligence gathering. It has also been known for the Spears to operate with deliberately incorrect markings on their armour, too. Further note the Mark VII helm on Sergeant Dehiya - she has deliberately chosen to wear this older helm for its greater sensor suite, as evidenced by the externally mounted ranging LIDAR. Next - Captain of the 5th Company, Mavia Anasartha. After that? Inceptors!
  20. Hello brothers and sisters of the Liber! I finally got every piece at hand to start working on a Liber article about a Dark Angels Primaris successor chapter. Basically I was asking myself of what would happen if Caliban born Primaris are confronted with the secretiveness of their Dark Angel brothers. Would they be accepted in the ranks of the Unforgiven? Would they be suspicious? How would they react about their homeworlds destruction? Would they venerate the Lion and Luther like they did as recruits? Would they uphold the traditions and culture of the Order? How would they see the Fallen? As brothers? As traitors to the Order? The Ebon Blades will be my attempt of dealing these questions and trying to answer them appropiately (well, on a DIY level of course). I will block the second and third post of this new thread for the finished article and some fanfic stuff, etc. So here's my initial concept: Name: Ebon Blades Geneseed: Dark Angeös Homeworld: not decided until now Specialty: siege warfare, overwhelming assaults, total annihilation of the foe Warcry: "For the Lion!" "We do what others cannot!" OR "We have come. We are death." First draft of their history: Some bits are still in progress. The real confrontation between Alther and the Inner Circle will be written down in a separate fanfic story. Some additional ideas: - their homeworld is a former Knightworld on which a Ork Waaagh had nearly annihilated all Households; only one is still alive, which allies themselves with the Ebon Blades; some Orks survived and have degenerated into savage wildorks; a good sourve of training for both, Knights and Primaris - thus, the Ebon Blades share their homeworld with said Knight Household - their culture will focus on the Knightly aspect of the Dark Angels and especially with the culture of both, Caliban and the Order; that's why I'm currently rereading Dark Angels by Mitchel Scanlon - they see themselves as the very last sons of Caliban and the true adherents of the Lion - trying to protect civilians but if necessary, ready to sacrifice few in order to save many; enacting an Exterminatus on a world to safe a system? Sure. Kind of resembling the pragmatic character of the Lion. - Combat doctrine will resemble the 30K Dreadwing, annihilating their foes, focusing on siege battles, etc. - Organization will be basing on the regular Codex Astartes with slight modification in terms of heraldy, signs, etc. (adjusted to a Primaris chapter) - color scheme: 30K Angels with grey shoulder trim, Dark Angel green inlets and red details; still working on a Primaris scheme but I'll upload a more traditional Mark VII version - possible archenemies: Orks, Thousand Sons, Khorne Daemonkin So this is my basic concept. Thoughts? Cheers, Kelborn
  21. Founding: 27th (Ultima) Gene Line: Raven Guard Specialisation: Void Combat/Anti-Insurgency Origins: "It is a thankless, lonely task I set you men. There will be little glory out in the darkness between the stars, few grand wars to be fought. But it is a true purpose, vital to the Crusade, to Humanity and to the Emperor Himself." - Roboute Guilliman. Born of Guilliman's Ultima Founding, the War Dogs were formed from a portion of the fleet elements of the Unnumbered Sons Of Corax. Assigned by the Lord Commander to operate behind the battle lines of the Indomitus Crusade, the War Dogs were originally missioned with protecting Imperial supply lines and eliminating pirates and insurgents, whether Chaotic, heretical or Xenos in origin. The Chapter took to this task with a vengeance, ranging out across the stars in the swiftest vessels they could find, eager to harry and destroy the enemies of the Imperium wherever they could be found. By the end of the Indomitus Crusade, with some small measure of stability returned to the Ultima Segmentum, the Chapter has refocused a sizeable part of its attention on the Cicatrix Maledictum. All along the edge of the Great Rift, the War Dogs track and hunt those traitor vessels that attempt to slip quietly across its borders and target unsuspecting Imperial worlds. Chapter Organisation: "A hundred Space Marines? Hah! I'll do it with thirty-four!" - Captain Maric, 18th Patrol, 'Iron Raptors'. Although the War Dogs were organised according to the strictures of the Codex Astartes at the time of their creation, in the centuries that followed they have adapted to better fulfil their purpose. The primary division of force within the Chapter is now the Patrol. Each Patrol consists of around thirty Primaris Space Marines, led by a Captain. The Chapter uses this higher rank because each Patrol leader is also commander of one or more of the many ships of the Chapter Fleet. This fleet is primarily made up of squadrons of Gladius-class frigates and Hunter-class destroyers, supported by deadly Nova-class frigates, though Patrols have been seen using repurposed Navy escorts and light cruisers. While entirely non-standard, this organisation is perfectly suited to War Dogs' role, allowing their forces to act with far greater flexibility and cover a vastly larger area than an average Chapter. The War Dogs Patrols are typically built around a solid core of Mark X Tacitus armoured Intercessor squads, ably supported by a mix of Photos and/or Gravis units. Inceptor and Suppressor squads are rarely seen, their jump packs proving far less useful within the cramped environs in which the War Dogs usually operate. Likewise, the Chapter maintains very few vehicles other than void-capable transports such as Stormravens or Caestus Assault Rams. However, mobile fire support is provided by a variety of Dreadnought platforms deployed by modified Boarding Torpedoes, which are able to keep pace with the War Dogs fast moving infantry. While many Ultima Founding Chapters have been supplied en masse with the new Redemptor Dreadnoughts, the War Dogs have continued to favour and request the older Castraferrum-Pattern, as its smaller chassis is often better suited when fighting within the relatively narrow corridors of many space vessels. Unsurprisingly the War Dogs Patrols and frigates need a great deal of support, both technical and medical. In an ideal Galaxy, each frigate would have aboard an Apothecary and at least one Techmarine. However, given the sheer number of such vessels within the Chapter Fleet, it is sometimes the case that a Patrol must rely on experienced Chapter serfs in these roles. Combat Doctrine: "Fourteen minutes. Fourteen stinking minutes! That's all the time it took for them to board us, hit the bridge and warp drive, cripple the life support, and leave us to choke... Astartes basta..." - Raun Trenchard, former Captain of the Grand Cruiser 'Ruination', awaiting execution for piracy. The War Dogs are furious close quarter specialists, their equipment and tactics focussed almost entirely on the maelstrom of ship-to-ship combat and boarding actions. Chapter frigates operate alone across the breadth of the Ultima Segmentum, patrolling shipping lanes and searching out the vessels and bases of raiders and corsairs. Brutal boarding torpedo assaults hammer such heretics, delivering squads into the very heart of their defences. In combat, the War Dogs are aggressive and yet tactically precise, channeling their fury into a coldly efficient and effective fighting style. Few renegade Captains are ready to face the physical or strategic power of these highly professional gene-hanced soldiers and are quickly defeated, their crews executed and their ships scuttled. Picapt.ref.WD-221.1+VCM.M41- Sgt Zdravko, 28th Patrol, 'Hellborn'. When heretics are discovered in strength beyond the capability of the Marines of a single frigate or squadron to crush, a Company gathers for the kill, forming a coursing pack consisting of as many as a dozen Rapid Strike Vessels. Any of these ships would be no match for a cruiser or battleship on their own, but as a precisely coordinated fleet, darting in to target key systems or launch boarding parties, they are more than capable of dragging down a far larger foe. On occasion, however, the War Dogs far ranging Patrols will encounter a vastly larger enemy force, an entire Battle Fleet or invasion force. Under such circumstances, the Chapter feels no compunction to engage in a foolhardy or suicidal attack and will instead shadow the enemy, picking off scouts or stragglers even as they send an urgent call for other Imperial forces to prepare a suitably heavy handed response. Homeworld: "For three days it darkened the skies, hiding us from the Emperor-Sun's blazing sight. Then the giants came, clad in iron that turned away arrow, blade and stone, to carry off the youngest of our kin." - Elder Cha'tima, Shaman of the Bison Clan. Given their assignment, it is unsurprising that the War Dogs have never claimed any single world as their home. Instead they operate from a Chapter Barque, the Canis Domum, a huge vessel that travels the stars behind the War Dogs' frigates. It visits all manner of worlds; civilised Hives to feral Deathworlds, primitive Feudal planets to high tech Forgeworlds. From these the Chapter requisitions, trades or simply takes whatever it needs to continue in its mission, whether it be supplies, weapons and ammunition, or young fighters to join their ranks. Within its vast hull, the Barque holds the Chapter's Forges, the Apothecarion where new initiates are transformed into mighty warriors and, at its deepest heart, the stasis-locked vaults that hold the Chapter's precious Geneseed. The vessel's outer edges contain the Labyrinth, a maze of mile after mile of twisting corridors, dead ends, choke points and bastions. This maze forms a part of the Canis Domum's defensive measures, but more importantly also provides the training ground in which the War Dogs learn their skills in short-ranged combat and boarding actions. While the Canis Domum is not a dedicated warship, being too slow to hunt beside the rest of the Chapter Fleet, it is nevertheless fully able to defend itself. Massively thick armour, dozens of void shield generators and countless weapons batteries and torpedo tubes protect its gargantuan hull, not to mention an ever-present and numerous shoal of smaller ships, frigates returning to resupply or awaiting new patrol routes to be assigned. The crews of these vessels would willingly give their very lives to defend the Canis Domum, for it carries within its halls and cavernous holds the future of the Chapter itself. Beliefs: "We are gathered from a hundred different worlds. Tall and short, light and dark, noble men of God and savage hunters. But we are united. United by duty, by training, by purpose. We are the War Dogs, the faithful hounds of the Emperor, and what greater honour could any man ask for?" - Chaplain Acanthio. The cosmopolitan nature of the War Dogs recruits, gathered as they are from countless different worlds and cultures, means that they have no common level of education or unified system of belief. The Chapter considers these differences as of minimal importance. Their Cult is very much a secular organisation, focussing purely on the Marines' duty to the Imperium, the Chapter and their shipmates. Those Initiates gathered from worlds of a religious disposition are permitted to worship the Emperor in their own time as they see fit, with the simple caveat that it must not interfere with either the fulfilment of their battlefield roles or their ability to work together with their brethren as a united force. Hence, Chaplains have become less religious, mythic figures within the Chapter and more morale and cultural integration officers. As such, they are most commonly found aboard the Canis Domum, working closely with the Chapter's recruiting Sergeants. The training given by these stern and dutiful veterans instills in the Chapter's diverse warriors an attitude of professionalism and humility. The War Dogs, as their name implies, see themselves as nothing more than simple, loyal servants of the Emperor and Mankind. While Marines are sometimes boisterous and boastful with their squad mates, like any band of soldiers, there is generally little concern among the brethren for such a nebulous concept as personal glory or any kind of self-aggrandisement. Honours won in battle are nevertheless treasured, but these tend to be kept with a Marine's personal effects rather than emblazoned across their armour. In fact, the Chapter seems to view such decorative adornments as overly ostentatious and ill-befitting for true soldiers of the Emperor. Geneseed: "...Implantation Success: 79%... ...Genome degradation: 0.06%... ...Status: Acceptable..." The War Dogs hail from the Unnumbered Sons of Corax. Unlike that of the inheritors of the Raven Guard since the dark days of the Horus Heresy, the Geneseed of the Primaris Marines created by Belisarius Cawl appears to have been cured of all degradations and losses. The War Dogs thusly have a full complement of working implants, though only time will tell whether these will continue to function on a permanent basis. Like all the sons of Corax, the skin tone of the Chapter's warriors tends to pale over time, even as their hair and eyes darken, though this does vary somewhat depending on the planetary origin and genetic makeup of each Marine. War Cry: "Kill! Kill! Kill!" - Captain Jabari, 22nd Platoon, 'Dragon Axes' The diverse cultural origins of the War Dogs Marines, compounded by their Patrols' propensity for working alone for lengthy periods of time, has resulted in a vast variety of battle calls and chants among the brethren. It is often the case that these cries are tied in with the preferences and experiences of their Captains, ranging from the devout to the barbaric. However, some appear to be common to most battle groups, 'For the Emperor!' or 'For Corax!' being unsurprisingly ubiquitous. *****
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