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Found 12 results

  1. I'm working on some Sons of Jaghatai, I have used transfers from 'Adeptus Titanicus Legio Astorum' and 'Stormcast Eternals' as an attempt to give them a bit more personality, and to get at least the moon part of their symbol. Feel like the Legio Astorum ones work (maybe I should also use other of their symbols?) I'm a bit more uncertain about the Stormcast ones outside of the crescent moon on their pauldron. What do people think? Have decided to not follow follow Christian Blair's original concept, with the squad marking on the right shoulder and company marking on the right knee, but instead do it the other way around. since then I don't need to come up with a new symbol for each squad, and I have kneepad number transfers going up to 16 (thanks White Dwarf for the Tome Keeper transfer sheet). Not seen here is that I have also decided to use the Celestial Warbringers Upgrades kit, this from me realising that the comet symbols and shields from that kit could work well with the comet that the is shown on the SoJ banner. I still need to come up with a symbol for the right shoulder though. And here is my problem, I cant decide what kind of symbol to use. I was thinking about maybe use one the alchemical looking ones form the Legio Astorum transfer sheet, or a Orkhon script "rune" since I planned to have the text on their banner in Orkhon - I originally decided on using Orkhon for the SoJ becouse then I did not need to convert away the runes on the Space Wolves parts I have used for some of the my unpainted ones. What do people think? I also want suggestions on how to paint the SoJ's Apothecary. Part of me want to paint him as the old Rogue Trader era picture of a WS Apothecary - red with white helmet and pauldrun - but at the same time is the classic look also good. What do people think?
  2. A White Scars successor based on Dracula. I have no idea for a name. This idea came from this part from Dracula "What devil or what witch was ever so great as Attila, whose blood is in these veins?" He held up his arms. "Is it a wonder that we were a conquering race, that we were proud, that when the Magyar, the Lombard, the Avar, the Bulgar, or the Turk poured his thousands on our frontiers, we drove them back?” I was thinking they should be based on both Count Dracula (book version mostly) and the historical Vlad II Dracul and Vlad III Dracula (and with them 15th century Romanian + near areas). It feels like their colours and/or symbol should be based on the coat-of-arm for the House of Drăculești, the coat-of-arm seen on Universal Dracula’s ring, or the one that appear in Hammer Dracula, or maybe the coat-of-arm for the House of Basarab. What do people think? And I think they should be part of a similar organisation to Adeptus Vaelarii, but for another region of space, based on the Order of the Dragon, which Vlad II Dracul was member of (and got his Dracul cognomen from). For now is the name I'm using for it Societas Draconistarum. I was thinking that maybe the other members of the organization are based on the other members of the order, at least when it comes to their symbol/s. The symbol of the Draconistarum is a green dragon incurved into the form of a circle, its tail winding around its neck. When acting in the name/duty of the Societas do officers wear green capes, representing the green of the dragon that’s the Societas Draconistarum symbol. The starting concept being something like them being the semi-direct rulers of a Feudal World, having a tradition of leaving the corpses of those they have sentenced to death impaled on poles. They are fair and just, if harsh and cruel against lawbreakers, they possibly have a tendency to test their subjects’ honesty and punish those that lie. They are likely extremely cruel against their enemies and leave them, or their heads impaled on poles. They likely don’t like their authority questioned, and can possibly execute Imperials they consider having insulted them or done a bad job. Based on Vlad II and Vlad III’s constantly shifting politically alliances could they have a history of allying with renegades and xenos to defeat greater threats; or there could be lots of internal politics within the members of the Societas Draconistarum; or maybe some clerical error have given all Chapters in the Societas Draconistarum the protector right/duty to the exactly same area and they are a bit to prideful to easily work together, with all Chapters thinking that any joint operation should be led by just their commander. Could lead to a Space Wolves/Dark Angels situation where they have developed a system that each commander duel when meeting to decide who will lead and stop any notable infighting, maybe this system was developed after one to many discussions about who should command ended in blood spill, maybe there even was a small scale open conflict between the Chapters? What do people think? Suggestions, thoughts and even put downs are welcome
  3. Across a thousand war zones, the Imperium conscripts billions to stem the tide of Chaos vomited from the Maelstrom. Dozens of systems around it are engulfed in warp storms following the catastrophe of the Cadian Gate, and the Imperium fights simply to salvage what is left. In the coreward systems, the Storm Sons of the Adeptus Astartes sends its Brotherhoods to contain the Entropic Chorus, and deny them valuable resources. Taciturn and deliberately opaque, it has been long rumoured by the Storm Sons’ allies that a cursed Brotherhood exists within their ranks; an order that fights with brutality without any concern for restraint or civility. For their part, the Chapter has never formally confirmed the existence of any such force, but when rumours persist, there is often a kernel of truth concealed within. These outcasts are known to the Storm Sons as the sagyar mazan, and they are a much older organisation than most Imperial scholars would ever conjecture. This cursed Brotherhood have existed in the secret histories of the Khagan’s geneline since the Great Heresy, a dark stain on the V Legion’s long roll of honour. The criteria for conscription into the sagyar mazan varies a great deal; from a grievous infraction of the Chapter’s sacred laws, to self-imposed exile following some personal transgression, and each case is determined by the Stormseers. Those condemned to serve in the sagyar mazan are compelled by the tsusan garag, the Blood Rite, and cannot be revoked in life, their armour scoured of any markings and identifiers. Only death in battle will release the exiled from their curse and honour restored, expunging their transgression. The kill-teams of the sagyar mazan are deployed where the fighting is at its thickest; where the odds are so heavily stacked against them that most commanders would never entertain the thought of sending their troops into what can be generously described as a suicide mission. It is in these insurmountable odds do the sagyar mazan operate, in order to turn the tide by achieving the impossible, or die trying.
  4. I've been lurking on here for the longest time and thought it was about time to try and make a WIP thread of my White Scars successors, the Celestial Guardians. Hopefully it helps with keeping motivated and painting more minis. Here is what I've built so far. Captain Hisagi Jiro - The Storm Prince - Celestial Guardians 3rd company Lieutenant Gamagori - The Evening Star Two members of the Dragon's Talons. Count as Bladeguard veterans Lieutenant Byamba Baro - Red Hawk - If you cant tell already, I'm a big fan of polearms so when i saw the new AOS kits i knew i had to get a hold of some to use for some space marine conversions. Here is a look at the lieutenant before he was painted. Assault intercessors
  5. With a well-earned reputation for ruthless savagery and a callous disregard for human life, the Stormbringers Chapter of the Adeptus Astartes is as much feared and hated by those it professes to serve as it is by their enemies. The Stormbringers themselves care not for such petty concerns. They know that the Imperium of Man constantly walks the line between life and death, struggling to survive against its enemies from within and without. They, as its guardians, must do whatever is necessary to ensure its continued existence. Origins:[/skullheaderhalf] The Stormbringers Chapter of the Adeptus Astartes was formed during the 17th Founding from the mighty gene seed of Primarch Jaghatai Khan of the White Scars Legion. Their training cadre and first commander, a powerful warrior by the name of Tsubodai Khan, were drawn from the third Brotherhood of one of the White Scars fiercest successor Chapters, the Rampagers. The Chapters first battles were fought as part of a combined Imperial force making war along the north-western borders of the Ultima Segmentum against a series of Ork invasions. Led by Tsubodai, the new Chapter first came to the world Tuphon while hunting down an Ork cruiser carrying a cunning Warboss who had somehow escaped an ambush set by ships of the Imperial Navy. The Khan was immediately impressed both by the resistance of the native tribes against the alien invaders and by the wild nature of the planet itself. When the battle to destroy the Orks was finally over, Tsubodai declared Tuphon to be his by right of conquest, and to honour its brave people he gave his Chapter the name and colours they bear to this day. HomeWorld[/skullheaderhalf] Tuphon is a world as close to hell as I have ever seen. Inquisitor Raymien Saint Tuphon is designated as a Class IV Death World but even this ominous description does no justice to the harshest of realities. Its surface is mostly covered by deep, dark and tempestuous seas, their swirling, raging waters broken only by jagged spires of black stone that pierce into the sky. Tuphons single continental land mass, covering perhaps one eighth of the planets surface near the equator, is little more than a vast slab of the same dark, unyielding stone. Tuphon Tuphon has three moons and they, by their proximity and gravitational pull, have a massive impact on the worlds weather systems. Near continuous storms wrack the surface, hammering the rocky ground and turning the oceans into a churning maelstrom. Angry grey clouds fill the sky completely, hurling torrential rain down onto the dark stone. Bolt after bolt of lightning blasts from the sky and hurricane force winds howl through the mountains and valleys. At their worst, the storm winds increase in speed to hundreds of miles per hour, picking up boulders the size of men and pitching them around like pebbles. Even more dangerous are the smaller shards of rock shattered by lightning strikes. Gathered up by the wind, they turn the storm into a horrifying weapon that can strip the flesh from a mans bones in a matter of seconds. Only the most advanced armour can withstand such an onslaught. Very little could live in such a land were it not for the great Ironwoods, mighty trees adapted to their environment with a bark tougher than plascrete and the ability to thrive on the low light that filters through the heavy clouds. Even they cannot survive out in the open, against the full force of the storms, but in the valleys and ravines cut by the passage of vast rivers of dark water, they bring life to Tuphon's surface. Beneath the eaves of these protective giants a fragile ecosystem of flora and fauna clings to being. Thin grasses and shrubs grow around the bases of the great trees, providing food for a variety of herbivorous creatures, ranging from tiny rodents to great thick coated stags. There are no carnivorous creatures under the forest canopy, all such species having been wiped out by their rivals, Tuphons greatest predators men. Men had been on Tuphon for many long millennia before the Stormbringers came. Little is known about when or how they came to Tuphon, but whatever technology brought them to their new home must have been quickly destroyed by its harsh climate. Any kind of civilized society must undoubtedly have broken down with equal speed, degenerating into a primitive, almost feral, system of clans and tribes that has remained the same ever since. Life is incredibly harsh for the people of Tuphon, a constant struggle to find food and shelter from the great storms beneath the Ironwoods. Both are exceedingly scarce and are therefore a root of near continuous conflict between the various clans as they endeavour to survive. Clan holdings are often destroyed by particularly violent storms or raging flood waters, forcing their people to search for new homes, even making war to conquer and take the lands of other clans. The men and women of Tuphon are a hardy race, lean and pale skinned but strong and resilient. Their men are warriors from birth, beginning their training with axe, spear and bow almost as soon as they can walk, preparing them to fight for the continued survival of their clan and making them ideal candidates for initiation into a Chapter of the Adeptus Astartes. In temperament the clanspeople are savagely cold and pragmatic, a necessity in their extreme environment. Every member of a clan must be strong, able to provide in some way towards the survival of their people, and any who cannot are quickly cast out. There is no care expected or given for children born with even the slightest disability, and any found to bear such at birth are ritually returned to the earth. If and when any clan member reaches a point where he or she can no longer be of use to their brethren, perhaps becoming too old, sick or injured either to fight or to care for other responsibilities, they will willingly and proudly walk alone and naked out onto the plains to be taken by the great storms, rather than impose any further burden on their brothers. In battle, a clansman will unhesitatingly and uncaringly commit acts of horrific bloodshed against another clan if it will keep his tribal brothers alive for another day. However, he would also be equally willing to give up his own life if he deemed the sacrifice to be worthwhile and for the good of the clan. Organisation[/skullheaderhalf] The effect of the Codex Tempestus on the Stormbringers Chapter could be compared to that of giving a penal legion killer a dress uniform to wear; the countenance appears more refined, yet the murderous sociopath beneath remains unchanged. Inquisitor Holst after the Torros incident. The single greatest influence on the organization of the Stormbringers was undoubtedly their 4th Chapter Master: a warrior named Isegrimm, who was born, raised and inducted into the Chapter on Tuphon. By his time, the majority of the Chapter were likewise natives of their home world, and the Stormbringers had already developed a reputation among Imperial commanders for savage and uncontrollable brutality, occasionally even against allied troops and civilians. The Chapter was investigated by the Inquisition and Isegrimm was told in no uncertain terms that he must rein in his forces or face the threat of Excommunication. Isegrimm was not only a great warrior but also a cunning strategist and a devoted student of the myriad ways of making war. He responded to the Inquisitions threats by writing a book that would save the Stormbringers, the Codex Tempestus or Book of Storms. This was a tome based in equal parts upon Guillimans Codex Astartes, the teachings of Jaghatai Khan handed down from their Rampagers forebears, and his own years of combat experience. Hunters Although the Stormbringers do not permit their Initiates to take to the battlefield, the role of scout must still be filled. Therefore a small corps of experienced First Company veterans, typically from the tactically minded Sternguard, are trained to serve as Hunters. Two or three members of this highly specialized elite group are assigned to serve with each of the Strike Companies. Clad in unmarked black carapace armour and draped in cameoline cloaks, these warriors range far ahead of the rest of the Company, preparing the way for their brethrens advance. Each Hunter works alone and unaided, answering only to his brother Hunters and the Strike Captain. They are masters of reconnaissance, skilled in interrogation and torture, as well as being highly trained in all aspects of guerrilla warfare, including sabotage and assassination. There are many instances where an enemy force has been defeated with barely a shot fired, mainly thanks to the carefully gathered information or carefully placed snipers bullet of a ruthless Hunter. The Book of Storms codified the varying structures of the individual Brotherhoods into the strictly organized Strike Companies that remain to this day. There are eight such Companies, each of which is an autonomous fighting unit of approximately 100 Space Marines. As in a typical Battle Company, the majority of this number is made up by six Tactical squads. However, in harmony with the teachings of the Khan these warriors are well trained and equally adept in deploying as fast moving Bike Squads. Again following the Codex Astartes, each Strike Company also includes two ten man Assault squads; but it is among their heavy support units that the Stormbringers most diverge from Guillimans masterwork. The final twenty members of a typical Strike Company are generally split into vehicle crews, manning either Attack Bike or Land Speeder squadrons which provide heavier firepower but can still maintain the pace set by their brethren. Finally, each Company is led into battle by their Strike Captain and a small cadre of command staff and company veterans who will often act as a fast moving spearhead, equipped with either Bikes or Jump Packs to carry them swiftly to war. The Chapters First Company follows the same pattern as set by the Strike Companies, with the exception that its 100 members are instead comprised of highly experienced Sternguard, Vanguard, and Bike or Land Speeder-mounted Stormguard veterans, chosen from the very best warriors the Strike Companies have to offer. This Company acts as the personal guard of the Stormbringers Chapter Master, and their badge is a mighty wyvern of Tuphon clutching a lightning bolt in its scaly claws. This symbol is all too appropriate, for the First Company are the undisputed masters of the rapid assault. The Chapter has only a few dozen suits of ancient Tactical Dreadnought Armour. These relics are carefully maintained, to be used only in times of direst need by the very finest warriors among the First Company. When deployed in this this way, the Stormbringer veterans are often carried into battle by one of the Chapters three Land Raiders: the Wyverns Claw, the Spear of Tsubodai and the Innocents Blood. Finally, in addition to these nine Companies, there is the Chapters Tenth Company, including its recruiting Captain, Sergeants and Initiates. The Stormbringers do not consider it efficient to send Space Marines not fully trained into combat, so Initiates are not assigned to a Strike Company until the Master of Recruits deems them ready to become full Battle Brothers. However, the 10th is given the serious responsibility of defending the Chapter fortress when all of the Strike Companies are on campaign. The Tenth Company can number anywhere from 50 to 200 Initiates at any given time. The Chapter Master is also responsible for the Chapter HQ, including overall command of the Stormbringers Librarium, Apothecarium, Reclusiarchy and Forges; as well as the Chapter's Fortress Monastery, Armoury and Fleet, including the myriad Chapter staff that care for these assets. The Stormbringers Strike Companies each have assigned to them a Strike Cruiser, enabling them to react quickly to any Imperial cry for help. The First Company, however, is privileged to use the Chapters flagship, a Battle Barge named the Emperors Wrath". These vessels are berthed and maintained at a massive space dock that the Stormbringers keep in orbit around Tuphons second moon. The reforms made by Master Isegrimm in the Book of Storms also included strict regulations on the appearance of the Chapters Marines, requiring them to decorate their armour as any other Codex Chapter might, with similar Company and squad designations, honour and campaign badges, kill markings and personal litanies. Isegrimm even took the step of taking a new name, Octavian, that of a revered warrior hero of the Imperium rather than that of his own clan. He further decreed that each warrior of the Chapter must do the same so that the Stormbringers would show no outward signs of their savage tribal origins. Octavian asserted that his goal was simply to bring his Chapter in line with what was acceptable to the Adeptus Terra. However, the Stormbringers many critics claim that the Book of Storms has proved to be nothing more than a smokescreen, a facade of civility to fool the unwary, and that the Chapter is no less vicious than it ever was. Combat Doctrine Terror is a weapon with a strength greater than that of a hundred bolt guns. Book of Storms LXII.VI A Commander who fails to use every weapon at his disposal is nothing more than a fool. Book of Storms LVI.II On the battlefield and in strategy, the Stormbringers Space Marines think little differently than one of their former clan brothers, willing to use all manner of terror tactics and commit the most unspeakable atrocities in order to achieve their objective. Stormbringers commanders have been known to use innocent civilian populations to bait traps for enemy forces, to use other Imperial units as cannon fodder to protect their own, more valuable, troops as they enter combat; even to fire upon friendly forces once they have been used to bog down an enemy at close quarters. Often such tactics do win battles and wars, frequently with far more acceptable losses to the Imperiums assets overall; but those used by the Stormbringers rarely see it that way. Most local Imperial commanders view the Chapter as cruel, without conscience, and believe they are better off without the Space Marines help, many even refusing to fight beside them. Strike first, strike fast, strike hard. Book of Storms II.XV It is unsurprising that the Stormbringers tactical dogma focuses primarily on rapid deployment and assault stratagems. While not being as totally reliant on the use of Bike squads as their parent Legion, these do feature heavily in Stormbringers forces, along with jump pack equipped assault units and Land Speeders. Tactical squads are invariably assigned Rhino or Razorback APCs to allow rapid redeployment, unless the force is being deployed directly into combat via drop pods, and almost never use heavy weapons that may slow the unit down. The only exception to this is the use of heavy bolters fitted with rare suspensor devices that enable the weapon to be fired on the move. Dreadnoughts and Devastator squads are never used, being far too static for the Stormbringers style of warfare, and additional heavy support is provided solely by the Chapters battle tanks. This role is primarily filled by Predators, but the Armoury does include several squadrons of Vindicator and Whirlwind pattern tanks that may be assigned to support a Strike Company. [skullheaderhalf=13139C]Beliefs The Wyverns of Tuphon The only creatures of Tuphon that can challenge the supremacy of the clans are the great wyverns, ferocious beasts of scale, talon and fang. They begin their lives from eggs laid into the oceans of Tuphon, hatching into lithe, 2 metre long hunters, feasting on the abundance of aquatic life beneath the waves. Over the course of many years they grow, doubling or even tripling their size, becoming a grave threat to the clansmen who brave the fierce seas to fish for their people. As a wyvern approaches full adulthood, though, a change comes over them. They drag their bodies, now nearer 10 metres in length, from the seas onto the rocks that break the waters surface and enwrap themselves in a cocoon like state where they remain for several days. When they emerge their backs have sprouted a huge pair of leathery wings and their scales have hardened to a state more resilient than diamonds. The adult wyvern now nests in the mountains of Tuphon and feeds on both the fish of the oceans and on the beasts and men of the land. It is the only creature of all Tuphon untroubled by the great storms, its hide grown impervious to even the most brutal winds. In fact, the more ferocious the tempest, the more the beasts seem to enjoy it, spiralling wildly through the windswept skies and screeching their heart-freezing, terrible cries to all who may hear. The Stormbringers believe first and foremost in the survival of the Imperium of Man. It is their sole purpose in life that the Emperors realm should not fall, and they feel no compunction over taking whatever course they deem necessary to ensure its continued existence. For example, if a battle costs the lives of one hundred civilians rather than that of a single Astartes, this is viewed as entirely acceptable, simply by virtue of their comparative value to the Imperium. In the present time, with Mankind attacked on all sides by countless enemies and always in desperate need of its finest warriors, it is debatable whether any could truly prove that they are wrong. Many have branded the Chapter as cowardly because of their methods but such accusations are inaccurate. If the Stormbringers feel that the sacrifice is necessary, or the objective important enough, they will willingly and without hesitation give their lives to achieve it. Others call the Chapter cruel, disloyal or heartless. The Stormbringers themselves feel that they are simply being efficient. The Chapter has on several occasions been investigated by the Inquisition because of their savage use of other Imperial citizens. However, while some more youthful, fiery Inquisitors would like to see the Stormbringers punished, the Chapter is lucky enough to enjoy the favour of several high ranking and more experienced Lords of the Inquisition. These are men and women who recognize that there are times when the ends must justify the means. Thus, for the present time at least, the Stormbringers are free to continue in their bloody-handed ways. However, it should be noted that while the Stormbringers have a reputation for doing whatever is necessary to achieve their goals, they do have limits. No true member of the Chapter would countenance having anything to do with xenos of any species or even less with the corrupting taint of Chaos. The clans of Tuphon, while usually a coldly utilitarian people, do venerate the Emperor of Mankind, giving him the place of the Tuphonic tribal god, the Lord of The Sun Rising". On rare occasions the storms abate, allowing the sun to shine through onto the surface. In response, thousands of tiny seedlings and roots embedded in the rocky ground burst forth into frantic life, seemingly desperate to propagate their species. Many swell in what seem mere moments with rich vegetation and fruits that the clans gather to enjoy great feasts with their temporary plenty. Such times are considered holy days dedicated to the Lord of The Sun Rising", a brief respite from the hardship and conflict that are the only way of life on Tuphon. While the Stormbringers follow few of Tuphon's tribal rituals, they still do enjoy these days of light and peace dedicated to the Emperor, with all brethren present gathering to feast and celebrate. Portions of Chapter lore remembering great victories are read aloud, trials of strength and skill are contested and the Chaplains lead the Chapter in prayer to the Lord of The Sun Rising". [skullheaderhalf=13139C]Geneseed The gene seed of the Stormbringers is largely stable but the Melanochrome implant You will be labelled as savages and barbarians. This is incorrect. Savagery and barbarism are merely tools to be used as any other. Chaplain Vespasian addressing new Chapter Aspirants. appears to have an unusual effect in conjunction with the genetic make-up of the Tuphonic people. The clansmen are, by reason of their harsh environment, naturally pale and gaunt featured but in those who become Space Marines these characteristics seem profoundly accentuated, while by some chemical reaction their hair is bleached to a shocking white blonde. These combine to make the Stormbringers appearance highly unsettling to most other humans, a fact that the Strike Captains always use to their advantage on the rare occasions they require something from their Imperial 'allies'. [skullheaderhalf=13139C]Battle-Cry The Stormbringers recognize that a battle cry is a weapon that has a greater effect on some enemies than others and thus their war cries vary depending on what foes they face. Against a fearless enemy that would be totally unaffected, such as Tyranids or Orks, the Battle Brothers remain silent, conserving energy for fighting; whereas against a more easily demoralized foe, such as traitorous Imperials, Tau or some Eldar, they enter battle screaming terrifying and wordless howls of pure, unbridled rage and hatred amplified through the voxcasters of their power armour. ******************************* Discussion Link
  6. Index Astartes Embodiments of Pursuit: The Emperor’s Huntsmen Space Marines Chapter [/size] Origins When the northwestern fringe of Segmentum Obscurus was plagued by the betrayal of the Hereteks who called themselves the Apostles of the Blind King, the Imperium responded quickly and forcefully to the uprising. Forewarned of danger by the Emperor’s Tarot, two chapters of Astartes were founded to combat the impending threat. One, the Dark Hunters, was raised conventionally from White Scars stock and completed in time to join the main body of Imperium forces in what became known as the Occlusiad War. The other was formed slightly later, under conditions of secrecy, the tarot having given favorable readings towards both force and subtlety. Suspecting that the hereteks might try to disperse when the tide turned against them, joining the Dark Mechanicum or sowing their heresy among loyal machine cults, this second Chapter would be held in reserve, the waiting arrow hidden behind the blinding axe of the Dark Hunters, ready to seek and destroy any break aways from the Apostles. With the discovery and destruction of the Blind King’s palace-warship, Terra’s concerns became justified; as the Dark Hunters closed the noose quickly around the remnants of the cult, many small groups abandoned resistance and attempted to go to ground. The Emperor’s Huntsmen were waiting, at Terra's word revealed themselves to the galaxy as they were loosed on their prey as an arrow from a bow. In short order, they confirmed the destruction of all remaining vestiges of the Apostles. With their founding task completed, the Huntsmen set out across the stars to prosecute the endless war against heresy wherever it reared its head in the darkest reaches of the segmentum. Homeworld Only after the conclusion of the Occlusiad War were the Huntsmen given license to choose a homeworld. At first they felt sure that it was unnecessary to be tied to a single planet, and they would be better served maintaining their mobility as a fleet. Until, that is, they discovered Vanua. At the time it was known only as PM-9147, a jungle deathworld sitting alone in its star system, with no particular resources of value. The planet had long ago been earmarked for plotting as a navigational obstacle and more or less forgotten. The chapter, passing the planet by chance, followed protocol, dispatching a team of Huntsmen to investigate the surface for any signs of their current quarry. The team quickly became stranded when their landing site was ambushed by a pack indigenous multi-limbed predators. For the next week, hunter and hunted traded advantage, both the Astartes and the beasts scoring kills. When the surviving members of the investigating party were finally located and rescued...they exulted in the experience, calling it the hunt of their lives. No xeno or heretic yet had provided such a challenge. Their report piqued Chapter Master Visayo Damang's interest, and a second team, accompanied by a chaplain, was sent to assess the viability of the planet as a trial world for testing Neophytes. And so PM-9147 was brought under the protection of the Emperor’s Huntsmen and officially renamed Vanua. Vanua has a variety of environments, but it is mostly dominated by thick rain forest jungles. While the trees and canopies of these jungles don’t grow much higher than those of ancient Terra, their roots go deep, and the crust of the planet is somewhat porous. Extensive tunnel and cave systems lattice through the earth, home to all manner of alien wildlife. Predominant among these are the Prychians, agile, eight-legged pack hunters that grow to the size of Rhino transports. Their bodies are covered with thick, spiny hair, and plates of chitinous armor, and their small heads have several pairs of eyes and a symmetrical, fanged maw with pedipalps strong enough to crush a ceramite helmet. Each pack controls vast territories stretching both above and below ground, which they fiercely defend. Like a primal mirror of the Chapter's own values, the Prychians have inspired the Huntsmen so profoundly as to be incorporated into the Chapter's iconography, replacing the seven arrows of the original Chapter emblem with the eight segmented legs of a Prychian, pulling taut the webbed biochemical nets from which they make their home. Notable among the other species sharing the world are hundreds-strong colonies of small, scaly avian scavengers; astartes-sized moths metamorphosed from massive larvae; and agile two-limbed primates that seem to have a close symbiotic relationship with the trees of the world. Most of these are of no practical interest to the Huntsmen and their kin, but their delicate balance of hunter and hunted is sacred such that the Chapter carefully controls the use of land on the planet to preserve the ecological balance. Recruitment At their inception, the Huntsmen leaned into the freedom and mobility of their fleet, recruiting via tithes taken from the worlds under their protection. Some worlds offered their children proudly, others because they had no choice, and while the stock the Huntsmen chose from was good, the worlds themselves did not inspire the chapter to consider a permanent presence. Vanua was different; it seemed to embody their ideals and challenge their strength. Over the decades and centuries that have followed, initiates undergoing the implantation process were ferried to the planet and tasked with hunting the Prychians to prove their worth. The most successful joined the ranks of the Huntsmen, while all survivors, including the unsuccessful were allowed to have their families brought to the planet and remain under the Chapter’s vigil. Over time this has resulted in a native population of Vanuans, who have become the most plentiful, successful, and valued recruits to the Chapter. Prior to undergoing implantation, aspirants are taught and tested above Vanua, on Guinova Station, the Chapter’s orbital fortress. There they engage in simulations instilling all the basic practices of Astartes warfare, they study the history of the Imperium, and they prepare to face their final trial. Those who pass the trial are inducted into the Scout Company, as in codex compliant chapters. Combat Doctrine The Huntsmen’s approach to combat is heavily derived from their primogenitors, using lightning speed to strike enemy vulnerabilities before a proper defense can be mounted. They differ somewhat in method, however; while the White Scars wear down their foes with hit-and-run attacks, the Huntsmen calculate their attacks to overwhelm and finish a target all at once by scaling up their assault as needed to defeat enemy defenses. Only in the case of heavily entrenched enemy positions will the Huntsmen moderate their approach, working aggressively to cut off supplies and reinforcements, rather than trying to directly pierce siege defenses. Like their genetic forebears, the Huntsmen attack primarily with highly mobile assault elements, charging in on armored bikes, striking from the sky with jump packs and drop pods, and delivering troops to the enemy’s doorstep with rapid transports. When battle is joined, the Huntsmen prioritize crippling enemy communication and mobility before finishing off resistance. When choosing operations, the Huntsmen prefer to take on missions tracking down elusive targets that have been a particular thorn in the Imperium’s side. They have also proved very adept at spotting the signs of genestealer cults and routing out and destroying them, even before full blown uprisings have begun. Organization The body of the Chapter is compliant with the Codex Astartes, and led by a council of eight marines called the Prosomus, drawn from the leadership of the various companies. The council includes the Chapter Master, the captain of the 1st Company and his second, and the captains of the 2nd, 3rd, 4th, and 5th Battle Companies. The reserve companies remain at the disposal of the Chapter Master to assign as he believes necessary. In accordance with their nature as pack hunters, the chapter works hard to maintain communications throughout its operational area, avoiding overextension as much as possible. The Chapter Master, known in the emergent Vanuan creole as the Aureanus, spends a great deal of time in council coordinating the Chapter’s efforts. The current Aureanus is Borgama Hirst, who has held the position for 13 years. The Librarium of the Chapter is somewhat small, but vital to the Chapter’s ability to pursue it’s chosen targets wherever they may flee. To do so, they work closely with the Chapter’s astropaths to sense their enemies’ position far in advance, as well as to close off avenues of escape before attacking. The value of this information is considered to be worth more than the use of psychic powers on the battlefield, but it is not unheard of for librarians of the Huntsmen to be present on the frontlines of particularly large or critical conflicts. Beliefs Typical Huntsmen have a similar fervency and energy to their brothers in the White Scars, and are also characterized by a vengeful streak that outside observers might consider dangerous. While not easily offended or provoked, if an affront is taken, it is held and paid in kind. The Chapter Reclusiam works tirelessly to ensure that this vengeful energy is focused outward, on the enemies of the Imperium, but from time to time conflicts have erupted between brothers. Sometimes it is enough to remind them of the “false predators” among the xenos and heretics that plague the Imperium to refocus them, but other times it is impossible to deescalate the situation before it turns deadly. The aggression of the Huntsmen has made them particularly undiplomatic among an already undiplomatic brotherhood of warriors, and between this and the unyielding nature of their efforts to destroy their prey, only the very foolhardy or the very prepared dare to draw their ire. The hunt is everything, and they welcome almost any reason to take it up. Gene-seed The Emperor’s Huntsmen enjoy the genetic stability of their primogenitors, showing little to no sign of mutation throughout their history. After implantation, Huntsmen marines are often noted to develop a suddenness of motion that other sometimes find disconcerting; they aren’t twitchy, but when they move, even for small things, it seems to come in sharp jerks. Whether this is the result of a reaction in the gene-seed or simply borne of their culture and methods is unknown. Battle-cry The Chaplain’s Call: “Strike with speed!” The Brother’s Answer: “Kill with fury!”
  7. In the Urn, Awaiting Cremation: The Ash Phantoms Origins Opening Notes, Memoirs of Hasheel Having been granted the Chapter Master's blessing on the condition that I do not leave the fleet, I begin my record of the Ash Phantoms. The Regimental Commissar on Murkaia said that the Chapter was strange. There was an uncomfortable shift in his eyes when he spoke of them. The way they would stare, the repeated, identical vox transmissions. I doubt even I would have known what to make of them. But I never would have expected this. It is no wonder the trail goes cold with them. The ill-fated nature of the Ash Phantoms’ known history, and their particularly grim outlook has led some to believe that they bear the “Curse” of the 21st Founding. At the very least the Chapter has its constant struggle for survival in common with much of the 21st Founding. Other clues, specifically fragments of surviving service records, and redactions with the seals of unknown Inquisitors, suggest that the Chapter may have been founded during the Dark 13th Founding. Credible histories of the Chapter are scant, and the Chapter has intermittently been completely lost to the Imperium at large, even presumed destroyed, only to appear fleetingly in the records of a Guard detachment or another Astartes strike force from whom they answer a call for aid. Only recently, due to the efforts of a curious Inquisitor, has earnest documentation of this Chapter begun. For their part, the Phantoms look past the dismal fate that looms persistently before them, towards what glory they can purchase for the Emperor with their blood. Many of them are resigned to the not the idea that they will never know their history, due in large part to a catastrophic genetic flaw. The Catalepsean Node produced by their gene-seed is flawed in such a way that it interrupts the normal activity of the cerebrum, destroying the marine’s ability to form new memories, and in the worst cases, shutting the brain down entirely. Though they diligently submit tithes in the hopes of finding a cure, or shedding some light on their origins, all they have been able to ascertain for sure is that their genetic material comes from the White Scars. Home World Mysteries to Themselves, Memoirs of Hasheel The only records they appear to have are associated with visions of the Librarium. They are full of endless, vague references that could mean anything, few attached to actual events. The most tempting to the Chapter itself, and of course to me, is that of the home world they supposedly once had. But no real evidence exists in their records to confirm the veracity of that belief. They do not even know the secret they keep. The Chapter is largely confined to it’s small fleet, which stays closely connected, lest the flaw separate them forever. This is the only home the Phantoms know, but there are long-running rumors of an ancestral home world which have proved a subject of frequent debate among them. The belief hinges on ancient references made in their records to “the urn” from which they came. What few Chapter records have endured little more than cryptic notes left by Librarians centuries past, some little more than gueses, and all fighting against their affliction to leave the Phantoms with some sense of legacy. The notion that a homeworld might exist, a place containing records of their early history, or perhaps even untainted gene-seed, is one that almost every marine entertains, for at least as long as they can remember it. The Chapter’s Librarium is perpetually divided between trying to prove the existence of a home world and quelling the rumor and its distraction once and for all. Recruitment Refusal to Fade, Memoirs of Hasheel Since learning the extent of their condition, I have wondered to myself why they insist on preserving their dwindling line. I do not raise the question to them, as I have my doubts that I would survive such a line of questioning, but also because I cannot say for certain they are wrong. On one hand, is such an existence not a waste of Imperial resources? On the other, the Emperor gave them life, and they have come this far enacting His will. And of course, I can’t let them fall before I’ve found what I need. The flaw never ceases to exact its toll on the Phantoms. Losses in almost any given engagement far outstrip the average of what almost any other chapter experiences, while sudden and unpredictable brain death, often among the eldest marines, chips away at their numbers even off the battlefield. On top of already staggering casualties, each brother in the Chapter is only one faulty vox transmitter from being forgotten in the area of operations and being listed MIA. The only counter the Phantoms have against their attrition rate is aggressive recruiting. Even here, though, the Phantoms face obstacles. The unease they tend to instill in those unfamiliar with their peculiarities, especially civilians, makes willing recruits difficult to come by. On the other hand, forcefully abducting recruits puts them at risk of censure at best and an excommunicate traitoris edict at worst. At the best of times, they have only been able to steady their numbers, but not grow them, and now their recent association with the Inquisitor Hasheel has made the Phantoms all the more cautious about how and when they recruit. If any notification has reached the Phantoms of the Ultima Founding or the advent of Primaris Astartes, it has failed to be recorded and, apparently, been forgotten. Consequently, there are no Primaris units or equipment in the Chapter as it stands. Combat Doctrine Still Angels of Death, Memoirs of Hasheel I understand now what Commissar Gelbright meant. Their genetic issue manifests clearly in their method of war. They are among the more brutal Astartes I have seen in combat, and with no apparent sense of self regard. They throw themselves headlong into melee, perhaps assured that by doing so they won’t hesitate in battle when their flaw strikes. Though I now have context for their repeated call-outs, they remain somewhat disconcerting, like a battlefield of violent echoes. I believe I will be able to use it to my advantage. Muscle memory is the only art that the Ash Phantom’s truly know. Though they remain formidable in combat, their inability to recall the points of finesse of anything from martial technique to a tactical maneuver result in decidedly brutal conflicts. For this reason the Chapter eschews weapons that require more careful control. Power mauls and thunder hammers are taken in lieu of swords, and flamers and heavy bolters see more use than lascannons or sniper weapons. The Phantom’s seek to end battles quickly and decisively to protect their numbers, but the finer reflexes that would be necessary to pilot the rapid transports that would complement this strategy are beyond them. Bike squadrons are their risky compromise, granting them speed and maneuverability, if not to the degree they would like, and at the cost of exposure and more limited access. Most marines begin and end each engagement on foot. The minimal use of transports stems not only from the inherent challenge in piloting them, but also from the delayed reaction a battle brother may suffer upon emerging into the battlefield as his memory fades. A marine already on the battlefield is much more likely to continue fighting without missing a beat. The frequent use of flamers and plasma guns is a side effect of the battle brothers often finding the enemy closing the distance without being able to remember how. The Chapter’s heavy support comes primarily in the form of Predator tanks, which are much more forgiving than faster vehicles when the flaw strikes. Despite having a pair of Dreadnought sarcophagi, no marine has ever been interred, due to a simple, brief note in their records warning succinctly: “No Dreadnoughts.” Organization Self Injury, Memoirs of Hasheel Completely unheard of, a Chapter led by initiates. I can see the lines along which they reasoned, now that I understand their affliction better, but I am inclined to believe that they would reconsider their organization if they could but remember what happened to the 8th Company, or the battle at Udonanai Hive. It is clear from these wasteful losses that the Phantoms strive on borrowed time. I can only hope to finish my work before that time expires. The Ash Phantoms attempt to follow the Codex Astartes as one of the few forms of guidance they can rely on. The Chapter has only five companies to field, though the Scout Company sees very little combat and it is there that first signs of divergence from the Codex become apparent. Uncharacteristically for a Chapter of Astartes, the Ash Phantoms’ Scouts are held in equal regard with full battle brothers, and are perhaps disproportionately regarded as the Chapter’s legacy. About three fourths of the Chapter’s initiates serve in the Scout Company. The remainder, always chosen from the most promising recruits, form the Chapter’s leadership. The Chapter Master, Company Captains and many of the Sergeants are young marines, chosen for demonstrating the greatest balance between natural skill and lasting memory. Their lack of experience is viewed by the Librarium as a necessary cost for maintaining that vital command structure. However, the inexperience of these young marines has cost the Phantoms dearly on multiple occasions. As marines grow older, they descend the ranks and are sorted by the skills they retain. As a result their Devastator and Scout veterans are exceptionally skilled, but are accompanied by some of the youngest Sergeants to ensure their skills are applied to the right targets. No marine has been known to have any conflicts with demotion, though this is likely because no brother remembers being demoted. The battle brothers of the Chapter identify each other by rank only, both on and off the battlefield; though some marines can remember the names and faces of brothers that came from the same recruitment and training pool, it is otherwise fruitless to try learning the identity of their brothers. Beliefs Acceptance, Memoirs of Hasheel Total resignation is the only way to describe their attitude towards their condition. I was personally surprised how aware they are of the costs their condition has incurred on the Chapter. Rather than a chain of despair, these beliefs are an anchor for them. They see it simply as their lot, that has no bearing on the Emperor’s Will. Though I am inclined to think them forsaken, I cannot help but respect this commitment. If only they’d let me speak with the recruits, before the subtler details of their philosophy are lost, philosophy which may illuminate part of that which I seek. The body of the Chapter Librarium is small, as Psykers have proven more likely to succumb to the most severe symptoms of the flaw. The Chapter’s records are likewise limited. Current Librarians surmise that attempts to record the Chapter’s contemporary history were abandoned centuries ago. Instead, they took heavily to divination. Though it is frequently impossible to distinguish between visions of the past, present and future, they could at least be recorded in real time. The interpretations of these cobbled together visions make up the bulk of the Chapter’s histories. From among these emerged the first rumors of a Chapter Homeworld, and each time they are reviewed the debate rekindles, some elements calling for expeditions to pursue every lead that could uncover this lost world, while other elements bristle at what they perceive to be a false hope that should be striken from their history. The factions maintaing both positions are as impermanent as any Ash Phantom’s memory.There is another dark facet to the Librarium’s methods. The Chapter maintains the bare minimum of serfs required to support their operations, as visions of the Librarium, both modern and ancient, have cast a pall of doubt on the loyalty of serfs. The matter has occasionally become so serious that it has resulted in a complete purge of the Chapter’s serfs. It has never been established what decetion they are guilty of or what threat they pose; the Phantoms simply cannot accept the risk from the humans closest to them, who can remember things that the Astartes cannot. The Chapter’s recruits and scouts hold special importance to and spend a great deal of time with the Librarium. The last memories that the Phantoms hold onto are those prior to beginning the implantation process, so as much as possible of the Chapter’s identity and knowledge is imprinted on them before then, and because of their longer memories, they are better able to help the Librarium focus its efforts over time. The Chapter’s enduring beliefs revolve around their duty to the Imperium. Great honor is viewed in a martyr’s death, and it is considered a noble release from their affliction. To complete this release, after a marine’s progenoids have been extracted, his body is burned in his armor by means of incinerators built into each suit. Until another marine dons the armor, it will hold the ashes of the brother who died in it in a very literal sense. The ashes will still be inside when the new marine first puts it on. Over the centuries the original blue and orange trimmed suits of armor have acquired gray stains, concentrated around the hands, feet and torso where the ashes often filter out. Unable to form any sort of significant attachment to their own brothers, and resigned to the fact they will neither remember nor be remembered, the Phantoms exhibit an eerie level of detachment both on and off the battlefield. They are equally somber regarding the Imperium at large, content in knowing they have a very simple role to play, and this at least, they could never forget. Gene-seed Private Examination, Memoirs of Hasheel They would surely kill me if they knew I had taken a gene-sample, but it was worth it. My preliminary analysis shows markers that one does not find in stable White Scars genes. Some of them are familiar to me, but not from that legion. Others don't seem natural at all, though. Each discovery is a confirmation of my suspicions I must check the Librarium again. The secrets lost to the Ash Phantoms, left by my forebears, are ever more within my grasp. The Chapter’s genetic material is almost completely whole, save for the corruption of the Catalepsean Node. The level of degradation varies from marine to marine, lapses occurring anywhere between every few hours to every couple of days. Initiates suffer the least, some able to recall anything from an entire week or more, while the most veteran marines may lose their memories in a matter of minutes. To the brothers of the Ash Phantoms it makes little difference, for once gone, the past is lost forever. Battle-cry If a war cry existed at some point, it has been lost to the Phantoms.
  8. +++ INDEX ASTARTES: STORM SONS+++ --- +++ CLEARANCE Carmine +++ DATE 8332921.M41 +++ REF NN.160784-1 +++ BY Scribe Arnault Thebes, First Class, Adeptus Anthropologii +++ SUBJECT Adeptus Astartes - STORM SONS --- Honoured Lords of the hallowed Inquisition, I have attached all current information on the Adeptus Astartes Chapter designation STORM SONS. There is more to be appended (cross reference ++BAA/433.22.Ca.++) but our cogitators have yet to translate sections of base Khorchin. The following summary is merely intended as an overview pending a further investigation. ​You will note a number of deviations from Codex Astartes approved doctrine that make for disturbing reading. Praise be to the Immortal God-Emperor! I am ever your faithful servant, Arnault Thebes, Scribe, First Class, Adeptus Anthropologii http://i.imgur.com/BFhYZNg.jpg Battle Brother Gantulga of the Sagyar Mazan Assault Formation, Storm Sons chapter ------------ CHAPTER NAME - STORM SONS COGNOMEN - Khüü Arga (lit. ‘Sons of the Storm’) FOUNDING - 24th Founding, M.39 CHAPTER WORLD - Nakaris FORTRESS MONASTERY - Sünsitai, the Soulforge LOCATION - Utrar Khanates Sector, Ultima Segmentum GENE-LINEAGE - V Legion WHITE SCARS GENE-PREDECESSOR - STORM LORDS ALLEGIANCE - Fedelitas Totalis ------------ “We are the sword of Jaghatai. Had you not created great sins, the Emperor would not have sent a punishment like us upon you.” - Attributed to Oyuun Shah-Khan Born in the turmoil of apostasy, for over two thousand years the mystic warriors of the Storm Sons have exacted swift and relentless vengeance against the enemies of the Emperor over the entire breadth of the known galaxy. From its fortress monastery on the Forbidden World of Nakaris, the chapter sends forth its kill-teams throughout the Imperium and beyond, serving as outriders for the Explorator fleets of the Adeptus Mechanicus on the edges of Imperial space, or crushing insurrection on worlds whose loyalty to the Golden Throne is found wanting. The Storm Sons are a small but highly adaptable fighting force, clad in studded and spiked armour that evokes the noble savagery of antiquity, armed with tulwars and chain-axes to frighten the enemy before the fight has even begun. Led by battle hardened Khans and the mysterious Stormseers, the kill-teams of the Storm Sons conduct coordinated, precise attacks on strategic targets designed to annihilate and overwhelm their foes, supported by veteran hunter scouts who cut off lines of retreat, before unleashing the terrifying Sagyar Mazan shock troops to extinguish any form of coordinated resistance. THE UTRAR KHANATES The Utrar Khanates are a cluster of half a dozen systems in the Ultima Segmentum settled during the Great Crusade, united by a shared common heritage and root language, base Khorchin. Its estimated 42 billion strong population are directly descended from Chogorian and Terran colonists installed by the V Legion White Scars during the Great Crusade to enforce Imperial compliance after the 40th Expeditionary Fleet's xenos eradication pogroms. THE DIVINE PURGING Despite a prosperous beginning rooted in the dawn of human unity, the demands of the Great Crusade and the events of the Heresy eroded at the Terran authority installed by the V Legion. Imperial Governors through generations of nepotism and mismanagement were recast into self-styled emperors and dynasties, resulting in eight millennia of poor administration, petty squabbling and the inexorable technological and cultural decline that followed. As the Khanates slowly fragmented into thousands of petty kingdoms, empires and vassal states competing for dominance, the lack of Imperial guidance eventually took a much darker turn: one by one, the outer systems slipped from the Imperial fold entirely when the Empress of the Qhwarazheen dynasty, the largest Khanate empire of its time, fell sway to the Eternal Foe towards the end of M.38 and overthrew the last of the pro-Imperial confederacies. The Imperial response was absolute: a purge action led by the Ordo Hereticus with three regiments of out-system Astra Militarum, supported by an Ecclesiarchy militia. In the third year of hostilities as the conflict spread throughout the sector, an instrumental ally came from an unexpected quarter: an Adeptus Astartes strike force comprising of the White Scars and their successor chapter Storm Lords, a total of 48 Space Marines. Within days, the combined White Scars force led the assault on the Qhwarazheen palace compound. Once the Empress had been deposed, no less than two planets within the sector were sanctioned extremis to contain the influence of the Chaos. The Qhwarazheen dynasty and their vassal states were eventually annihilated, a moon utterly destroyed, and more than a third of the entire sector's sixty billion strong population perished in the conflict or executed thereafter by Imperial forces during the subsequent purging. [NB: For a full account of the Qhwarazheen Dynasty's crimes against the Imperium and subsequent military action, reference file ++CF-W12332-5433++] Noting the Astartes merciless punishment of their distant gene-cousins, the Inquisition's support for the formation of an Astartes presence to guard and enforce Imperial interests in the region was expediently ratified by the High Lords of Terra. Stable gene-seed derived from the Storm Lords was entrusted to Storm Lords commander Torgha Khan and formalised as a chapter, drawn from the remnants of the combined Astartes strike force. For two thousand years since its formation in a period named by Imperial scholars as Pax Chogoria, the Storm Sons have guarded the Utrar Khanates against corruption, re-moulding its culture into a model Imperial vassal sub sector, lest the populace faces the wrath of the Khagan once again. Under their jurisdiction, the Khanates have been moulded into a diverse and potent recruitment pool for the Astra Militarum, and to date have raised several decorated regiments such as the XXII Utrar Mhukals and the vaunted outriders of the Ordu Zolhotaya. BELIEFS "...what can be said about the sons of the Storm? I know many of my peers would think twice about accepting the aid of what they'd call unsophisticated savages. That is their loss and none of my concern. They could be described as taciturn in temperament, dour perhaps; but they show discipline like I have never seen with an unmatched sense of honour despite their strange customs. - General Lisbeth Berman, XXVIII Royal Parthans The Yassa The decree of the Yassa, the sacred law of the Utrar Khanates is founded on three central tenets: obedience to the Eternal Emperor of Mankind, the binding of kin, and the merciless punishment of wrong-doing. The Storm Sons have successfully enforced the Yassa since their formation, and on occasion have come into conflict in other parts of the Imperium where adherence to the Yassa is found wanting in the eyes of the Storm Sons, adding to their reputation for brutality. Beyond these three tenets however, Imperial observers have recorded little in what can be understood as a 'chapter culture' in their dealings with the Imperium at large. It has been suggested that by absorbing the most effective combat doctrines from the breadth of the Imperium, the culture - or rather lack of a culture to impose beyond the Yassa - is one of the Storm Sons' most abiding qualities as pragmatists. Sulde: The Spirit Trap The Nakarene are closely tied to the winds, a driving force that urges its warriors to total victory. The sulde, or spirit trap, is an important concept that has been enshrined in chapter tradition. The sulde itself is a bronze cylinder, twice the width of a large hand interwoven with psychically imbued hair from the largest aduu on Nakaris. The sulde is then attached to a battle brothers helm (forming a top knot) or a prized weapon, where it is believed the wind would carry the Emperor's divine energy through the sulde and into the battle brother. When a son of the Storm passes through the veil, his essence would be bound to his spirit trap, and lives on through it. In effect, the sulde acts a psychic record of a warrior's experience and achievements, giving it a status akin to extracting a battle-brother's progenoid gland. Since the chapter leaves the physical bodies of its brothers to the elements, the sulde would be kept by the chapter as a relic to inspire future generations. The colour of the sulde's hair holds great significance to the Storm Sons. Once aspirants are inducted to the chapter at the Feast of Names, they are each presented with their sulde, woven with the naturally black aduu hair. Length of service to the chapter is denoted by the bleaching of a warrior's sulde; Khans (veterans) are recognised by their bleached ivory coloured sulde. The Shah-Khan's own sulde is of pure white aduu hair, symbolising length of service to the chapter and the purity of the V Legion. NAKARIS & THE SOULFORGE [captionright ++CLASSIFIED+++ The only known pict image of Nakaris within the Ikh Khorig Asteroid Belt, Utrar Khanates. Departmento Cartographae 992.M39]http://i.imgur.com/DelvLVe.jpg[/captionright] The Ikh Khorig In subsequent decades following The Divine Purging, the Qhwarazheen home system, once the jewel of the the Khanates, is now closed to all but the pre-industrial settlers re-populated by the chapter and the Storm Sons themselves. An asteroid belt created from the remnants of a moon destroyed during The Divine Purging forms a cordon known as the Ikh Khorig (the 'Great Taboo'), maintained and enforced by the Storm Sons from the rest of the Utrar Khanates. Based in the former Qhwarazheen dynasty's core, the planet was re-named Nakaris (lit. "Nest of Hell") and re-classified by the Administratum as a Forbidden World, all traces of the former dynasty systematically erased from Imperial history. Once famed for its lush jungles and garden cities, Nakaris is a shadow of its former self following the destruction wreaked by Imperial forces during The Divine Purging. Now subject to frequent volcanic and seismic instability, Nakaris is now a planet of unending plains of ash and bladed grass, supporting a fragile eco-system on which its nomadic warrior tribes eke out an existence. Sünsitai: The Soulforge The shamans of the tribes of the Sungha, Uirats and Dhawas amongst hundreds of others speak of the legendary Sūnsitai - the Soulforge - in the heartlands of Nakaris, guarded by the metal warriors of the Eternal Emperor. In the two thousand years since The Divine Purging, an extreme punishment awaits those who violate the sacred law of the Yassa: deemed too damned to be judged by men, the guilty must instead be adjudicated by the Eternal Emperor’s mystic warriors by sailing the Sea of Souls to the Nest of Hell. None who sail are ever seen again. Such are the legends of humanity that contain a kernel of truth, for the Soulforge lies deep within the mass of the highest mountain ranges on the Death World of Nakaris. Every day cycle, the penal ships convey hundreds of potentially useful servants (and occasionally recruits) for the war forges of the Storm Sons. These unfortunates, along with thieves, the diseased and other outcasts of the pre-industrial nomadic clans who now inhabit Nakaris, are left to fend for themselves at base of the Sūnsitai, and often perish in the extreme weather and topography; or be savaged by the beasts that dwell within the mountain range. Only death awaits those who fail the Trial of the Mountain, for it is the ultimate test of survival, initiative and will. The hundreds of millions that have perished have have their material possessions scavenged, their bones bleached against the black volcanic landscape. From above, a ring of bone hundreds of kilometres in circumference around Sūnsitai can be seen from low orbit, a macabre landmark that marks the chapter’s only visible presence on Nakaris. The few who survive, locating one of the numerous entrances to Sünsitai and enter through its thresholds are fortunate indeed, taken into the Soulforge by the Storm Sons to await judgment by the Zadyin Argas. No one who has survived the Trial is wasted. If they are of age, male teenagers begin the aspirant trials for their eventual transformation into Adeptus Astartes, whereas females and adults of both sexes become useful additions to the Storm Sons as indentured chapter serfs. Particularly promising young females, especially those with nascent psychic talents, are tested for suitability for service in the Holy Ordos. Thousands of miles of chambers, vaults and tombs snake through the mountains of the Sitai range and deep into the planet’s crust, where the magma generated by tectonic activity provide suitable heat for the war forges of the Storm Swords, with ore mined from Nakaris and its surrounding moons. The Soulforge acts as a base of operations for the Storm Swords' fleets, supplying the materiel for the chapter's deep space voyages, who often do not return to the Khanates for decades. CHAPTER ORGANISATION & BATTLE DOCTINE http://i.imgur.com/l4Ztyw0.jpg Unknown astartes, Storm Sons Chapter The Storm Sons actively assimilate the diaspora of aspirants, cultures, weapons, tactics and philosophies of those they encounter in order to become a more adaptable and effective fighting force. They are best known for sending their specialist kill-teams to other Imperial forces and the Explorator fleets of Mars, and even in the ranks of Rogue Traders depending on where their skills are most needed, which is reflected in their unique chapter organisation. The Ordu: The Seat of Power The Storm Sons operate an unusual chapter organisation that directly serves the needs of the campaigns it fights throughout the entire breadth of the galaxy, eschewing the Codex convention of Battle Companies altogether. The chapter is organised into battle formations known as Ordus, made up of anywhere between three to twenty five-man kill-teams based on the needs of a particular campaign, making the largest Ordus the equivalent of a Codex Battle Company. When an Ordu is raised, it is composed of a mix of new and experienced kill-teams of battle-brothers called a bond. These combat squads are led by a cohort of chapter veterans known as Khans, whose wide experience and guidance allows every Ordu to fulfil all the requirements of any Codex adherent chapter. The Ordu is a unique composition based on the requirements of the undertaking, but its stock is not drawn from existing companies as in other chapters. Rather, the Ordu simultaneously fulfils the role of both Battle Company and Strike Force, and unlike Battle Companies whose losses are replaced, the Ordu naturally diminishes and fragments over time, in keeping with the Storm Sons martial tradition of fluid and adaptive warfare. If a campaign is successful, intact kill-teams are inducted into another Ordu for a new campaign, allowing battle hardened warriors to pass on their skills to newer bonds with less combat experience. In less desirable circumstances the battle leader, the Uir-Khan, may decide how to allocate its remaining fighting capability, often sending whatever remaining kill-teams or lone operatives are left to bolster other Astra Militarum or Adeptus Mechanicus forces. In the rare instance where two Ordus are below effective fighting strength in the same campaign, a new Ordu may be raised, combining the remnants of the former forces together. The Bond The bond is the distillation of the Storm Sons’ combat doctrine, a reflection of the chapter’s operational preference to fight across the entire breadth of the galaxy in even smaller numbers than other chapters, so as to increase the combat effectiveness of every warrior the chapter can spare. The kill teams of the Storm Sons are compact armies in their own right, emphasising stealth and unorthodox tactics in order to eliminate high priority strategic targets and sow discord as swiftly as possible. In other cases, bonds are also utilised to extinguish the last resistance of enemies defeated by Imperial forces. Unsurprisingly, warriors of the Khuu Arga can be found in service to the Deathwatch across all four Segmentums. Though nominally led by one of their number as an autonomous unit, inexperienced bonds may be led by a Khan, denoted by the bleached bone colour of his topknot, to increase operational effectiveness by drawing on the veteran warrior’s experience. A Khan can also serve in an Uir-Khan’s Keshig as a bodyguard, not unlike the Wolfguard of the Space Wolves, or find equally themselves in equally demanding service to one of the chapter’s Stormseers if attached to an Ordu. Chapter Command Rule of the Storm Sons falls to the Chapter Master, known by his title of Shah-Khan and his war council. As the vast majority of its ordus operate across the galaxy and are governed independently by its Uir-Khan, Nakaris primarily concerns itself with training new recruits and raising ordus to continually serve the Imperium, seeking counsel through the collected wisdom of the chapter in the Soulhearth. Specialist Ranks Shah-Khan - A formal title given to the Chapter Master of the Storm Sons, equivalent to a Great Khan. To date there have been six Shah-Khans who have led the chapter in its two thousand year history. Zadyin Arga - Like all of the White Scars and their successors, the Storm Sons employ the talents of the Stormseers, highly disciplined practitioners of the gifts of Heaven. The Stormseers are seen as the spiritual guides of the chapter, offering counsel to the Khans and brothers alike, before lending their devastating warp-born talents on the battlefield, serving the roles of both Chaplain and Librarian. On Nakaris, a cadre of Stormseers are responsible for maintaining the chapter's repository of suldes. Khan - A title given to any of the chapter's veterans, their status marked by the appearance of a bleached blonde sulde. A Khan is responsible for training new aspirants and forming bonds, but may also choose to serve in a newly raised ordu. In this instance, the veteran cohort nominates one of their own to lead the ordu, and the remaining Khans oversee the bonds or serve in a Keshig, equivalent to a Sternguard Codex formation. Uir-Khan - Equivalent to a Battle Captain, the Uir-Khan is chosen by other veterans when a new ordu is formed and rules it along with his war council. Emchi - The chapter's apothecaries, responsible for the physical wellbeing of its warriors and maintenance of gene-seed. Sitai-Ezen - The forge lords represent the chapter's Techmarine cadre, responsible for maintaining the Storm Sons' vehicles and other materiel. The forge lords enjoy a cordial relationship with the Adeptus Mechanicus, giving the Storm Sons a propensity to accompany its Explorator fleets at the edge of Imperial space and beyond; sharing technological findings in exchange for a well received Astartes presence. Chāyā: Path of the Shadow "You'll have no companion other than your shadow." - Ancient Utrar idiom In the natural course of service to the Emperor, bonds diminish as brothers meet death in battle, leaving just a single battle-brother to bring vengeance to the enemies of the Emperor. When this inevitability occurs, the lone warrior undertakes the chāyā - the path of the shadow - acting as a one man army. According to the esoteric philosophies of the Khüü Arga, the chāyā is designed to allow battle-brothers to reflect on the importance of kinship in the face of a prolonged solitary existence and forge new ties with the wider Imperium as part of a warrior's spiritual and combat development. Often this lone operative serves in a scouting role for the ordu, or may find himself in special deployments such as the Deathwatch or other Imperial forces. Chapter tradition states that a chāyā should be no less than forty years Terran standard, a decade for each lost member of the bond, before returning to Nakaris to train aspirants, should they survive their trials and pass on their extensive battle-lore. When a battle-brother embarks upon the chāyā, his sulde is dyed blue to denote his solitary status. Sagyar Mazan: Bringers of Vengeance Some Storm Sons give into their baser instincts and lose mastery over their own savagery, driven by a desire for vengeance at the loss of their sworn kin. This is a source of great shame to all the sons of Jaghatai, as it is contrary to the teachings of the Khagan who emphasised the need for the mastery of the self in order to best carry out one's duties. Viewed as outcasts from the chapter, there is only one recourse for those who cross the line: entry into the Sagyar Mazan, a specialised jump-pack enabled assault formation; forming an often suicidal vanguard for Imperial offensives, easily recognised by their blood stained suldes. Observers have noted the highly visible presence of the Sagyar Mazan gives the Storm Sons at best a reputation for barbarism and brutality, at worst a gene-seed instability. Despite this, the chapter reluctantly allows the Sagyar Mazan to exist so the lost can meet a dignified death in service to the Emperor, and on a more pragmatic note, utilise their sheer destructive power. CHAPTER RECRUITMENT Like most chapters, the process of recruitment is laborious as the inherent qualities that are required for a recruit to successfully ascend into their ranks are incredibly rare. Whilst the Utrar Khanates possesses a diverse recruitment pool, the real strength of the chapter in keeping with their pragmatic nature is to simply test potential recruits from the entire span of the Imperium. Whilst it isn't known exactly how or why the Storm Sons pick certain candidates, Imperial observers have noted cryo-stasis chambers on board every chapter ship – or mobile variants of – for transportation on other Imperial vessels. Based on these observations, one conclusion is that the Storm Sons operate in a similar way to the Inquisition's very own Black Ships, transporting promising candidates to Nakaris for further assessment. Ward Names Derived from the ancient traditions of the White Scars, the Feast of Names is an important ceremony where the aspirants are presented with their suldes and are formally recognised by the chapter. The Stormseers have judged the hearts and minds of the aspirants and bestow upon them a ward name, so that the denizens of the warp may not learn of a warrior’s truename and use it against them. A ward name is not a deed name like the Wolves of Fenris or self aggrandising epithets of other chapters. Traditionally, the ward name chosen by the Stormseers is reflective of an aspirant’s character or some other ability they possess, such as Gantulga (Steel Hearth), Khiinsitai (Forgeborn) or Jelserekh (Windwaker). Just as an auspicious ward name is thought to bring the Emperor’s attention upon its bearer, another curious naming convention exists for new aspirants in the form of an avoidance ward name, designed to further mislead and divert attention of its bearer from the warp. Examples of avoidance names include Nergüi (No Name), Enebish (Not This One) or Terbish (Not That One). The ward names of the Storm Sons are only known to themselves, a crude rendering in Low Gothic serves when dealing with others outside the chapter, thus protecting the bearer’s truename through yet another level of abstraction. CHAPTER APPEARANCE http://i.imgur.com/dzUH4jd.jpg A recovered Storm Sons shoulder-pad Armour & Weapons To the casual observer, a Storm Sons Space Marine appears to be the embodiment of brutality; a wrathful daemon sent to punish wrong-doers who stray from the Emperor's light. Some Imperial commanders have even made aesthetic comparisons to the Traitor Legions, though never within ear-shot of any of its warriors. There is conjecture that perhaps the Storm Sons have crafted their savage appearance intentionally, as if to confirm the fears and stereotypes for psychological effect; a knight of the Great Crusade, studded, spiked, wielding savage tulwars and chainaxes to frighten the enemy before the fight has even begun. Chapter Colours The Storm Sons' power armour is bronze. Due to the chemical composition of the various alloys electro-plated to the ceramite, and the age of the armour as it is passed down through the chapter, there appears to be no uniformity in its colour. As such, the armour may range in hue from near black to a deep brown, or even a golden yellow. There appears to be little in the way of conventional Codex-approved markings save the chapter's stylised lightning sigil on the left pauldron; Khans are commonly identified by their near-white topknot and blackened armour covered in verdigris. Chapter Badge The most congruent and recognisable item on a Storm Son is their chapter badge: a stylised thunderbolt sigil surrounded by a sixteen point corona - a representative map of Sünsitai. CHAPTER ASSETS Chapter Strength Due to the ever diminishing strength of the ordu and its vast operational area, it is impossible to conjecture the full strength of the chapter, though current estimates put the Storm Sons' strength at around 800 warriors. Records of a recent founding provided by the chapter shed a little light into the composition of an ordu, designated 'Ripclaw', roughly the size of a demi-company. Ordu 'Ripclaw' (lit. 'Claw that rips', can also mean 'disruption') 'Arrow', Uir-Khan (Battle Captain) 'Windwaker', Zadyin Arga (Stormseer) 8 Khans (Veterans) 4 Emchi (Apothecaries) 1 Sitai-Ezen & Servitors (Techmarine) 6 Bonds (Combat Squads) 7 Chāyāran (Scouts) 5 Sagyar Mazan (Specialist Assault Squad) – Unknown armour and transport assets Notable Fleet Vessels Soulforged - Astartes Strike Cruiser Fortress of the Winds - Astartes Strike Cruiser The Bladed Sea - Hunter-class Destroyer Rapid Strike Vessel Swordsong - Hunter-class Destroyer Rapid Strike Vessel Spear of Nakaris - Hunter-class Destroyer Rapid Strike Vessel
  9. A custom piece of art I threw together for the Molotov's excellent Kill Team Blackthorn RPG. Custom chapter, see my signature for more! Enjoy.
  10. Greetings! I am building my first ever 40K army, though I am an experienced painter and WHFB player. I like the White Scars, but always have to put my own spin on things, so I will be creating a successor chapter: the Storm Brothers. I will be following the WS codex 100%, so only painting/modeling tweaks. My original thought was purple and gray, with yellow highlights, but the test model came out too dark for my taste. So I have used the awesome SM Painter to try out a lighter gray, more of it, and more yellow. I like this version a lot- I think it will paint well, show up strongly on the table, but not be too "busy". Opinions welcome! http://www.bolterandchainsword.com/sm.php?b62c=@iagtx_hnsaQ.i2SsX@@@@@@@i6hFq@hozqSiakk7.@@.hozqS@.@__.@__@.@i3rau_@____@___hozqShozqSiakk7..@@@hozqS@@@@@@hozqShU25M&
  11. New year, new projects. I've been working on my little DIY chapter for a couple of years on and off for eagle-eyed readers enjoying the Liber Astartes forum. I've been really buzzing off the release of 8th edition and the introduction of the new Primaris range. I've been really taken with the scale of the new models and I was fortunate to receive a load of Primaris combat squads. I spent some time over the last couple of weeks in the holidays putting together what must be the first unit of Space Marines in over two years, and I intend on building more so I can get stuck into playing with my local gaming group. Whilst I love the new kits, I found the legs a little bit too curvy for my personal taste, and wanted to reintroduce an element of blunt brutality back into the armour, more in keeping with my chapter. I mocked up some kits from GW's website and recoloured them in Adobe Photoshop, using the paint scheme I'll be using (bronze) based on my fluff. I'd never actually seen anyone do any conversions using both the Tartaros terminator kits and the Intercessors, so I ordered a box from GW and start kit bashing. Here's the result of my first squad. The proportions worked out better than I'd hoped, and it was a surprisingly easy kitbash to do. It gives me the scale of the Primaris marines, with more of the variation I've come to love in GW and FW models. As the heads and shoulders were the same scale, I've got loads of unassembled FW from before 8th edition.
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