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Badgers


Palorrin

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Badgers

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Origins:

Following the end of the reign of blood, the Lords of Terra proclaimed the creation of several new space marine chapters in what would become known as the 22nd founding. From this command came forth the Badgers, stationed on the far side of the Storm of the Emperor's Wrath from Holy Terra. There they would assist units and worlds in need, protect traders from the warp storm's dangers, and provide for defense should it be necessary.

The Badgers trace their lineage from Rogal Dorn and his Imperial Fists, through the Crimson Fists and their successor chapter the ***EXPUNGED***. They learned the lessons offered by their founders and primarch well, excelling at forcing the enemy to fight on the Badger's terms, and recognizing when grit and determination can see you through to victory.

In the millennia since their founding, the Badgers have had many victories, but suffered much for their success. Known for their extensive use of infantry and shortage of vehicles, the numerous casualties the Badgers frequently receive have forced the development of an impressive recruitment system as well as highly trained and efficient apothecaries. Often not in the forefront of campaigns, the Badgers frequently provide additional support to better known units.

Homeworld:

Orixan in the Ultima Segmentum, fairly close to the Obscurus Segmentum and the Storm of the Emperor's Wrath, is the homeward of the Badgers. Orixan is a feral world with many strong 'bronze age" clans that compete with each other for military dominance, resources, and political control, as well as competing to provide the most (and most successful) candidates to become Badgers. While not the only recruiting location for the Badgers, Orixan is by far their most successful one. A rich, lush world with a wide variety of terrain, Orixan was an ideal location upon which to found the chapter, home to the largest naturally developed Badger species known at the time (for which their name was chosen). It is here, deep in the gigantic Westrogh mountain range that the Badgers maintain their fortress monastery, built directly into Mt. Jevalis. Oddly, Orixan has very little iron on the planet. Anyone on planet desiring such resources must mine the local asteroid belt (which the Badgers have contracted some miners to do).

Chapter Organization:

The Badgers generally follow the Codex Astartes, although several modifications have been instituted. Like most chapters, the Badgers ideally field 10 companies (although depending on combat losses, this number has often been fewer). All of the Badger companies are comprised primarily of infantry of various types and few vehicles can be found throughout the chapter.

The first company is generally comprised of the most experienced and skilled marines. This is the chapter's premier warriors and are often given the most difficult missions.

The second, third, and fourth companies are generally balanced companies mostly comprised of a mix of tactical, devastator, assault, and terminator squads. When one encounters a Badger company it is often from one of these companies.

The fifth company is the heavy weapons company, utilizing numerous devastator squads along with thunderfire cannons, and the occasional Predator or Vindicator tanks. They specialize in fire support and defensive actions.

Sixth company is the assault company with many squads of terminators and the occasional Land Raider Redeemer. While they do occasionally participate in a major assault, most often the sixth company is broken up into smaller units to serve as guards for local shipping or to investigate and cleanse strange spacecrafts.

The seventh company is the mechanized company, with more vehicles than the rest of the chapter combined. They have rhinos, razorbacks, land speeders, and tanks of all types.

Eighth company is the reserve company, equipped with drop pods to arrive quickly. When things are going badly and immediate assistance is needed, this is the company called upon to save the day.

The ninth and tenth companies are comprised primarily of scouts. These two companies often perform recon missions as well as serving as the initial training companies. Following a successful training tenure, the scouts will moved to serve in front line companies for a time before being promoted to full marine status.

The Badgers maintain a larger than usual pool of officers to lead their companies. Often the official commander of a company will step aside (temporarily) to allow another (with specialized knowledge or skills) to lead. Officially all companies are led by captains, but librarians, chaplains, and even occasionally techmarines may be allowed to lead. This also allows for the formation of detached units to deal with specific problems/ duties. While the Badgers prefer to face foes with a united company, sometimes many necessary duties must be dealt with at the same time. With the extra officers available, many more such duties and obligations can be met.

Despite their shortage of vehicles, the Badgers do have numerous interstellar transportation resources. Their fast responses to interstellar crisis often makes up for their slower responses on the ground.

Battlefield Doctrine:

The Badger battlefield tactics were shaped initially by their shortage of tanks and vehicles. In order to compensate they fielded large numbers of infantry, both heavily armed and armored. Terminator armor, while not common, is nowhere nearly as uncommon as in other chapters, and the Badgers use the terminators to hammer key locations or provide strategic reserve, teleporting in on a homing beacon. Devastators lay down withering fire, frequently seen in the "god hunter" formation (with 4 Lascannons) taking down immensely powerful or heavily armored foes. Scouts are a frequent sight in all Badger companies, providing on the battlefield training and usually armed with sniper rifles, hidden in an overwatch position or on a crucial location. Assault marines (rare but occasionally seen) harry the flanks of the enemy. The tactical marines fulfill several roles such as counter assault, defensive screening, protection detail, and close fire support. When the Badgers do field "vehicles", they usually bring out either dreadnoughts or land raiders. The dreadnoughts usually accompany and assist the tactical marines and the land raiders (often in the redeemer configuration) deliver terminator assault marines to where they are most needed.

Usually the Badgers quickly set up at least one fire point for their devastators, with a wide field of vision and cover (if possible). From there, the scouts take up advantageous positions and both the devastators and the scouts begin to rain fire upon the most deadly foes. The tactical marines advance to a position between the fire point(s) and the enemy, to both cut down the enemy and prevent an assault on the devastators or scouts. Any terminators will either teleport in to support the tactical marines or drive straight down their throat in the land raider.

Armament wise, the Badgers seem to have a reluctance to field plasma weapons, especially amongst their infantry, most likely to cut down on the possible casualties caused by such weapons overheating.

Beliefs:

The Badgers believe that, while the Emperor is both human and mortal, he is the bastion upon which the forces of humanity are built. Without him, the ruinous powers and the xenos could possibly run unchecked, destroying all that the Emperor protects. Therefor, everyone must do their utmost to resist these forces, to lighten the load of the Emperor, so that he may protect all humanity that much longer and better.

There exists a strong tradition of cross training amongst the Badgers, with the goal being that anyone in the company may utilize a fallen brother's tools to get the job done. While it often falls short in practice at the company level, it is remarkably successful at the squad level. Thus despite suffering heavy losses, Badger marines remain effective and dangerous.

There is also a suspicion that a number of former members of their seventh

company (see the Betcher's Gland incident) may still be alive in the service of chaos. While there is no conclusive evidence as of yet, many Badgers keep an eye out for any rumors of their continued existence. The entire chapter would like to erase that particular stain upon their honor. Following the incident, Badger units would congregate (within the bounds of duty and location) to share information as well as to renew bonds.

The Badgers' chronic shortage of vehicles is blamed on two sources, the Techpriests of Mars and other marine chapters. Most tanks, bikes and speeders were redirected to other chapters to replace heavy combat losses prior to their delivery to the Badgers, leaving the Badgers with few vehicles at all. There is a continued suspicion that this was a deliberate insult from the Techpriests and unbridled greed from the "thieving" marine chapters. This belief has continued despite a lack of evidence showing either ill intent or greed.

Badger Geneseed:

The Badger geneseed is of the Crimson Fist and Imperial Fist lineage. However, their founder chapter (a direct descendant of the Crimson Fists), was stricken from virtually all records approximately two hundred years after founding the Badgers, for no known reason. It is possible that there are still records in the Ecclesiarchy or stored in some distant or forgotten stockpile of lore as to what happened, but as of yet nothing has been discovered (publicly). Thus all genetic comparisons must reach back to the Crimson Fists and the Imperial Fists. The geneseed has remained mostly stable with a tendency toward a single specific, but generally benign/acceptable mutation. While not as quite as stubborn as their progenitors, they can share those traits from time to time. There are two differences to the Badger geenseed as compared to the "standard" of the Ultramarine geenseed.

First, the Omophagea implant has weakened considerably. Initially it functions well, especially following the first true "meal" the recruits have after surgery (recruits devour parts of the badgers of their homeworld, giving them a tie to the animals). After that first meal, the benefits gained from the implant begin to slowly require more and more consumption to acquire the same depth of knowledge. However, following the implantation of the Sus-an Membrane, the benefits of the Omophagea implant dwindle to almost nothing. Apparently something in the metabolism of the local badger wildlife reactivates the Sus-an Membrane (which was non-functional in the earliest generations of marines) by repurposing parts of the Omophagea implant. It may have something to do with the animal's ability to hibernate for up to four years at a time, emerging when the weather is acceptable and sufficient food is to be found. In any case, after the Sus-an Membrane surgery it takes regular (and exclusive) meals of a creature over the period of weeks to gain any benefit at all.

The Betcher's Gland had also failed, albeit with much more serious consequences. Initially inactive, following the apparently spontaneous reactivation (and mutation) of the gland amongst the marines of the 7th company, there was a serious investigation. That investigation led to the condemnation of the 7th company, although the rest of the chapter was cleared of any and all charges. None the less, the Chapter Master Sallas Yvontyr (before his death on Sagulous 7) decreed that the Betcher's Gland no longer be implanted in Badger marines as it could be an avenue of access for the ruinous powers. Since then no Badger marines have received the gland, a change that has had little effect upon the Badger recruits' development.

Badger history:

The Badgers began as on of the chapters created in the 22nd founding in response to the Age of Apostasy. The first chapter master, Tideron Hugos, formerly of the ***EXPUNGED***, found the feral planet Orixan perfectly suited to his needs for both training and recruitment. The primitive "bronze age" tribes eagerly accepted the presence of the new space marine chapter as well as heavy recruitment drives in exchange for tiny gifts of pure iron. As chapter master Hugos and his captains discussed potential recruits on the way back to their new stronghold (still under construction) they came upon one of the huge animals found upon Orixan, a giant badger. While not a real threat to the trained marines, the beast stood across their path snarling and baring its teeth. As one of his captains moved to kill it, Master Hugos stopped him with a curt wave of his hand. "Look at it," he said "ready to die if necessary. I would know why." He gestured to two of his companions to circle around the beast. As they moved away, the immense badger's attention became split between the two circling marines, but Master Hugos growled loudly and too a step forward. The beast's attention fixated on back on Master Hugos and the volume increased. Several minutes later the two returned, reported of a wounded cub crossing their path. Master Hugos continued to stare down the badger for a few moments before turning and walking away. "Come," he said "We will go around. We should always give respect to those who are willing to die for what they believe in." It was soon after this incident that the name Badgers was chosen for the new chapter.

The coppery color to their armor was chosen as a reminder of the roots that many of the marines share, growing up amongst the tribal warriors and their copper and bronze armor and weapons. While there is a sizable contingent from other worlds (a necessity given the Badgers' manpower requirements), most of the training is held on Orixan and basic diplomatic encounters with the natives are a necessary part of the training.

Most of the tanks, bikes and speeders were redirected to other marine chapters (just before scheduled delivery) to replace heavy combat losses, leaving the Badgers with few vehicles at all. To compensate, the Badgers focused on their infantry, often replacing tanks with heavily armed devastator squads and speeders with jump capable assault squads.

Their early actions, limited by their lack of tanks and mobility, were often in support of other units, especially sieges or defensive duties. The badgers would take and hold a position as the enemy hammered at them, while their allies would sweep in and destroy the foe. Obviously this necessitated a highly skilled and dedicated apothecary corps, as losses were often heavy.

Logistically, the Badgers set up an extensive recruitment and training program, cycling through many more recruits than other chapters and setting up relations with nearby worlds to harvest the cream of their crop. This is evidenced in the large number of scout trainees and the tradition of a "finishing school" position for scouts in a front line unit.

Motto/Battlecry: Death in service to the Emperor!

Relations:

The Emperor/Terra: Decent, if Terra remembers the Badgers exist. The Badgers are not a "flashy" unit, often working along side more famous units (who also get most of the kills and credit while the Badgers take most of the casualties). Those on Terra who do know the Badgers' role however, treat them with great respect. The Badgers recognize their role (anvil to others' hammer) and strive to do it to the best of their ability, as the Emperor and the Imperium is all that holds back total chaos.

Mars/Techpriests: Not so good. A lingering resentment over the slight from the diverted equipment remains and has colored their relations ever since. They are not overtly hostile toward one another, but each side is rather cold with the other and neither would aid the other much if they could help it. Forgemasters and Techmarines are accepted, but not held in very high esteem.

Marine Chapers: The Badgers are often viewed (if they are remembered) more favorably by the other chapters than those chapters are viewed by the Badgers. Too many lost lives, too little recognition for the fallen, and too much self aggrandizement by other chapters tend to sour the Badger opinion. That is not to say they don't have stronger and weaker ties with various chapters though. The Crimsons Fists (respected for their strength, resilience, and losses), the Dark Hunters (admired for their resolution and solemn ways), the Raven Guard (for repeated timely assistance), and the Imperial Fists (known for their stubbornness and defensive skill) all are held in much higher regard by the Badgers. On the other hand the Aurora Chapter (they hoarded tanks that were to be sent to the newly formed Badgers), the Iron Hands (who have strong ties to the Adeptus Mechanicus), the White Scars (for their arrogance and self aggrandizement), and the Howling Griffons (Who used the 4th Badger company as bait to pull elements of the chaos legion the Warriors of Mayhem into the open. The tactic succeeded and that force of chaos marines was destroyed, but the Badger company was nearly wiped out and the Griffons grabbed all the credit) all haveā€¦ less than stellar relations with the Badgers.

Ordo Hereticus (Inquisition/Witch Hunters): While relations have waxed and wained over the years, the Badgers have a relatively decent relationship with the Inquisition. Despite the fact that the Badgers do not regard the Emperor as a deity, their belief that the Emperor is all that holds the forces of chaos at bay meshes nicely with many of the claims of the Ecclesiarchy. Relations were at their lowest point following the accusations leveled by the Ordo Hereticus at the 7th company (just before the company's disappearance) but slowly improved as more and more evidence of the unit's corruption emerged and no further actions were taken against the Badgers.

Foes: The Badgers have spent most of their time combatting chaos space marines and more recently necrons, although they have suffered the greatest damage from a tyranid invasion force that ravaged their forces. A battle with chaos marines is almost always a tough, pitched fight with some successes and some losses. Initial battles against the necrons went rather well, at least until the C'tan called the Deceiver began to appear on the battlefield. Then everything hinged on how fast the Deceiver could be felled and losses for the Badgers (even in victory) were frequently heavy.

Important History:

The Betcher's Gland Incident: During the 38th millennium, the Betcher's Gland was rumored to be regaining some functionality, at least amongst the marines of the 7th company, lead by Captain Octavio Valez. An investigation into the cause of this "recovery" took a great deal of time (the 7th had been in heavy combat for several years trying to chase down and annihilate a roving force of chaos marines with no respite and tracking their movements proved difficult at best.)

On the trail the Imperial investigators saw disturbing signs. There tended to be a tiny greenish residue left behind from the saliva, one that remained even several months after the marines had left and that resisted all attempts at removal. There were also peculiar outbreaks of minor, non-lethal, but virulent diseases in the local populace following the departure of the marines. Even together these oddities would not provoke suspicion, but the diseases confounded even an Adeptus Sororitas Hospitiler.

When the Ordo Hereticus investigators finally caught up with the 7th company on Revannos Prime, they were rudely rebuffed as the marines were in the middle of fending off an incursion of chaos marines. Insulted, the investigators arranged an inquisitorial hearing at which they presented their evidence, and about which they conveniently neglected to inform the embattled marines. After a noticeably hasty decision condemning the 7th company was reached, the investigators arranged for a full inquisitorial company (including some Battle Sisters as well) to be transported to Revannos Prime to detain the marines for "inspection for contamination".

The battered but victorious 7th were incensed by the arrogant demands of the inquisitors. Captain Octavio Valez quietly held a meeting amongst the oldest living veterans of the 7th where they collectively decided what to do. They sent the newest members of the 7th (replacements that had arrived in the past six months) to deliver a sealed message to the inquisitor. Upon reading the missive, the Inquisitor immediately arrested the eleven "rookies" and turned them over to the torturers for interrogation. Then he ordered an assault upon the Badger position. His troops arrived and entered the marines' base with ease, facing no opposition, an eerie silence filling the place. Inside there was little to find other than some strange markings on what appeared to be a hastily made shrine to some unknown power. The remnants of the 7th company had escaped into the vast reaches of space.

The results of the severe interrogation that the rookies underwent eventually killed all of them, but provided some answers. Apparently, word around the company was that a few years back a number of the veteran had gotten tired of seeing all their brothers die. After saving yet another world from the chaos raiders that they had been tracking (and continued to track, right up to their disappearance) they were introduced by the grateful populace to a deity of "peaceful death" or at least death without pain. After seeing the horrors that their foes had wrought upon the populace and some of their brethren, a few of the marines took it to heart, adding a prayer to this mysterious deity here and there to ease their minds. Over time these faithful became the rocks around which the survivors rallied and their influence grew, which brought more people to the faith. Captain Octavio Valez even joined, seeing it as a good move to encourage the espirit de corps for a company worn by unrelenting duty. While it was not compulsory or even talked about much, the faith quietly spread amongst the veterans and slowly amongst the newer recruits, or at least once those recruits had seen enough, suffered enough. Eventually the bodies of the most faithful began to alter slightly. The dormant Betcher's Gland revived, allowing them to spit a noxious, corrosive fluid that those "gifted" were immune to. Eventually these "faithful" would take to licking their blades to coat them with their saliva to give them an edge before battle. Oddly, their blades never corroded, seemingly immune to their spit.

While this information was confirmed through multiple people during interrogation of the eleven "rookies", all of them perished during the extensive torture, having nothing more to give. Upon autopsying the bodies of the eleven, they showed no contamination, no corruption. Apparently the inquisition had caught the corruption before it had a chance to spread farther than the 7th company. Backtracking to find this "peaceful death" cult revealed little. They could discover no such cult on any world that the company had been on in the last seven years, yet several of the locations had suffered a deadly outbreak of disease, limiting their options for investigation. In the final determination, the inquisitor declared that the veterans of 7th company had fallen under the sway of a cult of a ruinous power masquerading as a local religious deity. Despite this, no reprimand, fault, or charge of corruption was directed at the chapter as a whole as the autopsies of the "rookies" demonstrated the chapters' innocence.

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I have to give you that its pretty well written. I'm not too sure of the name but it's your chapter so if you like it then keep it.

Ā 

I would recommend that you splashed a bit of color onto the trim so your minis pop a bit when your painting.

Ā 

So your force suffers heavy casualties on a regular basis so in response they maintain tactics but increase recruiting... Unique. Have you ever considered the chapter name Lemmings? :P

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So your force suffers heavy casualties on a regular basis so in response they maintain tactics but increase recruiting... Unique. Have you ever considered the chapter name Lemmings? :P

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I second this. That's something the Imperial Guard would do.

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Secondly, why are they non-codex? What does this add to them?

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This has potential to be a great Chapter.

I am always glad to see another son of Dorn on these forums, so let me lend you a hand.

I quite like the idea of a malleable and flexible command structure, and I like the idea of high recruitment.

However I'm not sure that it's the best of ideas to have your Badgers seem like wimps because of a high casualty rate.

I can sort of visualize the bronze armor on a miniature, but it would need a little more variety, I think. Maybe a differently colored chest eagle or something could do the trick.

Lastly, I see you also are thinking of doing some Chaos-y things with the Betcher's Gland. I was going to, but it was dependent on the presence of the Gland in my army. I couldn't think of an adequate reason for its reintroduction, however.

Which brings me to this question: What is going on with that Betcher's Gland incident? Did they have a deactivated gland? According to canon, Dornian Chapters do not have the gland at all. The incident is a little confusing to me, perhaps you could clarify.

Ā 

The Normish

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Okay sadly I didn't read much because, well, I can't take it so seriously with a Chapter Name of Badgers :) I mean I had a double-take when I saw the thread title, then I had this going through my head

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...sorry

That's exactly what came to my mind as soon as I saw the name as well... :P

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In response to the Youtube clip: Ouch. .... It's almost too close in some respects to my opponent's reactions/commentary.... Scary.

Ā 

I'll get some pictures of my actual painted figures up as soon as I figure out how to (without screwing with picture quality too much).

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As for the casualties... I included that commentary for two reasons. One, in an actual game marines die, even if the unit survives. It happens, and I didn't want to sugar coat that fact. Two, I didn't want to create the "all powerful" space marine chapter. I wanted a chapter with realistic strengths and flaws, something that would make them more lifelike. I would have to say that they don't die in droves (see Imperial Guard :D ) but rather that their casualty rate is higher than most other chapters.

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Being "non codex" is a survival adaptation. I'm sure that they would LIKE to be able to follow the codex precisely, but again I'm trying for a little "gritty realism" and the codex got in the way. I believe that, within their limitations, the Badgers would follow it as closely as possible.

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In regards to the Betcher's Gland... From what I've read there are two avenues to look at for chapters with non-functional implants: failure and lacking the implant. In the ones that have a failed implant, the implant is still there, but either something in the geneseed, the implantation process, or the creation of the implant goes wrong, rendering the implant useless. In the case of those lacking the implant, at some point (for whatever reason) that step has been removed from the process of creating a space marine. In the case of the Imperial Fists, it is noted that at one point they DID have the Sus-an Membrane and Betcher's Gland implants (and they were functional too!) but have since ceased implanting them. From this I derive the idea that the implants would be still included (the creation of a space marine is almost a holy process, and who know what might result from alterations to it) in at least some chapters. Granted, being derived from an Imperial Fists lineage makes any of their successors that much more likely to have similar failed implants/lack the same implants, but it does not guarantee it. For the specific case of my Badgers though, I am basing the inclusion on the fairly good odds that the implants had not failed/been removed until some time well after the end of the Horus Heresy. Thus the Crimson Fists would have (at least initially) the implants, and it increases the chances that my "expunged" successor would as well. Which leads up to the Badgers' original unaltered implantation process that would include even failed organs, if only to maintain the "purity" of the process.

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to clarify I wasn't mocking the idea. I thought it held merit however, the codex allows for a vast difference between adherent forces. I mean the Crimson fists were down to like 300 some marines and were still considered adherent. Though if you want those new recruits to be part of line companies then you'd need to adopt a SW like mentality towards recruits. (which I guess is the reason for using the SW codex) am I right? If I am then i get the reason for being non codex adherent. Though due to that they may have slightly strained relations with some of the more Smurfy chapters out there.

Ā 

One slight idea though is that with such a high recruitment rate the belcher gland could have been a mutation that happened. I mean fluffwise it always seemed like new recruits were extremely rare because they have to find a human free of mutation who has the mental fortitude to survive the trials and finally has to be genetically compatible with the implants. now with such a large number of forces getting replaced often its understandable for some slight mutations to be accepted into the chapter. through the millenia that could (possibly) cause changes to the geneseed itself, or a new gland forming that the chapter discovers in one of their marines and is replicated for new initiates.

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Thank you for the suggestions as to paint scheme. I've updated by adding a black border to their shoulder guards on all of my marines now. Unfortunately I can't get the detail in the SM painter that I would like, and getting decent photos at the time does not seem possible for me. In addition to the how the picture looks now, imagine two thin black parallel stripes running down the white "crest" of the helmet (almost like the actual badger facial markings.) I also include a larger 5 vertical stripe pattern (white, black, white, black, white) on the left shoulder pad (as a chapter insignia). I intend to leave the right shoulder pad for unit/company markings.
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if the CF are like the BT, then they are "zygote deficient" for both the sus-an and betcher's organs.

Ā 

to quote C:BT:

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"though they now no longer possess the zygotes required to grow the Sus-an Membrane or Bethcer's Gland."

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other than that, it is quite a nice piece. i like the slight variations in chapter structure from codex. it reflect's the homeworld's lack of iron.

Ā 

but the name.....badgers?!?

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I apologize jumping on the name bandwagon here but I really can't get past 'Badgers' as a chapter name.

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I'd like to know just how you came upon the name and why. What exactly do you get from 'Badgers' that makes you want to use it as the chapters moniker?

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I apologize jumping on the name bandwagon here but I really can't get past 'Badgers' as a chapter name.

Ā 

I'd like to know just how you came upon the name and why. What exactly do you get from 'Badgers' that makes you want to use it as the chapters moniker?

I'm with you on this one. How about the Wolverines.. they are part of the badger family but far nastier? :rolleyes:

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Okay sadly I didn't read much because, well, I can't take it so seriously with a Chapter Name of Badgers :rolleyes: I mean I had a double-take when I saw the thread title, then I had this going through my head

Ā 

...sorry

That's exactly what came to my mind as soon as I saw the name as well... :P

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Ā 

Me too!! On a serious note nice idea

Ā 

Forgefather

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You may be able to find it on the web but there is a another Chapter called the Rock Badgers out there. Not sure their site is up anymore but they appeared in White Dwarf and a few other places as well.

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Badgers as a name is fine by me. Anyone who has gotten close to one when its mad should know. These things stand up to bears! Don't change the name.

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You may be able to find it on the web but there is a another Chapter called the Rock Badgers out there. Not sure their site is up anymore but they appeared in White Dwarf and a few other places as well.

Ā 

Badgers as a name is fine by me. Anyone who has gotten close to one when its mad should know. These things stand up to bears! Don't change the name.

Ā 

Stand up to bears?! What, so the bear doesn't have to bend over as far for lunch?!! :P Well at least they are considerate B)

Ā 

As Rock Badgers is already taken, how about Honey Badgers? ~ that'd be pretty sweet :P

http://i918.photobucket.com/albums/ad29/Marshall_Wilhelm/HoneyBadger.jpg

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Badgers are the epitome of stubborn defense, and absolute ferocity in the face of a larger opponent. We occasionally see them out in the fields and yard, and you always back away. Those things will take you DOWN. They are serious business. I vote you leave the name. For me it conjures up something small (1000 astartes against the uncounted threats of the Imperium) standing its ground and refusing to back down. Tough as hell, and meaner than a rattlesnake.
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If you are going to stick with Badger I suggest you throw something in before it. Maybe "Red Badgers" or something like that. "Badgers" is just too plain.

I agree with this, Badgers by itself sounds too odd, but with another word it would work well.

Ā 

Badger Knights

Badger Warriors

Iron Badgers

Grey Badgers

Astral Badgers

Bronze Badgers

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etc

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Badgers are the epitome of stubborn defense, and absolute ferocity in the face of a larger opponent. We occasionally see them out in the fields and yard, and you always back away. Those things will take you DOWN. They are serious business.

Nothing a large spade, shotgun or poison couldn't sort out! ;) ;)

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ONLY JOKING!

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The problem for me is that the name doesn't immediately conjure up a warrior image. Badgers are indeed embody a lot of positive traits for a Space Marine chapter, but so do Wombats and honestly I don't see too many chapters called the 'Bronze Wombats'.

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For an Imperial Guard regiment? No problem. For a Space Marine chapter? It doesn't have the right sort of 'grandeur' or sense of the embodiment of that chapters core character.

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When I first looked about for a name, a theme, I examined what really made space marines different. To me, what struck me first was their infantry. Power armored infantry are at the heart of the space marines. Sure they have tanks, and bikes, and speeders, but really it's about the armored infantry. In their infantry I found what I was looking for as a theme, a focus on that infantry.

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When it came to names though, I had a lot of trouble. Granted there are a lot of good selections already out there, but I wanted to do something different, something on my own. I thought about ideals and I thought about concepts for names, but neither really grabbed me. Animals seemed to fit my mindset better than more nebulous concepts. So I looked toward animals with natural armor first. Armadillos, turtles, certain dinosaurs, some insects, none of them really spoke to me. Then I thought about my play style, and how I would run my marines. As I tended to play more "defensive" strategies, I let that guide my search for a name. Badgers came up early in that search as "stubborn or fierce defenders" and seemed to have not yet been taken as a chapter name (I didn't know of any "Rock Badgers" at the time). Badgers also had the distinctive facial markings that I could use in painting my marines. (Originally I had thought to put those marks on all the helmets and leave the shoulders for company and unit markings, but decided that was a bad idea (helmetless marines would lack the markings).)

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Badgers looked even more promising as I considered the possibilities of tunnel fighting and combat aboard space ships. Thus I added the tidbit in the history section about Chapter Master Hugos meeting with the badger. I tried to convey the determined protectiveness, the willingness to give it all if necessary in that badger that I wanted to be representative of my marines. While not a "death company", I wanted my marines to recognize and respect the sacrifices that they could be called upon to make at a moments notice.

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When I thought about attaching a descriptor to the name, I could not find one that really seemed to fit well. Space Badgers came close, but I deemed it too close to Space Wolves, and did not want to have any confusion with my chapter. I am still willing to listen to suggestions for descriptors, but so far I am content with just being Badgers.

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