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Sons of Korhal


raganrkob

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Edit: Revised the whole concept, toned down the SC references, read a lot of guides and re-wrote most of it. I'd like the people that commented on the first post to look at it, I've found your advice and criticism very useful.

Sons of Korhal

Origins:

The chapter was created as a part of the 25th founding and it's first important task was to recapture the Korhal system for the imperium to gain access to it's rich mines. The Adeptus Mechanicus had a special interest in that remote system in the Ultima Segmentum because it holds many planets that are very well suited to become Forge Worlds.

Originally a fleet-based chapter named 'Dusk Wings' they changed their name to 'Sons of Korhal', when they established Korhal as their homeworld and cruiting planet. Almost the totality of the chapter is currently made of natives from their homeworld with the exception of their oldest veterans and Dreadnoughts.

Even though they succeded in their mission and have brought great victories to the imperium they are often questioned for their unortodox combat doctrine and recruiting processes.

Homeworld:

Korhal and it's nearby planets weren't brought into the empire because the Horus Heresy exploded before the Mighty Legions could get to them, being so far in the sector known as Ultima Segmentum the inhabitants of Korhal had to become self-suficient. Even thought the planet is an arid wasteland with a highly unstable atmosphere it's very rich with minerals and gases, specially those required for military purposes. The people of Korhal are mostly miners, who live a life of crawling through ashes to find the tiny stones that could buy them a day's meal. Korhal is also the home of many mercenaries, hardened and resourceful individuals that'd do anything for the right price. Ork raids are common around the world so any human settlement has to deal with such creatures in order to survive. Two new threats have recently appeared: a previously unknown Hive Fleet and the opening of a Warp Rift. To keep the at bay the chapter must dedicate a large part of their forces to defend their homeworld.

The planet has two main advantages. It has a great mineral and gas supply making it ideal for the armoury of the chapter and it's military facilities and it makes a pefect place for recruiting since their inhabitants are used to some of the harshest conditions the universe has to offer and they already have nothing to lose, their lives never had any value.

The ever changing nature of the planet has forced the chapter to adapt in order to survive, perhaps more than the empire considers healthy. This has reflected heavily on the chapter's combat doctrine and attitude.

Combat Doctrine

Necessitas non habet legem (Necessity does not know any law)

The chapter views the Codex Astartes as an example of military innovation, to honour it and their Primarch they feel the need to keep up with the innovation, sometimes violating some of the codex's teachings if the situation demands it. The chapter has made some addtions from their battle experience for their own use. They are still considered too young to have a say in such matters and some criticise that practice citing that the codex is complete as it is. The Sons of Korhal just care about results.

Their main enemies are Orks, Daemons and Tyranids. Because of the Orks unpredictability, the fact that deamonic incursions can't be tracked and appear without notice and the previously unknown breed of Tyranids. They can hardly use the same tactics twice.

Their tactical squads are known for their cocky and reckless attitude, they enjoy taunting their enemies (orks specially) and appearing to be in a disadvantageous position so the enemy becomes overconfident and potentially shows an oppening.

This way of fighting has drawbacks that the chapter fails to acknowledge or simply ignores. The most important one is that flexibility comes with a price: the lack of a specialty. Also their own overconfidence and their love for mocking and taunting the enemy has grown to be a bad habit that enemies could learn to exploit.

Organisation

They follow the Ultramarine's structure as they consider it to be the most versatile and efficient of all. The crucial difference is that because of the planets unstable atmosphere makes Drop Assaults too dangerous, so their companies prefer to use ground assaults and teleportation when possible.

Their Fortress-Monastery is located in Korhal and when the chapter is needed elsewhere their flagship, the mighty Battle Barge 'Hyperion' leads the assault. That ship is the oldest possesion the chapter has and it used to be their base of operation when they were first founded.

Beliefs

Dum licet, utere (While it is permitted, use it)

Everytime they embark for war they know they have a one way ticket only. In the same way that a mercenary follows it's contract without asking the Sons of Korhal follow the Emperor's mighty will without hesitation, the difference is that for them the only "pay" is the fullfilment of their duty.

They don't care for wealth, power, honour, glory or what other chapters think of them. They bring results to the Leader of Mankind. Given the dark times of the imperium and with threats from all sides it would be foolish to pursue something different.

Regarding mutations and xenos they explicitly follow what's been decreed by the Emperor, after all, who are they do make such judgment? So they generally don't have problems working together with other imperial forces although they prefer doing things "their own way". Given their adaptability and their eclectic ways they are highly compatible to all but the rarest forms of warfare.

Since they have a higly degraded gene-seed they feel that they have to make it up with hard work and inventiveness to keep up the expectations that are placed upon them.

Gene-seed

They were part of the 25th Founding and can trace their gene-seed up to Roboute Guilliman, still because of their Battle Doctrine and Beliefs they don't have a very close relationship with the Ultramarines, who see them as a "problem child".

Their gene-seed was created using Accelerated Culturing and it was higly degraded. As a result some of their organs don't function properly. Their Catalepsean Node has reportedly caused minor visual hallucinations if they stay awake for too long and they lack the Betcher's Gland.

They are fully aware that they're a long way from the Emperor and their Primarch, so they compensate it with extra work and efficiency by all means. Only the AdMech know about this flaw, but since they have great interest in the sector the Sons of Korhal guard they haven't reported it. Also the chapter get the job done anyways.

Battlecry: You wanna piece of me boy?

Colours: sm.php?bpe=3B3876&bpj=423B35&bp=3B3876&bpc=666A70&hdt=423B35&hdm=3B3876&hdl=3B3876&ey=9B221A&er=3B3876&pip=767981&nk=666A70&ch=3B3876&eg=A6A8AF&sk=D3D4DD&abs=423B35&bt=3B3876&cod=3B3876&ull=423B35&lk=3B3876&lll=3B3876&lft=3B3876&url=423B35&rk=3B3876&lrl=3B3876&rft=3B3876&slt=666A70&sli=3B3876&srt=666A70&sri=3B3876&ula=3B3876&lel=423B35&lla=3B3876&lw=423B35&lh=3B3876&ura=3B3876&rel=423B35&rla=3B3876&rw=423B35&rh=3B3876&gr=767981&rb=202020&nkl=666A70&chestl=3B3876&abdl=423B35&hdtl=423B35&hdml=3B3876&hdll=3B3876&btl=3B3876&codl=3B3876&erl=3B3876&bpl=3B3876&bpjl=423B35&bpel=3B3876&bpcl=666A70&abdc=767981&bg=FCFCFC&grid=&

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First off, welcome to the Liber. :tu:

 

Secondly, I'm going to reccomend to you the DIY guide stickied at the top of this forum. It's a good (but long) read, filled with useful information that will help you put a great chapter backstory together.

 

Thirdly, If you're Dark Angel successors, you'll be hunting the Fallen. It's kind of their whole deal, and can't easily be ignored without the DA cmoing down heavily on you.

So it's not a good idea to have a question mark after the geneseed in this case, as it raises a lot more problems for you as a writer.

 

His second in comand captain Raynor was a young, reckless but resourceful mercenary that "reformed" and quickly went up in the ranks of the chapter, followed only by his close friend lieutenant Kerrigan.

Unless this Raynor was a mercenary when he was a child, this won't work. Space Marines recruit children aged 10-16, I believe.

The story line has real merit and I like your colour scheme. I don't like this idea "Mengsk (chapter master) would turn out to be a megalomaniac" purely because if he "corrupted" your whole chapter would likely be destroyed by the ][.....I would re-work that bit.

 

" They went back to the old ways of their planet and decided that the best way to wait for the final days was with a cigar, a bottle of whiskey and a loaded bolter!"

 

That would work for imppy guard but space marines are made of sterner stuff....sure they might enjoy whisky but marines don't sit around waitting, they fight, train, plan pray, fight, train more praying and more training...ect.

 

 

 

"They are still loyal, but since they are really far from important centres of the imperium and also since the lords of terra or other chapters have no interest in that particular (and crappy) sector"

 

Again that would work with impy guard but not marines. Marines are a precious resource and if the sector lost it's gloss the SM would be recalled and reasigned new duties.

 

I like this name best Sons of Korhal. Since the chapter doesn't know (hell the imperium may not know) if they are DA or not then they wouldn't know about the fallen and so wouldn't be hunting them. I look forward to you refining your fluff.

1st, Welcome to the Liber.

2nd, Time for the Slaughter!!!!!!! :P

 

 

Chapter is created to add presence in a forgotten sector

*puts the hat of jerkiness on*

 

- How could they add presence in the sector, if the said sector is forgotten?

 

- "Presence" is wrong word to use. Adding presence will be sending adepts of Ministorum, Administratum and Arbitres in Sector. "Military Might" is more suitable. Which lead us to question:

 

Why would be the Astartes needed in such sector? A Chapter of Marines is, unlike the grunts of IG, very expensive and valuable asset.

 

*puts the hat of jerkiness off*

 

don't know much about what is where so I could use some help here

http://www.joachim-adomeit.de/wh40k/spacemap/map.html

 

The main planet is Braxis/Korhal, it's population composed by a group of colonies of mercenaries, refugees, renegades and such, generally people on the run or with really bad luck that ended up stranded there.

... and generally bad recruits for marine chapter. Why woud your Chapter polute its ranks with what is essencially a scum of Humankind?

 

His second in comand captain Raynor was a young, reckless but resourceful mercenary that "reformed" and quickly went up in the ranks of the chapter, followed only by his close friend lieutenant Kerrigan.

What Ace said.

+ please no female marines.

 

Mengsk (chapter master) would turn out to be a megalomaniac...

 

*snip*

 

... and other unorthodox means to achieve victory for one more day.

To be honest, this is prime example how to not make a conversion from one game to another.

- The names are too much obvious and really breaks the suspension of disbelief for anyone who is familiar with Starcraft.

- The opening story of your Chapter is total rip-off of Starcraft, again suspension of disbelief.

- Your Space Marines are marines of Starcraft, not Astartes.

- Mengsk turning out to be megalomaniac is 180 turn and not very believable.

 

A very IMPORTANT note in regards to your IA:

Index Astartes is NOT about STORY of your Chapter. It IS about the CHARACTER of the Chapter.

You are not telling me where, when and what your marines did, but WHY they did that.

Wow! very quick an useful replies, I'm impressed :P thanks for the warm welcome.

 

Ok let's talk about character then. The thing is, it appears to me that in general the space marines actually think they can win (or are brainwashed to believe so?) the war as a whole just because they have successful missions. So given the grim background of the game I wanted to have the dudes being realistic about it, ok we're gonna loose in the end, so let's take as many of these "$%# as we can.

They are still proud warriors, they train and do their prayers of hate and so on, it's just that they don't really care for any "grand plan", just fight the best they can until the end.

Also I want them to be really cocky but not in a stuck-up way like the ultras both more like "you really don't want to fight me, please don't waste my time".

 

About the planet or sector (thanks for the map btw, maybe it could be around the eastern fringe or the centaurus arm? they seem pretty far from the core), I was under the impression that mankind first expanded a lot through the warp and then the Emperor wanted to reunite or reconquer all of it, so by "forgotten" (lacking a better word maybe) it's just a sector/planet that wasn't lucky enough to get added to the imperium, so this chapter's purpose was to go that far and reclaim it. The threat of the new hive fleet approaching is also a reason why this was a mission for the marines and not the IG.

 

The recruits: yes they are "scum" but they are very resourceful and tough warriors, they've had to cope without imperial aid for a long time so they aren't really afraid of dying.... So from the chapters perspective they make good warriors and since you take them when they are young with all the mental training and stuff the can make them good and disciplined, they already have "nothing to loose" (cheesy action film line but that's how I learned english, haha!)

I also thought about it to give some why's to how they fight, these guys would follow the codex regarding organization but when it comes to warfare because of the circumstances and their background they use many "non-conventional" tactics, "dirty fighting" and such, not so much the "super glorious marching to battle" because it seems a bit too medieval for me, if you get what I mean?

 

and about the SC, yeah I expect people familiar with it to recognise the names it and hopefully laugh a bit (or a lot? :P).

one thing, is Kerrigan a female name? I thought it was a surname and was hoping to use it for my captain's best friend who died and now is a dread. And yeah both would've been recruited when they were young and stupid :jaw:

 

About the gene-seed, the dark angels have a similar story of betrayal that's why I chose it, but it's not the centre of the idea really and I'm open to sugestions or leave it unknown.

 

Finally the idea is not to make lazy alcoholic marines, but rather ones that are willing to bring the emperor's wrath even thought they know mankind is doomed, just that there's no time for formalities and they want to do it in their way using all means necesary

 

Edit: This is about story but you brought it up so...about the chapter master I wanted that figure to give hope to a place that didn't have any and then crush it, thus reinforcing their former belief of hopeless. I thought that he could be a succesful captain from another chapter in charge of the operation, however for him it felt like going down in rank instead of up because it was a crappy place and he had to baby-sit newbies. So his "revenge" since he thought he was better than that was to get all that for himself, so that was his plan al along but he wanted to earn the trust of the people first so they would support him.

I have a question, can marines feel greed? or does chaos always have to intervene for such things to happen?

Unknown geneseed is very hard to pull off. The SMs tend not to forget their history, nor does the Lords of Terra or the records of the Adeptus Mechanicus.

 

DA geneseed is also hard to work with, as they must be chasing the Fallen.

 

UM geneseed is one of the easiest to work with, as they are everywhere and pretty blank slates.

 

That said, I've used Ultramarine Geneseed, with no problems at all; Traitor Legion Geneseed, very ... very difficult to pull off; and next will be using Salamander Geneseed, not sure how that will turn out yet.

There is a difference between inspiration, and wholesale copying. This is the latter. Names should be changed for a variety of reasons, not least of which is that they are unoriginal. Secondly, the idea is to take ideas and backrounds from things you enjoy, in your case, Starcraft. The idea is NOT to take EVERYTHING, and take it as is. Change the names a bit, make them homages instead of rip offs.

 

Example:

Jim Raynor = James Raner.

Mengsk= Menks

 

People in the know will still get the jokes, but you don't have to copy them word for word.

 

Also, Kerrigan is the last name. Sarah Kerrigan I believe.

Ok let's talk about character then. The thing is, it appears to me that in general the space marines actually think they can win

Well, being geneticaly-enhaced superwarrior has something to do with such *belief*.

 

(or are brainwashed to believe so?)

The mental conditioning and hypno-therapy remove the fear(and a lot of other emotions too) from them. There is story in Index Astartes, where marine jumps on artillery shell(???) to save the rest of his squad.

 

So given the grim background of the game I wanted to have the dudes being realistic about it, ok we're gonna loose in the end, so let's take as many of these "$%# as we can.

They are still proud warriors, they train and do their prayers of hate and so on, it's just that they don't really care for any "grand plan", just fight the best they can until the end.

Uhm, thats the point of being Space Marine. You cast away your humanity in order to fight the long war, a war without end, a war against all threats to the Humankind.

 

You should also look on the fluff for the Flesh Tearers.

 

I was under the impression that mankind first expanded a lot through the warp and then the Emperor wanted to reunite or reconquer all of it, so by "forgotten" (lacking a better word maybe) it's just a sector/planet that wasn't lucky enough to get added to the imperium, so this chapter's purpose was to go that far and reclaim it. The threat of the new hive fleet approaching is also a reason why this was a mission for the marines and not the IG.

Errm, man. You should check the background on the Dark Age of Technology, Age of Strife, Great Crusade and Horus Heresy. Lexicanum could be useful.

 

If the sector was somewhat forgotten in the Great Crusade, then it will undoubtedly require more *attention* from Imperium, than sending one Chapter.

 

I also thought about it to give some why's to how they fight, these guys would follow the codex regarding organization but when it comes to warfare because of the circumstances and their background they use many "non-conventional" tactics, "dirty fighting" and such, not so much the "super glorious marching to battle" because it seems a bit too medieval for me, if you get what I mean?

Once again, the non-conventional warfare is the gist of Space Marines.

 

one thing, is Kerrigan a female name? I thought it was a surname and was hoping to use it for my captain's best friend who died and now is a dread. And yeah both would've been recruited when they were young and stupid :)

Sarah Louise Kerrigan

Sarah, female name

Louise, female name.

 

About the gene-seed, the dark angels have a similar story of betrayal that's why I chose it, but it's not the centre of the idea really and I'm open to sugestions or leave it unknown.

Gene-seed is largely irrelevant for your Chapter character, bar the case(s) when you want certain quirk associated with it.

Unknown gene-seed is the Mark of Laziness, the fifth Chaos god.

 

Finally the idea is not to make lazy alcoholic marines,

yeah, thats the area of Space Wolves.

 

but rather ones that are willing to bring the emperor's wrath even thought they know mankind is doomed, just that there's no time for formalities and they want to do it in their way using all means necesary

I can't say it's bad idea, just I can see the openings in such belief for Chaos-gods to exploit.

 

I have a question, can marines feel greed? or does chaos always have to intervene for such things to happen?

The SM recruits goes throught several rigorous tests to rule out such character-flaws and there is also mental conditioning and hypno-therapy. Yes, it could happen as no system is perfect, but it's very unlikely.

Alright, please don't take anything I'm about to say as an insult.

 

1. I highly recommend the guide to DIYing here: Here

 

2. The AdMech keeps excellent records of geneseed. It's hard to find unknown geneseed.

 

3. Anyone with DA geneseed is going to have their life devoted to hunting the Fallen. If you look through the DA codex, it talks about how all the successors hunt the Fallen. I do not recommend this geneseed if you don't want to hunt Fallen.

 

4. A chapter is very valuable. There are only 1,000 of them in the entire galaxy. They wouldn't be sent to protect a small region of space filled with criminals and low-lifes. If the Administratum doesn't care about them, they're not going to send Marines there, let alone a whole chapter of them.

 

5. If it weren't for your drunken fools part, the planet might make a moderately good recruiting ground.

 

6. Don't make marines too nice.

 

7. I wouldn't have a whole new hive fleet. A whole Hive Fleet would have an incredibly massive response. Try making a splinter fleet.

 

8. Judging from the armies you've stated, I might place them in the Ultima Segmentum, though I don't know how you would fit in demons.

 

9. Why would the captain be calling for help? Did the CM suddenly keel over and die and place him in charge.

 

10. If a whole chapter can't deal with the threat, the extra DA won't help.

 

11. Why would Raynor stay a captain? Why would Kerrigan have a name change?

 

12. The marines are psycho-conditioned to be fanatically loyal to the Emperor. They wouldn't suddenly abandon him and become drunken, lazy fools.

 

Finally, an IA isn't a history of your chapter. It's the embodiment of your chapters soul and character.

Don't worry guys nothing taken as an insult.

 

let's start from scratch then keeping the story aside, tackling the issues you have pointed out:

 

1. Gene-seed. After some research about DA I reckon you are right there's no way that would work. After looking at the chart about gene-seeds in this forum the the best would be to be an ultra successor.

 

2. The idea was not so much to "protect the sector" but to reclaim it (re-conquer? don't know if it's the proper word) and bring them back to the light of the emperor. Now you say that if the sector was forgotten it would require more than just a chapter, they probably had IG forces with them and have the chapter spearhead the attack. As far as I understand their role would be to manage specific objectives and not the war a whole, just didn't think it was necesary to mention.

 

But then I see there's a contradiction between what CM ignis domus and NightrawenII said. One says that if 1 chapter wasn't enough then extra help wouldn't change anythig and the other says it's too much for 1 chapter...don't know wich one to believe.

 

3. Making marines too nice? I was hoping for the opposite! They seem too upbeat about their crusades. I want marines with a darker view upon life, human or not. Fighting for the emperor is the only thing that makes sense any more. Honour, glory and such is worthless. Just kill as many as you can before they kill you or before you jump in front of a cannon. If that belief makes attracts the attention of the chaos gods well then let them come! That's the thing they couldn't tempt them with anything because there isn't anything else of value out there, specially if it has to do with xenos or chaos.

 

4. I like the Idea of the planet being in the Ultima Segmentum, planet could also be a Death World (characteristics about it later). Acording to the Lexicarum (thanks for the link) "Some planets have rich mineral wealth..." and I like the idea of the main economy being around mining. So even though the people aren't nice there are valuable and rare minerals to get there.

In the lexicarum there's a death world called Hyperion (!) but there's no info about it, do you know something about it? That could also be their homeworld.

 

5. I've looked into the flesh tearers and they are a good example of some things I wanted. They have an unusual recruiting sistem (savages) because it works for them, they do things their way and nobody cares because they get results. The same would apply to my guys.

 

6. by non-convetional warfare I meant that they don't follow the Codex when it comes to fighting, they only use it for organization. Why not follow it? because their ways get them results and that's what's important, their military motto would be something like: everything goes as long as it works. That so that includes tactics outside the codex.

 

7. About the names well, have you ever seen a tribute band? sort of the same idea. 40k is full with names from other stories mithylogies and such (baal, fenris, vulkan, azrael, belial....) so I actually see no harm on using those names, it's not like Blizzard is gonna sue me, hehe. So yeah you might not like that but that's something I'm definitely going to keep. Still if you know about SC you'll see that those are not the same people, the original Raynor is "xeno" friendly and cares for the people, mine doesn't do any of that. just an example.

 

8. Again the drinking part is more of a gimmick I like, I just imagine them sitting in their rhinos drinking Jack daniel's and listening to Motorhead before they deploy!

 

I'll edit my first post so we can forget about the story then, sorry I didn't know that :P

 

and please keep commenting with your "jerk hats on", I don't take it as an insult and it helps me to differenciate the two games and get a clearer vision of 40k ;)

I remember years ago when I tried to turn the Sons of Korhal into an 40k Chapter... those were the dark days when I was completely insane and infamous for having way too many (fifty+...) half baked Chapters (plus I was also extra megalomaniacal back then too).

 

So I threw my "Sons of Korhalis" out of an airlock. :blink:

3. Anyone with DA geneseed is going to have their life devoted to hunting the Fallen. If you look through the DA codex, it talks about how all the successors hunt the Fallen. I do not recommend this geneseed if you don't want to hunt Fallen.

All the DA successors know about Fallen, not every one hunt them, reff. Angels of Absolution.

 

11. Why would Kerrigan have a name change?

When the marine is entombed in Dread sarcophagus, he often adopts Dread's name.

 

But then I see there's a contradiction between what CM ignis domus and NightrawenII said. One says that if 1 chapter wasn't enough then extra help wouldn't change anythig and the other says it's too much for 1 chapter...don't know wich one to believe.

I have highter posts count, I won. :)

 

Joking aside, there is no contradiction at all.

#1 The Imperium would not bother to send a Chapter of Marines to reclaim a backwater sector.

#2 If the Chapter is not enough to solve the problem, then extra help from another Chapter really don't change anything.

 

These two are separate situations. :)

 

In the lexicarum there's a death world called Hyperion (!) but there's no info about it, do you know something about it? That could also be their homeworld.

No, it's just throw away name in one of rulebooks.

 

6. by non-convetional warfare I meant that they don't follow the Codex when it comes to fighting, they only use it for organization. Why not follow it? because their ways get them results and that's what's important, their military motto would be something like: everything goes as long as it works. That so that includes tactics outside the codex.

Q: Why follow Codex?

A: Because it gets them results and that's what's important.

 

More info here.

ok, I've read the thread about the Codex and there doesn't seem to be a consensus about the extent of it.

 

I agree with the ones that say that no matter how complete it is there can only be a finite combination of tactics to apply. That coupled with the fact that it was Guilliman's way of fighting some millennia ago gives it an extra bias and my logic tells me that there are more ways to do things than what it's written. In this way my guys would know and study the codex are often forced to use methods or things that aren't there or that they consider more useful.

 

One example I can think of in real life is Sigmund Freud. He wrote an extensive amount about the human psyche. And the basically has two types of followers:

-one kind thinks that his work is complete and that they can explain the whole range of human thinking and emotions with it. adding or editing anything would be wrong pecause it is perfect the way it is. (This is how Ultras would see the codex)

 

-The other kind recognise it as a turning point for the understanding of the mind/sould and admire because it changed the way these things were understood. However they think that the best way to honour his work is to go beyond what he's written, develop it further an edit when appropriate. (this is how my chapter would see the codex and the work of Guilliman)

 

In real life type 1 doesn't really like type 2, even though they really follow the same core principles and ideas. That would be the relationship of the Sons of Korhal with their "parent chapter".

 

So in brief they view their Primarch as an innovator and they honour his memory by doing the same.

Except Guilliman's work has been added to for ten thousand years. The Ultramarines themselves have added to it on several occasions - notably regarding Tyranids.

 

It is a lot more than some book that Guilliman wrote (and he didn't really write it in any case).

 

I'd recommend the Octaguide, linked in my sig, for somewhat more on the subject. :jaw:

The Adeptus Mechanicus had a special interest in that remote system in the Ultima Segmentum because it holds many planets that are very well suited to become Forge Worlds.

I think you are confusing Forge world with Mining world. The Mining world is where you mine resorces, Forge world is where you process these resources.

The Forge World is world full of manufactories, forges and fabrics.

 

Originally a fleet-based chapter named 'Dusk Wings' they changed their name to 'Sons of Korhal', when they established Korhal as their homeworld and cruiting planet.

Chapters are given their name upon their founding and knowing the Imperium this process is shrouded in mystery and arcane ritual. So it's very unlikely for Chapter to change its name. Not to mention the administrative commotions this change will cause.

 

Almost the totality of the chapter is currently made of natives from their homeworld with the exception of their oldest veterans and Dreadnoughts.

The 25th Founding was 'bout 1000 years ago, yeah we can guess it.

 

Ork raids are common around the world so any human settlement has to deal with such creatures in order to survive.

An Ork population on your Homeworld are Bad, Very Bad News. The Orks in W40k are different from other universes and if you give them enough time they will overun your world completely.

Either avoid this thing or change it to Freebooters raids.

 

Two new threats have recently appeared: a previously unknown Hive Fleet and the opening of a Warp Rift. To keep the at bay the chapter must dedicate a large part of their forces to defend their homeworld.

I advice to avoid these threats. For several reasons:

The business with Hive Fleets is either Yay! or Nay!, there is no middle way.

The Tyranids are the worst enemy for SM, for their strategy rely on the War of Attrition, which marines cannot win.

The Warp Rifts don't pop up out of blue, are only temporary, and can be closed.

Warp Rift= Daemons and the last thing you want is Chaos-tainted world.

 

The ever changing nature of the planet has forced the chapter to adapt in order to survive, perhaps more than the empire considers healthy.

Imperium.

"forced chapter to adapt in order to survive" is far-fetched, the Marines are 'ard as nails, if the normal humans can survive in such conditions, then marines wouldn't have any problem at all.

 

Their main enemies are Orks, Daemons and Tyranids. Because of the Orks unpredictability, the fact that deamonic incursions can't be tracked and appear without notice and the previously unknown breed of Tyranids. They can hardly use the same tactics twice.

The Orks are far from unpredictable. They possess animal-cunning, which is great, but has limitations.

Daemonic incursions are as common as pregnant Sister of Battle. Hint: Not very.

 

They don't care for wealth, power, honour, glory or what other chapters think of them. They bring results to the Leader of Mankind.

This will lead only to the disaster. This is just warning.

 

Their gene-seed was created using Accelerated Culturing and it was higly degraded. As a result some of their organs don't function properly. Their Catalepsean Node has reportedly caused minor visual hallucinations if they stay awake for too long and they lack the Betcher's Gland.

And Reason?

Accelerated Culturing was used once, in desperation, and the Ravenguard pays for it to this day.

I think you are confusing Forge world with Mining world. The Mining world is where you mine resorces, Forge world is where you process these resources. The Forge World is world full of manufactories, forges and fabrics.

 

Thanks for the clarification, I'll fix that.

 

Chapters are given their name upon their founding and knowing the Imperium this process is shrouded in mystery and arcane ritual. So it's very unlikely for Chapter to change its name. Not to mention the administrative commotions this change will cause.

 

According to the DIY guide the responsibility falls to the chapter master. The name change would happen when they established a home world, drastically changing the way the chapter was run, the recruits and everything. Also it would coincide with the first Chapter master from korhal. It redefined their identity completely.

Also they view their mission as part of the great crusade since they are uniting mankind, the holy work of the emperor. And that adds to the attachment they have towards the system.

 

Almost the totality of the chapter is currently made of natives from their homeworld with the exception of their oldest veterans and Dreadnoughts.

The 25th Founding was 'bout 1000 years ago, yeah we can guess it.

 

I'll try to make it less redundant but the intention was to emphasise the fact that the chapter is not what it once was

 

Ork raids are common around the world so any human settlement has to deal with such creatures in order to survive.

An Ork population on your Homeworld are Bad, Very Bad News. The Orks in W40k are different from other universes and if you give them enough time they will overun your world completely.

Either avoid this thing or change it to Freebooters raids.

 

I don't know what a Freebooter raid is, but the idea is that if the orks in the system work together they would crush evrything but they are just dispersed warbands. Still pretty bad, yeah but that's sort of the point.

 

I advice to avoid these threats. For several reasons:

The business with Hive Fleets is either Yay! or Nay!, there is no middle way.

The Tyranids are the worst enemy for SM, for their strategy rely on the War of Attrition, which marines cannot win.

The Warp Rifts don't pop up out of blue, are only temporary, and can be closed.

Warp Rift= Daemons and the last thing you want is Chaos-tainted world.

 

They are not supposed to win...yeah the entire galaxy is going to be consumed sooner or later, we'll just fight to the last man.

For the warp rift info I used this http://wh40k.lexicanum.com/wiki/Warp#Warp_rifts, that's all I know about the causes of it but it's plausible. It can be closed but it's not as easy as it sounds :lol:. Chaos and tryanids are the newest thing that came to that system so neither of them are in full force yet and they've just arrived so they haven't been dealt with yet. It's gonna be a loong way down.

 

 

"forced chapter to adapt in order to survive" is far-fetched, the Marines are 'ard as nails, if the normal humans can survive in such conditions, then marines wouldn't have any problem at all.

 

Surviving is one thing, that's what the humans there do. Fighting against the deadliest enemies of mankind in such condition is another. That's why they can't just rely on their resilience and also needed to learn to exploit the conditions of the place they're fighting in=adapt

 

The Orks are far from unpredictable. They possess animal-cunning, which is great, but has limitations.

Daemonic incursions are as common as pregnant Sister of Battle. Hint: Not very.

 

exactly, they are dealing with things that are not common that's why they can't always use common strategies. I've noticed that in my first post sometimes I confuse 'planet' and 'system' that's something I have to fix in terms of writing, but the idea is that these threats exist in the system so they are not based on the planet, does this make sense?XD. Regarding the codex if you read the bit that explains what a "codex adherent" chapter is you'll see that what the Sons of Korhal are doing is not really that weird

 

They don't care for wealth, power, honour, glory or what other chapters think of them. They bring results to the Leader of Mankind.

This will lead only to the disaster. This is just warning.

 

Please elaborate, I'm interested in this bit. (I like disaster)

 

 

Their gene-seed was created using Accelerated Culturing and it was higly degraded. As a result some of their organs don't function properly. Their Catalepsean Node has reportedly caused minor visual hallucinations if they stay awake for too long and they lack the Betcher's Gland.

And Reason?

Accelerated Culturing was used once, in desperation, and the Ravenguard pays for it to this day.

 

The reason for Accelerated Culturing is because it's the only "experimental" method the imperium uses/has used that I know of, if you know of another one that would be more suitable that'd be great. But the underlying reason is what the imperium lacks: time, they need more and they need it faster so they aren't overwhelmed by their enemies.

 

For the two mutations the one about the catalepsean node is because I like the idea of there being some consequences if they push themselves too hard, so there's a bit of a risk and sacrifice in doing so. Still those are only isolated reported cases but the shadow of something being wrong is there. The betcher gland I just find silly, that's the only reason. <_<

 

----------------------------------------------------------

 

Thanks for the feedback, I haven't been active lately because my marines have been fighting their worst enemy: finals!!!

 

I'll keep working on the name bit, that's the only thing I'm not sure of right now. I'll probably update it this weekend. suggestions are still welcome :lol:

Chapters are given their name upon their founding and knowing the Imperium this process is shrouded in mystery and arcane ritual. So it's very unlikely for Chapter to change its name. Not to mention the administrative commotions this change will cause.

 

According to the DIY guide the responsibility falls to the chapter master. The name change would happen when they established a home world, drastically changing the way the chapter was run, the recruits and everything. Also it would coincide with the first Chapter master from korhal. It redefined their identity completely.

Also they view their mission as part of the great crusade since they are uniting mankind, the holy work of the emperor. And that adds to the attachment they have towards the system.

 

I still don't recommend changing the name, as even a moderately major event like a homeworld wouldn't change their minds. All the chapters I've heard of didn't change their name because of their homeworld. Take the Mortifactors for an example. The Luna Wolves changed their name to Sons of Horus because the Emperor said so. Super massive major event. They then changed their name to the BlackLegion when their Primarch died and they became Chaos. Another super massive major event.

 

Almost the totality of the chapter is currently made of natives from their homeworld with the exception of their oldest veterans and Dreadnoughts.

The 25th Founding was 'bout 1000 years ago, yeah we can guess it.

 

I'll try to make it less redundant but the intention was to emphasise the fact that the chapter is not what it once was

 

When chapters find a homeworld, it's in the beginning of their time. They wouldn't have time to really develop a character.

 

Ork raids are common around the world so any human settlement has to deal with such creatures in order to survive.

An Ork population on your Homeworld are Bad, Very Bad News. The Orks in W40k are different from other universes and if you give them enough time they will overun your world completely.

Either avoid this thing or change it to Freebooters raids.

 

I don't know what a Freebooter raid is, but the idea is that if the orks in the system work together they would crush evrything but they are just dispersed warbands. Still pretty bad, yeah but that's sort of the point.

 

Freebooters are Ork pirates. Orks reproduce by spores that are released from dead Orks, and because of the very chaotic nature of their society, you've got a lot of dead Orks. Each Ork releases a large cloud of spores. Some of those spores will never develop, but many will. As such, once there are Orks on a world, it's very hard to get them off.

 

I advice to avoid these threats. For several reasons:

The business with Hive Fleets is either Yay! or Nay!, there is no middle way.

The Tyranids are the worst enemy for SM, for their strategy rely on the War of Attrition, which marines cannot win.

The Warp Rifts don't pop up out of blue, are only temporary, and can be closed.

Warp Rift= Daemons and the last thing you want is Chaos-tainted world.

 

They are not supposed to win...yeah the entire galaxy is going to be consumed sooner or later, we'll just fight to the last man.

For the warp rift info I used this http://wh40k.lexicanum.com/wiki/Warp#Warp_rifts, that's all I know about the causes of it but it's plausible. It can be closed but it's not as easy as it sounds ;). Chaos and tryanids are the newest thing that came to that system so neither of them are in full force yet and they've just arrived so they haven't been dealt with yet. It's gonna be a loong way down.

 

If you've got Tyranids, your chapter isn't going to last much longer. Take the Ultramarines. They are a very organized and elite chapter, and they were almost completely slaughtered. For the rift, if you've got one, you're going to have the Ordo Malleus, the Guard, and other Marine chapters swarming to stop it. I don't recommend this.

 

The Orks are far from unpredictable. They possess animal-cunning, which is great, but has limitations.

Daemonic incursions are as common as pregnant Sister of Battle. Hint: Not very.

 

exactly, they are dealing with things that are not common that's why they can't always use common strategies. I've noticed that in my first post sometimes I confuse 'planet' and 'system' that's something I have to fix in terms of writing, but the idea is that these threats exist in the system so they are not based on the planet, does this make sense?XD. Regarding the codex if you read the bit that explains what a "codex adherent" chapter is you'll see that what the Sons of Korhal are doing is not really that weird

 

Having a Tyranid fleet, an Ork Waaagh!, and a Warp Rift inside an area of space the size of the solar system is not common at all and means doom, death, destruction, disease, demolishment, etc. for your chapter.

 

Their gene-seed was created using Accelerated Culturing and it was higly degraded. As a result some of their organs don't function properly. Their Catalepsean Node has reportedly caused minor visual hallucinations if they stay awake for too long and they lack the Betcher's Gland.

And Reason?

Accelerated Culturing was used once, in desperation, and the Ravenguard pays for it to this day.

 

The reason for Accelerated Culturing is because it's the only "experimental" method the imperium uses/has used that I know of, if you know of another one that would be more suitable that'd be great. But the underlying reason is what the imperium lacks: time, they need more and they need it faster so they aren't overwhelmed by their enemies.

 

For the two mutations the one about the catalepsean node is because I like the idea of there being some consequences if they push themselves too hard, so there's a bit of a risk and sacrifice in doing so. Still those are only isolated reported cases but the shadow of something being wrong is there. The betcher gland I just find silly, that's the only reason. ;)

 

And they didn't use accelerated culturing after the Raven Guard. Why do you need an experimental method? A chapter will have the same geneseed mutations as it's parent.

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