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Fallen Sons


legoss

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So after reading CKO's thread about creativity, and feeling emboldened and enlightened, I've decided to start working on my own DIY, with the goal to end it as a polished IA. Liking the way Ace used Brother Tyler's suggestion of starting with a list of your ideas, I'm going to follow suit.

Chapter Name: Fallen Sons

Origins:

*22nd founding, created to help stabilize and pacify the worlds rebelling after the Plague of Unbelief

*the chapter was assigned to the sections of space that were most impacted by the plague

*during the chapter's shakedown cruise they detected weak, archaic AdMech signals and chose to investigate

*the signals led them to the Therapus system according to their maps and charts, but the system was very different to what the charts led them to expect

Home World:

*Therapus is a system to the north of the Imperial Navy base at Bakka, and originally had been home to three worlds. Therapus Prime, Secundus, and Tertius, as well as several minor planetoids and moons.

*according to their star charts, Prime was a penal colony where the prisoners toiled in mines

*Secundus was a minor forgeworld, and while Prime was lorded over by the Adeptus Arbites, the system itself was ruled by Mars.

*Tertius was little more than an airless rock, a dead world destroyed long ago by some stellar cataclysm, and was used by the Mechanicum as a testing ground

*the system had always been plagued by orks, but the devastation of the system seemed far beyond even the greenskin's capacity for destruction

*Tertius had been completely destroyed, and Secundus had been broken into several pieces

*the system was now composed of just a single planet in the middle of one of the largest asteroid fields in the Imperium

Combat Doctrine:

N While the Sons are space marines and can be called upon to fill any role a marine could be needed for, the chapter has specialized in short ranged deployments, such as urban war zones and ship to ship boarding actions. While they generally fight at only a few yards from their enemy, the chapter prefers short ranged firefights to melee combat. When melee is inevitable though, most Sons favor hammers or maces, heavy mass weapons useful for clearing a small kill zone so the marine can again bring his holy bolter to bear. When it comes to special weapons the chapter favors melta weapons and flamers, useful for clearing the tight confined spaces they prefer to fight in. The most commonly chosen heavy weapons are the lascannon or multi melta, because whatever they hit stays down.

Organization:

*chapter originally fielded 10 clan-companies, extended campaigning against traitorous 10th company in the Chorallis system led to several changes

*the chapter fields only 7 operational companies, never replacing the destroyed 1st or 7th companies, nor the treasonous 10th

*companies are significantly larger, averaging 140-180 battle brothers, with veterans spread amongst the companies

*companies are usually further divided into 3 elements to allow them to operate from multiple fronts at once, like a hunting party on Therapus

*while each company maintains their own armory, the chapter fleet is controlled by the chapter master, though the clans have traditionally been assigned the same ships over the millennia

Beliefs:

*the Emperor was the greatest man ever, not a god

*the Sons abhor weakness, particularly mental or spiritual weakness, holding heretics and traitors as vermin to be hunted down and exterminated

*the chapter views themselves as hunters, culling the weak from within the imperium itself

*honoring their wargear, each marine is responsible for his own equipment, the chapter believes that if they take care of their wargear then the machine spirits will take care of them as well, a holdover from the many rituals of Therapus

*the chapter reclusiam and armory are closely linked, with the Fallen Sons maintaining the iron fathers of their sires as well as normal chaplains and techmarines

*like the Iron Hands some sergeants take the field in terminator armor

Gene-Seed:

*Iron Hands gene-seed was chosen due to the chapter's unyielding and ruthless nature

*initially stable, in the two centuries before the chapter's civil war the gene-seed showed marked degradation

*since the civil war the gene-seed has been slowly restored to it's original purity

*to restore the gene-seed the Sons had to discontinue use of most of their old gene-lines instead using only the few still untainted samples left to them, during this time the chapter's recruitment fell to barely a trickle

Battle Cry:

I'm leaving this open until I get the chapter nailed down better, I feel like what I think I want out of this and what I'll eventually be proud to take away from it are going to be different

I've been using these ideas as chapter colors, but I'm undecided which one to choose, any help or suggestions would be greatly appreciated

sm.php?b62c=@hyvFn_hIAEG.iaj2F@.@@.haLvyhaLvyhGxVOhaLvy.@@..@@@____@@@@__@@_____@@@@@..___.haLvyhaLvy__haLvy_.__.iakk7&grid=TRUE

sm.php?b62c=@hyvFn_hIAEG.iaj2F@.@@.haLvyhaLvyhGxVOhaLvy.@@..@__@@@@______@@_____@@@@@..___.haLvyhaLvy@@haLvy_.__.iakk7&grid=TRUE

These two are boltgun metal and mechrite red, any thoughts ideas or opinions?

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Sounds like a really interesting concept. I'm really curious about the two factions. I tried (still trying, but not yet successful) to work factionality into my Storm Stalkers, starting at the indigenous population level, but I'm having a really hard time figuring it out. It will be exciting to see the progress you make in that aspect.
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Maybe factions is the wrong word choice, it's not going to be particularly divisive for the chapter as a whole. At least it won't impact combat efficiency or squad/company organization or anything like that. It's more meant to show that the chapter recognizes two chapters as their parent chapters, the Iron Hands as the "biological"and the Salamanders as the "teachers" like the Hands birthed us, but the Salamanders truly taught us so to speak.
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So after reading CKO's thread about creativity, and feeling emboldened and enlightened, I've decided to start working on my own DIY, with the goal to end it as a polished IA. Liking the way Ace used Brother Tyler's suggestion of starting with a list of your ideas, I'm going to follow suit.

 

;) glad to see that we are inspiring people to write!

 

*21st or 22nd founding (I had always before planned on just being 22nd, but lately the idea of hinting at 21st makes some of the oddities with the gene-seed more believable)

 

If you are going to have some serious mutations definetely go with 21st but if it is minor you dont have to.

 

*Chapter is Iron Hands successor, Purging of Contquaal(sp?) story just set in my mind how marines should wage war and enforce peace. But their organization is closer to the Salamanders.

 

Why do you like the organization style of the salamanders?

 

*They have fairly close ties with the Ordos Xenos and Hereticus and parts of the AdMech, but strained, if not combative ties with the Malleus and Ecclesiarchy, and are dismissive of the Iron Hands.

 

You dont have to add this to your IA unless you think it helps develop the character of your chapter, you want to avoid adding unneccessary stuff.

 

*The chapter will have discovered either a space hulk or an AdMech ghostfleet drifting in their system, and while cleansing it found a store of terminator armor and dreadnoughts. After nearly coming to blows over the find, a compromise is reached, but the chapter has greater stores of these pieces of tech than would be normally seen.

 

Trying to explain why your chapter has more of something is always difficult, but I think you can come up with a cooler reason besides finding a ship that has terminator armor and dreadnoughts.

 

*Brutal and ruthless killers, abhor weakness in all forms, but weakness of the soul/spirit is the greatest crime to them (heretics/traitors). For those who've read the FW Badab War books, think Charcharadons, without the silence, or the laying waste to entire planets. The Sons aren't likely to go out of their way to avoid civilian casualties or collateral damage, but they won't inflict them needlessly either.

 

Gotcha they are ruthless killers

 

*Homeworld is called Therapus, think Mesozoic earth, humanity has slipped to a tribal level. The original human settlement was a penal world, with AdMech mining facilities on the planets moons and in the nearby asteroid belt. Warp storms cut the world off from the rest of the Imperium, and after a millennia the prisoners degenerated. Population isn't homogeneous

genetically either, great deal of variation in appearance. I say think Mesozoic because the planet has no mammals or birds, reptiles are the dominant fauna. (model wise these concepts are shown with the use of lizardmen and tomb kings bits)

 

I learnt this today shorter is better when you write your IA you should be able to sum your home world up in a couple of sentences.

 

*Chapter is big on craftsmanship, weapons and wargear should be both functional and personal. Marines will work on their own equipment as much as possible. These were inherited during a time period crusading with the Salamanders.

 

Why have this craftsmanship idea be inherited by Salamanders? If they are Iron Hands successors they will know enough about their wargear to keep it clean and what have you.

 

*The key beliefs are to trust in your own strength and trust in the machine spirits of your wargear. Beyond this there are two factions in the chapter, the old school marines who stay closer to their Iron Hands lineage and Salamander inspired traditions. The second faction cares less about Iron Hand lineage, concentrating more on their on tribal heritage, but still taking pride in forgecraft. This faction will have gained some ground recently with many of the chapters dreads joining in.

 

Why not just combine the traits that you like about the Iron Hands with the traits you like about the salamanders to create your very own unique chapter?

 

I would like to know what you think is the unique trait for your chapter? If we know the key trait that makes them different we will be able to help you alot more.

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Hmm... I presume, you know what is going to follow. ;) So, let's see...

 

*21st or 22nd founding (I had always before planned on just being 22nd, but lately the idea of hinting at 21st makes some of the oddities with the gene-seed more believable)

- The oddity in gene-seed is not neccessary pointer to the 21st Founding. The 21st "Cursed" Founding was a disaster. The Chapters created during that time are messed up completely. If your chapter displays some *minor* mutation(s), then it could be result of chapter rituals or simple bad handling of gene-seed.

 

*The chapter will have discovered either a space hulk or an AdMech ghostfleet drifting in their system, and while cleansing it found a store of terminator armor and dreadnoughts. After nearly coming to blows over the find, a compromise is reached, but the chapter has greater stores of these pieces of tech than would be normally seen.

*screams*

You know, I can really understand why do you want a lot of Terminators and Dreadnoughts. They are awesome, aren't they? But do you why? It's because both the TDA and Dreadnought sarcophagus are sacred relics of almost forgotten, rare and precious technology and because of taht, they are reserved only for the most awesome and badass heroes of Chapter. Do you see, where I'm coming from? Look at the Power Armour, it's bulletproof against all small arms fire, enhances its wielder significally, allows his survive and fight even in the most crazy enviroments and ALL today generals would kill for the chance to get their hands on it, yet the space marine gamer doesn't see the PA as nothing special. Why? Because even the Bob the space marine wears it.

 

*Brutal and ruthless killers, abhor weakness in all forms, but weakness of the soul/spirit is the greatest crime to them (heretics/traitors). For those who've read the FW Badab War books, think Charcharadons, without the silence, or the laying waste to entire planets. The Sons aren't likely to go out of their way to avoid civilian casualties or collateral damage, but they won't inflict them needlessly either.

- Efficient, purposeful and ruthless killers is better description.

 

*Chapter is big on craftsmanship, weapons and wargear should be both functional and personal. Marines will work on their own equipment as much as possible. These were inherited during a time period crusading with the Salamanders.

- You don't need Salamanders for that. It should come from the culture of their homeworld or their belief.

- Second, talking about Salamanders is making your Chapter more obvious hybrid of IH and Salies.

 

 

Cheers, NightrawenII.

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CKO, you posed the question what is my chapter's defining trait, and that's surprisingly harder to answer than I thought it would be. I've spent the last 4ish years building my tabletop army to match my fluff ideas in my mind i.e; lots of flamers and melta weapons, favoring hammers and maces for close combat weapons, using lizardmen and tomb kings bits to get a tribal feel, bionics thanks to iron hands squads, etc. But to put it into words is so much harder, surprisingly.

 

I'm not sure if this can be called a trait, but the Sons to me are defined by their hatred of spiritual weakness, as in those who turn from the emperors light were weak in spirit and should be culled. My idea was that the sons are close to the two Ordos they are because they see it as their duty to kill traitors and heretics for their weakness of spirit, and they hate the xeno because they're in His galaxy so to speak. Does that answer your question?

 

Wraven, thank you for prompt response, you are indeed one of the people I was waiting for. As to your points about terminator armor and dreadnoughts, you are absolutely right, and while I kept that part of my chapter story here, it's not really necessary in regards to terminators. But dreadnoughts are, and please correct me if I'm wrong, are beyond the capacity of most chapters to build. I have always felt that my fluff is extremely important, but that I am writing my fluff to enrich my real army. While I rarely field terminators, and have learned that chapters can build them, albeit slowly, dreads are next to impossible, and I field lots of them. The Iron Hands are known to be kind of stingy with successor chapters wargear, and I don't see the admech being very generous either, so I'm still left with a need to explain the chapter's large number of dreads.

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So after reading CKO's thread about creativity, and feeling emboldened and enlightened, I've decided to start working on my own DIY, with the goal to end it as a polished IA. Liking the way Ace used Brother Tyler's suggestion of starting with a list of your ideas, I'm going to follow suit.

 

Then the least I can do is lend a hand.

 

Time to go to work!

 

*21st or 22nd founding (I had always before planned on just being 22nd, but lately the idea of hinting at 21st makes some of the oddities with the gene-seed more believable)

 

Well, you didn't actually mention any gene-seed oddities further down, so I'd say go with 22nd.

 

*Chapter is Iron Hands successor, Purging of Contquaal(sp?) story just set in my mind how marines should wage war and enforce peace. But their organization is closer to the Salamanders.

*They have fairly close ties with the Ordos Xenos and Hereticus and parts of the AdMech, but strained, if not combative ties with the Malleus and Ecclesiarchy, and are dismissive of the Iron Hands.

That's an unusual choice, for sure! Why are they so dismissive of their ancestry?

 

*Chapter is big on craftsmanship, weapons and wargear should be both functional and personal. Marines will work on their own equipment as much as possible. These were inherited during a time period crusading with the Salamanders.

 

If I might make a suggestion; these traits would fit marvellously into and Iron Hands successor without any mention of the word Salamander. Now don't get me wrong, the Sallies are cool, but it'll feel more like a quirk individual to your marines if they develop these traits themselves (possibly carried over from their homeworld, or perhaps they just aspire to be craftsmen in the same league as their Primarch?)

 

CKO, you posed the question what is my chapter's defining trait, and that's surprisingly harder to answer than I thought it would be. I've spent the last 4ish years building my tabletop army to match my fluff ideas in my mind i.e; lots of flamers and melta weapons, favoring hammers and maces for close combat weapons, using lizardmen and tomb kings bits to get a tribal feel, bionics thanks to iron hands squads, etc. But to put it into words is so much harder, surprisingly.

 

I'm not sure if this can be called a trait, but the Sons to me are defined by their hatred of spiritual weakness, as in those who turn from the emperors light were weak in spirit and should be culled. My idea was that the sons are close to the two Ordos they are because they see it as their duty to kill traitors and heretics for their weakness of spirit, and they hate the xeno because they're in His galaxy so to speak. Does that answer your question?

 

Sounds like a core trait to me. :sweat:

The other good question to ask is this:

 

What is your average marine in your chapter like? Does he get along with other chapters? How do they view the people they protect?

Are they impulsive and hotheaded, or cold, clinical and analytical?

 

While I rarely field terminators, and have learned that chapters can build them, albeit slowly, dreads are next to impossible, and I field lots of them. The Iron Hands are known to be kind of stingy with successor chapters wargear, and I don't see the admech being very generous either, so I'm still left with a need to explain the chapter's large number of dreads.

A couple of options for you here.

Firstly, trade. Bartering away a few of your less-used vehicles to other chapters in exchange for some dreadnoughts will, over time, build up your dreadnought collection. If you're particularly crafty, you might even be able to get the AdMech to replace some of your 'lost' tanks later!

 

Secondly, do the AdMech some favours - come to the aid of an imperilled explorator fleet, perhaps, or discover fragments of an STC (or even a complete one that is of limited worth) and give it to the AdMech on the understanding they'll return the favour with some stompy goodness next time you drop by a forgeworld. :lol:

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While I rarely field terminators, and have learned that chapters can build them, albeit slowly, dreads are next to impossible, and I field lots of them. The Iron Hands are known to be kind of stingy with successor chapters wargear, and I don't see the admech being very generous either, so I'm still left with a need to explain the chapter's large number of dreads.

A couple of options for you here.

Firstly, trade. Bartering away a few of your less-used vehicles to other chapters in exchange for some dreadnoughts will, over time, build up your dreadnought collection. If you're particularly crafty, you might even be able to get the AdMech to replace some of your 'lost' tanks later!

 

Secondly, do the AdMech some favours - come to the aid of an imperilled explorator fleet, perhaps, or discover fragments of an STC (or even a complete one that is of limited worth) and give it to the AdMech on the understanding they'll return the favour with some stompy goodness next time you drop by a forgeworld. ^_^

 

Could he do what the Marines Malevolent should have done with the AdMech ship in that C.S. Goto book? Maybe they return a lost ship and they get gifted with some freshly cobbled together Termie armor?

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Could he do what the Marines Malevolent should have done with the AdMech ship in that C.S. Goto book? Maybe they return a lost ship and they get gifted with some freshly cobbled together Termie armor?

 

That falls under the heading of option 2; doing the AdMech some favours. :lol:

 

The stuff I've posted certainly isn't the only options - just the ones that occured to me at the time. ^_^

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Wraven, thank you for prompt response, you are indeed one of the people I was waiting for. As to your points about terminator armor and dreadnoughts, you are absolutely right, and while I kept that part of my chapter story here, it's not really necessary in regards to terminators. But dreadnoughts are, and please correct me if I'm wrong, are beyond the capacity of most chapters to build. I have always felt that my fluff is extremely important, but that I am writing my fluff to enrich my real army. While I rarely field terminators, and have learned that chapters can build them, albeit slowly, dreads are next to impossible, and I field lots of them. The Iron Hands are known to be kind of stingy with successor chapters wargear, and I don't see the admech being very generous either, so I'm still left with a need to explain the chapter's large number of dreads.

I was expecting this kind of reply, hmm I'm getting old. <_<

 

Well, according to my sources, both TDA and Dreadnought sarcophagus are beyond capacity of ALL Chapters to build. However, the last Imperial Armour book sort of retconned this. It is stated here, that some Chapters are capable of building dreads, albeit at very slow pace.

The thing is, in order to field a large number of TDA/Dreads, a large number of them is not enough. It's precious and rare technology, so keeping these suits battle-ready is task by itself. Your Chapter will need some kind of advanced, industrial background to achieve such feat.

 

 

Could he do what the Marines Malevolent should have done with the AdMech ship in that

C.S. Goto book

? Maybe they return a lost ship and they get gifted with some freshly cobbled together Termie armor?

Thou shall not speak of the Fallen! :huh:

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Rawen, you sir are correct. I'm at work on my break right now, so I can't post my chapter outline. I will do so when I get home though, not saying it's any good yet, at this stage it likely isn't. But that's what all the Liberites are for, to help me make it better.
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*21st or 22nd founding (I had always before planned on just being 22nd, but lately the idea of hinting at 21st makes some of the oddities with the gene-seed more believable)

The problem with 21st founding gene-seed is that the problems go far beyond oddities. They are generally absolutely messed up in every which way. 22nd is a good founding, and quirks/oddities can occur at any time as a result of exposure or radiation. Simple degradation over time can also cause this, making the 22nd a very viable founding for you.

 

*Chapter is Iron Hands successor, Purging of Contquaal(sp?) story just set in my mind how marines should wage war and enforce peace. But their organization is closer to the Salamanders.

How so? Bear in mind that the Iron Hands and Salamanders actually have similar organizations. Both are divided up in sections, 7 line companies for the Sallies and 10 Clan Co. for the Iron Hands. How is your chapter organized to be more like the Sallies and why is it organized that way?

 

*They have fairly close ties with the Ordos Xenos and Hereticus and parts of the AdMech, but strained, if not combative ties with the Malleus and Ecclesiarchy, and are dismissive of the Iron Hands.

While the Inquisition is fractured and divided, how is it that you get along with 2 Ordos, and disagree with the third? Also, keep in mind that the Ordo Hereticus is more attuned to the Ecclessiarchy than the Ordo Malleus, as the Ordo Malleus hunts demons and the warp-born. Hereticus hunts traitors to the Emperor and threats to the Faith.

 

Also, why are they dismissive of the Iron Hands? The IH are their gene-fathers, and you share the blood of the same great Primarch. What happened to cause you to dismiss them out of hand? Perhaps a falling out or other serious event?

 

*The chapter will have discovered either a space hulk or an AdMech ghostfleet drifting in their system, and while cleansing it found a store of terminator armor and dreadnoughts. After nearly coming to blows over the find, a compromise is reached, but the chapter has greater stores of these pieces of tech than would be normally seen.

This is a rather cliche way to end up with lots more Termies and Dreads. While the end result is ok, it's good to evaluate why you want more termies and Dreads, as having more awesome does not add character or theme to a chapter. These come from the marines themselves and how they view and react to the universe at large. Extra armor and weapons does not an interesting chapter make.

 

*Brutal and ruthless killers, abhor weakness in all forms, but weakness of the soul/spirit is the greatest crime to them (heretics/traitors). For those who've read the FW Badab War books, think Charcharadons, without the silence, or the laying waste to entire planets. The Sons aren't likely to go out of their way to avoid civilian casualties or collateral damage, but they won't inflict them needlessly either.

Hey, I like this! Reminds me of this**, an Iron Hands successor with a similar view on things. Brutal marines are the best kind.

 

*Homeworld is called Therapus, think Mesozoic earth, humanity has slipped to a tribal level. The original human settlement was a penal world, with AdMech mining facilities on the planets moons and in the nearby asteroid belt. Warp storms cut the world off from the rest of the Imperium, and after a millennia the prisoners degenerated. Population isn't homogeneous genetically either, great deal of variation in appearance. I say think Mesozoic because the planet has no mammals or birds, reptiles are the dominant fauna. (model wise these concepts are shown with the use of lizardmen and tomb kings bits)

Remember to only go into details of the planet that affect the chapter. Otherwise it is easy to get bogged down in world building this awesome planet, forgetting about the Marines who are supposed to live there. A general idea of the planet's eco-system and inhabitants is good, but make sure the focus is on the marines and how the planet has affected them.

 

*Chapter is big on craftsmanship, weapons and wargear should be both functional and personal. Marines will work on their own equipment as much as possible. These were inherited during a time period crusading with the Salamanders.

As Iron Hands successors they already possess some of these traits and the crafting and improving of weapons and armor can be explained simpler and easier without name-dropping the Sallies. Simply explain that they like to care for their own stuff. No one should hassle you about that.

 

*The key beliefs are to trust in your own strength and trust in the machine spirits of your wargear.

This is a great sentence to build a theme/chapter on. Start with this and expand it into a Chapter.

 

Beyond this there are two factions in the chapter, the old school marines who stay closer to their Iron Hands lineage and Salamander inspired traditions. The second faction cares less about Iron Hand lineage, concentrating more on their on tribal heritage, but still taking pride in forgecraft. This faction will have gained some ground recently with many of the chapters dreads joining in.

Dreads are generally old and venerable, making me think they would be much more likely to join the first faction. Also, Iron Hands heritage has explained, but aside from the maintaining of one's own equipment, I see no ties to the Sallies or their traditions. Secondly, what caused this split in the chapter? Each marine is hypno-inducted into the ways of the chapter, making everyone start with the same basic views. How did some of the chapter decide that the Iron Hands can go to the Warp? Why would the Dreads join this faction? Where is this going to lead in the article proper? What purpose does this fracturing intend to serve?

 

 

*The chapter's specialists can multi, like iron fathers, but also tech/chaplain and tech/apothecaries. Chapter has very few librarians, especially since the loss of one of their recruiting worlds.

You lost a recruiting world? That needs more explanation... Where did it go? What happened to it? How did the Chapter react to its loss? Lastly, why did the number of librarians as a percentage drop? Did this world have a higher than average psyker population?

 

Solid start Legoss. Hopefully you expand on this soon, as it looks very interesting.

 

**The Blades share some similar ideas to you.

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Well I've finally posted my initial outline for the Fallen Sons, it took me quite a while to get it typed up. As it stands now, it needs to be torn down and rebuilt a few times I'm sure, and I'm looking forward to the process, because I know that while I have strong images in my mind, words fail me trying to make other people understand my vision.

Edit

@Shinzaren, sorry I didn't respond to your suggestions, I was actually typing the outline while you posted.

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Hello again.

 

 

I know this is rather off-topic, but why Fallen Sons? It's like calling yourself Cainites or something.

 

Home World

tribes had strong metal working traditions, prayers to the Emperor were given over the forge

- To be honest, I would do something a little different. Make them a pseudo- Adeptus Mechanicus. The tribes here gather, revere and venerate the spirits of the machines. - This will smoothly explain some quirks of your Chapter.

 

Combat Doctrine

*The Sons favor close ranged firefights over melee combat, with preference to flamers and melta weapons both for effect and the terror they can cause

*the Sons prefer hammers and maces for close combat

- While this doesn't warrant a explanation, *you* should know why.

 

*the chapter has become renowned for urban combat and boarding actions, this suits their knife fighter mentality

- I would say it other way around, "Because of their knife fighter mentality,...

 

Organization

*chapter originally codex adherent, extended campaigning against traitorous 10th company in the Chorallis system led to several changes

*the chapter fields only 6 operational companies, never replacing the destroyed 1st, 5th, or 7th companies, nor the treasonous 10th

- The Iron Hands are not Codex in the first place (They are organized into 10 clan-companies. Look into Librarium for more info or ask Bannus), which makes their Codex-compliance a little odd.

- In Codex-adherent Chapter is 10th made of Scouts and doesn't exist. ;)

- It's odd that company of newbs could destroy a "Veteran" Co. with addition of other companies.

 

Gene-Seed

*also, the Sons seem to grow tusks in their lower jaw as they age, though AdMech sources seem to blame this on Therapus and not aberrant gene-seed

- :( ???

 

 

Cheers, NightrawenII.

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Rawen, I've lost track of where the name originally came from, but now the fact that they recruit from the remains of a prison world. I liked your idea of a pseudo AdMech religion, and I'll go in and explain the choices of weapons in a sidebar if I need to, or would the explanation work better in the section itself? I'd actually forgotten that clan-companies were self sufficient a la SW, and the part about the 10th eliminating several companies is being rewritten at the moment. I've just been lucky to get 8 hours between shifts at work lately. So time to work here has gotten slim sadly.

 

On a side note, how do Liberites feel about a battle barge crashing onto Therapus? Would it completely destroy said home world or just devastate a part of it?

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Well, I will have to disagree with both GW and with NightrawenII, respectfully. The average battle barge is miles across, and has a gross tonnage in the millions/billions. The impact of an object that size will have devastating repercussions for the world it lands on. Much like the asteroid that is theorized to have ended the dinosaurs, the resulting explosion would hurl dust and ash high into the atmosphere, resulting in a near complete death for the ecosystem. The sun would be blotted out, and a long winter would occur. Food would die off, the water would be contaminated, and the populace would starve to death in a matter of months/years. The crater from the explosion would be massive, and if the Battle Barges weapons, capable of destroying a planet on their own, exploded in the impact, the world itself would die. Regardless of what GW says on the matter, if a Battle Barge crash landed on a planet the results would be horrific.
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So I'm finishing up the origins before I post it as a coherent piece, question. If the system has been off the grid, and devolved so no routine maintenance, after one millennium, would automated defense systems still function? Do we have a reasonable guess how long imperial tech will run unattended? Any advice would be appreciated, thanks.
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I wouldn't say long... That's why I've never understood the viability of 'renegade Chapters'; Your stuff is breaking, and you're running out of ammo! You can't really Pirate stuff since, a Chapter is a tiny, minnow is a huge pond...

 

I've always been under the impression that, a Chapter can pretty easily Repair and keep working on some level Most of their stuff (I mean, there are decades old Power Armor still in use with many... Venerable pieces of gear they are.), but I also imagine if Brother Bills' Terminator suit just got to damaged in that last battle, they'd look for a replacement (ie. Have TechMarine Steve craft a new piece of armor; As part of a ceremony with semi-religious undertones, no doubt, with Chapter Master Jim, and Chaplain Paul there to bless the piece of armor, etc.), or request it from the Mechanicus (Through their TechMarines)...

 

By the way... Feel free to incorporate Chapter Master Jim into anyone's IAs... Just sayin... Nothing strikes fear in to an Orks heart than the battle cry "I am Jim! And I have come to slaughter you!"... Am I right?... Yeah I'm right.

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