G3rman Posted November 13, 2011 Share Posted November 13, 2011 [center; background-image:url(http://www.bolterandchainsword.com/hq2.gif); background-repeat: no-repeat; background-position: 8px 2px; padding: 12px 8px 12px 8px; border: 1px solid #DDD; margin-left: 0 auto; text-align: left; color: #fff; text-indent:50px; font-size:130%; width:50%;">Index Astartes: The Remnants (aka Lost Sentinels)[/center] Victims of Chance Renegade Chapter Imperial Star map; upper-right corner estimated position of the Lost Sentinels Exploratory Fleet. Disclaimer: Star map is not my own creation. Lost Sentinel; Robes used to protect armor from natural elements. http://www.bolterandchainsword.com/hq2.gif); background-repeat: no-repeat; background-position: 8px 2px; padding: 12px 8px 12px 8px; border: 1px solid #DDD; margin-left: 0 auto; text-align: left; color: #fff; text-indent:50px; font-size:130%; width:50%;">Homeworld “The home we were given has been lost to us, both in location and name. This desolate waste is now our bastion in the dark.” - Chief Librarian Anton Bix, Command StaffThough the original frontier world that was to be their homeworld has been lost, the Sentinels were fortunate enough to find at the very least hospitable planets in their sector of space. The single colony ship accompanying them, The Emperor's Light, was able to land and begin construction of its first habitation centers on a world now known as Krig. A humid planet with a full green belt in the center, teeming with predators that made creating settlements a nightmare. Even after becoming established in cities, the planet is not easy to live on and the population's growth has been stunted, forcing a careful balance and use of human life to allow the humans to survive.Other than the large stretches of desert north and south of the rain forest and large predators that make life generally hellish on Krig, a peculiar composition of water vapor and other chemicals in the air make all but the most resilient armor rust and paint strip from their foundations. While they have since adapted their building and equipment usage to make up for the fact, it is a common sight for marines to have armor that looks to be in disrepair and discolored from exposure. Techmarines assure that the armor will still live up to its purpose even with such damage, citing it as mostly 'superficial'; regardless though, much of a normal codex marine's equipment has either been altered or lost to adapt to this unique environment The Remnants live in.If anything, the planet has made the small human population especially hardy and somewhat savants at problem solving with jury-rigging, improvisation, and general adaptation to a new situation. This leads the marine initiates to have a keen mind as well as an open one. This does not mean they lack in physical prowess either though as the feral beasts of the world are often used as targets of a hunt for initiation tests into both civilian and Astartes organizations.Lord Regent Rainer Gille, as well as leading The Remnants from their Fortress-Monastery on Krig, is considered the defacto leader of the human population similar in practice to the Lord of Macragge Marneus Calgar. The Adeptus Mechanicus, while independent like their Imperial bretheren, have allowed themselves to be more lax and open in some dealings with the chapter as well as the human populace; in return, they are left in relative peace in the orbit of Krig II, a large gas giant which is used by Admech for fuel as well as other resources.The Krig system is home to five planets, all of which have in some shape or form had the human fleet visit and make use of. Currently, Krig I and II are the major points of interests while the rest have very few if any lingering human presence.Chapter Organization “Our situation does not allow for the rules we were once set to live by; No Codex can survive in these straits of space.” - Vlad Lothar, Captain of 1st Squadron.From the outset, the odds had been stacked against the lone chapter as many of their ships were missing upon exit from the warp travel. Many of these vessels were later found, either wreckage in space or crash landed on planets of varying levels of danger; rarely were any of their crew found to have survived, but the marines salvaged what they could and moved on. Luckily, the fleet's single Battle Barge, Ancient's Fury, survived the trip along with many of its attendant vessels and Admech allies.Rough estimates of the chapter's strength upon exit left them with nearly 700 marines ready to fight, that meant at least 300 of their own had already been lost without a single bullet. Dismayed but not defeated, the chapter and its attendants quickly set to begin creating their place in the Krig system of planets. Losses, both incurred by the planets' hostile inhabitants and the dangers of the planet itself, began to mount and without any initiates to replace their losses continued to spiral the number of active marines downward. By the end of the Krig Scourge, barely 400 brothers could take up arms in defense of their new home among the stars.It was then that the Chapter Master now Lord Regent Rainer Gille ordered a general reconstruction of the existing forces within their chapter to adhere to specific codex-standards that fit their situation. It was also during this time that the men began referring to themselves as 'The Remnants', representing that they were the few remains of the once proud chapter now laid low.The most major changes observed have been to the organization of combat units and a heavy focus of kill teams, small units of marines designed to be independent and handle the completion of objectives with little support. This formation of marines often used by other chapters in unique circumstance was put into common practice; each marine would be used to the highest level allowed to find victory in the face of overwhelming odds. Introduction of Kill Teams lead to close-knit groups of marines within their own squads and even more independence than usually given in a standard chapter setting. Losses incurred to kill teams are usually not replaced by an initiate because of a shortage of manpower. It is because of this that squads often have varying numbers of marines during operations.These kill teams make up the largest portion of a Squadron, the chapter's replacement of companies. This was done due to the lower number of marines and the inability to field full companies at any one time; rather than having many under-staffed companies, they instead chose to have full or close to full strength squadrons of marines.The Remnants fleet, outside of the Astronomican's light, can only make due with conventional travel or skips through the warp for travel. While this has diminished their ability, it has not taken away from the fleet's importance and they are well maintained by the Admech in Krig II's orbital stations.Combat Doctrine “We must be quick, we must be lethal, we must be perfect! We cannot afford to be otherwise.” - Brother Sergeant Osmar Buhr, 1st Training Cadre; first address to new recruits.Kill Teams are organized as the standard force used by The Remnants to handle enemies, both behind the enemy lines or used on the front. Each marine is a paragon of any weapon within their chapter's arsenal and is expected to be prepared to switch combat roles at a moment's notice. It is this flexibility that make the Kill Teams effective on their own, yet they are only a single squad. Commanders must utilize the teams, both as a whole and by the individual, to the maximum to ensure victory and the safety of the marines involved. Heavy weaponry and Assault teams are fulfilled by specially equipped kill teams, and only if it is deemed necessary to the situation. Command Squads as well as the Captain himself are chosen from those available in the veterans of the chapter thought most capable of leading that size of marines and its often they are grouped in squadrons by their specialty (Kill teams skilled in fighting orks would be organized into a Squadron themselves for better use). Scouts, with the few there are, are also organized into a kill team format but are used in support to a marine squad to both augment their ability as well as learn by proximity to battle brothers. What vehicles that have been maintained are used depending on the situation; bikes and speeders would be used for small scale strikes behind enemy lines while land raiders and predators would be used when the chapter is forced into large scale fighting.When forced to fight in a major battle head on with an opponent, the chapter prefers to utilize defensive tactics. When the enemy march to meet The Remnants, they will come under fire from infiltrating teams that had been hounding them since they set out and will come under fire from artillery and armor stationed along the firebase. When they reach the marine's line they will find heavily entrenched squads with varying levels of fortifications set up and prepared to withstand the enemy's return fire as well as provide the men with safety to return it with their own. Once they have battered themselves against the line and are forced to fall back, the infiltrators will keep on them, picking off enemy soldiers and officers while the main force quickly packs up and prepares to disperse before an enemy counterattack can find them.The reasoning behind their cautious and defensive tactics are obvious; with lower numbers they cannot afford to go on the offensive with high stakes. At the same time, an innate level of stubbornness exists with some marines that makes them resistant to backing down from a challenge, forcing confrontation. Whenever possible these brothers are culled and held back when retreat is necessary but even with their smaller numbers, sometimes holding their ground has brought their forces victory.After literally thousands of years outside of contact with the Imperium, the chapter's attitude toward many things such as xenos and their technology has shifted from suspicion and paranoia to cautious investigation. While they are by no means allies, higher echelons of the chapter have been rumored to come into peaceful negotiation with eldar raiders and exodites. This has lead to trusted officers of the chapter to wield the occasional alien weapon or artifact to test its safety and possible use for the good of the chapter. While even the Lord Regent himself is torn on the beliefs of how to handle the xenos, they must think of their own survival; to do that, they cannot allow themselves to be close minded.Chapter Cult “It does not matter where you stand, for the Emperor stands with you!” - Chaplain Wilhelm Loer, in sermon within Battle Barge Ancient's Fury Reclusiam.Although the chapter has been away from the Emperor's guiding light for thousands of years, their Chaplains keep his presence near and dear to each marine's heart. It is the belief of the Emperor and his place beside the marines that allow for even their hellish situation to be bearable, even accepted by the rank and file. It is also a common belief of the chapter that their goal is not only to win, but to survive to see the day they are re-united with the Imperium. This stems from the prolonged time of isolation as well as the highly adaptable personalities shared by the marines and the people of Krig.To live another day is not only a challenge but promise of reward, to once again be under the Emperor's gaze.This belief, while encouraged by the Chaplains and officers of the chapter, is also something feared. Known only to the upper echelons of the chapter and rumored even the Admech, the chapter has had peaceful encounters with xenos; Eldar renegades and exodites that have somehow ended up in the corner of the galaxy. Where at first it was restrained hatred that allowed the marines to interact with the aliens, it has slowly and noticeably become neutral and to some extents accepted encounters. Perhaps it is comforting to find another band of beings out in the lonely straits of the Centaurus Arm, or perhaps the chapter is slowly breaking down the mental barriers that separate human from xenos.Regardless, they know in their hearts that no matter what the explanation, the Imperium will see heresy and forsake them for what they've done. It is to that measure that the officers of the chapter have begun to plan for the day that contact is reestablished, and what their response shall be to an Inquisitorial investigation.Recruitment "What few men we allow ourselves to muster from the populace must suffice, the balance must be kept." Brother Sergeant Osmar Buhr, 1st Training Cadre; on the issue of low recruitment numbers from local populace.Due to the small group of humans to begin the expedition as well as difficulties in maintaining a large population in Krig's unforgivable setting, the pool of recruits is especially tiny. While the Admech and human leaders have promised their Astarte protectors a solution to the problem in the future, it does not change the fact that the chapter has never operated at full strength since their arrival. Regardless, if more human candidates could be prepared, the chapter is ready to receive them with a large stock of geneseed remaining from their original trip.Recruitment is standard to most other chapters where officers descend to Krig and are welcomed by a few dozen sons sent by the population for initiation. These recruits are put through grueling trials, both mentally and physically, individually and as a group to see if they have the right body and mind for the chapter to make use of. If they pass, they are taken back to the Fortress-Monastery in the Northern Wastes to go through further evaluation.Upon passing tests given by Chaplains, Apothecaries, and Librarians for their compatibility to the geneseed as well as mental ability, recruits are sent to the orbiting flagship to begin the actual operation to begin the process of becoming a space marine.Gene-Seed “No matter the distance from the Primogenitor, our geneseed has kept safe from unwanted influence.” - Apothecary Theo Unger, attached to 3rd Squadron.Records of the chapter's primogenitor have long since been lost and little concern is placed on the lack of knowledge. What is known is that among the organs implanted, three have consistently failed including the Betcher's Gland as well as the Sus-an Membrane. Steps to purify and strengthen the geneseed from failing have met with limited success, as without having an early template of the genetic code as well as limited equipment leaves the Apothecarion with little room to maneuver. That said, the vault containing the vital seed of the chapter has been well maintained and has enough for many more marines in the future.It has also been observed by Apothecaries as well as Chaplains that many of the marines show amplified independence as well as even a level of stubbornness to quit or retreat. While the independence is clearly derived from the organization of marines and mentality driven from training and experience, it and the stubborn tendencies of the marines are difficult to gauge as well as fix. The current Lord Regent, however, encourages both tendencies and says it is these qualities that have kept the chapter alive in the worst of times.Battlecry “Show them the fury of the Emperor reaches even the darkest corners of the galaxy!” - Chaplain Martin Reich during the Scourge of Krig IV.The Remnants have few inspiring battle cries, save for the fiery sermons given by the Chaplains in the fiercest of fighting. Rather, much of their most uttered phrases are of deliverance from isolation and protection from chaos."May the Emperor deliver us!" and "Fight! Fight to return to His light!"----I do not take credit for the star map or the format of the IA; I used the same as the Astral Reavers (KingHongKong) and the map is from a site which has its link taken down so it would be pointless to cite it further.I've always wanted to do the idea of a chapter that was either a.) Renegade by choice, but still loyal to humans. or b.) Somehow separated from the IoM and forced to make due in isolation. I've also always liked the idea of rusted, battle-damaged armor and customization that made each model unique and have his own name and story. The color scheme I want for them is difficult to portray in the painter because I want Terracotta as a base armor color, but I was thinking of using tin bitz/dwarven brass mixed or alone along the sides and edges of armor to represent rust. I was also thinking of taking chunks of armor out from certain areas of the model to represent battle damage and wear and tear.But that's for when I actually start modelling these guys, for now its just an idea. Link to comment https://bolterandchainsword.com/topic/241894-ia-the-remnants/ Share on other sites More sharing options...
G3rman Posted November 20, 2011 Author Share Posted November 20, 2011 No posts to me means no critiques. Are you really going to say I did a perfect IA on my first go through? I think not. :whistling: Link to comment https://bolterandchainsword.com/topic/241894-ia-the-remnants/#findComment-2927485 Share on other sites More sharing options...
Leonaides Posted November 20, 2011 Share Posted November 20, 2011 Ok, I'll start the bowling ball rolling for you... Hope this comes across as meant in a nice way: By the end of the Krig Scourge, barely 400 brothers could take up arms in defense of their new home among the stars. Upon reflection of their tactics, it was the most shocking and most serious finding that their Codex tactics were the ones that had failed them the most. It was obvious that no matter how broad the tactics were that could be applied, what the marines needed were strategies that fit specifically to their new situation rather than to mainstream. Now here's an interesting problem - how does a new chapter decide that all the tactics it knows are wrong, then set about replacing them? Bearing in mind that all its casualties have been suffered on a single planet that they will not have to pacify again (on a large scale anyway). THey're re-writign their tactics to fit a battle they've already fought and that they will never need to fight again, shile at the same time, massivbely hindering their ability to fight in other ways... It was then that the Chapter Master now Lord Regent Rainer Gille ordered a reconstruction of the existing forces within their chapter as well as a renaming from the Lost Sentinels to The Remnants, representing that they were the few remains of the once proud chapter now laid low. Did the Crimson Fists rename their chapter when they sofferd more losses? Did the Space Wolves when they had been reduced to a single great company (more than once apparently)? TBH, startign them off called The Lost Sentinels sounds a bit fishy, since I doubt they were intended to get lost in the first place. Just stick with 1 name, then you dont have to try and jam in a reason to change it. The most major changes observed have been to the organization of combat units and a heavy focus of kill teams, small units of marines designed to be independent and handle the completion of objectives with little support. This unique formation of marines once used only by the Deathwatch has proven invaluable to The Remnants in their situation; each marine must be used to the highest level allowed to find victory in the face of overwhelming odds. Introduction of Kill Teams lead to close knit groups of marines within their own squads and even more independence than usually given in a standard chapter setting In italicised order: Normal codex behaviour. Not only used by deathwatch - normal chapters can run their own kill-teams if they so wish - its called a combat squad or normal squad. Normal codex bahaviour. Combat squads? Failing that, squads are already very close-knit units, how much more often do they fight as kill-teams than nomal 5-10man squads? If you really want kill-teams, might I suggest that, having a lack of contact with the wider imperium their veterans fight as PA kill-teams instead of termies? Maybe a few termie squads with the little remaining TDA they have left, but in general PA vets. Link to comment https://bolterandchainsword.com/topic/241894-ia-the-remnants/#findComment-2927693 Share on other sites More sharing options...
G3rman Posted November 20, 2011 Author Share Posted November 20, 2011 Now here's an interesting problem - how does a new chapter decide that all the tactics it knows are wrong, then set about replacing them? Bearing in mind that all its casualties have been suffered on a single planet that they will not have to pacify again (on a large scale anyway). THey're re-writign their tactics to fit a battle they've already fought and that they will never need to fight again, shile at the same time, massivbely hindering their ability to fight in other ways... In italicised order: Normal codex behaviour. Not only used by deathwatch - normal chapters can run their own kill-teams if they so wish - its called a combat squad or normal squad. Normal codex bahaviour. Combat squads? Failing that, squads are already very close-knit units, how much more often do they fight as kill-teams than nomal 5-10man squads? If you really want kill-teams, might I suggest that, having a lack of contact with the wider imperium their veterans fight as PA kill-teams instead of termies? Maybe a few termie squads with the little remaining TDA they have left, but in general PA vets. The reason they chose against using codex tactics is, because they were too broad and not useful in their current setting. I believe the chapter was by-the-book codex astartes until their incident on Krig, and that was when they began to openly diverge. Since there is no copy of the Codex Astartes for us to look at, I am guessing that the tactics used by The Remnants aren't covered or at least aren't standard. As for the renaming, its similar the DA and its successors also being referred to as the 'Unforgiven'. They haven't totally lost their previous name, but because of their lost contact with the Imperium over thousands of years, no one out there remembers their original name or calls them by it. Upon getting the nickname coined by their Chapter Master, it just kind of stuck as their new one. To the kill-teams, I don't think its codex standard at all; perhaps it wasn't described enough, but in no way was it similar to combat squads. These are marines in a squad with each having their own unique equipment, their own specialties, and their own story. They remain in these kill-teams really throughout life, instead of combat squads which are decided upon before a battle and will rejoin with the main squad afterward. I also never planned to have terminators, they were all to be in power armor or scout carapace. Thanks for your input. Link to comment https://bolterandchainsword.com/topic/241894-ia-the-remnants/#findComment-2927721 Share on other sites More sharing options...
Leonaides Posted November 20, 2011 Share Posted November 20, 2011 The reason they chose against using codex tactics is, because they were too broad and not useful in their current setting. I believe the chapter was by-the-book codex astartes until their incident on Krig, and that was when they began to openly diverge. Since there is no copy of the Codex Astartes for us to look at, I am guessing that the tactics used by The Remnants aren't covered or at least aren't standard. What situations did your marines encounter on this world that no-one had ever encountered in 10,000 years of warfare? The codex is both broad and detailed, it really is an a-z of how to kill anything, anywhere, any time, with anything. Leaving that aside, your chapter is making itself badly equipped and organised to fight anywhere apart from on its home world against foes that its already killed. As for the renaming, its similar the DA and its successors also being referred to as the 'Unforgiven'. They haven't totally lost their previous name, but because of their lost contact with the Imperium over thousands of years, no one out there remembers their original name or calls them by it. Upon getting the nickname coined by their Chapter Master, it just kind of stuck as their new one. But not. The DA and 'associates' are all known by their chapter names, period. They may be referred to as 'the unforgiven' by themselves (remember - no-one else knows why, or refers to them as such) as a group of chapters - your chapter is not part of a group. Its on its own. And their name is probably the only record the imperium might have left of them if they'd been cut of entirely for thousands of years. To the kill-teams, I don't think its codex standard at all; perhaps it wasn't described enough, but in no way was it similar to combat squads. These are marines in a squad with each having their own unique equipment, their own specialties, and their own story. They remain in these kill-teams really throughout life, instead of combat squads which are decided upon before a battle and will rejoin with the main squad afterward. Despite tabletop rules, you're talking background here. All marines have slightly different equipment, their own specialities, and stories. They remain in their squads for life (unless promoted out of them) which are not chopped and changed on the eve of battle... That guy in the tactical squad with a targetter - chapter marksman 5 years running could shoot the eyes out of a hormagaunt in mid-air as its jumping at him. The guy with the grenades - is rather hi-ex happy and can throw a grenade further and more accurately than anyone else. the heavy weapon trooper is an expert with it......... they arent just joe bloggs told its their turn with the meltagun this week. Link to comment https://bolterandchainsword.com/topic/241894-ia-the-remnants/#findComment-2927836 Share on other sites More sharing options...
G3rman Posted November 22, 2011 Author Share Posted November 22, 2011 Fair enough, you've made your point. Changes to be made: Codex isn't thrown away, but certain areas of it are focused on more than others.Less emphasis on kill-teams being unique to The Remnants They will be keeping The Remnants name though, but instead of renaming its just what they refer to themselves among one another. Lost Sentinels is still the official name but has lost importance and fallen out of use since established contact with the IoM. "What situations did your marines encounter on this world that no one had ever encountered in 10,000 years of warfare?" You have no idea how much I wanted to use the cliche line "A xenomorph never before encountered by mankind." or something to that nature. That's what I was thinking of when I wrote that particular part of the chapter details. :D Link to comment https://bolterandchainsword.com/topic/241894-ia-the-remnants/#findComment-2928823 Share on other sites More sharing options...
Leonaides Posted November 22, 2011 Share Posted November 22, 2011 A better phrasingn would be - waht tactical situation did your marines find themselves in that had never happened in 10,000 years of warfare. I know people always bring up how the CA had nothing to realte to Tyranids - but it certainly covered swarms of creatures that live to kill at close range (ref: those aracnoids on Planet Murder who slaughtered 300 BA's during the Crusade or similar). The issue was probably more recognising that was what was faced, coupled with a single unifying conciousness - take away that conciousness and dealing with Nids is just pest-control that IG can do without Marines... Big native beasts - shouldnt be a problem for marines, angry locals - also shouldnt be a problem. Link to comment https://bolterandchainsword.com/topic/241894-ia-the-remnants/#findComment-2929198 Share on other sites More sharing options...
G3rman Posted November 22, 2011 Author Share Posted November 22, 2011 If I remember correctly, the Executioners chapter were almost destroyed by a xenos of unknown origin. I would say the codex did little for them as they were beaten back into their fortress-monastery and were on the verge of losing until they were relieved by the Astral Claws. Link to comment https://bolterandchainsword.com/topic/241894-ia-the-remnants/#findComment-2929228 Share on other sites More sharing options...
Leonaides Posted November 22, 2011 Share Posted November 22, 2011 Yup - but did that unknown alien fight in a way that the Executioners could retaliate (IE: was it some hugely wierd psychic race that just melted their brain stems or something), or was it a completely unfamiliar tactical situation. A Xenos firing green goo at you is no different to a human firing bullets, is no different to an Ork throwing an axe... But a xenos with 8 bladed arms, alongside 4 of its brethern, all telepathically linked to fight as a single unit, will make mincemeat out as heck all but the best duellist, in which case, the correct codex beahviour to adopt is to shoot them first. If they can negate every potential advantage the marines could manage via terrain/choice of fighting area, concentration of correct force in correct place etc... Then the codex is stil not wrong, just that sometimes there really is nothing you can do other than stand fast and die like guardsmen. I should also point out that presumably the Astral Claws were using tactics included in the Codex to relieve/rescue the Executioners... Link to comment https://bolterandchainsword.com/topic/241894-ia-the-remnants/#findComment-2929499 Share on other sites More sharing options...
G3rman Posted November 22, 2011 Author Share Posted November 22, 2011 Perhaps, but its clear that simply following the codex does not ensure victory. Divergence, especially in an unknown situation, would most definitely be necessary. Link to comment https://bolterandchainsword.com/topic/241894-ia-the-remnants/#findComment-2929508 Share on other sites More sharing options...
Leonaides Posted November 23, 2011 Share Posted November 23, 2011 But neither does discarding it entirely... Anyway - this is essentially pointless discussion. I'm sure someone else will come along soon and pick up another point. Have fun. Link to comment https://bolterandchainsword.com/topic/241894-ia-the-remnants/#findComment-2930178 Share on other sites More sharing options...
Shinzaren Posted November 23, 2011 Share Posted November 23, 2011 Other than the large stretches of desert and large predators that make life generally hellish on Krig, a peculiar composition of water vapor and other chemicals in the air make all but the most resilient armor rust and paint strip from their foundations. If there was an abundance of water vapor on Krig, the amount necessary to accelerate rust, the planet wouldn't be a desert. Plants would spring up, adapted to feed on the water, with the plants would come plant death and decomposition, leading to more fertile soil. Over time, this would lead the planet towards a jungle like ecosystem. The water that hung in the air would gather into cloud and fog banks and being to form storms and rain. Eventually oceans and lakes would form as the water gathered in lower areas. Realistically this desert world is more apt as a jungle world, since humidity and desert aren't really hand in hand. While this isn't a large issue for the world as a whole, it does lead to some problems with rusting and other decay. Paint stripping makes sense though, if the chemicals are of a slightly corrosive make up. While they have since adapted their building and equipment usage to make up for the fact, it is a common sight for marines to have armor that looks to be in disrepair and discolored from exposure. Techmarines assure that the armor will still live up to its purpose even with such damage, citing it as mostly 'superficial'; regardless though, much of a normal codex marine's equipment has either been altered or lost to adapt to this unique environment The Remnants live in. Space Marine is designed to withstand and function in the most extreme environments in the galaxy. From the icy void of space to the furnace of a lava field, it can handle it. The alterations needed to function in a high desert environment would be few. Since the suit is already self-sealing and self-contained, it immediately fulfills one requirement, in that it doesn't allow precious water to escape. Small alterations to the power/air supply might be necessary to cope with the extremely fine grade sand, but nothing major. The same goes for Space Marine vehicles. They handle just about anything. Heck, Land Raiders can't drive and fight on the bed of an ocean. If anything, the planet has made the small human population especially hardy and somewhat savants at problem solving with jury-rigging, improvisation, and general adaptation to a new situation. This leads the marine initiates to have a keen mind as well as an open one; what one marine might see as a disadvantageous position, a Remnant might instead argue for use because of its ideal position for an ambush. This does not mean they lack in physical prowess either though, as the feral beasts of the world are often used as targets of a hunt for initiation tests into both civilian and Astartes organizations. I don't understand this bolded part. Why wouldn't first Marine see it as an ambush spot? I assume the qualities of a good ambush spot are known to nearly all marines, so seeing one wouldn't be all that difficult? I know this seems pedantic and minute, but these are the things I pause on... “Our situation does not allow for the rules we were once set to live by; No Codex can survive in these straits of space.” - Vlad Lothar, Captain of 1st Squadron. Don't abandon the Codex. Leonidas hit on this, and I am going to do the same. In the grand scheme of things it isn't a big deal, but it breaks the suspension of disbelief for me and makes it hard to get back in to afterwards. Your situation is covered in the Codex, in same way or form. While the specifics might change, I am sure that at some point in the history of 1000 chapters over 10,000 years, someone has added something about being lost in the void with no hope of resupply or rearming. The Remnants find most terms from the Codex Astartes to be, plainly speaking, out of place in their current situation. Why? Do they no longer fire bolters or wear power armor? Have they encountered enemies completely unlike those described in the Codex? The Codex has strategies on dealing with Enslavers and Daemons, Necrons and Orks. Unless you are fighting an enemy that can't even be compared to others, the Codex still helps. If you are driving a Rhino, the Codex helps. If you are having a late lunch at the bistro down the street, the Codex helps. It literally covers every aspect of what Space Marines are called on to do, and your situation and circumstances are not going to be that odd in the big scheme of things. Losses, both incurred by the planets' hostile inhabitants and the dangers of the planet itself, began to mount and without any initiates to replace their losses continued to spiral the number of active marines downward. Why weren't they recruiting from the colonization crews, serf children, and any locals? By the end of the Krig Scourge, barely 400 brothers could take up arms in defense of their new home among the stars. Upon reflection, it was decided by the officers of the chapter that their resources would have to shift toward kill-team operations with the smallest amount of resources used to ensure the biggest success. This is a typical Codex deployment. In the fluff -unlike the tabletop- a single squad is usually all it takes to end most threats. Maximum results with minimal resources expended is a Codex maxim, and one that nearly every chapter strives for. With only 1000 marines per chapter, even the most reckless chapters adhere to principle of applied force to minimize losses. It was then that the Chapter Master now Lord Regent Rainer Gille ordered a reconstruction of the existing forces within their chapter as well as a renaming from the Lost Sentinels to The Remnants, representing that they were the few remains of the once proud chapter now laid low. Why change his title? Why rename the chapter? Lost Sentinels already captures the feel of a chapter cut off from the Imperium, and by discarding your name you are discarding all the history and deeds of the chapter up until this point. The most major changes observed have been to the organization of combat units and a heavy focus of kill teams, small units of marines designed to be independent and handle the completion of objectives with little support. This formation of marines often used by other chapters in unique circumstance was put into common practice; each marine would be used to the highest level allowed to find victory in the face of overwhelming odds. Introduction of Kill Teams lead to close-knit groups of marines within their own squads and even more independence than usually given in a standard chapter setting. Squads in normal chapters are "For Life." Each marine has fought alongside their squad mates since they were initiates. In many scenarios these squads are deployed alone to quell a lot of threats. Against larger threats, more are deployed, but the average deployment of a Space Marine chapter is on the squad level. While the idea of Kill Teams is cool, its not exactly crazy unique. That said, it is once again a Codex approved deployment, yet more evidence as to why you should keep the Codex instead of getting rid of it :) While the teams are still made up of regular battle brothers and a sergeant, it is common to see kill teams assemble and provide counsel during battle with a particular foe they have had experience in engaging. They are not only the main fighters of the chapter but also the eyes and ears, feeding information back to command assets to allow for more accurate surgical strikes against enemy forces. This often leads to the men of the kill team to be quite skilled, equivalent to a Codex chapter's veterans by comparison, even if not used or organized in the same manner. When a squad has reached a certain level of experience they will be officially dubbed as veteran squads, outfitted and used as such. I'm not entirely sure what enemies you are fighting out here in the middle of nowhere, but the Codex probably covers them. Also the idea that your Kill Team members are that much more skilled than the tactical squads of regular chapters, who have hundreds of years of experience in the most brutal engagements across the galaxy, just strikes me as being awesome for awesome sake. Neither is it a super unique idea, as mentioned above. Squad deployments are sort of the norm, though it is hard to see that based on table-top. Losses incurred to kill teams are usually not replaced by an initiate, either because of a shortage of manpower or because the squad refuses to bring new blood in. Its a harmful but unfortunately difficult mindset to break as the marines have a wealth of experience to offer to new marines yet would find it difficult to bring them into their family after a loss. It is because of this that squads often have varying numbers of marines and refuse to accept reinforcements, therefore only allowing the squad to be reconstituted after the original's destruction. This is dependent on personal views and many of the reconstituted squads allow for initiates to replace losses taken. This is silly. Sorry, it's a cool idea, and I like the idea of super tight knit squads, but it is silly. Space Marines are first and foremost realists. Their goal is to destroy the enemies of the Emperor, and the idea that these hardened killers are functioning at lower than optimum functionality because they are sad over their brothers is goofy. While they may not like having to deal with new blood or fill the gap caused by a brother's passing, they would suck it up. They are Space Marines. Even their initiates are seen as true blue brothers, and each would be welcomed with arms, open or not. They be trained and treated with respect, begrudging or not. Every Space Marine knows that the initiates are the life-blood of the chapter and carry the precious gene-seed. They might not like being saddled with a Shiny, but they would get over it. These kill teams make up the largest portion of a Squadron, the chapter's replacement of companies. This was done due to the lower number of marines and the inability to field full companies at any one time; rather than having many under-staffed companies, they instead chose to have full or close to full strength squadrons of marines. Regular chapters don't deploy on a company level. For engagements of a scale beyond what a squad can handle, a variety of companies will be tapped to fill the deployment needs. The battle companies would provide that tactical requirements, the reserve companies would give the specialists. Veterans would come from the 1st and the vehicles would come from the motor pool. One company doesn't handle an engagement on its own. Kill Teams are organized as the standard force used by The Remnants to handle enemies, both behind the enemy lines or used on the front. Each marine is a paragon of any weapon within their chapter's arsenal and is expected to be prepared to switch combat roles at a moment's notice. It is this flexibility to an even higher level than tactical units that make the Kill Teams effective on their own, yet they are only a single squad. Commanders must utilize the teams, both as a whole and by the individual, to the maximum to ensure victory and the safety of the marines involved. This is Codex, as tactical squads are the epitome of flexibility and adaptability. They are all experts in each weapon and they all pick and go with any gun or blade. Your kill teams seem to just be pretty good combat squads. Heavy weaponry and Assault teams are fulfilled by specially equipped kill teams, and only if it is deemed necessary to the situation. Command Squads as well as the Captain himself are chosen from those available in the veterans of the chapter thought most capable of leading that size of marines and its often they are grouped in squadrons by their specialty (Kill teams skilled in fighting orks would be organized into a Squadron themselves for better use). Scouts, with the few there are, are also organized into a kill team format but are used in support to a marine squad to both augment their ability as well as learn by proximity to battle brothers. What vehicles that have been maintained are used depending on the situation; bikes and speeders would be used for small scale strikes behind enemy lines while land raiders and predators would be used when the chapter is forced into large scale fighting. Again, the Kill Teams seem to just be a different name on regular squads. I haven't really seen anything special about them, aside from the fact that your squads with experience against a certain enemy are organized together into companies, or squadrons. After literally thousands of years outside of contact with the Imperium, the chapter's attitude toward many things such as xenos and their technology has shifted from suspicion and paranoia to cautious investigation. While they are by no means allies, higher echelons of the chapter have been rumored to come into peaceful negotiation with eldar raiders and exodites. This has lead to trusted officers of the chapter to wield the occasional alien weapon or artifact to test its safety and possible use for the good of the chapter. While even the Lord Regent himself is torn on the beliefs of how to handle the xenos, they must think of their own survival; to do that, they cannot allow themselves to be close minded. Why would the Eldar negotiate with them? To the Eldar mind, humans are primitive primates better used as tools than as allies. Negotiations would last only so long as the Eldar can use you, after which they would discard you. Although the chapter has been away from the Emperor's guiding light for thousands of years, their Chaplains keep his presence near and dear to each marine's heart. It is the belief of the Emperor and his place beside the marines that allow for even their hellish situation to be bearable, even accepted by the rank and file. It is also a common belief of the chapter that their goal is not only to win, but to survive to see the day they are re-united with the Imperium. This stems from the prolonged time of isolation as well as the highly adaptable personalities shared by the marines and the people of Krig. Keep the Emperor close to your heart...but use the weapons and negotiate with the enemies the Emperor decided should be murdered outright? That makes sense.... :) This belief, while encouraged by the Chaplains and officers of the chapter, is also something feared. Known only to the upper echelons of the chapter and rumored even the Admech, the chapter has had peaceful encounters with xenos; Eldar renegades and exodites that have somehow ended up in the corner of the galaxy. Where at first it was restrained hatred that allowed the marines to interact with the aliens, it has slowly and noticeably become neutral and to some extents accepted encounters. Perhaps it is comforting to find another band of beings out in the lonely straits of the Centaurus Arm, or perhaps the chapter is slowly breaking down the mental barriers that separate human from xenos. Regardless, they know in their hearts that no matter what the explanation, the Imperium will see heresy and forsake them for what they've done. It is to that measure that the officers of the chapter have begun to plan for the day that contact is reestablished, and what their response shall be to an Inquisitorial investigation. Well, at least they know it's Heresy. Still doesn't explain why the Eldar negotiate with them, or how they maintain peace with a race who views their entire species as lesser beings, but it does go a long way to soothing my suspension of disbelief. More to come later. Dinner time now. 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G3rman Posted November 24, 2011 Author Share Posted November 24, 2011 Other than the large stretches of desert and large predators that make life generally hellish on Krig, a peculiar composition of water vapor and other chemicals in the air make all but the most resilient armor rust and paint strip from their foundations. If there was an abundance of water vapor on Krig, the amount necessary to accelerate rust, the planet wouldn't be a desert. Plants would spring up, adapted to feed on the water, with the plants would come plant death and decomposition, leading to more fertile soil. Over time, this would lead the planet towards a jungle like ecosystem. The water that hung in the air would gather into cloud and fog banks and being to form storms and rain. Eventually oceans and lakes would form as the water gathered in lower areas. Realistically this desert world is more apt as a jungle world, since humidity and desert aren't really hand in hand. While this isn't a large issue for the world as a whole, it does lead to some problems with rusting and other decay. Paint stripping makes sense though, if the chemicals are of a slightly corrosive make up. Okay so harsh jungle planet. Very well, wasn't really particular about the type of planet, just that it gave the rust effect. While they have since adapted their building and equipment usage to make up for the fact, it is a common sight for marines to have armor that looks to be in disrepair and discolored from exposure. Techmarines assure that the armor will still live up to its purpose even with such damage, citing it as mostly 'superficial'; regardless though, much of a normal codex marine's equipment has either been altered or lost to adapt to this unique environment The Remnants live in. Space Marine is designed to withstand and function in the most extreme environments in the galaxy. From the icy void of space to the furnace of a lava field, it can handle it. The alterations needed to function in a high desert environment would be few. Since the suit is already self-sealing and self-contained, it immediately fulfills one requirement, in that it doesn't allow precious water to escape. Small alterations to the power/air supply might be necessary to cope with the extremely fine grade sand, but nothing major. The same goes for Space Marine vehicles. They handle just about anything. Heck, Land Raiders can't drive and fight on the bed of an ocean. Wasn't planning on changing their armor at all, just that some of their outer equipment may have had trouble working in the environment and had to be adjusted. If anything, the planet has made the small human population especially hardy and somewhat savants at problem solving with jury-rigging, improvisation, and general adaptation to a new situation. This leads the marine initiates to have a keen mind as well as an open one; what one marine might see as a disadvantageous position, a Remnant might instead argue for use because of its ideal position for an ambush. This does not mean they lack in physical prowess either though, as the feral beasts of the world are often used as targets of a hunt for initiation tests into both civilian and Astartes organizations. I don't understand this bolded part. Why wouldn't first Marine see it as an ambush spot? I assume the qualities of a good ambush spot are known to nearly all marines, so seeing one wouldn't be all that difficult? I know this seems pedantic and minute, but these are the things I pause on... My point was that another chapter's marine would pass the location up as 'too dangerous' to be of use while a Sentinel might think otherwise. Overall not really necessary to add, might remove it. “Our situation does not allow for the rules we were once set to live by; No Codex can survive in these straits of space.” - Vlad Lothar, Captain of 1st Squadron. Don't abandon the Codex. Leonidas hit on this, and I am going to do the same. In the grand scheme of things it isn't a big deal, but it breaks the suspension of disbelief for me and makes it hard to get back in to afterwards. Your situation is covered in the Codex, in same way or form. While the specifics might change, I am sure that at some point in the history of 1000 chapters over 10,000 years, someone has added something about being lost in the void with no hope of resupply or rearming. The captain was just making a statement, however exaggerated it is is yours to interpret. Codex divergence has already been covered with Leonidas. The Remnants find most terms from the Codex Astartes to be, plainly speaking, out of place in their current situation. Why? Do they no longer fire bolters or wear power armor? Have they encountered enemies completely unlike those described in the Codex? The Codex has strategies on dealing with Enslavers and Daemons, Necrons and Orks. Unless you are fighting an enemy that can't even be compared to others, the Codex still helps. If you are driving a Rhino, the Codex helps. If you are having a late lunch at the bistro down the street, the Codex helps. It literally covers every aspect of what Space Marines are called on to do, and your situation and circumstances are not going to be that odd in the big scheme of things. The particular statement isn't necessary as it contradicts existing changes, it will be removed. Losses, both incurred by the planets' hostile inhabitants and the dangers of the planet itself, began to mount and without any initiates to replace their losses continued to spiral the number of active marines downward. Why weren't they recruiting from the colonization crews, serf children, and any locals? It would just take too long for these groups to become initiates, the Scourge took place over a span of a few months of blitzkrieg combat. They were carefully selecting and incorporating potential youth during this time, but it was far from an ideal recruiting setting. By the end of the Krig Scourge, barely 400 brothers could take up arms in defense of their new home among the stars. Upon reflection, it was decided by the officers of the chapter that their resources would have to shift toward kill-team operations with the smallest amount of resources used to ensure the biggest success. This is a typical Codex deployment. In the fluff -unlike the tabletop- a single squad is usually all it takes to end most threats. Maximum results with minimal resources expended is a Codex maxim, and one that nearly every chapter strives for. With only 1000 marines per chapter, even the most reckless chapters adhere to principle of applied force to minimize losses. True, but this chapter's use of kill-teams is the 'always' instead of preferred because of their lower numbers. Besides, this chapter will not be fleshed out to tabletop standard fighting strength, its just for kill-team games, hence the fluff of the chapter. It was then that the Chapter Master now Lord Regent Rainer Gille ordered a reconstruction of the existing forces within their chapter as well as a renaming from the Lost Sentinels to The Remnants, representing that they were the few remains of the once proud chapter now laid low. Why change his title? Why rename the chapter? Lost Sentinels already captures the feel of a chapter cut off from the Imperium, and by discarding your name you are discarding all the history and deeds of the chapter up until this point. The name changed when the human population became established on Krig and he was named Defacto leader of the humans, as well as the chapter. He is still chapter master but he just has another title, like Calgar. The name should be re-worded to where they refer to themselves as The Remnants, but the chapter's name hasn't been totally lost. Much of their records from their Imperial days have been lost regardless, which makes keeping the name a moot point in that regard. The most major changes observed have been to the organization of combat units and a heavy focus of kill teams, small units of marines designed to be independent and handle the completion of objectives with little support. This formation of marines often used by other chapters in unique circumstance was put into common practice; each marine would be used to the highest level allowed to find victory in the face of overwhelming odds. Introduction of Kill Teams lead to close-knit groups of marines within their own squads and even more independence than usually given in a standard chapter setting. Squads in normal chapters are "For Life." Each marine has fought alongside their squad mates since they were initiates. In many scenarios these squads are deployed alone to quell a lot of threats. Against larger threats, more are deployed, but the average deployment of a Space Marine chapter is on the squad level. While the idea of Kill Teams is cool, its not exactly crazy unique. That said, it is once again a Codex approved deployment, yet more evidence as to why you should keep the Codex instead of getting rid of it :huh: Codex use has already been resolved. While the teams are still made up of regular battle brothers and a sergeant, it is common to see kill teams assemble and provide counsel during battle with a particular foe they have had experience in engaging. They are not only the main fighters of the chapter but also the eyes and ears, feeding information back to command assets to allow for more accurate surgical strikes against enemy forces. This often leads to the men of the kill team to be quite skilled, equivalent to a Codex chapter's veterans by comparison, even if not used or organized in the same manner. When a squad has reached a certain level of experience they will be officially dubbed as veteran squads, outfitted and used as such. I'm not entirely sure what enemies you are fighting out here in the middle of nowhere, but the Codex probably covers them. Also the idea that your Kill Team members are that much more skilled than the tactical squads of regular chapters, who have hundreds of years of experience in the most brutal engagements across the galaxy, just strikes me as being awesome for awesome sake. Neither is it a super unique idea, as mentioned above. Squad deployments are sort of the norm, though it is hard to see that based on table-top. This particular area might be removed if it is giving that kind of information off. Losses incurred to kill teams are usually not replaced by an initiate, either because of a shortage of manpower or because the squad refuses to bring new blood in. Its a harmful but unfortunately difficult mindset to break as the marines have a wealth of experience to offer to new marines yet would find it difficult to bring them into their family after a loss. It is because of this that squads often have varying numbers of marines and refuse to accept reinforcements, therefore only allowing the squad to be reconstituted after the original's destruction. This is dependent on personal views and many of the reconstituted squads allow for initiates to replace losses taken. This is silly. Sorry, it's a cool idea, and I like the idea of super tight knit squads, but it is silly. Space Marines are first and foremost realists. Their goal is to destroy the enemies of the Emperor, and the idea that these hardened killers are functioning at lower than optimum functionality because they are sad over their brothers is goofy. While they may not like having to deal with new blood or fill the gap caused by a brother's passing, they would suck it up. They are Space Marines. Even their initiates are seen as true blue brothers, and each would be welcomed with arms, open or not. They be trained and treated with respect, begrudging or not. Every Space Marine knows that the initiates are the life-blood of the chapter and carry the precious gene-seed. They might not like being saddled with a Shiny, but they would get over it. Perhaps the personal feeling on accepting initiates will be removed, but the fact is many squads are under-strength because of the recruitment situation. These kill teams make up the largest portion of a Squadron, the chapter's replacement of companies. This was done due to the lower number of marines and the inability to field full companies at any one time; rather than having many under-staffed companies, they instead chose to have full or close to full strength squadrons of marines. Regular chapters don't deploy on a company level. For engagements of a scale beyond what a squad can handle, a variety of companies will be tapped to fill the deployment needs. The battle companies would provide that tactical requirements, the reserve companies would give the specialists. Veterans would come from the 1st and the vehicles would come from the motor pool. One company doesn't handle an engagement on its own. This is a particular part where The Remnants took the codex interpretation into their own hands and decided it was better off to reconstitute the use of their companies into smaller, more manageable forms. Perhaps its unnecessary, but it is staying. Kill Teams are organized as the standard force used by The Remnants to handle enemies, both behind the enemy lines or used on the front. Each marine is a paragon of any weapon within their chapter's arsenal and is expected to be prepared to switch combat roles at a moment's notice. It is this flexibility to an even higher level than tactical units that make the Kill Teams effective on their own, yet they are only a single squad. Commanders must utilize the teams, both as a whole and by the individual, to the maximum to ensure victory and the safety of the marines involved. This is Codex, as tactical squads are the epitome of flexibility and adaptability. They are all experts in each weapon and they all pick and go with any gun or blade. Your kill teams seem to just be pretty good combat squads. I'll remove the part where it implies they are better than tactical squads, its just meant to imply the chapter seeks to go for the 'Emperor's Children' perfection among individual astartes in all combat arts. Heavy weaponry and Assault teams are fulfilled by specially equipped kill teams, and only if it is deemed necessary to the situation. Command Squads as well as the Captain himself are chosen from those available in the veterans of the chapter thought most capable of leading that size of marines and its often they are grouped in squadrons by their specialty (Kill teams skilled in fighting orks would be organized into a Squadron themselves for better use). Scouts, with the few there are, are also organized into a kill team format but are used in support to a marine squad to both augment their ability as well as learn by proximity to battle brothers. What vehicles that have been maintained are used depending on the situation; bikes and speeders would be used for small scale strikes behind enemy lines while land raiders and predators would be used when the chapter is forced into large scale fighting. Again, the Kill Teams seem to just be a different name on regular squads. I haven't really seen anything special about them, aside from the fact that your squads with experience against a certain enemy are organized together into companies, or squadrons. Maybe it is just a name, I wasn't necessarily trying to imply anything by it other than to get away from the name of 'tactical' squads. After literally thousands of years outside of contact with the Imperium, the chapter's attitude toward many things such as xenos and their technology has shifted from suspicion and paranoia to cautious investigation. While they are by no means allies, higher echelons of the chapter have been rumored to come into peaceful negotiation with eldar raiders and exodites. This has lead to trusted officers of the chapter to wield the occasional alien weapon or artifact to test its safety and possible use for the good of the chapter. While even the Lord Regent himself is torn on the beliefs of how to handle the xenos, they must think of their own survival; to do that, they cannot allow themselves to be close minded. Why would the Eldar negotiate with them? To the Eldar mind, humans are primitive primates better used as tools than as allies. Negotiations would last only so long as the Eldar can use you, after which they would discard you. These are exodites and raider eldar, not the craftworld versions. They have no real grand schemes other than survival, something that both sides can respect of one another. I am taking a liberty (because I have read little fluff on eldar pirates and exodites) that they would be a bit more open to the idea of interaction and trade with humans than craftworlds are. Although the chapter has been away from the Emperor's guiding light for thousands of years, their Chaplains keep his presence near and dear to each marine's heart. It is the belief of the Emperor and his place beside the marines that allow for even their hellish situation to be bearable, even accepted by the rank and file. It is also a common belief of the chapter that their goal is not only to win, but to survive to see the day they are re-united with the Imperium. This stems from the prolonged time of isolation as well as the highly adaptable personalities shared by the marines and the people of Krig. Keep the Emperor close to your heart...but use the weapons and negotiate with the enemies the Emperor decided should be murdered outright? That makes sense.... :P Only officers use xenos artefacts and in secret, trusted circles. They still fight for the Emperor though, and would kill any xenos who would threaten him. And I don't believe the Eldar want the Emperor dead, but I suppose I could be wrong. This belief, while encouraged by the Chaplains and officers of the chapter, is also something feared. Known only to the upper echelons of the chapter and rumored even the Admech, the chapter has had peaceful encounters with xenos; Eldar renegades and exodites that have somehow ended up in the corner of the galaxy. Where at first it was restrained hatred that allowed the marines to interact with the aliens, it has slowly and noticeably become neutral and to some extents accepted encounters. Perhaps it is comforting to find another band of beings out in the lonely straits of the Centaurus Arm, or perhaps the chapter is slowly breaking down the mental barriers that separate human from xenos. Regardless, they know in their hearts that no matter what the explanation, the Imperium will see heresy and forsake them for what they've done. It is to that measure that the officers of the chapter have begun to plan for the day that contact is reestablished, and what their response shall be to an Inquisitorial investigation. Well, at least they know it's Heresy. Still doesn't explain why the Eldar negotiate with them, or how they maintain peace with a race who views their entire species as lesser beings, but it does go a long way to soothing my suspension of disbelief. About the same answer as above. More to come later. Dinner time now. Thanks for the input, more changes will occur. Link to comment https://bolterandchainsword.com/topic/241894-ia-the-remnants/#findComment-2930467 Share on other sites More sharing options...
matchbox Posted November 25, 2011 Share Posted November 25, 2011 Just a thought, instead of the high water content in the atmosphere you could make it mildly acidic getting stronger further into the desert areas, That could explain why it damages the armour and also why there is mostly deserts. Then as a counter effect have the Gene-seed develop a tougher skin in order to withstand it maybe? Link to comment https://bolterandchainsword.com/topic/241894-ia-the-remnants/#findComment-2931090 Share on other sites More sharing options...
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