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WIP: Brass Lords


GreyFox

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Oaths and Duty

The Brass Wardens are the watchers of the darkness that lies beyond the edge of the Segementum Pacificus. Having made an eternal oath to the High Lords in their founding they have silently kept vigil over their domain and remain ever ready to thwart their ancient prey once more.

 

  

Origins

‘We shall not fail you, my lords. As our cousins swore before Rogal Dorn himself, we now swear before you – until the end of time.’ – Chapter Master Agrivel, Oath to the High Lords


Seventy-five years before the Cataclysm of Souls the Brass Wardens were officially approved as a part of the 20th Founding of the Adeptus Astartes. The gene-seed of the Excoriator’s was chosen along with a training cadre from the same. The exact reasoning has been lost in time but some believe that the growing tensions between the High Lords and the Ur-Council over the Nova-Terra Interregnum were reaching a climax and prompted the High Lords for another founding. The Imperium descended into civil war before the chapter could be released.


Following the conflict the High Lords began to receive disturbing reports of incidents on the extreme outer edges of the Segmentum Pacificus, in the Dayne Sector. First Imperial warships were found at the edge of the galaxy adrift with no signs of damage but devoid of crew. Reports then filtered in of an unknown force ravaging various outposts and finally three entire worlds disappeared completely. Fearing either insurrection or xenos predations the High Lords found in the Brass Wardens a chapter eager and willing. On the eve of their departure the Wardens made a vow to the High Lords, a mimic of the one made by the Excoriator’s to Rogal Dorn himself – we will not lose. The chapter vowed to never return from the edge of the Segementum until the threat was found and destroyed.


The Brass Wardens broke the warp at the edge of the Dayne Sector barley a year later. Imperial records for such distant places are sparse by their nature the ones relating to what occurred in the Dayne Sector are even harder to come by. The Brass Wardens have been forthcoming in some respects but tend to keep most knowledge for themselves. Regardless what is known is that a great war was fought in the Dayne Sector with a reported five worlds lost in total, not counting the original three. The Brass Wardens were also said to have lost their only battle-barge, Eternal Oath.


At the conclusion of it the Brass Wardens did not consider their vow complete and have remained within the sector ever since.

 

Homeworld

Once the Dayne Sector was secure the Brass Wardens searched far and wide for a suitable place to recruit future members of their chapter. Most of the Dayne Sector is actually of little strategic importance to the Imperium at large with many feudal, dead, or death worlds inhabiting most of the rimward expanse. The only worlds of value lie at the extreme coreward region of the sector and they are few and far between. In order to be able to respond to threats at both extremes of the sector the chapter chose the strategically placed world of Drolon.


Drolon is an ocean-world with virtually the entire surface covered. Only a single moderately sized landmass exists with a large amount of islands around it. The people of Drolon are what originally drew the chapter in. The population is believed to have arrived to Drolon during the Golden Age of Mankind and then quickly slipped into feudalism and barbarism during the Age of Strife. Imperial records show that the world was of no real value to the burgeoning Imperium and was quickly overlooked.


The people are ruled, by and large, by a single empire based on its only continent. On the outskirts of the continent and upon the islands which surround it are those who do not bow to it and often invade with intent to pillage and conquer. When the Brass Wardens began to examine the world they were startled by its similarities with their own Imperium. These similarities are believed to have given rise to the chapter’s unusual behavior towards its subjects.


The Wardens believe that Drolon is blessed by the Emperor with a subconscious drive to build a smaller version of the Emperor’s paradise. The chapter has come to believe the events on the world below give insight not only towards their own oath but also towards the Imperium’s increasing stagnation. The Wardens eagerly and obsessively watch the events on their recruitment world below as invasions come and go and this empire suffers all the same setbacks and issues that beleaguer the Imperium.


Though the Brass Wardens initially recruited from this empire’s various knightly orders and warrior cabals it has since changed its policy towards only recruiting from the dregs, most of whom are forced into slave regiments and marched into the thick of the fighting, others live harsh lives out on the hinterlands and a few are taken from the island-dwellers. This has been done to prevent the chapter from taking a possible hero of this empire and thus possibly altering the course of fate.

 

 

Beliefs

- Chapter despises "advanced" tech. Believes in the basic weapons of the Astartes (Bolter, Chainsword, Flamer, Krak grenades/missiles, ect, ect).
- Chapter believes the Age of Redemption (Great Cull, the age after the Apostacy) was one of excess, incompetence, and ignorance. This will play into the Imperium's overly ambitious wars of reclamation across the galaxy where it burned itself almost dry, which led to the Waning and so-forth.
- The Imperium is dying but the Chapter feels it must do everything to save it regardless. Therefore they become desperate, believing they must be everywehre at once.
- Has a special relationship with the Imperial Guard and Navy. Maybe this stems from the chapter's basic weapons and they see the Guard and Navy in much the same shape?
- To rant on about their tech-fear. I'm not wanting them to be completely terrified (like primitives) about technology. They are extremely wary of it and believe its a luxury best avoided. If the Imperium crumbles they may not be able to keep their Battle Barges, Terminator Armor, Plasma-weapons, ect, ect, in service. But its simple enough to keep a bolter, chainsword, flamer, and smaller vessels going. They basically are preparing for the inevitable collapse while trying to stop it at the same time.
 
Gene-Seed

- If I go with Imperial Fist. Then they lose the Belcher's Gland and the Sus-an Membrance. Though I'm considering having their gene-seed be very unstable in their Later History. This is due to constant deployment and/or the fear of technology has somehow permeated the Chapter's apothecarion and somehow they've slowly lost some of their knowledge of gene-seed storage. Of coarse the Mechanicus would notice the slow degeneration of their tithes -- but maybe its slow and gradual enough not to be too glaring?
- If I go with Ultramarines. Their stability will still drop but no where near the above. By 999.M41 their gene-seed which begin to show a thousand minute flaws (per say). Belcher's Gland sometimes malfunctions, Sus-an Membrane doesn't work effectively in some marines. Just examples of the general feel.
 
Combat Doctrine

- Lack of Terminator armor, no plasma weapons, and general lack of "luxury" gear has forced the Chapter to be different in its approach to war. Where other chapters may charge forward, decked in terminator armor to slay the enemy, this chapter would use bait-and-switch, feints, camoflague, and attempt to excel in anti-armor or anti-heavy infantry with what gear their have. Basically, they'd find it very hard to kill a Traitor Dreadnaught with a plasma cannon, but could do the same job with a bolter and chainsword.
- Due to lack of specialized gear the chapter would be far more unit-based. What once a single marine could crush, they now must work as a very cohesive team to overcome.
- In most other aspects they are Codex adherent.
- Chapter also seems to have a slight favor for ship-to-ship warfare. This again focuses on the Chapter wanted to reduce the enemy as much as possible before meeting them on the ground.
- When on the ground the chapter favors a "sweep, isolate, purge" policy. Sweep aside all light or easily defeatable enemies, isolate the strongpoints or heavy units, and then come down upon them as a united force with superior numbers, tactics, and position and crush them.
 
Organisation

- First Company does not have terminator armor. They substitute this with a mixture of Sternguard and Vanguard units ideally.
- Due to a desire to keep spare power armor constantly availible and to teach battle-brothers to not rely too heavily upon said power armor the Chapter has done away with one of the Tactical Reserve Companies (the 7th), the other reserve companies move up a space (9th becomes 8th and so forth) so that the 9th Company is also a Scout Company.
- Company organisation and all other aspects of the chapter are largely Codex-Adherent.
 
Battle-Cry

- I have no idea. Maybe "Imperium Eternal!" or "Imperium Immortal"? Something along those lines?
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You certainly do have a lot of colliding ideas. Fat trimming will inevitably be in order.

 

The gist I get would lead to something like this, off the top of my head.

 

Use an earlier founding. It is hard to guard against some evil that hasn't been around for a while if you show up this late in the game. By that I mean, if they are as late as the 20th or 22nd founding, they are likely being made to meet a new foe, not guard against an old one that hasn't been around a while. All the players are basically on the board by the time of those foundings, though I may be wrong.

 

Enemy- Necrons. I am not super familiar with their fluff since they got a new dex, but at least in the old days, they were sort of a new arrival on the galactic scene, but obviously a very old threat. Also, this could explain their distrust in more advanced tech. For one, the Necrons are advanced tech, and from a philosophical point they might consequentially regard high tech stuff as a slippery slope. The Necrons also have a bit of a thing for turning machine spirits against their masters, so it could be a practical thing.

 

Additionally, if you really want their home world to get sacked, the limited supplies and dislike for waste could simply be a result of their stockpiles getting blown to hell. Sort of a Marines Malevolent spin- they simply don't have enough resources to afford waste, or even much i nteh way of luxury (like fancier guns and armors and vehicles).

 

I do like the idea of a Chapter, forced or forcing itself into a state of the most limited tech, going up against the most tech savvy race to ever exist.

 

Edit- I almost forgot: Welcome to the BnC! :)

You certainly do have a lot of colliding ideas. Fat trimming will inevitably be in order.

The gist I get would lead to something like this, off the top of my head.

Use an earlier founding. It is hard to guard against some evil that hasn't been around for a while if you show up this late in the game. By that I mean, if they are as late as the 20th or 22nd founding, they are likely being made to meet a new foe, not guard against an old one that hasn't been around a while. All the players are basically on the board by the time of those foundings, though I may be wrong.

Enemy- Necrons. I am not super familiar with their fluff since they got a new dex, but at least in the old days, they were sort of a new arrival on the galactic scene, but obviously a very old threat. Also, this could explain their distrust in more advanced tech. For one, the Necrons are advanced tech, and from a philosophical point they might consequentially regard high tech stuff as a slippery slope. The Necrons also have a bit of a thing for turning machine spirits against their masters, so it could be a practical thing.

Additionally, if you really want their home world to get sacked, the limited supplies and dislike for waste could simply be a result of their stockpiles getting blown to hell. Sort of a Marines Malevolent spin- they simply don't have enough resources to afford waste, or even much i nteh way of luxury (like fancier guns and armors and vehicles).

I do like the idea of a Chapter, forced or forcing itself into a state of the most limited tech, going up against the most tech savvy race to ever exist.

Edit- I almost forgot: Welcome to the BnC! smile.png

Thanks your for input, I really appreciate it.

I agree that the ideas are too much to be tied into one chapter. I recognized that after reading your comments then going back to critically review them.

My big concern with what you've suggested is the Necrons. I am not versed in their lore at all but what little I do know suggests that they were not really "discovered" as a threat until recently and even then most of the Imperium has never heard of them. Would they have awoken in the earlier millennia? If that is possible I can image that some random and relatively small "dynasty" of the Necrons awoke in the fringe worlds of the Pacificus and went ransacking before vanishing. High Lords decide an SM chapter would go good right there?

The last I checked, the awakening of the Necrons is a relatively recent event in the galaxy, but there are more than a few bits of fluff where unwise humans find Necron tech and poke around a bit too much.  If you do some research and are a little clever, you may find a way to rationalize that some of the luckier fools lived long enough and saw enough from their puttering about with Necron tech to recognize what a threat it could be.

 

Though this is all working off my own knowledge of the Crons, which isn't as solid as it used to be in all fairness.  In any case, research is recommended.

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After reading the Octaguide 2.0 I was inspired to create my own loyalist chapter

It's way sexier than v 1.0. Fact.

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My first inspiration comes from the Night's Watch in Game of Thrones. I like the overall concept that they guard the rest of the realm from some unseen and forgotten threat that existed thousands of years ago but hasn't really been seen since. I'm not aiming to be that dead on with them. Rather I'm debating whether their overall mission should be to guard against some relatively unseen threat or if their policy of recruiting the dredges of society should somehow play into the Chapter's recruitment policy.

Well, many chapters (and Legions) recruit scumbags. Necromundan Hive Gangs, the Night Lords, etc. Giving the horrible a chance to repay their debts is good. On the other hand, how horrible can people be at age fourteen?

 

OK, bad example.

 

Also, dregs, not dredges.

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Another idea is that of tech-fear. I'm not a player of Warhammer 40k on the tabletop, Fantasy is what I've gotten into and only recently. Though from what I hear via some friends some technology that the Space Marines carry is rather unstable like their plasma weapons. When I heard that my first thought was 'Why the hell do they use them then?'. When I decided to do this project I thought back to that and wondered if it would be an interesting idea to have a Chapter that did not like rare, exotic, or very specialized equipment for fear of it malfunctioning. Ideally this Chapter will not include Land Raiders, Terminator Armor, Plasma Weaponry, and maybe even Meltas. I've also considered extending this into their naval forces.

Naval weapons function on somewhat different principles, usually. I wouldn't worry too much about them.

 

The question, of course, is why they do this (also, play Epic. It's good for you).

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- I'm considering the 20th Founding or the 22nd, expressly to avoid the Cursed Founding. Though I'm debating if the Cursed Founding might play better into the Chapter's persona.

The Cursed Founding needs a curse, though.

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- World was once ruled by a united empire and the chapter drew recruits from the gladitorial caste. Once the chapter slipped into tech-fear, radical frugality, and hatred of waste. They broke this empire, leaving it intake but somehow making it more Imperium-like.

Why'd they break the empire? Especially since it could probably collapse on its own.

 

Also, I'd recommend Drolon over Droloon.

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- Due to a desire to keep spare power armor constantly availible and to teach battle-brothers to not rely too heavily upon said power armor the Chapter has done away with one of the Tactical Reserve Companies (the 7th), the other reserve companies move up a space (9th becomes 8th and so forth) so that the 9th Company is also a Scout Company.

Keep in mind, Scouts can't yet use power armor. No Black Carapace.

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- I have no idea. Maybe "Imperium Eternal!" or "Imperium Immortal"? Something along those lines?

Motto? Cutodimus. Simple and minimalistic.

 

Battle-cry...try for something that encapsulates them, and that (again) is pretty simple.

 

* * *

 

The progression toward survivalists/frugality doesn't need disaster if you don't want it. It's a pretty natural outgrowth of a crusading siege chapter on the fringe of the Imperium (which would be basically what the Fists were if you stuck 'em on the edge). When supplies are hard to find and your warfare wears them down quickly, it makes sense to use the simple stuff. I'd skip the disaster, actually. Makes it easier to suggest the threat they're out there to guard against might not exist (which would, no doubt, lead to dissent within the chapter about whether they're doing any good out here). You could even have the Chapter sworn not to return until the threat is eradicated, but never have found it.

 

You've got a lot of potential for neat stuff here, I think. I'm not really sure where to go with it, entirely. I rather like Brass Lords, though I might switch Lords for something else. Brass Knights, Brass Fists, Brass Templars, Brass Warlords, Brass Dogs, Brass Heralds...

 

I think you can certainly do some stuff with the home world. One possibility is that they do these simulations as prophecy. They might do them as some kind of sacrifice. They could be a pain glove for the Imperium - this world suffers through the threats so the Imperium can as well. I kinda like prophecy more than sacrifice, but that's me.

 

A lack of shiny equipment and of numbers might encourage improvisation, or might encourage a lot of fortifications and a good intelligence apparatus (especially if they're going to go crusading. Or ranging, I suppose). And if they're looking for a threat.

 

I'd make something up for a threat, personally. A string of annihilated outposts, a desolated planet or three, and loss of contact with a few more and I might send a Marine chapter out, too. Perhaps a few empty ships are found on the outskirts of well-guarded systems. Enough to make people paranoid.

The question, of course, is why they do this (also, play Epic. It's good for you).

 

Ok -- its time for my first newb lesson. What is Epic?

 

 

The Cursed Founding needs a curse, though.

 

I was considering using Tech-Fear as the curse though. Maybe the Chapter also sees the issues with other Cursed Foundings and feels the Mechanicum had something to do with it. Unless I'm mistaken the Imperium doesn't 'offically' know the Mechanicus did anything. But with every chapter suffering gene-seed issues and bad luck, I could imagine the chapter becoming a little suspicious.

 

Edit: Ok, following one of your rules, I did find a problem with this response on my own. They don't have to be apart of the Cursed Founding to see that and harbor those feelings. If I choose the Cursed Founding it will likely have to be because of gene-seed instability, as I do not have a curse in mind.

 

 

Why'd they break the empire? Especially since it could probably collapse on its own.

 

Also, I'd recommend Drolon over Droloon.

 

Good points on both. I'll be changing the empire-breaking and the name.

 

 

Keep in mind, Scouts can't yet use power armor. No Black Carapace.

 

The idea I had in mind was that the Chapter would keep one company's worth of its fully developed marines in a scout company so that instead of them doning power armor they would make more of an elite scouting unit.

 

I'm not sure how fluff-adherent that is since its a big investment to simply waste in scout units. Any suggestions?

 

 

Motto? Cutodimus. Simple and minimalistic.

 

Battle-cry...try for something that encapsulates them, and that (again) is pretty simple.

 

Newb lesson number 2 -- what does Cutodimus mean?

 

I'll continue to work on the battle-cry but I agree simple would be key.

 

 

 

In regards to the name I am very hesistant to pick Brass Templars. If my gene-seed comes from Dorn, I am set with a task of hunting an ancient enemy across the fringe of the west, the chapter is also very crusade heavy, places little fortresses everywhere, and has the same level of fear as the Black Templars do for psykers (except for tech) ... I'm just recreating the BT with some minor modifications. Of coarse a name change won't really help that.

 

Am I overthinking this part? If not, maybe I should go with the Ultramarines or one of the most obscure First Founders to break this up?

 

I am also starting to lean towards Firepower's ideas of guarding against an advanced xenos like the Necrons. Maybe just not pick the Necrons and instead some other very advanced xenos? Or if I do, do not actually openly say it, rather just hint around it.

 

The question, of course, is why they do this (also, play Epic. It's good for you).

 

Ok -- its time for my first newb lesson. What is Epic?

Epic Armageddon is a game of mass combat set in the 41st millennium. Command hundreds of infantry and dozens of armoured vehicles, as well as

gigantic war engines and weapons of planet-shattering power.

 

It's specialist and less know game-system of GW.

 

 

 

Motto? Cutodimus. Simple and minimalistic.

 

Battle-cry...try for something that encapsulates them, and that (again) is pretty simple.

 

Newb lesson number 2 -- what does Cutodimus mean?

Custodimus - we keep/guard

 

@Tech-fear

Hmm...well I'm not overly fond of this theme, mainly because the most sophisticated gear the marines have is... *drumroll*... the Power Armour. Really, when you think about it, then PA is just awesome. Anyway, look here if you want to see a similar concept.

 

 

~NightrawenII

Ok -- its time for my first newb lesson. What is Epic?

6mm scale (i.e. the infantry are about half a centimeter tall) mass combat (i.e. Titans and formations and hundreds of men, oh my) 40K. Specialist game, but if you're in the UK you can get a lot of stuff cheap on ebay.

There's fairly healthy playing groups in the UK, Australia, California and New England. And there's players elsewhere. It's a much better system than 40k in many ways - plays faster, alternating activations, more of a focus on maneuver. You're a general, not a captain.

If you're interested, I can lecture you more about it. msn-wink.gif

I was considering using Tech-Fear as the curse though. Maybe the Chapter also sees the issues with other Cursed Foundings and feels the Mechanicum had something to do with it. Unless I'm mistaken the Imperium doesn't 'offically' know the Mechanicus did anything. But with every chapter suffering gene-seed issues and bad luck, I could imagine the chapter becoming a little suspicious.

That's a somewhat neat idea, but that would be a logical conclusion, not a curse. The curses tend to be related to an attempt to improve or fix something about the geneseed.

NIghtrawen's dead on about the Power Armour, but most Marine Chapters can fix their own Power Armour and manufacture it to some degree. Perhaps they just don't trust stuff they receive from the Mechanicus? Though that still could leave them in serious trouble.

Edit: Ok, following one of your rules, I did find a problem with this response on my own. They don't have to be apart of the Cursed Founding to see that and harbor those feelings. If I choose the Cursed Founding it will likely have to be because of gene-seed instability, as I do not have a curse in mind.

Well, the IF are missing the Catalepsean Node and the Betcher's Gland - an attempt to restore either could produce an interesting curse (though I think the former has been done before). Space Marines whose mouths constantly drip acid could be pretty neat (not necessarily all of them would suffer to that degree, of course). Probably not what you're after, though.

The idea I had in mind was that the Chapter would keep one company's worth of its fully developed marines in a scout company so that instead of them doning power armor they would make more of an elite scouting unit.

Makes some degree of sense, though Power Armor isn't as good at scouting.

Newb lesson number 2 -- what does Cutodimus mean?

As Nightrawen said: "We guard."

In regards to the name I am very hesistant to pick Brass Templars. If my gene-seed comes from Dorn, I am set with a task of hunting an ancient enemy across the fringe of the west, the chapter is also very crusade heavy, places little fortresses everywhere, and has the same level of fear as the Black Templars do for psykers (except for tech) ... I'm just recreating the BT with some minor modifications. Of coarse a name change won't really help that.

You're adhering to the Codex. You're already doing OK at not being the BT. tongue.png

Brass Wardens seems neat, too, actually. Though I like Brass Templars the more I say it.

I am also starting to lean towards Firepower's ideas of guarding against an advanced xenos like the Necrons. Maybe just not pick the Necrons and instead some other very advanced xenos? Or if I do, do not actually openly say it, rather just hint around it.

I'd hint at some other species we don't know of yet.

 

6mm scale (i.e. the infantry are about half a centimeter tall) mass combat (i.e. Titans and formations and hundreds of men, oh my) 40K. Specialist game, but if you're in the UK you can get a lot of stuff cheap on ebay.

There's fairly healthy playing groups in the UK, Australia, California and New England. And there's players elsewhere. It's a much better system than 40k in many ways - plays faster, alternating activations, more of a focus on maneuver. You're a general, not a captain.

If you're interested, I can lecture you more about it.

 

Half a centimeter tall? For the love of the Emperor, I already get annoyed trying to paint regular miniatures ... I could not imagine the eye-rending torment.

 

Also I just dropped a grand or more on Fantasy to help get my family involved in it. So my wife would literally kill me if I even tried it.

 

 

That's a somewhat neat idea, but that would be a logical conclusion, not a curse. The curses tend to be related to an attempt to improve or fix something about the geneseed.

NIghtrawen's dead on about the Power Armour, but most Marine Chapters can fix their own Power Armour and manufacture it to some degree. Perhaps they just don't trust stuff they receive from the Mechanicus? Though that still could leave them in serious trouble.

 

After reading Nightrawn's post and this -- I'm beginning to see the issues in tech-fear. I will now attempt to steer is more towards being slaved to Dorn's practicality and simplistic nature.

 

That way I can continue to keep getting supplies from the Mechanicus but retain my lack of "luxury" gear.

 

 

Well, the IF are missing the Catalepsean Node and the Betcher's Gland - an attempt to restore either could produce an interesting curse (though I think the former has been done before). Space Marines whose mouths constantly drip acid could be pretty neat (not necessarily all of them would suffer to that degree, of course). Probably not what you're after, though.

 

True. Though the concept of marines not wearing their helmet because they drool acid makes much more sense than because they look cool while doing it.

 

 

Makes some degree of sense, though Power Armor isn't as good at scouting.

 

True, I could just say they are not given power armor and are instead given scout armor. Though I'm not sure a Chapter would waste all that genetic enhancement, implants, and such just to put them in armor -- since I'm going for a practical mindset. What do you think?

 

 

Brass Wardens seems neat, too, actually. Though I like Brass Templars the more I say it.

 

Hmmmmm ... both are very tempting names. Brass Wardens does kind of go better with their overall mission of watching for some impending doom.

 

 

Also I may not have quoted Nightrawen's post or Firepower's but I did read them guys and thank you for your comments. I can see the tech-fear idea isn't as solid as I thought, plus I'm going more towards their oath to the High Lords bounding them to their duties when they know they could be useful elsewhere.

 

Heh, even got a title for my IA when I get it done: Oaths and Duty

They can still be concerned with tech heresy, or view it as a crutch. Perhaps when other Chapters make use of more exotic tech they see it as a display of weakness, unable to get the job one with the simpler boons of the Emperor. A thought. As for the name, while I like the Brass Lords, I lean towards the Brass Templars. Avoiding confusion is as easy as enunciation and a dash of context.

Half a centimeter tall? For the love of the Emperor, I already get annoyed trying to paint regular miniatures ... I could not imagine the eye-rending torment.

Pshaw. It's actually really easy. I mean, it's not like you can paint much detail. tongue.png

Also I just dropped a grand or more on Fantasy to help get my family involved in it. So my wife would literally kill me if I even tried it.

A full-size Epic army is probably well under a hundred bucks if you shop cheap eBay options and don't mind Space Marine-era plastics sometimes. 35 bucks gets you a hundred shiny metal Space Marines on the GW website. Things get more expensive when you get to vehicles, of course.

Not recommending it that strongly. But if you have a choice between 40K and Epic, and are in the UK, Australia, California, New England or certain bits of Ontario or Alberta, I'd recommend Epic.

True. Though the concept of marines not wearing their helmet because they drool acid makes much more sense than because they look cool while doing it.

Very true. Though I just make all my Marines wear helmets, like the Emperor intended. Taking his helmet off is how Horus got corrupted. Fact.

True, I could just say they are not given power armor and are instead given scout armor. Though I'm not sure a Chapter would waste all that genetic enhancement, implants, and such just to put them in armor -- since I'm going for a practical mindset. What do you think?

Dunno. Scout Armor is more useful for scouting in some ways. Power Armor makes you tougher. It's a bit of a tradeoff, really. Power Armor DOES require the Black Carapace, though, so everyone up to then is basically stuck with Scout Armor. And it's the last organ, so you'd have a few good years of Scout ARmor for every recruit.

Hmmmmm ... both are very tempting names. Brass Wardens does kind of go better with their overall mission of watching for some impending doom.

Good point.

Heh, even got a title for my IA when I get it done: Oaths and Duty

Nice.

Updated the Origins section. I am debating whether or not I even see a Later History section. If anything I do not think it will be needed directly under the Origins section. I feel that their later history (or whatever event I end up considering), can be push to the very bottom.

 

I've read over it a couple of times and while it doesn't ring as true as I'd hoped, I wanted to get some second opinions on the matter. Is it too long? Am I stating too much of history (i.e. Cataclysm of Souls)? Am I providing enough information where you can get a clear picture of how they started?

 

Edit: *Cough* I also decided to go ahead and put in the homeworld section as well. On Word is looked much bigger and a little too long, on here is looks like four barley developed paragraphs.

You should almost never put the Later History at the end. Very anticlimactic. Close on a strong note.

 

Seems pretty good. I'd actually thought the whole prophecy angle would work with them manipulating the empire and sending various threats against it - they're trying to preserve the simulation and determine what will happen. More hands-off works too, though.

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