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Index Astartes: The Red Table


ElectricPaladin

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Some more tidbits:

 

Defects: Like their Imperial Fists forbearers, Astartes of the Terminus Guard lack a functional Betcher’s Gland and Sus-an Membrane. The chapter is also known for a slightly hyperactive Ossmodula, which causes them to stand somewhat taller than the average Astartes, with heavier builds. This lends Terminus Guard Astartes strength and durability at the cost of leaving them somewhat slower and less agile the other Space Marines (though still far superior to any unaltered mortal). The Terminus Guard practice of ritual cannibalism (described below) is sometimes blamed on a hyperactive Omophagea, though Adeptus Mechanicus analysis of the chapter’s gene-seed has not shown any such mutation, leading the author to believe that the practice is merely cultural. Another alteration to the chapter’s geneseed may be the ability of Terminus Guard Astartes to better weather being interred into a dreadnought chassis - perhaps a slight modification to the function of the Catalepsan Node - but no analysis has yet identified the specific mutation.

 

The Adeptus Mechanicus rates the Terminus Guard’s gene-seed - reluctantly - as sufficiently pure to avoid any special scrutiny, but too far gone to be useful in founding new chapters.

 

Relationship w/Other Imperial Forces: The Terminus Guard is frequently tasked with organizing campaigns against Eldar corsairs in the sector surrounding Ossuary, and frequently coordinate their efforts with detachments of the Astra Militarum, Adepta Sororitas, and Imperial Navy. This has forced the chapter to develop the skill of working well with mortals, and they have learned to be circumspect about their practice of unusual psychic powers, excessive reverence of dreadnoughts, and occasional cannibalism. They also work well with other chapters of Adeptus Astartes, though their humility and attitude of service with regards to mortals has earned them the scorn of some particularly proud chapters, such as the Dark Angels.

 

On the other hand, the Terminus Guard has never had a good relationship with the Adeptus Mechanicus, who still view the chapter’s creation as an unfortunate compromise. The Mechanicus resents the independence of Ossuary’s tech-adepts, who continue to practice obscure arts of cybernetica and techno-necromancy that they have developed in the years since the Heresy. This jealousy usually manifests as accusations of tech-heresy and apostasy, but the Mechanicus can only take it too far, as the tech-necromancers of Ossuary have powerful allies in the Terminus Guard. As a result, the Terminus Guard is often poorly equipped and is forced to maintain their own equipment, which has led to a closer relationship with the techno-necromancers, which in turn deepens the Mechanicus’s suspicions.

 

The Inquisition - especially those Inquisitor-Lords with ties to the Adeptus Mechanicus - has always kept a close eye on the Terminus Guard, but they have never found any solid evidence of wrongdoing. These Astartes’s zeal has earned them a positive relationship with the Ordo Malleus and their long history of battling Eldar raiders has made them valuable to the Ordo Xenos. Thanks to its idiosyncrasies, however, the chapter will never have an easy relationship with the most staunchly Puritan Inquisitors.

 

 

And a little more about the chapter's relationship with their homeworld:

 

The Terminus Guard operates out of a fortress-monastery built deep underground on the “day” side of Ossuary, accessible only by air or by a long journey through tunnels running deep through Ossuary’s crust. This leaves them in a position to protect Ossuary without ruling it; neither are the mortal rulers of Ossuary encouraged to rely overmuch on Astartes of the chapter, who are at most a day away. The fortress-monastery of the Terminus Guard is known as the Necropolis, and is a beautiful - if somewhat foreboding and macabre - structure.

 

Unlike most other chapter homeworlds, Ossuary is a wealthy and prosperous world, almost fully integrated into the economic and cultural network of the sector. The presence of the Terminus Guard and their fortress-monastery gives the world a somewhat grim reputation and unusual gravitas. Ossuary’s planetary governor is almost completely independent from the sectorial government (answering only to the Terminus Guard, the Inquisition, and the Emperor Himself).

 

 

Soon I will dump a first draft of all the special rules I've cooked up so far, which include a rather lengthy Chapter Tactics and a new psychic discipline. Remember that I'll be perfectly happy to run these as Iron Hands with scythes-counts-as-power-fists and self-imposed limitations for list-building, but I think it would be fun to go all out.

looking cool

also, considering that the Planet was first pacified by Mortarian, and Terminus shows up a few times in the Death Guard role, you may want to leave the gene seed ambigious enough that some might think they were created from Death Guard gene seed.

looking cool

 

also, considering that the Planet was first pacified by Mortarian, and Terminus shows up a few times in the Death Guard role, you may want to leave the gene seed ambigious enough that some might think they were created from Death Guard gene seed.

 

I think the trick there would not be going down the route of unknown gene-seed but rather have clues and hints dropped here and there throughout the article. Perhaps, if this Chapter is deliberately keeping up the charade that they are of loyal gene-seed, then perhaps the article needs to focus on the extensive gene-vaults and large apothecarion, while mentioning in a sidebar of inconsistencies from battlefield recoveries of gene-seed by other sources (other space marine chapters, the Inquisition, the Mechanicus, etc etc). This could then lead on to the Chapter trying to cover up the facts and the fallout of such a decision, whatever the actual result may be. Food for thought.

 

looking cool

 

also, considering that the Planet was first pacified by Mortarian, and Terminus shows up a few times in the Death Guard role, you may want to leave the gene seed ambigious enough that some might think they were created from Death Guard gene seed.

 

I think the trick there would not be going down the route of unknown gene-seed but rather have clues and hints dropped here and there throughout the article. Perhaps, if this Chapter is deliberately keeping up the charade that they are of loyal gene-seed, then perhaps the article needs to focus on the extensive gene-vaults and large apothecarion, while mentioning in a sidebar of inconsistencies from battlefield recoveries of gene-seed by other sources (other space marine chapters, the Inquisition, the Mechanicus, etc etc). This could then lead on to the Chapter trying to cover up the facts and the fallout of such a decision, whatever the actual result may be. Food for thought.

 

yep, that would accomplish the same bit I was hoping would be there

Great ideas. Let's see..

In the Homeworld section:

The solution was to once more give Ossuary the protection of the Astartes. This time, however, the Imperium sponsored the founding of an entire chapter. As with most of the 23rd “Sentinel” founding, the records have been lost, but the Terminus Guard are thought to be of Imperial Fists descent, and some extant records indicate that their training cadre were of the Excoriators chapter.

And...

Gene-Seed Defects: The Terminus Guard gene-seed has never been analyzed to the ultimate satisfaction of the Adeptus Mechanicus, owing largely to unusual inconsistencies in the chapter’s tithes. The most generous interpretation is that at some point in the last two thousand years, the Terminus Guard accepted the remnants of another chapter - perhaps another descendant of Dorn - but the records of this merger have been lost. The rest of the High Lords have been willing to dismiss the Mechanicus’s concerns as a result of their old grudge against the chapter, and in any case, very few chapters have completely pure and consistent gene-seed.

However, some conclusions can be drawn from observation of living Astartes. Like their Imperial Fists forbearers, Astartes of the Terminus Guard geneseed lacks a functional Betcher’s Gland. There, the similarities end, however. Curiously, the Terminus Guard do have a functional Sus-an Membrane, which is thought to be partly responsible for their compatibility with dreadnought technology. The chapter is also known for a slightly hyperactive Ossmodula, which causes them to stand somewhat taller than the average Astartes, with heavier builds. This lends Terminus Guard Astartes strength and durability at the cost of leaving them somewhat slower and less agile the other Space Marines (though still far superior to any unaltered mortal). Although not tied to any specific mutation, Astartes of the Terminus Guard display exemplary resistance to toxins, pathogens, and radiation.

The Terminus Guard practice of ritual cannibalism (described below) is sometimes blamed on a hyperactive Omophagea, though Adeptus Mechanicus analysis of the chapter’s gene-seed has not shown any such mutation, leading the author to believe that the practice is merely cultural. Another alteration to the chapter’s geneseed may be the ability of Terminus Guard Astartes to better weather being interred into a dreadnought chassis - perhaps a slight modification to the function of the Catalepsan Node - but no analysis has yet identified the specific mutation.

And (this is entirely new, but the relevant section is in italics anyway)...

Organizational Variance: Dreadnoughts have a special place in the hierarchy and culture of the Terminus Guard. They spend a much greater proportion of their “lives” awake, which means that they are available to act as advisors and commanders. Several times over the years, the chapter has chosen a marine interred in a dreadnought as chapter master, reclusiarch, or some other notable role; the Master of the Fleet for the past 700 years, for example, has been an Astartes permanently wired to a life-support network that makes him a part of the chapter’s flagship. Less famous dreadnoughts continue to serve as chaplains or find ways to work in the apothecarium.

In other chapters, service as a devastator marine is the first assignment for a newly elevated scout. The Terminus Guard way of war places more emphasis on delivering heavy weapons fire from a defensible position, which has led to their inverting the usual progression somewhat. Young Astartes are first assigned to tactical squads, where they are guided and mentored by veteran sergeants who work to determine where best to reassign the warrior when he “graduates” - assault squad service for the fiery and aggressive, continued tactical service for the excellent marksmen, vehicle squads for those with an affinity for machines, and so on. Only the most disciplined and level-headed marines are immediately assigned to devastator squads, while others make their way to such an assignment after years of service.

The Terminus Guard maintains an unusually large apothecarion and rarely take to the field without at least one apothecary in attendance. Terminus Guard apothecaries are notable for refusing the aid of other chapters in retrieving the gene-seed of fallen battle-brothers after joint engagements, though they are more than willing to help their allies in harvesting their casualties. The chapter’s gene-seed vaults are extensive, and there are no records in their two thousand years of vigilance of ever calling upon Terra for aid in replenishing their numbers.

I actually really like this ambiguity. Maybe they're really loyalist Death Guard... or maybe they're just secretive jerks who don't trust the Mechanicus (which would be fair - the tech-priests started it!) and are willing to skim a little off the top when helping their allies to maintain their safety. Who knows?

biggrin.png

Ah, yes. And in the Relationships w/Other Imperial Forces section:

 

 

The Inquisition - especially those Inquisitor-Lords with ties to the Adeptus Mechanicus - has always kept a close eye on the Terminus Guard, but they have never found any solid evidence of wrongdoing. These Astartes’s zeal has earned them a positive relationship with the Ordo Malleus and their long history of battling Eldar raiders has made them valuable to the Ordo Xenos. Thanks to its idiosyncrasies, however, and dark rumors about their descent, the chapter will never have an easy relationship with the most staunchly Puritan Inquisitors.

Okay, some more tidbits:

 

 

Ossuary is still home to about two hundred Entombed, remnants of the legion made during the dark years following the Heresy. Although night-indestructible, they have been decommissioned of all weaponry and serve as civilian advisors to Ossuary's mortal authorities. The Terminus Guard will not tolerate Adeptus Mechanicus inspectors performing a true census, so the exact number is unknown. The Adeptus Mechanicus frequently accuses Ossuary (and, by extension, the Terminus Guard) of using this uncertainty to continue the process of Entombing influential Ossuarians, but they have not yet been able to prove it.

 

 

Culture/Philosophy: The most distinctive aspect of the Terminus Guard’s culture is their attitude of service - some might go so far as to say “submission” - regarding mortals. The Terminus Guard views their purpose as protecting and serving mortals and refuses to meddle significantly in their affairs. Although the chapter wields vast potential influence in the politics of Ossuary, they wield that power very carefully.

 

The one exception to this distant attitude is in the connection that Terminus Guard Astartes maintain with their living families. The folk of Ossuary often refer to the Terminus Guard as the “Honored Dead.” Astartes and mortal Ossuarians who are related frequently keep in touch and take pride in each others’ achievements. Traditionally, Ossuarians send gifts to their Honored Dead, while in return, the Astartes attend family events, which lends the clan a gravitas that most can parlay into political or economic good fortune.

 

The Terminus Guard recognize Dorn as their Primarch and pay homage to the Excoriators as their founders, but their relationship with Dorn’s sons is, in general, rather cool and stand-offish. The Terminus Guard do not participate in the Feast of Blades or share many cultural memes with their founders, save for a strong sense of duty and a talent for defensive warfare.

 

Operational Specialty: Defensive and attritional warfare, heavy weapons fire and artillery, xenocidal campaigns against Eldar.

It's time to take the plunge with... the made-up rules.

 

Keep in mind that this will only be for friendly games (as if I play any other kind) with tolerant opponents. I'm looking for made up rules that will make for a fun and stylish game for both myself and my opponent.

 

• • •

 

A Terminus Guard army is built according to the rules in Codex: Adeptus Astartes with the following modifications:

  • Chapter Tactics (Terminus Guard): Units with the Terminus Guard version of Chapter Tactics are Stubborn and have a 6+ Feel No Pain save (or improve their existing Feel No Pain save by +1). Devastator squads with Chapter Tactics (Terminus Guard) are Slow and Purposeful. Dreadnoughts in a Terminus Guard detachment gain It Will Not Die.
  • Any character or Independent Character with Chapter Tactics (Terminus Guard) that is eligible to take a power fist can take a power scythe (Strength +1/AP 2/Unwieldy, Two-Handed, Sweep Attack) for the same listed cost [NOTE: Sweep attack means that the model can take a number of attacks equal to the number of enemy models in base-to-base contact rather than their normal number of attacks].
  • A detachment with Chapter Tactics (Terminus Guard) may not include any vehicles with the Skimmer type or vehicles without a transport capacity (excluding dreadnoughts, which may still be taken).
  • In a detachment with Chapter Tactics (Terminus Guard), all dreadnoughts, ironclad dreadnoughts, venerable dreadnoughts, and contemptor dreadnoughts gain the Talon rule (this means that up to three dreadnoughts may be taken as a Talon, a single Elites slot - a dreadnought Talon must be deployed within 6’’ of each other, but thereafter move and shoot as separate units). Additionally, any dreadnought taken as an Elites choice can be the army’s Warlord (a dreadnought is Leadership 10 for the purposes of Warlord traits that use Leadership).
  • In addition to the Company Standard and the Banner of the Emperor Ascendant, a Command Squad the Chapter Tactics (Terminus Guard) can take the Banner of the Crimson Feast for 40 Points. A squad containing a model bearing the Banner of the Crimson Feast is Fearless and their melee attacks are Rending. Additionally, all friendly models drawn from the same chapter as the bearer within 12’’ gain +1 Attack.

 

Psychic Discipline: Necromancy

 

Primaris: Draining Gaze (Warp Charge 1/Witchfire/18’’) - This psychic power is an Assault 4, Strength 4, AP 2. For every unsaved wound this power inflicts, the psyker can regain one wound.

 

1: Shadow Walk (Warp Charge 1/Blessing) - During the movement phase, the psyker and his unit can move up to 12’’, ignoring terrain and intervening units, though the unit must take a Dangerous Terrain test for every unit or item of impassable terrain that they move through.

 

2: Dark Lance (Warp Charge 1/Witchfire/18’’) - This psychic power is an Assault 1, Strength 8, AP 1 attack with the Lance and Instant Death rules.

 

3: Ethereal Blessing (Warp Charge 1/Blessing/12’’) - A friendly unit within 12’’ of the Psyker gains Fearless and a 5+ invulnerable save (or improve its existing invulnerable save by one). Their close combat attacks gain Rending.

 

4: Curse of Shade (Warp Charge 1/Malediction/18’’) - A unit affected by this power rolls an additional die for leadership tests, loses Move Through Cover, and treats open ground as difficult terrain.

 

5: Memento Mori (Warp Charge 2/Malediction/24’’) - The target makes a Leadership test using 3d6 (discard the lowest). If the check is successful, the target unit gains the Fear and Stealth special rules. If the check fails, roll a d6 and check the following table:

  • 1 to 2) The unit is Pinned.
  • 3 to 4) The unit’s Ballistic Skill and Weapon Skill are reduced to 1.
  • 5 to 6) The unit takes 1d6 wounds with the Instant Death rule, no saves allowed, allocated as per shooting, and must make a Morale test or fall back.

6: Revenance (Warp Charge 3/Blessing/12’’) - Select a friendly unit that was removed as a casualty earlier in the game and deploy it within 12’’ of the psyker as though arriving from reserves via Deep Strike. The unit’s profile is the same as it was before with the addition of Fearless, a 5+ invulnerable save (or improve an existing invulnerable save by one), and the Rending special rule for their close combat attacks. The unit still counts as destroyed for the purposes of victory points and the returned unit is removed from play at the end of the last turn of the game. Allied Independent Characters without the Chapter Tactics (Terminus Guard) cannot join this unit.

I am concerned that the tactics are too powerful, as you don't really lose anything if you weren't going to take skimmers or non transport vehicles in the first place, and then you are just better than iron hands.

The psychic powers also all seem too strong, except for memento mori perhaps, although removing the no invulnerable saves aspect might be better.
The shadow walk power also needs to have it so you can't assault afterwards to fit in with other design ethos.

I am concerned that the tactics are too powerful, as you don't really lose anything if you weren't going to take skimmers or non transport vehicles in the first place, and then you are just better than iron hands.

 

The psychic powers also all seem too strong, except for memento mori perhaps, although removing the no invulnerable saves aspect might be better.

The shadow walk power also needs to have it so you can't assault afterwards to fit in with other design ethos.

 

Hm...

 

Let me see...

 

I'm going to wait on other folks' opinions before I change the chapter tactics. It's very important to me that the chapter tactics be balanced, but I'm not sure I agree with you. Iron Hands gives 6+ FNP, ITWND to all characters and vehicles, and +1 to repair rolls. I've given Terminus Guard 6+ FNP and Stubborn (which isn't that much of a benefit if you've already got ATSHKNF), ITWND to dreadnoughts only, and the Slow and Purposeful to devastators carries its own disadvantages (can't run, can't make Sweeping Advances, can't fire Overwatch). Judging by the balance decisions in Horus Heresy, power scythes aren't actually any better than power fists (I stole the "at the same cost" thing right from the Heresy-era Deathguard rules).

 

If you think Sweeping Advance is too powerful, I could steal more from Horus Heresy and give them suspensor webs. That will let them fire Heavy weapons normally on the move, but at half range. That way they've still got to take up a firing position, but have the potential to be useful on the move.

 

I'm willing to completely take your word on the psychic powers, because I have less experience making those up. How's this for a second draft (italics to highlight changes)?

 

Primaris: Draining Gaze (Warp Charge 1/Witchfire/18’’) - This psychic power is an Assault 2, Strength 4, AP 2. For every unsaved wound this power inflicts, the psyker can regain one wound.

 

1: Shadow Walk (Warp Charge 1/Blessing) - During the movement phase, the psyker and his unit can move up to 12’’, ignoring terrain and intervening units, though the unit must take a Dangerous Terrain test for every unit or item of impassable terrain that they move through. A unit that benefits from this power cannot assault in the following assault phase.

 

2: Dark Lance (Warp Charge 1/Witchfire/18’’) - This psychic power is an Assault 1, Strength 8, AP 1 attack with the Lance and Instant Death rule.

 

3: Ethereal Blessing (Warp Charge 1/Blessing/12’’) - A friendly unit within 12’’ of the Psyker gains Fearless and a 5+ invulnerable save.

 

4: Curse of The Shade (Warp Charge 1/Malediction/18’’) - A unit affected by this power rolls an additional die for leadership tests, loses Move Through Cover, and treats open ground as difficult terrain.

 

5: Memento Mori (Warp Charge 2/Malediction/24’’) - The target makes a Leadership test using 3d6 (discard the lowest). If the check is successful, the target unit gains the Fear and Stealth special rules. If the check fails, roll a d6 and check the following table:

  • 1 to 2) The unit is Pinned.
  • 3 to 4) The unit’s Ballistic Skill and Weapon Skill are reduced to 1.
  • 5 to 6) The unit takes 1d6 Strength 6 AP - hits, allocated as shooting.

6: Revenance (Warp Charge 3/Blessing/12’’) - Select a friendly unit that was removed as a casualty earlier in the game and deploy it within 12’’ of the psyker as though arriving from reserves via Deep Strike. The unit’s profile is the same as it was before with the addition of Fearless, a 5+ invulnerable save (or improve an existing invulnerable save by one to a max of 3++), and the Fear special rule. The unit still counts as destroyed for the purposes of victory points and the returned unit is removed from play at the end of the last turn of the game. Allied Independent Characters without the Chapter Tactics (Terminus Guard) cannot join this unit.

 

I tried to just tone everything down a notch, except for Curse of the Shade, which I couldn't figure out how to reduce the effectiveness of (though come to think of it, it might still be useful with a 12'' range instead of an 18'' range).

ah, that looks much better

also, I didn't realize that iron hands also gave +1 to repair rolls

keep in mind however that non dread iron hand vehicles don't have it will not die, as they do not have the chapter tactics rule (RAW)

but the loss of +1 to repair in return for slow and purposeful is more balanced, although perhaps slow and purposeful should extend to more than just the unit that gets the most benefit from it

powers look pretty good now
the primaris might be a bit too close to life leech, but seems about balanced with it (reduced str for chance of regaining multiple wounds isn't a bad trade off)
the last bit of memento mori should still probably be AP1 or 2 and ignores cover, I just thought it should still allow invulnerable saves.
revenance still seems perhaps too powerful, but at the very least they probably shouldn't be able to assault the turn they come in either since the enemy very well may have just killed them and there is no real limit to what comes in, on the other hand, it kind of turns your psyker into an assault transport this way, so perhaps that is acceptable (although.... limiting it to units that died on a previous game turn would prevent the possibility of first turn assault). Also, you may want to say they are removed from play at the end of the last turn before scoring objectives? or make them non scoring non denial?

remember that the way it is currently written means a psyker on a bike with both shadow walk and revenance now gives all of your dead units a threat range of 12+12+2d6*+2d6 inches (depending on luck of the deep strike scatter) or an average of 31 inches assault threat from the start of turn location of the biker. That is assuming you don't ally with someone who can deepstrike you or levitate you somewhere else on the board.

if you deep strike and then summon....

ah, that looks much better

 

also, I didn't realize that iron hands also gave +1 to repair rolls

 

keep in mind however that non dread iron hand vehicles don't have it will not die, as they do not have the chapter tactics rule (RAW)

 

but the loss of +1 to repair in return for slow and purposeful is more balanced, although perhaps slow and purposeful should extend to more than just the unit that gets the most benefit from it

 

powers look pretty good now

the primaris might be a bit too close to life leech, but seems about balanced with it (reduced str for chance of regaining multiple wounds isn't a bad trade off)

the last bit of memento mori should still probably be AP1 or 2 and ignores cover, I just thought it should still allow invulnerable saves.

revenance still seems perhaps too powerful, but at the very least they probably shouldn't be able to assault the turn they come in either since the enemy very well may have just killed them and there is no real limit to what comes in, on the other hand, it kind of turns your psyker into an assault transport this way, so perhaps that is acceptable (although.... limiting it to units that died on a previous game turn would prevent the possibility of first turn assault). Also, you may want to say they are removed from play at the end of the last turn before scoring objectives? or make them non scoring non denial?

 

remember that the way it is currently written means a psyker on a bike with both shadow walk and revenance now gives all of your dead units a threat range of 12+12+2d6*+2d6 inches (depending on luck of the deep strike scatter) or an average of 31 inches assault threat from the start of turn location of the biker. That is assuming you don't ally with someone who can deepstrike you or levitate you somewhere else on the board.

 

if you deep strike and then summon....

 

Let's see...

 

It definitely looks like I've got to rephrase some things. For example, my intention was that models returned to play via Revenance can't assault because they enter play "as though arriving from Reserves." That said, there's nothing stopping you from theoretically allying in one of the few things that can assault from reserves (even though there isn't anything I'm planning to add to my army that does that), so I should make it more clear.

 

Also, my idea with Revenance was that they don't score because they're removed from play at the end of the last game turn. I'll amend the text to make it clear that I mean "before scoring." I didn't want to make them "non-scoring" because I can't see any reason why they couldn't - for example - pick up the Relic and run it to a unit that could carry it.

 

I absolutely agree that these powers shouldn't make a Shadow Walking biker librarian into a super-fast assault transport! That would be nuts!

kk, I would just add something saying they can't assault after coming in, since the deepstrike thing is not necessarily clear (other things with similar wording also included the assault restriction which implies a restriction is necessary)

also, it should probably be a conjuration type power, now that I think of it


plus: maelstrom, how should they interact with maelstrom objective control?

Just a quick suggestion that rather than derailing the fluff discussion, if you want to discuss DIY rules there is the Homegrown Rules sub-forum in the Strategium, as you'll probably get more useful/insightful comments there. I think there are quite a few of us Liberites who don't know/care much (or anything) about the rules! :P Though obviously you could add a link from here to there (and vice versa) for those who are into both fluff and gaming?

 

That said, this seems like a Chapter with a lot of potential and plenty of cool imagery so kudos and looking forward to more!

Just a quick suggestion that rather than derailing the fluff discussion, if you want to discuss DIY rules there is the Homegrown Rules sub-forum in the Strategium, as you'll probably get more useful/insightful comments there. I think there are quite a few of us Liberites who don't know/care much (or anything) about the rules! tongue.png Though obviously you could add a link from here to there (and vice versa) for those who are into both fluff and gaming?

That said, this seems like a Chapter with a lot of potential and plenty of cool imagery so kudos and looking forward to more!

sorry,... should have suggested creating the parallel thread in homebrew, I spend a lot of time there as well

keep in mind however that non dread iron hand vehicles don't have it will not die, as they do not have the chapter tactics rule (RAW)

 

Are you sure about that? That was the case in 6th edition, but the most recent rules say otherwise:

When choosing an army, you must make a note of which Chapter each unit with the Chapter Tactics special rule is drawn from. All models in the same Detachment or Formation must be drawn from the same Chapter.

[...]

All models drawn from a given Chapter benefit from that Chapter’s Chapter Tactics rules, as described below.

There is no rule allowing us to include models that are not drawn from any chapter, So this either means that models without the chapter tactics rule cannot be included in any detachment of Faction Space Marines or must be considered to have been drawn from a chapter and thus benefit form that chapter's rules regardless of whether the model actually has the rule.

 

keep in mind however that non dread iron hand vehicles don't have it will not die, as they do not have the chapter tactics rule (RAW)

 

Are you sure about that? That was the case in 6th edition, but the most recent rules say otherwise:

When choosing an army, you must make a note of which Chapter each unit with the Chapter Tactics special rule is drawn from. All models in the same Detachment or Formation must be drawn from the same Chapter.

[...]

All models drawn from a given Chapter benefit from that Chapter’s Chapter Tactics rules, as described below.

There is no rule allowing us to include models that are not drawn from any chapter, So this either means that models without the chapter tactics rule cannot be included in any detachment of Faction Space Marines or must be considered to have been drawn from a chapter and thus benefit form that chapter's rules regardless of whether the model actually has the rule.

 

The problem is that the second sentence of the 7th ed chapter tactics rules pretty clearly is referencing the models you are making a note of, which only refers to those with chapter tactics. I will agree that it is poorly worded, but that seems fairly clear to me.

However, for a heated debate on the topic, look here.

All right. I think I've got a handle on the made-up rules so far, but I'll start a new thread for continued discussion of them once I've playtested them a bit and/or invent the next thing (special characters). In the meantime, I think the background is more or less done. Here it is!

 

• • •

 

Basic Data

 

Chapter Name: Terminus Guard

Chapter Colors: Bone and red; exposed mechanical components are given a brass finish

Chapter Icon: TBD

Founding Chapter: Imperial Fists

Founding: The Terminus Guard were born in the years between the 23rd and 24th Foundings, though they are usually assigned to the 23rd thanks to their role as “sentinels” of their homeward and sector.

Descendents: None

Homeworld: Ossuary

 

Ossuary is a night-world, one side tidally locked to the system's sun, the other shrouded in eternal darkness. The Ossuarians were forced underground by this arrangement, but they managed to thrive, building huge underground galleries and vaults in which to live their lives. The planet Ossuary never rediscovered Warp travel, in part because of the near-constant Eldar corsair raids that troubled them, stunting their space travel (they only managed to colonize two of their system's planets, and these "colonies" were much more armed outposts).

 

Ossuary remained free, in part because they adopted the technology of Entombment, an early form of what would later develop into the neural links that would one day allow the Legiones Astartes to field dreadnoughts. Entombment worked on ordinary mortals, but the process was much less reliable, with a greater percentage of the entombed soldiers meeting final death during the process or going mad shortly thereafter. Entombment did provide Ossuary with an elite force of "undead" soldiery who were ruthlessly dedicated to protecting the living loved ones they had left behind. Although not the equal of an Astartes, these warriors were extremely durable in close combat and capable of rapidly redeploying with powerful long-range weaponry and firing these weapons accurately on the move, both of which gave them a fighting chance against the xenos raiders, especially when backed up by the considerable might of Ossuary's living soldiers.

 

Luckily for the mortals of Ossuary, the task force sent to bring the planet into Compliance was composed primarily of elements drawn from the Salamanders, Death Guard, and Ultramarines Legions, and led by Mortarion himself. Early vox-intercepts indicated that Ossuary was a good candidate for peaceful induction into the growing Empire. After a brief show of force, the task force was able to encourage Ossuary to agree to a treaty that favored the Empire, including full transfer of technological advancements and STCs. Ossuary was more than happy to cease the foul practice of Entombment - which they had come to see as a burden rather than an honor - especially when Mortarion agreed to leave behind a small detachment of Astartes to deal with the xenos raiders.

 

The problem of the Eldar corsairs was not fully resolved when the Horus Heresy began seven decades later, however, and in the chaos of those dark years, Ossuary returned to Entombment, reawakening their old defenders and creating more as needed. Once again, their dark technology served them well, and Ossuary became a beacon of hope and stability as the galaxy burned, absorbing refugee populations from several nearby systems. This "hybrid vigor" increased their cultural and physiological durability, helping the planet to survive the centuries to come before they were eventually rediscovered by the Imperium. It also brought with it elements of the Imperial Cult, which helped Ossuary to once more integrate peacefully with Mankind's larger society.

 

This time, however, the situation was much more fraught. The Imperium of Man had become even more intolerant in the years since the Heresy, and Entombment amounted to vile necromancy and tech-heresy. At the same time, Ossuary was tactically important, being located near several Webway gates (the source of their ongoing trouble with xenos raiders) and their undead legions presented enough of a military threat that the most optimistic projections were of a protracted war that ended in Exterminatus and a lengthy and expensive rebuilding process to make the planet useful once more.

 

The solution was to once more give Ossuary the protection of the Astartes. This time, however, the Imperium sponsored the founding of an entire chapter. As with most of the 23rd “Sentinel” founding, the records have been lost, but the Terminus Guard are thought to be of Imperial Fists descent, and some extant records indicate that their training cadre were of the Excoriators chapter.

 

The culture of Ossuary had a strong impact on that of the growing chapter. Although they still lived, technically, the Ossuraians recruited to the Terminus Guard saw a strong kinship with the Entombed that preceded them. Both were once mortal, but had been removed from the normal cycle of birth, procreation, and death in order to protect their living fellows. The natural temperament of the Imperial Fists combined with these memes to create a chapter with a strong sense of their role as servants and protectors to mortals, rather than their superiors. The Terminus Guard took on the heraldry of the Entombed, adorning themselves with skulls and corpse-imagery to make their status as the honored dead clearer. They also favored their own version of the practice of Entombment, frequently creating dreadnoughts and allowing those dreadnoughts to continue to serve in a variety of roles, including the chaplaincy and, several times over the years, as chapter masters. As a result of their temperament, the expertise of Ossuary's tech-savants, or some quirk of their geneseed, Terminus Guard dreadnoughts are unusually stable. Many can remain awake for years at a time without significant degradation.

The Terminus Guard operates out of a fortress-monastery built deep underground on the “day” side of Ossuary, accessible only by air or by a long journey through tunnels running deep through Ossuary’s crust. This leaves them in a position to protect Ossuary without ruling it; neither are the mortal rulers of Ossuary encouraged to rely overmuch on Astartes of the chapter, who are at most a day away. The fortress-monastery of the Terminus Guard is known as the Necropolis, and is a beautiful - if somewhat foreboding and macabre - structure.

 

Unlike most other chapter homeworlds, Ossuary is a wealthy and prosperous world, almost fully integrated into the economic and cultural network of the sector. The presence of the Terminus Guard and their fortress-monastery gives the world a somewhat grim reputation and unusual gravitas. Ossuary’s planetary governor is almost completely independent from the sectorial government (answering only to the Terminus Guard, the Inquisition, and the Emperor Himself).

 

Ossuary is still home to about two hundred Entombed, a remnant of the legion made during the dark years following the Heresy. Although nigh-indestructable, they have been decommissioned of all weaponry and serve as civilian advisors to Ossuary’s mortal authorities. The Terminus Guard will not tolerate Adeptus Mechanicus inspectors performing a true census, so the exact number is unknown. The Adeptus Mechanicus frequently accuses Ossuary (and, by extension, the Terminus Guard) of using this uncertainty to continue the process of Entombing influential Ossuarians, but they have not yet been able to prove it.

 

Gene-Seed Defects: The Terminus Guard gene-seed has never been analyzed to the ultimate satisfaction of the Adeptus Mechanicus, owing largely to unusual inconsistencies in the chapter’s tithes. The most generous interpretation is that at some point in the last two thousand years, the Terminus Guard accepted the remnants of another chapter - perhaps another descendant of Dorn - but the records of this merger have been lost. The rest of the High Lords have been willing to dismiss the Mechanicus’s concerns as a result of their old grudge against the chapter, and in any case, very few chapters have completely pure and consistent gene-seed.

 

However, some conclusions can be drawn from observation of living Astartes. Like their Imperial Fists forbearers, Astartes of the Terminus Guard geneseed lacks a functional Betcher’s Gland. There, the similarities end, however. Curiously, the Terminus Guard do have a functional Sus-an Membrane, which is thought to be partly responsible for their compatibility with dreadnought technology. The chapter is also known for a slightly hyperactive Ossmodula, which causes them to stand somewhat taller than the average Astartes, with heavier builds. This lends Terminus Guard Astartes strength and durability at the cost of leaving them somewhat slower and less agile the other Space Marines (though still far superior to any unaltered mortal). Although not tied to any specific mutation of the gene-seed, Astartes of the Terminus Guard display exemplary resistance to toxins, pathogens, and radiation.

 

The Terminus Guard practice of ritual cannibalism (described below) is sometimes blamed on a hyperactive Omophagea, though Adeptus Mechanicus analysis of the chapter’s gene-seed has not shown any such mutation, leading the author to believe that the practice is merely cultural. Another alteration to the chapter’s geneseed may be the ability of Terminus Guard Astartes to better weather being interred into a dreadnought chassis - perhaps a slight modification to the function of the Catalepsan Node - but no analysis has yet identified the specific mutation.

 

Relationship w/Codex: Compliant. The Terminus Guard view the Codex Astartes as a guide written by one of the wisest of the Primarchs, but they do not adhere to it as though it were sacred writ (something that alienates them from some of their fellow chapters). Although they are organized in accordance with the principles laid down in the codex (with a few exceptions: see below), they use somewhat divergent tactics. In particular, they are less likely to come to the field as fast-moving strike forces and more likely to take up a defensible position from which to harry the enemy or hold the line against them. This is, in part, a result of their history of conflict with the Eldar, whose speed and mobility they cannot hope to match.

 

Organizational Variance: Dreadnoughts have a special place in the hierarchy and culture of the Terminus Guard. They spend a much greater proportion of their “lives” awake, which means that they are available to act as advisors and commanders. Several times over the years, the chapter has chosen a marine interred in a dreadnought as chapter master, reclusiarch, or some other notable role; the Master of the Fleet for the past 700 years, for example, has been an Astartes permanently wired to a life-support network that makes him a part of the chapter’s flagship. Less famous dreadnoughts continue to serve as chaplains or find ways to work in the apothecarium.

 

In other chapters, service as a devastator marine is the first assignment for a newly elevated scout. The Terminus Guard way of war places more emphasis on delivering heavy weapons fire from a defensible position, which has led to their inverting the usual progression somewhat. Young Astartes are first assigned to tactical squads, where they are guided and mentored by veteran sergeants who work to determine where best to reassign the warrior when he “graduates” - assault squad service for the fiery and aggressive, continued tactical service for the excellent marksmen, vehicle squads for those with an affinity for machines, and so on. Only the most disciplined and level-headed marines are immediately assigned to devastator squads, while others make their way to such an assignment after years of service.

 

The Terminus Guard maintains an unusually large apothecarion and rarely take to the field without at least one apothecary in attendance. Terminus Guard apothecaries are notable for refusing the aid of other chapters in retrieving the gene-seed of fallen battle-brothers after joint engagements, though they are more than willing to help their allies in harvesting their casualties. The chapter’s gene-seed vaults are extensive, and there are no records in their two thousand years of vigilance of ever calling upon Terra for aid in replenishing their numbers.

 

In other ways, the Terminus Guard is a codex-compliant chapter. Their battle companies usually operate independently, patrolling various parts of the sector in response to threats or providing assistance to Imperial forces in nearby sectors. Traditionally, the chapter keeps at least two full companies on Ossuary - usually the 6th and the 4th or 7th - to fulfill the function for which they were created: the defense of their tactically important homeworld. Like many chapters, the companies have developed monikers and operational sub-specialties over the years:

  • 1st Company - “Ancestors” - elite formations, armored spearhead assaults
  • 2nd Company - “The Reborn” - boarding and zone mortalis actions
  • 3rd Company - “The Prophesied” - drop pod insertions
  • 4th Company - “The Merciful” - siege defense and occupation
  • 5th Company - “The Vengeful” - swift-response and mechanized deployment
  • 6th Company - “The Wardens” - the defense of Ossuary and its in-system colonies
  • 7th Company - “Wraiths” - fleet actions and deep void picket duty
  • 8th Company - “Hungry Ghosts” - close quarters assault
  • 9th Company - “Phantoms” - artillery support
  • 10th Company - “Acolytes” - scouting

Relationship w/Other Imperial Forces: The Terminus Guard is frequently tasked with organizing campaigns against Eldar corsairs in the sector surrounding Ossuary, and often coordinate their efforts with detachments of the Astra Militarum, Adepta Sororitas, and Imperial Navy. This has forced the chapter to develop the skill of working well with mortals, and they have learned to be circumspect about their practice of unusual psychic powers, excessive reverence of dreadnoughts, and occasional cannibalism. They also work well with other chapters of Adeptus Astartes, though their humility and attitude of service with regards to mortals has earned them the scorn of some particularly proud chapters, such as the Dark Angels.

 

On the other hand, the Terminus Guard has never had a good relationship with the Adeptus Mechanicus, who still view the chapter’s creation as an unfortunate compromise. The Mechanicus resents the independence of Ossuary’s tech-adepts, who continue to practice obscure arts of cybernetica and techno-necromancy that they have developed in the years since the Heresy. This jealousy usually manifests as accusations of tech-heresy and apostasy, but the Mechanicus can only take it too far, as the tech-necromancers of Ossuary have powerful allies in the Terminus Guard. As a result, the Terminus Guard is often poorly equipped and is forced to maintain their own equipment, which has led to a closer relationship with the techno-necromancers, which in turn deepens the Mechanicus’s suspicions.

 

The Inquisition - especially those Inquisitor-Lords with ties to the Adeptus Mechanicus - has always kept a close eye on the Terminus Guard, but they have never found any solid evidence of wrongdoing. These Astartes’s zeal has earned them a positive relationship with the Ordo Malleus and their long history of battling Eldar raiders has made them valuable to the Ordo Xenos. Thanks to its idiosyncrasies, however, and dark rumors about their descent, the chapter has and will never have an easy relationship with the most staunchly Puritan Inquisitors.

 

Culture/Philosophy: The most distinctive aspect of the Terminus Guard’s culture is their attitude of service - some might go so far as to say “submission” - regarding mortals. The Terminus Guard views their purpose as protecting and serving mortals and refuses to meddle significantly in their affairs. Although the chapter wields vast potential influence in the politics of Ossuary, they wield that power very carefully and very rarely.

 

The one exception to this distant attitude is in the connection that Terminus Guard Astartes maintain with their living families. The folk of Ossuary often refer to the Terminus Guard as the “Honored Dead.” Astartes and mortal Ossuarians who are related frequently keep in touch and take pride in each others’ achievements. Traditionally, Ossuarians send gifts to their Honored Dead, while in return, the Astartes attend family events, which lends the clan a gravitas that most can parlay into political or economic good fortune.

The Terminus Guard recognize Dorn as their Primarch and pay homage to the Excoriators as their founders, but their relationship with Dorn’s sons is, in general, rather cool and stand-offish. The Terminus Guard do not participate in the Feast of Blades or share many cultural memes with their founders, save for a strong sense of duty and a talent for defensive warfare.

 

Many other chapters of the Adeptus Astartes practice of cannibalism in some circumstances, even if it is merely the occasional use of the Omophagea to “learn by eating,” but the Terminus Guard is one of the few to elevate cannibalism to ritual. Terminus Guard consume the flesh of their fallen heroes as part of a lengthy ceremony and believe that this allows them to incorporate some of the deceased’s skill and strength of character. On occasion, the Terminus Guard have done mortal warriors the honor of feasting upon their corpses as well, though they restrain themselves to situations where they can procure the body without arousing suspicion.

 

Operational Specialty: Defensive and attritional warfare, heavy weapons fire and artillery, xenocidal campaigns against Eldar.

 

Recruiting Practices: The Terminus Guard recruits exclusively from the world of Ossuary. Chapter custom dictates that they recruit only those who are already doomed to die or who are judged incapable of living a normal life: condemned criminals, terminally ill adolescents, and young Ossuarians cursed with incurable suicidal tendencies. The chapter considers transformation into an Astartes as a form of death and refuse to inflict it upon anyone who is likely to contribute as a mortal. The Terminus Guard gene-seed seems to be capable of repairing many of these flaws and their implantation failure rate is not higher than average.

 

Training Practices: Every neophyte in the Terminus Guard is assigned a full battle-brother who acts as a personal mentor. Although the scout sergeants still take charge of preparing neophytes for battle - and, later, veteran tactical sergeants will continue this process - a scout’s mentor is responsible for helping him to develop the proper character. Mentors do their best to instill their pupils with discipline, vigilance, and self-sacrifice. For the Terminus Guard, the bond between teacher and student is more important than the bonds of gene-seed or hierarchy, and students of the same mentor believe that they share a bond that makes them more than brothers.

 

The Terminus Guard relies heavily on psycho-indoctrination and hypnopedia. Neophytes spend long hours in drug-induced deathlike trances while carefully crafted memetic chants and images are introduced directly into their cochlear and optic nerves through cybernetic uplinks.

 

Heraldry Variance: Terminus Guard scouts generally wear carapace armor with bone-colored armor plates and dark red ballistic cloth, in imitation of the bone and crimson armor of the full battle brothers. They mark their right shoulder with the symbol of the 10th company (a roman numeral “X” in black) and their left shoulder with the symbol of their chapter in black.

 

Full battle-brothers also wear the symbol of their chapter on their left shoulder, though the color is inverted to bone to better stand out against the red background of their pauldrons. They mark their right shoulder with the symbols laid down in the Codex Astartes: an arrow for tactical marines, a stylized explosion for devastators, and crossed arrows for assault marines. The Terminus Guard uses the right knee pad to distinguish company: bone for 1st company veterans, grey for the 2nd company, black for the 3rd company, dark blue for the 4th company, and dark green for the 5th company. The reserve companies are denoted by bicolor knee pads, separated diagonally: black and blue for the 6th company, black and green for the 7th company, black and grey for the 8th company, black and red for the 9th company.

 

Notable Campaigns

  • The Tithe of Bones (ca. 644.M38) - Shortly after their formation, while still under the leadership of their first chapter master, the former Excoriator known as Mordecai Eilln - the Terminus Guard set out to make sure that the xenos raiders who had troubled Ossuary knew that the planet had new and far more effective defenders. Chapter Master Eilln tasked his young chapter with bringing him the skulls of ten thousand Eldar raiders. The Terminus Guard surpassed all expectations, bringing home twenty thousand Eldar skulls over the course of a five year campaign. This massive slaughter inspired the creation of the Temple of Silence in the Necropolis and earned Ossuary several centuries of relative peace. The Eldar raiders would eventually return, and the second time, they would not underestimate the chapter so catastrophically.
  • The Cleansing of the Offyd Cluster (ca 620.M38) - Fighting alongside the Excoriators, the Imperial Fists, the White Scars, and the Dark Angels, the Terminus Guard help to suppress an uprising in a cluster of inhabited worlds near their home sector, culminating in a confrontation with the Alpha Legion, Death Guard, and other unidentifiable Chaos forces in the Offyd Cluster capitol. The young chapter learns a great deal about warfare from close contact with First Founding chapters. They also learn many of the unwritten rules that govern the interactions between chapters, including how best to respect the primacy of the former legions. The Terminus Guard suffers their first major casualties as the Strike Cruiser “Hand of the Reaper” carrying the Second Company is lost to a Warp Storm on its way back to Ossuary.
  • The Roknar IV Blasphemy (ca. 920.M38) - The Terminus Guard intervened in what appeared to be a cult uprising in the nearby Roknar system but is later revealed to be the emergence of a hidden Necron outpost. Despite the assistance of the 3rd Company of Ultramarines and a company-sized task force dispatched from the Excoriators, the Terminus Guard take heavy casualties. The chapter’s humanitarian side emerged for the first time, as Mordecai Eilln faced near-mutiny from his captains when he ordered them to retreat from the planet’s surface so an Exterminatus could be performed. Rather than weaken the chapter as a whole by displaying a lack of authority, Chapter Master Eilln experienced a “change of heart.” a Despite hideous losses, the Terminus Guard oversaw the evacuation of two thirds of the planet’s surviving citizenry before withdrawing. The Terminus Guard celebrated what they viewed as a victory, and Mordecai Eilln began his preparations to step down as Chapter Master, aware that as the Terminus Guard discovered their own identity, they would need to select one of their own to lead them.
  • The Vengeance of Commorragh (ca. 937.M38) - Centuries after their disastrous defeat, the Dark Eldar returned to Ossuary while the Terminus Guard was still rebuilding after the Roknar IV Blasphemy. The xenos’s first strike nearly crippled the chapter; their victory was so complete that they were able to carry off several thousand Ossuarians. The Dark Eldar left their webway portal open behind them, a taunt and invitation in one. The Terminus Guard gathered their remaining forces and followed after. What came next can only be described as a slaughter. The Eldar were waiting. Only one in three of the brothers who entered the webway emerged, and only a handful of mortal captives were retrieved. To the eternal shame of the Terminus Guard, Chapter Master Mordecai Eilln was among those slain, destroyed by a weapon that made it possible for his gene-seed to be retrieved. For a time, it looked like the Terminus Guard would be extinguished a mere three centuries after they were founded. The chapter was saved by the unlikely re-emergence of the strike cruiser “Hand of the Reaper,” lost almost three hundred years earlier. The influx of more than one hundred marines - as well as much of the gene-seed recovered from casualties of the Offyd campaign - reinvigorated the Terminus Guard, giving them a second chance at survival.

Notable Historical Figures

  • Mordecai Eilln - A former veteran Excoriator, part of  the chapter’s training cadre, and the first Chapter Master, Brother Eilln oversaw the founding and first campaigns of the Terminus Guard. He was slain by vengeful Dark Eldar late in M38 and his gene-seed could not be recovered, to the chapter’s eternal shame.

Looks like we're making good progress here. Up next... anyone up for helping me brainstorm some chapter symbols?

 

At present, my meandering thoughts are:

 

  • A white skull on a divided field (right side red, left side black). The right eye socket is a black circle, while the left eye socket has a red starburst.
  • A tall trapezoidal "standing stone" with a skull emblem on top.
  • Some variant on the skull-in-an-iron-halo.
  • Some variant on skull-with-crossed-scythes.

 

Complexity to freehand is not an object - I'm getting these custom made on Shapeways by a graphic designer 40k player who is happy to do the design component for free (!) as long as I buy at least one sprue... crazy, I know, but I'm not going to complain.

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