Sugarlessllama Posted January 3, 2020 Share Posted January 3, 2020 (edited) Hello fellow lovers of lore! It's been a while since I have publicly revisited my DIY Chapter of Space Marines. However, I have been hard at work painting my Imperial Consuls (formerly the Guardian Consuls) and playing with the on the table top. And so, since it had been a while since I revisited their fluff, I thought I would take the time to polish it up a bit. As always C&C is very much welcomed. ________________________________________________________________________________________________________ Name: Imperial Consuls Founding Chapter: Ultramarines Founding: The Imperial Consuls were founded during the Cursed 21st Founding in M.36. History: Founding and the Dark Marches Crusade The Imperial Consuls were created during the 21st Founding in order to take part in the Dark Marches Crusade. The Dark Marches Crusade was an Imperial Crusade launched in 610.M36 to retake the region of Segmentum Tempestus, then called the Dark Marches, and Commanded by the Lord Commander of Segmentum Tempestus Hal Orpheus. After a century and a half of fighting the Crusade ends with an Imperial victory, and over 600 worlds claimed in the name of the Emperor. Over the course of the Crusade, the Chapter began to develop their own traditions and methods of war. The Chapter developed a preference for the use of heavy weapons, and mechanized warfare, preferring the destructive capability of Devastator and Centurion units, and Predator tanks. Drawing from the Codex Astartes, the Imperial Consuls would launch drop pod assaults deep into enemy territory to seize vital enemy assets and act as an anvil for the hammer of a Predator spearhead to fall upon. However, as with other Chapters of their founding flaws in their gene-seed began to manifest as serious mutations among the brothers of the chapter. The Occulobe, the implant that allows a Space Marine to develop sight far superior to normal humans had betrayed the Chapter. Instead of granting superior sight, the organ instead caused their eyesight to degrade, and their eyes to cloud over. All attempts made by the Chapter’s Apothecaries to repair the corrupted gene-seed failed. However, the Chapter’s Techmarines were able to develop a stop gap measure: augmetic implants that allowed the integrated auto-senses of Power Armor to plug directly into a Marine's visual cortex, allowing a Marine’s helm to act as their eyes. By the end of the Crusade, the processes for implementing these augmetics had been perfected. Journey to the Ghoul Stars With the Dark Marches Crusade ending in an Imperial Victory, a new task had to be selected. Given the unstable nature of their gene-seed, Chapter Master Felix Gomez made a fateful decision. In order to stay out of the gaze of Inquisition, the Chapter would set course for the galactic northeast, and secure the Ghoul Stars for the Imperium, and stand as a bulwark against the horrors from beyond. Discovery of Vigil The Discovery of the artificial planet "Vigil" would be a defining moment for the Imperial Consuls, and cement their presence in the Ghoul Stars sector. The planet Vigil is a ring shaped world surrounding an F-Class star. This planet appears to be a relic of the Dark Age of Technology: an ancient mass cargo transit hub. The interior of the ring offers a climate much like an agri-world, along with a single heavy rail line throughout the interior of the ring. The line connects thousands of docks and shipyards found along the exterior of the ring. Seeing this world as a perfect mustering point for their continued military efforts, the chapter named the planet "Vigil" and declared it to be their chapter home world. The Dark Imperium The opening of the Great Rift has been hell unleashed upon the Imperial Consuls. In the immediate aftermath, one of the Campaign Fleets was lost to the warp. Without the light of Terra to guide them, the surviving fleets found themselves blind in the dark, and surrounded by enemies. The First and Second Campaign Fleets eventually made their return to VIgil, each one under half strength. Given the gravity of the situation, Chapter Master Cortez made the decision to consolidate their strength at Vigil, and tighten their battle space to nearby systems. Without the light of the astronomicon to guide them, warp travel would only be made in short jumps, and to systems whose strategic value warranted such a grave risk. For the first time in memory, the Chapter did not respond to a call for aid. The Arrival of the Indomitus Crusade Even with the reduced operational footprint taken by the Chapter, the time following the opening of the Great Rift was a time of endless blood and horror. Chaos cults, rampaging warbands, and horrors from beyond the stars raged among the Ghoul Stars, and took their toll upon the Imperial Consuls. By the time the exploratory fleets of the Adeptus Custodes arrived, all they found was a chapter greatly diminished. The endless war without resupply left the Imperial Consuls with a single Campaign Fleet that was combat effective. The arrival of Primaris reinforcements has been met with open arms. Combat Doctrine The Imperial Consuls have broken themselves down into four Campaign Fleets. Each Campaign Fleet consists of a single battle company, elements of the 1st company, as well as Special Weapons teams drawn from the Reserve Companies. These Special Weapons Teams provide heavy armor, and close air support. The Chapter maintains a garrison command upon Vigil itself that oversees Chapter assets, logistics, and the training of new recruits to the Chapter. The Flaw In the centuries since coming to the Ghoul Stars, the flaw in the gene-seed has become more pronounced. Indeed, by the time an Astartes completes their service as a Scout they are usually blind. The use of an additional augmetic in the cerebral cortex allows for the Astartes to plug the auto-senses of their power armor directly into the visual centers of the brain. This technology, along with their augmented sense of hearing, and smell have allowed the chapter to maintain their combat effectiveness. Indeed, it seems that like other humans who have lost their sight, their other senses seem to be heightened further. Additionally, the Librarians of the chapter have begun to manifest a kind of "warp sight". Their psychic connection to the warp granting them a near perfect sense of awareness without the use of their bionic implants. Recruitment The Imperial Consuls recruit from feudal worlds; preferring to leverage the melee skills developed by young warriors on these worlds before teaching them the way of the bolter. Edited August 15, 2020 by Sugarlessllama Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/ Share on other sites More sharing options...
Bjorn Firewalker Posted January 3, 2020 Share Posted January 3, 2020 Not bad. I advise bolding and/or italicizing the titles "History: Founding and the Dark Marches Crusade", "Journey to the Ghoul Stars", "Combat Doctrine", "The Flaw", "Recruitment", etc., to differentiate them and divide the IA into easy-to-read sections. Brother Lunkhead 1 Back to top Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5455228 Share on other sites More sharing options...
Brother Lunkhead Posted January 3, 2020 Share Posted January 3, 2020 Good start on your Imperial Consuls. Nice backstory and the Blind Marine mutation is an interesting variation on the Cursed Founding theme. Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5455389 Share on other sites More sharing options...
Sugarlessllama Posted January 3, 2020 Author Share Posted January 3, 2020 Not bad. I advise bolding and/or italicizing the titles "History: Founding and the Dark Marches Crusade", "Journey to the Ghoul Stars", "Combat Doctrine", "The Flaw", "Recruitment", etc., to differentiate them and divide the IA into easy-to-read sections. Ah! Good idea. I'll make the changes right away. Good start on your Imperial Consuls. Nice backstory and the Blind Marine mutation is an interesting variation on the Cursed Founding theme. Yeah, I had posted the Chapter way back in 2015 (has it been that long already) but the thread was archived. Which I am actually kind of glad for, since it lets me re-visit my headcannon for the chapter without being tied down to what I had written before. :D Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5455435 Share on other sites More sharing options...
gripschi Posted January 4, 2020 Share Posted January 4, 2020 I Like the Mutation. Maybe a dumb Questionen, why didnt they leave that Organ Out? Or is it a Flaw of the Gene Seed? Like they loose there sight either was? Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5455525 Share on other sites More sharing options...
Sugarlessllama Posted January 4, 2020 Author Share Posted January 4, 2020 I Like the Mutation. Maybe a dumb Questionen, why didnt they leave that Organ Out? Or is it a Flaw of the Gene Seed? Like they loose there sight either was? That's a good question. I would think tradition, and adherence to the Codex Astartes would be the main reasons. I think it would be unthinkable for a Space Marine chapter to skip steps in the process of making a new Space Marine for any reason. gripschi 1 Back to top Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5455559 Share on other sites More sharing options...
gripschi Posted January 4, 2020 Share Posted January 4, 2020 I Like the Mutation. Maybe a dumb Questionen, why didnt they leave that Organ Out? Or is it a Flaw of the Gene Seed? Like they loose there sight either was? That's a good question. I would think tradition, and adherence to the Codex Astartes would be the main reasons. I think it would be unthinkable for a Space Marine chapter to skip steps in the process of making a new Space Marine for any reason. True enough. But a Chapter of the Crused founding i Image something more "worse". I personaly think, it would be a better fitting, that they lose there Sight either way. The Lamenters, which i Like really, are haunted by Bad luck. Everytime things go wrong. The grimd dark struggle of a Crused Founding Chapter did i miss currently. But you have a Point with Tradition and Codex adhere. Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5455881 Share on other sites More sharing options...
Brother Lunkhead Posted January 4, 2020 Share Posted January 4, 2020 I Like the Mutation. Maybe a dumb Questionen, why didnt they leave that Organ Out? Or is it a Flaw of the Gene Seed? Like they loose there sight either was? That's a good question. I would think tradition, and adherence to the Codex Astartes would be the main reasons. I think it would be unthinkable for a Space Marine chapter to skip steps in the process of making a new Space Marine for any reason. True enough. But a Chapter of the Crused founding i Image something more "worse". I personaly think, it would be a better fitting, that they lose there Sight either way. The Lamenters, which i Like really, are haunted by Bad luck. Everytime things go wrong. The grimd dark struggle of a Crused Founding Chapter did i miss currently. But you have a Point with Tradition and Codex adhere. Also in the grim darkness of the 41st/42nd millennium no one has a complete and fundamental understanding of genetic engineering (unless you're Belisarius Cawl of course). Removing one organ in such a complicated process might not even be an option. When in doubt follow the manual (Tradition and Codex). Dosjetka and Sugarlessllama 2 Back to top Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5455914 Share on other sites More sharing options...
gripschi Posted January 4, 2020 Share Posted January 4, 2020 Maybe the best. Follow the Manual, by Questions please contact the Costumer Support. Now with Cawl. Turn i still think its a bit easy for a Crused Founding Chapter. Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5455924 Share on other sites More sharing options...
Brother Lunkhead Posted January 4, 2020 Share Posted January 4, 2020 Blind Space Marines...… easy? Even with augmentics there's a world of trouble that will come with losing their natural eyesight. Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5455939 Share on other sites More sharing options...
gripschi Posted January 4, 2020 Share Posted January 4, 2020 Blind Space Marines...… easy? Even with augmentics there's a world of trouble that will come with losing their natural eyesight. Yesno That alone yes, but they "solved" or cirvumvent it with direct Link. Maybe its me how didnt judge it right. ;) Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5455941 Share on other sites More sharing options...
Sugarlessllama Posted January 5, 2020 Author Share Posted January 5, 2020 Blind Space Marines...… easy? Even with augmentics there's a world of trouble that will come with losing their natural eyesight. Yesno That alone yes, but they "solved" or cirvumvent it with direct Link. Maybe its me how didnt judge it right. While it is a solution, it isn't a perfect one. Augemtics break, armor gets damaged or lost, etc. There are a ton of reasons why a Space Marine would end up not wearing a helmet, which in this case would mean a loss of their "eyes". And being on the battlefield in the Grimdark future without the ability to see would be a rough, and likely short, experience. I had toyed around with the idea older Marines developing "Warp Sight". One of the characters in Talon of Horus would see via the warp and I thought that was really neat. However, someone one the boards did mention that making chapterwide could be weird. I can see how having a chapter wide latent psychic ability would be entering Grey Knights or Thousand Sons territory. But maybe it wouldn't be so out there? Brother Lunkhead 1 Back to top Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5456110 Share on other sites More sharing options...
gripschi Posted January 5, 2020 Share Posted January 5, 2020 I understand your point. Yes the lose of IT would be a real Problem. Chapter Wide Psykic Trait, idk either, probaly a bit to much. :) Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5456203 Share on other sites More sharing options...
Brother Lunkhead Posted January 6, 2020 Share Posted January 6, 2020 Blind Space Marines...… easy? Even with augmentics there's a world of trouble that will come with losing their natural eyesight. Yesno That alone yes, but they "solved" or cirvumvent it with direct Link. Maybe its me how didnt judge it right. Apologies.... I should have extrapolated more. I think Sugarlessllama covered the points quite well. Even with other enhanced senses, nothing beats a good set of eyes in battle. Sugarlessllama Posted 04 January 2020 - 07:20 PM I had toyed around with the idea older Marines developing "Warp Sight". One of the characters in Talon of Horus would see via the warp and I thought that was really neat. However, someone one the boards did mention that making chapterwide could be weird. I can see how having a chapter wide latent psychic ability would be entering Grey Knights or Thousand Sons territory. But maybe it wouldn't be so out there? Maybe not "so out there", but it should come with some serious side effects and consequences to even things out (it is a cursed chapter after all). We can walk a fine line creating our own chapters/warbands in that we want them to stand out, but (and this is just my opinion) not so much that they outshine the first founding chapters or parallel them either. It's sort of an undefined border, but one probably knows when they cross it. Sugarlessllama 1 Back to top Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5457063 Share on other sites More sharing options...
Sugarlessllama Posted January 7, 2020 Author Share Posted January 7, 2020 We can walk a fine line creating our own chapters/warbands in that we want them to stand out, but (and this is just my opinion) not so much that they outshine the first founding chapters or parallel them either. It's sort of an undefined border, but one probably knows when they cross it. I couldn't agree with that more. My goal with the chapter has always been "Ultramarines with a twist". I want them just different enough that they are mine, but still identifiable as Ultramarines. And I really don't want them to be "better" than the boys in blue. In my personal head cannon, my Chapter has been spending a lot of time purging zombie infested hive worlds. That in some section of the Ghoul Stars, or maybe during the Dark Marches crusade, they have been facing off against a chaos cult spreading a particularly virulent Nurgle plague. And that while most of the worlds infected are simple destroyed, some of these hive worlds are too valuable to the Imperium to be simply written off. And that during some of these combat actions, their "warp sight" has failed them; and they don't know why. I really like the idea of them having a nemesis, but I also like the idea of an unsolved mystery in their background. Brother Lunkhead 1 Back to top Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5457362 Share on other sites More sharing options...
Brother Lunkhead Posted January 7, 2020 Share Posted January 7, 2020 (edited) Sugarlessllama Posted 03 January 2020 - 02:30 AM ….as with other Chapters of their founding faws in their gene-seed I think you mean 'flaws'. Sugarlessllama Posted Today, 02:35 AM …..during some of these combat actions, their "warp sight" has failed them; and they don't know why. Were there any dire consequences to this? Specific examples would feed well within the narrative of their Cursed Founding nature. That in some section of the Ghoul Stars, or maybe during the Dark Marches crusade, they have been facing off against a chaos cult spreading a particularly virulent Nurgle plague. This might be more appropriate to the Dark Marches crusade as the Ghoul Stars are generally described as desolate and devoid of human colonies due to the presence of the Necron Bone Kingdom of Drazak and a number of especially aggressive and enigmatic xeno species. This would not be an ideal hunting ground for Chaos cults. However, I don't want to discourage you from exploiting adventures in the Ghoul Stars. I suspect this very mysterious and menacing sounding sector has remained undeveloped by GW just so we fans can play in it with abandon I really like the idea of them having a nemesis, but I also like the idea of an unsolved mystery in their background. The Ghoul Stars just might be the place to find your nemesis and unsolved mystery as well. Edited January 7, 2020 by Brother Lunkhead Sugarlessllama 1 Back to top Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5457738 Share on other sites More sharing options...
Graceless Posted January 15, 2020 Share Posted January 15, 2020 Hi there. Really like the Imperial Consuls ideas. I was thinking further about the flaw and was wondering if it could be more "cursed" (but not needing a re-write or a warp-sight-type-twist) but just making the solution temporary. Eg first the marine loses his sight, augmentics are put in and work for a while, then they fail too. No matter what the apothicaries or the techmarines do they cannot work out why. Another set of more invasive, cruder, augmentics are put in. Again these work for a while but fail for no identifiable reason. As this point further augmentics can be put in but we're talking about cutting back and into the brain itself now, risky and not always successful. In my mind most of the marines will only ever reach the second set of augmentics before the statistics of warfare mean they are killed. Veterans though have all gone through the third stage implanting process and it affects thier demeanour as well as thier sight. Maybe those veterans who choose not to have the implant are cloistered away some where. Some go mad, some become blind warrior monks able to fight on but ultimately doomed so dispatched by the Chapter Master on suicide missions. And what of the Chapter Master and other senior-most officers, they can't be left to go blind. Has the Chapter taken to using more esoteric methods? Ones tainted by warp or xenos touch? Haha, as you can see, really sparked some ideas in my head there so I figured I'd share them. Feel free to use, ignore, laugh at, etc as you see fit. Sugarlessllama 1 Back to top Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5461836 Share on other sites More sharing options...
Brother Lunkhead Posted January 15, 2020 Share Posted January 15, 2020 Hi there. Really like the Imperial Consuls ideas. I was thinking further about the flaw and was wondering if it could be more "cursed" (but not needing a re-write or a warp-sight-type-twist) but just making the solution temporary. Eg first the marine loses his sight, augmentics are put in and work for a while, then they fail too. No matter what the apothicaries or the techmarines do they cannot work out why. Another set of more invasive, cruder, augmentics are put in. Again these work for a while but fail for no identifiable reason. As this point further augmentics can be put in but we're talking about cutting back and into the brain itself now, risky and not always successful. In my mind most of the marines will only ever reach the second set of augmentics before the statistics of warfare mean they are killed. Veterans though have all gone through the third stage implanting process and it affects thier demeanour as well as thier sight. Maybe those veterans who choose not to have the implant are cloistered away some where. Some go mad, some become blind warrior monks able to fight on but ultimately doomed so dispatched by the Chapter Master on suicide missions. And what of the Chapter Master and other senior-most officers, they can't be left to go blind. Has the Chapter taken to using more esoteric methods? Ones tainted by warp or xenos touch? Haha, as you can see, really sparked some ideas in my head there so I figured I'd share them. Feel free to use, ignore, laugh at, etc as you see fit. What you are proposing is a defect that eventually causes complete degeneration of the optic nerve, eventually causing complete blindness with no hope of correction using conventional methods..... interesting idea This would make an excellent premise for a work of fiction examining the extinction of a "cursed" chapter or it's gradual downfall to Chaos as it desperately searches for a cure to ensure it's survival at all cost. However, I'm not sure that it is not too extreme a premise for the Imperial Consuls to remain viable as a loyal chapter for any great length of time. Graceless and Sugarlessllama 2 Back to top Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5462105 Share on other sites More sharing options...
gripschi Posted January 15, 2020 Share Posted January 15, 2020 Its a Crused Founding Chapter, Most of these got Purged by the Inquisition for Mutations and other Problems. Maybe Just Shift the Founding, its a better way to Deal with your Idea. I dont dislike it, Just as allready Said from me. Its a bit easy for a Crused Founding Chapter. Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5462176 Share on other sites More sharing options...
Brother Lunkhead Posted January 15, 2020 Share Posted January 15, 2020 Its a Crused Founding Chapter, Most of these got Purged by the Inquisition for Mutations and other Problems. Maybe Just Shift the Founding, its a better way to Deal with your Idea. I dont dislike it, Just as allready Said from me. Its a bit easy for a Crused Founding Chapter. Not every chapter of the 21st Founding has an exotic curse (Black Daragons - bone spikes, Flame Falcons - bursting into flame) or even a curse at all (Minotaurs - sure, they're angry, but not as angry as Angry Marines). Some just have bad luck or are in need of a therapist to accompany them on their penitent cruasade (Lamenters). Blindness is not "easy" but it might seem mundane. I think it works. But, you could give it a little extra salt if you feel inclined, by exploring the idea of "warp sight". Perhaps they all possess this in one form or another (minor burst of insight once or a few times in a Marine's life time) or in even rarer occasions the warp sight possesses them gripschi and Sugarlessllama 2 Back to top Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5462317 Share on other sites More sharing options...
gripschi Posted January 15, 2020 Share Posted January 15, 2020 Well No one beside the High Lords of Terra and few Adepts know the Minotaurus really. Arent they a suspected refound of the one from the 13.? Its Just that i feel, the cursed Founding has its Name Not without reason. A Twist, Like Warp Sight, with Potential Corruption, would be intersing. Which lead to a "Problem", arent the Inquisition very wary about the 13tzs Chapters? Even without anything Else beyond Sight Loss, they would be regulary Guests by the Consuls. To ensure purity and Loyalaty. Brother Lunkhead 1 Back to top Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5462345 Share on other sites More sharing options...
Brother Lunkhead Posted January 15, 2020 Share Posted January 15, 2020 (edited) gripschi Posted Today, 02:06 PM Well No one beside the High Lords of Terra and few Adepts know the Minotaurus really. True. But besides disappearing from Imperial record from M38 to M41 (probably lost paperwork or they were slumming for three thousand years), there's no indication of anything mysterious or sinister in the lore. Arent they a suspected refound of the one from the 13.? I haven't seen anything really made of this. However, in regards to not being cursed, they are jerks-supreme and nobody likes them. As an example, they are forbidden from entering Ultramar space under threat of being fired upon. Which lead to a "Problem", arent the Inquisition very wary about the 13tzs Chapters? Yes, but then again, the Inquisition are wary of EVERYONE Edited January 15, 2020 by Brother Lunkhead Grey Hunter Ydalir and Sugarlessllama 2 Back to top Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5462387 Share on other sites More sharing options...
Graceless Posted January 16, 2020 Share Posted January 16, 2020 (edited) Hi there. Really like the Imperial Consuls ideas. I was thinking further about the flaw and was wondering if it could be more "cursed" (but not needing a re-write or a warp-sight-type-twist) but just making the solution temporary. Eg first the marine loses his sight, augmentics are put in and work for a while, then they fail too. No matter what the apothicaries or the techmarines do they cannot work out why. Another set of more invasive, cruder, augmentics are put in. Again these work for a while but fail for no identifiable reason. As this point further augmentics can be put in but we're talking about cutting back and into the brain itself now, risky and not always successful. In my mind most of the marines will only ever reach the second set of augmentics before the statistics of warfare mean they are killed. Veterans though have all gone through the third stage implanting process and it affects thier demeanour as well as thier sight. Maybe those veterans who choose not to have the implant are cloistered away some where. Some go mad, some become blind warrior monks able to fight on but ultimately doomed so dispatched by the Chapter Master on suicide missions. And what of the Chapter Master and other senior-most officers, they can't be left to go blind. Has the Chapter taken to using more esoteric methods? Ones tainted by warp or xenos touch? Haha, as you can see, really sparked some ideas in my head there so I figured I'd share them. Feel free to use, ignore, laugh at, etc as you see fit. What you are proposing is a defect that eventually causes complete degeneration of the optic nerve, eventually causing complete blindness with no hope of correction using conventional methods..... interesting idea^_^ This would make an excellent premise for a work of fiction examining the extinction of a "cursed" chapter or it's gradual downfall to Chaos as it desperately searches for a cure to ensure it's survival at all cost. However, I'm not sure that it is not too extreme a premise for the Imperial Consuls to remain viable as a loyal chapter for any great length of time. True, the scenario I'd painted is more "Chapter on the brink" than the Imperial Consuls are. @Sugaressllama: I like the blindness flaw overall as you've described it. It's still a flaw (creating background and character) but not immediately deadly/dooming - it's not killing them outright or forcing the imperium to do so. Any pics of painted Imperial Consuls or colour scheme details? Edited January 17, 2020 by Graceless Sugarlessllama and Brother Lunkhead 2 Back to top Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5462782 Share on other sites More sharing options...
Brother Cambrius Posted January 21, 2020 Share Posted January 21, 2020 It's not often I see a new spin on a Cursed Founding chapter's "flaw", but I really do like this one! The idea of being blind and relying on bionics and their superior senses is a fun one, do they echo-locate to help with sight too (yes, there are regular humans who can do this today) if they are conducting void combat etc? Now on the Warp Sight front, if you wanted to add that extra dollop of grim dark and add further to the horrors of the 21st Founding's ill fated brethren, you could make it that the development of the Warp Sight eventually drives the Imperial Consul mad as they are borne witness to the Warp's power and entropy. Only those who are supremely highly disciplined can survive for more than a Century etc. As a result most Astartes when they reach this level of affliction, voluntarily choose to go out with an honourable bang in combat, very much akin to the Death Companies of the Blood Angels? Cambrius Brother Lunkhead, Sugarlessllama and Dosjetka 3 Back to top Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5465216 Share on other sites More sharing options...
Sugarlessllama Posted February 2, 2020 Author Share Posted February 2, 2020 (edited) Hi there. Really like the Imperial Consuls ideas. I was thinking further about the flaw and was wondering if it could be more "cursed" (but not needing a re-write or a warp-sight-type-twist) but just making the solution temporary. Eg first the marine loses his sight, augmentics are put in and work for a while, then they fail too. No matter what the apothicaries or the techmarines do they cannot work out why. Another set of more invasive, cruder, augmentics are put in. Again these work for a while but fail for no identifiable reason. As this point further augmentics can be put in but we're talking about cutting back and into the brain itself now, risky and not always successful. In my mind most of the marines will only ever reach the second set of augmentics before the statistics of warfare mean they are killed. Veterans though have all gone through the third stage implanting process and it affects thier demeanour as well as thier sight. Maybe those veterans who choose not to have the implant are cloistered away some where. Some go mad, some become blind warrior monks able to fight on but ultimately doomed so dispatched by the Chapter Master on suicide missions. And what of the Chapter Master and other senior-most officers, they can't be left to go blind. Has the Chapter taken to using more esoteric methods? Ones tainted by warp or xenos touch? Haha, as you can see, really sparked some ideas in my head there so I figured I'd share them. Feel free to use, ignore, laugh at, etc as you see fit. What you are proposing is a defect that eventually causes complete degeneration of the optic nerve, eventually causing complete blindness with no hope of correction using conventional methods..... interesting idea^_^ This would make an excellent premise for a work of fiction examining the extinction of a "cursed" chapter or it's gradual downfall to Chaos as it desperately searches for a cure to ensure it's survival at all cost. However, I'm not sure that it is not too extreme a premise for the Imperial Consuls to remain viable as a loyal chapter for any great length of time. True, the scenario I'd painted is more "Chapter on the brink" than the Imperial Consuls are. @Sugaressllama: I like the blindness flaw overall as you've described it. It's still a flaw (creating background and character) but not immediately deadly/dooming - it's not killing them outright or forcing the imperium to do so. Any pics of painted Imperial Consuls or colour scheme details? I decided I wanted to use a simple scheme for the chapter, something I could do quickly. The main armor color is bright blue (Caldor Sky), with the helmet and shoulder pads in bone. Edited February 2, 2020 by Sugarlessllama Brother Lunkhead 1 Back to top Link to comment https://bolterandchainsword.com/topic/360952-ia-imperial-consuls/#findComment-5471082 Share on other sites More sharing options...
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