Marshal van Trapp Posted January 20, 2020 Share Posted January 20, 2020 (edited) 'THE GUARDIAN HOST CHAPTER NAME: .............. THE GUARDIAN HOSTFOUNDING: .................. ULTIMA FOUNDING CHAPTER WORLD: .............GAIA FORTRESS MONASTERY: ........THE TOWER GENE-SEED (PREDECESSOR): ...IMPERIAL FISTS KNOWN DESCENDANTS: .........NONE Origins: The Guardian Host was created during the Ultima Founding at the behest of an unknown Inquisitor's petition to the High Lords of Terra and Gulliman himself. Only the inquisitor in question, Gulliman, and The High Lords knows their true purpose, but as far as the Imperium at wide is concerned, they are tasked with the defense of the world Gaia and the protection of its mysterious Xenos Relic, the Bastion. After the opening of the maledictum and the subsequent division of imperial space, it was clear that the sector would need additional support and defense in the form of a chapter of Astartes to protect the system from invaders. The Bastion: Directly beneath the center of the Last City is an ancient and mysterious machine known as the The Bastion, a great maze of living metal. The mysterious structure appears to be of ancient Eldar construction as the interior is dotted with soul stone that appear to be inert. The Librarius and Tech Marines of Guardian Host were task by the inquisitor to study and understand this ancient relic that they believe dates from the fall of the Eldar empire. It is uncertain exactly how the The Bastion came to be on Gaia although it is believed that the Eldar put it there when the humans were still in a tribal state. Any humans that come into contact with the device gain the unique ability to control and generate wraithbone structures from their own bodies, but it comes at a significant cost as those who have used this power have gone into a comatose state as their bodies are slowly transformed into inert wraithbone statues. As the side effects have proven fatal to the people of Gaia, the inquisition and the Astartes of the Guardian Host have quarantined the device pending further investigation and study, the Astartes becoming its lone security as they are wholly unaffected by the device's properties. Homeworld: The Guardian Corps draw their recruits from and make their home in a small system on the edge of the Segmentum Obscurus, on the planet Gaia. It is a dangerous, wilderness planet with conditions not unlike Holy Terra before the Rise of humanity; Deadly beasts, poisonous flora, and unrelenting weather have made the surface of the world nigh uninhabitable, save for a single bastion known as The Last City. Although some shun the protection of the City and instead reside as clans within the old ruins of Gaia, it is within this city’s walls that most citizens of Gaia go about their day to day lives, under the looming gaze of The Tower, The Guardian Host’s Fortress-Monastery. Upon reaching the Age of Ascension, Males of the planet form into hunting parties where they must survive in the most dangerous parts of Gaia and bring down one of the craven beasts prowling the wastes. After they return to The Last City with proof of their deeds, those that return Successful undergo the Infusion, a Ritual where they leave their pasts behind them, conditioned literally to forget the people they were so they can better serve the Emperor; any who survive begin their transformation into the ranks of the Adeptus Astartes of the Guardian Host. Gaia: Deep within the region now known as Imperium Nihilus resides a small system; a Star with three planets trapped in its orbit, Gaia, Nessus, and Ionis. Nessus is naught but and cold barren rock, long since stripped of its natural resources by a still silent threat believed to be stirring beneath its surface, it also has a single moon. Ionis is covered in vast cliffs, dangerous creatures, and dense vegetation, it contains an Imperial research outpost dedicated to the study of its strangely sentient Flora and Fauna. Gaia is a vast wilderness planet wrought with dangerous lifeforms, at its center is the great Imperial city known as The Last City. Encompassed on all sides by great walls, the city serves as the only safe haven for the planets citizens, a once nomadic people who barely survived the harsh conditions of the planet. Located in the center of the city is The Tower, Fortress-Monastery of the Guardian Host. Within its heavily fortified walls the Risen are trained to become full Astartes in the Crucible, a Vast Training arena when the Risen are pitted against full Adeptus Astartes in training designed to push them to their very limits and prepare them for their duties. At the Apex of the Tower lies the command center where the Chapter Master and his advisors, the Captains of the Clans, coordinate the Chapter and its engagements across the Galaxy. Gaia also has two moons, Gaia Minoris and Gaia Secondus. Both are little more than barren rocks trapped within Gaia's orbit, although Gaia Minoris has a long abandoned structure upon its surface that seems to be linked to The Bastion. Combat Doctrine: Like their trials of ascension, the Guardian Host fight in groups of soldiers known as Fireteams, usually made up of four members and one Fireteam leader but typically fluctuating between three and eight astartes. These Fireteams are bonded for life, fighting, training, and dying together as a single unit. Should a single member of a Fireteam survive his teammates, he becomes a Lone Guardian, taking on an oath of vengeance to atone for the loss of his fallen brothers. Should he return from this oath successfully he goes on to be the leader of a new Fireteam, selecting new recruits from among the Risen, those who have undergone the Infusion and completed their training as neophytes. The Infusion and Individuality: Like most Chapters, the Guardian Host has a ritualistic approach to their transformation into Astartes. The Infusion as it is called is the process that they use to transform their recruits. Though shrouded in mysterious rituals, the Astartes who survive this process lose all memory of their past lives, instead dedicating their whole selves to their duty to the Emperor and the Imperium. That said, only their memory is affected, unlike other Astartes, Guardians retain most of their personality from their time as mere mortals and it shapes who they are and how they fight. Guardians are in fact encouraged to express their individuality, given the freedom to decorate their Sacred Power Armour in whatever way they see fit, although most Fireteams prefer to have some semblance of cohesion. The only required iconography of the Guardian Host is their left Pauldron, Vambrace, and Gauntlet must bare the black steel color of the chapter and the Chapter's badge must be emblazoned upon the Pauldron. Organization: The Guardian Host does not use the traditional numbered company layout of the Codex Astartes, instead each company is a named Clan of Astartes, similar to the clan structure of the planet before the arrival of the Chapter. These Clans, along with the Risen, make up the fighting companies of the Chapter. When they are called upon to perform their duties to the Imperium, a singular Master is chosen from one of the Clans and he hand picks all of the Fireteams for the engagement. Each Clan, though fulfilling a different purpose, has the same structure; a Command Host, made up of the Veterans of the Clan, 10 Battleline Fireteams, 5 Fire Support Fireteams, and 5 Close Support Fireteams. The Risen, being the reserve company, has at any one time 5-9 Battleline Fireteams, these teams train the neophytes of the Guardian Host in the ways of the Adeptus Astartes. Nightstalkers: This Clan focuses primarily on Covert operations, they possess the largest concentration of Vanguard Adeptus. Arcstriders: Astartes from this clan are known for their long range fire support and pinpoint accuracy. Sunbreakers: The Sunbreakers specialize in rapid and orbital strike combat. Sentinels: The Sentinels are the clan tasked with the continued protection of The Last City and all citizens of Gaia. Dawnblades: Members of the Dawnbladed specialize in close assault tactics, many would consider them rash and headstrong but their discipline allows them to bring switch vengeance upon the enemies of the Imperium. Stormcallers: Known for their ferocity, the Stormcallers clan are dangerous hunters who stalk their prey with deadly precision. Voidwalkers: The Voidwalkers specialize in combat in the vacuum of space, whether it be cracking into derelict space hulks or mag-linking to the outside of enemies ships for breaching maneuvers. The Scions: Home to the Veterans of the Guardian Host, The Scions have access to the best and most powerful equipment of the entire chapter. Huntsman-pattern Bolt weapons, Plasma Casters, and Combat Bows: Astartes of the Guardian Host have a special pattern of bolt weapons reserved for veterans and command operatives known as Huntsman-pattern Bolt Rifles and Pistols. These weapons resemble the old terran technology of Crossbows but are especially fitted to fire bolt rounds, the result is a weapon as powerful as a bolter but also as quiet and accurate as a crossbow. Additionally hellblasters of the Guardian Host wield Plasma Casters instead of Plasmas Incinerators, modified Huntsman Bolters that fire super-heated plasma bolts that explode with the same explosive force of any other plasma weaponry. Finally are combat bows, specialty compound bows designed with astartes physiology in mind. When fired by a Guardian, the arrows can punch straight through solid armor with the force of a sniper rifle. Geneseed: The Guardian Host owe their genetic heritage to the Sons of Dorn themselves, the Imperial Fists. It is widely believed this is where the chapter gets its proclivity for siege warfare and fortifications. Battlecry: “We fight. We die. We live again!” Notable Engagements: The Red War [025.m42] Early in the history of the chapter, the ork warboss Brakkus Ironshredda lead a sizable WAAAGH against the defenders of Nessus. They were only stopped by the bravery of librarian Eris Morn and his fireteams, plunging into the heart of the WAAAGH and killing Ironshredda sending the surrounding orks into blind panic which ended up killing many of them. The Guardian Host suffered sizable losses however and nearly half of the Arcstriders clan was killed in action. The Taken King [029.m42] Warp Incursions around the system became a growing threat to Gaia, in response Master Zavala dispatched Cayde-6 and his fireteams to investigate the supposed source of the incursion, Gaia Secondus. Upon their arrival they found a Tzeentchian cult attempting to summon a greater daemon known as the Taken King into real space. Through their bravery, the cultists were defeated and the daemon banished back to the warp, although at the cost of almost an entire fireteam. Uldren was the lone survivor of his fireteam, vowing an oath of vengeance upon the Tzeentchian daemon that killed his brothers. Return of the Infinite Mind [035.m42] A decade after the Red War, the Necron Overlord Panoptes the Infinite Mind, traveled to Nessus after a fireteam on the planet accidentally activated an ancient Necron structure. Within the structure was hundreds of necron Canoptek weapons that the Overlord had come to reclaim. Thankfully Lord Shaxx and Eris Morns' fireteams were able to destroy the facility and repel the necron raiders before they could recover the dangerous weapons. The Forsaken Betrayer [039.m42] The Lone Guardian Uldren travelled to Nessus on a tip that the Tzeentchian cult who killed his fireteam may be attempting to sway the planet to their cause. After weeks of no contact, a Fireteam was sent to investigate the planet lead by Cayde-6. Upon their arrival, the Fireteam was immediately set upon by cultists and daemons. Once they fought their way through the hordes of chaos, they arrived at their makeshift base to find Uldren leading the cult, the Fireteam was killed by the cultists, Uldren assassinating Cayde himself. Captain Ikora Ray dispatched the entirety of the Voidwalkers to crush the cult once and for all and bring the traitor Uldren to justice. After the incident all records of Uldren were sealed and his name expunged from the chapter's records. Changelog: 0.1 - initial lore added 1/20/20 0.1.1 - Name Changed and small lore changes and took away initial formatting in order to better refine lore first without the need to mess with the formatting as well. 1/21/20 0.1.2 - changed the organization structure and name to better fit into 40k Lore 1/22/20 0.1.3 - changed lore a bit in regards to the bastion and the clan structure of the chapter 1/26/20 0.1.4 - fixed typos and removed Lone Guardians, also expanded on the effects of the bastion, The Infusion process, and the Chapter's individuality 1/27/20 0.1.5 - Returned the idea of the Lone Guardian and reworked the fluff surrounding them including how fireteams operate and that they DO replenish losses between engagements, as well as bulking out Clans to just be renamed companies instead of fewer larger companies 1/29/20 0.1.6 - Moved the Bastion to a more believable location on Gaia and clarified that only the Librarius and Techmarines of the chapter are responsible for its study. 1/30/20 0.2 - Fixed typos and added first round of background history/notable engagements 2/2/20 0.2.1 - fixed more typos and also added additional background details. 2/14/20 0.2.2 - added lore about Huntsman and Bow weapons for guardians. 2/24/20 Edited February 25, 2020 by Marshal van Trapp gripschi, Brother Cambrius, Messor and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/ Share on other sites More sharing options...
Brother Cambrius Posted January 21, 2020 Share Posted January 21, 2020 -The Destiny-mad Moderati spots the title and is immediately intrigued- Well met beyond the Tower, Guardian! So onto business. :) Now with bringing other universes into Warhammer 40k and vice versa, if you want to make it really immersive for the reader, the typically successful way is to not make a complete copy of shoehorning the universe you want into 40k so it feels a little too on the nose. The ways I found to make it work very well and still have it be clear what you are referencing is to find equivalents in 40k's universe and in Astartes lore and structure you can utilise. The baseline is really nicely set out, I like the concept of the three planets around the star and this being based in the Imperium Nihilus. The concept of Guardians and the application of Light can be interpreted really nicely in 40k as the Guardian Corps (The name feels a little iffy if I'm honest with the addition of Corps. May I suggest possibly using a different group term. Guardian Host, for example? :) ) unleashing the Light of the Emperor upon the Xenos and myriad threats that dare to attack His realm. The whole utilising the Light off of the Traveller miiiight come across as a tad heretical to more hardline members of the =][= stopping by, or form their brother Chapters of the Astartes. Gaia itself is a good solid set up, although having all the humans within the walls would make it a little tougher to really find some properly good Astartes recruits who have learnt to survive in that wilderness beyond the Walls. It's an interesting duality to have them safe behind the walls as children and then choosing to fight beyond the Last City, this could really play nicely into their belief systems as Astartes of the Chapter and as they go through the ranks of being in the Risen. Now with the whole Xenos Tech of the Traveller, if you want to properly embed this into the 40k universe, I'd err on the side of caution to have much in the way of ceremony to be integral to it, regardless of Ordo Xenos influence etc. If it is a machine created during the Golden Age (of 40k) of humanity prior to the Long Night and the tech within still needs to be unlocked, that would work very nicely indeed and keep it integral to ceremony and the beliefs of the Guardian Corps and the inhabitants of Gaia. The Mechanicum would certainly want to get their machine-mitts on them too for their own research. The oft strained politics between these parts and the Astartes themselves could be a could mirror on the Consensus and Faction Wars from Destiny as well. (You could even talk about a group of Astartes who went rogue as per the Concordat and had to be hunted down by their brothers to add some further depth into these guys, although with it being an Ultima founding, time is indeed short compared to the more storied Chapters prior to M42, no need to overstaturate unless you move the founding back) The structure of the Chapter is an interesting one, keeping to the Fireteam traditions of Destiny and I do like the whole idea of bond-brothers (No, not those Bond Brothers who threatened to blow up the Dreadnaught :P ). You could expand it by making paired squads of 6-9 to mirror classic squads being called Raid groups, with an overall Lone Guardian commander to equate for a squad sergeant who commands all 3 Fireteams within his Raid Squad. With the structure split into 3 orders, I find that a little too on the nose as I mentioned earlier, there is an option within the universe you could try to mirror in this, with the Clan Structure of the Iron Hands and their successors. 3 large clans, of Warlocks, Titans and Hunters could work, with commanders within to lead them (you could use the title of Warlord here for the Clan Leaders, or possibly even Iron Lord if you wish to keep within Destiny's namesakes.) With the whole Guardian concept of resurrection, how is this viewed within 40k? Do they see their geneseed as the source of their Light (of the Emperor) and so when they die and their geneseeds are recovered and implanted into another aspirant, their Light is resurrected? All in all, a great start in bringing one of my favourite titles of video games into the 40k 'verse (I was literally typing this in between chasing for that Bastion Exotic :P ), as a scholar of the lore in both universes, I'd love to see these married up well. :tu: Cambrius Messor and Brother Lunkhead 2 Back to top Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5465195 Share on other sites More sharing options...
Marshal van Trapp Posted January 21, 2020 Author Share Posted January 21, 2020 I appreciate your input sir! To be honest I started off as quite the destiny lore noob but have been reading up quite a bit on it, I've actually gone through quite a few iterations of this chapter as well, been trying to as you've said marry the lore without shoehorning it entirely. I have been trying to figure out exactly how and what the traveller would be in 40k terms and I think making it a possible lost piece of ancient human tech would be better for 40k lore than a xeno relic. As for the iron hands clan system, that's kinda how I imagined the three "branches" to operate, Astartes with a knack for spec ops are brought into the Hunters because they are recruited from the risen by Hunter Guardians. As I stated, it's still quite WIP so I'll look over your post in detail and see what changes i can make to help it fit into 40k better, if you have any other helpful ideas I'm all ears! Brother Cambrius and Brother Lunkhead 2 Back to top Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5465242 Share on other sites More sharing options...
Dizzyeye01 Posted January 21, 2020 Share Posted January 21, 2020 As an option, perhaps the children get sent out to perform challenges in order to prove they are worthy of becoming space marines. To take it a step further, the natives of the world call the Space Marines the Risen as they have been reborn in the eyes of the God-Emperor of Light. If wanted, you could even include them not knowing their past life as being part of the indoctrination process in order to focus on the main objective of the chapter. Just my two cents. Brother Lunkhead and Marshal van Trapp 2 Back to top Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5465479 Share on other sites More sharing options...
Marshal van Trapp Posted January 21, 2020 Author Share Posted January 21, 2020 Edited the post a bit and also added the paragraph about the traveller that I completely forget to add in (although I did change it from a xenos relic to an ancient piece of imperium technology) Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5465533 Share on other sites More sharing options...
Brother Lunkhead Posted January 21, 2020 Share Posted January 21, 2020 (edited) Hail Brother Marshall, I like what you are doing with your Guardian Corps While I'm not completely up on Destiny lore (I'll do some due diligence on this) but from what little I am familiar with, I think integrating it into the 40kverse is very viable. Now, on to the critique portion of this post First things first...… PLEASE, for the love of my eyes, increase the font size of the first six paragraphs. It was a very uncomfortable read the first time through and a bit annoying the third time through. My eyes, along with the rest of me are hurtling, hellbent towards old age and don't work like they used to So have some pity on us older folk. Now that my eyes are bleeding and my head throbs I'm ready to comment on the meat of your IA Marshal van Trapp Posted Yesterday, 02:05 PM The Guardian Corps were created during the Ultima Founding on the orders of an unknown Inquisitor. Only the inquisitor in question knows their true purpose, Inquisitors truly have a great deal of power, up to and including executing whole world But, I don't think that power extends to creating Space Marine chapters. That is the purview of the High Lords of Terra and the Imperial Regent. Perhaps this Inquisitor petitioned Primarch Guilliman personally, and persuaded him to authorize the creation of this chapter for reasons not yet revealed to us...… The Traveler? The Guardian Corps does not use the traditional ten company layout of the Codex Astartes, instead they are made up of three clans: the Titans, Hunters, and Warlocks, these clans, along with the Risen, make up the fighting companies of the Chapter. Why? As an Ultima Founding chapter, it seems almost too soon for a chapter to have diverged so drastically from Codex compliance. If the Guardian Corps were many hundreds of years old, I could take the current structure of the chapter as a natural chapter evolution dictated by cultural traditions and other practical chapter needs. I'm not saying that it's not possible or even that it's not realistic. It just cries out for explanation. Perhaps during a particularly brutal campaign, the Guardian Corps was cut down to three companies, necessitating a drastic structural change to maintain viability. I actually like what you've done with your chapter organization. It just needs a narrative explanation. Brother Cambrius Posted Yesterday, 06:37 PM -The Destiny-mad Moderati spots the title and is immediately intrigued- Well met beyond the Tower, Guardian! So onto business. Now with bringing other universes into Warhammer 40k and vice versa, if you want to make it really immersive for the reader, the typically successful way is to not make a complete copy of shoehorning the universe you want into 40k so it feels a little too on the nose. The ways I found to make it work very well and still have it be clear what you are referencing is to find equivalents in 40k's universe and in Astartes lore and structure you can utilise…... I concur The Traveler...…. Marshal van Trapp Posted Yesterday, 02:05 PM The Traveller: Directly in the center of the planet Gaia is an ancient and mysterious machine known as the Traveller, so named for its mysterious journey across the warp that saw it embedded within the world. A good concept with many possibilities. I would suggest staying with the xeno-tech idea and expanding on it. Perhaps it is a fragment of proto-webway manufacturing equipment belonging to the Old Ones. Such a piece of xeno-tech would have many implications for your chapter and the worlds it guards. They would be a nexus of intense interest for Imperial, AdMech, Chaos, and Xeno agents alike. Having such a origin in the dim past will give you more freedom in creating lore. I like what you've started here and look forward to seeing more. Edited January 21, 2020 by Brother Lunkhead Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5465661 Share on other sites More sharing options...
The 13th Goat Posted January 21, 2020 Share Posted January 21, 2020 Hi Bud, Cambrius has touched on some great points. Personally, I dislike the Destiny universe (find it lackluster, like the games), but I appreciate trying to blend to passion together, so i'm gonna try and break it down objectively. I want to stress that I would love to see this work for you, but there are a few things that i can see being a problem: 1) I do think the Name needs re-visited. "Corps" sounds clunky, and I'm sure you can get a better fit, especially if you want to pay homage to the Destiny Universe. I like the "Host" suggestion... 2) I dislike their tactical unit structure. A "Fire team" is already a thing in the canon that your co-opting to mean something else, and the idea of Lone Guardians has a number of bugs. Your wording makes it sound like losing multiple marines is a common occurrence, and the concept of a bunch of marines wandering around solo feels unfeasible. Either they are spread out over a sector which would likely make a number of Imperial institutions (Inquisition being a big one) uncomfortable and create major issues if the chapter had to mobilize on mass, or they are all in this Gaia system in which case it feels like this Lone Guardian status is just a bunch of survivors sulking around their home world. 2) Your home world also needs fleshing out; if your an Ultima founding, that means that in all likelihood the world has been in the Imperial fold for a while and BEFORE your chapter. Why is there not another Hive on the planet? Why is the world important enough to require a chapter being deployed there? 3) The wider chapter organisation has some interesting parts, but i dislike the very "overt" homages you are trying to pay to your inspiration. In a universe where "Titans" and "Warlocks" are already things, again i think your breaking immersion by changing what these names mean. 4) I hate the Traveler part; Firstly because, as before, we already have a "Traveler" in the continuity, and secondly because this existence of such a powerful artifact in the 40k universe would break the narrative. An all healing artifact that could potentially save the Emperor himself lands on some backwater planet and the Inquisition and Mechanicum both agree that rather than try and move it or study it themselves they are leaving it to a brand new Space Marine Chapter? It's tactically insane, completely out of character for both organisations and reeks of a "Mary Sue". When you sculpt a chapter you want it to slide into the existing universe. You've just assigned your chapter as Guardians of an object that can restore the Emperor, a task you would think would be assigned to Custodes. So, yeah, think you might want to revisit that. 5) I feel your "DLC" battle honors are a little on the nose. Orks actually don't use the letter "X" in there naming vernacular, so the Warboss name needs modifying. But the big game breaker is sticking an awakening TOMB WORLD in your system. Tides of Necrons from across sector would phase and easily slaughter 2 companies worth marines should an attempt to breach it be made, and even if it was knocked back into stasis the Inquisition are going to declare the whole system off limits for fear of re-awakening the threat or worse, news of the species existence escaping to the wider Imperium. All in all, i think you have a good concept to work with, but at the moment it is really heavy on the shoe-horning references and drawing too much from the inspiration without adjusting it to the Grim Dark. A long time ago when doing one of these someone told me to take my concept and "make it darker, kill the hope". When making an IA chapter, you have to apply the 40k lense fully to your idea. The Traveler especially feels like your bending the 40k universe to justify your inspiration's existence in it, which just kills the immersion and turns this into more of a fantasy crossover than a feasible chapter. I'll be following this and hope you find a way of making this work; if you want some thoughts on anything more specifically please ask! Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5465667 Share on other sites More sharing options...
Marshal van Trapp Posted January 22, 2020 Author Share Posted January 22, 2020 (edited) Im still looking over suggestions of the name change, I do like the "Guardian Host" sounds very apt but if anyone has other possibilities I'm all ears (doesnt even need to necessarily have guardians in the name). In regards to Gaia itself, I was thinking it being an earlier founding may make it more believable as to having them on the planet for a better amount of time to make the way the planet works make sense, as for why there is only one remaining hive city, there were many but over time between raids from xenos, the beasts roaming its surface, and just strange freak accidents the "Last City" is all that remains, the surviving nomads in the wilds simply try to stay ahead of the dangers outside its walls. Hmm, perhaps instead of the three companies I can go back to the idea I originally had and have 10 companies but give them individual names instead of numbers (which would be more in keeping with both the organization of a chapter as well as the structure of guardians in Destiny) I actually did not know there was a daemon called the traveller in universe already, so I suppose I'll have to rework the artifact a bit, also yeah ultimate healing is probably a bit too powerful, I'm still working out exactly what it should do to make their sworn duty to protecting it at all costs. Although I do like lunkhead's idea A good concept with many possibilities. I would suggest staying with the xeno-tech idea and expanding on it. Perhaps it is a fragment of proto-webway manufacturing equipment belonging to the Old Ones. Such a piece of xeno-tech would have many implications for your chapter and the worlds it guards. They would be a nexus of intense interest for Imperial, AdMech, Chaos, and Xeno agents alike. Having such a origin in the dim past will give you more freedom in creating lore.As for the battle honors, I wasnt sure how exactly to have necrons somewhere without there being a tombworld nearby, perhaps instead of the planet being a tomb maybe just an old forgot compound that had a small stash of necron tech that a nearby overlord came to reclaim? As far as fire teams, is that an imperial military structure? You mention titans and warlocks as something in universe but warlocks are a strictly eldar term. I cant say I've ever read a story about ASTARTES that specifically mentions the term Fireteam but that's not to be said it's used in other imperial terminology I suppose. Edit: Tried to fix the font size, broke some other tag, leaving it for the morning when I'm on PC instead of my phone Edited January 22, 2020 by Marshal van Trapp Brother Lunkhead 1 Back to top Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5465772 Share on other sites More sharing options...
Brother Lunkhead Posted January 22, 2020 Share Posted January 22, 2020 Guardian Host sounds good, although I didn't see anything wrong with Guardian Corps. Fire team or fireteam (formerly rifle team) is a term used in the Imperial Guard. However, it is a common real world term used to describe the smallest sub-unit (four or fewer members) of infantry for optimized execution of fire and movement combat doctrine. I don't think this would be an inappropriate term. In fact it got me to thinking that your original idea of dividing your chapter into three purpose fit clans was a good idea and would fit well within the initial Ultima Founding. According to current lore (ref. Guy Haley's Dark Imperium) Ultima Founding chapters were initially parceled out in groups of one hundred to five hundred Primaris Marines. So, none were initially full strength chapters. Perhaps, due to combat requirements it took an inordinately long period of time for the Guardian Host to build up to full strength and this three division (triangle) structure optimized combat effectiveness. Over time the bonds within these organizations became more and more organically clannish in structure, so they were maintained that way. This triangle approach is not without precedent. During WW2 U.S. Army divisions were divided in this manner. A division was divided into three regiments, each subdivided into three battalions, divided into three companies, divided into three platoons, which were divided into three rifle teams. As to the clan names, Titans, Warlocks, Hunters..... Hunters is the least problematic. Although Warlocks is a term used to describe powerful Eldar psychers, I'm sure the Eldar don't use the term themselves as it is in Mon-keigh language Titan is the most problematic for obvious reasons, so you might consider changing that. If you like Destiny and want to meld it into your chapter lore, I think you should feel free to do so. It's a big 40K playground and there's room to share. I would simply encourage you not to be too heavy handed. Just do some research and think on it. Lots of potential here.... I look forward to reading more. Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5466001 Share on other sites More sharing options...
Brother Cambrius Posted January 22, 2020 Share Posted January 22, 2020 Now to do with the naming of the groups instead of being on the nose about the factions of Titans, Hunters and Warlocks etc, why not use the sub-groups within them to be more subtle and imply more on combat styles: Titans: Stoneborn Firebreak Gatewatch Warlocks: Praxic Thanatonauts Gensym (Scribes) Alternatively you can also play with the subclasses too, such as Stormcaller, Voidwalkers and Dawnblades. Same applies for Titans and Hunters Hunters: Hunters more would need to use their subclasses, barring one particular group Shadowsmiths Nightstalkers Bladedancers I am happy to say I am very much deeply embedded into Destiny's myriad of lore, courtesy of being an Admin for a certain Lore Youtuber, so I can provide pointers and ideas when required. :tu: Cambrius Brother Lunkhead 2 Back to top Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5466017 Share on other sites More sharing options...
Marshal van Trapp Posted January 23, 2020 Author Share Posted January 23, 2020 I do appreciate both of your guys help, I'm thinking I'll keep with the 6 clans I have now (having moved from the original 3) but go with what lunkhead said about them being parsed out in smaller groups and they just never moved away from those 6 groups Brother Lunkhead 1 Back to top Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5466100 Share on other sites More sharing options...
The 13th Goat Posted January 24, 2020 Share Posted January 24, 2020 Was thinking about your traveller last night; Why not make it an Eldar artefact that is actually a remnant of a Craftworld buried in your planet. Instead of healing, it has effected the population and made them slightly more sensitive to Wraithbone tech (Nothing too far, but maybe allowing certain individuals slightly prophetic abilities, able to use (not build) simple wraith tech? Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5466838 Share on other sites More sharing options...
Marshal van Trapp Posted January 24, 2020 Author Share Posted January 24, 2020 Was thinking about your traveller last night; Why not make it an Eldar artefact that is actually a remnant of a Craftworld buried in your planet. Instead of healing, it has effected the population and made them slightly more sensitive to Wraithbone tech (Nothing too far, but maybe allowing certain individuals slightly prophetic abilities, able to use (not build) simple wraith tech? Hmm could be interesting, although idk how much eldar tech could or would effect humans Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5467098 Share on other sites More sharing options...
Bjorn Firewalker Posted January 24, 2020 Share Posted January 24, 2020 Was thinking about your traveller last night; Why not make it an Eldar artefact that is actually a remnant of a Craftworld buried in your planet. Instead of healing, it has effected the population and made them slightly more sensitive to Wraithbone tech (Nothing too far, but maybe allowing certain individuals slightly prophetic abilities, able to use (not build) simple wraith tech?Hmm could be interesting, although idk how much eldar tech could or would effect humansIdea: The soulstones the Craftworld remnant bore, affected the humans in such a way, they can generate a form of wraithbone, though it rapidly deteriorates- see bound weapons in the Elder Scrolls games. It turns out this is the result of an Eldar plot to transform fast-breeding humans into "wraithbone trees", burning away the human soul to make their bodies enduring wraithbone the Eldar can then shape into something useful. Won't the foul xenos be surprised when a Space Marine Chapter unwittingly seizes the resources they spent so much time developing. Grey Hunter Ydalir 1 Back to top Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5467149 Share on other sites More sharing options...
Marshal van Trapp Posted January 24, 2020 Author Share Posted January 24, 2020 Was thinking about your traveller last night; Why not make it an Eldar artefact that is actually a remnant of a Craftworld buried in your planet. Instead of healing, it has effected the population and made them slightly more sensitive to Wraithbone tech (Nothing too far, but maybe allowing certain individuals slightly prophetic abilities, able to use (not build) simple wraith tech?Hmm could be interesting, although idk how much eldar tech could or would effect humansIdea: The soulstones the Craftworld remnant bore, affected the humans in such a way, they can generate a form of wraithbone, though it rapidly deteriorates- see bound weapons in the Elder Scrolls games. It turns out this is the result of an Eldar plot to transform fast-breeding humans into "wraithbone trees", burning away the human soul to make their bodies enduring wraithbone the Eldar can then shape into something useful. Won't the foul xenos be surprised when a Space Marine Chapter unwittingly seizes the resources they spent so much time developing. Hmmm I do very much like that idea Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5467173 Share on other sites More sharing options...
Marshal van Trapp Posted January 26, 2020 Author Share Posted January 26, 2020 Alright, updated to version 0.1.3, if there is nothing else 40k lore conflict wise to consider I'm going to move on to 0.2 where I start fleshing out previous engagements and the chapters history both past and present. As always C&C is always welcome and appreciated Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5468096 Share on other sites More sharing options...
Bjorn Firewalker Posted January 26, 2020 Share Posted January 26, 2020 Not bad. Typos, with the "[" and "]" symbols highlighting suggested corrections:Any humans that come into contact with the device gain the unique ability to generate wraithbone from their own bodies, but it comes at a significant [cost] as those who have used this power have gone into a comatose state as their bodies are transformed into inert wraithbone [statues].When I suggested "an Eldar plot to transform fast-breeding humans into 'wraithbone trees'," I meant the foul xenos wanted a way to use human bodies as a renewable resource, i.e., they viewed us the way we view trees, as something the Eldar can cut down for use as construction materials. Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5468133 Share on other sites More sharing options...
Marshal van Trapp Posted January 26, 2020 Author Share Posted January 26, 2020 Not bad. Typos, with the "[" and "]" symbols highlighting suggested corrections: Any humans that come into contact with the device gain the unique ability to generate wraithbone from their own bodies, but it comes at a significant [cost] as those who have used this power have gone into a comatose state as their bodies are transformed into inert wraithbone [statues].When I suggested "an Eldar plot to transform fast-breeding humans into 'wraithbone trees'," I meant the foul xenos wanted a way to use human bodies as a renewable resource, i.e., they viewed us the way we view trees, as something the Eldar can cut down for use as construction materials. Fair, I wasnt exactly sure how wraithbone grew exactly but statues does make more sense since they're people and not trees haha Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5468150 Share on other sites More sharing options...
The 13th Goat Posted January 27, 2020 Share Posted January 27, 2020 (edited) "Iron Lords" is already the name of an existing and pretty famous Chapter. IH successors. Might want to change that. I also still don't understand their combat squad set up; I think your trying to cater to a Destiny game mechanic as opposed to its actual lore, which is why it's feeling off. Maybe look at another way to generate your "Lone Guardians"? Edited January 27, 2020 by The 13th Goat Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5468417 Share on other sites More sharing options...
The 13th Goat Posted January 27, 2020 Share Posted January 27, 2020 Also, can you clarify if your giving these marines the ability to use the Wraithbone shaping? Cause that would be a huge no no for the Inquisition. See the Fire Hawks for the view that would likely be taken... Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5468424 Share on other sites More sharing options...
Marshal van Trapp Posted January 27, 2020 Author Share Posted January 27, 2020 (edited) "Iron Lords" is already the name of an existing and pretty famous Chapter. IH successors. Might want to change that. I also still don't understand their combat squad set up; I think your trying to cater to a Destiny game mechanic as opposed to its actual lore, which is why it's feeling off. Maybe look at another way to generate your "Lone Guardians"?Right, I'll have to cross reference the clan names with existing cannon chapters (in not scouring the internet for DIYs but anything canon is out)As far as Fireteam I mean what's not to get, they form up into smaller brother bonded squads instead of larger tactical squads, combat squads already supports this operating structure, so this chapter simply doesn't operate at 10 man squad size all the time. As for Lone Guardians I'm thinking of ditching the idea wholesale, it doesnt quite pan out into the idea i had in my head (something akin to the Space Wolves Lone Wolves but I guess that really only works in their lore) Also, can you clarify if your giving these marines the ability to use the Wraithbone shaping? Cause that would be a huge no no for the Inquisition. See the Fire Hawks for the view that would likely be taken...The relic doesnt effect Astartes at all, those who undergo the infusion lose the ability if they once had it (something about ASTARTES physiology not being compatible with the bastion). This was the first thing that the Inquisition tested because of that exact reason you mentioned. Edited January 27, 2020 by Marshal van Trapp Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5468530 Share on other sites More sharing options...
The 13th Goat Posted January 28, 2020 Share Posted January 28, 2020 I also still don't understand their combat squad set up; I think your trying to cater to a Destiny game mechanic as opposed to its actual lore, which is why it's feeling off. Maybe look at another way to generate your "Lone Guardians"?As far as Fireteam I mean what's not to get, they form up into smaller brother bonded squads instead of larger tactical squads, combat squads already supports this operating structure, so this chapter simply doesn't operate at 10 man squad size all the time. As for Lone Guardians I'm thinking of ditching the idea wholesale, it doesnt quite pan out into the idea i had in my head (something akin to the Space Wolves Lone Wolves but I guess that really only works in their lore) I think it is "Lone Guardian" thing that was throwing me. To explain: "Fire team" name and size - No major problem, i think Fire Teams have been a designation for 5 man Astartes teams but could be wrong on that. " ...Dying together as a single unit until the last man." - This makes it sound like a squad doesn't replenish its losses between engagements? If that were the case you Organisational structure of a company would filled with half formed teams. Squads of two and three clustering the company. ----------------------------------------------------------- I suppose my main point is that the Destiny Guardians operate in a far different environment than 40k. This chapter are made for full scale, armoured war where holding ground is essential, working withing the confines of a huge military juggernaut like the Imperium. In Destiny, they have less resources, troops, they only guard one city primarily. The two forces don't have the same conditions restricting & sculpting them, so you have to be careful when justifying their similarities. Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5469081 Share on other sites More sharing options...
Marshal van Trapp Posted January 28, 2020 Author Share Posted January 28, 2020 ----------------------------------------------------------- I suppose my main point is that the Destiny Guardians operate in a far different environment than 40k. This chapter are made for full scale, armoured war where holding ground is essential, working withing the confines of a huge military juggernaut like the Imperium. In Destiny, they have less resources, troops, they only guard one city primarily. The two forces don't have the same conditions restricting & sculpting them, so you have to be careful when justifying their similarities. I mean I would say that space marines are a fairly finite resource, I know the conversion rate is not 100% and the fact that they're on the other side of imperium nihilus means they dont have a very reliable supply line from the imperium at large, especially things like weapons and armor and such. While it's TRUE that marines tend to operate on a more galactic scale. In destiny 2 guardians operate one like 6 planets within the solar system, which for a chapter of 1000 marines seems fairly reasonable, especially with the inquisition having them guard an especially dangerous bit of xenos tech that the eldar now want to reclaim. That said, perhaps fireteams do replenish losses between engagements, only having the whole "new Fireteam" thing happen when only one man returns from any particular engagement? Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5469100 Share on other sites More sharing options...
Brother Lunkhead Posted January 28, 2020 Share Posted January 28, 2020 (edited) Generally, the updates to your IA look good I'll start my comments with Brother 13th's last post as it contains nicely several items. I also still don't understand their combat squad set up; I think your trying to cater to a Destiny game mechanic as opposed to its actual lore, which is why it's feeling off. Maybe look at another way to generate your "Lone Guardians"?As far as Fireteam I mean what's not to get, they form up into smaller brother bonded squads instead of larger tactical squads, combat squads already supports this operating structure, so this chapter simply doesn't operate at 10 man squad size all the time.As for Lone Guardians I'm thinking of ditching the idea wholesale, it doesnt quite pan out into the idea i had in my head (something akin to the Space Wolves Lone Wolves but I guess that really only works in their lore) I think it is "Lone Guardian" thing that was throwing me. To explain: "Fire team" name and size - No major problem, i think Fire Teams have been a designation for 5 man Astartes teams but could be wrong on that. " ...Dying together as a single unit until the last man." - This makes it sound like a squad doesn't replenish its losses between engagements? If that were the case you Organisational structure of a company would filled with half formed teams. Squads of two and three clustering the company. ----------------------------------------------------------- I suppose my main point is that the Destiny Guardians operate in a far different environment than 40k. This chapter are made for full scale, armoured war where holding ground is essential, working withing the confines of a huge military juggernaut like the Imperium. In Destiny, they have less resources, troops, they only guard one city primarily. The two forces don't have the same conditions restricting & sculpting them, so you have to be careful when justifying their similarities. First: "Fire team" name and size - No major problem, i think Fire Teams have been a designation for 5 man Astartes teams but could be wrong on that. "Fire Team" is not an Astartes term. Space Marine Tactical Squads can be divided two five man "Combat Teams". Second: " ...Dying together as a single unit until the last man." - This makes it sound like a squad doesn't replenish its losses between engagements? If that were the case you Organisational structure of a company would filled with half formed teams. Squads of two and three clustering the company. Not an invalid point, but it's not uncommon for tactical squads to perform autonomous missions for long periods of time in which many are lost without benefit of reenforcement. Even in large scale engagements, squads can suffer massive casualties quickly and without the possibility of resupply and reenforcement. It is within these scenarios where we find the "sole survivor" riven with guilt and lusting for vengeance. In current 40K lore this is where the Space Wolves Lone Wolf comes from. This is also where Brother Marshal's Lone Guardian can come from. So to your comment here: Marshal van Trapp Posted Yesterday, 10:50 AM As for Lone Guardians I'm thinking of ditching the idea wholesale, it doesnt quite pan out into the idea i had in my head (something akin to the Space Wolves Lone Wolves but I guess that really only works in their lore) I say, don't ditch it. It does pan out, and it can work in your lore too. However, Marshal van Trapp Posted 20 January 2020 - 02:05 PM Should a single member of a Fireteam survive his teammates, he becomes the leader of a new Fireteam this doesn't necessarily work......yet. Being a sole survivor with survivor's guilt and a overwhelming desire for vengeance does not make for good Squad Leader qualities. Perhaps, after successfully undertaking a vengeance quest as a Lone Guardian and exorcising his feelings of guilt and desire for vengeance, he is well on his way to attaining those necessary qualities. Organization: The Guardian Host does not use the traditional numbered company layout of the Codex Astartes, as when they were requisitioned to the planet, they were sent in groups of 100-200 Astartes at a time. These larger companies were instead organized into several Warclans. These Clans, along with the Risen, make up the fighting companies of the Chapter. When they are called upon to perform their duties to the Imperium, a singular Master is chosen from one of the Clans and he hand picks all of the Fireteams for the engagement. Each Clan, though fulfilling a different purpose, has the same structure; a Command Host, made up of the Veterans of the Clan, 8 Battleline Fireteams, 4 Fire Support Fireteams, and 4 Close Support Fireteams. The Risen, being the reserve company, has at any one time 3-6 Battleline Fireteams, these teams train the neophytes of the Guardian Host in the ways of the Adeptus Astartes. This is not an argument for Codex deviance. You still need to beef this up a bit. Marshal van Trapp Posted Today, 01:36 PM I mean I would say that space marines are a fairly finite resource, I know the conversion rate is not 100% and the fact that they're on the other side of imperium nihilus means they dont have a very reliable supply line from the imperium at large, especially things like weapons and armor and such.While it's TRUE that marines tend to operate on a more galactic scale. In destiny 2 guardians operate one like 6 planets within the solar system, which for a chapter of 1000 marines seems fairly reasonable, especially with the inquisition having them guard an especially dangerous bit of xenos tech that the eldar now want to reclaim. Yes More than one Frater has been inspired by lore from other sources and pay homage to them in their IA. Some are more heavy handed than others. I think you have a good balance here. Keep on keepin' on Edited January 28, 2020 by Brother Lunkhead Grey Hunter Ydalir 1 Back to top Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5469128 Share on other sites More sharing options...
Marshal van Trapp Posted January 29, 2020 Author Share Posted January 29, 2020 Thanks guys you're helping me shape this lore quite well and getting it to fit into 40k better, I took both Lunkhead and The 13th Goats' suggestions into account and made a v0.1.5, if anyone has any other suggestions or concerns please continue the discussion! I'm going to start working on the past engagements part of the fluff now so hopefully I can get that banged out soon Link to comment https://bolterandchainsword.com/topic/361379-ia-the-guardian-host-wip-v022/#findComment-5469529 Share on other sites More sharing options...
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