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Hello everyone. I’m new here and I was told this is the place to be to get ideas and feedback on a custom chapter.

 

My initial idea for the Astral drakes is this:

 

The chapters founding is shrouded in mystery. Administration records about the date of the founding, progenitor and the reasoning behind the founding are lost or incomplete. Suffice to say, the chapters earliest histories stretch back to the loss of their home world to a particularly devastating ork waagh. The chapter has since been a fleet based chapter. The chapter believes themselves a successor of the salamanders chapter, sharing the same mutating effects resulting in an obsidian complexion and striking eyes. They too are naturally proud and stoic as their salamander cousins and naturally in their early years learnt from and fought with their supposed parent chapter. Some aspects of their doctrine have rubbed off on the Astral Drakes, as well as some ideals. Although the Astral Drakes have shown a calculating side not shared with the salamanders as well as an affinity for the machine leading some of the chapter to belobe their true progenitor is the iron hands. With this the chapter has adopted some salamander aspects, self sacrifice and love of the forge and molded into a new chapter doctrine which heavily utilized augmentation and the use of armored assaults.

 

The chapter maintains a larger than normal motor pool and fields a larger than normal bike squads. The bikes function as scout and recon elements for the armored advances.

 

The chapter also fields a high number of tech marines but notably lacks psykers, which are generally disdained by the chapter as they defy logic. To this end the chapter maintains good relations with the mechanicum of Mars and spends a great deal of time patrolling near mechanicum held systems hunting their hated for the ork.

 

Within the chapter is a schism between those who believe their primogeniter is Vulkan or Ferris Manus, giving rise to a somewhat ideological conflict that sometimes boils over.

 

That is a rough idea I am going with. I would really appreciate some ideas or comments as to how to round out the ideas here. New ideas to expand upon are also welcomed as are any adjustments that might help align with the lord.

 

Looking forward to the discussion.

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Interesting idea. My first comment would be that personally I'm not a big fan of mysterious gene seed, it doesn't seem necessary to get the result you want.

 

How about:

 

Typical nice guy Salamanders Successor.

Homeworld gets wiped out - perhaps partly because they were busy being good guys?

(Maybe the Chapter only survived because someone broke the mold and did something mean?)

Afterwards they are forced to go Fleet based, and due to limited geneseed reserves and a lack of new recruits, they are also forced to be more reliant on their vehicle pool. Along with this, there is a change of attitude among some of the brethren. Being nice guys almost doomed them, doing the pragmatic, logical thing saved what was left. Hence a level of discord/schism within the ranks.

 

To my mind, this gets the same result, without basing everything on where their geneseed comes from?

Welcome aboard Brother adesro18:biggrin.: Nice to see a new Salamander founding in the mix. I think with just a few modifications, you'll have a good solid outline for your Chapter.

 

Brother Lysimachus makes some very good points and has given you some fine ideas to work with. 

 

Given the physical traits of your Astartes, the genetic origins are obvious, and mysterious origins don't serve your chapter's backgound well. Salamander physical traits and unique motif (scales, drakes, etc.) in their craftsmanship will give your marines a bold look. As Brother Lysimachus points out, the natural proclivity towards do-goodery creating a faction conflict after it leads to more than one disaster for the chapter makes a lot of sense. The uncompromising and stubborn nature of Astartes would make this sort of schism logical.

 

 

The chapter also fields a high number of tech marines but notably lacks psykers, which are generally disdained by the chapter as they defy logic.

It's fine to have a chapter that distains psykers and forbids them among their ranks, but defying logic is a weak reason. Perhaps the Astral Drakes has had particularly disastrous experiences among the ranks of the Librarius (high levels of mutation, Chaos corruption, etc.) forcing them to expunge their librarians.

 

On the whole your Astral Drakes (I like the name) has a lot of promise:thumbsup:  Once you've fleshed out some of your ideas you'll have strong basics to build from. Once again, welcome to the ranks of THE LIBER. I'm looking forward to seeing more from the Astral Drakes:yes:

I personally thought the notion of an internal schism between groups proclaiming the chapter's descent from various primarchs [with its attendant implications for the chapter's doctrine, culture, and way of war going forward] to be pretty interesting 

Some really good suggestions here. I think I’ll go with the route that after some disaster it caused an ideological shift, or at least partially causing an ideological schism in the ranks of the marines. Between salamanders stoicism and self sacrifice and cold logical efficiency.

 

Keeping more tech marines around makes sense logically due to their fighting doctrine. Although I can’t think of an exact reason to reduce the librarius so maybe I’ll just go back to them having a standard librarius.

Any thoughts about recruitment?  It’s not that important (unless it is) but could lead to interesting ideas.

 

Easy ways to give your Chapter a bit of personality is to think about:

+ which language/tradition their names come from

+ their internal lingo (what do they call their different ranks, squads, specialists, etc., Ultramarine standard or something else?),

+ how do their faces look when not helmeted (golden eyeshadow and braided long hair and beard; red headbands and teardrop tattoos; crew cut hair and honours as earrings; warpaint; very scared faces but well-maintained hair in ringlets; etc.);

+ how do they decorate their armour (they don't have any notable decorations, at all; lots of gold, jewellery, muscle armour, decorative wings; claws n' teeth of xenos, and carved jade charms; skulls and leering faces sculpted into the armour; skulls and bones hanging from their armour and belts; etc.)

 

(exemples given are not suggestions, just examples)

 

 

 

 

The chapter also fields a high number of tech marines but notably lacks psykers, which are generally disdained by the chapter as they defy logic.

It's fine to have a chapter that distains psykers and forbids them among their ranks, but defying logic is a weak reason. Perhaps the Astral Drakes has had particularly disastrous experiences among the ranks of the Librarius (high levels of mutation, Chaos corruption, etc.) forcing them to expunge their librarians.

Another possebility could be that their lost homeworld had a notable fear against witches and that has carried ower to the Chapter during the ages they lived on and recruited from that world.

 Suffice to say, the chapters earliest histories stretch back to the loss of their home world to a particularly devastating ork waagh. The chapter has since been a fleet based chapter. 

How long ago was it they lost their homeworld?

 

Any thoughts regarding what they have kept from their homeworld, culturally and/or materially? Are they trying to get a new homeworld or have they decided to fully stay fleet based?

 

 

 

The chapter believes themselves a successor of the salamanders chapter, sharing the same mutating effects resulting in an obsidian complexion and striking eyes. They too are naturally proud and stoic as their salamander cousins and naturally in their early years learnt from and fought with their supposed parent chapter. Some aspects of their doctrine have rubbed off on the Astral Drakes, as well as some ideals.

What things from the Salamanders have they kept/adapted? 

Well I’ve taken some feedback and ideas and came up with the following. I changed some key elements because either I couldn’t make it work, or simply came up with an idea I liked better. I’ve made them just a salamander successor with less ambiguity, and their ideological shift stems from a difficult campaign against the orks. Please let me know what you think or if there are any suggestions, all would be greatly appreciated. Also thanks to everyone who participated it had been very productive and helpful.

Name: Astral Drakes
Heraldry: Dragons head
Battle cry: ?
Armor: cyan with black Pauldrons (right knee cap denotes battlefield role)

Overview
The blood of Vulkan rages through the veins of the Astral Drakes tempered by the logic of the Omnissiah. The chapter, descendent of the Salamanders shares many similarities with their primogeniture. They both sport the same obsidian complexion and burning red eyes, giving them an insidious cast. The chapter also shares a love of the forge, many battle brothers preferring to create and maintain their own equipment, painstakingly customizing everything. The chapter maintains a large motor pool in honor of the Omnissiah and for their love of riding into battle, preferring heavy armored assaults above all other tactics.

Morally the chapter is conflicted, fighting against themselves in a ceaseless struggle. The Astral Drakes feel duty bound to protect the citizens of the imperium, unyielding and stoic like their salamande forebears but also subjected to the cold calculus of battle that comes with their faith in the Omnissiah and their experience on the field of battle. This has generated a conflict within the chapter itself, debate over strategy, acceptable losses and what is required by duty and honor often rage in the battle forges of the chapter.

Each marine of the Astral Drakes feels the burning desire to protect the imperium at all costs but yet knows that a sacrifice for the sake of sacrifice may cause more harm then good. Passion and zeal born of genetic heritage weighs heavily against cold logic won on the battlefield in the heart of every drake.

Many battle brothers of the chapter are reflective and calm. Always striving to minimize casualties but maximize efficiency, struggling against the cruel calculus of war.

Homeworld
Lodikar, classified as an Imperial death world, provided a hardy stock for the recruitment of new space marines. The Astral Drakes are distant rulers, opting to interact with the population only when required for recruitment. The chapter never the less maintains a chapter fortress in the mountainous highlands of the worlds equator. The world is noted as a particularly deadly jungle world with a oppressively hot and humid environment. Home to predatoru flora, swarms of biting insects that could strip a man to bones in moments and a variety of giant saurians with which the chapter adopted for their heraldry, to survive on this world is no easy feat.

The people of the world, live in small warring tribes notably using tamed Saurians for a variety of purposes. Large more ponderous varieties are used as line breakers and weapons platforms. Smaller bipedal variants whip through the jungle at high speed for hunting and as cavalry and even some flying variants have been used. It is from these warring tribes champions are made, undergoing the trials to be selected by one of the mysterious star lords never to be seen again.

The use of various beasts makes the people of Lodikar natural born riders and well adapted to the mechanized warfare of the Astral Drakes.

Cult and Belief System

Chief amongst the Astral Drakes are the concepts of self reliance and of the holy machine. Taken from their former home world, the ability to trust in ones self to survive has stuck with the chapter and even become part of their recruitment procedure. A supplicant, a champion of the tribes, must venture into the wilds, trusting in their instinct and their own abilities and must hunt the apex predator of their world, bringing back proof of their kill. To the Lodikites it was surviving the hellish landscape and vicious flora to track and slay a mighty Dread Saurian beast with nothing more but a primitive spear, their faithful mount and their own guile and strength. Only the strongest can hope to survive. Many Astral Drakes after ascension into the ranks of the Adeptus Astartes continue this tradition, routinely decorating their armor or incorporating trophies from slain champions or mighty beasts as a sign of their martial prowess. Cloaks made from the hides of various beasts or charms and fetishes made of razor sharp teeth and claws are common amongst the Astral Drakes. Many are also born to ride, feeling comfortable aboard many vehicles, especially combat bikes having grown up riding the speedy bipedal Saurian creatures of Lodikar.

These principles of self reliance were further extended and intertwined into the art of the forge upon reuniting with their progenitors, the Salamanders. A natural love of crafting flows through the veins of the Astral Drakes, each choosing to customize their war gear relying on their own skill of the forge to produce weapons and armor of masterwork quality. Time spent with the progenitor taught them of the promethian creed, valuing resilience, stoicism and self sacrifice above all, values which were accepted into the chapter cult readily.

Alongside the drive to perfect their own weapons and armor, the chapter has a particular fondness for armored combat which was only strengthened in their campaigns against the orks. To the chapter, maintenance and customization of their vehicles is a great honor, with many battle brothers choosing to walk the path of the machine. The omnissiah is openly praised on the chapter as they lovingly minister to their vehicles.

After parting from the promogenitor the Astral Drakes fought for many centuries, refinining their own warrior culture. Over prolonged campaigns against the hated Ork, ideological differences within the chapter began to surface. With too many worlds threatened by the ork menace to adequately protect, the desire to honorably fight the green skin on every front, even if it saw the chapters end fought against the pragmatic and calculating strategy to let some worlds purposely burn to achieve the greatest impact against the orks. With the desire to protect as many worlds as possible burning in the hearts of the chapter, ultimately the survival of the chapter came first and so more strategic strikes were implemented, resulting in the decimation of many worlds, in exchange for the ultimate slaying of the ork war boss and dissolution of the greater Waaggh.

Even this approach saw the chapter suffer heavy losses with some survivors believing it would have been better to see the chapters extinction rather than allow the green skins to burn the worlds they sacrificed. The ideological schism runs deep, the teaching of the primogeniture eating heavy on them, but tempered by the cold logic of steel and the omnissiah.


Battlefield Doctrine
Armored assault is the prefered method of battle for the chapter. Favoring fast bikes for forward operations, flank support and scouting followed by a determined armored thrust is the defining characteristic of this chapter at war. Specializing in breaking through heavily defended enemy lines, columns of heavy tanks surge ahead clearing the way for the transports following behind. Pressing the assault the transports disgorge their assault teams and tactical squads to clean up after the armored thrust and establish a bridgehead in the enemy line. It is the goal of the chapter to strike hard and fast, cutting the head from the snake in a single determined armored assault, crushing the resistance from the enemy.

Chapter Organization
The chapter is organized similarly to that outlined in the codex Astartes. One notable exception is the lack of dedicated scouts of the 10th company as in other chapters. Instead the chapter maintains a large bike company in the 10th. The high speed tactics of the chapter require even faster elements to provide recon, protect the flanks and perform forward operations of which bikes are ideal.

Secondly the chapter does maintain more vehicles than normal to support its fighting style and consequently fields more techmarines than Normal to pilot and maintain their expanded motor pool.

Lodikanian, the native tongue of their homeworld is used as the basis for the battle language of the chapter

Notable Engagements
Heroes of the Chapter
Timeline

Edited by adesro18

 

 

Overview

Suggest making it bold, italic or underlined to mark it our. The same goes for "Homeworld", "Cult and Belief System", "Battlefield Doctrine", and "Chapter Organization"

 

 

 

Morally the chapter is conflicted, fighting against themselves in a ceaseless struggle. The Astral Drakes feel duty bound to protect the citizens of the imperium, unyielding and stoic like their salamande forebears but also subjected to the cold calculus of battle that comes with their faith in the Omnissiah and their experience on the field of battle. This has generated a conflict within the chapter itself, debate over strategy, acceptable losses and what is required by duty and honor often rage in the battle forges of the chapter.

 

Each marine of the Astral Drakes feels the burning desire to protect the imperium at all costs but yet knows that a sacrifice for the sake of sacrifice may cause more harm then good. Passion and zeal born of genetic heritage weighs heavily against cold logic won on the battlefield in the heart of every drake.

 

Many battle brothers of the chapter are reflective and calm. Always striving to minimize casualties but maximize efficiency, struggling against the cruel calculus of war.

I can see internal conflicts based on if sacrificing some civilianz to shorten conflicts, there by making it (theoretically) possible to save more later, is okej or not.

 

 

 

Lodikar, classified as an Imperial death world, provided a hardy stock for the recruitment of new space marines. The Astral Drakes are distant rulers, opting to interact with the population only when required for recruitment. The chapter never the less maintains a chapter fortress in the mountainous highlands of the worlds equator. The world is noted as a particularly deadly jungle world with a oppressively hot and humid environment. Home to predatoru flora, swarms of biting insects that could strip a man to bones in moments and a variety of giant saurians with which the chapter adopted for their heraldry, to survive on this world is no easy feat.

 

The people of the world, live in small warring tribes notably using tamed Saurians for a variety of purposes. Large more ponderous varieties are used as line breakers and weapons platforms. Smaller bipedal variants whip through the jungle at high speed for hunting and as cavalry and even some flying variants have been used. It is from these warring tribes champions are made, undergoing the trials to be selected by one of the mysterious star lords never to be seen again.

 

The use of various beasts makes the people of Lodikar natural born riders and well adapted to the mechanized warfare of the Astral Drakes.

So you have abounded the idea of lost homeworld.

 

 

 

A supplicant, a champion of the tribes, must venture into the wilds, trusting in their instinct and their own abilities and must hunt the apex predator of their world, bringing back proof of their kill. To the Lodikites it was surviving the hellish landscape and vicious flora to track and slay a mighty Dread Saurian beast with nothing more but a primitive spear, their faithful mount and their own guile and strength. Only the strongest can hope to survive.

Suggest having this part under "Homeworld"

 

 

 

 

Yes I’ve kept the homeworld now. I couldn’t come up with a great reason for its loss and found more inspiration in having one. I’ll take the formatting suggestions to mind.

 

Yes I think the internal conflict will be based simply on we have the desire to help as much as we can because salamander, but logically we can’t. Hard choices are made, especially with losses the chapter has incurred.

 

I suppose if you wanted the quick and easy summary of what I’m picturing is this: A chapter that was severely depleted by a war against orks. So much so it changed them. They like to hit hard and fast with an armored fist and mop up with a classic I can try assault to consolidate their new ground. They are the good guys but they understand sometimes you gotta just bring down a hab block for the sake of it being the smarter choice, but they hate themselves for doing it.

Edited by adesro18

If you want any suggestions on possible way to wink toward their Salamanders heritage do I have some some, I also have some suggestions if you want to go with a more overall dragon theme (instead of just as cool name).

 

 A chapter that was severely depleted by a war against orks. 

If you plan to creat modles of Astral Drakes marines could you use lots of ork based trophies to connect to this

You've got a good narrative going there. It reads well, but there are some gaps in your story that need filling in.

 

Morally the chapter is conflicted, fighting against themselves in a ceaseless struggle. The Astral Drakes feel duty bound to protect the citizens of the imperium, unyielding and stoic like their salamande forebears but also subjected to the cold calculus of battle that comes with their faith in the Omnissiah and their experience on the field of battle. This has generated a conflict within the chapter itself, debate over strategy, acceptable losses and what is required by duty and honor often rage in the battle forges of the chapter.

The balancing of preserving lives with the cruel practicalities of waging war is something that most Space Marine chapters grapple with (with the probable exception of the Iron Hands and most or their sired chapters). Did they not learn how their parent chapter, the Salamanders deal with this? What makes this an exceptional conflict for the Astral Drakes? Is there some Iron Hands or AdMech influence involved? Without some explanation, this looks simply like poor strategic thinking or lack of moral leadership, or a little of both.

 

The chapter is organized similarly to that outlined in the codex Astartes. One notable exception is the lack of dedicated scouts of the 10th company as in other chapters. Instead the chapter maintains a large bike company in the 10th. The high speed tactics of the chapter require even faster elements to provide recon, protect the flanks and perform forward operations of which bikes are ideal.

Who trains the neophytes? Are they integrated directly into the reserve or battleline squads (like the Iron Snakes or Black Templars)?

 

I'm thinking of not going all in on dragons and just keeping the name as a nod to their parent chapter. Oh definitely I would put some ork skulls on them.
What ideas do you have as a nod to their heritage?
Will there be any predominant theme in their forge art, armor, weapons, war engines? Rather than bare ork skulls and other trophies, you might consider gilded (silver, gold, copper, etc.) skulls and bones as a nod to their craft skills.
Edited by Brother Lunkhead

What ideas do you have as a nod to their heritage?

Here. This is from an already existing list I have so much of the wording is universal-ish, based on either things mentioned that the Salamanders do, or on their theme of: handcraft; salamanders/dragons/drakes; protectors of the innocent; protectors of the people; face of a monster, soul of a kind hero; fire; volcanos; mysticism; smiting; master smiting;

- some of them are more obvious in their Salamander-ness than other I fully admit.

- everything fire/melta based is extra good against orks, since it prevent them from sporing

- all the suggestions that are of the "good guy" theme could be something that they have begun to debate if they should stop because maybe they do more good in the long run by doing lesser evils now.

 

* Don’t leave any warzone they have helped pacify until they have helped rebuilt all that’s needed for the population to survive.

* favours skills of the forge and artisanship.

* The Chapter’s battle-brothers practiced a wide variety of artistic endeavours alongside their martial practice and training.

* Their fortress-monastery is built inside an active volcano.

* Each battle-brother is expected to refine and maintain his own armour and weaponry.

* Only have seven companies/similar.

* The Chapter’s companies are each a self-contained unit responsible for its own recruiting and maintenance of its motorpool.

* The Chapter’s Chaplains/Librarians/similar gets visions of future and/or distant events by meditating before a holy/sacred fire.

* Have more than one Masters of the Forge.

* See it as their main duty to seek out the lost Artefacts of Vulkan and/or information on the fate of the Primarch of the Salamanders.

* Rank and honour markings are branded into the flesh of the battle-brothers.

* Lots of open flames (braziers, torches, fireplace, etc.) all over the Chapter’s fortress-monastery and ships.

* Each battle-brother’s cell has a fireplace.

* Each squad’s dormitory is also a smithy.

* Are compassionate towards the average citizens of the Imperium and defends the weak. Possibly sometime at the cost of quick victory.

* Often take upon themselves the essential but oft neglected task of protecting the supply convoys, fighting rearguard actions against enemy advances and escorting refugee columns. Possibly even when they would be of better use somewhere else.

* Has an unusually high number of Master-Crafted Weapons, Artificer Armour and/or Tactical Dreadnought Armour.

* Before each battle the battle-brothers get a brand mark each that symbolizes their respect for the Chapter. Possibly only veterans ever get brand marks in their faces.

* Don’t leave any warzone they have helped pacify until they have helped rebuilt the main parts of the destroyed infrastructure.

* Are unusually concerned with civilian casualties compared to most other Space Marines and believe that one of their most important duties is to protect the lives of the Emperor of Mankind's innocent subjects whenever and wherever possible.

* Many of the battle-brothers serve as clan leaders among their homeworld’s people, and live with them when Chapter business does not require them to remain at the Chapter's fortress-monastery or among the star.

* Pyroclast Flame Projectors are the weapon of honour give to officers.

* Many of the Chapter’s battle-brothers suffer from a drive to martyr themselves to protect innocent; this can cause them to take unnecessary or highly harmful risks, both for themselves, their mission, and/or the whole conflict.

* The battle-brothers of the Chapter ritually use fire, lava and/or brands to inflict corporal mortification on themselves and/or their fellows.

* A Chapter whose battle-brothers often can be found casually associating with non-Space Marines when given the chance.

* The Chapter’s battle-brothers all try to make regular pilgrimages to the Shrine of the Primarch on Nocturne.

* The Chapter’s battle-brothers are accomplished weaponsmiths, often crafting their own weapons and establishing a link with its Machine Spirit. Likely the Marine will devote himself to mastering the weapon's use, and learn to fight with unbelievable skill and poise, also likely is that losing a bonded weapon is a mark of great shame resulting in terrible dishonour and shame, leading them to go to great lengths to reclaim one.

* Flamer tank specialists.

* The Chapter’s Chapter-Master is chosen from the senior ranks of the techmarines.

* Believe that aspirant failures that end in death or insanity is bad, either because it’s a waste of resources or because the Chapter is unusually human, and try to prevent those during the aspirant training. Failed aspirants are likely given position as helots, to serve as leaders of chapter-serfs, and/or made office within the Chapter’s navy/defences.

* Lots of flamer and melta weapons.

* All battle-brothers are equipped with at least one flame based weapon of some kind.

* The Chapter’s serfs are brand marked to show their allegiance to the Chapter and what area, ship, company and/or similar they belong to.

* They are harshly intolerant when they encounter less altruistic behaviour - greed, selfishness, corruption - on Imperial worlds. Possibly putting them to the sword if they find them wanting, no matter their influence.

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