Homebrewed Chapters and Forces

Lets have a thread for all of your own chapters, regiments or what not you have created for games ranging from 40k to Flames of War. Share your own to receive criticism and praise and please spread your love to others.

I will start with my own group. I do have a lot of notes and unprepared text about them so I will now share only small bit as to give you a picture what kind of group they are.


Company Excelsior have its roots at Abyssal Crusade. When it was decided 30 Chapters of Astares, including Knights Excelsior would have to do penitent crusade into Eye of Terror some wanted to disagree. Veteran Sergeant Isaphos Magn of Knights Excelsior disagreed openly and dared to say his worries to his chapter master. His worries were heard, but dismissed. The chapter as we know would march into their doom and be excommunicated due to turning into the side of ruinous powers.

Veteran Sergeant Isaphos Magn decided to not have part in this folly and followed by around 40 other Knights Excelsior as they commandeered an out going transport ship called Vehnian Morning few days before their supposed transfer to Eye of Terror. Them missing was noticed quickly but too late. Branded heretics the required paperwork to brand them as excommunicate traitoris was too slow and wasn't finished before The Judged went towards their dooms.

cont.

Other urls found in this thread:

maxmini.eu/conversion-bits/head-swaps/biohazard-heads-bits
wh40k.lexicanum.com/wiki/Power_Armour
bolterandchainsword.com/smpbeta.php
twitter.com/NSFWRedditImage

The Astares lead by Isaphos Magn commanded their transport into a nebula as they argued for their next move. It was decided to lay low for short time and then just try to survive and continue fighting against enemies of Imperium. Stripping their armour from some of its colour and renaming themselves as Company Excelsior to present themselves as something better. Fighting against the ever increasing amount of chaos raids, their number started to dwindle. But as their reputation started to rise as suddenly appearing group of unknown Astares arrived to help against different threats, before disappearing after taking supplies with them, they gathered interest from both Imperium and other groups. This lead to number of other renegades and those outside direct control of Imperium to join and align themselves with Company Excelsior. Even a number of other Judged who had fled the Abyssal Crusade joined them along with few of those who wanted to repent their crimes.

When The Judged arrived from the Eye of Terror 800 years after their departure. As they removed the False Saint that send them there the Company Excelsior had a problem. Should they denounce their new colours and join back into Imperium or should they stay as renegades outside the Imperium. It was decided as the Company Excelsior had changed too much from the original idea, that it was feared they would be shot as traitors, to stay in the fringes of the Imperium.

The number of of Astares never rising above 50, they had to rely on hit and run tactics when they helped Imperial forces in their fights. Never choosing a battle they cannot win when fighting against Orks or normal traitors, they did not back down when there was probability to fight against traitor marines. When a change to fight against traitor marines Company Excelsior would call their allies for concentrated effect. This included Knight Freeblades, mercenaries and crusaders.


What do you think, criticism? Praise?

I like everything except the whole hiring mercenaries thing, they are space marines, they should rely on age old oaths and promises if they need a supporting force

>also please fill his out for recording

Also coloring

>What do you think, criticism? Praise?
They're not Imperial Guard.

I've done like a dozen homebrew regiment concepts. One time, in a regiment creation thread, we made a space ISIS regiment. That was glorious.

>"Please don't be Shock and Awe"
>Rolls Shock and Awe
>We Space ISIS now

That thread died and stayed died though. Instead I present to you Space WWI, like Death Korps but less grimdark.

>The Brutus Old Guard are the unyielding soldiers of a planet that has been wracked in eternal conflict against the ork underbastions since misfortunate archeologists accidentally discovered ancient ork rokks buried beneath the earth. Thousands upon thousands of miles of defensive fortifications surround the semi-submerged fortresses brimming with greenskins, and millions of men and women maintain their vigil above and beneath the ground. Against the oversized defense guns and zzap kannonz the small Leman Russ and Chimera chassis are insufficient for deflecting cannonfire and armor-piercing energy blasts, and on the rough ground of no-man’s land speed is of little importance. Fortunately for the Brutes their local forgeworld happens to still build the heavier and slower Malcador chassis. Though older than the Imperium and slower than a grox in water, the Malcador has sufficient armor, enough space for the tools of trench warfare like flamers and demolisher cannons, and a certain charm to its look that the Brutes appreciated. Thus the Malcador is the primary battle tank of the Brutus PDF, supplemented by the centaur for reconnaissance and transport, and the occasional Macharius for that extra kick.

>To the stars the Brutus Old Guard bring the same Malcador that they fought across no man’s land with. Already scarred by battle and commanded by fearless leaders, the Malcadors of the Old Guard are awesome to behold by anybody who witnesses them purposefully roll down the killzone. Guardsmen follow closely behind the lumbering behemoths as they brave gunfire, using them as cover to reach the enemy. Infernus variants scorch the earth, lascannon-armed centaurs and rare Valdors watch over the flanks for enemy armour. As artillery rains right in front of the firing line in a creeping barrage the Old Guard advance at a walking pace, their guns never ceasing until the last trench is taken in their stoic advance.

This was for Hektor Heresy, but that's sort of on and off and the concept isn't dependent on any major changes so I can just use this for Only War. Also did Spanish Conquistador tankers, British Chaos roughriders on giant dogs, not!VOTOMS, and space RAF space marines, among other things.

You are correct, they are space marines, but due to their situation they do not have much leeway in acquiring extra power. Of course as time passes they get more connections to Rogue Traders, Knight Houses and radical Inquisitors.

Btw here is the first picture bit bigger. I will fill this out next. Why do you want it?

There is something very neat in WW1 themed Imperial Guard and because of that I like your addition of Malcador. That tank gets too little of usage in homebrews.

>There is something very neat in WW1 themed Imperial Guard and because of that I like your addition of Malcador. That tank gets too little of usage in homebrews.
Originally they were on the tail end of the forge world's list, so they got a shitton of centaurs instead of Leman Russ tanks; they modified the Centaurs to be scouts, battle tanks, transports, SPGs, etc.

The only thing that remains from the original is the British theme and the name. Another charm:

>In a galaxy pitted in an eternal struggle of the real and the strange there are few worlds that can hide from the carnage, and even fewer escape the burdens of scarcity and lawlessness that plague the Imperium. The planets that do possess something akin to peace are valued by their peoples, who praise the God-Emperor for giving them such fortune, and work their lives in content. However, this peace is simply not abided by the petty lords of Tiberon, a civilised world within Segmentum Solar removed from destruction.
>Tiberon is a planet liberated by the ancient Sardakan 365th Armoured Regiment who purged it of pig-faced mutants in M35. The soldiers of Sardakan set down their lasguns and took up the shovel and hammer, and laid the foundations that colonists from other worlds would build their cities upon. For centuries Tiberon laid in silence, but the nobility who descended from the 365th did not find the peace they wanted on that world; or rather, they never wanted peace. The sons of Sardakan inherited from their ancestors a dangerous addiction for war, and an aptitude for armoured combat. When the Administratum comes for their tithe of blood and produce the Tiberonans are happy to give them a breadbasket clad in the plasteel shell of the Tiberon Armoured Hidalgos.

>From a young age noble children are given lessons in the art of war. On the training fields the Tiberonan princes hone their craft as tank commanders, drilling the fundamentals of armoured combat into their hearts. By the age of sixteen a hidalgo and his crew have already mastered both the Leman Russ Battle Tank, and is ready for battle on the worlds of the Imperium. In tanks produced by the nearest forge world the Armoured Hidalgos take to the battlefield, their weight in plasteel crushing the enemy beneath a thousand tracked frames. Breakthroughs, tank-hunting, infantry support: these are the tasks entrusted to the tanker-princes of Tiberon. With the Hidalgos at the spear’s tip a battlegroup need not fear the armour of the foe, for it is against wretched war engines that they exceed. The open field is the graveyard for many a tank battalion when haughty generals dare face Tiberon’s sons with tank and walker.

Reminds me of certain Panzer Regiment of Wehrmacht. Its roots was Kurassier Regiment in East Prussia, due to that it was common to call Officers with their noble ranks instead of their military rank. Sadly iirc the regiment was destroyed in Stalingrad.

Here you go, a filled form.

And of course I forgot the picture.

I haven't decided yet is recruiting other Astares who are renegades or penitent the only way they expand or do they have facilities for limited growth.

My god. Wasn't that the one where we figured that they had a teeth fixation? And that the Emperor had the best teeth of all and a huge harem?

I don't think so. >Reminds me of certain Panzer Regiment of Wehrmacht. Its roots was Kurassier Regiment in East Prussia, due to that it was common to call Officers with their noble ranks instead of their military rank. Sadly iirc the regiment was destroyed in Stalingrad.
Sadly? The only good Nazi is a dead Nazi!

Palatine Lionhearts
>There are many beasts in the Imperium of Man that humans would rather not trifle with. Catachan Devils, Fenrisian wolves, and Goda giant eagles all come to mind. Most people are too fearful of these fierce creatures, but the Palatine Lionhearts are nothing if not brave. On the shrine world they call home is the demigryph, a species of half-lion, half-eagle predators that stand at the apex of the food chain. Palatinians do not fear these noble animals, as they capture and tame them for use in combat against the Emperor’s enemies. And who better to ride these beasts than the Emperor’s most faithful? Knights of Palatine, whose family lines are unmarred by heresy or dissent, train and breed the demigryphs for ferocity and loyalty, creating the most dangerous mounts in all the Imperium.
>Across the galaxy the Palatine Lionhearts crusade for the Emperor, leading regiments of the Imperial Guard into battle on their demigryph mounts, meeting the enemy first in a clash of lances and lasgun bayonets. A cavalry charge may seem short-sighted and foolhardy, given how old mounted warfare may be; but no foe wishes to face the talons of monstrous creatures bearing down on them, or have their flesh torn from their still-living bodies by sharp beaks. The wave of ironclad half-griffons invites only glory against the enemy too weak-willed to stand, and slaughter against the enemy too stupid to run.

>Battle Cry: "We didn't bend."
Do you know what happens to things that don't bend?

...

Meet the Salusian 1st Engineer Regiment, otherwise known as the Gremlyns.

Pic related is a general approximation of the terrain you can expect to find where they come from. Long, long ago, ancient man bombarded the surface of Salus II for reasons that can only be speculated. The chief clue, however, is the lingering cry that echoes through the warp to this very day, centered on Salus. Whatever the ancients wished to destroy, its influence can still be felt millennia after its death; its death-knell resonates with every living creature on the planet.

The life that remained on Salus after the ancient ships left now presided over a world in pain, with huge chunks of once verdant forest burned by orbital fire. The few humans who survived huddled together within a few manufactorums, hiding behind their saving walls. When the dust settled, and the fires were out, the survivors looked out upon a world they did not know. Not long after, these ancient production facilities have become the center of Salusian society, the one reason they could live to this day.

While the embers of the Great Fire still smoldered, The Fiends appeared. Later, under scrutiny by scholars specializing in Bilogia, The Fiends were found to be Tyranid bio-morphs that adapted to the harsh environment by incorporating elements of local fauna, including humans. At the time, all the survivors knew was that after their world burned came monstrous amalgamations of insect and man, nightmares made flesh that stormed into their new homes and killed any they found.

So, the only ones who survived were those who were not found.

Until they were rediscovered by Explorators, Salusians spent their lives on the move, hiding from the Fiends and owning only what they could make themselves. Eventually, life returned to Salus II, they branched out from the Manufactorums into the lands beyond. They quickly found that the Fiends were not the only Tyrannic life-form that adapted to survive.

(con't)

(con't)
To be exact, ALL life that survived can be traced to Tyrannid life-forms, from the flowers of the Death Valleys that spread poisonous miasma to the swarms of tiny Ripper Beetles that devour men whole, along with all that they wore. Even the herbivorous creatures that emerged after the Great Fire were deadly in their own special ways. Along with the deadly life-forms of Salus II, The cry that rang through the immaterium from the day it burned remained. Although it was but an echo within the materium, it was enough to influence all life at its epicenter. Every man, woman and child grew accustomed to hearing it, a sound that greeted them at their birth and would live on after their death.

When the Adeptus Mechanicus found Salus II, it found a world covered in life that had to be seen to be believed. Monsters crawled every inch of it, from the smallest insect to the greatest behemoth. Among such terrors lived the Salusians. Clever by nature, resourceful by necessity, and hardened by experience, Salusians fascinated the Biologysts that found them almost as much as the other local wildlife. In exchange for helping the newcomers study Salus II's native life, Salusians were taken under the Mechanicus' wing. When the Inquisition began asking pointed questions concerning the echo in the warp, the Mechanicus made it clear that the world was under their jurisdiction, and that further inquiries would not be appreciated.

Salus II, like every other world under the Imperium, must pay its tithe. For the most part, this is fulfilled by the Manufactorums that survived the Great Fire; quickly secured by the Mechanicus, the ancient factories could now operate at their full potential, creating lasguns and armor to be used in the Imperiums wars. However, a small number of Imperial Guard regiments have been founded on Salus II. The most famous of these is, by far, the Salusian 1st; otherwise known as the Gremlyns.

(con't)

Salusians have a long and storied history of jury-rigging and improvised solutions. Their tech-savvy nature makes them excellent combat engineers. Unlike other engineer regiments, however, the Salusians are also excellent at stealth, living their lives hiding from the Fiends and other horrors of Salus II. This particular mix of skills make them premier saboteurs, capable of crippling an enemy force without giving them a chance to retaliate. Simple traps applied in complex ways are their trademark, with every Gremlyn being issued a kit that makes little sense to a front-line combat unit, but turns a Gremlyn into a force of pure, undilluted misery as guerillas.

Along with standard Imperial Guard fair, Gremlyns are issued a truly massive amount of explosives and trap materials. A standard-issue Gremlyn kit includes, among other things, 2 blind grenades, 2 stun grenades, 2 frag grenades, 2 demolition Charges, a lascutter, a 9-70 entrenching tool, a spool of accordion Wire, a mantrap, and 2 tube charges. With an arsenal of materials that could be conservatively considered "worrying", Gremlyns are most often deployed before a major offensive to soften up resistance, or in support of a larger force to serve as defensive engineers.

The regiment is earned after a lesser daemon of Mechanicus lore that has since been declared non-canon by the Preists of Mars. Fabled to be malevolent tricksters, gremlyns were said to strike without warning; they tormented machine spirits and caused mechanical failure before fleeing, disappearing before a Techpriest could banish them. The Gremlyns go to great length to live up to their name, taking savage delight in confounding the enemy and aiding their allies.

I am not going to get into argument if every landser was a nazi or not.

I must say, that is pretty nice way to go with combat engineers. Saboteurs and recon. Laying traps and causing havoc. I like it.

>I am not going to get into argument if every landser was a nazi or not.
Yes you are! Refusal to partake in discourse is an attempt to suppress other people's opinions. You know who tried to suppress opinions? Hitler!

You don't want to be a Nazi, do you?
>Meet the Salusian 1st Engineer Regiment
Hello!

The Adepta Sororitas Orders Minoris referred to as the "Shield Maidens of Aiden" were originally a preceptory of the Order of the Sacred Rose sent to guard the Shrine World of Andosia, a planet of major religious significance in the Skyllian Sector, also home to the headquarters of Ordo Hereticus Inquisitor Gavin Trask, who had served as a commissar briefly before being recruiting into His Most Holy Inquisition as an acolyte under Lord Inquisitor Xerxes.

Holding amicable relations with the Ecclesiarchy, Inquisitor Trask gained a reputation among the few people of Andosia who were aware of his presence, from higher-ranking public officials and priests, to the members of the Adepta Sororitas, oftentimes making use of the latter when his investigations found strong evidence of major heretic cults that were too large to be eliminated discreetly.

His efforts were part of a long-con by the forces of Chaos, however, as after approximately a decade of his work in the Skyllian Sector, a large force of the dark gods launched an invasion of Andosia, decimating the Shrine World's populace, numerous scholarly findings, and scouring its verdant green landscapes.

Inquisitor Trask and his powerbase fought alongside the Sororitas preceptory, Frateris Militia, and what Imperial Guard and Adeptus Astartes forces answered the call, in addition to the drafting of any and all able-bodied citizens, up to the highest-ranking priests who fought with fire and brimstone against the servants of the Warp. At the end of the war, Andosia was a shadow of its once-rich self, now covered in fields scorched to a crisp black soot and defiled waters. The Chaos warbands were defeated, but there was no real victory to be had among the Emperor's faithful aside from the survival of what few locals remained, primarily children who were left orphaned after their parents fought and died by the score.

Many were distraught by the loss of their jewel of a planet, but the Inquisitor and Canoness, who were among the few high-ranking individuals left on Andosia, both understood that, although this may be an end to Andosia, it's only the beginning of a new era for the Skyllian Sector.

With the blessing of the Ecclesiarchy and the Adeptus Administratum, the two founded a Schola Progenium in the Sub-Sector Aiden of the Skyllian Sector, bringing what was left of Andosia's populance with them. There, they inducted the children into the academy, breeding into their blood the drive to take revenge on the forces of Chaos for bringing their homeworld to ruin and taking their mothers and fathers from them.

As was standard with Schola Progeniums, the orphans were divided up based on their aptitudes, with many girls being inducted to the new Sororitas Orders Minoris, the Shield Maidens of Aiden, who diverged from their mother Order, donning grey armor, green robes, and bronze gilding, in memory of the rainy skies, rich green landscapes, and shining spires of Andosia. The boys were sent into the Storm Trooper program, referred to as the [name to be decided], and sharing a similar color scheme to their sisters, with elements of both sexes being placed into a number of support roles, as well as the Inquisitor's retinues and spynets, including the non-militant Orders of the Dialogus, Famulous, Hospitaller, Adepts, and assassins.

Inquisitor Trask gave them a new purpose: to defend Sub-Sector Aiden from the forces of the Arch-Enemy, and any other blasphemous elements that may threaten the safety of its citizens, and to obey the call-to-arms to ensure that none of Aiden's worlds may fall to the same fate of Andosia.

This is pretty interesting. I like how all of this managed to provide backstory to two very, very scary groups at once. If this ever makes it into a game, there would be a lot of RP possibilities that come from the interaction between the stormtroopers, sororitas, and the Inquisitor.

Thank you. It's the background of my Inquisition army, which is meant to feature a lot of different elements.

I intend to give the other aspects more background as well, but the primary focus is on the Sisters, since they're the core of the army.

They take the knot.

I was gonna go with something more scientific but hey, who am I to argue with dubs.

Oh thank god, I've been thinking about a thread like this forever. I have a genestealer cult I rolled up and have been trying to expand upon, but I'm lost on where to go further.

The Voidborn Brotherhood. The basic idea is they have risen on a space station which serves the duel purposes of being a guard tithe world and housing facilities for IG R&D.

As such the majority of their forces are neophyte squads and higher positions. I was thinking maybe having them even decked out in Scion gear due to the R&D aspect. If not, cadian armor in the colors cheme of the 512th since they're void-based. The cult presents itself as a sort of officers club, where guards meet when not on duty and you can maybe work your way into higher positions on the station so you aren't shipped off world.

Beyond that though, I've hit a roadblock with ideas.

The Angels of Atonement were founded by members of the Dark Angels who believed their duty was first to the Emperor, and felt the Hunt was meaningless if the action undertaken to apprehend the Fallen further tarnished the glorious name of the First Legion. They fight great battles in the name of the Emperor, believing their actions represent the loyalty of the Unforgiven.

I need some help fleshing out this idea. I have a bunch of ideas, but I would like some input as well.

True Born Olympians.

An iron warriors warband from the apoclethron, they despise chaos worship and seek to become one with the machine. Although called the true born, not all are native Olympians. Some are more recent recruits who have shown their adherence to the creed of the warband - personal strength, the will to harness and break any power to ones will and an abhorhence of mutation. They refer to themselves as true born as they use their own geneseed to create new legionaries in a process largely unchanged from that of loyalist space marines, a process made possible as this warband does not inhabit the eye of terror like most other Iron warriors. Without the time warping effects of the eye of terror they have felt the full effects of 10 thousand years on their mortal flesh and so they feature a higher than normal level of bionic rebuild, with several members bearing closer resemblance to machines than marines.
In battle they typically use large numbers of dreadnoughts typically either teleported directly into battle using their forgeships several arcane Lux-styges teleportariums, or the dreadnoughts lead groups of mindless servitors thralls and mechanicum adepts.

Conventional legionaries tend to hang back and provide supporting fire with autocannons and lascannons, although some of the more heavily bionic members may rumble into battle on tracked motive units and provide a fast flanking force.

======

Is this too Mary sue?

I wrote up a bunch of fluff a while back for a chapter of space marines that were basically fallen because during their production Ork blood got mixed in. They're super strong and resilient but seek to become as close to pure robots as they can, often replacing limbs, organs, and even pieces of brain with cybernetic modifications because they see their flesh as living sin.

Not even close. A Mary Sue has no weaknesses. Your warband has plenty. For example, they're spared the corrupting effects of Chaos, but they're denied the useful parts of serving the Dark Gods. The only real criticism I really have is that after 10,000 years of being tech-fetishists, they should be almost entirely bionic by now. It makes less sense for them to have squishy bits than it does for them to have glorious, perfect METAL if they've had the time to be modified.

Thanks. Its the fluff I'm using to justify using kataphron breachers as my bike sorcerors and characters. I think sticking a marine head on them and a marine right arm would make them suitably not-admec

Are they also real good at lootin and love dakka?

Not sure i like the idea of ork blood being mixed in. Maybe a radical magos biologis with a hard on got verdis giganticus inserted some ork DNA into their geneseed pre-chapter creation. Perhaps a cursed founding (21st).

I got the kill team box set and I'm thinking of making the space marine squad Star Krakens
still looking around for bits to convert with, speaking of which, does anyone know where I could find space marine old timey diving helmets like pic?

I remember that thread. I wrote some of the weird Mad Max prophet type shit for it. They were like Mad Max meets the IRA meets ISIS in 40k. Hit and run, booby traps, nigga rigged cars, distraction Carnifexes. They remove the teeth of their victims and make dentures out of them to prove how badass they are.

Void Knights

...

...

...

I don't the malcador is older than the Imperium becuase its named after the first regent. Otherwise, nice details.

maxmini.eu/conversion-bits/head-swaps/biohazard-heads-bits

I'm still thinking about Emblems, have two ideas atm.
3 peaked mountain with a thunderbolt in front
a skull with a crack but the crack is coloured as a thunder bolt

I have guard who are called the fortunate sons. They are an unholy kitbash and there's only like 10 of them for now
>also what the fuck is it with captchas and fireworks now

New Year's man.

For an emblem perhaps iron wings? Or an angel clad in armour?

I have a few homebrewed Imperial Guard units; pic related is a collection document that gives a shorthand of each and a lot of their inspiration pictures.

I'm trying to come up with a homebrew Imp Guard regiment based on the ISA Marines from Killzone.
My idea is that they are a mix of drop troops and mobile infantry, using air-speeder like vehicles like the ones from Killzone.

It was game night when I tried rolling up a chapter with the Creation Tables while waiting for my buddy to arrive. Nothing really clicked with me so I had nothing when my bud finally showed up with his Soulcalibur game in hand. After a match with Siegfried and Nightmare a lightbulb finally lit up and I was able to come up with a chapter idea.

The Knights Caliber, a chapter of chivalric and virtuous warriors that, even though being declared renegades due to mutation, still seek to protect the innocent and slay the wicked while maintaning their sense of honor.
The chapter lost most of their chain and power weaponry so they harvest the flesh and bone weapons that grow from their arms and shape/forge them into conventional weapons. They wear customized mark III Iron power armour made from a crystallized ceramite that's been warded to keep their mutaions in check to a degree and can also forge more potent power-type weapons from the crystal if they have enough material to spare. Lastly, almost all of their more heavy ordnance vehicles were lost as well so to get around this they use allied Imperial Knights to aid them when the bigger guns are needed, namely for sieges.
They rolled the "savior complex" so they always show up where aid is sorely needed and when forces are on the brink of defeat.
They also rolled "over strength" so to get around this I made it to where they often crusade alot and have to protect a large area of their home systems so they're often stretched thin, so not a lot of them are grouped together often.
The fluff explanation for this is that their gene-seed hardly ever has trouble with turning initiates into new Marines. Which was great before the mutation, but it might have allowed some unknown weakness to infect the gene-seed to begin with. When the gene-seed does reject an initiate, it's often bloody due to the weapon mutations, though the Knights are pragmatic and they'll harvest these weapons from what remains of the initiate.

Then best

I really do like the Shiloh Union Guard. There is something very simple and beautiful in simple infantry regiments with crew served weapons.

Seconding this, the ACW has such a distinctive and cool feel and aesthetic that it deserves an IG regiment or two.

I always wanted to run "chaos" Marines that worshipped gork and mork

Feel free to use them yourselves in a game, if you like. Here's the more specific document on the Shiloh Union Guard themselves.

I've been trying to homebrew my own loyalist chapter, but I'm never able to settle on a good idea.

For Chaos and Renegades it's easy, and I have a bunch of warbands and groups for my Chaos force, but for Loyalists all my thoughts usually just end up as things better suited for traitors.

Any advice for neat marine ideas?

anyone still here?

You cam probably use some of your renegade ideas for your loyalists. not all loyalists are socially appealing or behavioral sound
for example the Black Templars, Dark Hunters, Flesh Tearers

>Any advice for neat marine ideas?
I once played around with the idea of psychic themed Native American Marines that tie themselves to the elements. Perhaps you can play around with that idea.
Yup.

Hmm...I might be able to flip something around to fit

I think a friend of mine mentioned a similar idea once. Native American marines with lots of lightning psykers.

I had planned on using Mark IV armor though, which is why I'm also feeling the need to tie them into one of the original legions in some way.

Well if they are decended from Loyalist Thousand Sons then I'm sure they would have inherited a lot of Mark VI armor anyways, plus maybe some other Crusade era goodies.
It's also said that the Thousand Sons had their own version of Mark VI armor.
The Achean Pattern.
> wh40k.lexicanum.com/wiki/Power_Armour

>I had planned on using Mark IV armor though, which is why I'm also feeling the need to tie them into one of the original legions in some way.

They found an old chapter forge "lost to time" near/on their homeworld. Or, somewhere in their sector, if they're fleet-based. That's the justification I go with. I hate Mk. VII helmets.

Besides, there are some chapters in the 41st millennium that use Mk. IV helmets/armor, like the Carmine Blades and Red Scorpions. I think in their cases, it's usually only given to veterans, but there's nothing that says Mark IV can't be more common within a chapter. Unusual, but not outrageous.

Loyalist Thousand Sons might work, though I get the feeling people will think I'm harping on Blood Ravens too much.

I might try that angle instead, having them get the production facilities to make more Mk. IV armor for themselves.

>I get the feeling people will think I'm harping on Blood Ravens too much.
Fuck it man, your trying to do your own thing.
Just be as creative as you can with the chapter idea, but use what ideas you wanna really use.

>>The Carlomann 4th Lancer Regiment AKA the poor man's bomber wing.

The Carlomann 4th Lancer Regiment is the 4th mounted regiment drawn from the Imperial world of Carlomann located on the fringes of the Calixis Sector. The world of Carlomann was founded and named after the bizarre Rogue Trader dynasty House Carlomann.

Due to it's location and relative unimportance it developed as a frontier world. Possessing 3 large cities and mainly small towns and a multitude of homesteads, ranching became a very important pastime for most Carlomnn citizens. The planet maintained a relatively good quality of life although it was never impressive in terms of resources or production capabilities.

After a visit by one of House Carlomann's ships, an ork outbreak was seeded after one of the mercenary freeboota squads had went down to the surface where they all died in a comedic yet unfortunate accident involving wrestling a towering stone statue of the Emperor. The spores released from the deceased orks ended up growing into feral orks who managed to escape into one of the massive valley forests on the main continent of Carlomann. Within 50 years an army of feral orks began to ravage ranches and homesteads. After a year of ruthless marauding the orks were within site of Monnath Pinnacle, a large settlement filled with near 100,000 loyal and devout imperial souls.

While the Carlomann PDF were confident that they could defeat the ork horde it became clear that due to their lackluster logistics situation that they would not reach Monnath Pinnacle for at least 3 weeks.

The citizens of the city and those who had fled to it had resigned themselves to the fate that they would need fight to survive. While the citizens fought hard it had become clear that they had neither the supplies nor the tools needed to beat off the Ork seige/offense.

It was from this that the Carlomann Lancer regiment had its roots. A number of strong defenders had decided to take the offensive to the orks.

Riding the Carlomann's Mutt, a large and very agile but dumb animal the riders rode out the settlement during a dust storm that had momentarily halted the Orks attack. Using slings to hurl demolition charges, along with a few grenade launchers, the riders would make fast passes agains the ork backline launching a multitude of explosives. After a lucky charge, the riders had managed to kill the warboss who was leading the attack.

However even after the rider's efforts the ork attack continued. it was only after the arrival of the PDF did the ork menace finally end. The brave riders though had managed to prevent the destruction of the city and saved thousands of lives.

After hearing of these events, the then current head of House Carlomann, Carlomann Valerine it was decided that House Carlomann would invest and fund a military academy to create riders to be named the Carlomann Lancers.

The Carlomann 4th Lancer regiment are mounted grenadiers. All soldiers are armed with grenade launchers or auxillary grenade launchers along with signal flare devies and stummers. The regiment is used for heavy skirmishing.

As the military academy has had time to grow and develop it has resulted in the Lancers develop formal tactics and methods.

Additionally the House of Carlomann ensures that the forces meant to be tithed out to the IG are prepared to bring glory to the House of Carlomann. So on a unsettled island chain, far from any settled areas, the House of Carlomann maintains a population of orks. Every graduating class of Carlomann lancers engage on a mission to eliminate a significant population of Orks that will be allowed onto the main island. Classes that fail this mission usually end up with considerable casualties and are no longer deemed capable of serving as Lancers. They instead will be reshuffled into Rider regiments with other failed classes. Thus Rider Regiments are a more standard regiment compared to the Lancers. They usually only are equipped with flak jackets, lascarbines/shotguns, and lances. Still a formidable force but far less versatile compared to their elite sibling regiment and meant to be a recon unit.

The Carlomann Lancer regiment tries to be as self sufficient as possible, perhaps a trait from their frontier world upbringing. Thus the Lancers have a habit of volunteering for missions without any backup if current allies are stretched thin. To aid the Lancers in this is the development of the Heavy Cradle.

The Heavy Cradle is the way a Lancer squad will move around and deploy any heavy weaponry. Due to the fast tactics used by the regiment it is critical that the heavy weapons are able to be deployed with speed. The Heavy Cradle is a frame used to hold and move a heavy weapon, mainly a multilas. The Heavy Cradle will be secured to two Lancer's mounts, a player and that player's comrade. as a result the Lancers carrying the cradle suffer slightly on terrain tests but can move and deploy heavy weaponry with great speed.

Once the Lancers with the cradle are in a desired position usually a bit away from the rest of the squad they will deploy whatever weapon is in the cradle. One lancer will dismount and undo the mechanism which is keeping the cradle in the locked travel position. Once this is done, the comrade will direct the mounts to move apart until the frame of the cradle locks into the firing position. Finally the dismounted lancer will operate the crank to lower the anchors that will keep the weapon steady and minimize recoil. The weapon is then ready to fire once it is loaded. All in all a trained Lancer team can deploy a weapon using the Heavy Cradle in under 30 seconds. Equally packing it up is only slightly slower.

The drawback of this system is that if one of the two mounts which the cradle is attached to is killed/or injured it will mean the other mount will need to either drop the whole cradle or take time to unhook it from the dead mount and secure it to his own.

Many guardsmen who have witnessed this system call it odd, foolish or plain dumb. The Lancers however standby it as it allows heavy weapon squads to rapidly reposition to best support the squad.

Following is the backstory to my Chaos Warband
>Brazen Enforcers chapter, Imperial Fists Successor
>Gaius Manus made Master of the Fleet(4th company captain) at young age(94) due to strategic brilliance in void combat and inspirational leadership qualities
>Undefeated Admiral for almost two decades
>Blown out into space during a boarding action on Eldar raiders, goes into suspended animation
>Awakes near planet orbit, aims himself to fall from orbit without dying (Had a thread about this the other day, yes, a marine in terminator armor can survive falling from orbit if he does it right)
>Lands in ocean and crashes to ocean floor
>Awakens with no active memory and lots of broken bones and bruises
>Wanders across ocean floor hoping to find dry land before armor reserves run out, unknown if there even is dry land
>Finally finds land after stumbling over several underwater mountain ranges
>Stashes armor with low power reserves, begins surviving in local woods by hunting and gathering
>Found by local villagers and said to be a sky warrior who was sent to answer their prayers to help them fight off the monsters that had been plaguing them (Feral Worlders)
>Gaius kills monster, becomes wandering hero saving many villages
>Given many gifts including a family
>Loves wife but cant please her or give her children, doesn't know why
>Continues to live as wandering hero

>Imperial Governor wishes to industrialize world
>Tribal elders do not want to industrialize, call Gaius for help
>Gaius begins forcing construction workers and the like away from rural areas
>Governor calls for meeting and threatens to kill Gaius's loved ones if he doesn't stop
>Gaius can't give into fear because hes a space marine and continues to work against governor on behalf of the people
>Governor tries to have Gaius's wife and her family killed
>Gaius stops the assassination and then assassinates the governor and his cabinet
>Next planetary governor calls for imperial aid to deal with rebel tribal leader

>Brazen Enforcers end up coming to planets aide
>New 4th company captain and Gaius recognize eachother
>Gaius agrees to return to his chapter with them peacefully and abandon his attachments on the planet and returns his armor after he has his situation explained to him
>Wife made into chapter serf but stationed on planet and forbidden to ever see Gaius again
>Returns to chapter, put under the care of 4th company Chaplain whilst Chapter Master decides what to do with him
>Chapter Master decides hes already demonstrated himself to be too dangerous without oversight, cant banish him
>Don't want to hand him over to Inquisition out of mercy
>Make him 4th Company Champion
>4th Company Captain makes him de-facto Master of the Fleet again even though the title is officially his
>Gaius commands chapters fleets successfully again for another four decades as he slowly regains his memory
>Begins to realize his battle brothers don't trust him or treat him like they used to since his return
>Realizes he was happy as a wandering hero, but is not happy in the rigorous space marine life and never was
>Begins to voice his concerns to loyal friends who are not chaplains
>Convinces a good chunk of the chapter that it's time for a new chapter to be formed
>Warps away with the majority of 7th, 6th, and 4th companies, along with precious gene-seed supplies.
>Find human system past imperial lines, Gaius lands and tells the local leaders he has come to bring the light of the emperor
>Planet accepts Gaius's patronage, Gaius names his new "chapter" the Neon Enforcers
>Neon Enforcers begin instilling order upon the system, new chapter fortess begins construction on the surface, rigid schedule of codex asartes abandoned and Neon Enforcers are free of the monk lifestyle.
>Powerful Neon Enforcers start owning land and property, become a warrior social elite
>Neon Enforcers begin to abuse power and civilians are too scared to come forward about their abuses.

>After a few decades trade with the Imperium established for the world
>Shortly after this, Brazen Enforcer and Inquisition ships arrive in system
>Gaius says he's happy to pay imperial tithes
>Inquisitor Lord says his chapter was not approved by the high lords of Terra and if him and his followers don't return that they will be declared heretics
>Gaius argues he's shown himself a worthy chapter master and servant of the emperor
>Inquisitor argues he's drifted too far from the Imperium and is dangerous but can still serve the Emperor in the Death Watch
>Gaius begins to believe he's having premonitions of the Inquisitor betraying and killing his followers once they agree to surrender
>Gaius agrees to surrender, and then proceeds to fire upon and capture the Inquisition and Brazen Enforcer ships, executes those aboard and steals the gene seed he can
>Begins preparing for next imperial invasion
>Less than two decades later a battefleet aided by Brazen Enforcers arrives that outnumbers Gaius's fleet by over 3-1
>Fights valiantly and tactically bests his foe destroys almost a third of their fleet before all of his vessels are disabled or critical
>Orders a warp jump, his navigator refuses and calls him a traitor
>Shoots navigator in third eye, orders a blind jump
>Begins a path of constantly trying to get away from the Imperial fleet under blind jumps.
>Pursued constantly, can never really get away do to only being able to make blind jumps.
>Adopt many other banished and renegade asartes and mortals as they flee, but Gaius's force is diminishing and is barely above company strength.
>A renegade asartes reveals himself to the desperate Gaius as a wizard, and says he can give Gaius a navigator who will let him travel beyond the Astronomicon and out of Imperial Reach
>Gaius gives in, the Sorcerer creates a demonhost to pilot the ship, they warp to far beyond the reach of Imperial vessels.

>Gaius's fleet becomes roving pirates, taking what they need from whoever they find
>Many start pledging allegiance and fealty to Gaius, attracts a follower fleet of renegade civilian ships and the like.
>Over a few decades, Gaius starts to give into disillusions of grandeur fed to him by his sorcerer
>His force is still dropping slowly over time due to a lack of gene-seed supplies
>Plots an attack on Brazen Enforcer outpost out of vengeance and desperate need.
>During approach to outpost, a party of loyalists within his ranks attempts to confront and stop Gaius
>Say he is falling to the warp for consorting with sorcerers and demons
>Gaius and his Sorcerer foresaw the event, and use the opportunity to get all nonloyal members of his band together and have them killed
>Gaius succeeds in his attack on the outpost, several younger Brazen Enforcers turn traitor, several vessels are captured, and Gaiu's sorcerer tells him that due to his great victory Slaanesh will take him as a personal consort.
>Spends the next century raiding and exterminating his mother chapter and taking their supplies
>Establishes his own Slaaneshi Cult with himself as the head, claims he is their spiritual father and Slaanesh their spiritual mother.
>Establishes a more stationary battleship based fleet as a base for his cult, whilst his smaller vessels rove the sector
>Whilst he labels himself and his followers as The Cult of Gaius, the sectors they raid know them by a different name though, "The Depraved."

Fossam 8th Regiment

>>Ratling Regiment raised from the world of Fossam. Fossam is a pleasure world heavily centered on tourism. The Planet is mainly Ratling with a small regular population. As a result many Ratlings grow up working in the service industry where being seen or heard is a big no-no. Equally many of the elite of Fossam, along with high powered clients pay for good information. As a result the Fossam regiments specialize in stealth and information gathering.

>> The Fossam regiment is often sent behind enemy lines to gather intel, and sabotage. The regiment is quite good at breaking trail in the wilderness however their true speciality is in cities/hives/any large population centers.

>> The regiment is equipped with electronic warfare equipment. Additionally every soldier is armed with a stub revolver and a lascarbine/stub rifle.

Thanks, doc.

Dude shut up pol is gonna spill in here

is this a good color scheme for communist marines

Just an excuse to kitbash VC minis with space marine minis.

>Knights Encarmine
>No one chapter symbol just symbols of the various coats of arms of the chapters lords
>Blood Angel successors with only some odd 400 marines too their name
>Chapter command is separated among "lords" the greatest among the remaining named "Aborash the Crimson."
>Lords cede company control to the eldest lord taking their age as experience and wisdom
>Believe that drinking the blood of great foes will stem the red thirst and black rage seemingly have some minor success
>Sanguinary Guard renamed to the "Blood Guard."
>Death Company is renamed to "The Lost."
>Chapters greatest heroes are entombed in dreadnoughts all the way back to the first chapter master who disapproves of the chapters current form but too bad he's asleep
>Chapter relies on shock and awe mixed with terror tactics
>Color scheme is a deep blood red with bones affixed over the armor plates

Mary sues but they're mine. My other chapter I want is bretonnians in space.

Seems okay, though the 4 quarters scheme tends to work better for more flashy chapters. I feel like it'd work better with larger amounts of one color and using the other to supplement it.

Yes

This is some good shit user. Congrats!

The Emperor's Harvest Chapter owned two systems comprising of hive worlds, agri-worlds, a seconded forgeworld and several blasted balls of rock only useful for mining or defense stations. By the time Lord Ausar had risen to his hight as Master of Menses, Irontongue, and Lord of the Sons of the Harvest warband, he controlled the greater part of his sector, strangled Imperial trade routes, destroyed an Astartes chapter sent to hunt him down, and amassed an impressive museum collection.

By contrast, his partner Krosis, the Sorcerer Secondus of Alpha Legion Cell 12672 controlled no planets, was little known outside circles of the arcane or the Inquisition, and was widely derided by other Astartes warbands. He was quite content with this state of affairs and even on occasion encouraged it. When his subordinates sent messages of supplication, offering up subverted planets and masses of cultists in his name, he simply sent a laundry list of supplies the warband needed and asked them to report back in a hundred years. Most did not send a second message, though they did send supplies. Those that did both, he accepted into his tutelage. Because as he once put to Ausar and a ratling at dinner over Themescara II: "anyone can be clever, Astartes, cultists, even Inquisitors manage it on occasion. But precious few in this age are both clever and sensible."

Relations between the two warbands were initially rocky and guarded, but over seven thousand years of ruthless elegant destruction of their enemies, the two became lifelong brothers in the Long War. Much of this successful relationship can be traced back to Krosis's Chosen, Ausar's Terminator bodyguards, and the Dreadnought Ghur. These members of the warbands moved freely between the two groups and with the help of their commanding officers, eventually forged a common bond during The Scouring which was cemented during the Escape from Maldorox the Mindless

Ausar the Swordwind, Lord of the Sons of the Harvest, is feared beyond the Imperium and extending into the dark halls of Commoragh itself. His corruption began when captured and tortured by the Dark Eldar, they peeled off all his skin in one long roll to use as a bathtowel for their Archon. Left in shackles and sure he would die, Ausar prayed for his scouts to be saved. Khorne was listening and Ausar turned to see a rusted, black-bladed sword lying against the door, almost as if one of the vile Xenos had left it there while walking out with Ausar's skin. Wrenching his way out of the restraints Ausar strode over, grabbed the sword and began slaughtering his way towards his scouts and the bloody destiny that awaited him, even as he lay ignorant of the sword's true master.

Ausar's deeds of valor and courage in his escape and passionate reasoning during the Sucession Crisis on his homeworld were to be eclipsed by the slaughter and curses he spawned as leader of the Sons of the Harvest. After losing his scouts to daemonic posession, his Chapter to civil war, and his homeworld to spite, Ausar now hates the Imperium almost as much as he hates himself. Khorne, pleased with his new servant, has ensured that Ausar is never without a weapon. While his plasma pistol may run dry, Ausar can pull swords from thin air if in need. While not as durable as his antique power axe Lunarium, being able to pull chainswords from the very Warp itself has saved his life on more than one occasion, though none of them last longer than a day.

Following the third events of the Third Aurelian Crusade. The traitor forces of the slain chapter master Azariah Kyras realize that they would see no victory if they continued to fight in the sector and a force of approximately 200 marines strong fled with the black legion forces into the eye of terror. During this time Liberian Ancaeus Gallos asserted dominance over the leaderless raven forces by slaining the new force commander of the first company. Ancaeus Gallos knew they wouldn't do well on thier own in such a vulnerable state and the former blood ravens served under black legion colours for 6 years slowly rebuilding strength by taking the cultist aspirants to become new marines. Ancaeus Gallos finally saw and opportunity to split thier forces from the black legion when they took the spave hulk Tyrant's bane which contained a good number of pre-heresy equipment. They would now serve themselves as the Raven's Ascendant.

Using pic related as scheme with metal trim being silver.

I had an idea of a quirky imperial guard unit who came from a planet without lazguns and who have gotten so set in their ways that they stick with Autoguns and Heavy Stubbers when better weapons is available.

They have a group of supply troops who follow them around harvesting metal from the battlefield to cast into bullets making painstaking sure that nothing they use is chaos tainted and even blessing their bullets for use against cultists.

Orks, of course, love them.

Thank you, I tried to keep the villian tierlist in mind as I coming up with it, I wanted a villian whose motives were hard to find fault in and were arguably better than the heroes.

I also hate how instantaneous the turn to chaos is a lot of the time, it doesnt make much sense or feel real to me.

>THEY GOT RIGHT PROPA SHOOTAS!
>GIVE 'EM A GOOD FIGHT, 'DEN!

Loyalist Emps Children for shits and giggles.

Leader was a former member of the Phoenix Guard.

Took a decent loyal few and fucked off after Fulgrim and Ferus had their tiff.
Pretty much sat out the heresy from fear of being shot at by either side and waited to see what happened.

Post-heresy they approached Guilleman in hopes to gain his graces, allowing them to fight for the Imperium again.
Guileman agrees keeps their actions just outside Ultramar to keep a close eye but limit their reach.

Eventually become chapter strength.
Chapter builds a reputation for modesty and humility, the Chapter not wishing to repeat the mistake of Fulgrim teaches restraint.

Become monk-like in their actions, eventually settling down on a few planets to build help centers for the needy, which slowly converted into chapels as the faithful flocked to them.

Age of Apostasy happens, the Chapter remain neutral, but assign troops to defend the faithful.

Post AoA get in good with the Sisters of Battle, introducing them to the Laud Hailers.
[Sonic Weapons 2: Electric Boogaloo]
And the holy flamer.
[Phoenix, Fire. who saw that coming.]

I have some issues here and there, seems like a mash-up of Dark Angels and Salamanders but eh.

They have a dis-trust of Iron Hands and their Descendants and prefer to avoid them.
They disdain traitors, especially of the Slaaneshi variety.

I chose a paint scheme similar to the Phoenix Guard, with white hands to symbolize the chapter wiping its hands clean of the heresy.

Only the Chapter Master, the Master of Sanctity, Chapter Master of the Ultramarines and the Inquisition know of their true origins, the chapter is otherwise told it is of Ultramarines stock.

I made a custom scheme for a Veeky Forums chapter that was never finished.

It's up for adoption if any of you want it.

Two different badges

...

And an alternate color scheme / different chapter.

The pauldrons are white. The grey-looking areas are bright silver

They are codex adherent, so you can go from there to paint all marines.

These are probably best fit for the name "Star Marauders" (or Stellar Marauders) and to use this badge

This is fucking siiiiick

SIIIIIIICK

I like this one too. Man so many cool original ideas itt honestly most are better than the majority of official regiments.

Very simple, but nice backstory. The fact that they are not super specialized, but all rounder jacks of all trades chapter.

btw what is that space marine painter?

Yeah I remember that thread. Different group. The Teeth guys were a ganger formed PDF on a hive world in a system mostly conquered by the Necrons, they were the allies of a renegade Space Marine chapter who were basically Space Vikings camped out in a spacehulk who used archaeotech and performed human sacrifices to the space hulk for equipment

It's a Space Marine Painter that has limited Wargear options.
> bolterandchainsword.com/smpbeta.php

Brethren of Iron (name still WIP, any suggestions?) is a chapter located east of Eye of Terror. Originally created during 4th Founding to bolster the numbers against Orc menace, the chapter crusaded against xenos threat for first two millennia of its history.

Originally it was planned to be created from Imperial Fists geneseed, instead they received a mix of multiple different chapters. Created with speed and haste, the half ready chapter was embarked on adhoc fleet of ships which had survived War of the Beast. Power armor taken from old armories were quickly checked, maintained and given dark green paint without insignia other than Imperial Aquila were provided to them. Some saw this as a folly done by High Lords of Terra and this attitude made the first Chapter Master, a former veteran sergeant of Iron Knights who forgave his past name and allegiance as he took the position, Gregorus Matthäus to show them that even thought they do not have experience or traditions they will be victorious.

cont 1/3

Their first campaign was against a forgotten Ork world. The full might of the chapter fell on Ork hordes during the initial landfall. The fighting was bloody and aggressive, taking numerous casualties the chapter was victorious. Decimating majority of Ork forces on the planet, the chapter left the mop-up operation to Imperial Guard. Moving onward they helped in numerous battles against Orks and the ferocity they fought against them surprised the attaches from other Imperial organizations and chapters. The heavy casualties taken by the chapter did not surprise the attaches, but the fact that the chapter could sustain the momentum and pace they were being deployed. It was thought that they either break Codex Astartes in recruiting and training or that they receive reinforcements directly from Terra. Neither worry was proven to be true expect that early in its history usage of Neophytes as scouts was abolished and those tactical marines who show aptitude in stealth were trained to become veteran scouts. This crusade would continue till the 5th Black Crusade shook the Imperium.


cont 2/3

After the lost of Warhawks and Venerators in the 5th Black Crusade by orders of High Lords of Terra, the chapter now known as Brethren of Iron was ordered to direct their crusade closer to Eye of Terror. In the past two millennia the chapter had received a reputation of a chapter that forces things to their favour. Deploying always in chapter strength, they relied in close combat and bolter drill to beat their enemies in battle. Gaining a short range fire superiority before advancing again. After receiving a distress call from hive world of Oryx, a planet near the Eye of Terror, the chapter diverted itself from its original Crusade route. The battle for Oryx was short but deadly with majority of the chapter laying dead on the ruins of the Oryx hive. The Orks were beaten, but with high cost. But the High Lords of Terra decided to reward the chapter with governorship of Oryx if they would then concentrate their effort in fighting against threats near and coming from Eye of Terror. Brethren of Iron agreed and started to rebuild themselves.

From there on the Brethren of Iron have fought constant aggressive wars against both Orks and traitors. Cleansing worlds near them from their filth they managed to create a small prosperous and relatively safe area for Imperium to muster and send patrols forth. Thought the unrealistically fast reinforcing and operation tempo has made suspicions on the chapters recruiting and training, just like in the past, but Brethren of Iron have managed to stay away from closer inquisitional inspection purely by having very good results and having them fast. During the 13th Black Crusade the Chapter deployed all 10 companies into the battle.


That is what I have written about it. I do still need to think about their Chapter Symbol. Maybe something that relates to Mark III Power Armour they received during their founding. The face grill is pretty iconic, but maybe too close to Iron Warriors.

where did you make those?

good idea