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Differences between the Successors


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We know about the Dark Angels and how they go about their lives in the 40k Universe, but what about the other Successors? Would there be any differences between them and the Dark Angels, similar to the Imp Fists and its successors the Black Templars and Crimson Fists?

 

Everything in this topic is meant to be philosophical and hypothetical. Unless it blatantly contradicts established fluff, I would like to hear a variety of opinions that could give the Successors a slightly different feel to them instead of being Dark Angels in different color armor.

 

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The brothers of the Angels of Absolution appear to be a very close-knit chapter. As such, they are not as secretive as the Dark Angels, except when attached to another force. Then the Angels of Absolution become as tight-lipped as the rest of the Unforgiven.

 

The marines of the Angels of Absolution follow an unusual battle hierarchy as they take to the field of battle not in companies but as a collection of individual squads. This organization while unorthodox is highly effective as the marines maintain a chain of command between the squads.

 

The Scouts of this chapter tend to be more apt at close combat and have a distinctly larger physique than scouts of other chapters. All it is said when questioned is that the Scouts use their increased strength to aid in their intelligence gathering. Considering the number of disappearing acts of the Angels of Absolution documented in numerous Imperial Campaigns, this is probably a testament of their Scout's skill in the gathering of that intelligence.

 

HOME WORLD

 

The Angels of Absolution are a fleet-based Chapter based on over a hundred ships. Three of their battle barges have been converted by their Techmarines to operate as traveling docks for the smaller vessels and as gathering points for the chapter.

 

The fleets of the Angels of Absolution rarely contain more than 150 marines at one time. It is far more common to find smaller fleets with around 50 marines scattered amongst the myriad of vessels. Vessels that contain the Chapter’s First and Second companies are scattered amongst the different battle groups traveling in groups of a couple squads each. These vessels regularly leave the fleet for various reasons, not all of which are known. Meanwhile, the Chapter’s Scout Company is also scattered amongst the various battle groups. However, they are integrated into the larger vessels and receive training not only from the Chaplains but also from the rest of the Chapter. The Scouts also tend to take on active roles in the operation of the vessel in which they are stationed. This can include anything from assisting the Techpriests in the repair of the vessel or to man the weapons during an engagement in space. It is not uncommon for marines to also take on menial duties while shipboard.

 

COMBAT DOCTRINE

 

The Angels of Absolution have a unique style of fighting in combat based upon their organization. Instead of a number of squads from a single company fighting in any particular battle, squads from numerous companies, or Orders as they call them, assemble to fight in any given campaign. Only their battlefield demeanor seems to denote a difference between the Orders as they appear to perfect a series of Metaphysical skills along with the common ballistic and weapon skills.

 

It is believed that due to the number of small ships used by the chapter, squads of Angels of Absolution are scattered across the galaxy. When a call to battle is made, the squads in the vicinity converge to form a cohesive force. In this way, the Angels of Absolution can respond quickly to any call they receive.

 

ORGANIZATION

 

The Angels of Absolution is organized in a fashion similar to the Dark Angels with one significant difference. Though they name their companies as Orders instead; they fight as a single unit regardless of the size instead of maintaining a division between the Orders. In this way, it is conceivable for a single Master to lead an element of Angels of Absolution marines numbering larger than 100 marines and containing not only marines, but scouts and terminators as well. Only the Armory section with the Chapter’s Techmarines seems to remain separate from the rest of the Chapter.

 

In deference to the Dark Angels Organization, the entire 1st Order is considered to be a part of the Angels of Absolution's Inner Circle. Unlike the Dark Angels, the Angels of Absolution are told different levels of the Legion’s shame as they progress through the Orders. This slow release of knowledge reduces the shock to the marine’s advanced psyche and reduces the risk of the marine succumbing to the mental anguish and falling into madness. While this has been reduced greatly by the exploits of the Librarians in the other Unforgiven Chapters, the Angels of Absolution have not had any incidents of this madness in its long history.

 

Progression through the Order is done through Rites of Passage and Atonement. As each brother gains experience and knowledge they must also show through their actions both on and off the battlefield that they have purged themselves of that which allowed their Fallen brethren to be seduced.

 

As marines progress form the Scout Order to one of the four Reserve Orders, they learn that there was a sundering in the Dark Angels before the formation of the Legions. It is not until they reach the 5th Order that they learn that the Sundered Marines actually embraced Chaos instead of just falling sway. As they join the 3rd Order they learn of Luther but they do not learn of his close kinship with the Lion until they join the 2nd Order. In this way, the oldest, most knowledgeable and most experienced marines are in the 1st through 3rd Orders.

 

BELIEFS

 

The Angels of Absolution believe that knowledge is power. But with that power becomes great responsibility. As such, they go to great lengths to harden themselves from the temptations that come with power. While those of the lower orders focus on tangible knowledge with only the merest taste of the knowledge held by the higher orders, it is in the higher orders that the marines would devote equal time to the studying of history, grand strategies, meditating to purge themselves of frivolous thoughts and emotions as they perfect their mental awareness to achieve total clarity on the battlefield. As a consequence, marines of the higher orders shun ornamentation.

 

BATTLECRY

"Atone your sins!"

 

POTENTIAL HOUSE RULES

 

In battles where more than one Org chart are used, all Angels of Absolution groups will be led by a single commander regardless of which chart they are in. NOTE: this does NOT exempt the mandatory HQ choice in each additional chart.

 

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If a person thought the piety and zeal of the Dark Angels were beyond reproach, and then they have not encountered the Angels of Redemption.

 

The brothers of the Angels of Redemption are not above any known method of purification in existence in the Imperium. While also fervent users of the Pain and Nerve Gloves, the brothers also participate in ritual scarring, flogging, or tattoos. Members of the Angels of Redemption seem to show off tokens of shame more than laurels of valor. Even the parchment attached to their purity seals seems to convey shame and their desire to purify their souls.

 

On the battlefield, they fight with an eerie calm around them. Believing that they have a heightened tolerance to pain, this trait was recognized as a key factor to the success of the Angels of Redemption boarding a Blackstone fortress controlled by the Despoiler when a few severely wounded marines were able to survive long enough to rig the station to explode. Their calm demeanor and high tolerance to pain also allowed the Angels of Redemption be very adept in boarding and breaching actions. Actions that would typically chew through hundreds of guardsmen would be taken with relative ease by the Angels of Redemption as they continue to push through the breach to make room for their brothers to come behind them before finally succumbing to their grievous wounds.

 

Only when fighting the forces of Chaos has the Angels of Redemption shown anything resembling fervor or a sounding a battle cry. The First Company especially seems to come to life when arrayed against the forces of Chaos, though there are rare reports of them coming into their own when fighting against another Xenos - typically one that has had repeated contact with the Imperium.

 

HOME WORLD

 

Most of the chapter resides on a number of battle barges that continuously travel the galaxy in search of the Fallen. However, they have adopted a barren world in the Segmentum Pacificus that provides the Angels of Redemption a place to routinely train their brothers and any new recruits to the chapter.

 

Whenever a marine is inducted into the First Company, they take part in a ritual journey on the surface of the planet. The inductee, reduced to the conditions not unlike that experienced by the Lion, is led by numerous Chaplains and Librarians along the journey that can last as little as two-months to as long as a full Terran year. Those that complete the journey are never the same and of what happens during the journey none speaks.

 

COMBAT DOCTRINE

 

The Angels of Redemption have become masters of breaking sieges as a result of their heightened tolerance to pain. Like all Unforgiven chapters, they are master tacticians and capable of fighting on any battlefield. However, their success rate of breaking sieges cannot be ignored.

 

Imperial commanders are more willing to let the Angels of Redemption take part in a campaign involving a siege given their checkered past. To the commanders, breaking a siege is a short enough time that they can expect the Angels of Redemption to remain and finish the task before they mysteriously decide to depart from the system.

 

The Angels of Redemption have taken to expecting this treatment and harbor no ill-will to their human counterparts. In response the Angels of Redemption have taken to refining the techniques of breaking sieges often using their second company as forward observers for their artillery barrages. The Angels of Redemption have even taken to having a larger number of Whirlwinds and Vindicators.

 

ORGANIZATION

 

The Angels of Redemption follow a standard DA Organization. The First Company is sometimes referred to as the “Redeemers.��?

 

BELIEFS

 

For the Angels of Redemption, the very existence of the Fallen is their ultimate shame. To that end, the only way they can truly find purity is to voraciously purge this shame one Fallen at a time. They undertake the Hunt with such zeal that it has cost millions of Imperial lives as the Angels of Redemption has routinely dropped out of a campaign to follow a lead on the Fallen. This has not gone unnoticed for many a commander has repeatedly turned down the Angels of Redemption’s offers of assistance. It has also been noticed by the Inquisition who is very closely monitoring the activities of the Angels of Redemption for any heresy or taint.

 

The armor of the Angels of Redemption is that of a split scheme. It is taught to the young initiates that one side is painted an off-white color to represent their quest for purity (white is reserved only for the Emperor and the Lion), but it is counterbalanced with the vulnerability to fall to the lure of Chaos denoted by a deep dark green representing the forests of Caliban that once teemed with creatures warped by Chaos. Only by their actions and the manner of their death will they know if they have truly have achieved Redemption. Only the greatest heroes of the Chapter are seen depicted wearing the single color armor. The robes worn by the Angels of Redemption are typically of a dusty brown often thought to mimic the color of the ground on their training world.

 

BATTLECRY

 

"Through Pain our Weaknesses shall be purged!"

 

POTENTIAL HOUSE RULES

 

- Any Sergeant of the 2nd Company may adjust fire for any Ordinance unit in the area. Any Ordinance markers centered within 12��? of the Sergeant may re-roll their scatter dice. The second result must be adhered to even if the result is worse then the previous roll.

 

- Members of the Angels of Redemption are incredibly resistant to pain, as a result they can survive wounds that many would succumb under. As a result, all marines are +5pts but gain the ability to: once per turn, one model in the squad may ignore a failed Armor Save (of any sort). It does not save against weapons that cause Instant Death or from a close combat weapon that ignores Armor Saves.

 

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Of all the 2nd Founding Successors, the Angels of Vengeance seem to be the most reliable when in a mixed force. The brothers of the Angels of Vengeance have maintained the original legion's panoply of black armor (including their fist Company) and it is rumored that they even continue the legion's original mission given during the Great Crusades, clear all who stand in the way of the Imperium of Man. They can be readily called upon to lead an Explorator team to new worlds and to purge worlds of any heretical and Xenos taint. A duty they perform with zeal if not maniacal, for any offense to the Emperor or the Lion is an offense to them.

 

On the battlefield, their tactical cunning is beyond reproach. Any opponents of the Angels of Vengeance will quickly find themselves dying a slow death as supplies are cut off and their forces diminished. The Angels of Vengeance tend to be quick to anger, however they are very slow to cool. For once the Angels of Vengeance engage in battle, they will not stop until the enemy has been utterly removed and destroyed.

 

Of all the Unforgiven, the Angels of Vengeance had the best accounting of themselves during the most recent Black Crusade. Their deep-rooted hatred to Chaos and heretics had the Angels of Vengeance taking on any Chaos force that they could find even if they were greatly outnumbered. Though they refused or deferred any glory that they have received, it was made known that the outcome of the Crusade could have been far worse were it not for the stalwart Angels of Vengeance.

 

HOME WORLD

 

The Angels of Vengeance are a Fleet based Chapter. In times when it’s numbers have been severely depleted in a protracted action. The remainder of the Chapter will either return to the Rock or to a sector of space that offers them multiple systems where potential recruits can be found and trained.

 

COMBAT DOCTRINE

 

They get in fast and doggedly pursue their quarry to the ends of the Imperium. At the time of the Second Founding, many marines who would later become the Angels of Vengeance were a part of Lion El’Johnson’s Ironwing.

 

The Angels of Vengeance prefer to take the fight to the enemy and in particular to any weak points that they find in their enemies defenses. To that end, they react quickly mounting their entire strike force in vehicles or drop pods before flooding their target with troops.

 

ORGANIZATION

 

Like the Angels of Absolution, the Angels of Vengeance tends to not have any Reserve Companies though they still maintain the unique First and Second Companies common to all Unforgiven Chapters. Every Company is equipped to maximize speed and mobility. The number of vehicles in the Chapter Armory has led to a greater number of Techmarines than other chapters.

 

BELIEFS

 

The Angels of Vengeance have lost their impetus that other Unforgiven Chapters have placed on finding the Fallen Dark Angels. Instead they focus on all mutants, aliens, and traitors with equal hatred. When the Angels of Vengeance do encounter a Fallen Dark Angel, the level of grim determination becomes nearly legendary as the Fallen’s schemes collapse under the cunning of the Angels of Vengeance.

 

BATTLECRY

 

"Death by a 1000 Cuts!"

"We bring Vengeance!"

 

POTENTIAL HOUSE RULES

 

- All Vehicles with mounted troops may use the Scout Special Rule

 

- Mounted Reserve - All units held in reserve must be mounted in a drop pod, vehicle or be equipped with Jump Packs.

 

OR

 

- Surgical Strike - Any units in reserve may re-roll their reserve roll to determine if they arrive.

 

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An enigmatic Chapter made to chase after an enigmatic character. The Disciples of Caliban has been tailored by the DA for a singular purpose, to find and capture the most notorious of the Fallen Dark Angels.

 

HOME WORLD

 

The Disciples of Caliban is based off of a number of fleets made up entirely of some of the fastest and most sophisticated ships constructed. Only the ships of the Grey Knights and some members of the Inquisition are more advanced. When necessary, the ships of the Disciples dock with the Rock to refuel, rearm and repair.

 

The Unforgiven Chapters work collectively to assist in the recruitment for the Disciples of Caliban. Those that pass the most rigorous of tests are transported to one of the Disciples’ Battle Barges to begin their training.

 

COMBAT DOCTRINE

 

The Disciples of Caliban is primarily a quick strike force, focusing on getting to grips with a small group of individuals or even a lone person. However, they are not above a protracted engagement if it serves to complete their mission. To this end it is rather rare for the Disciples to employ a large number of tanks.

 

ORGANIZATION

 

The Disciples of Caliban does not follow the company organization of the Codex Astartes like the rest of the Unforgiven Chapters. Due to their highly specialized nature, they are divided into ten Quick Strike Forces. Each force is a Company size unit reflecting a tenth of what is found in a Chapter. The 1st squad is made up of Terminators, while the 10th squad is made up of scouts. The 3rd-5th Squads adjust their role between Tactical, Assault & Devastator as the mission dictates.

 

What confuses many outside the Unforgiven is that as Strike Forces join together; their units blend to make a larger unit that takes on a typical Codex chapter appearance. This is very common when one known as the Voice of the Emperor becomes present in a given system. Anywhere from three to all ten Strike Forces will descend upon the system in an effort to capture the one Voice.

 

BELIEFS

 

While many in the Disciples of Caliban do not know the full extent of what they are chasing, they do know that they are chasing some of the most dangerous traitors to the Imperium; ones that continue to defy the Imperium and sow dissention wherever they go.

 

Only the Inner Circle knows that they were once called brothers.

 

BATTLECRY

 

“Strike Hard! Strike Fast!��?

 

POTENTIAL HOUSE RULES

 

Should more than one Deathwing, Ravenwing or Scout squad be fielded in a given army, a second HQ is required.

 

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The Guardians of the Covenant have extensive battle arenas above and below the surface of their mountainous world where they extensively train in the many different arts of war. Their followings of the tactical writings of the Lion and other prominent Astartes allow them to see the patterns of war even before the first enemies have set foot upon a world. Through the study of an enemy’s culture and military drill, they know their enemies as well they know themselves. In battle, they attain victory with very few casualties.

 

Many an Imperial Commander has benefited from their advice. Shortening what would normally be a very lengthy conflict to one lasting only a matter of weeks or months. To that end, many Imperial units and even some other Astartes Chapters have requested their help in devising new training procedures and to develop new battlefield tactics. Though this knowledge comes with a hidden price; for the Guardians study their fellow allies as well as their foes.

 

Unusual for a marine chapter, the Guardians of the Covenant make use of non-psyker Librarians or Chronicler to record the activities of any that might be deemed a threat to the Imperium or the Unforgiven. This process is not without risk and it is up to the Interrogator-Chaplains and the true Librarians to verify the reports and to check the purity of the Chronicler. Once the report pasts these rigorous tests, the Guardians of the Covenant proceed to develop and adapt new methods of conquering the threat.

 

HOME WORLD

 

The mountainous world of Mortikah VII lies near the Western Rim of the Imperium in the Segmentum Pacificus. However, below the surface of these majestic mountains lies a darker realm. A realm with noticeable signs of artificial activity, but to as to what lies in those caverns is a matter of speculation for the Guardians of the Covenant like their progenitor are very tight-lipped about themselves. Some of the wild speculation suggests subterranean forges, perhaps made by the Adeptus Mechanicus itself.

 

Yet the wildest speculation does not even come close to the mark. During the times of the Great Crusade, the Dark Angels Legion was led personally by the Emperor until the Lion was found. They captured Mortikah VII with little resistance. The warriors amongst the indigenous humans were receptive to the Star Warriors and began an exchange of knowledge. The Emperor was moved by their knowledge not only in war but of the arts, culture and history that they possessed and their desire to learn in an effort to refine themselves to a level of perfection. The Emperor decreed that the world would be a place of knowledge and art. To that end, he set to work to create a massive repository for the works of the Great Crusade and the History of Man. The residents seeing the gift for its true value blessed the Emperor by constructing the largest fortress ever constructed on the planet to protect the only entrance to the repository and to tightly control those who dared to learn such knowledge for anything but noble gains.

When it came time to continue the Crusade, the Dark Angels left behind a small contingent to guard the repository. During their time acting as a garrison, the Dark Angels kept a cordial contact to the citizens. They noted the piety and sophistication of their warriors. Sadly, after the events of the time known only as Horus Heresy, the planet of Mortikah was forgotten and lost for a time. The Angels garrisoning the planet died at their post, with no responses for their pleas for assistance.

 

It would be several millennia until the planet was rediscovered by the Imperium; the Explorator team found a world little changed over time. It was during a meeting with the leaders that a single question was asked. “Where are the Dark Angels? For only with them will we speak.��? Within a short time, the Unforgiven returned to Mortikah VII and learned of their ancient orders and even more so, the secrets of the hidden repository of knowledge.

 

For a time, members from several Unforgiven chapters returned to the duties of protecting the world until the High Lords of Terra declared a need for another Founding of Space Marine Chapters. The Unforgiven honored their duty by establishing a Chapter on the world made up of warriors taken from the populace. Tasked with upholding the Covenant the Emperor made to the people of Mortikah VII.

 

COMBAT DOCTRINE

 

The Guardians of the Covenant will study their opponents before committing to action. During this time they study patterns within patterns, terrain features, and equipment all the while formulating plans to counteract any perceived strengths and exploit the most minor of weaknesses. So that when they do act, they fight as though they can read their enemies thoughts. So perfect is their executed plans that many an enemy fall before firing a shot in return.

 

The Guardians of the Covenant seem to be the least likely to follow a rumor regarding the Fallen Dark Angels. Though in truth, the scholarly studies of the Guardians have yielded many of the Fallen that have turned away from fighting altogether to enjoy a simple life in a remote part of the Imperium. Their downfall typically is in a single legendary battle where a simple man of the village faced off and defeated a nigh impossible foe.

 

Of particular note, the Guardians of the Covenant have become a particular bane for the agents of the Traitorous Alpha Legion. Many a plan had been unraveled by the discrete intervention of the Guardians, educating the wayward agents back into the Emperor’s Light and revealing the folly of the Alpha Legions plans.

 

ORGANIZATION

 

They maintain a rigid coherence to the Codex Astartes and the Requiem Angelis and as such they follow the standard structure of most Unforgiven Chapters.

 

Two subtle variations appear in the Guardians of the Covenant. First is the size of the Chapters’ Scout Company. There appears to be a higher number of Scouts within the Guardians then is common for a Chapter of their size. Some may attribute it to the very low casualty rate while some are more critical. Saying they are using the undefined size of the company to house their Chroniclers - Full marines who stay within the Company in a reconnaissance role to study other forces. There are even reports of Chroniclers performing secret missions for what purpose none can say.

 

The second variation is in the Techmarines. While the number of Techmarines is not unusual, their aloof character seems to be absent. There are a number of records where the Guardians of the Covenant fight with their Techmarines to complete a mission as a cohesive unit. Of particular note is the occasions where the marines would assist the Techmarine in working on an assortment of machines, indicating that the even the secrets of the Adeptus Mechanicus are not hidden from the scholarly Guardians.

 

BELIEFS

 

The Guardians of the Covenant attempt to learn all that they can so that in combat they will be unsurprised by anything that they may encounter. A belief which has served them well for there are legends told throughout many guard units of the nigh unshakable demeanor of a Guardian of the Covenant. One particular legend had a combat squad of Guardians on a world targeted by the Tyranids. This particular squad stood motionless as a Lictor was terrorizing the local PDF regiment sent to destroy it. The PDF troopers were in a state of panic but the Guardians stood resolutely still save for a single shot. The Lictor was found dead some days later from the bolt wound, but by then the Guardians of the Covenant had left.

 

BATTLECRY

 

“Power through Knowledge��?

“Strength through Thought��?

 

POTENTIAL HOUSE RULES

 

Once per turn, one squad may re-roll all failed To Hit rolls.

 

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A mystery to all but the Unforgiven, the Consecrators are a chapter that only recently appeared in Imperial records. It could be argued that they were founded secretly between the 25th and 26th Founding. But no one denies their loyalty or their skill in war.

 

HOME WORLD

 

The Consecrators keep very close ties with the Dark Angels to the point that the Rock might as well be their home. The Consecrators do maintain a number of vessels that they use for their own purposes.

 

COMBAT DOCTRINE

 

Little is known save that the Consecrators seem to fight in older suits of armor. There are few to no suits of Mk7 or Mk8 armor and only limited numbers of the Mk6 armor. The most prevalent appears to be Mk3 through Mk5 variants.

 

ORGANIZATION

 

The few reports seem to indicate that the Consecrators follow a Codex Organization similar to the Dark Angels almost to the letter.

 

It is thought that the stripe typically found running down the center of a marine’s helmet has some special significance. Most Troopers bear a Red stripe while Sergeants wear a Gold or Yellow Stripe and Masters wear a White or Bone colored stripe. Veterans tend to add black to their stripe in a variety of ways. Only the current Supreme Grand Master fails to wear a strip on his black helm.

 

BELIEFS

 

It is rumored that the Consecrators are to be a spearhead unit that will reignite the Great Crusade with a number that could very well be Legion.

 

BATTLECRY

 

None Known

 

POTENTIAL HOUSE RULES

 

Units of Dark Angels (or another Unforgiven Chapter) may be fielded alongside the Consecrators provided that an HQ for the DA elements is present in the army without being considered an ally.

 

(Okay it is not much of a rule.)

 

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"The origins of the Angels of Vigilance are shrouded in mystery. It is suspected that the Chapter came into existence during the Second Founding, but it is unknown from which Legion their gene-seed originates. Given the monastic nature and unflinching devotion to duty of the Space Marines within the Chapter's ranks, it is believed that they may be one of the Dark Angel's successor Chapters. However this is unconfirmed and certainly the Chapter is not listed in the Apocrypha of Davio as such.

 

HOME WORLD

 

The fortress monastery of the Angels of Vigilance is a gigantic orbital dock circling the world of Pervigilium. These docks are situated just outside the Cadian Gate, the stable corridor of space that leads from the Eye of Terror to Earth. Each time the fleets of Chaos erupt from the Eye of Terror, the Angels of Vigilance stand ready to fight them; and when warp space is calm enough to allow passage, the Angels of Vigilance take the fight to the forces of Chaos.

 

Pervigilium itself is a feral pre-black powder planet, in perpetual state of war amongst various tribes. A single continent surrounded by a mass of water.... Terrain is not good enough to sustain a regular yield of crops so inhabitants are forced to hunt for food most of the time... tribes clash in order to establish the better hunting grounds.

The forbidden place at the top of a mountain is taboo for all the inhabitants and the keep surrounding it is guarded by a squad of marines at all times, with one month rotation.

 

COMBAT DOCTRINE

 

Unlike many other Chapters of Space Marines, the Angels of Vigilance have never once mobilized their entire Chapter to fight in warzones across the galaxy. Each battle brother has sworn a blood oath that the monastery shall never be undefended and each time the Chapter has been called to war, at least one company is duty bound to remain on the monastery. Several times in the Chapter's history the Masters of the order have had their loyalty questioned when they have ignored the High Lords of Terra's requests for the Chapter's aid.

 

The source of this blood oath is unrecorded, but Imperial histories show that in the years following the Horus Heresy, the Dark Angels Legion of Space Marines disobeyed direct orders from the High Lords of Terra and launched a campaign against the ruling castes of Pervigilium. Years later, following the Second Founding, the Angels of Vigilance took up station around the planet and have kept watch on it and the Eye of Terror ever since."

 

The Angels of Vigilance are especially good at fighting the forces of Chaos as they tend to encounter them during every Black Crusade, as most forces come through the Cadian Gate. The Angels of Vigilance field a large number of Assault squads to emphasize their credo to strike swiftly to quickly destroy their opposition and withdraw.

Due to their close proximity to the Eye of Terror, they can often send units into the Eye to fight the forces of Chaos in their own territory.

 

The Angels of Vigilance are one of only four chapters to have served in both the Third War for Armageddon and against the Thirteenth Black Crusade

 

ORGANIZATION

 

The Angels of Vigilance is another chapter that organizes their Reserve Companies like the Battle Companies. In this way, the Angels can respond quickly to any available crisis near the Cadian Gate.

 

Another variance is in the 5th and 6th Tactical Squads. These two particular squads train not only as Tactical Marines but also as Assault marines. In this way it is possible for a company to field up to four Assault squads instead of the standard two. The 5th and 6th Squads usually operate without jet packs as jump packs require a lot of skill and training to use effectively. Time the 5th and 6th may not have. Instead they utilize drop pods and other transports to deliver them to the field of battle.

 

BELIEFS

 

Every 5 years the tribes are visited and the fittest youths are taken into the stars, while the remains of former members are returned in a metal sealed casing.

 

BATTLECRY

 

None

 

POTENTIAL HOUSE RULES

 

BE EVER VIGILANT

 

Roll a D3 before any player has placed their units. The opponent must place that many units on the table before the Angels of Vigilance begins to place their units.

 

OR

 

DEATH ON SWIFT WINGS

 

Assault Squads may be taken as Troops but they will NOT fulfill any of the compulsory troop choices.

 

- - -

 

I will open this up for comments and other opinions. Perhaps this can then be compiled and added to the Fortress later on as a series of unique IA articles.

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I like the sound of this- it's nice to see some more character for the Successors. I'm unconvinced about the entire chapter of Angels of Absolution knowing of the Fallen, but you handle it rather well. Maybe they know proportionately more than their corresponding levels in other Unforgiven chapters, with the full depth of shame known only by the (somewhat extended) Inner Circle?
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Nice work Grand Master Belial

 

My only comment is that there is no justification for the AoR half and half scheme.

 

Perhaps something like:

 

"The chapter wears the dual honours of the Dark Angels and Deathwing, thus remembering the countless brothers that fell during the Great Crusade."

 

or

 

"The AoR first chapter master was given to the Noble Captain xxx of the yth company of the Dark Angels legion. In honour of his status as a Deathwing inductee the entire of his Chapter was recoloured with the Dark Angels/Deathwing split."

 

(Sorry if that's a bit lame, only my thinking head went to the shop for repairs)

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Or another idea is that during the 2nd Founding the Chapter sizes of the Dark Angels and what was to become the Angels of Absolution was larger than the Codex 1000 men. Thus members of the two oversize chapter put their overflow into another chapter which became the Angels of redemption.

 

I'll stew on this a little over lunch. Though I also have to stew on Fallen as well. It needs another update.

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Only problem I see it that at the second founding the deathwing didn't ware bone armor, they wore black, so you'ld need to find a different justification for it being in the second founding chapters heraldry. I always thought it that since the Order was not a wealthy sect before the Lion took over, that they might have used undyed cloth for robes, making them the bone white we know.
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I always thought it that since the Order was not a wealthy sect before the Lion took over, that they might have used undyed cloth for robes, making them the bone white we know.

 

Interesting, Perhaps we can use that for the AoA Bone Scheme. Or since they were the Light against the Chaos of the woods, they wore the lighter colors to denote them as members of the Order. Then after they find the Lion, it goes to Green (to tie in with the HH Books).

 

[brain Flash] An idea hit me to tie them up, as the Lion had no traceable heraldry. Luther made his crest a plane Dark Green shield. The Green denotes that he was discovered deep in the forests of Caliban and the lack of device denotes the lack of taint. Though this is known only to the Lion and Luther and the rest of the Order from that time period. The Legion never knew.

 

Here's an idea I had during my lunch hour abour the AoR Split scheme. Originally, it was black and green to represent the spliting of the Angels into the Fallen and Loyal (though the lesser brethren don't know that). It held that scheme until the Plains World incident. The Inner Circle of the AoR decided to change the black half of the armor to white as a I sign of respect to those warriors. (Bearing in mind that due to the ritualistic scarring and such, many of their recruits are from more feral worlds and able to connect with Two Heads Talking and the rest.)

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They sound good so far, but I'm interested in wether the successors stayed fleet based or did they take a homeworld later on. Also would the AoR use the pain glove and such? I would see them as more somber and brooding rather than flaggelents. The IF used the pain glove to focus themeselves beyond the pain and allowed them to more closely link themselves to their primarch. That the AoR endure immense pain and injuries is perhaps more similar to those who endure pain through the fact that the pain and sorrow inside them mentally is more painful than anything that they can suffer physically, (work with such individuals and it happens alot). Thus fighting Chaos causes an emotional release because it is almost a phyisical manifestation of the fallen that have caused this internalized suffering. Just my thoughts on them, as the other 2 successors sound spot on.
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Yes this is excellent as usual Grand Master Belial.

 

The only point I would make is I think you need to be a bit more radical with your approach. What I mean by this is that I think the 'divergentness' of the Successors would be much more distinct than you allude to. Look at the Imperial Fists and their successors - the Crimson Fists and Black Templars - how different could they be from the original Chapter?

 

Mrph45 raises an excellent point, maybe one of the Successors ought to be fleet-based, or at least 'crusade-based', rather than linked to a homeworld etc etc. And what about fighting styles/modes? One Chapter could be siege or fortification crackers, one could specialise in ship-based drop podding or teleporting, one could specialise in raids - the sky's the limit.

 

Consider the Dark Angels as essentially 'vanilla' in the context of the Unforgiven. Pick out their traits and characteristics, and make each one more extreme and make each successor chapter take one of these extreme routes.

 

The subtleties you have indicated can follow later- like why one Chapter has green and bone armour - who cares at this stage. Lets get their raisons d'

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Now my reply might come across as me being a bit critical - it isn't meant to honest. I just think that you/we should be a bit more creative in our approach to who and what the Successors are and how they operate.

 

Cheers for now

Isiah

 

I didn't find it critical at all. In fact yours and Mrph45's post made it a good decision to get this over from the Gathering of Angels Forum for additional exposure.

 

You are right, I don't get too radical with my thinking. That's where you all come in. I want the Successors to still be tactically flexible as they are the sons of the Lion and he was a Tactical Genius. I would seem a dishonor to the Lion to become overspecialized. However, my creativity is limited to my levels of exposure. Give me a kernel of something new and I can run with it, but I can't spontaneously innovate like Refuse.

 

That said, I am kind of got the AoR going down the Siege Road. I am thinking of making the AoA and Ironwing (Mechanized) Chapter. I'm stewing on the Logistics right now. I don't think we should have a Crusader Chapter. While it is fluffy, it stomps up and down all over the Templars' turf. I'd rather not rehash another Codex. Hmmm... I wonder if a Jump Chapter is viable. Trouble is that it would mean changing up common entries for DA.

 

So to rehash my current line of thinking.

 

AoA is to be a Mechanized/Drop Chapter, all squads to be attached to vehicles/pods.

AoR is to more of a Siege Chapter. This would be a more shooty variant (Option for Double Heavy Tac Squads) with a special rule for tolerance (a 6+ Inv Save?)

AoV to be the Jump Chapter. Either have Assault Squads be Troops Choice or give Tact squads the option to take Jump Packs (at the cost of no heavies as they use specialized packs as well.

 

All Chapters to be Fleet-based so they can track down the Fallen, though I can see the AoR bucking the trend.

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AoA is to be a Mechanized/Drop Chapter, all squads to be attached to vehicles/pods.

AoR is to more of a Siege Chapter. This would be a more shooty variant (Option for Double Heavy Tac Squads) with a special rule for tolerance (a 6+ Inv Save?)

AoV to be the Jump Chapter. Either have Assault Squads be Troops Choice or give Tact squads the option to take Jump Packs (at the cost of no heavies as they use specialized packs as well.

 

All Chapters to be Fleet-based so they can track down the Fallen, though I can see the AoR bucking the trend.

 

Likeing it. I'll see what I can dream up on the train on the way home tonight. BTW Grand Master Belial I need to discuss something on another subject - I will PM you this evening (it's nothing to worry about).

 

cheers

I

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Just thinking about the Crusade idea (I know you don't want to step on the BT's toes here). I was looking through an old White Dwarf yesterday (197 I think) and I came across an article about mixing Space Marine armies with a specific focus on Crusades and the reasons for them. It suggested that the DA and their successors had a very good reason to go on a Crusade together against the Fallen, even though this would not be apparent to those outside of the chapter (or indeed, within it in some cases).

 

So the Crusade idea might be appropriate, provided it's modified to suit the DA successors. This could fit with the idea of the Jump Chapter.

 

So how about something along the lines of:

 

'Such is their fury at the collective shame of the Unforgiven, the Angels of Vengeance do their utmost to prepare for the slightest opportunity to capture one of the Fallen and so cleanse the stain on their honour. They are a fleet based chapter, prowling through the Imperium in search of news of the Fallen in an unending crusade of atonement.

 

The Chapter's Masters use every opportunity they can to train the Chapter in the skills and techniques they will need to capture the Fallen. They believe that speed and stealth is of the essence in capturing the Fallen and to this end, they use each foe they come across to hoine their tactics.

 

It is not uncommon for the Angels of Vengeance to deploy several miles away from their target, so as to avoid alerting them to their presence. Once deployed, they use their high speed to fall upon the enemy from an unexpected quarter, tearing the heart out of the defence and eradicating or capturing their target.

 

The Angels of Vengeance never stay long, returning to their fleet onec they have achieved their goal and then departing, constantly on the look-out for news of the Fallen.

 

The Angels of Vengeance often appear unheralded and their departure is just as surprising for the commanders of the battlezones they visit, lending the Angels of Vengeance a reputation for disdain.'

 

 

Or some such. It steps on the toes of the White Scars a bit as well as the BT, but see if there's anything you can take from there!

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I like it a lot (Btw, my first post here, so hi, I lurked the B&C before the warp incident, and signed up so I could read it again after the B&C returned)

 

As sheer coincidence would have it I play Angels of Vengeance, ever since 2nd edition. I just picked them because I liked the black, but now my playing style also clearly focusses on fast attacks, and mobility.

 

As a result I have this guy as my defacto army commander alsmost erery time;

http://i68.photobucket.com/albums/i5/Krewl...plain-close.jpg

 

These are his friendly helpers, I'm working on cleaning another full assault squad (The paint job when I bought them was horrible). After that I'll add them as a second assault squad.

http://i68.photobucket.com/albums/i5/Krewl...nd-yfriends.jpg

 

I also have a full bike squad + attack bike, but no pictures of that one yet. (My camera is terrible, just these few pictures took me about 2 hours to get in focus etc.)

 

I did do my deathwing slightly different (or actually I am redoing them differently now) I added a bone shoulderpad, and bone legguard, to tie them into the Dark Angels a bit more (more obvious at first sight that is)

http://i68.photobucket.com/albums/i5/Krewl...e_prototype.jpg

 

I feel the fleet based background for the AoV would fit with the use of termies very well, as they would be the ultimate rappid responce force when the teleport in. They would also be needed for boarding actions and all, because that is what the fluff states they where used for aswell. They designied the armour as tactical dreadnaught armour so they could move and use heavy weapon in ship-to -ship actions.

 

Anyone know of a decent idea to use as thier settup, recruiting would be on different planet, just like the DA. but would there be a fortress somewhere, (I destinctly want then to not just copy the angels and the rock. Building character for the chapter would be useless if it turned out to be a carbon copy.)

 

As for the stepping on BT toes;

1. WHo cares if we step on them ;-)

2. (seriously) I am all for the furious searching for the fallen/chaos idea, that fits the imagerie quite well.

Due to the unpredictability of the AoV (Because their crusade follows their own plans, not some imperial hot shot's plans) it would have a different feel to it. the Crusade is for the fallen, not some conquest for the empire.

 

And for stealing the White scar thing, that's just plan nonsense. Who had the all bike army way back? with the ravenwing (even as a possible separate army list), and deeply rooted in our fluff I do not see how one could object to the AoV having a strong preference for fast attack, and thus bikes/packs. (Rhino mounted tactical squads fit aswell if we go non traited..)

 

In short, I don't see it as stealing anyone's "thing".

I'll keep an eye on this thread, it looks promising. I've already read some interesting points.

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So to rehash my current line of thinking.

 

AoA is to be a Mechanized/Drop Chapter, all squads to be attached to vehicles/pods.

AoR is to more of a Siege Chapter. This would be a more shooty variant (Option for Double Heavy Tac Squads) with a special rule for tolerance (a 6+ Inv Save?)

AoV to be the Jump Chapter. Either have Assault Squads be Troops Choice or give Tact squads the option to take Jump Packs (at the cost of no heavies as they use specialized packs as well.

 

All Chapters to be Fleet-based so they can track down the Fallen, though I can see the AoR bucking the trend.

How about instead of the 6+ Inv. save you make the ability simliar to the apothecarys rule where you ignore the first failed save(Purity above All?).

 

The AoV being a jump chapter seems to Raven Guardish. How about they have an ability like trust your battle brother that gives them true grit, bolters, and a cc weapon. I see them specializing in spaceboard and close quarters fighting using bolters and chainswords in equal measure. Ground based they use rhinos to transport squads quickly to the positions to give them good fire coverage or launch pincer assaults on the flanks. ( I just noticed Krewl is on the same track). Anyways keep up the good job GMB.

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The AoV would not be a Jump chapter, they would be about speed.

Raven Guard are about jumppacks, white scars are about bikes.

 

AoV would be about speed and mobility, in any way. ( I imagine it to be the fast acting and outmanouvering your enemy's aspect of our Primarch Lion'El Johnson's great tactical and strategical wisdom)

 

I think that would be a pretty good basis to start from, having the unforgiven successors emphasize a different aspect of the fighting styles the legion used before the heresy. It would give a good fluff basis for the differences, and fit in perfectly with the combined effect we have as unforgiven when we work together.

It would also be a logical starting point for some divergeance, while still haveing the same background and imagery (robes, angels, the secret, and all that)

 

This is offcourse your own choice if you do so, but devastator squads would be unlikely in suchs a force. (perhaps only mounted in rhino, and/or a 0-1 thing) I'm still undeceided on the tanks though, I could see them moving along and keeping up, and on the other hand, they could be faster then just footsloggers, but not fast enough. Mixed feelings about that one.

 

Same thing goes for my venerable brethren, as much as I like them, I do not see them running after the young on their bikes. I feel dreads will/should be limited to my deatwing only games (As they are needed there, and would fit better fluff wise.) (Anyone have an idea for a name for the 1st Co. I keep saying deatwing and thinking, neah, that's not it.)

 

As with all fluffy armies, you would be limiting your choices to fit with the style you chose for your army. I'm very uncertain about adding rules though. Added advantages would always be percieved as unfair, and never tourny legal. :-/ Unless we could fit it into traits, but that would mean stubborn, intractable and ravenwing special rules are out of the question for your chapter.

 

I don't know wether this is something our fallen brethren have, or if it's a loyalist thing, I feel it would fit if they lost 2 heavy slots for 1 fast attack extra.

 

Summary:

Al kinds of speed

- Mounted troops squad (rhino/rayzorback)

- Trade 2 heavy slots for 1 extra Fast Attack

- 0-1 devastators

- No dreads in non 1st Co. games

 

I'm curious what you think so far.

 

P.S. A guy named Karze on the GoA forum also posted that the Primarch was planning to go hunting after Chaos in a crusade into the Eye of Terror. Fluffwhise this could be the basis for this chapter still beeing fleet based and on a crusade of sorts. Chaos would be there preffered enemy (Not as in the prefered enemy rule though,I hate that rule, and it sucks in how they used it anyways. Come on, we fought with space wolves side by side for millenia, and get preffered enemy... but we fight our debased brethren who have fallen into chaos and nothing happens? Yeah right. It just doesn't make any sence at all.) This would account for the cusading, while still not stepping on the BT. the AoV would still be unreliable in a way, because they have their own hidden agenda. I feel this would give them some style in their own right.

 

Well, discuss, I can't believe I typed all this before even had somme coffee.

 

Greets Krewl

 

Edit:

I just looked it up, and I think "be swift as the wind" would be a good trait to emphasize the speed aspect.

We would offcourse still have the drawback "we stand alone" because we would not like anyone poking their noses into our business.

 

Also, drop pods would be vital for a fleet based chapter (and thunderhawks but I don't see a lot of people using them at the price their at.. ;-) )

Devastators can also be mounted in a rayzorback or rhino, so that would be ok.

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Just to reply to Krewl on the last point - during the Armageddon campaign a small chapter was hinted to in terms of their lineage (potentially Dark Angels in character) and maintaining a watchful eye over the Eye of Terror, whilst when stable enough entering to wage war upon Chaos.

 

That chapter was called the Angels of Vigilance. I'm busy working up some background on them in my down times from work, but I'm constantly retooling it as I learn more and more about the DA background.

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It sounds like I should make the AoV the Ironwing Chapter instead of the AoA. Now the question becomes what to do about the AoA. I am thinking of having squads of 5 instead of 10. Each squad can have either two Heavies or Two Special Weapons. This is to make them be more like the Deathwing. Devastators and Assault would be as normal with the exception of the 5 man squad size.

 

Okay lets see what I have now:

 

AoA - Chapter to be 5 man Squads. Tactical squads may have either Two Special or Two Heavy Weapons. All else is in compliance with the DA Codex.

 

AoR - Chapter to allow them to ignore the first failed save (Purity above All). Chapter to specialize in Seige Warfare. Tanks and Devastators can take up either Heavy Support or Troop Slots. All else is in compliance with the DA Codex.

 

AoV - Chapter to be mounted in vehicles or have a vehicle attached to them. For them speed is key. All bike/speeder mounted models are treated as Ravenwing. 0-1 ruling on LR Crusaders is removed. All else is in compliance with the DA Codex.

 

Ideas for the 1st and 2nd Companies names and colors. All are open for comment/critique.

 

AoA

1st - Justice - All bone/white armour

2nd - Hope - All bone/white armour

Remaining Company Names (no particular order): faith, charity, fortitude, temperance, prudence, humility, patience, diligence

 

AoR

1st - Hammerwing - Green/White

2nd - Lightwing - Green/Black or Bone/Black

I was trying to think up names of seige equipment that can be linked with wing. Other names I had were Towerwing, Bombwing, Ballistawing, and Minewing

 

AoV

1st - Torture - Black

2nd - Deprive - Black

Names are based on methods to achieve Vengeance

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AoR

1st - Hammerwing - Green/White

2nd - Lightwing - Green/Black or Bone/Black

I was trying to think up names of seige equipment that can be linked with wing. Other names I had were Towerwing, Bombwing, Ballistawing, and Minewing

 

How about instead of 10 distinct companys the AoR are seperated into only 3 distinct companys.

 

Stormwing to emphasise there ability to break and storm fortresses (HQ +Terminator Units to make the initial attacks into the breach)

Lightningwing - bike, speeder,scout, assault and tactical squads (support response to openings in the fortification)

Hammerwing - Devestator, Dread, and tank units (units that break the siege open to allow the other units in and support breakthroughs)

 

Each unit would have a distinct right shoulderpad denoting their role in the chapter (hammer,lightningbolt,cloud w/ lightning?).

 

Excellent job as always though GMB, hope this can help you.

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Regarding the AoV and their use of Terminators. I can see it being in character for some of those mobile squads to lug along teleport homers (nice conversion opportunity with one on the back of a bike there). So they attcah the enemy and at the right moment call in the heavies to capture the Fallen. Fits neatly and sounds cool! Well, I think so anyway!
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I was thinking that as well. All Scout Sergeants (Perhaps all Sergeants) would be equipped with Homers with the appropriate points increase. The trouble arises in Podding a Termy squad. They don't need homers in that case.

 

I'm still stewing on the AoR idea. Though I would like to keep them DA Codex Compliant. I did have a thought of keeping it 10 Companies but alter the Reserve into Battle Companies that would excel in one particular form of combat. Thus the Mining Company, would be digging below the outer defenses and be close combat specialists. The Bombardment Company would be Tank Heavy. The three Battle Companies would then be the man power to take advantage of the Reserves efforts. This way the Companies are interdependent.

 

Example: Trenchwing and Minewing set to work building trenches and tunnels while the Bombwing begins pummeling the target with Whirlwind missiles. Fortwing sets about the tasks of establishing armoured firebases. Upon a signal, towerwing, ladderwing and jumpwing all take on the walls. The minewing collapses a section of the wall that the lightwing bikers can use to gain entry. Once inside a homer calls down the Hammerwing, to take down the defenders. Minewing finishes breaching other tunnel walls and pours into the compund from another entry.

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True! That also solves the dreadnought question. Although teleporting does have an appropriate sense of immediacy to it. You'd imagine that Drop Pods would take a few minutes to arrive from orbit and would therefore be harder to co-ordinate. Not that it matters too much - you could just say they were incredibly organised. Clearly they have excellent administrators on board their ships.

 

"Have you filled in launch request form Theta?"

 

"What about the appropriate risk assessment procedure form?"

 

"Has it been counter-signed by the Chapter Master?"

 

"Good. You may proceed with your launch."

 

Okay, I admit I got distracted there. I confess to being an administrator myself (although not in Health and Safety). Please don't hurt me!

 

:)

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Greetings, I'm the guy Krewl has talked about.

 

I've got some ideas about AoV, if I have tiem I'll talk about them, however now I haven't got too much... :S, and then there is the problem of the translation, I have to translate all the documents I have.

 

GabrielStorm, I see a different shade between AoV and Angels of Vigilance, the Angels of Vigilance are in Pervigilum just to keep an eye in the EoT, they are a strong deffensive line. But the mission of the AoV is quite different, they are not a defensive line, they are an agrressive chapter, with the mission of chase after chaos forces into the EoT (well, now after the EoT campaign they may have changed a little bit their agenda and being fighting chaos forces in all the sector).

 

Forgive my anglish, I'm spanish.

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Just a point of contention: I don't like the though of ALL of our Successor chapters being based on a fleet. The Main DA's are, and I can see 1, maybe 2 of our second foundings following suit, however if ALL of them were fleet based that would be something worth much more mention. I think that at least one chapter deserves a home world and a monesttary to call their own. Angels of Vigilence is good, but perhaps Angels of Vengence (as Ironwing) should be planet based? It takes significant resources to keep a fleet of vehicles fueld and ready to go, and it would require a large fleet to keep the entire chapter's vehicles ready and rearing to go.
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There's no indication that any of the Unforgiven have a home-world of operations, certainly any such homeworld would be the central focus of all the Unforgiven? Also, wouldn't having a home-world mean it is much more likely that someone could find out about the secrets of the Unforgiven? Fleet based chapeters can be massive - look at the Templars, they have small chapter-houses dotted around teh Imperium, but their entire chapter is based on ships and all materials of war are traded with the AM, requisitioned from Imeprial worlds or manufactured on-board forge ships. Given the Dark ANgels have one massive fortress monastery, and they recruit widely from amongst the planetary systems (probably the most cosmoploiatnchapter in terms of recruitment apart from perhaps the Templars and the Fists), I can see that the successors might confine their recruitment to particular sectors, and as "child" chapters they would be sanctioned by the Inner council to search for the Fallen in cretain sectors, whilst the DA formed a roaming catch-all...
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As mentioned above, I thought of making the AoR planet based. Hemal hit a lot of the reasons to remain fleet-based the big one is the Hunt for the Fallen. All Four Chapters can remain on the prowl in different parts of the galaxy and keep the Fallen on their toes. Should the Successors settle down, the Fallen would know where not to go unless they had a large battle force to try to snub out their Loyal brethren.
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I'm still all for the speed thing in the AoV (In my case meaning the Angels of Vengeance).

 

However I don't really know about the Iron Wing idea you matched onto it.

It seems we agree on the fact that "Speed" is an essential dogma in their fighting style.

So base the basic units (like tacticals/devastators) in Rhino's or Rayzorbacks.

However, the ironwing idea, to me at least, seems to have a more armoured company flavour to it.

Many tanks would take the field, which makes it more of a heavy firepower fighting style, instead of the fast&furious attacks I would prefer.

 

Also I see no room for jumppacks or was that just an oversight?

In my mind, fast CC oriented warfare does not equal IronWing mobile tank warfare. Those two are quite different.

 

Anyways, just dropping in for my 2cts.

 

Greets Krewl

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