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Greyall

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I was going to do my Blood Dragons, But Greyall has already honored me, by drawing Chapter Master Conrad. So this way if I win, I'd like to see how he draws a half insane , assassin-like Astartes with stigmata wounds.

@Aquilanus, You should submit your Bahltimyr Reavers, since the Baltimore Ravens are headed to the Super Bowl this Sunday... And if they win that might be a good omen for you. smile.png

:lol:

I should do, shouldn't I? I'll have to do both and see which one sounds best and submit the one I'm most happy with ^_^

(Go Ravens) :lol:

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History - creation and any notorious moments


Tenth Founding - Iron Hand successors. One stain on their Honour/History - inadvertant "destruction" of another Chapter - Bahltimyr Rayvens (afterwards known as Bahltimyr Reavers)

Colour Scheme and distinctive visual elements (post a picture from SM Painter - or any other image) and add any notorious element you feel are relevant (for example, if a Chapter uses Samurai-ish armour, for example)

gallery_51296_5005_1772.jpg


Bionics, although not to same extreme as their parent Chapter. Because of their planets' situation - fascination with flying and machines in general.

Combat Doctrine - Fighting Style

Mostly Codex standard - except Second Company, the "Iron Wing" (similar to Raven Wing)

Notorious Character - It doesn't have to be your Chapter Master/Chaos Lord, what I want is the most distinctive character from your DIY (and what makes it distinctive, things like wargear, notorious feats, relevant personality traits)


Venerable Dreadnought Nishrai - Original Chapter Master - Assault Cannon, Powerfist/Heavy Bolter. One of three Dreadnoughts who form the "Triumvirate" - the advisory council of the Current Chapter Master. Fought an Eldar Farseer and Warlocks in hand to hand combat. Killed Farseer, but his body was wracked with psychic energy discharged by remaining enemies.


Distinctive Elements - Should your DIY's originality/point of interest come from any other aspect rather than one of the above (Homeworld, Internal Dissention, Mutations, etc.), this is the place.


Petracco is a former Adeptus Mechanicus world - natives used to mine various chemicals etc until resources ran dry. Planet was abandoned by Adeptus Mechanicus and then the Imperium for centuries despite pleas for help. Pleas were eventually heeded by Iron Hands who initially wanted to see if there was anything left worth their while. Eventually planet used as Home for Steel Wings. Natives live in various settlements built into mountain sides to escape vast amounts of pollution. Myths of fertile/clean land (untrue) inspire natives to use crude tech to fly in search of them. Flying machines eventually used to defend settlements from others and flying creatures who attack them. Centuries alone engendered massive distrust in natives of other settlements and the Imperium before IH came and eventually Steel Wings. Distrust of those outside of their Chapter is instilled in Marines because of this.

Hope it's succinct enough happy.png (took a while to compress it down to this size laugh.png )

Edit: Forgot to add the "flavour of the homeworld would kinda be a Steam punk meets the renaissance - think wacky flying machines, odd looking devices and vast amounts of pollution.

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So the moral of the story is as long as it is DIY fluff with DIY characters, it's good. But if someone tried submitting the "Ultramarines 4th Company led by Uriel Ventris" or "Talos' Warband of the Broken Aquila" it then becomes bad?
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Blood Giants

"The Emperor, First and Foremost."

 

  • History: 22nd Founding, White Scars successors. Fortress Monastery was created on the planet Seldrin. First gained public recognition during the ongoing battle for Armageddon for the scaling and subsequent destruction of an Ork Gargant by a small squadron of Assault Marines (more on that another time) and later incursions against Chaos forces.

 

  • Colour Scheme and Distinctive Visual Elements: The Chapter's Colour scheme and Symbol are as follows: Colour Scheme: http://krovennan-darksabre.deviantart.com/gallery/#/d4mxo5k Symbol: http://krovennan-darksabre.deviantart.com/gallery/#/d5njowt (I intended to try to find a way to show the images on this thread, but embedding nearly killed my PC and since I forgot the hex values for the red I used, a new copy wasn't really a choice). The Blood Giants, as a symbol of fealty to their world and the Emperor, colour most of the skull motifs on their equipment and vehicles silver (apart from the symbol on their chest, as you can see in the links), this is also the reason for the silver wrists on the power armour (representing manacles as a sign of undying service to the Chapter).

 

  • Combat Doctrine: The Blood Giants are an almost entirely Bike-based Chapter, with virtually no battle-brother in the Chapter without Bike training, those that do fulfill special roles (Devastators, Terminators and such) or control the tanks/aircraft of the Chapter. Standard Blood Giant strategy is to ambush the enemy with a spearhead of Bikes, with heavy armour providing support fire against more difficult targets. As a result of their very loose following of the Codex Astartes, their organisation is more akin to an original Legion, eschewing splitting into specialized companies or mandating parts they consider "frivolous" (e.g. blue armour for Librarians).

 

  • Notorious Character: The most notorious and (in)famous character in the chapter is in fact, the Chapter Master himself. Caddius Venn is renowned not only for his exploits as Chapter Master, but as Governor of the Sector as well. Always seen in his battle gear, riding Scion of Fear (a unique Bike known for its brutal weaponry and the ability to be ridden in a straight line with no hands.) and keeping Scream of the Righteous at his side (A chain-broadsword known to rev so fast (helping with the Scream part of the name) and powerful, anything short of a power weapon is torn to shreds by it), Caddius is respected by the people for his fair politics (by Imperium standards) and his frequent speeches in front of the Fortress-Monastery.

 

  • Distinctive Elements: As a result of their Anti-Chaos perogative (Imperial Tarot has something to do with this, but thats for another time), the Blood Giants are partially Xeno-Hybris, ignoring Xenos encounters they deem of no threat to the populace, sometimes even allying with certain Xenos to defeat a larger foe, or to supervise the Xenos mission so as to watch for any sign of a threat. The Chapter (and especially the Chapter Master) hold a special disdain for Inquisitors as a result of their doctrine of "Emperor First, Imperium Second." Homeworld has such an abundance of Silver in the crust that the sands have actually turned pure silver in hue. No Blood Giant ever reveals their face in public, the reason is unknown and subject to many rumours, all of which the Blood Giants deny.

 

I hope this is of an acceptable length and detail, I have an unfortunate habit of thinking out every little detail about these kinds of things and it can be tough to get the balance right. If you need any more info or something to be condensed/re-explained don't hesitate to let me know.

 

EDIT: Changed the Founding from 21st to 22nd, the full background explains why this is very important but essentially, the memories of the Cursed Founding would still be fresh in a lot of minds and that would influence the Blood Giants' development.

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Iron Fists - "Mors Veniat!"

 

22nd Founding Chapter - Imperial Fists successors.  

 

The Siege of Mors Ferrum, 261.M38 Six days of brutal trench and siege warfare against two squads worth of Iron Warriors. Forty five Iron Fists are lost in the conflict though the fortified position is taken intact, traitors are executed and cremated by promethium. Imperial artifacts recovered and interned to be analyzed. Progenoids of the fallen Iron Fists are recovered, the artifact foretold within the "Book of Iron" is retrieved beneath the surface of the Mors Ferrum.

 

http://i149.photobucket.com/albums/s59/NRJS7953/Iron_Fists_zps0e716460.jpg


   

Combat Doctrine -

 

Codex Standard though they heavily rely upon Siege and Trench warfare to cripple their foes.
   

Notorious Character - 

 

Brother Sergeant Nix Adamo: MK II Crusade Armor, Umbra Ferrox pattern Bolter with underslung chainblade, MKIV Killing Iron pattern CQD blade and Melta Bombs.

 

Space Hulk "Bloody Redeemer" infested by Tyranids , the last transmission of Brother Sergeant Nix Adamo, "Bolter and blade with whom I have lived, Bolter and blade with whom I now die, serve thy chapter and creed one last time. Banish and cast thy foes into oblivion, kill well old friends and I shall see you by the Emperors side." Equipment and geneseed recovered, Tyranid infestation eliminated. Various artifacts salvaged and interned for later examination.

 

Distinctive Elements - 

 

The Iron Fists follow the Codex Astartes in all matters with one exception, they allow Techmarines ( though Masters of the Forge take precedence ) to be elevated to a rank high enough to lead their own companies.

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Sure, why not?

Chapter: Angels of Adamantium

Color scheme + unique visual style - sm.php?b62c=@hwi0e_h3TN3.iakk7@@@@___.@.__i6cADi6cAD@@@_@@@@___i6aAh_i6aAh@_@@@@@____.h48B0@@_@@@__@____hHjTJ.&

Very heavy flight theme, and birds of prey identifiers, mixed in with a strong religious bent. It's not uncommon to see a bunch of feathers tied to a censer, for example.The entire chapter bears jump packs, and thus any hero among them does as well. Most of the chapter prefers bladed weapons as opposed to anything that 'crunches', but there are exceptions, most often and obviously among the chaplaincy. This mixes in with how they theme things, as they prefer showing off their legends achieving incredibly swift and decisive victories, while paying only a minor footnote to the heavy losses such actions cost.

Combat Doctrine - Due to their over reliance on jump packs, they favor sudden mass attacks, with either generous doses of bombardment beforehand or taking extreme measures to be stealthy. Thunderhawks are considered incredibly vital by the Angels because of their ability to lay down firepower and deliver the chapter's astartes into battle. Often the leaders of the chapter will do something spectacular to prove a point to the enemy (ignoring how large of a target that will make them). This, along with their lack of flexibility in tactics, has lead chaplains to become critical to any force's success as they are needed to maintain morale despite the heavy death tolls the Angels incur.

Notable members of the chapter - Captain Elsike and Chaplain Tyr. Before Tyr's eventual betrayal and execution, the pair looked to becoming one of the most lauded of chapter legends. Now, however, Elsike serves as a living warning to any who would defect from the Angel's, having decapitated his former brother himself. Whereas he had formerly been known for being skilled enough to preserve his company's warriors for an unnaturally long time, the Captain is now famed for his callousness and short-tempered nature. It would be bemoaned by any amongst his company, but such has his nature become that he has long since wasted any veterans in pursuit of his enemy's complete destruction.

Distinctive Elements Mk2 - Most of the rest of the Imperium sees them somewhere between very foolish and incredibly zealous. The Adeptus Mechanicus in particular dislikes them, for the constant sapping of resources the Angels require. For the Angels' own part, they view other elements of humanities forces with disdain, mistaking their pragmatism for cowardice, often refusing to fight alongside any would-be allies for the slight it would be on their honour. Similarly the chapter is intolerant of any xenos aid, regardless of the circumstances. The few times an Angel force will ally itself with another force is generally with Imperial Guard regiments who have been deemed having the proper amount of courage and devotion to the Emperor, such as the Tallarn, or with a force that is trying to reclaim its honor, in order to elevate said force by allowing them to take to the field alongside the 'much-vaunted' Angels of Adamantium

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History:
The Deprecators trace their roots to the 4th Legion Astartes, the Iron Warriors. In the time of the Great Crusade, the 93rd Grand Company proved their worth, shattering fortresses and bringing extinction to xenos and those who refused the Imperial Truth alike. When the time came, the 93rd followed their Primarch into the fires of the Heresy, quickly adjusting their tactics to the grisly reality of combat against their fellow Astartes.
After the Heresy, the 93rd, led by the Lord-Champion Kartagos, were sent to Ulro, a rugged planet in the Great Eye whose very soil was clotted with bent and rusting swords, hammers, and all manner of broken weaponry that jutted from gullies and cliffs, exposed by the unceasing winds. The 93rd was to take control of Ulro, fortify it, and strip it of resources to be sent back to Medrengard. For centuries they battled against the never-ending hordes of ghastly creatures that seemed to crawl out of the labyrinthine caves in the mountains or drag themselves from the darkened oceans to attack any outpost or settlement. Over time, the original Astartes were greatly reduced in number and were replaced by tribal humans native to Ulro. Eventually, even Great Kartagos was slain, and Urmanerik, a popular commander born of Ulro and chaos champion in his own right earned the right to lead the 93rd after a series of bloody duels and larger-scale conflicts.
When the Olympian-born Iron Warrior elite on Medrengard heard that the 93rd was no longer led by one of their own “pure” lineage, they sent secret communications to certain officers to attempt to encourage Urmanerik’s assassination. When one such plot was uncovered, the 93rd turned upon itself, and all forces that were more loyal to Medrengard than the 93rd were purged, and Urmanerik halted all tithes. Saying that from then on they would only have themselves and their hatred, Urmanerik declared that the 93rd Grand Company had ended, and that the time of the Deprecators had begun.
Urmanerik then secured the allegiance of both the Nekrodyne Ascendancy, the cult of Mechanicum Magi that had accompanied the 93rd to Ulro. Construction began immediately of a giant ship in accordance with the Ascendancy's bizarre designs. Over the course of several decades a dodecahedral structure the size of a small moon began to take shape at the center of the orbital shipyards. This ship was the Rimmurg, named after the ravenous “maw-beasts” that prowled the rocky coasts of Ulro.
Once the fleet was completed, the Rimmurg took up station in low orbit above Ulro and released a swarm of harvester craft that gathered tons of rusty soil and rock, huge quantities of liquid water, and almost all of the Asmodaz Expanse, a shifting sea of metallic sands that once scoured much of the northern hemisphere of Ulro. Once the ship had feasted upon the planet, titanic arrays of energy weapons and explosive massdriver ordinance were turned upon the skeletonized planet, and Ulro was reduced to drifting shards.
Color Scheme and Distinctive Visual Elements:

gallery_60727_7283_43497.jpg

The color scheme here is for a basic Astartes. Specialist troops and ranking officers will have more orange plates. Normally only shoulder pads, leg plates, and gauntlets are painted orange.
Combat Doctrine:
The Deprecators still prosecute wars much like the Iron Warriors: Carefully planned logistics and expenditures of munitions leading up to brutal and decisive combats at the enemy's weakest points. Often these battles are heralded by packs of charging Chaos Spawn, drawn from the holds of the fleet.
Notorious Character:
Argevadus Tornat is an Aspiring Champion that has earned himself a measure of infamy amongst his brethren. In a raid against a Tau-held planet, the squad that Argevadus was leading was almost destroyed by massed plasma fire, but he alone survived in the wreckage of a building to activate and defend a teleportation beacon that allowed vital equipment to be recovered by ships in orbit before his own extraction. In accordance with the traditions of Ulro, he recovered the heads of those squad members he could, and wears their carefully cleaned skulls on his belt.
“Create wards and signs against the Infinite; seek their favor only in seeking their neglect. Pray, but never speak their names, lest they answer. This is the old Haethig belief of Ulro, still observed by those of us who were born under the howling sky.”
- Argevadus Tornat, Deprecator Aspiring Champion
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Stone Hearts

History

Shortly after their founding in M33, their first Chapter Master, Cambrius Vulk, declared to the Adeptus Mechanicus that his Techmarines would serve the Chapter first, the Machine God second. The Mechanicus said that in that case, Vulk could find his own sources for bolter shells.

Fortunately, Vulk had a friend in local Rogue Trader Tyrion Cathek. Vulk asked the young fellow for advice, expecting a few alternate supply sources. Instead, he got a plan for how the Stone Hearts could take full advantage of the commercial possibilities of the surrounding sectors. The wealth of the Stone Hearts has grown ever since.

”Call them to account, you say? The Stone Hearts own this sector. Their men guard half the palaces, their merchants buy the output of nearly all the worlds, and their fleets keep the pirates in check. Their failure is no longer an option.” – Inquisitor Tesseract D’Apothete

Distinctive Elements

The mindset of Cathe, their home world, is that of the Stone Hearts – the people are practical and serious, except that somehow they are also proud, fierce, and willing to fight over the honor of a matter from two centuries ago. The cities have become industrialized over the centuries, but Cathe’s hills and mountains still hold doughty clansmen. Many of them serve as mercenaries securing the chapter's holdings, while children train in hillside Chapter Keeps under the watchful eyes of Space Marines too old to fight. The Fortress Monastery is built under the former gubernatorial palace. Vaults descend deep into the earth, holding the accounts and treasures of half a sector. Below these are the armories and geneseed archives of the Chapter.

The chapter still occasionally engages in honor duels for supplies or valuables with other chapters, a practice begun long ago when the Stone Hearts' stocks of arms and armor were precarious. Inquisitors have speculated that these occasional ‘reivings’ are really artfully staged trade deals: several Chapters which ‘suffered’ losses to the Stone Hearts were more than compensated through fortunate discoveries of ‘lost cargo’ or ‘forgotten land grants’.

Colour Scheme and Visual Elements

gallery_14654_2578_16034.jpg

The major influence visually is Celtic. The Stone Hearts are generally fairly uniform - plaids, tabards and furs are rare. Instead, most armor decorations are metalwork. Hunting themes are quite common (stags, bears, etc - sometimes even whole scenes) as are abstract knotwork or waves. Hearts appear as well, obviously.

Equipment is generally of simple, though it may be ornately decorated. Lots of bolt weapons, few plasma weapons. Heavy duty chainswords often replace power weapons. Marines sometimes end up with diverse (non-Imperial) weapons and equipment. Equipment captured from other chapters in honor duels may bear signs of its heritage.

Captains and officers use personal heraldry (see the Little Red Space Marine Painting Guide).

Combat Doctrine

Simply put, the Stone Hearts are practical. They favor using the minimum force required in a situation – a product both of their lean early years and of their increasingly mercantile nature. They have been known to attempt to find diplomatic solutions, or to buy off enemy armies. They prefer a prolonged engagement with fewer casualties, using fortifications and terrain. When forced into charging, however, they are just as deadly as the tribal heritage of their home would suggest.

Notorious Character

Tancred Kintyre, Captain of the Fourth Company, Earl of Clontarva, Equerry to Rogue Trader Tyria Cathek.

Tancred has a suit of Mk VII power armor (crafted on Cathe) and a suit of Terminator Armor (won from the Black Templars). He carries the Fourth Company Captain’s ceremonial power sword, but usually wields a power axe. He favors bolt weapons or a grenade launcher at range, though he will sometimes use alien firearms.

Tancred is still young for his role, and can be hot-tempered. He was a childhood friend of Tyria Cathek, and they are still close, though they have both found it somewhat difficult to adjust to how the other has changed. His tactics are more mobile than usual for Stone Hearts, partly because of his company’s assignment as escort to a Rogue Trader.

Tancred’s promotions have come quickly. As Sergeant, he lead his squad with distinction, and took command of the Fourth Company on Ragesh V, where an alien hive species ate most of the Company (including all the officers). Since that time, the Fourth Company has (among other things) crushed two small Ork empires, broken three trade embargoes, rooted out two Genestealer infestations, and annihilated the infamous pirate bases in the Nymerian asteroid field.

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The Guardian Eagles


Distinctive Elements
An ancient chapter of the 4th founding from Dorn’s lineage. Characterized as cold, calculating and uncompromising; judgmental, authoritarian, legalistic, perpetually suspicious and paranoid to the extreme. Fleet based, but strong ties to the recruiting world of Domineul, a hive-prison world where constant gang-warfare is used as a training and marshaling ground for Imperial forces and 10 year old boys serve as prison enforcers.

The chapter has a heavy thematic emphasis on the judicial system and judges/judgment in general (titles, naming conventions, etc). Chapter affairs revolve around the courtroom and judicial trials – Prosecutor-chaplains hearing and presenting accusations, and a Justice (Captain), or even a Supreme Justice acting as judge or jury. After-action reports are essentially judicial trials of conduct, and on death every marine is subjected to a posthumous trial to weigh their worth and legacy to the chapter.

"Judgment is not a single pronouncement or decision made in an instant - but a perpetual state of mind that requires neither innocence nor guilt, and only sentencing." - 1st line of the Lex Talionis

The Guardian Eagles are locked in a vicious mindset of never-ending judgment, second-guessing every action and word for every possible suspicion and ulterior motive. Voicing these doubts as they see fit, the Guardian Eagles act as the ultimate in Devil’s Advocates, never failing to sneer and call into question anyone no matter their power. Unafraid to take unilateral action, they execute Imperial officials and whole armies on the field of battle, and cull populations if they fail to meet the chapter’s exorbitantly high standards on discipline.

The paranoia of the Eagles extends into their own ranks – they destroy the personalities of their recruits, and routinely subject others and their own to omnipresent monitoring, mind wipes, brainwashing and arco-flagellation if needed.

gallery_47214_8097_4722.jpg

Visual Elements
The Eagles wish to show the power and enduring nature of the Imperium, and regard the Aquila as a potent sign of allegiance. Thus this straight-edged stamped-metal eagle is not an artistic flourish, but a symbol of oppression that festoons their weapons and armour at the expense of all other accolades. It hangs from belts, wrists and weapons on heavy clanking chains, is embossed on lacquered black armour plates and helmets, held high on backs as solid icons and imprinted on the end of hammers and boots so as to mark wherever struck. The weight and authority of armoured or metal adornment is preferred. Intimidating reinforced plating, hanging chains and mail, harsh studded surfaces and scowling Mk 5, 8, 9 and Indomitus helms are the order of the day.

Battle Chant: “Guilty, guilty, GUILTY!”

Combat Doctrine: direct application of heavy handed firepower, force and mass. Heavy armour, heavy weapons, hulking terminators and Dreadnoughts. Indiscriminant ordnance employment and saturation orbital bombardment. Close-combat is not shirked from, but ranged destruction of foes is favored, in order to decrease contact with abhorrent enemy and reduce suspicion in after-action analysis.

Notorious Character:
Supreme Justice Hadrian Kromm, current Lord of the Guardian Eagles. Clad in earlier ‘Tyberos ’ style of studded Terminator armour, adorned in heavy chains ending in bronze aquilas hanging from the waist and shoulders. The straight-edged stamped-metal Eagle of Thorns rises from his back, projecting its energy field in spitting bouts of lightning. Integrated heavy bolter can detach in a hiss of steam in order for Kromm to wield the two-handed ‘Edge of Execution’ more effectively. Aquila imprints on boot soles are heated red-hot, branding anything trod over.

Kromm became chapter master after bringing accusations against the previous master Lord Drufor for his disastrous cooperation with a rogue inquisitor, and led the chapter through its subsequent recent penitent crusade. Outwardly, he seems subject to massive mood swings, one moment quiet, thoughtful and respectful, the next a volcano of anger. Really, a hidden legalistic mind grants the abilty to pick out the slightest flaw in an argument and deduce the slightest lapse in judgment, which greatly augments his tactical 'mood swings' when accusing others. Responsible for the Tersius Annihilation, wherein the chapter deftly coordinated the operation to destroy a splinter hive-fleet by colliding a moon with a planet.

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The Night Lords 17th Company - The Calamity

History: The 17th Company was once a vicious strike force of the Night Lord's Legion.  However, following the results of the Horus Heresy they fell into disfavor with the Primarch.  An attack on an Imperial world planned by the Company's Captain, Talaahas Vhiss, went terribly wrong when their strikes were intercepted by Imperial forces.  The Company suffered great losses and lost nearly half of its Legionaries.  Due to this great failure, Vhiss was marked for death by the Primarch and ordered back out into the void.  Disgraced and determined to prove his worth to the Night Haunter, the Captain took his Company fled far from the Legion.

 

While but a shadow of the Company's former terrifying glory, the few claws the 17th has are still sharp.  The Warlord of but a few hundred souls has dubbed his warband The Calamity; for where ever they strke, doom and terror is sure to follow.

 

Color Scheme:

http://i.imgur.com/vIC7y4T.jpg

Each Legionarie bears the same red gauntlets as their leader, each marked for death.  Other visual distinctions are streaks of red running down their armor instead of lightning bolts and an abundance of Mk. IV and Mk. V armors.  Legion iconography is altered to that of a shattered craig cat skull with the traditional red bat wings.


Combat Doctrine:  The 17th has always excelled at urban warfare and makes extensive use of bikes to chase enemies into hidden firing lines or to chase down fleeing prey.  The Legionaries of The Calamity rarely bring heavy armor or heavy weapons while hunting.


Notorious Character: Talaahas Vhiss, the Warlord of The Calamity.  Once a respected and feared Captain of the VIII Legion, now seen as nothing more than a coward and a fool.  After his disgrace and being marked for death, Vhiss became paranoid that his gene-father would end his life at any moment.  This paranoia became a driving factor as he fled with his crippled Company across the stars to shed blood in his Primarch's name.  With every kill, Vhiss felt he had bought himself another heartbeat.  With every victory he felt he had further proven his worth to the Night Haunter.


Vhiss felt great pride in the terror he spread in the Legion's name and soon he only sought the thrill of hearing the screams of his prey.  Slowly they became like a grand chorus to him singing praises of his name and his deeds to his gene-father and the rest of the Legion.  In time, he realized that he could hear the pulse of mortal blood in the hearts of his prey and taste their fear on his tongue.  He became quicker to strike down his scampering prey with his ancient lightning claws than any of his brothers.  Soon he began to even draw vigor from the smell of his own blood and the pain of any fresh wound.  Vhiss' campaign to prove his worth never drew the attention of his long dead Primarch, but instead something much darker.


Distinctive Elements: Each Legionaire of The Calamity bears the same red marks as their Warlord for they have all failed the 17th Company and the VIII Legion.  Only by proving their worth and spreading chaos and terror can a Legionaire be guaranteed another day's breath.  Vhiss despises

failure and with every loss feels his original shame again.


The Calamity does all it can to avoid the rest of the VIII Legion and never fled into the Eye after Night Haunter's death.  To this day Vhiss is convinced that if his campaign of terror is ever halted, the Primarch will come to end them all.  Wither or not he knows of the Primarch's death is unknown for none dare to fathom what his damaged psyche believes as he is still fanaticlly fighting to prove his worth.

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The Flesh Gorgers

 

csm.php?bpe=00C800&bpj=191970&bp=191970&

 

 

History: Originally founded by a handful of Night Lords from the 27th Demi-Company some time after the Heresy, the Flesh Gorgers' membership has expanded and suffered attrition replacing the balance of their members with warriors from many chapters, warbands and legions. The Flesh Gorgers were founded when the Night Lords 27th Demi-Company boarded the Space Hulk "Gluttonous Sin" and were corrupted by the daemon infesting the Hulk's very structure. The corrupting influence of the Gluttonous Sin's daemon has mutated the members of the Flesh Gorgers into twisted abominations consumed by an endless and insatiable desire for flesh.

Almost all of the warband's warriors who have lost their sanity in the grips of the endless hunger have become feral eating machines, corpulent and massive with super-dense adipose tissues that are both flesh and armor. Without any self control, many have chewed off their own lips and tongues or eating their own hands or forearms which have since been replaced with crude weapon prosthetics: Hooks, cleavers, barbed spears, spiked and studded clubs. The most powerful of these killers become Mutilators.

 

Those handful of warriors who can resist the Hunger are formed into specialist squads - raptors, havocs, chosen, terminators.

 

Notorious Character: Enmerkar, the Lord of Hunger, Witch Prince of the Flesh Gorgers.

 

Notable Elements: Crude weapon prosthetics, fat or starving cannibal mariness, oversized jaws, claws, mutated armor, and pincer mutations.

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The Terrors are a Chaos Warband of uncertain origins. Their first known appearance was when they savagely attacked and destroyed a minor, yet well-defended Forgeworld in a matter of hours in 698.M34. Since then, they have become known for a series of blitzkrieg tactics that their rather low numbers would suggest aren't possible, when compared relative to the size of warbands operating around the Eye of Terror in that time period. This seems to be achieved through a series of propaganda and guerilla warfare that preceed the main invasion, which occurs after the victims' command centers have been disabled. Only ashes remain in their wake with the only survivors being those who were allowed to live. Strongly believed to be former members or at least gene-descendants of the Night Lords due to several captured pict-feeds of their members having pale skin and dark hair, although this is contested due to several instances of the Raven Guard having hunted down individual divergent fleets with extreme prejudice that is not seen even when they are fighting known members of the Four "Dropsite Betrayer" Legions.

Bulsa, The Sin of Night
"A hole stood where the wall once was. A massive figure with a monstrous axe slung across his back and spikes growing from his right shoulder stepped through. Chains covered his torso and clattered in time with his footfalls, the skulls hanging from them grinning all the while. A single horn rose from the right of his helm, only a broken stump remaing on the left. He walked towards the group of Guardsmen. They cowered in terror before his might as he ripped off the head of the last of the Astartes defenders and held it towards them like a votive gift... Or maybe a malediction. This man - no, this monster - was a killer of giants. His visage stabbed into their souls and the fear of imminent death kept them from moving.

'Tell me mortals, which of you would like to die first?' His visor moved from one to the next, making each shiver in turn as they felt the intensity of his gaze.

'What's that? No volunteers? Guess I will have to pick one then.' Faster than sound - nay faster than light! - he threw the helmet, crushing one of the Guardsmen's skulls while at the same time whipping up his bolter and shooting three more.

The last survivor wet himself as he fell to his knees. 'You, little man, have been given a great honor! You will be the sole survivor of this wretched planet of filth. It is your duty to spread the deeds that have been wrought here as well as my name to your superiors along with a message: I'm coming for them!'"

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I'm afraid this might be too long even... let me know, I can chop it down more!

 

Angels Ardent

Truth, Honor, and Faith

 

History

The Angels Ardent were created by Machiu Troyan in M39, former 4th Company Master of the Dark Angels and member of the Deathwing, along with the remnants of his strike force that had just returned with him from the Redemption Crusades. From the Horus Heresy, there was a strain of dissidence within the Dark Angels' Inner Circle about how to deal with the Fall, arguing that the Legion should maintain their glorious history of service from the Crusade and the Scouring, and redeem themselves through selfless acts in the name of the Imperium and the Emperor. Troyan's experiences while leading that Dark Angels strike force out, and then not 25 years later, re-pacifying planets just liberated with his battered contingent of survivors (frequently deploying at full strength to end conflicts decisively), solidified in his mind the need for the Chapter to act on this idea. And with his combination of fiery oratory and selfless acts of valor upon the battlefield, he inspired his men to agree. On return, he convinced the Inner Circle to agree to back a Successor, which the High Lords of Terra were all too happy to agree with (given the circumstances they were told), even giving a larger than normal start-up aid of genestock and valued older suits of armor in an attempt to get some influence. They have so far been stymied.

 

519M39 – Alongside other Unforgiven chapters, the Angels Ardent participate in the Hundred Planet Rebellion. They bring their worlds, in higher states of upheaval than most of the sector, to compliance in two thirds the time as most other chapters but suffer correspondingly higher losses.

 

143M41 – Participating in the Gothic War, the Angels Ardent find themselves with a captured Fallen unexpectedly. To contain information, Chapter Master Troyan orders 50 Marines on a behind enemy lines drop mission. None survive, and soon after Troyan institutes the Veil – the Chapter's version of the Inner Circle.

 

832M41 – While the Dark Angels are slaughtering the inhabitatnts of the moon of Minoria in the Percilac System, Chapter Master Troyan and the Angels Ardent 5th Company deploys in full force to Perilac Prime to help fight Waagh! Drillakilla. Drop podding into the contested capital hive, the strike is vital to breaking the Waagh!'s back, but the force perishes almost to a man, including Chapter Master Troyan.
 

Visuals

http://i.imgur.com/Iz879.jpg

 

A high degree of individuality is allowed amongst brothers, leading to most being bedecked in additional heraldry, campaign and crusade markings, seals, scriptures, trophies, etc. The chapter is in possession of a surprisingly high amount of old hardware for their youth, particularly Mark III, IV, and V power armor, either in full or mixed in with the regular issue Mark VII suits.

 

Their insignia is an upright sword, aflame, with wings extending upwards from the crossguard, which itself is shaped as a crusader's cross.

 

Combat Doctrine

The Angels Ardent mix the grim resolve and tactical genius of their lineage with a zeal and fervor usually associated with the crusaders in black, the curious mixture (normally) allowing them to control and direct their fury. Highly individualized, their tactics epitomize applying whatever force one has in the most efficient way possible, and brothers are allowed to select the style they prefer. This leads to solid, intelligently deployed fire bases supporting an above average amount of close combat Marines bellowing litanies as they charge or jetpack into melee.

 

Characters

Chapter Master Machiu Troyan – the driving force behind the Chapter, he epitomized their passionate rage mixed with cold, unyielding determination. Clad in ancient, highly artificed armor said to date back to one Brother Elyas of the Great Crusade, Troyan was frequently seen directing his forces from a privileged position until the moment was right, then igniting his jump pack to streak across the sky, firing from his combi-plas before landing in the thickest of the fight, where his forces were weakest, and setting things right with furious blows from his two-handed thunder hammer. He also carried a human-scale claymore at his hip, which he rarely drew – a token of appreciation from the inhabitants of a nameless Redemption Crusade world. After his death fighting off streams of Nobz and Kommandos issuing forth from a  breach in the hive on Percilac Prime, it became a badge of office for Chapter Master.

 

Venerable Brother Banneker – Already entombed while still a Dark Angel, Banneker could be considered one of Troyan's mentors, and followed him to the new Chapter. On the battlefield, Banneker's twin Kheres cannons (with their own weapons banners, like a micro Titan) lay down fire where it's most needed; off the battlefield, Banneker is awake more than usual, providing valuable guidance in the young chapter.

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THE INFERNO WARDENS CHAPTER

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Founding - M.34

Progenitor Legion - Unknown

Known Descendants - None

Homeworld - Bastion Secundus

Fortress-Monastery - The Tower

HISTORY

The Inferno Wardens Chapter is thought to have been created during the 8th Founding in M34. It was immediately granted the homeworld of Bastion Secundus and was assigned the mission of guarding the region around the Inferno Reach. The chapter is known to have launched at least three crusades into the Inferno Reach, the second of which, the Viteazul Crusade, resulted in the extermination of a major renegade pirate band, but at the cost of one strike cruiser and over two hundred battle-brothers killed (with an unknown number wounded).

The Inferno Wardens disappeared from Imperial records in the eighth century of M35. Subsequent investigation found that Bastion Secundus had been utterly destroyed. The fate of the chapter remains a mystery. Some say that the chapter never returned from a crusade into the Inferno Reach, others that it suffered from the malign influence of the Warp and was wiped out by a combined force of the Inquisition and the Doom Eagles Chapter (though the Doom Eagles have denied ever taking part in such an action). The last known member of the chapter was Brother Bărbat who was serving within the Ordo Xenos Deathwatch. Brother Bărbat was requested by name for a secret mission by an unidentified Inquisitor who was not of the Ordo Xenos. The mission was never described to the watch commander and Brother Bărbat never returned.

APPEARANCE

The livery of the Inferno Wardens was a light blue body; dark metallic shoulders, arms, and legs; and silver helmet and decorations. The chapter badge incorporated a stylized blue cross of unknown provenance upon a silver shield. Standard company and squad affiliation was indicated on the kneepads, with only the captains and senior officers within a company bearing the company insignia (typically a single vertical bar in the company color prescribed in the Codex Astartes). The battle-brothers of the chapter typically decorated their armor with finely scripted writing.

Some members of the chapter appear to have personalized the chapter badge with a pair of horizontal bars above and below the main intersection of the cross, though this does not appear to have been universal and the significance of these bars is unknown.

COMBAT DOCTRINE

The Inferno Wardens largely followed the Codex Astartes in terms of tactics, though the chapter appears to have favored rapidly closing with the enemy and engaging in close assault when possible. Chapter organization was generally in line with the Codex Astartes, diverging in the chapter’s employment of neophytes and scouts. Members of the chapter are also known to have been accompanied into battle on several occasions by the large feline predators native to Bastion Secundus. Association with these beasts appears to have been a special honor within the chapter.

NOTEWORTHY MEMBER

Throughout the history of the Inferno Wardens, the most well-respected battle-brother was Captain Simion Viteazul, who led the crusade that bore his name; and he is reported to have died in the final great battle of that crusade. Captain Viteazul was said to have been immensely strong, even for the Adeptus Astartes; and he was known to have wielded a massive sword into combat. Observations of Captain Viteazul from Imperial Guard regiments that fought alongside the Inferno Wardens during the Maeris Expedition remarked on his war-scarred visage and physically imposing presence. Major Thakin of the Brunekuun Vth Regiment remarked on the great battle tiger that often accompanied one of Captain Viteazul’s lieutenants to councils of war, a practice that appeared to cause no small bit of consternation among those not of the Adeptus Astartes within the councils, but which none dared voice to the Inferno Wardens.

DISTINCTIVE ELEMENTS

It was common practice for the chapter to march into combat chanting the litanies of their warrior cult, the chaplains leading the chants with the battle-brothers responding. Battle brothers would often swear oaths before battles and affix these oaths to their armor via wax seals. Senior members of the Inferno Wardens often augmented their armor with chained books and scrolls. Those among the most senior ranks of the chapter appear to have born wards upon their armor, presumably written by the battle-psykers within the chapter’s extensive Librarium.

The image I have in mind for this chapter is a cross between Arthurian knights, the crusading knights portrayed in Kingdom of Heaven, and a wee bit of the occult (sort of a cross between Katherine Kurtz's Adept and Templar stories and the Malleus Maleficarum). There's probably a dash of the more fantastical tales of Roland thrown in there, too.

The hunting tigers of the chapter resemble smilodons, but have darker (brown and black) fur patterns more closely resembling racoons (they are nocturnal hunters from a temperate forest environment). Their large canines are not nearly as large as the saber-toothed cat, not extending below the bottom of the jaw line.

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The Lords of Midnight

 

Unknown Founding - Unknown Geneseed (Recently revealed as the Thirteenth ("Dark") Founding - The Lion)

 

 

History:

 

The Lords of Midnight had originally recruited solely from the planet Dagmar IV (location of their Fortress Monastery), but low success rate due to the
civilised nature of the planet led to them gradually expanding to recruit from other worlds within the Dagmar system, and eventually while on campaign as well.

 

This move was met by resistance from many within the Chapter, who maintained the xenophobic traditions of the Dagmarian aristocracy. 

 

Fifty years before the outbreak of the Thirteenth Black Crusade, the Lords of Midnight Chapter Council elected their first non-Dagmarian Chapter Master, Carridon Pel.  He was inducted into the ‘mysteries’ of the Lords of Midnight, a rite of passage undertaken only by select members of the senior Chapter leadership.

 

There it was revealed to him that, contrary to what had been told to the battle-brothers for millennia, the Chapter leadership had always been aware of their genetic heritage as progeny of the Dark Angels, but had balked at being tainted by the Sin of the Unforgiven and had ruthlessly restricted all
knowledge of their founding.

 

Pel, incensed at this betrayal, chose to address the full Chapter and reveal the secret to them. The import of this news had little time to take hold, however, as the Chapter was summoned in full strength by their Inquisition allies against an encroaching Tau insurgency on a nearby forest world. 


Already reeling, the Lords of Midnight suffered heavily against the Tau. Deploying alongside the First Company at the vanguard of the army, the Chapter Master personally oversaw their eventual defeat, only to subsequently be ambushed by the Necrontyr. He disappeared in battle soon afterwards, with the staunchly traditionalist Captain of the First Company refusing the position of Chapter Master, instead declaring a century of mourning for their lost leader.

 

Suspecting treachery, several off-world born members of the Chapter formed a system similar to the ancient Legionary lodges as a means of exchanging information and protecting themselves against the purges they suspected were imminent.  Sure enough, the First Captain moved to
remove the non-Dagmarian elements of the Chapter, leading to the clandestine civil war known simply as ‘the Excision’ that would only end after a decade of death and betrayal.


Appearance:


http://evilwombat.files.wordpress.com/2013/02/lord-of-twilight-tactical-marine-1st-squad-4th-company1.jpg?w=400

Tactical Marine of the IVth Company

 

Members of the non-Dagmarian faction of the Chapter often took on the green trim of their leader Corwyn Novak, who was Captain of the IVth Company at the time of the Excision.

 

As with the Dark Angels, robes are common amongst veterans, though the comparison to their progenitors is not appreciated.


 

Fighting Style:

 

Standard Codex.


Many warriors prefer the use of two swords, or a sword and dagger, to other melee weapons.
 

 

Notorious Character:


Brother Cael – ‘The Silent Smile’ – Vanguard-brother of Squad Domon, First Company

 

Cael is an enigma amongst the ranks of the Lords of Midnight, and, it is whispered amongst the ranks, he should never have been recruited at all.

 

Raised amongst a recruitment cult for the Brotherhood of Torture, Cael had somehow maintained his faith in the Emperor amongst the heresy and taint.  As a young child - one fed upon a steady diet of growth hormones, combat drugs, and brutal violence - Cael rebelled, murdering his fellow cultists and managing to assassinate one of the Slaaneshi Space Marines before succumbing to the blade of another.

 

At the moment of his impending death, a force of the Lords of Midnight led by an Inquisitor attacked the facility, killing the traitor and sparing the boy, at least temporarily.  One of the Lords, upon seeing Cael and the carnage he had wrought in the name of the Emperor, protected him from the Inquisitor by naming him as a recruit, though in truth he did not expect the eviscerated child to survive.

 

Yet survive he did. As a neophyte of the Chapter, Cael was a silent boy, scarred horribly by his captors, including the infamous slashes to the corners of his mouth that gave him his nickname. 

 

He also quickly established himself as the best swordsman the Chapter had ever seen in its many millennia of existence, besting full battle-brothers in ritual duels with his twin swords while still undergoing augmentation, and easily surviving the Culling Rite to become a full battle-brother.

 

Despised by many, Cael was befriended by Corwyn Novak (himself an outsider) during training, quickly becoming his right hand as the charismatic young marine rose through the ranks. 

 

When the Excision was in full swing, with Lords of Midnight murdering each other in the dark while fighting alongside each other in the day, it was Cael (disguised as Novak) who brought victory to the "rebels," killing the First Captain in ritual combat and cementing his friend as the new leader of the
decimated Lords of Midnight through his skill at arms and willingness to do whatever was necessary in the name of the Emperor.

 

 

Distinctive Elements:

 

Paranoia runs deep throughout the members of the Chapter, only enhanced by their geneseed and the horrible revelations regarding their origins.  The Chapter also has a reputation for infighting and lacking the camaraderie typical of Space Marine Chapters, though knowledge of the Excision is a closely guarded secret. 

 

 

(I'm sorry if this one is too long; I cut this down massively from what I had, but I have most of a novel of material sitting here on these guys and I love writing about them!  If nothing else, it was nice to finally get a bit of this down somewhere, even if it means I might be disqualified from this rather awesome contest...)
 

 



 

 

 

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This is exactly what I had in mind when I suggested this to you. For me the hardest part of any DIY chapter is always the Iconography. From the shoulder, banner, all the way to squad markings.

 

With your awesome skill to take someones idea and basic looks and make them exactly or even better in some things than they had. I really need to check this thread daily just to keep up. The DIY's are coming out of the woodworks and they are brilliant. Who ever wins this will be one step closer to having the army they really dreamed of.

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Well first off, I would like to say that your last few pieces have been great Greyall and the fluff within them has also been exceptionally good! You never fail to outdo yourself! You now seem to have set yourself rather a lot of reading tongue.png However I am keen to take part, so without further ado:


The Whispers of Dis'Paril

The Whispers of Dis'Paril are a group of traitor chaos marines, formed (although corrupted is more accurate) shortly after the conclusion of the heresy. A chapter, whose name lies unrecorded drifted through space on their great fortress monastary - its small chapter depleted from years of warfare. Through the infinately sly machinations of a daemon prince know as Dis'Paril, a creature known as the 'Master of Despair' the weakened chapter was corrupted through the voice of its Chaplain, a long standing agent of chaos. Over time the majority of the chapter fell in to the arms of chaos and internal war broke out within the ship resulting in subsequent rise to chaos and immense damage to their fortress monastary. The Chapter is now but a tool in the hands of the Daemon Prince Dis'Paril, his most brutal and savage implement. Whenever he needs overwhelming force to tear apart his foes Dis'Paril will call forth these warriors. These warriors traditionally recruit through a barbaric modification of regular astartes recruitment. Any human being of a savage enough nature or strong psychic mind, is often taken alive (several of the emperors own Imperial Guard have been seized in the past) and cast into a portal formed within the bowels of their home, after chaotic apocatheries have made physical enhancements to them. The portal leads to a realm of chaos called 'Bloodharbour' essentially a battle ground pitting everyone inside it against each other and only those who can surivive long enough to please a Chaos God can ever join the Whispers.




Appearance



http://bolterandchainsword.com/csms.php?bpe=734771&bpj=734771&bp=734771&bpc=734771&bpn=734771&hdt=734771&hrn=E3CBB6&hdm=734771&hdl=734771&ey=3CFF00&er=734771&pi=734771&nk=734771&ch=734771&abs=734771&bt=A5A8A7&btd=B0AD09&cod=734771&ull=734771&lll=734771&lft=734771&url=734771&lrl=734771&rft=734771&slt=B0AD09&sli=734771&srt=B0AD09&sri=734771&ula=734771&lel=734771&lla=734771&lh=734771&ura=734771&rel=734771&rla=734771&rh=734771&ri=B0AD09&tr=B0AD09&bg=FFFFFF&rb=080101&gr=B0AD09&grid=TRUE

Combat doctrine

The combat doctrine of this army is as varied as one can imagine from groups of warriors raised in an all out battle, upon becoming a full marine the chaos soldier is given a number ranking him in descending order in relation to his strength of mind and body in relation to the chapter. This number is a changeable gift from Dis'Paril and may go up or down depending on each marines own improvements, but is a factual number, a higher number cannot physically beat a numerically lower number. Thus many of the numbered warriors are merely weaker slaying brutes, however as warriors become more skilled and learned in the ways of battle they inevitably rise through the ranks, replacing others who have died before them. Some undertake learning specialized forms of warfare as they learn to enjoy certain aspects of warfare. The numbers themselves being a conduit for Dis'Paril to whisper clever master strokes of strategy his pawns might not otherwise think of. As a whole the combat stratgey is merely to fall upon their enemy in a carnage of killing of slaughtering, however the when,where, how and who differ each and every time.

Notable Characters:

Krosis - Bestowed the number 1, Chapter Master of the Whispers of Dis'Paril and Lord Of Discord

Krosis is ranked the first and strongest in both mind and body out the entire chapter. He was one of the original marines that founded the Whispers and the captain of the first company at the time. The method of recruiting through Bloodharbour rests with him, as do many devious plots that make him the right hand of Dis'Paril. He posses a formidable knowledge of tactics and strategy, with a power enhanced by numerous gifts from the Chaos Gods. He towers above most marines, wielding and Axe in one hand, a Staff in the other and a third arm bestowed with a pincer possesing three chela.

Distinctive Elements:

The most distinctive element of the chapter is now most likely its flagship - The Scream of Silence. In its founding days the ruined Fortress monastary drifted through space on what engines it had left, blasting apart ships, taking prisoners and cargo, but most importantly, the wreckage of other ships. Using chains forged from chaos other ships great and small have been lashed together on a gigantic scale resulting in the massive hulk of a ship, a literal fleet bound and fused together with powers from the warp. This monstrosity possesses enough mass to affect a planet if it gets too close and enough firepower to blow one away.



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