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TCFKA the Red Ravens - The StormCrows the "Villta Veiðin"


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For Reiver squads the loadout is usually a Bolt Carbine, Special issue Bolt Pistol, a Combat knife, frag and krak grenades.

I wonder what in-game differences exist between the bolt carbine, regular boltgun, and Primaris bolt rifle? Is it range, e.g., the bolt carbine only reaches to 18", compared to a boltgun's 24" and a bolt rifle's 30"? Rate-of-fire, e.g., the bolt carbine is Assault 2, compared to the boltgun and bolt rifle's Rapid Fire? Are bolt carbines Primaris weapons, or were they in use before Cawl introduced Primaris Marines?

 

What about differences between the special issue bolt pistol and a regular bolt pistol? Does the special issue bolt pistol have greater range (which would make the bolt carbine redundant, if their reach is the same)? Better armor-piercing capabilities? Maybe the pistol has an increased rate-of-fire, to better provide suppressive fire?

One in five is a psyker. One in Five is a helix adept (medic). One in five carries an auxiliary grenade launcher attached to his carbine. One in five is a demolitions specialist, and one in five is a team leader. Generally seeker squads follow this model as well.

Their squads seem organized like those of US Army Special Forces Operational Detachments. Good idea. Edited by Bjorn Firewalker
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For Reiver squads the loadout is usually a Bolt Carbine, Special issue Bolt Pistol, a Combat knife, frag and krak grenades.

I wonder what in-game differences exist between the bolt carbine, regular boltgun, and Primaris bolt rifle? Is it range, e.g., the bolt carbine only reaches to 18", compared to a boltgun's 24" and a bolt rifle's 30"? Rate-of-fire, e.g., the bolt carbine is Assault 2, compared to the boltgun and bolt rifle's Rapid Fire? Are bolt carbines Primaris weapons, or were they in use before Cawl introduced Primaris Marines?

 

What about differences between the special issue bolt pistol and a regular bolt pistol? Does the special issue bolt pistol have greater range (which would make the bolt carbine redundant, if their reach is the same)? Better armor-piercing capabilities? Maybe the pistol has an increased rate-of-fire, to better provide suppressive fire?

So the Bolt Carbine for Reivers is assault 2 in game, vs the marksman carbine and oculus carbine used by Infiltrators and Incursors respectively. The Marksman carbine generates extra hits the oculus ignores cover. All of the Carbines are 24" weapons very much like a Standard Astartes Boltgun, they're just modular and mission oriented. Bolt carbines seem to be primaris only, so they must be Cawl pattern, but the Storm Crows would have had Kiavahr make some changes to the design so that grenade launchers and combi attachments could be used (which can't be reflected in game).

 

The Special issue bolt pistol is a bolt pistol, but with better armor penetration. The way bolt weapons work on the table doesn't really reflect how the lore shows them. I generally use Carbine Reivers, but I have CC reivers (I think it's silly that you have to chose, choppy or shooty).

 

The way I see it, the Carbine is the primary arm, used for fire and maneuver, and is likely to be the weapon that would be suppressed by the Mor Deythan for stealth operations, where the pistol would be used in tight quarters (much in the same way as real world forces rely on the rifle for their primary weapon but keep a sidearm for close quarters and one handed use).

 

 

One in five is a psyker. One in Five is a helix adept (medic). One in five carries an auxiliary grenade launcher attached to his carbine. One in five is a demolitions specialist, and one in five is a team leader. Generally seeker squads follow this model as well.

Their squads seem organized like those of US Army Special Forces Operational Detachments. Good idea.

 

Very similar, not exact, but similar, and by design. I actually had that article open when I was designing the methodology. I wanted my chapters contingent of Mor Deythan to feel more like US Army Special Forces, since they'd be the ones sent in to gather support, foment rebellion, facilitate air support and Drop Assault operations, and perform strategic assassinations. It also bears mention that the Mor Deythan are Veterans in quality, so each one has the command authority of a sergeant when interacting with non veteran company astartes.

 

I also thought it was a good idea, I'm glad someone else agrees!

 

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  • 2 weeks later...

I wanted to share some of the Cultural aspects of the Storm Crows which make them distinct from other Raven Guard chapters.

 

Their Homeworld is called Alfheim. It's named for the mythical land of the Aelves, and it is a world whose landmass is dominated by mountain ranges and plateaus. The mountain valleys are lush, green, temperate rainforests. The planet is 75% covered in water, much as Old Terra was long ago. Much of the population lives off the sea, and farms what land they can. The polar regions are dominated by significant ice caps. The populated regions of the world are typically cold and wet, with average temperature throughout the year of around 13°C on the plateaus while the valleys will usually stay around 17°C. The polar reaches can get well below freezing.

 

The Planet has a rustic cultural tradition, and while the planet has some mild industrial capability and large cities, the populations are generally decentralized and live simply. The planet's technological base is roughly that of early M3, though cultural norms have seen the majority of people living in rustic conditions with minimal technological intrusion.

 

The people of Alfheim are fiercely independent, and subsistence hunting, fishing, and farming are common. The population is relatively small, numbering only several million.They are also a fairly superstitious people, with many of their cultural traditions stemming from the religious practices of the original settlers, who were mostly Neo-Norse pagans and a Christian minority. These traditions blended into a common spiritual practice among the people, which is very significant to their everyday lives.

 

Though the people of Alfheim have a strong oral tradition, there is an equally strong drive to record stories and histories, so that when a skald tells a story, they all tell the same story the same way. The world of Alfheim has a high literacy rate, and virtually all people on the world, after it was brought into compliance by the 12th Chapter of the 19th Legiones Astartes (The Storm Crows), speak Imperial Gothic. Alfheim has a dialect of the ancient West Norse language (akin to Faroese and Icelandic) which is spoken most commonly, and is the language the sagas are spoken in. Another tradition is the Kvæði, which is a way of reciting a saga or story in lyric verse and is sung. This is often done to entertain and as part of celebration. A Skald will often compose a Kvæði for a fallen warrior to be sung at his send off.  This language is a constructed language and uses the ancient elder futhark runic alphabet, it is referred to simply as Nordic by the people of Alfheim.

 

The superstitious nature of the people of Alfheim has also made its way into the Storm Crows chapter. Warriors will often engrave their armor with wards intended to protect them from the powers of the warp. The magical staves of ancient Terra ward them against the powers of chaos and free them to fight. These wards only protect them from chaos sorcery and do nothing to paralyze daemons or prevent daemons from doing physical harm to the bearer, but many Storm Crows have walked through warpflame and shrugged off warp lightning due to the protections afforded by their wards. The wards also serve as a focus for psyker powers, symbolizing the channeling and control of their abilities by visualizing the flow of their power through the knotwork engraved on their armor.

 

It was also on Alfheim that a chronicle of teerran histories was found, along with an archive of the sum of human knowledge until the onset of old night. Due to the original settlers' desire to maintain simple lives, in which they strove to live in harmony with their world rather than reshape it, as well as a fundamental value of hard work being good for the soul, the people of Alfheim had very little use for technology, except where it came to things like food preservation and transportation. The society on Alfheim is very egalitarian, with trade and barter forming the basis of trade, rather than monetary exchange. Alfheim does have a planetary government, but it is very limited, and simply serves to administrate services used by the people. Alfheim, as a small world, and now being recognized as an Astartes Recruiting World, is not required to tithe to the Astra Militarum, and the world has no standing planetary defense forces. Rather, all able bodied persons of the age of 16 serve in militias to be called up in emergency. Due to the rural nature of Alfheim and the militia requirement, children are taught to be warriors from an early age. Alfheim is not a savage or primitive world, their weapons technology is rather well developed. Stub weapons are the predominant weapons technology, as they are the most versatile for the various uses the people of Alfheim have. Competitions of martial prowess are also common among the people, and so the desire to develop the warrior skills is high, and so combat sports and shooting competitions are very common.

 

This warrior upbringing makes the people of Alfheim very valuable to the Astartes of the Storm Crows, as each aspirant from Alfheim comes to them with a base level of training.

 

However, the population of Alfheim is too small to sustain the consistent demand for recruits, and so the Storm Crows also adopt aspirants from warzones across the Imperium.

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I appreciate your efforts in worldbuilding.

Their Homeworld is called Alfheim. It's named for the mythical land of the Aelves

Are these "Aelves" related to the Eldar/Aeldari in any way? Will some Exodites come and demand Alfheim's human inhabitants evacuate what the xenos consider "rightful property of the superior race- the Aeldari"?

Rather, all able bodied persons of the age of 16 serve in militias to be called up in emergency.

Does the militia have motor vehicles- including tanks, fighter and transport flyers, wet navy warships- in case a technologically adept enemy attacks while the Astartes are away?
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I appreciate your efforts in worldbuilding.

Thanks. I'm having a lot of fun with it. My current table is themed around temperate rainforests because it's a type of terrain that I find fascinating (and they're pretty common here in the SE US).

 

 

 

Their Homeworld is called Alfheim. It's named for the mythical land of the Aelves

Are these "Aelves" related to the Eldar/Aeldari in any way? Will some Exodites come and demand Alfheim's human inhabitants evacuate what the xenos consider "rightful property of the superior race- the Aeldari"?

 

I thought about having the Aeldari play a role in that somehow. Maybe the original settlers were able to come to an Accord with an exodite population already on the world as Humanity was a lot friendlier to aliens before the Imperium came along. Perhaps the Original settlers and the small exodite population intermarried and homogenized into something which doesn't deviate from baseline humanity too much? Maybe that's a potential source for their enhanced psychic potential?

 

Perhaps the Aeldari will come back to find out why this world has been silent for so long.

 

 

Rather, all able bodied persons of the age of 16 serve in militias to be called up in emergency.

Does the militia have motor vehicles- including tanks, fighter and transport flyers, wet navy warships- in case a technologically adept enemy attacks while the Astartes are away?

Yes, and there would be mandatory training twice a month and four weeks of mobilization every year, for training. One thing I wanted to convey but probably didn't do very well, is that each village looks like it might have been plucked out of modern day rural Alaska, or the Shetlands, or Coastal Norway. Their naval vessels would be crewed by fishermen used to sailing, their tankers would be farmers used to driving tractors, their pilots would be pilots used to ferrying cargo across the mountains. Their tank forces wouldn't be significant, due to the nature of the terrain, they would favor light infantry and airmobile operations due to the difficulty in traversing the terrain.

 

As for your second point, the Storm Crows always have a Garrison on the planet, able to respond and support the militia if Alfheim were to come under threat. The Storm Crows Garrison serves the function of standing military, while the people are free to go about their lives.

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Their Homeworld is called Alfheim. It's named for the mythical land of the Aelves

Are these "Aelves" related to the Eldar/Aeldari in any way? Will some Exodites come and demand Alfheim's human inhabitants evacuate what the xenos consider "rightful property of the superior race- the Aeldari"?
I thought about having the Aeldari play a role in that somehow. Maybe the original settlers were able to come to an Accord with an exodite population already on the world as Humanity was a lot friendlier to aliens before the Imperium came along. Perhaps the Original settlers and the small exodite population intermarried and homogenized into something which doesn't deviate from baseline humanity too much? Maybe that's a potential source for their enhanced psychic potential?
Considering the sheer contempt the Eldar consistently displayed towards humans in 5th and older Edition Codices, I find this unlikely. More believable will be Alfheim's human inhabitants were slaves to the Exodites, and whom the Raven Guard Legion freed during the Great Crusade.

Perhaps the Aeldari will come back to find out why this world has been silent for so long.

Hopefully, they'll do so after the Eldar/Aeldari help Cawl resurrect Guilliman, so a peace treaty (however temporary) may be established, and force the xenos to refrain from genociding Alfheim's human inhabitants.

 

 

Rather, all able bodied persons of the age of 16 serve in militias to be called up in emergency.

Does the militia have motor vehicles- including tanks, fighter and transport flyers, wet navy warships- in case a technologically adept enemy attacks while the Astartes are away?
Yes, and there would be mandatory training twice a month and four weeks of mobilization every year, for training. One thing I wanted to convey but probably didn't do very well, is that each village looks like it might have been plucked out of modern day rural Alaska, or the Shetlands, or Coastal Norway. Their naval vessels would be crewed by fishermen used to sailing, their tankers would be farmers used to driving tractors, their pilots would be pilots used to ferrying cargo across the mountains. Their tank forces wouldn't be significant, due to the nature of the terrain, they would favor light infantry and airmobile operations due to the difficulty in traversing the terrain.

 

As for your second point, the Storm Crows always have a Garrison on the planet, able to respond and support the militia if Alfheim were to come under threat. The Storm Crows Garrison serves the function of standing military, while the people are free to go about their lives.

Excellent ideas. Edited by Bjorn Firewalker
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Nice start with the world building part of your Chapter construction:thumbsup: World building is a tricky process. You don't want to put so much work and detail into it that the fun of the project is sucked out of you or so little that it raises more questions than it answers.  A few questions are raised here for me. I'll try not to repeat areas already covered by others, but there might be some overlap.

 

 

 

The Planet has a rustic cultural tradition, and while the planet has some mild industrial capability and large cities, the populations are generally decentralized and live simply. The planet's technological base is roughly that of early M3, though cultural norms have seen the majority of people living in rustic conditions with minimal technological intrusion.

 

The people of Alfheim are fiercely independent, and subsistence hunting, fishing, and farming are common. The population is relatively small, numbering only several million.They are also a fairly superstitious people, with many of their cultural traditions stemming from the religious practices of the original settlers, who were mostly Neo-Norse pagans and a Christian minority. These traditions blended into a common spiritual practice among the people, which is very significant to their everyday lives.

With a population of only several million coupled with mild industrial capability and large cities, how do you envision this? Several million generally implies approximately three to four million.... maybe five. A large city will generally have a population of 500k or more. How many large cities does the planet have and what general purpose do they serve? Are they seats of government and or religion, industrial centers, distribution centers for goods and services, or a combination of the above? How many are there? Industry doesn't necessarily require a large population or city size infrastructure to support it. Industry can be specialized in smaller communities located near pertinent resources. For a "fiercely" independent people living traditionally subsistence lives, centralized large cities of any kind make little sense. Large cities will tend to consume many resources and tend to draw political power to themselves and diverge culturally. All of this can serve to alienate smaller communities and create conflict. To maintain harmony and serve the planetary population best any centralized government should only be very basic and would not require large infrastructure. Perhaps one mid sized city as the planetary capital, small industrial towns with small regional cities serving as distribution centers for good and services would make more sense.

 

Over the many thousands of years, how does such a independent and diffused population maintain continuity? Even with common cultural and religious beliefs, population groups will eventually diverge. What holds them together culturally?

 

Though the people of Alfheim have a strong oral tradition, there is an equally strong drive to record stories and histories, so that when a skald tells a story, they all tell the same story the same way.

Cultures with strong oral traditions generally have a strong drive and means of maintaining records. Some just do it orally, while others also develop writing or coded art to keep physical records. Oral tradition and record keeping are not contradictory or mutually exclusive.

 

 Alfheim, as a small world, and now being recognized as an Astartes Recruiting World, is not required to tithe to the Astra Militarum, and the world has no standing planetary defense forces. Rather, all able bodied persons of the age of 16 serve in militias to be called up in emergency. Due to the rural nature of Alfheim and the militia requirement, children are taught to be warriors from an early age. Alfheim is not a savage or primitive world, their weapons technology is rather well developed. Stub weapons are the predominant weapons technology, as they are the most versatile for the various uses the people of Alfheim have. Competitions of martial prowess are also common among the people, and so the desire to develop the warrior skills is high, and so combat sports and shooting competitions are very common.

Most of this makes good sense. However, even though Alfheim maintains no large standing PDF force, it should have a small professional force to maintain military standards (strategic, tactical, technical and logistical infrastructure). Also a professional corps is necessary to quickly organize the militia when called up during times of emergency. This corps need not be large, just of sufficient size to maintain infrastructure and reconstitute the militia into an effective fighting force when necessary. I suppose the Astartes garrison could do this, but I would think they would have better things to do:happy.:

 

These are just some things to think about. Overall, what you have looks very good:yes:

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The Planet has a rustic cultural tradition, and while the planet has some mild industrial capability and large cities, the populations are generally decentralized and live simply. The planet's technological base is roughly that of early M3, though cultural norms have seen the majority of people living in rustic conditions with minimal technological intrusion.

 

The people of Alfheim are fiercely independent, and subsistence hunting, fishing, and farming are common. The population is relatively small, numbering only several million.They are also a fairly superstitious people, with many of their cultural traditions stemming from the religious practices of the original settlers, who were mostly Neo-Norse pagans and a Christian minority. These traditions blended into a common spiritual practice among the people, which is very significant to their everyday lives.

With a population of only several million coupled with mild industrial capability and large cities, how do you envision this? Several million generally implies approximately three to four million.... maybe five. A large city will generally have a population of 500k or more. How many large cities does the planet have and what general purpose do they serve? Are they seats of government and or religion, industrial centers, distribution centers for goods and services, or a combination of the above? How many are there? Industry doesn't necessarily require a large population or city size infrastructure to support it. Industry can be specialized in smaller communities located near pertinent resources. For a "fiercely" independent people living traditionally subsistence lives, centralized large cities of any kind make little sense. Large cities will tend to consume many resources and tend to draw political power to themselves and diverge culturally. All of this can serve to alienate smaller communities and create conflict. To maintain harmony and serve the planetary population best any centralized government should only be very basic and would not require large infrastructure. Perhaps one mid sized city as the planetary capital, small industrial towns with small regional cities serving as distribution centers for good and services would make more sense.
Taking inspiration from the StarCraft and Civilization: Beyond Earth computer games, as well as Medusa (the Iron Hands Chapter planet) in Warhammer 40,000 itself, how about cities whose buildings are mobile, mounted on caterpillar tracks or giant arks? The people are semi-nomadic, only settling down for a few years before moving their "city" to a new location hundreds of kilometers away, due to laws the first colonists imposed to avoid overexploiting a locale and poisoning its environment for generations to come. That allows the Chapter planet's people to have industries which require a city to sustain, without sacrificing the hardiness a rural life forces upon people. Edited by Bjorn Firewalker
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Taking inspiration from the StarCraft and Civilization: Beyond Earth computer games, as well as Medusa (the Iron Hands Chapter planet) in Warhammer 40,000 itself, how about cities whose buildings are mobile, mounted on caterpillar tracks or giant arks? The people are seni-nomadic, only settling down for a few years before moving their "city" to a new location hundreds of kilometers away, due to laws the first colonists imposed to avoid overexploiting a locale and poisoning its environment for generations to come. That allows the Chapter planet's people to have industries which require a city to sustain, without sacrificing the hardiness a rural life forces uoon people.

 

The mobile city is indeed a cool concept and I'd like to see this more in the 40K background. However, I think it's at odds with the kind of rustic, and less environmentally impactful culture we have here. The transportation system alone would have catastrophic effects on the land and environment. Even though the mobile city might not extract as many resources from a given area as a fixed city over time (and that is arguable) the physical and chemical trauma caused to a given area it temporarily settles on (not to mention the land it travels on to get to it's destination) could, in the long run, be more serious. Each mobile city would be a travelling war zone. Mobile cities would be more appropriate to planets already reduced to resource poor wastelands like Medusa. It's a great concept, but maybe not appropriate to Alfheim.

 

Standard medium or small cities would be more appropriate to the needs (port facilities, transportation hubs, etc.) of the type culture here.

Edited by Brother Lunkhead
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The mobile city is indeed a cool concept and I'd like to see this more in the 40K background. However, I think it's at odds with the kind of rustic, and less environmentally impactful culture we have here. The transportation system alone would have catastrophic effects on the land and environment. Even though the mobile city might not extract as many resources from a given area as a fixed city over time (and that is arguable) the physical and chemical trauma caused to a given area it temporarily settles on (not to mention the land it travels on to get to it's destination) could, in the long run, be more serious. Each mobile city would be a travelling war zone. Mobile cities would be more appropriate to planets already reduced to resource poor wastelands like Medusa. It's a great concept, but maybe not appropriate to Alfheim.

 

Standard medium or small cities would be more appropriate to the needs (port facilities, transportation hubs, etc.) of the type culture here.

Good cost-benefit analysis. Both worlds (ours, and that of WH40K) need more of this.
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Considering the sheer contempt the Eldar consistently displayed towards humans in 5th and older Edition Codices, I find this unlikely. More believable will be Alfheim's human inhabitants were slaves to the Exodites, and whom the Raven Guard Legion freed during the Great Crusade.

That's certainly true, but it's been inferred in some Horus Heresy novels that Pre-Old Night humanity had amicable dealings with the Eldar (I believe the Interex were one such), and so I don't think it's necessarily implausible, especially if the Eldar population of the world was small, and given the philosophy I had in mind for the human settlers there wouldn't necessarily be cause for strife in the planet's distant past. Now perhaps I could integrate your ideas, in that a second wave of exodites, who were less tolerant of the human settlers, and they enslaved the population (after the fall of the Eldar), which was then freed by the 12th Chapter during the great crusade. That could work.

 

 

Hopefully, they'll do so after the Eldar/Aeldari help Cawl resurrect Guilliman, so a peace treaty (however temporary) may be established, and force the xenos to refrain from genociding Alfheim's human inhabitants.

Interesting idea. Though, I think that the Eldar might have difficulty facing down a garrison of 4 companies of full astartes, in addition to a militarized population of humans, with a strong warrior tradition.

 

 

 

 

Rather, all able bodied persons of the age of 16 serve in militias to be called up in emergency.

Does the militia have motor vehicles- including tanks, fighter and transport flyers, wet navy warships- in case a technologically adept enemy attacks while the Astartes are away?
Yes, and there would be mandatory training twice a month and four weeks of mobilization every year, for training. One thing I wanted to convey but probably didn't do very well, is that each village looks like it might have been plucked out of modern day rural Alaska, or the Shetlands, or Coastal Norway. Their naval vessels would be crewed by fishermen used to sailing, their tankers would be farmers used to driving tractors, their pilots would be pilots used to ferrying cargo across the mountains. Their tank forces wouldn't be significant, due to the nature of the terrain, they would favor light infantry and airmobile operations due to the difficulty in traversing the terrain.

 

As for your second point, the Storm Crows always have a Garrison on the planet, able to respond and support the militia if Alfheim were to come under threat. The Storm Crows Garrison serves the function of standing military, while the people are free to go about their lives.

Excellent ideas.

 

Thanks. To expand on the ideas a bit, I thought it might be fun to set their planetary forces apart from the rest of the Imperium. They don't make use of the Leman Russ battle tank, instead they make use of a tank design of lighter weight, so that it is more easily transported by cargo lifter aircraft, and they make greater use of armored walkers due to their ability to more easily traverse the mountainous terrain. Due to their history and the influence of the Raven Guard Legionnaires they favor guerilla and insurgent tactics. They are experts in small unit tactics and long range marksmanship.

 

 

Nice start with the world building part of your Chapter construction:thumbsup: World building is a tricky process. You don't want to put so much work and detail into it that the fun of the project is sucked out of you or so little that it raises more questions than it answers.  A few questions are raised here for me. I'll try not to repeat areas already covered by others, but there might be some overlap.

 

I totally agree. Fortunately world building is something I enjoy. You've been very helpful so far so I definitely appreciate the extra eyes!

 

 

 

The Planet has a rustic cultural tradition, and while the planet has some mild industrial capability and large cities, the populations are generally decentralized and live simply. The planet's technological base is roughly that of early M3, though cultural norms have seen the majority of people living in rustic conditions with minimal technological intrusion.

 

The people of Alfheim are fiercely independent, and subsistence hunting, fishing, and farming are common. The population is relatively small, numbering only several million.They are also a fairly superstitious people, with many of their cultural traditions stemming from the religious practices of the original settlers, who were mostly Neo-Norse pagans and a Christian minority. These traditions blended into a common spiritual practice among the people, which is very significant to their everyday lives.

With a population of only several million coupled with mild industrial capability and large cities, how do you envision this? Several million generally implies approximately three to four million.... maybe five. A large city will generally have a population of 500k or more. How many large cities does the planet have and what general purpose do they serve? Are they seats of government and or religion, industrial centers, distribution centers for goods and services, or a combination of the above? How many are there? Industry doesn't necessarily require a large population or city size infrastructure to support it. Industry can be specialized in smaller communities located near pertinent resources. For a "fiercely" independent people living traditionally subsistence lives, centralized large cities of any kind make little sense. Large cities will tend to consume many resources and tend to draw political power to themselves and diverge culturally. All of this can serve to alienate smaller communities and create conflict. To maintain harmony and serve the planetary population best any centralized government should only be very basic and would not require large infrastructure. Perhaps one mid sized city as the planetary capital, small industrial towns with small regional cities serving as distribution centers for good and services would make more sense.

 

Over the many thousands of years, how does such a independent and diffused population maintain continuity? Even with common cultural and religious beliefs, population groups will eventually diverge. What holds them together culturally?

I was envisioning a total population of around 6 million, now that you're putting numbers to it. I envisioned one large city as the planetary capitol, and it would be a city roughly the size of Nashville, TN. There would be smaller cities, basically serving as hubs for the rural regions surrounding them. Hubs of trade and small industry. I didn't envision that people would really live in the cities, more like those would be the places to go to sell their goods and wares. The cities (or I suppose towns) would be places for the surrounding communities to gather and socialize. Each town would have a festival that would draw travelers from other areas, and thus promoting trade between communities. The Towns would serve administrative functions. Much like a county seat in the US (like Shelbyville, TN, is the county seat for Bedford County, or Columbia, TN is the seat for Maury county, etc.) there would be gathering halls, fair grounds, a courthouse, a constabulary, and those sorts of services. The average town would be about 20,000-40,000 people over an area of 86 or so square kilometers, and encompassing the surrounding rural areas. There wouldn't be many such towns, and there would be many more villages comprising only a few hundred to a few thousand people each, depending upon their livelihoods. It would also be worth noting that many of the larger towns would be located in or very near natural sea ports, considering that I envision the planet as being very much a maritime world. The interiors of the main continent are rocky and foreboding, much like the Scottish Highlands.

 

It is in the Central Highlands that the Storm Crows maintain their Fortress, the Rookery. The Storm Crows take an active role and do not hold themselves apart from the people of their Homeworld. The chapter maintains outpost monasteries in each of the major towns to provide rapid response to invasion, and they are also places of respite, where a traveler can find a bed and a hot meal. In addition, Battle Brothers who are "outposted" will find ways of making themselves useful to the population, when their skills as warriors are not needed. This is in stark contrast to the reputation the Storm Crows have built in the rest of the Imperium. The rest of the imperium regards them as ill omens, brutal wraiths who leave nothing but death in their wake, appearing one moment slaughtering the enemies of man in an instant and fading away as quickly as they appeared. But on Alfheim, the Storm Crows are beloved liberators.

 

On your last point, it is the fact that no one actually lives in the cities proper which keeps the resources from pooling, and the culture from diverging. That and the strong cultural belief that a man who does not work, does not eat. Also, administrators are not paid well, merely compensated for their time away from their real lives. Administrators do what they do because it is necessary, not because it pays. There is no industrial farming on Alfheim. Farms are small and excess is taken to market to trade.  While the people are fiercely independent, they do have a strong sense of community, knowing that just because they can survive alone doesn't mean they have to. This is one of the things which makes them excellent candidates for becoming astartes.

 

 

Though the people of Alfheim have a strong oral tradition, there is an equally strong drive to record stories and histories, so that when a skald tells a story, they all tell the same story the same way.

Cultures with strong oral traditions generally have a strong drive and means of maintaining records. Some just do it orally, while others also develop writing or coded art to keep physical records. Oral tradition and record keeping are not contradictory or mutually exclusive.

That's a valid point, and I was aware of that. I wanted to set them apart from the Space Wolves in yet another way. After reading Prospero Burns, I found that the Space Wolves' distrust of written records to be jarring, and though there are similarities between them and my Chapter, culturally, I wanted there to be a big distinction.

 

 

 Alfheim, as a small world, and now being recognized as an Astartes Recruiting World, is not required to tithe to the Astra Militarum, and the world has no standing planetary defense forces. Rather, all able bodied persons of the age of 16 serve in militias to be called up in emergency. Due to the rural nature of Alfheim and the militia requirement, children are taught to be warriors from an early age. Alfheim is not a savage or primitive world, their weapons technology is rather well developed. Stub weapons are the predominant weapons technology, as they are the most versatile for the various uses the people of Alfheim have. Competitions of martial prowess are also common among the people, and so the desire to develop the warrior skills is high, and so combat sports and shooting competitions are very common.

Most of this makes good sense. However, even though Alfheim maintains no large standing PDF force, it should have a small professional force to maintain military standards (strategic, tactical, technical and logistical infrastructure). Also a professional corps is necessary to quickly organize the militia when called up during times of emergency. This corps need not be large, just of sufficient size to maintain infrastructure and reconstitute the militia into an effective fighting force when necessary. I suppose the Astartes garrison could do this, but I would think they would have better things to do:happy.:

You bring up a good point. Even the National Guard has a full-time component, so that makes sense. Perhaps that is a duty that the local Constabularies (The Russian national police used to be called the militsiya, and several languages use a similar term to refer to police) could perform. I also mentioned earlier that Towns would include Astartes Outpost Monasteries, for the purposes of distributed defense and immediate response. One of the duties of the Astartes assigned to these outposts would be to train and drill the militias, as well as their other means of making themselves useful to the people. Alfheim is kind of a backwater world, and situated such that it's out of the way and of very little strategic importance to anyone except the Storm Crows. As such, the Astartes Garrison has very little to do except be of use to the people of Alfheim. After all, you don't need four companies to garrison a single fortress, you can distribute much of that manpower to garrison the population centers.

 

Due to the Storm Crows part in liberating the world during the Great Crusade, they feel responsible for the world and its people, and they see it as a world where the Emperor's vision for humanity is on full display, and they will defend it with Righteous Zeal.

 

 

These are just some things to think about. Overall, what you have looks very good:yes:

I appreciate the input. These were all things that I hadn't really thought about (or thought about yet) and so it was very helpful, thank you!

 

I do have the idea that I want the world I've created to be a focal point for some of my homebrew ideas to be located and flourish. So you might see some other things coming.

 

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Considering the sheer contempt the Eldar consistently displayed towards humans in 5th and older Edition Codices, I find this unlikely. More believable will be Alfheim's human inhabitants were slaves to the Exodites, and whom the Raven Guard Legion freed during the Great Crusade.

That's certainly true, but it's been inferred in some Horus Heresy novels that Pre-Old Night humanity had amicable dealings with the Eldar (I believe the Interex were one such), and so I don't think it's necessarily implausible, especially if the Eldar population of the world was small, and given the philosophy I had in mind for the human settlers there wouldn't necessarily be cause for strife in the planet's distant past. Now perhaps I could integrate your ideas, in that a second wave of exodites, who were less tolerant of the human settlers, and they enslaved the population (after the fall of the Eldar), which was then freed by the 12th Chapter during the great crusade. That could work.
I agree. The consequences would be Alfheim's human inhabitants feeling the Exodites have "backstabbed" them, and the wider Imperium's views of Eldar/Aeldari, i.e., "The only good xeno is a dead one," are fully justified. For comparison, see how Sunni and Shia lived in relative peace under Saddam Hussein's reign, but after his overthrow, Al-Qaida and Islamic State attacks on what those Sunni extremists view as "infidels," greatly diminished Shia tolerance of the other sect. (The Farseers are surely palming their faces at these consequences. "Do you Exodites realize what you did? We could've had Alfheim's human inhabitants as willing pawns to use against enemies of our noble race! Now we must sacrifice precious Aeldari blood to protect ourselves, instead of plentiful and cheap human blood!")

To expand on the ideas a bit, I thought it might be fun to set their planetary forces apart from the rest of the Imperium. They don't make use of the Leman Russ battle tank, instead they make use of a tank design of lighter weight, so that it is more easily transported by cargo lifter aircraft, and they make greater use of armored walkers due to their ability to more easily traverse the mountainous terrain. Due to their history and the influence of the Raven Guard Legionnaires they favor guerilla and insurgent tactics.

So the Alfheim militia will fight with Catachan tactics and strategy? Fair enough.

 

I have to wonder how the "tank design of lighter weight" will be represented in-game. (I presume Astra Militarum guardsmen models will represent the militia.) Will you simply use Taurox models? (As Tempestus Scions use the vehicle, I presume it's also easily airmobile, to better support the airmobile Scions.) Or something more elaborate, e.g., M551 Sheridan models with WH40K additions, plus you writing stats and special rules for a short barrel battle cannon, with the same Strength and Armor Penetration capabilities as that mounted on the Leman Russ, but only a 60" Range?

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Considering the sheer contempt the Eldar consistently displayed towards humans in 5th and older Edition Codices, I find this unlikely. More believable will be Alfheim's human inhabitants were slaves to the Exodites, and whom the Raven Guard Legion freed during the Great Crusade.

That's certainly true, but it's been inferred in some Horus Heresy novels that Pre-Old Night humanity had amicable dealings with the Eldar (I believe the Interex were one such), and so I don't think it's necessarily implausible, especially if the Eldar population of the world was small, and given the philosophy I had in mind for the human settlers there wouldn't necessarily be cause for strife in the planet's distant past. Now perhaps I could integrate your ideas, in that a second wave of exodites, who were less tolerant of the human settlers, and they enslaved the population (after the fall of the Eldar), which was then freed by the 12th Chapter during the great crusade. That could work.
I agree. The consequences would be Alfheim's human inhabitants feeling the Exodites have "backstabbed" them, and the wider Imperium's views of Eldar/Aeldari, i.e., "The only good xeno is a dead one," are fully justified. For comparison, see how Sunni and Shia lived in relative peace under Saddam Hussein's reign, but after his overthrow, Al-Qaida and Islamic State attacks on what those Sunni extremists view as "infidels," greatly diminished Shia tolerance of the other sect. (The Farseers are surely palming their faces at these consequences. "Do you Exodites realize what you did? We could've had Alfheim's human inhabitants as willing pawns to use against enemies of our noble race! Now we must sacrifice precious Aeldari blood to protect ourselves, instead of plentiful and cheap human blood!")

 

What I had basically imagined was that the human settlers arrived early enough that by the time the second wave of exodites had arrived, the original exodites had already intermarried and were integrated with the Human culture (especially with the fact that the Eldar would have appeared to have been the Aelves from the human's mythology, and thus revered for their connection with nature). Where the second wave would have been seen as oppressors by the humans, and disturbers by the first exodites. The Human inhabitants would view the exodites they had been living with to be the true Aelves, and the newcomers as evil fae come to enslave the rightful inhabitants of the world. They would eventually refer to the two groups as the "Aelves" and "Fae" respectively. To them the Aelves were friends of humanity and servants of the Æsir while the Fae would be the fiendish, trickster, miniions of Loki (considering their Neo-Norse/Neo-Celtic pagan roots). I also imagine that the remaining Aelves would have left the world willingly, those that hadn't been killed for daring to side with the Monkeigh, but not before having made their mark on the human populace.

 

Yes, the Farseers would indeed be hanging their heads lamenting the lost opportunity. That's what I had in mind anyway after your suggestion.

 

 

To expand on the ideas a bit, I thought it might be fun to set their planetary forces apart from the rest of the Imperium. They don't make use of the Leman Russ battle tank, instead they make use of a tank design of lighter weight, so that it is more easily transported by cargo lifter aircraft, and they make greater use of armored walkers due to their ability to more easily traverse the mountainous terrain. Due to their history and the influence of the Raven Guard Legionnaires they favor guerilla and insurgent tactics.

So the Alfheim militia will fight with Catachan tactics and strategy? Fair enough.

 

I have to wonder how the "tank design of lighter weight" will be represented in-game. (I presume Astra Militarum guardsmen models will represent the militia.) Will you simply use Taurox models? (As Tempestus Scions use the vehicle, I presume it's also easily airmobile, to better support the airmobile Scions.) Or something more elaborate, e.g., M551 Sheridan models with WH40K additions, plus you writing stats and special rules for a short barrel battle cannon, with the same Strength and Armor Penetration capabilities as that mounted on the Leman Russ, but only a 60" Range?

 

The Alfheim militia would be best equated to as a blend of the US Army 75th Ranger Regiment, 10th Mountain Division, 101st Airborne Division, and 82nd Airborne Divisions. Unfortunately, Astra Militarum doesn't accurately represent what I would like a force like this to be. I would expect that a vehicle similar to the M551 would be well received by the Alfheim militia, though I had something more along the lines of the Stingray Light Tank in mind. I also envision that the Alfheim militia would be more along the lines of a Militarum Tempestus Scions style force anyway.

 

I also have a Knights army, which I might base on Alfheim as well, as I did say I wanted to use Alfhaim as a focal point for my homebrew stuff. This would also give them yet more mobile firepower to bring to bear on invaders. The Knights would be remnants from the Storm Crows original Expeditionary fleet which would have garrisoned the world.

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the original exodites had already intermarried

As the Eldar/Aeldari are a different species, I suspect interspecies couples wanting children, must harvest sperm/ova and genetically modify them to be compatible, though the technologically adept Eldar may pass this off to their medieval mates as rituals "asking for the gods' blessings."

and were integrated with the Human culture (especially with the fact that the Eldar would have appeared to have been the Aelves from the human's mythology, and thus revered for their connection with nature). Where the second wave would have been seen as oppressors by the humans, and disturbers by the first exodites. The Human inhabitants would view the exodites they had been living with to be the true Aelves, and the newcomers as evil fae come to enslave the rightful inhabitants of the world. They would eventually refer to the two groups as the "Aelves" and "Fae" respectively. To them the Aelves were friends of humanity and servants of the Æsir while the Fae would be the fiendish, trickster, miniions of Loki (considering their Neo-Norse/Neo-Celtic pagan roots). I also imagine that the remaining Aelves would have left the world willingly, those that hadn't been killed for daring to side with the Monkeigh, but not before having made their mark on the human populace.

Good ideas.

I would expect that a vehicle similar to the M551 would be well received by the Alfheim militia, though I had something more along the lines of the Stingray Light Tank in mind.

I figured since the M551 saw combat service in the Vietnam War, scale models will be relatively easy to find for kitbashed conversions into an Alfheim militia light tank. By the way, may I propose the name "Tanngnjóstr" (Teeth Grinder) for the light tank's name, and "Tanngrisnir" (Teeth Barer, Snarler) for its APC variant, after the goats that pull Thor's chariot in Norse mythology?

I also have a Knights army, which I might base on Alfheim as well, as I did say I wanted to use Alfhaim as a focal point for my homebrew stuff. This would also give them yet more mobile firepower to bring to bear on invaders. The Knights would be remnants from the Storm Crows original Expeditionary fleet which would have garrisoned the world.

Makes sense the Knights would be part of the XIX Legion expeditionary force that liberated Alfheim, but afterwards, a deal must be arranged to have the Knight House continue supporting the warsuits, including dispatching new scions to replace those who died. Maybe have those who accompanied the expeditionary force, found a cadet branch of their Knight House on a nearby world, e.g., Alfheim's moon, an asteroid belt in the star system (the Knight House having a deal with the AdMech to share its mineral wealth), or a planet in the same star system? Edited by Bjorn Firewalker
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the original exodites had already intermarried

As the Eldar/Aeldari are a different species, I suspect interspecies couples wanting children, must harvest sperm/ova and genetically modify them to be compatible, though the technologically adept Eldar may pass this off to their medieval mates as rituals "asking for the gods' blessings."

I'm kinda reaching back to some 2nd and 3rd edition lore here, but in the past Eldar and Humans have been shown to be genetically compatible. Maybe not without some difficulty, but compatible nonetheless. As for the human settlers, I envisioned them being starfaring, but in stasis. They know about science and technology, they just have very little use for it as they would see it as detracting from a good life rather than enhancing it. That would be a bit of Christian influence, hard work is good for the soul, and that you should never rely on a machine to do what you can just as easily do with your hands. KInd of how the military teaches map reading and land nav with a compass and protractor instead of just hoping technology will always work. And since farming isn't industrialized, huge tractors and combines aren't as necessary for planting and harvest.

 

Furthermore, the Outpost Monasteries I mentioned the Astartes keeping; The Astartes would make themselves useful to the people. That could mean drilling the Militia, or teaching children in schools about math and science and history (as I envision the Storm Crows as keepers of knowledge, many would be polymaths).

 

 

and were integrated with the Human culture (especially with the fact that the Eldar would have appeared to have been the Aelves from the human's mythology, and thus revered for their connection with nature). Where the second wave would have been seen as oppressors by the humans, and disturbers by the first exodites. The Human inhabitants would view the exodites they had been living with to be the true Aelves, and the newcomers as evil fae come to enslave the rightful inhabitants of the world. They would eventually refer to the two groups as the "Aelves" and "Fae" respectively. To them the Aelves were friends of humanity and servants of the Æsir while the Fae would be the fiendish, trickster, miniions of Loki (considering their Neo-Norse/Neo-Celtic pagan roots). I also imagine that the remaining Aelves would have left the world willingly, those that hadn't been killed for daring to side with the Monkeigh, but not before having made their mark on the human populace.

Good ideas.

I though it might be fun to show a human population that becomes radicalized against their one time allies, without hating themselves for what the imperium would consider a tainted lineage. Aside from exhibiting higher psychic potentials upon becoming astartes (or becoming gothi).

 

 

I would expect that a vehicle similar to the M551 would be well received by the Alfheim militia, though I had something more along the lines of the Stingray Light Tank in mind.

I figured since the M551 saw combat service in the Vietnam War, scale models will be relatively easy to find for kitbashed conversions into an Alfheim militia light tank. By the way, may I propose the name "Tanngnjóstr" (Teeth Grinder) for the light tank's name, and "Tanngrisnir" (Teeth Barer, Snarler) for its APC variant, after the goats that pull Thor's chariot in Norse mythology?

That's fair, though I really had no plans to convert any models for the Alfheim militia. That may change, now that you've put the idea in my head. Though here's a thought, rather than use the M551 as the basis, I'd pick something like the Panzer IV Ausf F (though I'd envision them with a 105mm gun similar to the StuH42's gun) as the basis for conversion (1/56th scale models are readily available from Warlord Games, or I can print them). As for the APC, I actually thought a Hanomag would be fun, as those would fit the early 20th century Aesthetic of the Imperial Guard minis a bit better. But I love the names, so I'll keep those in mind.

 

 

I also have a Knights army, which I might base on Alfheim as well, as I did say I wanted to use Alfhaim as a focal point for my homebrew stuff. This would also give them yet more mobile firepower to bring to bear on invaders. The Knights would be remnants from the Storm Crows original Expeditionary fleet which would have garrisoned the world.

Makes sense the Knights would be part of the XIX Legion expeditionary force that liberated Alfheim, but afterwards, a deal must be arranged to have the Knight House continue supporting the warsuits, including dispatching new scions to replace those who died. Maybe have those who accompanied the expeditionary force, found a cadet branch of their Knight House on a nearby world, e.g., Alfheim's moon, an asteroid belt in the star system (the Knight House having a deal with the AdMech to share its mineral wealth), or a planet in the same star system?

You're thinking along the same lines as I was. Perhaps the moon could have been colonized as a forge moon by the mechanicum elements of their expeditionary fleet, due to high mineral wealth. I also envisioned that there would be a shorter distance to Kiavahr which is a forge world (due to my ambiguous placement of Alfheim within the Segmentum Tempestus). This would give the Knights a close association with the mechanicum and the Storm Crows. Perhaps rather than a cadet branch, they re-founded their household on the moon, due to their original homeworld being razed by traitor forces.

Edited by Ulrik_Ironfist
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And since farming isn't industrialized, huge tractors and combines aren't as necessary for planting and harvest.

Industrialized agriculture allows farms to literally "do more with less (time, farmers)," freeing men and women to do other tasks, e.g., militia drills to prepare their bodies and minds for battle, knife sharpening and other maintenance to prepare their wargear for battle, praying to the Emperor to prepare their souls for battle, storytelling and other efforts to preserve their own cultural heritage and remind themselves what they're fighting for. Besides, tractors are often converted into combat vehicles in emergencies- see the Bob Semple tank for one infamous example- meaning the Chapter should encourage Alfheim's human residents to industrialize and make the planet more defensible, unless they fear the people will attempt to overthrow them.

Furthermore, the Outpost Monasteries I mentioned the Astartes keeping; The Astartes would make themselves useful to the people. That could mean drilling the Militia, or teaching children in schools about math and science and history (as I envision the Storm Crows as keepers of knowledge, many would be polymaths).

Excellent idea.

I'd pick something like the Panzer IV Ausf F (though I'd envision them with a 105mm gun similar to the StuH42's gun) as the basis for conversion (1/56th scale models are readily available from Warlord Games, or I can print them).

Fair enough. Do you intend to arm the Alfheim militia light tank with the Taurox battle cannon (Strength 7, compared to the Leman Russ battle cannon's Strength 8)? One reason I suggested the M551, was because its 152mm gun's bore diameter looks comparable to that of the Leman Russ.

But I love the names, so I'll keep those in mind.

Thank you. You're welcome.

Perhaps rather than a cadet branch, they re-founded their household on the moon, due to their original homeworld being razed by traitor forces.

Again, excellent idea. May I propose "Oldenburg" as the Knight House's name?
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And since farming isn't industrialized, huge tractors and combines aren't as necessary for planting and harvest.

Industrialized agriculture allows farms to literally "do more with less (time, farmers)," freeing men and women to do other tasks, e.g., militia drills to prepare their bodies and minds for battle, knife sharpening and other maintenance to prepare their wargear for battle, praying to the Emperor to prepare their souls for battle, storytelling and other efforts to preserve their own cultural heritage and remind themselves what they're fighting for. Besides, tractors are often converted into combat vehicles in emergencies- see the Bob Semple tank for one infamous example- meaning the Chapter should encourage Alfheim's human residents to industrialize and make the planet more defensible, unless they fear the people will attempt to overthrow them.

There are also problems with industrialized agriculture, and the idea is a culture which values self-sufficiency. Yeah, there's more time in the day to devote towards other things, but at the cost of providing for yourself, and that's the overriding idea. That's not to say that there aren't people who do more farming than hunting, or more fishing than farming, and that people don't trade their surplus for goods they don't produce as much of, but everyone puts forth the effort to survive on their own. Also, these people train their whole lives for war, from the time they're old enough to swing an axe. And because farming isn't industrialized, and everyone basically maintains a glorified garden which produces food there's not as much planting to be done there's still time enough to fill one's day. As for converting farm equipment into combat vehicles, that's also not as necessary because they do have enough of them. Manufacturing is one of the few areas where the people would have use for technology. Though whatever can be produced through cottage industry, is. Industry is decentralized as much as possible as well, so that you can't eliminate the world's industrial capacity through a single decisive strike. Most heavy industry is handled by the Forge Moon, such as vehicles and aircraft, and is administrated and operated by the Mechanicum.

 

 

Furthermore, the Outpost Monasteries I mentioned the Astartes keeping; The Astartes would make themselves useful to the people. That could mean drilling the Militia, or teaching children in schools about math and science and history (as I envision the Storm Crows as keepers of knowledge, many would be polymaths).

Excellent idea

Thanks. I thought that it would be interesting to see a Space Marine Chapter that is actively involved in their homeworld's day to day goings on. I also wanted to show a chapter that very much cares about humanity and its development, rather than being the implacable, unknowable, angels of death, they're often portrayed as.

 

 

I'd pick something like the Panzer IV Ausf F (though I'd envision them with a 105mm gun similar to the StuH42's gun) as the basis for conversion (1/56th scale models are readily available from Warlord Games, or I can print them).

Fair enough. Do you intend to arm the Alfheim militia light tank with the Taurox battle cannon (Strength 7, compared to the Leman Russ battle cannon's Strength 8)? One reason I suggested the M551, was because its 152mm gun's bore diameter looks comparable to that of the Leman Russ.

 

I envisioned it being a modified Panzer IV Ausf. F with a bigger bore gun and being similar in function to the M551 just aesthetically different. Though I would think it would be very much in line with the Leman Russ Conqueror (which no longer exists, much to my chagrin), the gun is the same power just shorter range. The M551 was very much an infantry support vehicle rather than a main battle tank, which is kind of the space I see the light tank fitting for Alfheim. The use of combined arms tactics means that the tank can be much more versatile.

 

 

But I love the names, so I'll keep those in mind.

Thank you. You're welcome.

I appreciate the suggestions, keep them coming.

 

 

Perhaps rather than a cadet branch, they re-founded their household on the moon, due to their original homeworld being razed by traitor forces.

Again, excellent idea. May I propose "Oldenburg" as the Knight House's name?

That's a thought, and it even matches the colors on my banners (which were inspired by the Royal Colors of Scotland, as my knights are very much swathed in Scottish trimmings. The Legs all bear the sky blue field with the white St. Andrew's cross, and so I had a more Scottish theme in mind for them, rather than Norse or Germanic). I'll keep it in mind though.

 

 

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And because farming isn't industrialized, and everyone basically maintains a glorified garden which produces food there's not as much planting to be done there's still time enough to fill one's day.

Question: Do the farms produce enough surplus to provide the Chapter with rations, to be used when the Marines deploy to fight on distant worlds?

 

I think some industrial farms should be established, specifically to provide for the Chapter, with Chapter serfs working the fields. The Marines may intentionally limit the foods grown there, to relatively bland ones that resist spoilage, which then discourages Alfheim's human inhabitants from setting up their own industrial farms, as they believe the process will ruin the taste.

Industry is decentralized as much as possible as well, so that you can't eliminate the world's industrial capacity through a single decisive strike.

This strength will come at a cost. I anticipate a lack of standards, with the individual components requiring machining and hand-fitting before final assembly, diminishing commonality of spare parts and slowing down production, as is the case for all industry in the absence of a production line.

 

Do the Alfheim light tanks have a lot of decorations, e.g., engraved barrels?

Most heavy industry is handled by the Forge Moon, such as vehicles and aircraft, and is administrated and operated by the Mechanicum.

Fair enough. The Alfheim guilds producing light tanks for its Planetary Defense Force, may be rivals with the AdMech Tech-priests producing Predators for the Marines, the guild workers arguing their hand-fitting makes their products more sturdy and make higher performance possible, the Tech-priests (when they bother responding to those they view as "posers") arguing their techniques make their products more sustainable (ease of repair, "slow and steady wins the race" type of sustained performance).

 

Hope the rivalry remains friendly, with no hotheads trying to sabotage the other side.

That's a thought, and it even matches the colors on my banners (which were inspired by the Royal Colors of Scotland, as my knights are very much swathed in Scottish trimmings. The Legs all bear the sky blue field with the white St. Andrew's cross, and so I had a more Scottish theme in mind for them, rather than Norse or Germanic). I'll keep it in mind though.

Interesting. Do the Knight Scions wear kilts, play bagpipes, or display Scottish culture in other ways?
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And because farming isn't industrialized, and everyone basically maintains a glorified garden which produces food there's not as much planting to be done there's still time enough to fill one's day.

Question: Do the farms produce enough surplus to provide the Chapter with rations, to be used when the Marines deploy to fight on distant worlds?

 

I think some industrial farms should be established, specifically to provide for the Chapter, with Chapter serfs working the fields. The Marines may intentionally limit the foods grown there, to relatively bland ones that resist spoilage, which then discourages Alfheim's human inhabitants from setting up their own industrial farms, as they believe the process will ruin the taste.

The problem I see with industrial farming on Alfheim is that I didn't envision that there would really be enough farm able land to support an agricultural industry. The Chapter would make use of hydroponic greenhouses within their fortress to grow the vegetables and grains they need and maintained by serfs, and would be able to hunt and trade for livestock (goats, pigs, and sheep) from among the population. They might also maintain their own farms for livestock to ease the burden on the residents. Most of the Rations used by the Storm Crows would consist of dried or cured meats, hard tack, and locally sourced provisions.

 

 

Industry is decentralized as much as possible as well, so that you can't eliminate the world's industrial capacity through a single decisive strike.

This strength will come at a cost. I anticipate a lack of standards, with the individual components requiring machining and hand-fitting before final assembly, diminishing commonality of spare parts and slowing down production, as is the case for all industry in the absence of a production line.

 

Do the Alfheim light tanks have a lot of decorations, e.g., engraved barrels?

This wouldn't be an issue as long as everyone is working off the same blueprints. We outsource a lot of parts for machining at work. As long as everything is within tolerance to our supplied blueprints, it's not an issue. Final assembly might be centralized in several redundant locations. The use of stub guns actually eliminates the need for extreme precision machining, since sub micron tolerances won't create the same issues in a firearm that they might create in a lasgun.

 

Additionally, the parts suppliers would be in outlying communities, while the assembly plants would be located in the larger towns. Basically you wouldn't live too far away from your part in the production chain. Additionally industry is hidden from view, usually it is in hardened facilities built into mountainsides or underground, to further protect it from attack.

 

Alfheim weaponry would tend to be embellished by the end user not the factories. So yes, but since nothing is really "hand made" it's individualized. The arms industry on Alfheim is not vertically integrated (no plant goes from raw material to finished product) but rather it is horizontally integrated (the plants use supplied parts to assemble).

 

 

Most heavy industry is handled by the Forge Moon, such as vehicles and aircraft, and is administrated and operated by the Mechanicum.

Fair enough. The Alfheim guilds producing light tanks for its Planetary Defense Force, may be rivals with the AdMech Tech-priests producing Predators for the Marines, the guild workers arguing their hand-fitting makes their products more sturdy and make higher performance possible, the Tech-priests (when they bother responding to those they view as "posers") arguing their techniques make their products more sustainable (ease of repair, "slow and steady wins the race" type of sustained performance).

 

Hope the rivalry remains friendly, with no hotheads trying to sabotage the other side.

 

The production on Alfheim itself has been relegated to light production and prototyping rather than heavy production. Engineering changes, variant armaments, Testing and Evaluation, and such would happen on Alfheim and the accepted changes would be transmitted to the forge moon for implementation on a larger scale. There's no issue with hand fitted non-standard parts, because everyone is working off the same blueprints. The only hand fitting needed would be for armory refurbished weaponry, because when you change certain parts, you need to check things like bolt engagement and headspace. Like in WW2, an M1 Garand made by singer was the same as one made by H&R or one made Springfield. Same with M4 Shermans made by Ford versus GM. The blueprints are the same and so the parts are the same.

 

I'm beginning to think that an STC is literally the same thing as a CNC program. At work, we load CNC programs from a network into the machine and change the tools out to fit the job, and we change the palette for one with the appropriate jigs and fixtures for the part and then we run the parts. The only difference is that the STC contains the programs for all the parts and the automation just spits out a complete thing. In which case the bolt carrier for an autogun made in village A would be identical tot he one made in Village B, because everyone is working off the same blueprint and CNC program.

 

There really is no rivalry, since the Mechanicum know that their job is mass manufacture, while Alfheim's job is R&D and engineering, with some overflow capability. That and the common thread is that both groups are tied in common purpose to supporting the Storm Crows, due to their long standing isolation with the chapter.

 

 

That's a thought, and it even matches the colors on my banners (which were inspired by the Royal Colors of Scotland, as my knights are very much swathed in Scottish trimmings. The Legs all bear the sky blue field with the white St. Andrew's cross, and so I had a more Scottish theme in mind for them, rather than Norse or Germanic). I'll keep it in mind though.

Interesting. Do the Knight Scions wear kilts, play bagpipes, or display Scottish culture in other ways?

I hadn't really thought about it, but now that I do, Yes. Their traditional dress uniform is Highland dress, a high collared dark blue tunic with sky blue piping, white belt, a kilt with sporran, knee socks with ankle boots and spats, and headgear would be the Tam O' Shanter. The Lord Scions would wear gold epaulets with brushes (Seneschals would add a gold fourragere to the right arm), while scions martial wear gold epaulets without brushes, and scions aspirant and auxilia wear silver shoulder boards. The epaulets also feature a rank insignia (A scion aspirant wears a single chevron, while an auxilia has two. Scions Martial have a single bar and 1-3 stars based on their veterancy, 1 star is a basic Scion Martial, Uhlans, Dolorus, and Arbalesters have 2, and Implacables and Auctellers have 3. Lord Scions have 2 bars and 1-3 stars based on courtly rank, a Baron has one star, an Earl has 2, and a Marquess has 3. A seneschal, though appointed wears the insignia of 3 bars and a number of stars based on courtly rank. Generally a seneschal will never be placed in command over a Lord Scion who holds higher courtly rank, but a Lord Scion will usually defer to a Seneschal's command even if the seneschal is of lower courtly rank).Their field uniform would be reminiscent of WW2 British Field uniforms, with the tam o'shanter, and they will bear the simple rank insignia.

 

The reason for the use of rank insignia is that scions auxilia are professional soldiers elevated by noble decree, and will never progress to the rank of Scion Martial (who are all hereditary knights), and so the Scions Auxilia must have a way of identifying the nobles who are placed in command of them. A noble pilot will progress from Aspirant to Martial and then beyond, being elevated from piloting armigers to questoris, cerastus, or acastus chassis knights, where an Auxilia will always pilot an armiger. Many of the Household's auxilia were seconded by request from the Alfheim Militia or from among the Storm Crows Chapter militia.

 

They'd have a pipe and drum corps, and everyone who could establish their Scottish heritage would wear their kilt in their ancestral clan tartan, all others would wear the black watch tartan. All scions would wear the basket hilt claymore, while scion aspirants and auxilia would not. They would also use old gaelic as their hearthcant (while also being fluent in Imperial Gothic).  

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Interesting. Do the Knight Scions wear kilts, play bagpipes, or display Scottish culture in other ways?

I hadn't really thought about it, but now that I do, Yes. Their traditional dress uniform is Highland dress, a high collared dark blue tunic with sky blue piping, white belt, a kilt with sporran, knee socks with ankle boots and spats, and headgear would be the Tam O' Shanter. The Lord Scions would wear gold epaulets with brushes (Seneschals would add a gold fourragere to the right arm), while scions martial wear gold epaulets without brushes, and scions aspirant and auxilia wear silver shoulder boards. The epaulets also feature a rank insignia (A scion aspirant wears a single chevron, while an auxilia has two. Scions Martial have a single bar and 1-3 stars based on their veterancy, 1 star is a basic Scion Martial, Uhlans, Dolorus, and Arbalesters have 2, and Implacables and Auctellers have 3. Lord Scions have 2 bars and 1-3 stars based on courtly rank, a Baron has one star, an Earl has 2, and a Marquess has 3. A seneschal, though appointed wears the insignia of 3 bars and a number of stars based on courtly rank. Generally a seneschal will never be placed in command over a Lord Scion who holds higher courtly rank, but a Lord Scion will usually defer to a Seneschal's command even if the seneschal is of lower courtly rank).Their field uniform would be reminiscent of WW2 British Field uniforms, with the tam o'shanter, and they will bear the simple rank insignia.

 

The reason for the use of rank insignia is that scions auxilia are professional soldiers elevated by noble decree, and will never progress to the rank of Scion Martial (who are all hereditary knights), and so the Scions Auxilia must have a way of identifying the nobles who are placed in command of them. A noble pilot will progress from Aspirant to Martial and then beyond, being elevated from piloting armigers to questoris, cerastus, or acastus chassis knights, where an Auxilia will always pilot an armiger. Many of the Household's auxilia were seconded by request from the Alfheim Militia or from among the Storm Crows Chapter militia.

Excellent ideas.

They'd have a pipe and drum corps,

Would the musicians not be pilots, i.e., they're auxiliaries who march (or ride on flatbed trucks, which drive) beside the warsuits as the latter go in battle? Or are the musicians pilots, scions of warsuits with externally mounted loudspeakers, which propogate music from instruments the scions play while seated upon the warsuits' Thrones Mechanicum?

and everyone who could establish their Scottish heritage would wear their kilt in their ancestral clan tartan, all others would wear the black watch tartan.

Do some Storm Crows wear the black watch tartan, which the Knight House gifted them in gratitude for aid they gave embattled Knight Scions, and/or to identify the Marines as the Knight House's honored allies?

All scions would wear the basket hilt claymore, while scion aspirants and auxilia would not.

I just had an idea to fit the basket hilt to a pistol, to serve as a handguard that identifies the weapon's bearer as a Knight Scion. Maybe have the Chapter gift bolt pistols with such basket hilts to the Knight Scions, to signify the bonds between the Chapter and the Knight House? (Aspirants and auxiliaries bear laspistols without the distinctive handguard, their issued weapons signifying their lower class, the same way they do in an Astra Militarum regiment.)

They would also use old gaelic as their hearthcant (while also being fluent in Imperial Gothic).

Again, an excellent idea. Old Gaelic may also serve as the M30-M40 equivalent to Navaho, i.e., battlecant that's difficult for enemies to decrypt (see what World War II "Navaho code talkers" were able to achieve). Edited by Bjorn Firewalker
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Interesting. Do the Knight Scions wear kilts, play bagpipes, or display Scottish culture in other ways?

I hadn't really thought about it, but now that I do, Yes. Their traditional dress uniform is Highland dress, a high collared dark blue tunic with sky blue piping, white belt, a kilt with sporran, knee socks with ankle boots and spats, and headgear would be the Tam O' Shanter. The Lord Scions would wear gold epaulets with brushes (Seneschals would add a gold fourragere to the right arm), while scions martial wear gold epaulets without brushes, and scions aspirant and auxilia wear silver shoulder boards. The epaulets also feature a rank insignia (A scion aspirant wears a single chevron, while an auxilia has two. Scions Martial have a single bar and 1-3 stars based on their veterancy, 1 star is a basic Scion Martial, Uhlans, Dolorus, and Arbalesters have 2, and Implacables and Auctellers have 3. Lord Scions have 2 bars and 1-3 stars based on courtly rank, a Baron has one star, an Earl has 2, and a Marquess has 3. A seneschal, though appointed wears the insignia of 3 bars and a number of stars based on courtly rank. Generally a seneschal will never be placed in command over a Lord Scion who holds higher courtly rank, but a Lord Scion will usually defer to a Seneschal's command even if the seneschal is of lower courtly rank).Their field uniform would be reminiscent of WW2 British Field uniforms, with the tam o'shanter, and they will bear the simple rank insignia.

 

The reason for the use of rank insignia is that scions auxilia are professional soldiers elevated by noble decree, and will never progress to the rank of Scion Martial (who are all hereditary knights), and so the Scions Auxilia must have a way of identifying the nobles who are placed in command of them. A noble pilot will progress from Aspirant to Martial and then beyond, being elevated from piloting armigers to questoris, cerastus, or acastus chassis knights, where an Auxilia will always pilot an armiger. Many of the Household's auxilia were seconded by request from the Alfheim Militia or from among the Storm Crows Chapter militia.

Excellent ideas.

Thank you. I kinda pulled all of that out of thin air after you mentioned it.

 

 

They'd have a pipe and drum corps,

Would the musicians not be pilots, i.e., they're auxiliaries who march (or ride on flatbed trucks, which drive) beside the warsuits as the latter go in battle? Or are the musicians pilots, scions of warsuits with externally mounted loudspeakers, which propogate music from instruments the scions play while seated upon the warsuits' Thrones Mechanicum?

They would not be pilots. House guard, men at arms type folks, not nobles. Mostly they would be for parade and ceremony like an honor guard.

 

 

and everyone who could establish their Scottish heritage would wear their kilt in their ancestral clan tartan, all others would wear the black watch tartan.

Do some Storm Crows wear the black watch tartan, which the Knight House gifted them in gratitude for aid they gave embattled Knight Scions, and/or to identify the Marines as the Knight House's honored allies?

 

The Black watch tartan might be a ceremonial accoutrements. like pelts, for some Storm Crows, gifted to them as honorary members of the House for their aid in battle, or might be worn by certain companies from the company having been awarded the honor from a past campaign.

 

 

All scions would wear the basket hilt claymore, while scion aspirants and auxilia would not.

I just had an idea to fit the basket hilt to a pistol, to serve as a handguard that identifies the weapon's bearer as a Knight Scion. Maybe have the Chapter gift bolt pistols with such basket hilts to the Knight Scions, to signify the bonds between the Chapter and the Knight House? (Aspirants and auxiliaries bear laspistols without the distinctive handguard, their issued weapons signifying their lower class, the same way they do in an Astra Militarum regiment.)

I think that the sidearm would just be seen as a matter of practical armament for all pilots and not a status symbol, while the wearing of a sword would be a definite status symbol only granted to full knights of the house (similar to the distinction given to Commissioned Officers and NCO's in many modern militaries).

 

 

 

They would also use old gaelic as their hearthcant (while also being fluent in Imperial Gothic).

Again, an excellent idea. Old Gaelic may also serve as the M30-M40 equivalent to Navaho, i.e., battlecant that's difficult for enemies to decrypt (see what World War II "Navaho code talkers" were able to achieve).

No. I get what you're going for, but I'd like them to use Gaelic as a fully formed language for use everyday. The same way the People of Alfheim use their dialect as everyday speech. The common mode of communication would be Imperial Gothic (high gothic), and the battlecant would be a common derivation used by all three forces so that they can communicate effectively and coordinate.

 

 

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