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Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

I am wondering what the points limit is.. because from what I see it is very easy to make OTT Characters..

Veteran Chapter Master - 130

Iron Halo

Artificer Armour 15

Precision CC - 10

I6 - 35

Attacks, 4 - 20

Power Weapon - 15

Ignores Invuls - 10

Wounds on 2+ - 20

Hits on 3+ - 10

Adds d6 attacks - 20

Reroll failed hits - 10

No CCW bonus - -5




Automatically Appended Next Post:
Nevermind, I see 300, but looking at the character above, it is only 290, I would actually suggest a drop to 250 or 275 limit, just so they can't squeeze QUITE so much in there, because this example would crush nearly any model in the game at CC, definitely any marine. (nice counter to mephiston though )

This message was edited 1 time. Last update was at 2011/09/09 15:59:36


 
   
Made in us
Slippery Scout Biker






Talos 4: Dustball of the Imperium

Rocketmike wrote:Couple of thoughts on weapon creation:
What about things like Chain Axes, which allow, at best, a 4+ armor save, essentially making things like Terminators have to roll 4+ instead of their 2+?
What about the Vampire special rule that can potentially happen on a GK daemonblade? Something to consider as a weapon option or special rule.
Bonuses to initiative such as the GK halberd. Perhaps an option that give +1 and another that give +2?

Just some thoughts for even MORE options


Chain Axes shouldn't reduce armor saves (that's an older rule for 40k if I'm right as well as more of a fantasy thing). Instead, have it give them +1 strength. Though technically, a chain axe should be no different than a chain sword. The shape shouldn't matter as long as the properties are the same. Either that or give it rending maybe? Unless you wanted to base it after the chain fist, which counts as a power fist but gets 2d6+S armor penetration. But then the question lies, what about the chain sword?
I just feel that the Chain Axe and Chain Sword are too similar for one to have a special rule over the other. (Though I'm willing to hear out reasons and more debate.)

Halberds are nice, but they seem to strictly be a Gray Knight thing. I've never seen them or anything like them anywhere else. Unless you plan on making a Gray Knight attachment... but it should probably lay in the weapon upgrades section of the wargear if it gets added in. (And knowing the guy, he's probably already thought about it, and it's probably going to sneak into the final version (or next revision).)

3000 pts Silverwing (Dark Angels)
3000 pts Fire Drakes (Blood Angels)
3000 pts Moonstar Sept Tau
1000 pts Storm Bringers Eldar
1000 pts 33 Steel Talon Imperial Guard
600 pts Tyranids

"For the Greater Emperor! Wait... That doesn't seem right..."
(Spent too much time as a Tau...) 
   
Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

With a grey knight attachment you could have GK libbies shooting, teleporting, giving a cover save, and bringing in reinforcements all in the same turn

 
   
Made in us
Jovial Plaguebearer of Nurgle





Valdosta, Georgia

one of my good buddy, had Forgeworld asking him to sent his Eldar Codex, that he design, alot of fluff. Now we are both are working on the next Demon Codex as well.

Overall Tournaments 11-2 2012
WarGame Con Best General RTT 2012
WarGame Con Team 12th 2012
ATC Team Fanastic 4 plus 1 17th overall (nercons (5-1) 2012
Beaky Con GT WarMaster Nercons (5-1) 2012 
   
Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

Oh and in addition to the OTT close combat, you can also have a melta gun that fires 3 flame templates a turn at s10 with the lance rule and TW, for 50 points..

 
   
Made in us
Slippery Scout Biker






Talos 4: Dustball of the Imperium

Asherian Command wrote:K thanks. You might also want to put in a Crusade Chapter thing where they can take Crusade Squads. Or they can take up to 20 Tactical marines for one squad but have to give up a few things.


I think (and correct me if I'm wrong) he actually gives you a little free space there. I don't think he gives you any squad cap other than what you place on there. He feels that the point cost would help balance anything like that out. I would (as myself) place my own limits upon the squad if it could get that large. Like for example, the Black Templar can get a squad up to 20 man strong, but half would be normal marines (with normal tactical options if I recall right, though they can just take two weapon upgrades no mater their squad size) and the other half are scout marines. If you don't own the Black Templar codex, maybe you should take a look into it? It's actually an interesting codex to look through.



(I have GOT to stop adding my two cents worth in... )

3000 pts Silverwing (Dark Angels)
3000 pts Fire Drakes (Blood Angels)
3000 pts Moonstar Sept Tau
1000 pts Storm Bringers Eldar
1000 pts 33 Steel Talon Imperial Guard
600 pts Tyranids

"For the Greater Emperor! Wait... That doesn't seem right..."
(Spent too much time as a Tau...) 
   
Made in us
Been Around the Block





indiana

Ah, I only referenced the Chain axes because I played a friend recently and that's what he said they did. took his word for it as I am ignorant about the rules and wargear offered to most armies. Even if that isn't what they actually do, it could be an effect for custom weapons. Same with the initiative upgrades.

The Black Templar allow Up to the 10 Initiates (Marines) and any number of Neophytes (similar to scouts) up to the number of Initiates you have. (You can never have more neophytes than initiates)

Speaking of Black Templar, Any chance an Emperor's Champion and options could be thrown into the pdf? I understand the pdf itself is a guidline and not actually set rules for creating a Chapter.

Lord Magnus: Your character is a little OP but he didn't completely adhere to the guidlines either. Custom weapons may only have 3 improvements to them and one disadvantage. Yours has 5 improvements to it. If people want to, the guidelines can be abused, but hopefully they are used for more fun than anything.

Please comment on my Inquisitor and his rules!
http://www.dakkadakka.com/dakkaforum/posts/list/393354.page
 
   
Made in us
Brainy Zoanthrope







This looks handy!
*Click*
Dowloading...

Current Armies:

~2500pts _--_--_--_~1750pts _--_--_--_~1000pts _--_--_--_~1300pts _--_--_--_~750pts _--_--_--_~2000pts  
   
Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

Ahhh I see, thanks, this means they can't be extremely OTT, thats good

 
   
Made in us
Slippery Scout Biker






Talos 4: Dustball of the Imperium

Brother Zero: Unique Elites Dreadnought choice

Dreadnought: 20 pts (+20 for correction for DA Codex)
Dreadnought adjustment total: 40 pts
Assault Cannon: 30 pts
Dreadnought Close Combat Weapon: 40 pts
With Built-in Stormbolter: 5 pts
Siege Armor (Reinforced Structure): 30 pts
Venerable: 60 points
Smoke Launchers and Search Lights: 5 pts
Total points: 215

Brother Zero
WS- 5
BS- 5
S- 6
Front- 13
Side- 13
Rear- 10
I- 4
A- 2

Wargear:
Assault Cannon
Dreadnought Close Combat Weapon with Built-in Stormbolter
Smoke Launchers
Searchlights

Special Rules:
Venerable

Dedicated Troop Transport Options:
Drop Pod
Stormraven Gunship (for codex limitations of 0-1 and only if Brother Zero is selected in the army. Taken from Gray Knights codex.)

Silverwing Chapter aided the Gray Knights in defense of a planet from a Daemon incursion. Agreeing to be mindwiped after the events, the Silverwings went to battle beside the honorable Gray Knights.

During the struggle, a single pass defended by Brother Zero and his Tactical Squad came under attack. With no where to go for cover, and a demon army in front of them, Brother Zero and his squad of loyal and brave marines held their ground. Hords of Daemon Blood Letters swarmed them, but they held strong. Then, over the din of battle, the mighty roar of a Greater Daemon could be heard.

Soon, the squad found themselves pinned, a greater daemon of korn, the mighty Bloodthirster was upon them. Still they held their ground.

By the time Gray Knight support arrived, the fighting was over. Atop the corpse of the greater daemon stood only one battle brother, badly mauled and near death. For his honorious fight and stalwart courage in battle, Brother Zero was interred within the body of a special Gray Knight Dreadnought, specially designed to be lifted by Stormraven Gunships for extended periods of time. Then, for their aid, which the Gray Knights would have lost the fight without, the Silverwing Chapter was also gifted with a Stormraven Gunship, to go with the honored Brother Zero.

Though none know the true story as to why Brother Zero was interred inside the Dreadnought body, few can question the courage he has continued to show. Since his internment, he has continued to fight not only the enemies of the Imperium, but has also crushed many more daemons, each time gaining experience, but loosing memories of each fight.

(Might decrease the armor back to 12 but make him immune to melta effects like the Stormraven. After all, he is made to actually be held by the Stormraven even in reentry. Opinions?)

3000 pts Silverwing (Dark Angels)
3000 pts Fire Drakes (Blood Angels)
3000 pts Moonstar Sept Tau
1000 pts Storm Bringers Eldar
1000 pts 33 Steel Talon Imperial Guard
600 pts Tyranids

"For the Greater Emperor! Wait... That doesn't seem right..."
(Spent too much time as a Tau...) 
   
Made in us
Been Around the Block





indiana

There are very specific and rare occasions where a Marine (usually just the Chapter Masters) are not required to be mind-wiped. I also like the thought about making him immune to Melta and simply armor 12 instead. The Venerable ability already makes him pretty tough.

Please comment on my Inquisitor and his rules!
http://www.dakkadakka.com/dakkaforum/posts/list/393354.page
 
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

I wish there was an option to redo the Legion of the Damned thing and instead make them like the legion of the damned but make them less sucky.

This codex though is pretty damn good and i will use it. Thank you for a wonderful resource.

From whom are unforgiven we bring the mercy of war. 
   
Made in ca
Dakka Veteran






Lord Magnus wrote:I am wondering what the points limit is.. because from what I see it is very easy to make OTT Characters.

Nevermind, I see 300, but looking at the character above, it is only 290, I would actually suggest a drop to 250 or 275 limit, just so they can't squeeze QUITE so much in there, because this example would crush nearly any model in the game at CC, definitely any marine. (nice counter to mephiston though )


About the points cap questions: yes, the final version will have a points cap. Heroes will not be able to exceed 300 points (with the new way creation is handled it is not that hard to get to 250+ points) and each individual unit entry will have its own points limitation. Additionally, created units will also have mandatory force organization positions depending on their movement type and/or points cost.

The points values are have been adjusted for the final version. It's going to be harder to cram so much stuff into that 300 points. Basically you'll be able to create something Mephiston-level on a Captain-type hero (types have changed as well to make things a bit easier), with artificer armour but without special rules or any unique wargear, would cost 190 points. Special Rules and Unique Wargear are going to be costed more appropriately in the Final version, so 110 points isn't going to be a lot to work with.

Lord Magnus wrote:Oh and in addition to the OTT close combat, you can also have a melta gun that fires 3 flame templates a turn at s10 with the lance rule and TW, for 50 points..


This has been fixed in the final version. You could still create something like this, but it'll cost a rediculous amount of points and would probably be vehicle mounted only.

Rocketmike wrote:The Black Templar allow Up to the 10 Initiates (Marines) and any number of Neophytes (similar to scouts) up to the number of Initiates you have. (You can never have more neophytes than initiates)

Speaking of Black Templar, Any chance an Emperor's Champion and options could be thrown into the pdf? I understand the pdf itself is a guidline and not actually set rules for creating a Chapter.


Both of these options are do-able in the final version. I made specific note to add Unique Independent Characters and the ability to remove Scout Squads from your army to have them be attached to a new Space Marine squad.

Rocketmike wrote:Lord Magnus: Your character is a little OP but he didn't completely adhere to the guidlines either. Custom weapons may only have 3 improvements to them and one disadvantage. Yours has 5 improvements to it. If people want to, the guidelines can be abused, but hopefully they are used for more fun than anything.


This will also be solved in the final version, the rules for it will be much more straight forward and much less able to be abused.

Asherian Command wrote:I wish there was an option to redo the Legion of the Damned thing and instead make them like the legion of the damned but make them less sucky.

This codex though is pretty damn good and i will use it. Thank you for a wonderful resource.


I've been thinking about doing a new section for Cursed/Damned, Renegade, etc units, but haven't figured out a good way to do it yet.

CURRENT PROJECTS
Chapter Creator 7th Ed (Planning Stages) 
   
Made in us
Slippery Scout Biker






Talos 4: Dustball of the Imperium

Me again, was just wondering, will you have points and options for armor upgrades, like Iron Halos, Storm Shields, Artificer Armor, Terminator Armor, etc?

Also, adding in Daemon weapons might be interesting, even if it is a Chaos Marine weapon. A prize perhaps? (I have an HQ that's going to have one, but I'm just going to see if I can take points from Chaos Marine codex. And yes, I know you haven't released the final version. I'm just getting a head start and will adjust points to new standard when you are finished.)

3000 pts Silverwing (Dark Angels)
3000 pts Fire Drakes (Blood Angels)
3000 pts Moonstar Sept Tau
1000 pts Storm Bringers Eldar
1000 pts 33 Steel Talon Imperial Guard
600 pts Tyranids

"For the Greater Emperor! Wait... That doesn't seem right..."
(Spent too much time as a Tau...) 
   
Made in ca
Dakka Veteran






Tesunie wrote:Me again, was just wondering, will you have points and options for armor upgrades, like Iron Halos, Storm Shields, Artificer Armor, Terminator Armor, etc?

Also, adding in Daemon weapons might be interesting, even if it is a Chaos Marine weapon. A prize perhaps? (I have an HQ that's going to have one, but I'm just going to see if I can take points from Chaos Marine codex. And yes, I know you haven't released the final version. I'm just getting a head start and will adjust points to new standard when you are finished.)


Yes, you will be able to upgrade (or even downgrade) armour and can add any Special Rules or Wargear, including those that provide Invulnerable Saves.

The Daemonblades are gathered by certain chapters who claim to be safeguarding them or other similar excuses.

CURRENT PROJECTS
Chapter Creator 7th Ed (Planning Stages) 
   
Made in us
Pete Haines





Thing is with this, no one would take "take the fight to the enemy" over "trust your battle brothers"
This is because, with both of them, you get 2 attacks in cc. But with the latter one you get to keep your bolters!
Overall, I think what you wrote is great, you just may want to even out that one thing!
   
Made in us
Been Around the Block





indiana

Is there an estimated date for the final version? Also, is there any way we can help other than pointing out possible imbalances and additions to gear? I feel like we are more saying "Hey, I'd like you to add this," than we are actually helping.

Please comment on my Inquisitor and his rules!
http://www.dakkadakka.com/dakkaforum/posts/list/393354.page
 
   
Made in ca
Dakka Veteran






Remulus wrote:Thing is with this, no one would take "take the fight to the enemy" over "trust your battle brothers"
This is because, with both of them, you get 2 attacks in cc. But with the latter one you get to keep your bolters!
Overall, I think what you wrote is great, you just may want to even out that one thing!


Thanks! Will be corrected in the next update.


Rocketmike wrote:Is there an estimated date for the final version? Also, is there any way we can help other than pointing out possible imbalances and additions to gear? I feel like we are more saying "Hey, I'd like you to add this," than we are actually helping.


Combat Practice/Mutation suggestions, Chapter Tactics suggestions, general ideas, suggestions for special rules or weapon effects from other Codex books (just lemme know which you wanna see), even bits of lore for chapters which could be converted into something for the Codex. Basically every little bit helps. I could always use good quality Games-Workshop space marine pictures, I have a few but a good chunk of them are terrible quality.

As for estimated time, hopefully by the end of the month. I'm pretty much done the non-weapon Unique Wargear section, just working on the points costs for the Unique Melee Weapons section.

This message was edited 1 time. Last update was at 2011/09/11 01:33:55


CURRENT PROJECTS
Chapter Creator 7th Ed (Planning Stages) 
   
Made in us
Been Around the Block





indiana

Perhaps the Trust Your Battle Brothers rule would allow you to use your Bolter and still assault after firing. They dont get the extra attack, but it is different and benefits a melee focused army. Or perhaps they can charge after shooting any Rapid Fire weapon?

For ranged weapon upgrades/modifications: Grey Knight Purgation squads have astral aim. Perhaps this ability can be added for weapons that become "homing" or have x-ray or heat seaking sights that let them see enemies even though they are not in line of sight.

For mutations, what about speed? Some kind of mutation may have increased their reaction time and given them a bonus to initiative, but their lighter skeletons or whatever have also made them more brittle, giving them -1 toughness or unable to take the feel no pain special rules. Also, a mutation that makes them faster could mean they get to move an extra d3 inches in their movement phase, or that they roll 2d6 for running during the shooting phase and take the highest. I'm not sure the fluff works for the mutation of superior Strength. I would think moving from a high gravity planet to a low one would increase movement speed instead of slow it down. Kind of like adding weights to a workout makes you move slower but when you take them off you can move faster. I believe the Mark of Slaanesh confers a +1 initiative so it's not unheard of.

Close Combat Weapons: Additional mods could include requiring a model to re-roll successful invulnerable saves rather than ignoring them completely. And my personal favorite that I thought of...
What about a weapon that gets +1 attack (made at initiative 1) for each unsaved wound it makes up to a maximum of the models base attack value? I was going to use a rule like this for my homebrew inquisitor. The idea was that his weapon was so huge and he swung it so hard that it cut completely through one enemy and into another in a single swing. No idea what a fair value for it would be though.

A good place to look for pictures might be on a site like deviantart.com but you would want to get the artists permissions to use the pictures. I've seen some pretty good stuff on there.

Edit: Had a suggestion to increase range of shooting attacks... then I saw it was already there...

This message was edited 3 times. Last update was at 2011/09/11 04:45:54


Please comment on my Inquisitor and his rules!
http://www.dakkadakka.com/dakkaforum/posts/list/393354.page
 
   
Made in us
Slippery Scout Biker






Talos 4: Dustball of the Imperium

Well... seen as you mentioned it... A point value for the Imperial Jetbike (even if it comes with no weapons on it) would be great. Then I could remake Samuel a little better. (Maybe look into Eldar codex for points on their jetbikes, keeping in mind that you don't get the extra movement of Eldar Jetbikes? It's a +30 point upgrade for Edlar, so I figured +25 points would be a good estamate for imperial jetbikes with Twin-linked Bolters as a base weapon on it. Eldar Jetbikes have twin-linked Shuriken catapults on them, same strength and assault 1?)

As I said, I want to make a heavily influenced by DA codex.

Of course, these are suggestions, nothing more. But I think you already know that by now. (I'm starting to feel like I might be getting annoying. If so... let me know. I'm just excited is all.)

3000 pts Silverwing (Dark Angels)
3000 pts Fire Drakes (Blood Angels)
3000 pts Moonstar Sept Tau
1000 pts Storm Bringers Eldar
1000 pts 33 Steel Talon Imperial Guard
600 pts Tyranids

"For the Greater Emperor! Wait... That doesn't seem right..."
(Spent too much time as a Tau...) 
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

With this Chapter creator Rules I made this
Templars
WS BS S T W A LD SV
Templar 4 4 4 4 1 3 10 +2
Templar Paladin 4 4 4 4 1 3 10 +2
*Templars are rare and you may only take 2 squads at anytime.*
Cost 210

Composition
1 Templar Paladin
4 Templars

Unit Type:
Jump Infantry

Special Rules
And they Shall Know no fear
Stubborn
Bloodlust
Counter Attack
Combat Squads
Furious Charge

Wargear:
Ancient Armor (+2 Save)
Storm Bolter (Inbuilt do not interfer with combat)
Power Weapon (Templars)
Frag and Krak Grenades
Master Crafted Relic Blade (Paladin)
Jump Packs

Dedicated Transports:
May Take a Drop Pod for Free.

Options:
May Take an Additional 2 Templars for 35 Points each
.
May replace power weapons for Relic Blades for 15 pts or replace all power weapons for Thunderhammers.
.
The Paladin CANNOT replace his relic blade.

Paladin may take an Astrates Grenade Launcher for +10 pts.

I don't know about you but thats what i got from this but oh well.
The point is this thing actually works. Its Approved.
But anyway, you need a mutation that gives speed and one that gives initative. Because my chapter has blood lust wait what?

This message was edited 1 time. Last update was at 2011/09/11 15:13:02


From whom are unforgiven we bring the mercy of war. 
   
Made in us
Been Around the Block





indiana

Eldar catapult is 12" range, str 4 ap5 assault 2.

Autarch takes the jetbike at +30pts
Warlocks technically get one at +20 pts
Guardians normally cost 8 and their jetbike equivalents cost 22, so for them it technically costs a mere 14 pts.

The more powerful the character/model, the more it costs to take upgrades like bikes, as is reflected with weapons in the chapter creator.

Edit: redid some math that was awfully wrong. Must have been tired.

This message was edited 2 times. Last update was at 2011/09/12 03:05:43


Please comment on my Inquisitor and his rules!
http://www.dakkadakka.com/dakkaforum/posts/list/393354.page
 
   
Made in ca
Dakka Veteran






After making this post I will be updating my first entry to allow people to track my progress a bit better.

Some updates for everyone as what to expect from the final version...

  • Easier to understand rules and a much better, more visually appealing, and less confusing layout.

  • Ability to create unique non-Hero Independent Character units, including Emperor's Champions.

  • Ability to take Jet Bikes and other specialized forms of transportation.

  • After much thought and deliberation, Trust Your Battle Brothers has been removed in favor of Take The Fight To Them. Trust Your Battle Brothers was just becoming way too good for a free ability.

  • New types of Combat Practices and Mutations!

  • New Unique Unit types, including Beasts!

  • New, optional ways to create Chapters to add even more balance to the system, such as a system similar to the Trait System found in the last iteration of Codex Space Marines.

  • Example Chapters section in the Final Release (will not be in the Final Alpha version, which will be the next one I'm releasing) including: Salamanders, Imperial Fists, Raven Guard, White Scars, Iron Hands, and more! I will definitely be needing help with this one the Final Alpha version is up.

  • Much, much more!

  • CURRENT PROJECTS
    Chapter Creator 7th Ed (Planning Stages) 
       
    Made in us
    Been Around the Block





    indiana

    edit: Removed post. Didn't seem right to have such a huge post about my own chapter in this thread. It may show up elsewhere. Carry on.

    This message was edited 1 time. Last update was at 2011/09/13 17:26:37


    Please comment on my Inquisitor and his rules!
    http://www.dakkadakka.com/dakkaforum/posts/list/393354.page
     
       
    Made in ca
    Dakka Veteran






    I have a challenge for everyone:

    I need people to go through all of the official Chapters that have not had rules (either in a Codex or an Index Astartes article) and go through their combat doctrines and/or history to find any kind of deviance in their tactics or force organization. If you find any deviance post what it is, in brief, as a reply to this thread. I want to make sure I have everything covered for Combat Practices & Deviations (what the section is now called) and for Chapter Tactics for chapters which have already been commented or delved upon by Games-Workshop or Forge World.

    CURRENT PROJECTS
    Chapter Creator 7th Ed (Planning Stages) 
       
    Made in us
    Legendary Master of the Chapter





    Chicago, Illinois

    Sure.
    Salamanders
    Only 7 companies, many many marines each company and 1 scout company as well.

    All of them basically have master crafted melta guns, lots of flamers.

    Vulkan He'stan.


    Iron Hands
    Lots of Bionics.
    Brotherhoods not companies.

    White Scars
    Same thing, Master of the Hunt leads extra forces into battle.

    Crimson Fists
    149 First company veterans.
    under strength though >.>
    Had an Emperors Champion.

    Exorcists
    3 extra scout companies.
    Daemon Stern Guard squads (meant to kill daemons, are basically grey knights for space marines.)
    Companies are even more elite.


    Mantis Warriors

    Have Mantis Riding units.
    have space marines with sniper rifles.
    Scouts are basically Space marines.

    Executioners
    Instead of Chaplains they have Death Speakers, which are chaplains, have 3 per a company.

    Fire Angels
    Have Specialized units
    Fervant believers in the Imperial creed, they do not revere their ancestral primarch (Roboute Guilliman) as most chapters do, believing this to be a form of idolatry. They tend to rely on 'basic' Imperial technology and codex equipment, such as rhinos and predators, while their 1st company is mostly deployed as Sternguard squads rather than terminators.

    NovaMarine
    Often thought of as a fleet-based Chapter, the Novamarines still retain Honourum as their Homeworld. But because they swore to defend the Ultima Segmentum at their inception, they looked to expanding their fleet resources significantly. As a result, the Novamarines spend most of their time ranging through Imperial space, watching over the territory they have chosen to safeguard and responding to any Imperial call for aid. Their quick reaction times and willingness to unquestioningly help defend the Imperium have resulted in the Novamarines developing a record of being one of the first forms of aid other Space Marine chapters receive should they ask for it, perhaps most famously in recent times being their defence of Obsidia and the resultant honour-debt sworn to them by the Sable Swords chapter.8

    Novamarines companies are often spread across the segmentum - or further - but the chapter does not allow this distance to result in a deterioration of their traditions and philosophies. Their adherence to the past is such that their heraldry and organisational markings are much the same as they were originally codified at the Second Founding. This of course means that they are very similar to those of the Ultramarines, and the chapter as a whole can be comfortably compared to the Ultramarines in most matters. 8

    This attention to the details of the past also mean that the Novamarines have been able to maintain much of their original chapter armoury in excellent condition. As a result they are able to field their entire 1st Company in Tactical Dreadnought Armour should they so wish, as well as deploy a wide variety of Astartes-pattern vehicles and equipment, as well as significant fleet elements including a (relatively) newly commissioned Strike Cruiser gifted to them by the Adeptus Mechanicus in reward for the securing of STC materials from the Space Hulk Death of Integrity.8

    The Novamarines also have a notable cadre of Deathwatch veterans in their ranks; their experiences purging xenos and proud history of swift, just actions make them a favourite chapter for the Inquistion to draw on for Deathwatch Kill-Teams. The returned Deathwatch marines still have access to any arms and equipment they drew while in Inquisition service, marking them out amidst their brothers.

    The Librarians of the Novamarines are a notable exception to those proscribed in the Codex Astartes. Precisely how the Librarium functions is unknown, though the atypical nature of its operation is said to be somehow comparable to that of the Rune Priests of the Space Wolves, the Storm Seers of the White Scars, and the Librarians of the Crimson Shades. 7

    Howling Griffons
    The events of 220.M38 has set the Chapter on a dangerous road. Upon being raised to the rank of full Battle-brother, each warrior takes an oath to avenge the fallen whenever possible and as a Chapter the Howling Griffons have sworn to destroy Periclitor whatever the cost, even if this means going into the depths of hell itself9.

    Due to their glorious battle records and a near permanent campaigning status, they have gained the right to recruit initiates from several different worlds, including Dennar IV, in order to counteract the high levels of attrition that they face. As their main point of recruitment Mancora is kept in a constant state of warfare in order to provide them with a solid base of well disciplined initiates. The high birth rate of psykers on Mancora has also led to a high number of powerful Battle-Psykers within their ranks.9

    The standard Howling Griffons colour scheme is the quartered red and yellow armour displayed above.

    During activities on Khymara during the Badab War, the Howling Griffons wore approved Night World camo which combines black armour with a grey chest eagle. The shoulder pads are quartered red/yellow with grey rims and Sergeants wore grey helmets. Khymara camo for Terminators was pure black with the right shoulder bearing the red/yellow quartered livery. The Terminator's Power Fists were also painted red.9

    Raptors
    The Raptors follow their progenitors, the Raven Guard, in adhering to the broad organizational patterns and provisions laid down in the standard Codex Astartes, but as a Chapter, the Raptors see the Codex as a highly effective and proven set of strategic and operational guidelines rather than inviolable dogma to be obeyed without question. As a result, they maintain a high degree of flexibility in their deployments and structures.6
    Combat Doctrine

    Although ranged hit and run tactics seem to be preferred over close quarters fighting, the encouragement of independent thought within all levels of the Chapter means it is not uncommon for combat methods to differ widely either when operating in isolation or in concert with each other (the former being more common). This independent spirit allows for the most appropriate application of resources and/or tactics for a given mission ranging from the use of warzone specific camouflage to ad hoc unit composition and even working with local forces to ensure success.6
    Equipment

    Apart from the equipment found within a typical Astartes armoury the Raptors are known to make extensive use of scouts and also keep a sizeable contingent of all Land Speeder variants.6

    Minotaurs
    The Minotaurs appear to have no particularly distinctive organisational facets on the surface, and are only really notable for two somewhat unusual factors. The first is that they seem to prefer to operate in Chapter-strength whenever possible, and do not appear to engage in small-scale campaigns. The second is that they are supremely well-equipped and seem able to replace losses of both materiel and personnel with little difficulty.1d

    Because of this, the numbers of Minotaurs are reckoned to be almost always around full-strength. They do not seem to have any difficulty in recruiting initiates, and appear to have an indoctrination and conversion process that is remarkably swift. Imperial observers during the Antigonis campaign noted that the transition from neophyte to Scout to full Marine in the Chapter was remarkably fast, and also highlighted the heavy use of hypno-indoctrination and neuro-cerebral surgery involved, as well as the monitoring and 'refeshing' of these techniques in full Marines by the Apothecaries of the Chapter.1d

    From a purely technical point of view, the Minotaurs are superbly equipped with Space Marine arms and armour, including almost full stocks of Tactical Dreadnought Armour and Mk.8 Power Armour.1d

    Carchadons
    The Carcharodons roughly follow the organizational tenets laid down in the Codex Astartes, but otherwise showed considerable variation with regards to tactics. In particular, their preference for shock assaults and close combat made them similar to the Black Templars, at least in the eyes of the Fire Angels marines that accompanied them during the length of the Badab campaign. The forces observed during the war show that, on the surface, the Carcharodons were deployed similarly to what might be expected of a Codex Battle Company, although it was noted that it was augmented by an auxiliary force of Scouts and dedicated squads of Terminator-armored Veterans.8e

    Although the Chapter seemed to maintain a sizable amount of armored vehicles, the Carcharodons as a whole seemed to prefer infantry-based strategies, relying on the battle-prowess of its Marines to carry the day. Lightning assaults presaged by reconnaissance by small scouting forces was commonly observed, with surprise often the key factor in carrying the attack through. When resistance proves too heavy or the reaction of the enemy too swift, the Chapter's forces often quickly withdraw, to avoid heavy losses and, more importantly, to strike at another direction. This is repeated again and again until a weakness is eventually found, upon which the full brunt of the assault forces are brought to bear to bring the encounter to a swift end.8d

    The Chapter's armory was noted to consist mostly of old-style suits of Power Armor, particularly the Mark-V Heresy Pattern, and weaponry. The Carcharodons' complement of Terminator Armour in particular showed extensive modification to keep them combat worthy.8e

    This message was edited 2 times. Last update was at 2011/09/13 02:18:04


    From whom are unforgiven we bring the mercy of war. 
       
    Made in us
    Been Around the Block





    indiana

    All of the following info was taken from http://wh40k.lexicanum.com/wiki and has some thoughts of my own added. I'm also not sure if you wanted some of the Chaos Warband stuff as well, so I threw in what I could anyway if at least for ideas.

    Black Dragons - "Ossmodula zygote has mutated, producing bony crests on their heads and blades from the forearm and elbow. In a similar way to the Death Company, those with these abnormalities join a separate unit, known as the Dragon Claws." Mutation that adds +1 Attack?

    Space Sharks - "When resistance proves too heavy or the reaction of the enemy too swift, the Chapter's forces often quickly withdraw, to avoid heavy losses and, more importantly, to strike at another direction." Perhaps they can have an ability similar to the Eldar Swooping Hawk 'Skyleap' that lets them leave the table and come back on somewhere else? Swooping hawks do it with their wings though where these marines do so by retreating and coming from a new direction. What if when they step off the table, they go into reserves and then come in on the next turn from a random table edge?

    The Cleaved - The Cleaved are a warband of Chaos Space Marines. Oil-like blood constantly oozes from the joints in their power armour. These marines are known to have a high threshold for pain. Feel no pain for entire army? We already have bionics and FNP for everyone would be too much without a significant points increase. Or just entire army as Toughness 4(5)?

    Death Spectres - "A loyal Space Marine chapter of unknown Founding, speculated the 13th Founding. Their gene-seed suffers from a relatively minor genetic mutation: the Melanchromic Organ doesn't work as intended; all Space Marines of this chapter are albinos." It's a mutation... don't know what you could do with it though lol.

    Disciples of Caliban - The Chapter fleet houses great reliquaries celebrating the successes of their warriors and their forebears, and each Company has several Relic Bearers who carry these artifacts to war to inspire the battle brethren to the greatest feats of valor.

    Doom Warriors - "The Doom Warriors are a Codex Chapter of unknown founding and origin. They have a defect in the Catalepsean Node. Because of this, Doom Warriors Space Marines do not sleep which in turn make them a morose, moody Chapter. This is why they specialize in cleansing campaigns." Extra orbital bombardments?

    Emperor's Hawks - "They specialize in jump pack-assisted assaults, followed by squadron-strength units of Land Speeder."

    Exorcists - "Test results showed that their adrenaline production tripled and the levels of serotonin dropped drastically. This made the Marines much more aggressive and gave them increased combat effectiveness. Only 1% of the Marines fell to Daemonic infestation again, but the scientists believed they could eradicate the likelihood of this happening. On the basis that their souls are incorruptible and pure, they are effectively invisible to most warp daemons as their souls do not register for the leak of the mortal corruption. Only extremely powerful daemons are able to spot them." Grey Knights that aren't grey Knights? Models occasionally turn to chaos or become possessed?

    Fire Lords - "The Fire Lords are a Codex Chapter. The Fire Lords precede assaults with a barrage of incendiary missiles, and hurl themselves at the charred foe before the flames have burnt themselves out. The Fire Lords favored tactic is launching a planetary assault, which begins with incendiary bombardments, and should the defender survive, they only do so to face the Thunderfire Cannons and Land Raider Redeemers and face bombardment and promethium. Then, Tactical Squads will deploy in Drop Pods to bring death to the enemies of the Imperium."

    flame Falcons - "...the First Company, who were stationed at the front lines at the fiercest of the fighting, began to immolate. This did not harm the Space Marines, only their foes. The lines were reinforced and when news was reported back that the flames were helping the Space Marines...all of the Flame Falcons began to immolate ..." Best I can think is a mutation that functions similar to the Grey Knight "Cleansing Flame" of the Purifier Squads only perhaps not as powerful. Wounds on a 6 instead of 4 for the whole army?

    Flawless Host - "Autopsies made on the corpses of slain warriors have confirmed that the Flawless Host uses an extreme amount of combat stimulants in battle." Once per game a squad can inject combat stimulants and get "-----" bonus for the rest of their turn.

    Flesh Eaters - "This chapter was almost labeled heretic because of cannibalistic rites and rituals." The first time a member of a squad dies, the rest of the squad spends the entire turn eating his corpse! No longer hungry, the group fights the rest of the battle in high spirits and are considered Leadership 10 and have the Slow and Purposeful USR because of their stuffed bellies!

    Hakanor's reavers - "Hakanor's Reavers are a group of Chaos Space Marines under the leadership of Hakanor, a Daemon Prince formerly known as the Chapter Master Prometian. The armour of these warriors burns with a magical heat, causing it to constantly crack and reform like lava." Something like Bionics or master-crafted armor that re-rolls failed armor saves. Master-crafted armor would have to be crazy expensive I would think. Or the models are immune/resistant to Melta/flame type weapons? The eldar Avatar of Khaine has a molten body that cant be hurt by flamers and melta weapons.

    I think I'll stop for now... hope that gets some ideas stirring.








    Please comment on my Inquisitor and his rules!
    http://www.dakkadakka.com/dakkaforum/posts/list/393354.page
     
       
    Made in ca
    Dakka Veteran






    I should be finished with the Alpha of the Final Version soon! Wargear is done now all thats left for the Alpha release is Psychic Powers. There are other sections, but they will be done later as they're Alternative Rules and Example Chapters.

    CURRENT PROJECTS
    Chapter Creator 7th Ed (Planning Stages) 
       
    Made in us
    Lord of the Fleet





    Texas

    Digging through Lex, heres what I've found. Dont know how many are applicable though

    Aurora Chapter

    The Aurora Chapter is a chapter of Space Marines formed from the Ultramarines Legion during the Second Founding. Like all descendants of the Ultramarines, they are strict followers of the Codex Astartes.1 The Aurora Chapter is known for its armored assaults, and as such possesses three times the typical number of Land Raiders and Predators.2a They operate largely in the Ultima Segmentum.2a



    More vehicles

    Angels of Vengeance
    The Angels of Vengeance are a successor Chapter of the Dark Angels. Created during the Second Founding, the Angels of Vengeance have retained the original colours of the Dark Angels, black and jet-black1,2. Regarded as some of the most stubborn fighters of the Imperium of Man these Space Marines risked the future of their chapter many times, by throwing themselves in the most dire situations, and refusing to retreat even when their chance were near to nil4.



    Stubborn, possibly fearless

    Silver Skulls
    The Silver Skulls are a successor Chapter created during the Second Founding and are said to be among the most renowned and honoured chapters of the Second Founding's ranks.2 They have earned a reputation for victory, no matter the odds.8 They claim lineage from the line of the Ultramarines although records are hazy on the matter. Given the number of successor chapters who take their genestock from this great line, however, there is no dispute. 12. The chapter takes its name from its tradition of claiming the heads of their opponents, coating them in silver and then displaying them as trophies of battle in their ships and vaults.10 The entire chapter is deeply superstitious and will never deploy itself into battle without consulting the augury of a chapter Prognosticator to read the fates, which they consider as the projected will of the Emperor. The Silver Skulls have even been known to refuse to go into battle if the auguries come out poor. Prognosticator is the tile of the chapter's Librarians. They are highly revered within the chapter and also function as spiritual guides similar to Chaplains. 10 The Silver Skulls tattoo the skin of their entire bodies in honour markings. The face is the last area to be marked and the right to do so must be earned in battle.10



    They love their librarians

    Angels of Vigilance
    The Angels of Vigilance are a Chapter of Space Marines, which was founded during the Second Founding, supposedly successors of the Dark Angels5. However, they are not listed in the Apocrypha of Davio.4 They have a strong monastic nature. Their Fortress Monastery is a huge orbital dock around the world Pervigilium, just outside the Cadian Gate. The Angels of Vigilance are especially good at fighting the forces of Chaos as they tend to encounter them during every Black Crusade, as they come through the Cadian Gate. Also, due to their proximity to the Eye of Terror, when the Cadian Gate becalms, they can be seen in their ships, moving into the Eye to fight the forces of Chaos in their own territory.4 The entire chapter has never been called up in one go, as each Marine swears an oath never to leave the Fortress Monastery undefended, and each time the chapter is called up, at least one company remains behind.4 Several times their Chapter Masters have failed to heed the calls of the High Lords of Terra, and their loyalty has been called into question by some quarters.4 It is likely that the Angels of Vigilance are at home around the planet Pervigilium as, just following the Horus Heresy, the planet was assaulted by the Dark Angels and the Angels placed a detachment to watch over the ruling caste, lest they stray from the Imperium again.4



    They hate chaos (well, so does half the imperium but they probably have experience)

    White Consuls
    The White Consuls are a Successor Chapter of the Ultramarines Legion, and are one of the 20 Astartes Praeses chapters. They are listed in the Mythos Angelica Mortis as being one of the 20 Space Marine chapters assigned to guarding the Eye of Terror region. Their colour scheme is the reverse of the Ultramarines one, replacing the blue with the white and the white with the blue, this means for instance that the Veteran consuls have a blue helmet. The shoulder trim still displays the company colour as per Codex Astartes dictat2. Unusually the White Consuls have two chapter masters, while one leads the chapter in its duties guarding the Eye of Terror, the other resides on the chapter's homeworld of Sabatine.5 Also unusually the White Consuls seem to worship the Emperor as a god and seem to be part of the Imperial Cult, unlike most other Astartes Chapters.6 The White Consuls govern several protectorate systems one of which was the Boros System, which they ruled from the Kronos star fort (the largest space station in Segmentum Obscurus) until the entire system was corrupted and the Kronos star fort destroyed by the dark crusade of the Word Bearers and the subsequent invasion of the Necrons, under the Undying One. Proconsul Cassius Ostorius & Coadjutor Gaius Aquilius seemed to be the only two Astartes involved with the governorship however.7 Every battle brother has to serve as a Coadjutor in the years after rising from the rank of neophyte. A selection of veterans are also chosen to act as Proconsuls, becoming a Proconsul is a necessary prerequisite to becoming a sergeant or captain.7



    2 Chapter Masters, weird

    This message was edited 1 time. Last update was at 2011/09/13 12:13:15


     
       
    Made in us
    Slippery Scout Biker






    Talos 4: Dustball of the Imperium

    Just if anyone is interested, what I've come up with so far for my own Chapter, based heavily on the Dark Angels chapter. They are a Successor chapter of the Dark Angels after all...

    (I've personally updated some of my points to better reflect what already exists in my DA codex. So some things like Land Speeders and Dreadnoughts are adjusted to the standard points for my codex and then altered from there.)

    And when he's finished with the final version, I'll just update this to match his points, probably once more adjusting some parts to make it match the points cost in my Dark Angels codex.

    Suggestions would be liked. And I do have to say, some of this was written by memory... so I expect some mistakes to be in here.
    (It's also not finished too.)
     Filename Silverwing Chapter.rtf [Disk] Download
     Description Silverwing Chapter, Wings of Vengance
     File size 20 Kbytes


    3000 pts Silverwing (Dark Angels)
    3000 pts Fire Drakes (Blood Angels)
    3000 pts Moonstar Sept Tau
    1000 pts Storm Bringers Eldar
    1000 pts 33 Steel Talon Imperial Guard
    600 pts Tyranids

    "For the Greater Emperor! Wait... That doesn't seem right..."
    (Spent too much time as a Tau...) 
       
     
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