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![[Post New]](/s/i/i.gif) 2016/04/04 15:39:45
Subject: Traits of each 1st founding chapters' captains?
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Member of a Lodge? I Can't Say
UK
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I'm thinking of starting a new modelling project where I make a captain for each of the first founding chapters.
So for fuel this idea I thought I'd put it to dakkadakka to tell me what traits and characteristics you think a typical captain of each of the 1st founding chapters should have.
Any cool idea's that are different to the norm are also definitely welcome.
You don't have to write something for every 1st founding chapter, if you just put something for the ones you know best that would be great!
Thanks
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This message was edited 1 time. Last update was at 2016/04/04 16:27:23
"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran" |
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![[Post New]](/s/i/i.gif) 2016/04/04 16:37:41
Subject: Traits of each 1st founding chapters' captains?
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The Marine Standing Behind Marneus Calgar
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Interesting concept.
Space Wolf: Savage. Action pose, CC weapons swinging. Toss some gore around.
White Scar: Wild. On a bike. Try to capture speed and movement.
Imperial Fist: Stubborn. Weathered, gritty, rugged.
Blood Angel: Noble. Clean, grace, and perfection.
Ultramarine: Commanding. Calmly directing the battle, above the fray.
Dark Angel: Baroque. Ancient weapons and hidden secrets. Shrouded and over-wrought.
Raven Guard: Precision. The tip of the spear. Swift striking, then moving to the next foe. Practical.
Iron Hand: Efficient. Machine-like in his execution. Inevitable in victory.
Salamanders: Artist and craftsman. Finest gear, forged for war.
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![[Post New]](/s/i/i.gif) 2016/04/04 21:26:52
Subject: Re:Traits of each 1st founding chapters' captains?
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Imperial Agent Provocateur
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Take a look at the minis from Deathwatch Overkill, they could be a nice source of inspiration. Looking forewards for some pics!
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![[Post New]](/s/i/i.gif) 2016/04/05 00:32:27
Subject: Re:Traits of each 1st founding chapters' captains?
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Wicked Ghast
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An Iron Hand would definitely be pretty much a cyborg.
A Salamander would definitely have some kind of flamer weapon.
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Nothing to see here, move along mortal. |
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![[Post New]](/s/i/i.gif) 2016/04/05 01:55:24
Subject: Traits of each 1st founding chapters' captains?
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Terrifying Rhinox Rider
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The only official Salamanders captain I can think of is Pellas Mir'san, whose main trait is as a duellist.
The Space Wolves currently have, out of their twelve, two separate Wolf Lords who love flames and flame weapons in their companies, and hate each other. They also have one Wolf Lord who uses lots of tanks and I believe a separate one who likes mechanized troops, although I am not about to check. Of course they also have wulfen-happy and scout-friendly Lords too.
The most famous Blood Angel captain ofc is Tycho, who carries a combi-weapon and walks.
So I think that you should look at the Deathwatch board game and then go pretty far in the opposite direction.
For example, I think a representative Raven Guard captain should be in Terminator TDA. This is because Raven Guard actually have a mild inclination against TDA, but they love sudden strikes after softening up by stealth, they have stealthy squads that don't need a captain to directly command them, and so it would be likely that a captain could fill the job of sudden Terminator support. I think combi-melta and lighting claw would do.
Imperial Fists have two characteristics. One, they do complex siege type operations with a strong hierarchy of supervision. Vladimir Pugh is said to rely on his officers to perform most direct oversight. Two, they have a character of a duelling culture with the Feast of Blades, Sigismund, and the Germanic duelling-society, and of self-abnegation re the pain glove. The captain should have a sword somewhere for duelling, but he should have very plain power armor because his job is more directing large scale groups of troops at once. That doesn't mean he shouldn't have a jump pack, bike, or rhino transport, because he could use them to observe and move between units better. Definitely no TDA.
That's what I've got.
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![[Post New]](/s/i/i.gif) 2016/04/08 22:44:18
Subject: Traits of each 1st founding chapters' captains?
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Keeper of the Holy Orb of Antioch
avoiding the lorax on Crion
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Black templetr Marshalls are very independent, very good in CC, its in the selection process. Zelous, very much close combat focused and equipped to match.
Most likely favour getting in enemies face with a powerfist than shooting them.
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Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all. |
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![[Post New]](/s/i/i.gif) 2016/04/09 11:34:31
Subject: Traits of each 1st founding chapters' captains?
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Dakka Veteran
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BA could be a frothing at the mouth like Seth or a slightly reserved artist but do anything like Azkellon. Or anything in between.
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![[Post New]](/s/i/i.gif) 2016/04/10 03:21:00
Subject: Traits of each 1st founding chapters' captains?
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Homicidal Veteran Blood Angel Assault Marine
Massachusetts
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the ancient wrote:BA could be a frothing at the mouth like Seth or a slightly reserved artist but do anything like Azkellon. Or anything in between.
Seth is not a Blood Angel, same primarch but very different philosophies.
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