Chapters

I

Intro

Each Marine Chapter is an autonomous army in its own right and that hold a unique position in the Imperium as being the realization of the first joint venture between the Terra and Mars that predates all others Imperial institutions. The Marines are the 'children' of Terra (female) and Mars (male) where the Emperor is Jupiter (Zeus) in this pantheon. Technically the marines are not under the direct control of Terra or Mars and are only answerable to the Emperor himself. As such the chapters are exceptionally powerful as they are mandated by the Emperor as protectors of humanity and can act with legal immunity.

 

No organisation can actually countermand a marine, even the Inquisition has no actual or direct authority over them (though the Inquisition does engage chapters is usually seeks permission from other chapters, often the progenitor chapter, before engaging). No other institution or organisation is higher in the chapter's chain of command and the one individual, the Emperor, is incapacitated. The High Lords do claim to speak for the Emperor but the chapters compliance is voluntary, and chapters often ignore edits that countermand their original standing orders, or at odds with the chapter masters own ideas.

Each chapter is run as a warrior band and it more like a Hells-Angels biker chapter than a military unit. It is a very close-knit 'family' of comrades that work exceptionally well together, and after hundreds of years of service they know each other's thoughts and actions. This means the marines are like a well oiled machine in all circumstances.

 

A work in progress translation into French is available at darkheresy.fr

 

 

 

T

The New

These are brand new Space Marine chapters designed by me! I was inspirited while visiting Bolter and Chainsword to write up a chapter and I got a bit carried away. The B&C have a wonderful marine painter app on their site which I recomend everyone should give it a go.

 

Sons of Rarhm

Indus IV

Indus IV

 

Successor Chapter of the Ultramarines

(Hindu inspired Space Marine chapter. Notes: Rāma in IAST, isRamain Devanāgarī which is pronounced as 'Rarhm')

 

Sons of Rarhm's symbol

O

Origins

Text

Text

Text

Text

 

C

Colours

Armour: Light blue/ white armour, orange trim.

 

Symbol: A red "right-facing" Swastika in decorative Hindu form (with dots) on light blue base.

 

H

Home World

Indus IV (The name India /'?ndi?/ is derived from Indus, which is derived from the Old Persian word Hindu).

 

D

Description

The Aryan class (Aryan is derived from 'Arya' which means ‘noble' in Hindi) of Indus IV view the Emperor as the Perfect Man, and an avatar of Ghod (Rarhm). They see him as the savior of mankind and destroyer of evil (Shiva angle) Unlike many an Imperial world, on Indus IV Psykers are not feared and are quite common and well integrated into the society. They form a complex network of communications and are the hub of commerce in the sector. This integration is largely down to the religious and strict caste system, and emotional control and openness. It has even been put before the high lords of Terra as a social model for other worlds with high Psyker manifestations (it was rejected, on the ground that such openness would cause a panic and fear in other world's population and play into the hands of Kaos (Chaos)).

 

As such a high number of Space Marine recruits have Psyker ability, and the chapter master and captains are all powerful Psykers, this has puts them at odds with the Sisters of Battle, who view such wonton favouritism towards Psykers as a sign of heresy. The Sons of Rarhm put this down to ignorance of their holy mission, and refuse to be cowed by superstition, just as their farther (The Emperor) refused.

 

Trait: Fearless of Daemons: The Sons of Rarhm do not fear daemons, seeing them in scientific/ religious/ Spiritual terms as entities born of emotion in the Kaos (warp). This deep understanding of what they face removes the fear of the unknown, and coupled with their iron will and self-awareness such beings have no hold over them. There number one tenant is to ‘know thy self' and understand when they are being influenced by ‘daemons'.

 

Silver: This element symbolising the moon is strongly associated with psyker powers among the people of Indus. Elemental silver and silver compounds are ingested by Psykers, and many high-caste Aryans, to boost their resistance to Kaos. The silver particles form part of a 'body ward' and combine with meditation greatly stabilizes psionic abilities. Those who ingest silver are notable by their skin tone, one of the most startling side effects is that of Argyria which turns the skin blue-grey. When the Emperor appeared to the people of Indus during the great crusade, his skin was said to be bight blue, far deeper than any on Indus. This immediately signified him as something very special in the mind of the people of Indus and all images of the Emperor on Indus depict him with blue skin. The 40K eqivilent of Rama (the seventh Avatar of Vishnu).

 

Notes: Index Astartes article "The Eye of the Storm - Space Marine Chapters fighting in the Eye of Terror

"The Ultramarines have maintained the Honour Company at the Cadian Gate for many millennia, rotating officers and squads from Ultramar, as well as warriors from the Ultramarines' many successor chapters to guard the Cadian Gate.

 

The current commander of the Honour Guard is Captain Echion of the Patriarchs of Ulixis Chapter, a veteran leader of many centuries of service fighting the servants of the Ruinous Powers. It is unusual, though far from unheard of for an officer not of the Ultramarines Chapter to lead the company, though with the Chapter's resources stretched by Tyranid incursions on the Eastern Rim such a situation is set to become more common."

 

O

Organisation

Text

Text

The Sons of Rarhm image was created with: B&C Space Marine Painter.

Takes a while to load!

French Translation

 


 

Tridents

Barbadus III

Barbadus III

 

Successor Chapter of the Imperial Fists

The Tridents (of the Emperor) are Barbados inspired Space Marine Chapter

 

Trident's symbol

O

Origins

This chapter was originally formed from those serving as Primarch's body guard who all carried the Electo-Trident, a badge of office and from which the name of the chapter is derived. The Body Guard were elite 1st company (1st legion chapter) marines of the Imperial Fists. These exceptional marines were the basis of the Emperor's Spears, which are believed to be a 2nd founding chapter but it has not been confirmed. The Emperor's Spears were a massive chapter and contained far more marines that the codex 1,000. Later it was subsequently divided into three to bring it within codex limits. The Tridents are one of these three.

 

C

Colours

Armour: Blue armour with Yellow middle stripe.

Symbol: A yellow Trident on blue.

 

H

Home World

Barbadus III Also know as ‘Little Terra' (after the idea of Barbados is referred to as ‘Little England'). They also have the original design of the Imperial Fists palace though smaller (in the same way Barbados has the original Nelson's column). Barbadus is an ancient and lush paradise world. At some point in the far distance past it was struck by a meteor shower which created the myriad of archipelagoes that cover the world. The sea is relatively shallow around the archipelagoes and has many coral reefs which rise up above the sea, and much of the land mass seen from orbit is in fact these coral reefs. It is unusual, in that it is virtually identical to ancient Terra, with a perfect match on environment. It is event the same distance from the sun, and has the same year cycle.

 

It is considered a 'Noble World' and many Imperial nobles live here.

Not a place to recruit marines? That's not counting of the religious and harsh nature of the population.

 

D

Description

The Basians live in a very strict and religious society (similar to Victorian England), they abhor Psykers and magics and the Sisters of Battle have an order situated here and are constantly monitoring the population for mutants and wytches. As such the Tridents do not have any Psykers among their number, and view the inclusion of Psykers in a marine Chapter or any Imperial organisation as fundamentally destabilising to humanity.

 

The Sisters of Battle and the Tridents work quite closely together, often working in unison on missions of Psyker hunting. The sisters even go so far as to allow Anti-Psykers (pariah-gene) sisters to join Marine units to suppress Psykers during conflicts. This is an unprecedented level of co-operation between the two organisations, and is only allowed due to the zero tolerance the Tridents show to Psykers.

 

Heroes: The chapter master, Lord Ryvern is tall for a marine getting on for 9 foot! He has dark skin, angular features and high cheek bones. Like the Imperial Fists Primarch he has violet eyes (originally green – yep, some Basians have green eyes!), a variance caused by the geneseed and considered a blessing of ‘true sight' among the Tridents. He has been chapter master for over 600 years, and at the forefront of some of the biggest anti-cultist crusades, tracking down the foul minions of Chaos where ever they run, even razing whole hives to the ground to find his quarry. Lord Ryvern goes into battle armed with two powerfists with enhanced strength allowing him to wield one of the Chapters holy relics, the Trident of Ezekiel.

 

O

Organisation

In general a codex chapter, but 1st company and scout company has 'modifications'.

 

Specialist Weapons: Elctro-Tridents or Shock Tridents. The weapons are not 'power-weapons' lacking the power field's enhanced penetration ability. Instead they use electric pulses to stun a target and incapacitate them instantly, before torturing them to death or inducing instant heart explosion syndrome. Any strike on a target that allows two or all three of the prongs to stab the flesh will deliver a massive shock. Even super massive monsters can be taken down with these weapons. They are exceptionally vicious and effective weapons and the hallmarks of all three of the Trident chapters.

 

Tactics: The 1st company is non-codex, it lacks any terminators, and is orgnaised into three man kill teams. The kill teams are arranged in a tight triangle formation, with the 'point man' being flanked by two wingers. The point man is armed with a power-shield and a shock trident. The wingers are armed with bolters. The whole kill team act as one, and move as one. The point-man also serves as an ammo store for the two wingers, and carries extra ammo on his back pack (enhancement of the 'buddy system')

 

The point-mans job it to break charges (set shock trident vs charge) and to provide cover for the wingers. The wingers job is to take down foes as quickly as possible and follow the point-man. The point-man is the leader and veteran and will be usually charging full tilt toward the enemy. Those the point-man stabs with the shock-trident as paralysed and are automatically picked off with head taps from the wingers. It is vital that the point-man is highly aggressive, because static kill team is a dead kill team.

 

The formation also appears in the scout company, where the veteran sergeant is armed with a shock trident and the scouts with pistols. In this setup the veteran rarely carries full power-shield, instead replacing it with a bolt-pistol, plasma gun or combi-weapon.

 

The Tridents image was created with: B&C Space Marine Painter.

Takes a while to load!

French Translation

 


 

The Certified

Albion

Albion

 

Successor Chapter of the White Scars

English/ St George inspired Space Marine Chapter

 

Bloody Bulldog's symbol

O

Origins

Text

Text

Text

Text

Text

 

C

Colours

Armour: White with a blood red cross and a few deep blue details.

Symbol: A blood red Bulldog (bathed in blood) on a white background. The Chapter is also known by various nicknames: the Bulldogs, the Red Dogs, and the Bloody Bulldogs.

 

H

Home World

Albion is a desert world. Angland Province/ Concrete Jungle Super Hive (Britannia) is mostly subterranean.

 

It became a desert world after the Eldar bombed it in revenge for their losses at the hands of the Sons of Sparta and to ensure the death of the invading Dark Eldar. The inhabitants learned to hate the Dark Eldar up close while held in 'reservations' during their brief occupation. Once liberated the former prisoners hunted down Dark Eldar. Those who actually managed to kill a Dark Eldar were awarded a rosette (tudor rose with skull pin) as a mark of courage, and became known simply as 'The Certified' (As in 'Certified Killer'). Everything got really messy when the Eldar (not Dark) turned up, and were attacked by the humans.

 

Those with Rose/ttes formed gangs, which lead to the 'War or the Roses'.

 

[Note: Should be some marriage stuff related to the rosette, like love spoons]

 

D

Description

Hive Britanium is a sprawling underground bunker complex, centred on the skyscraping spire of the primus gravity lift. The Chapter's marble white fortress monastery, known as the 'Ivory Tower', encircles and sheaths the spire to form a mighty citadel. A massive gothic totem to the might of the Certified and the Adeptus Mechanicus, decorated with millions of screaming gargoyles and wrapped in void shields. Around it's base is the core of the Lance defence system. Each titanic weapon is a bastion of power, an island is the dunes of the desert, quite capable of striking targets in orbit. From the base of the Ivory Tower the network reaches out to the horizons on all sides.

 

Deep underground the Ivory Tower and the lances is the massive bulk of the Hive. It extends over most of the continent with a population in the billions. It is a modification of the ancient Ecopolis system with an open floor layout design. The vast tiled hydroponic halls of the 'countryside' are filled with lush gardens with overhead panel lights embedded between riveted girders (think Victorian arboretum/ Kew Gardens/ Crystal Palace but underground). As part of the water recycling system, recovered water is distributed via a sprinkler system, so in Britanium it 'rains' a lot. (Even in 40K we still have the great British weather! Best take a brolly ;-) ). The sprinkler system is also part of the fire suppression and control system.

 

The 'countryside' is run under a feudal (Manorialism) system with the hive being the divided in Manors and each Manor owned by a Lord who has sworn fealty to the Space Marine chapter. The actual running of the Manor is down to the Lord's Villeins and his (or her) crew who work and farm the hydroponic halls.

 

In the centre of the countryside and around the tower is 'the city', technically Londinium Central Core (LCC) and its surrounding segmenta arrayed in a cross. It is the central manufactorium and trade centre and run by 'Freemen'. In has a diverse culture and attracts people from all over this sector of the Imperium.

 

Distinguishing Features: The Certified have a quirk of the White Scars for ritual ornamentation, but instead of scars they favour tattoos and sleeving. These designs are carried over and worked into the Black Carapace. Whole chapter histories are etched into flesh and carapace 'least we forget'.

 

Pathological hatred of the Eldar (all of them).

 

Recruitment: No rules bare knuckle prize fighting is very popular among the masses. Only those who have killed can enter the ring (usually as part of their punishment/ gladiators) Those who slay 50 killers in the pit are awarded the rosette, and are prime for recruitment (they are often serving as enforces). Usually by this time the are 'combat crazy', but some still have a mind and may elect to have freedom (they're going to let that back into society? Hell yes! It's only fair, after all he's fully rehabilitated :P) those some can't give up the killing and choose to become marines (well, the default is to become a marine, you have to 'opt out', and if 'mental' that may be impossible).

 

Notes: Youngsters race on the surface in souped-up dune buggies - Speed Freaks/ Bikes/ rampant insanity/ tats (and lots of 'em). Most notable fast attack from Hydroponic Complex Essicks. Various Manors regularly get into scuffles, and such fighting is considered healthy. Also they like to sunbathe in the boiling desert sun (quite mad!).

 

Heroes. Sgt (sergeant) Georgios (George), slayer of the Fire Dragon Exarch (The Parable of Sgt George and the Dragon of Fire). Sgt Georgios was leading a team of the Sons of Sparta in an ambush of the Dark Eldar, when they were attacked by the Fire Dragons of the Eldar. Most of the Sons of Sparta were slain in the ensuing combat, but Sgt Georgios slew the Exarch. The certified (pre-marine) of the era saw this and the legend spread.

 

When the Marine chapter was formed by the Sons of Sparta's progenitor chapter, there was no shortage of recruits. The Sons of Sparta are a direct 'brother' chapter of the Certified. Sgt Georgios is now serving as the captain of the first company of the Sons of Sparta, but before then he has lead a Deathwatch kill team made up of Marines from the Certified who hunted Dark Eldar. Sgt Georgios is the patron saint of Hive Britanium, particularly in the Anglia (England) super-complex where the famous slaying took place.

 

O

Organisation

The Certified are a non-codex chapter, and take after the White Scars with their warband philosophy. The Certified are devided into 'firms' which are roughly analogous to a 'company' except the whole hierarchy of command is self-contained in a firm. The only 'company' is the first company, to which all the firms pay fealty.

 

Each firm also supplies enforcers for local Lords in the from of scouts (rare) or neophytes (common) for when things get out of hand. There is a hazy transition between the marine and the enforces of a Lord. The Enforces of the lords often go on to become marines, and most enforces are recruited from those who win prize fights.

 

The Certified image was created with: B&C Space Marine Painter.

Takes a while to load!

French Translation

 


 

Bull Guard

Hattusa II

Hattusa II

 

Successor Chapter of the Steel Confessors (Iron Hands' Stock)

Tauromarch Corps: Hittite/ Corporate inspired Space Marine Chapter

Tauromarch Corps aka Bull Guard, Hearth Guards

 

 

Bull's symbol

O

Origins

Covert off-shoot of the Steel Confessors.

Text

Text

Text

Text

 

C

Colours

Armour: Sand yellow armour with off white trim and black markings.

Symbol: A black horned bull on mustard yellow base (Aleph symbol used too)

 

H

Home World

Hattusa II Industrial/ Forgeworld transition.

Vast rolling planes of fields are being eaten up by the vast juggernaut of the Adeptus Mechanicus industrial complex. The transitional boundary between the rural and techno-industrial is similar to modern day cities, where humans are groomed for Adeptus Mechanicus service in conformity cells called 'offices', stacked into skyscrappers.

 

O.F.F.I.C.E. = Ordered Fiscal Format Institutionalised Coaxing Environment :p

The cells are a common method the Adeptus Mechanicus use to break the will of the indigenous workforce. All emotion is drained from the human psyche as boredom addles the brain. The only escape is mind altering drugs, supplied by the Adeptus Mechanicus, which in turn makes the users suggestive and compliant for the next stage of full drug induced zombiefication and eventual servitor fodder and loss of all freewill.

 

Servitors are big business of a sorts, and office bred servitors are the most compliant and hard working of all, it's as if the enjoy being a servitor.

 

There are those who are resilient to this setup, and these are considered high-humans and are siphoned off to other cult institutions.

 

Obviously such a valuable commodity needs to be protected, and this is where the Tauromarch Corps. comes into play.

 

The largest complex is Yazilikaya, and this is where the bulk of the Chapter is stationed.

 

History: War of Autonomy a protracted war with corrupt forces lead by Inquisitor Calsar, who seeing the power of the force the Adeptus Mechanicus had created requisitioned the Tauromarch Corps for his own nefarious purposes, and then tried to bind them to his own command as pawns. When they refused, insisting on autonomy, he branded them traitors and sought to have them excommunicated and terminated.

The Adeptus Mechanicus and the Tauromarch were assisted by the IG under the command of General Lafayette. In the final analysis it seems that Calsar was after Adeptus Mechanicus technology on Hattusa as well as the Chapter.

 

D

Description

The Tauromarch Corporation is a Cult Mechanicus (not Adeptus Mechanicus) run front, a main global corporation of this Industrialised world. The Tauromarch Corps is the Space Marine chapter, but unlike most they are seen as an officers coprs to the main army of marine 'scouts'. The official chapter title is the Bull Guard or simply theBulls. They are also know as the Hearth Guard on Hattusa II.

 

This Chapter is yet another attempt of the Adeptus Mechanicus to gain chapters in their direct service, the last being the Steel Confessors, from which this chapter is derived. The Chapter officially adheres to the 1,000 marine limit, but the vast bulk of the fighting force lays in the augmented 'scouts' is carapace armour (similar to Gears of War - notice the Ad-Mec like symbol?!) and a lesser version of power armour not using the Black Carapace interface (loop hole). These scouts do not count towards the 1,000 marine limit, and technically come under the heading of 'Praetorians'. This gives the entire army, which officially doesn't on paper, a huge fighting force of augmented warriors far in excess of what a marine chapter should have.

 

Notes: Scouts are U.S. Army like, who act like soldiers and are not individual glory. They are more 'Gears of War' than classical marine scouts. Sergeants being full marines are the show offs (but being marines they are up front so it's OK).

 

Cult of the Core. The Core is everything.

 

Plenty of Ad-Mec whiz bangs.

 

O

Organisation

The chapter is divided up as a regular chapter except (unofficially) each tactical marine leads a 5 man scout kill team. The kill team consists of 4 'Praetorians' (augmented scouts in semi-carapace armour) and a full scout (augmented and in non-marine power armour or full scout carapace) who acts as the second in command. The Praetorians are not bound by the usual rules of supply for a marine chapter, and field a wide range of weapon systems, including experimental and archo-techweapons.

 

This structure yields a fighting force of around five to six thousand troops, with 1 in 6 being a real marine. However this organisation is unofficial, in truth the second in command scout is the leader of the unit, the marine has not authority, but due to 'blood brother' ties the marine is effectively in charge via the second.

 

The structure is further supported by the Skitarii, the fighting forces of the Adeptus Mechanicus. The kill teams can command the Skitarii units via the Praetorians, creating independent cells, communication via the marine comms at high command level.

 

In essence the 'Chapter' is the high command of officers of the standing army!

It is this unusual structure that proved so effective in the War of Autonomy, and the tactics employed were un-marine like and even Inquisitor Calsar was not prepared to tackle this unorthodox army.

 

Specials: Use 'Multi-Lascarbine', 'Plasma Pulse Cannon', 'Sniper-Cannon' heavy weapons and exotics such as D-Cannon and Gravitons, and even Webbers (to immobilized even powerful target too tough to crack).

 

Notable allies: General Gilbert du Motier (Lafayette) of the Imperial Guard: War of Autonomy.

 

The Bull Guard image was created with: B&C Space Marine Painter.

Takes a while to load!

French Translation

 


 

Aquamarines

Atlantis I

Atlantis I

 

Successor Chapter of the Ultramarines

Atlantis/ Greek (Hoplite)/ Phoenician Argonauts inspired Space Marine Chapter

 

Aquamarine's symbol

O

Origins

Text

Text

Text

Text

Text

 

C

Colours

Armour: Green/ Turquoise armour with raw copper trim, with ivory chest icon.

Symbol: A White Samekh (Ultramarines letter tie in) on turquoise base.

 

Samekh = 60 (?)

 

H

Home World

Atlantis I (Atlantis) A single world orbiting a gas giant within a nebular. It has no moon. A hot misty world of silicate deserts where it never rains. An old world with a near solid core. Huge sunken cities are built around deep 'oasis', titanic shafts cut into the crust reaching deep into the planet's bowls, at the bottom water collects. The habs surround the walls of the shaft, built into the rock. Each oasis is a city state (the whole of Atlantis is like out ancient middle east, except that here they really are all that there is of the known world!)

 

Cult of Astarte: Astarte is a female goddess on ancient terra. The warlike peoples of Atlantis had a huge problem with the idea that a man could be improved by introducing the (gene)seed of another man, or create new life without a woman, and so the Cult of Astarte developed as a social convention to try and get their head around the whole idea. In the cult the Primarch has both male and female aspects, and it is the female aspect that gives birth to the 'marine'. As such, the marines are viewed as a reincarnated second life, not a altered body. In this mythology the marines are literally the sons of god, and are considered 'demigods'.

 

D

Description

The Aquamarines are rumoured to be from the lost world of Atlantis I, and planet lost in the great bureaucracy of Terra and does not appear on any star map yet is listed as a world. It was renamed 'Atlantis' due to it's lost status by Inquisitor Lord Contemptra Wargg, who is thought to be the only person who knows it's whereabouts (though this is not confirmed).

 

It is thought to be near Tau space, and the Aquamarines have become adept Tau hunters, and due to the location of their home world have been very secretive about it's location.

 

O

Organisation

The Chapter is run much as a Spartan style city state, supported by the populations of other city states.

 

Tactics in open warfare revolved around a modification of the phalanx but instead of spears combat accessories in close and Bolters are used at range. The idea is that the armour of the marine is the new shield, and the bolt rounds extend the reach of the spear tips.

 

S

Spartans

Three assault companies are known as the Spartans (who gave rise to the Sons of Sparta Chapter). These 300 warriors are some of the finest assault troops in the Imperium.

 

A

Argonauts

In the myth the Argonauts of were a band of heroes who accompanied Jason to Colchis in his quest to find the Golden Fleece. In 40K Colchis is the name of the home world of the traitorous marine chapter of Word Bearers, and their Primarch, Lorgar, had golden skin.

 

I thought it would be fun if the Aquamarines where on a mission to hunt down Word Bearers, or a specific group of the Aquamarines (the Argonauts on the strike cruiser Argo) where on a crusade.

 

+++++++

Pure corn :D

 

Pre Notes:

Aquamarine stone comes in a few colours: Turquoise, Yellow, Pink and White.

Middle Ages the stone was considered an Anti-Poison

 

The Aquamarine image was created with: B&C Space Marine Painter.

Takes a while to load!

 


 

Red Maw

Carpathia

Carpathia

 

Successor Chapter of the Blood Drinkers (Blood Angel's Stock)

Romanian inspired Space Marine Chapter

 

Red Maw's symbol

O

Origins

Text

Text

Text

Text

Text

 

C

Colours

Armour: Earthy brown and black of the mountains of their home, with a red face grill. Mrk7 and Mrk8 armours are most prevalent, and their aquila are of a greenish 'luna' rock.

 

Symbol: A blood red winged maw. Personal heraldry of captains may include a 'beard' of blood drops.

 

H

Home World

Carpathia is an arid world with sparse vegetation and little water. It cities are carved into the living rock of mountains, the capital is Ardeal/ Stof.

 

The Black Sea. Holy site. Believed to be where the souls of the dead enter the underworld, ties to the 'Black Rage' of the Blood Angel curse.

 

D

Description

The Red Maw are some of the most savage assault marines known to the Imperium. They are rabid and virtually uncontrollable. Once released they will kill and kill until everything is dead, feast on the flesh of the fallen and even trun on reach other in their madness.

 

The Red Maw are prone to falling to the red thirst and black rage, a legacy of the Blood Angels, and from which the chapter derives their name (and the red grill).

 

*Massive scout recruitment to fulfil losses. Most of the chapter's strength lays in 10th company and the scouts.

 

*Deep dungeons/ insane asylums where those fallen to the 'curse' are contained.

 

Curse or Blessing?: The Red Maw marines see the black rage not as a curse but as a blessing! They believe it is the first enlightenment of Sanguinius, and that overcoming the Black Rage delivers the marine to a higher plane of existence and closer to their beloved lord. They see it as following in the footsteps of the 'first apostle' Calistarius who was reborn as Mephiston Lord of Death, of the most holy Blood Angels chapter. The call this the 'blessing of blood'.

 

Hundreds of 'touched' marines are surgically bound into medical sarcophagi. Even when pumped full with massive doses of potent sedatives they still rant and rave day and night, gnashing at their bonds and screaming their lords name. The corridors of the pit are full with the howls of the tormented, and as you descend through the rings (think Dante's inferno) the voices become more and more demonic. Hordes of servitor scribes protected with psi-wards faithfully record all that is said, as every now and then one of The Bound, one of the howling furies of madness, becomes momentarily lucid and it is believed they speak the future.

 

None have recovered form the Black Rage yet...

 

At the ninth ring the sarcophagi are eerily silent, for the marines interred here scream a 'counter noise', harmonised with those above. It is believed that these marines are near ascention, and are known as the 'heralds of god'. The ninth inferno is regarded as the most holy place to the Red Maw marines, for they believed an avatar of Sanguinius will raise form one of the blood drenched Sarcophagi.

 

O

Organisation

The are supposed to be a codex chapter, but once the battle is joined they quickly loose formation and self control and become rabid. What is unusual is that the seem to have a pack mentality and still work well as a team. They have a strange barking, roaring and grunting battle language of commands. Most have not actually been seduced by the black rage and it seem to be a form of mass hysteria. After battle they wail the laments of the dead, their blood curdling 'death song' before those who fell succumb to the black rage, and those who did not pass out to visions of their lord (battle happy/ drug induced hallucinations)

 

The Red Maw image was created with: B&C Space Marine Painter.

Takes a while to load!

 


 

The Dragons

Zhoukoudia

Zhoukoudia

 

Successor Chapter of the Crimson Fists (Imperial Fist's Stock)

Chinese myth inspired Space Marine Chapter

 

Dragon's symbol

O

Origins

Three Sovereigns (The Emperor, Rogal Dorn and Chapter Master) and Five Emperors (worlds).

 

The Dragons are believed, and they claim, to be a successor of the Crimson Fists. This has not be conclusively confirmed by the Inquisition who suspects that they may be Alpha Legion, or have been usurped by Alpha Legion. This rumour has been compounded by the fact that the Adeptus Mechanicus do not take a gene-seed tithe from this Chapter under some archaic treaty dating back thousands of years. In response the Dragons point out that it was rogue Inquisitional elements that made this claim, who were discredited, and they assert their rights of autonomy. These rights are unusual as they are enforce by a specific high lord edict.

 

C

Colours

Armour: Red base with black shoulders and jade trim. the Jade trim is carved with scenes of ancient history, pictorial representation of myths and legends. it is similar practice to the Imperial Fists scrimshaw of bones.

Symbol: Various stylised dragons representing each company.

 

H

Home World

Zhoukoudian is a water world, with orbiting space stations linked by gravity lifts to the massive Hives below that rise out of the sea. The original submerged Ecoria have been built upon over the millennia until the cities rose above the sea. Much of the 'hydroponics' is a variant marine (sea) version fully submerged.

 

D

Description

The Dragons are organised around houses each associated with a Dragon of ancient Terra myth. These Dragons were taken as symbols, and personifications, by the High Warlords of the Techno-Barbarian houses of the Pan-Corporations. These mighty leaders negotiated with the Emperor during his unification of Terra at the end of the age of strife. These fearsome warriors, the greatest of all ancestor heroes, fought for the Emperor and later become full marines. This link is believed by the Adeptus Mechanicus to be the reason prime examples of Mark 1 Thunder Armour are held by the chapter's vaults.

 

War as Art

They retain many teaching of war form those ancient times. Each of the Dragons has it's own style of close combat and bolter-art.

 

Hainan Hive incident

Notes: Fight between the Dragons and 'Imperialist forces', a 'rouge faction' of the Imperium under the influence of Inquisitor Maximilla Von Napier seeking to gain control of the Dragons. Fight to enforce Space Marine Chapter autonomy.

 

The Inquisition

Notes: After the successful Dragon taking of Hainan, Inquisitor Maximillia Von Napier made accusations of corruption and links the Dragons to the Alpha Legion, with each dragon being linked to the head of the Hydra. She commandeered two navy battle ships to take on the Dragons but the Dragons infiltrated and destroyed the battleships. Furious at her defeat she left for holy Terra only to die in transit from fever, the ship developed engine problems and her body was returned to Zhoukoudian where it was cremated as part of quarantine control. Her ashes are stored in a secure facility in the Macau Hive complex Alpha. The Dragons have refuse to return the body and after an Inquisitional hearing Maximilla was declared a heretic.

 

O

Organisation

(The dragons are taken from Chinese myth. Dragons are strongly associated with the water element.)

 

The Dragons are a non-codex chapter.

  • 1st company [Tianlong] The Celestial Dragons (Command)
  • 2nd company [Shenlong] The Spiritual Dragons (Psyker/ seers)
  • 3rd company [Fucanglong] The Dragon of Hidden Treasures (Tech/ underworld)
  • 4th company [Dilong] The Earth Dragons (Ecorium assault)
  • 5th company [Yinglong] The Winged Dragons (fast attack)
  • 6th company [Jiaolong] The Horned Dragons (heavy weapons)
  • 7th company [Panlong] The Coiling Dragons (Assassination squad)
  • 8th company [Huanglong] Yellow Dragons (Golden Dragons – heralds of the chapter/ records)
  • 9th company The Dragon 'Kings' (four seas…? Province? Home guard?)

Text

 

The Dragons image was created with: B&C Space Marine Painter.

Takes a while to load!

 


 

The Omen

Danuvius III

Danuvius III

 

Successor Chapter of the Black Guard (Raven Guard's Stock)

Celtic inspired Space Marine Chapter

 

Triskele

O

Origins

Text

Note on name: The name is a patronym using Ó (which denotes 'grandson'). The Ómen are considered the grandchildren of the Emperor, and although Corax is the the father, the Emperor is used because he still lives. The problem here is that no one is allowed to speak the Emperor's name so Óman (Ómen plural) was used as a stand in. All the marines have the surname Óman.

 

C

Colours

Armour: Blue glazed black armour base, with off-white trim and golden chest aquila. Often incorporating celtic knots in gold inlay as honours (more inlay = tougher).

 

Symbol: A white triple spiral triskele on blue glazed black.

 

H

Home World

Danuvius III: A lush paradise world with an occasional Ork problem. The major land mass in the northern hemisphere and the homeland of the tribes is Pritani.

 

[Eldar/ Slann/ Old One semi-operational warp portal]: Far to the west upon the Isle of Ablach is a ring of ancient standing stones. Once in a blue moon a gateway opens to the otherworld, Annwn, to a mythical 'plane of joy' (Slaanesh? Eldar God? Danu (shared root with Hindu mythology - link to the Sons of Rarhm)?) and the basis of many Echtrai. Often the legends tell of a hero who gets the better of the otherworldly deities though wit and guile, and often finds love (Danu? Don? Daemonettes? :p) but leaves to return home to save his tribe (Goddess has no hold!) with great weapons of power. He then unites the tribes against an great foe, wins and rules, only to fall to some foul curse in later life.

 

Limited rule: It is usually well known that there is a steep price to pay for romping around in the garden of eternal delights! (see 'enemies' below).

 

All gifts have to be returned to 'the lady' once the foe is defeated, else the land dries up and famine takes hold.

 

Notes: On occasion women have been the heroes and made the journey. Often Women return with healing magics and protections, but Agrona returned with the Luna Blade, perhaps the most powerful weapon ever wielded by a mortal, which she used in the 'War of Spite' against an ex-lover (marine?) and his tribe (which destroyed a continent! Now the Dead Lands/ Desert of Salt). She is revered as a goddess of shorts, of strife and war.

 

D

Description

Text

Text

Text

 

 

O

Organisation

Each of the 9* tribes is represented 111 of their greatest heroes lead by their 'King' (captain). 100 represent their tribe's associated company (lodge?), with the remaining 11 (king and ten guards) being part of the command 'high company' lead by the High King elect who is also the Chapter Master. The high company and the kings are all Bards, forming the religious/ cult centre of the Chapter and laying the bonds between the various tribes (Pan-Celticism?).

 

The current High King Ebraucus, a powerful Marine with jet black hair and piecing green eyes.

 

The Chapter is unusual in that they do not have a fortress monastery, but instead live among their tribes as 'warrior-poets'.

 

*Note: One Company is missing thanks to Agrona! (?)

 

Bolters

Markings: Each clan can be identified by various Tartans and patterns found on their bolters. These are woven (kevlar like) cloth bonded to the ablative armour casing, or imprinted and studded leather with metal inlay. It all depends on the tribe, and each Bolter is a unique work of art.

 

Bards: Both Chaplin and Librarian combined in varying proportions.

 

Psi-Harps: Similar in principle to the Slaanesh noise marines' ax (guitar), but instead of destructive the Psi-Harp is used to strengthen protections, create wards, banish daemons and give heart to warriors in times of peril.

 

E

Enemies

Orks! Ever since the earliest legends the Orks (Fomorians/ Orcnéas) have plagued this fair world. It is usual, and some speculate that it is not a coincidence, that mighty heroes of old have all found their way to the Plane of Joy just as the Ork's invasion seems unstoppable.

 

Not Forgotten: Not a bad way for a king to go: gets his leg over with a goddess and nips back to fight the Orks, only to die from some malady (broken heart) in later life because he can't get back to his love (I want to see my goddess: boo hoo! (Danu - 'all shall love me and despair!' :P). It is also taken that many men (and women) of the tribes have a roving eye for those from far away lands!

 

Inquisition

Is watching this chapter like a hawk!

 

Weapons: The Ómen usually fight Fomorians (Orks) and being an unorthodox (non-codex) chapter have changed the way they fight. It has become obvious to the Ómen that Bolters run out of ammo pretty quickly when fighting a mass war against the endless horde, and so they use bolters more for defence where ammo is plentiful (often with the drum box). For taking the fight to the Orks the 'Sun Spear' is employed, a power field spear which 'burns' with a ghostly plasma blue fire. Another weapon often carried by high ranking elite is the Luna Sword taking it's name from the weapon of legend. The is a variant archo-tech power-field sword with a combined repulsors field, which literally tears an opponent apart ('their bodies ripped themselves apart to receive it').

 

The Ómen image was created with: B&C Space Marine Painter.

Takes a while to load!

 


 

Blood Sharks

Blood Moon

Blood Moon

 

Successor Chapter of the Space Sharks (White Scar's Stock)

Shark/ Privateer inspired Space Marine Chapter

 

Blood Shark's (Jaws) symbol

O

Origins

The Blood Sharks are part of the shark trinity of the third founding, which include the Space Sharks and their 'twin' the Iron Sharks. More info here

 

C

Colours

Armour: Codex grey with red shoulder pads trimmed in black and a red helm stripe in red glazed in fresh blood.

 

Symbol: Rising white shark on a blood red background.

 

H

Home World

Blood Moon: The Blood Sharks maintain a shine station in orbit around this super dense moon. The surface below is covered in a sea of viscous blood red liquid with a blue sky with few islands. The Blood Sharks sacrifice captives to the mythical Blood Shark below. The large moon of this world exerts a considerable gravitational pull upon the surface, which creates high tides that wash over the temporary volcanic islands below. All life on this world can be found in the deepest depths of the sea, huge ecosystems built around the volcanic vents of the sea floor. It is here the Blood Shark prowls.

 

The Shrine is also used for other nefarious purposes...

 

Recruitment: From the Rogue Trader fleets guarded by the Space Sharks.

 

D

Description

All marine chapters are antonymous armies in their own right with an alliance to the rest of the Imperium. Some chapters have strong ties with all the institutions of the Imperium, others and are far selective. The Blood Sharks, like all sharks, are unreceptive pleas originating from any institutions other than those they are directly involved with. In the case of the Blood Shark they only respond to the Navigators and their direct Adeptus Mechanicus allies (an alliance outside the normal Imperial structures). This stems from the fact that their only true alliance is to the Emperor, and their duty in following the task he assigned them before the Heresy (standing orders never countered by the Emperor).

 

Whereas the Space Shark protect Rogue Trader fleets, the Blood Sharks protect Navigators, and have very strong ties to all Navigator houses and the Adeptus Mechanicus. (Iron Sharks protect Adeptus Mechanicus on tech crusades).

 

Some of the greatest Navigator Lords are at the helm of Blood Shark strike cruisers and this give the Blood Sharks are huge tactical advantage in their clandestine missions.

 

Primarily the Blood Sharks hunt down enemies of the Navigators, be they xnos or human. With the Navigator Lord at the helm the Blood Sharks can dive far deeper into the warp than other craft and therefore are incredibly fast, often able to intercept prey with huge initial leads. A favourite ploy is leave late and track deep, to hide in dark wells of the warp hidden from Psykers, and ambush when their mark's contacts arrive at the rendezvous point.

 

Tech: Due to their strong ties with the Navigators and the Iron Sharks (both with strong ties to the Adeptus Mechanicus), and considering their covert nature, many of the ships of the Blood Shark are from the great crusade and in excellent condition. There ship are full of archo-tech, mostly to enhance their hiding ability. They leave no survivors and are very careful in their engagements.

 

Inquisition: The Blood Shark believe their is no higher authority than the Emperor and therefore enforce their standing orders over all others. They will not tolerate the inquisition interfering with the Navigator houses, or obstructing the Blood Sharks in fulfilling their duty. Any act that counter their orders is considered an act of war. In such cases the Blood Shark have been known to receive aid from the other sharks, combining forces and falling into something akin to their 'legion' organisation. This is prohibited the codex and tantamount to heresy. However, the sharks disband quickly after killing and it is hard to prove.

 

It is believed several Inquisitors have been killed by the Blood Sharks, and it is rumoured among the chapters that they have destroyed companies and squads of other loyal chapters (the most infamous being the disappearance of an ultramarine squad of the 4th company who invaded a Navigator safe house in search on rebels).

 

Shrine: The shire is used to take captives. These captive are usually enemies of the Navigators. It is here confessions are extracted before the victim is fed to the beast below.

 

[Note: Eldar warp portal on ship to shrine?]

 

O

Organisation

The chapter is organised into three companies that maintain their own ships and the remainder are divided into squads and assigned to Navigator ships as need be. These Navigator ships are private, and not directly part of the Imperium and have a form of 'diplomatic immunity'.

 

The Blood Sharks image was created with: B&C Space Marine Painter.

Takes a while to load!

 


 

Blood Eagles

Scando V

Scando V

 

Successor Chapter of the Lamenters (Blood Angel's Stock)

(Vaguely) Viking inspired Space Marine Chapter

 

Blood Eagle's symbol

O

Origins

Born of the Lamenters and their cursed luck. Records are sketchy due to the misfortunes of their progenitor chapter, but it seems likely that they are a 22nd founding chapter. The Blood Eagles have been twisted by fate and the curse of Sanguinius into deeply spiteful and exceptionally violent chapter. The only thing they hate more than themselves is everyone else!

 

C

Colours

Armour: Deep red glaze like dried blood, crimson trim and black patches.

 

Symbol: Winged Axe dripping blood.

 

H

Home World

Scando V: A death world of ice. The surface temperature is -80 at the equator during summer. There is no life on the surface of Scando V other than frozen biological agents held in suspended animation, remnants of a long forgotten war waged thousands of years ago.

 

All the humans are contained deep within ice caverns, mined from the living ice and reinforced with plasteel to make bio-dome sanctuaries. The tribes of Scando V are in a constant state of warfare, fighting for the right to live and claim the resources of the bio-domes. Those who die have to be fed into the reprocessing units or the whole system will fail.

 

Recruitment: It is from the loosing tribes the recruits of the Blood Eagles are drawn. Those young males who have lost the right to life through their father's failures, are marked for execution via death matches. Within the arena they are pitted against their own tribal brothers; else their female relatives be put to the sword. If they win their mothers and sisters (and occasionally daughters) are spared and taken into the winning tribes families.

 

All Blood Eagles start their journey to become a marine with the blood of their kin staining their hands, and the execution of the women folk of their fallen brothers seared into the minds. All Blood Eagles are filled with a deep self loathing and hatred born of this loss.

 

In time those who survive the arena may become all powerful marines, yet they do not take revenge on the winning tribes. Instead their spite is tempered by the veterans marines into ruthlessness of action, and when they are elevated to full battle brother they join the others and become the guardians of the system and enforce the draconian rules. They also stop all further building and artificially limit the tribes environment (this is to stop any contamination via potent biological agents thawing out from the ice). They also keep an eye on their female relatives and ensure they are treated well.

 

D

Description

Rage, hatred and self loathing seems to nullifies the bad luck of their progenitor chapter. Therefore the marines dwell on their dead, the names of their tribal fathers are plastered all over their armour, constantly reminding themselves of their family's shame. They have a morbid sense of humour, and often bait each other about weakness, inducing rage and beating each other senseless in furious unarmed combat.

 

Each marine of the chapter strives to regain their honour and become a member of the high house. The only way to archive this is by killing, and the Blood Eagles will kill anyone or anything, not that unusual for a marine yet is the method and extent that beggars belief. Their spite and aggression is all consuming, they are the executioners of worlds, and in their rage no mercy is ever given. Their favourite method of killing captives (who they hate above all else) is the 'Blood Eagle' signature move, where the victim is thrown face down, their back split open with a winged axe and their lungs pulled out a splayed over the shoulders to form angel 'wings'. The Blood Eagles view this as returning the dead to the Emperor's grace, and deem it a natural and correct state for humanity!

 

Psychology: Hatred of everyone, especially weak and cowardly humans. They also particularly hate the innocent, which they see as a corrupt and indulgent mind set born of a weak society. Nothing gets you killed quicker than saying 'I'm innocent!' or 'Please don't kill me'. However, they have been known on occasion to allow women to live if their men folk put up a good fight, or their mothers fought well to protect children. They have never been known to let a man live who are in their presence.

 

They do not work well with allies. They will kill/ beat IG and ship crews on sight. They will fight bare handed with other marines as part of their 'bonding ritual', and call other marines of other chapters all the names under the sun to provoke a fight. Marines who refuse to fight will be attacked for real.

 

O

Organisation

The chapter is non-codex and divided into two houses: the low house and the high house. The high house is basically analogous to the first company, consisting of all command and specialist marines. The low house is all the regular marines, divided into war bands led by a sergeant of the high house. The war bands are in a constant state of flux and change almost on a daily basis according to the results of the daily fights of morning practice. The marines fight all the time, both playful sparing and full on murderous rage (Bionics are common, though considered a sign of weakness and failure), but scores can only be settled during morning practice. Any killing outside morning practice is considered 'traitorous'.

 

In time of war, sergeants pick marines from those who are combat ready, and often pick whole 'gangs'. Gangs are marines who stick together and are doing well in the daily fights.

 

It is entirely possible that a marine can be killed by other marines in the daily fights, though often strong marines are not killed but join the winning gang. Powerful gang leaders become sergeants in time, and appoint a 'second' to run their gang (Killing/ beating a 'second' makes you a second).

 

Though psychotic, they understand that being part of a gang increases their chance of getting into the high house, therefore the keep those they need alive.

 

Specialists: Marine hunters as part of the Inquisition (they like nothing more than killing other marines!).

 

The Blood Eagles image was created with: B&C Space Marine Painter.

Takes a while to load!

 


 

 

 

T

The re-imaged

These are re-imaged Space Marine chapters that first appeared in Rogue Trader and where never developed any further by Games Workshop. Many seemed to have written off the Rainbow Warriors as a in-joke about the Greenpeace's ship, but the origins of the 'Rainbow Warrior' myth (where Greenpeace lifted the name) is based on Native American myth. I thought would provide a great source of inspiration for marine chapter, and perhaps bring to light an interesting philosophy often overlooked. Once I had the Rainbow Warriors up and running with an interesting concept, I looked at the Space Shark. Based on the simple premise that 'space' was the 'sea' (much like the Imperial Navy is in space, or Space Marine, where 'marine' is a nautical term) I imagined how the Space Sharks could work to this image? This lead to the second re-image.

 

Rainbow Warrior Champion

Tonaltzinthi III

Tonaltzinthi III

 

Successor Chapter of the Ultramarines

Aztec inspired Space Marine Chapter

 

Rainbow Warriors' symbol

O

Origins

Text

Text

Text

Text

 

C

Colours

Armour: Blue with a green tint, turquoise trim and rainbow stripe on helm.

Symbol: Stylised wing with lightning flash.

 

As an Ultramarine chapter they use colours to denote their companies, except the colours are in the order of the rainbow, 1st company has a white trim, then red, orange, yellow, green, blue, indigo and violet with the 9th company with a black trim. The 10th company has no trim colour, or is marked as 'codex grey' (raw ceramite).

 

H

Home World

Tonal(tzinthi) III Is the Rainbow Warriors home world, also know as Tonal III, with the main continent Aztlán. The reference to the seven caves in their ancestry legend refers to seven generation ships that brought the original settlers to Tonal III during the Dark Age of Technology.

 

The main cities are giant stepped pyramid shaped hives (similar to the Tyrell corp building in Blade Runner). Pictograms on the outside (more abstract than original Aztec pictograms). Each step of the pyramid is surrounded by a moat on the roof of the step below (something nice to look out at of the window).

 

D

Description

The ‘rainbow' is derived from the legend that the world of the living in connected to the world of the dead by a rainbow bridge (similar to Bifrost in Norse mythology). The literal translation of their local name from the native language is 'warriors from beyond the rainbow bridge', which is often contracted to 'Rainbow Warriors'. This ties into the myth of the Rainbow Warriors are seen by the native people's of Tonal III.

 

Legend: The Great sprit of the world is seen as having many forms, and one of these is the Thunder Ghod Xolotl. During the time of the great crusade Tonal was brought into the Imperium by the Emperor and the Ultramarines, and his presence was taken as fulfillment of prophecy. He was said by the Great Mother to have an aura of many colours and walk between worlds, the one we see and the chaotic dream world. A god among men bringing salvation to a ravaged world.

 

Before then; Tonal was a dust bowl, a radiation hell-hole populated with isolated nomadic peoples. It is through the Emperors teachings of balance and harmonic systems through science that the world of Tonal was reborn anew. To rise from the ashes as the phoenix of legend. (This phoenix is thought to live as a mortal bird before death, and this 'phoenix' has a 'rainbow of feathers').

 

Due to the peace and harmony and lack of greed among these peoples the low level psykers were not killed. They seem to have a mutation of the navigator gene (likely from later ships), which manifests in women after the menopause as 'visions'. These women become the 'seers' and seem isolated from the horrors of the warp (it seems they are see the warp, but the daemons can not see them). Under heir teaching harmony and balance are all, and this has lead to some extreme customs and concepts that many may consider 'heartless' (origins of slanderous legends?).

 

The Ultramarines set up a base on Tonal III as a staging post. It could be said that the Ultramarines were the original 'Rainbow Warriors' as the local people saw many companies coming and going each with a different colour should trim. It gave rise to a rumour that they were of 'many colours' like Xolotl. The Ultramarines are though to be lesser deities.

 

Initiation: Those who wish to join the Space Marines must travel over the rainbow bridge to the land of the dead. There they face the Thunder Ghod of mankind (Xolotl) who would judge those of pure spirit. Those who's passions proved pure are returned to the land of the living as Avatars of the Thunder Ghod, and those who deemed unworthy are devoured. Those who return are considered to be neither living or undead; but 'undead', and due to the marine's phenomenal resistance and pain tolerance it is believed they mortal concerns.

 

The recruit is sacrificed on the great alter of Xolotol and their still beating heart cut from their bodies. Only those who refuse to cry out in pain are accepted. Their body is dropped into stasis sarcophagus, before being eaten whole and carried over the rainbow bridge in the belly of the mighty Thunderhawks. There the dead rise, the breath of Xolotol brings new life, and the first implant of Space Marine Neophyte: a new heart!

 

The Strikes of Xolotol: The Rainbow Warrior tag is a common name (translation of high gothic) derived from the multi-coloured stripe on the helm. Their real name as far as anyone can guess, as they used a very old language, translates roughly as 'the strikes of Xolotol' and is most likely a reference to lightning strikes. It seems that each marine is a personification of a lightning strike, and this concept is born out in the ethos of the chapter.

 

O

Organisation

The Rainbow Warriors are a Standard Codex chapter for the most part with a couple of notable exceptions in the 'white' and black' companies, the 1st and 9th. The colour companies follow Ultramarine organisation standards.

 

1st Company: All the members are 'dead'. They are entombed in sarcophaguses to prolong their lives. There are arranged as a ring of standing stones, all hooked up to a virtual reality matrix. The mission of the 1st company is strategic and tactical command and a 'think tank' of warfare. They may take to the field of battle as white painted dreadnoughts, but are more likely to be found aboard a ship running Command and Control. There are no Terminator units in the 1st company.

 

9th Company: The 9th company, with black trim, is a company that do not follow the laws of harmony and elide the rules of balance being chaotic in nature. They fight asymmetric warfare outside civilized norms were anything goes in order to win, and will do anything to bring victory. They have been known to use very early marks of power armour, most notably the 'Thunder Armour' Mark 1 variant adorned with a black feather plume. This is used as it is similar to scout armour, and the powerful grip of the suit is used to rapidly crush unsuspecting victims in commando raids. The also use a variant of the power sword known as a Macuahuitl.

 

It is the 9th company that attracted the all seeing eye of Inquisition and subsequent attack by the Sisters of Battle, as the 9th were thought to be running a secret cult to the blood god as evidence by their wonton sacrifices and terror tactics. However the 9th were not caught, but the rest of the chapter suffered heavy losses before the situation was resolved through the intervention of the Ultramarines. Technically even to this day the 9th are outlaws, they are considered tolerable only if they are not caught.

 

The 9th often leave a single black lotus flower (distinct DNA) at the epicentre of their actions (usually stuffed into the mouths of victims) as a calling card to the Inquisition so they know it's not the work 'chaos' (as it can be hard to tell them apart!)

 

Terminators: Aside from this, each 1st unit of each of the 'colour' companies has access to Terminator armour.

 

Original discussion on BL forums: Ya know the rainbow warriors...

This thread inspired David R. Glier to write: Chosen of the Eagle God

 

The Rainbow Warrior image was created with: B&C Space Marine Painter.

Takes a while to load!

 


 

Space Sharks

Mordriana

Mordriana

 

Successor Chapter of the White Scars

Shark/ Privateer inspired Space Marine Chapter

 

Space Shark's Symbol

O

Origins

During the Great Crusade many chapters of the White Scar legion took on much of the scouting duties. They went far beyond the ever expanding boarders of known Imperial space to earmark discoveries for subsequent expeditions, and for escorting the Ambassadors of the Imperium to their discoveries. During the Heresy, the 296th expedition with attending White Scar’s escort where far out on the eastern fringe, and cut off from all communication. It was many years later before the expedition was to learn of the catastrophic events that had transpired in their absence. When the expedition returned home to rejoin their brothers, there they were informed of the break up of the legions and that each chapter was to be singled out into its own autonomous army. It was these 'legion chapters' of the 296th expedition that formed the first ‘Sharks’ chapters (third founding?), the first was the Space Sharks, and after a reorganising, the Blood Sharks and Iron Sharks soon followed.

 

C

Colours

Armour: Codex Grey armour, with lighter grey trim and a bright red stripe running down their helm. Suits of Mrk3 and Mark6 predominate.

Symbol: A face on Great White Shark with open mouth over a broad red stripe.

 

H

Home World

Originally the Space Sharks were not assigned a home world, but instead where attached to multiple Rogue Trader fleets. However, after the Badab War, they were given the Mantis Legion's home world. Those stationed on this home world paint their shoulder shark symbol black (mostly 6th Company 'Black Ops' reserve, with 'implant' tech).

 

D

Description

The Space Sharks are Privateers (sanctioned pirates) in the service of the Rogue Trader fleets they are attached to. They are there to provide the teeth to the fleet and perform raids into alien space, harry shipping and secure cargo.

 

When the Space Sharks fleet is out hunting it is divided up into lone sharks (strike cruisers). These sharks surprise attack/ ambush ships and outposts at long range before quickly sinking away before their victim can retaliate, only to reengage later. They like to hang out just outside a solar system and attack ships emerging from warp space into the warp zone. They use Librarians who can feel the approaching ships in the warp and know where it will emerge. If many targets are within an area they may attract more than one shark. Multiple sharks engage as a loose skirmish unit (in that they remain 'independent' and maintain inter-ship communication silence at all times).

 

They employ this hit and run tactic until a swipe causes serious damage. If this happens they trail, and if they inflict enough damage, and a kill is imminent, many strike cruisers suddenly turn up for the 'feeding frenzy'. They knock down the target ships protection systems before launching an all out assault pod boarding action to take the ship intact.

 

In character the Space Sharks are laconic, and go about their work with a single mindedness. All they do is watch, hunt, raid and talk to other Space Sharks. They have communication with the Rogue Trader fleets, but usually only through blood relatives (primarily mothers and sisters).

 

 

O

Organisation

The Chapter is organised around their ships, with each ship housing a company. It is suspected that some of the larger ships have much larger companies than is considered codex, while some of the smaller ship have much smaller companies. The exact number of companies is not know, as they are not marked in order as the codex specifics, but by ship. Even their chapter badge changes to represent a type of shark.

 

Mandate: The Imperium allows and encourages the Sharks to invade nearby Alien territories to reclaim technology and goods. These Marines as quite adept and obtaining technology and many carry scrolls of MCP (Mechanicus Certified Privateer), looking for specific gear to recover. STC is always high on the list, but alien tech always sells.

 

Tactics and gear: The Space Sharks are superb assault marines, though they do not use jump packs or dreadnoughts. They have very few Terminator suits, and make great use of scouts.

 

Favourite weapons are chain-swords, and chain-blade combat accessories. They also favour 'metal storm' bolt rounds/ and canister shot, as they inflict much damage on living beings, but far less on the ship. Gas weapons and red smoke grenades are also popular.

 

Specialist: The Space Shark's have an enhanced echolocation system, as they often hunt using the auto-sense's bio-sonar system (the big grill on the helm). The auto-sense system constructs the mind image as normal, so to the marine little is different. It is used to board cold ships (ones one power conservation mode), as visual and heat sensors are often useless. This gives the Space Sharks the classic 'dead eye' look of their name sake.

 

Ampullae of Lorenzini, are an adaptation not quite the same as a shark. It is a warp sig enhancer, space sharks can track the living. It is plumbed in through the Omophagea. Only the 'point man' is given this equipment.

 

S

Ships

The Fleet is all important to the Space Sharks, and the Space Sharks have there own naming conventions for their ships based of ancient shark names. All Ship names are double barrelled with the first name as the 'Class' and the Second as the ship's name.

 

Carcharodon-Carcharias 'Great White' (Class: Carcharodon (Battle Barge) Name: Carcharias)

 

Carcharodon-Megalodon 'Prehistoric Mega Tooth shark' (Class: Carcharodon (Battle Barge) Name: Megalodon)

 

Alopias-Vulpinus 'common thresher shark' (Class: Alopias (strike cruiser - type A) Name: Vulpinus)

 

HQ: I would imagine that the Megalodon would be the 1st company and perhaps a few others.

 

S

Successors

All the successor chapters follow a similar role as the Space Sharks: Blood Sharks, White Sharks, Black Sharks, Star Sharks, Iron Sharks, Sharks Encarmine, Sharks Sanguine. All sharks have close ties.

 

 

The Space Sharks image was created with: B&C Space Marine Painter.

Takes a while to load!

 


 

 

D

WDisclaimer

40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2006, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

 

This web site is completely unofficial and in no way endorsed by Games Workshop Limited.