Weird Custom Chapters

By Shadow070mni, in Deathwatch House Rules

What are yours? And how would you model them as a PC faction in DW?

I came across an idea, did some research and blatantly stole a lot ideas to make one up, mostly as an exercise. In all probability it will serve as antagonists but I am using Rites of Battle & Honor Thy Chapter to 'design' them. So seeing other Chapters that are considered odd might help.

A final note before I let everyone let loose their creations; by definition all Space Marine Chapter are special snowflakes. Not necessarily to the most extreme degree but they almost always have something that makes them worthy of awe & respect of other Astartes. So please try to refrain from flaming these Chapters.

They are meant to be that way, just let it go. It's not like they are cannon anyway.

I made a chapter called the Guardian Angels. Successors of he Blood Angels, they were a second-founding, although everyone else heavly disputes this as even the BAs have minimal records on how they came to be, just that it IS a 2nd Founding.

They hail from a Feudal World where knightly orders crusade around being all knightly and peasants till the land and kings fight each other for causes both grand and pointless, all very medieval.

The GAs recruit from the pages of the orders who show the most promise.

Their chapter cult is one of ABSOLUTE honor and charity. They believe that the point of a Space Marine is to defend the common people from the various hungry aliens in the skies.

The issue is they have rather badly flawed Gene-Seed: Hyper-Stimulated Omophagea, Oversensitive Occulobe, Mutated Catalepsean Node. This basically means that they are driven to eat flesh and drink blood, they have to keep their helmets on in sunlight, and they swing between narcolepsy and insomnia, leading them to fight ever harder to keep their good name. Interestingly, their almost-overwhelming desire to devour flesh and drink blood seems to curb The Flaw a wee bit.

They have a VERY strange chapter organization: They have no Apothecaries as each one of them receives extra training in such medical work (this leads to a thousand marines with Combat Lifesaver training and can retrieve Progenoids, but few can perform any REALLY advanced duties of an Apothecary), they also have 21 Companies (12 Assault Companies, 4 Tactical Companies, 4 Devastator Companies, 1 Veteran Company, no Scout Companies (trained as Squires), no Reserve Companies)

Their Traditional Weapon is the Power Sword/Astartes Shield combo, though this is wieldly only by those worthy to receive such a glorious weapon.

They rule directly over their homeworld, using their power to ensure conflicts (and the status-quo) remains.

They are also a Death Cult, because of the depression they begin to feel because of their flaw and the burden they have chosen to shoulder (they believe the entire Imperium depends on them and they refuse to tone down their galaxy-wide operations)

The Inquisition likes to make surprise visits to their ships and Fortress-Monastery. Some within the Ordos think they have something to hide, and they do: One Inquisitior found the chapel they do their Death Cult rites in, and found himself part of the "festivities"......

How did I do?

I'm still working on more stuff for Angry Marines and apparently due to ideas from a certain Australian, Pretty Marines. Simple things amuse my simplistic mind sometimes.

Edited by Calgor Grim

This seemed like a fun exercise so I randomized almost all of the rolls and hoped for something I could weave together. I rolled three Chapters and present to you the one with the most cohesive results; the Death Hunters. I apologize for advance for the length of this post but I sort of got carried away.

Following the Reign of Blood in the 37th Millennium, the High Lords of Terra founded a new Adeptus Astartes Chapter to counter the threat presented by demons. Using stock from the 9th Legion, the High Lords decreed that the gene-seed should be altered to remove certain…deficiencies. But these alterations cause unexpected results in all subjects: the Oolitic Kidney was rejected or ceased to function, and the Betcher’s Gland malfunctioned – which resulted in a wide range of vocal characteristics exhibited among the surviving Astartes. However, the alterations strengthened the subject’s body and mind. Even among Astartes, brothers of the Death Hunters Chapter are known for their physical toughness and mental fortitude in the face of the enemy. Legends tell that the Squad Sargent of the 10 th Squad, 6 th Company defeated a Demon Prince of Tzeentch in single combat shortly after the Chapter’s deployment. Since then, the 6 th Company has been reformed as an elite strike force led by the Chapter’s Librarians who specialize in slaying demons.

It is said that in an age long since forgotten, the planet of Lythos, which the Death Hunters call home, was a lush paradise. But fate was cruel, for now it is dominated by an unforgiving black sand. Its atmosphere is slowly degrading and, in some areas, is too thin to prevent solar radiation from mutating what little flora and fauna exist on or below the surface. The humans who survive the choking sands and radiation pockets were forcibly organized into crude but stable states by the Administratum centuries before the arrival of the Death Hunters.

Today, the Death Hunters rule by proxy, selecting worthy individuals, usually failed aspirants, to rule these states in their stead. Although having a stable system of government, life is hard and often short for the planet’s inhabitants: the sand often shifts rapidly to devour entire settlements, but the single most dangerous threat to the human population is the Lyothain Leopard. Its jet black mane combined with extraordinary perception make it the ultimate killing machine on the planet. Prior to implantation, aspirants must prove their worth by capturing a Leopard alive. Not expected to accomplish the task, all aspirants are clandestinely monitored by the Chapter’s apothecaries. Those who demonstrate their worth in tracking and fighting the Leopard are stolen from death’s embrace while the failures meet their grisly fate. But every once in a while, an aspirant rises to the task and claims a powerful ally. It is said that none has won a Leopard in over two centuries.

Honoring their home world, Death Hunter brother’s paint their armor black and are known to adorn themselves and their vehicles with Leopard symbols and features. Drawing their tactics from the Lyothian Leopard, the Death Hunters patiently stalk foes, are ferocious in close combat, and leave no evidence of their passing – save the gory results of the attack. Of late, however, the Death Hunters have abandoned their patient hunter style for…a more straightforward approach to battle. Chilling hymns often rise from the ranks as the Death Hunters close with the enemy to strike them down. But this simplistic tactic has greatly reduced the numbers Death Hunters can field in battle. Once a reliable ally of Cadia, the Chapter has not responded to several recent calls for assistance against the Ruinous Powers.

Edited by Snerded

Okay twisted my arm:

Just a list of some of the homebrew chapters i've made up over the years.

World Breakers

Hunting falcons

Astral flames

Incinerators

Light bringers

Champions of the Emperor

Blood brothers (became the renegade Bloodwolves)

Sons of Hastur (went renegade)

Second sons

Iron Wasps

Grey Skulls

Warp Mariners

Edited by Robin Graves

The champions of the Emperor

Ultramarine successor chapter. Founded post age of Apostacy.

Homeworld: Terra secundus- Ultima segmentum.

Chapter symbol : Golden Crux Terminatus on azure field.

Of all the later foundings no chapter is so obsessed with the imperiums halcyon days when the Emperor walked amongst his children. They consider the fact that the Ultramarines were not at the siege of Terra a mark of great shame. Altough they follow the codex, they want little to do with the Ultramarines, instead maintainig good relation with the Blood Angels, Imperial fists and White scars.

Their obsession with the events of 30.000 years ago runs deep. The chapter maintains at all times a fully manned battlebarge in the Sol systhem, to make sure if anything threatens the Emperor again, the sons of Guilliman shall be present. Being stationed on board the "Eternal Vigilance" is a great honour, and often the stationed marines will be rotated back into active duty. Meaning the ship is crewed by some of the most experienced veterans of the chapter. Luckily the chapter is quite large, several 100 marines above the standard 1000 for a codex chapter.

Such is their devotion to the Emperor that they conisder lightning claws condemned and impure weapons, since the warmaster horus used them to kill Sanguinius and wound the Emperor. No Champion of the Emperor will use a lightning claw, instead prefering to fight with bare hands if nothing else is available. They will not allow anyone to wear such a weapon on the surface of their homeworld: Terra Secundus. Some believe that the Blood Angels would be of better if they stopped using the same type of weapon that slew their primarch.

Terra Secundus is a world covered in gleaming marble and golden spires, built in imitation of Holy terra. Everything is beautifully decorated and ornamented. Including the marines' power armor: artfully crafted to resemble white marble, with gold trimmed shoulderpads of deep azure. The backpack powerplant is molded in the shape of the aquilla. Marines often furter decorate their armor with frescos and oath papers.Truly the design and craftmanship of a standard suit of power armor is almost akin to the finest wrought power armor of other chapters. Each marine with the rank of Sergeant or higher wears an elaborate banner on his backpack displaying chapter iconography and personal heraldry.The Champions are far from foppish aesthetes however, Everything they do and are is a constant proclamation of the glory of the Imperium and the god Emperor.

Dunno if mine is "weird" per se, but here it is anyways:

Hello all! I just wanted to share my custom chapter I've been working on for a while, notably before the I discovered Deathwatch and the Rites of Battle Supplement. I'll be updating this frequently but for the moment I'll just share their fluff with you guys!

spacemarine.jpg

Here are the rules for the chapter

Demeanour: The Promethean Cult

Figures of Legend: The Purgation Company [is this not acceptable, I'm not positive if 4 companies worth of men would be acceptable fluff-wise]

Characteristic Modifiers: +5 Strength +5 Toughness

Bonus Talent: Hatred (Necrons)

Solo-Mode: Fire-Born

Squad Mode Attack Pattern: Siege-Breaker

Squad Mode Defensive Stance: Only in Death...

Chapter Friends: Imperial Fists/Salamanders, or PDFs (of worlds they helped colonize)

Chapter Enemies: Necrons

Due to the care with which they make their first weapon in the forge all Stone Lords Space Marine characters start with a Combat Knife of master craftsmanship.

Advances:

Demolition-200

Demolition +10-300

Demolition +20-400

Survival-200

Survival +10-300

Survival +20-400

Climb-200

Climb +10-300

Climb +20-400

Artificier (x3) (description in Salamanders section of First Founding)-800

Hammer Blow-600

Furious Assault-600

Hardy-400

Hatred (Orks)-400

Talented: Trade (Armourer)-500

HISTORY

The Stone Lords were founded at the request of several High-Lords to aid against the numerous Xenos assailing the Imperium as a part of the 17th founding during the 36th Millenium. The High Lords requested that the Gene-Seed of the Salamanders chapter be used to create this chapter, feeling that the sons of Vulkan's gene-stock had been heavily under-utilized in the founding of new chapters. Training of the chapter was overseen by the Firedrakes of the Salamanders 1st company. The firedrakes performed this role admirably and in turn the Stone Lords inherited the teachings of the Promethean Cult and many of the Salamanders practices, including their skill as artificiers. They were gifted with the planet of Petram located in the Segmentum Obscurus as their homeworld, and were quick to assume direct rule over the desert planet and were quick to prove themselves as exceptional planetary defenders in the wake of several Dark Eldar Raids and Ork Waaaghs! The chapter quickly gained a solid reputation for their effectiveness at training and establishing PDFs on newly settled worlds in the Imperium, even gaining the admiration of their brothers in the Imperial Fists chapter for their mastery of Siege Warfare and their numerous successes defending newly colonized worlds.

The Stone Lords earned many distinctions during the Second Tyrannic war, fending off attacks from Hive Fleet Kraken on several worlds, and further established their reputation as stalwart defenders in the face of forces outnumbering them, in particular Ork Waaaghs! and Tyranid Splinter fleets. But it would not be until the 41st Millenium that the Stone Lords would be faced with a new threat, the awakening Necron Dynasties emerging from their aeons long slumber. Several planets that the Stone Lords had a hand in colonizing were faced with this ancient threat, and the Stone Lords were fast to react to this mysterious new enemy. They were quick to react to the awakening of tombs on these worlds and managed to purge many tombs, but not all, although they were successful the Stone Lords suffered heavy losses and even had to witness several worlds they had helped establish become subject to Exterminatus.

The Stone Lords gained a special Hatred for the Necrons and the severe losses they inflicted upon their chapter. The chapter entered a period of recovery, aggressively recruiting new initiates to their chapter and remarkably returning to full strength within several centuries. During this period the chapter comitted their 4 reserve companies, which remained on Petram while the rest of the chapter reacted to the Necron threat, to a crusade against the Necrons. The reserves purged many tombs on the behalf of the Ordos Xenos and acted as an unbreakable hammer, utterly relentless in their actions as a vanguard for other forces of the imperium, fueled by their hate for those who struck such a felling blow to their chapter. These reserves would return from their crusade to Petram with extensive knowledge in combating Necrons, and were lauded as heroes of their chapter by their battle-brothers and the citizens of Petram alike. Upon their return the reserves were merged into a single company charged with purging the tombs of the Necrontyr, earning the title of Purgation Company.

HOMEWORLD/RECRUITMENT

Petram is a vast world, consisting of arid deserts, numerous mountain ranges, oasis, an extensive river system, and a single Hive City located on the planet's North Pole. Denizens of the planet either live at one of the many outposts tasked with processing the planet's water supply drawn from its rivers and oasis, mining colonies located by the planet's mountain ranges, the Hive City itself, or the nomadic people who roam the desert. Each of the Chapter's 5 battle-companies is tasked with overseeing these populations and also draw their recruits from them.

Petram is home to several bands of feral Orks that roam the planet's mountain ranges, as a result of frequent forays to the planet by Ork warbands.

Upon recruitment to the chapter Aspirants undergo the standard implantation process and are taught the basic tenets of tending to their own suits of Power Armor by the Chapters Techmarines, and sometimes Artificers. Over the course of their training they also learn the art of forging, and by the time they are ready for testing in the forges of battle they will have crafted their own combat knife or bludgeon. The receiving of one's Power Armor is considered to be the end of one's initiation into the Stone Lords, and a ceremony is held where an initiate is given his suit by his assigned mentor in the 1st company. Once their training is complete, aspirants are placed in service alongside one of the veterans of the 1st company until they are deemed fit for service in a battle company. It is not entirely rare to see multiple initiates serving under one master, but this usually numbers at the most three at a time.

After their induction as a full fledged Space Marine into the 2nd-6th companies, Astartes are allowed to make visits to their place of birth and offer aid to their Families and mining communities, embarking on hunts for threatening wildlife and pockets of Feral Orks residing in the mountains. During these pilgrimages to their homes Astartes have been known to bring back several young aspirants who have proven themselves in battle to be recruited into the chapter.

The Stone Lord's Fortress Monastery is located within the largest mountain on Petram, Magnum Montem , it is here that the 1st and Purgation companies reside when they are not battling the foes of the Imperium. The 2nd-6th companies have their own outposts scattered across the planet, with the exception of the Hive Lords company, who possess a single fortress located in the center of the planet's Hive City.

ORGANISATION

The Stone Lords loosely adhere to the organisational tenets of the Codex Astartes, but tend to follow the company structure of their primogenitors of the Salamanders chapter with 120 brothers serving in each company. After the conflict with the Necrons, the Stone Lords merged their 4 reserves into a single 480 man strong purgation company. In addition the chapter lacks a scout company, and new recruits serve alongside the veterans of the 1st company. Like the Salamanders the 1st company is lead by the Lord-Master of the Stone Lords, the current one being Lord Master Igneus [yes this is where my username comes from!]. Titles amongst these companies vary from those used in the Codex Astartes, with each company being (apart from the 1st) being led by a Lord. The Purgation company is led by a council of 4 lords, with each commanding one of the 4 sub-companies. Each company is comprised of 4 Tactical, Assault, and Devastator squads rather than the 7 tactical, 2 assault, and 3 devastator squads present in the Salamanders' battle companies.

COMBAT DOCTRINE

The Stone Lords are experienced in the art of siege warfare, but are fully capable of utilizing other tactics. The Stone Lords are known to possess a large quantity of centurion armour, many of which are employed by the purgation company, who are particularly adept at the usage of the armour in combating Necrons, using their weapons to utterly obliterate the remains of Necrons to the point that they are incapable of reanimating.

The Stone Lords are capable of employing the full range of wargear used among space marine chapters, but have been known to more frequently employ grav and melta weaponry in sieges and in combat against the Necrons. Scouts and tactical marines have been known to utilize stalker pattern bolters from heavily fortified positions of defense during sieges, utilizing them to pick off key targets during sieges. In melee combat the Stone Lords favour the use of raw power over swiftness and finesse, favoring the usage of power fists, thunder hammers, power axes, and their own club like weapons that the natives of Petram often carry. Some initiates choose to craft finer versions of these bludgeons in place of combat knives upon initiation. Stone Lords are not as eager to rush into close combat in comparison to other chapters, rather they let loose their firepower until their enemies reach them in close combat.

GENE-SEED

The Stone Lords have inherited the characteristic mutations present in the Salamanders gene-seed, namely the melanchromic organ, however the world of Petram does not possess the high radiation present on Nocturne. In turn members of the Stone Lords do not possess the characteristic onyx-black skin of their primogenitors, but rather they possess a fairly dark complexion. They do however, possess the same bright-red eyes as their Primogenitors.

IN THE REACH [for anyone who might want to include this chapter in your campaigns as an outside force]

Recently the Stone Lords' Purgation Company has arrived in the Jericho Reach, although they have on several occasions assisted in defensive actions and protracted sieges against Stigmartus forces and the swarms of Hive Fleet Dagon, they seem to be more active in the Eastern Fringes, investigating select planets and training their PDFs for encounters with xenos unlike any other they have encountered... [iTS THE NECRONS]

Blood wolves.

Spaced based chapter with no home world.

Where I got creative was after rolling that they are a blood angles successor, have no librarians, and have inquisitors as foes.

So my story...

All members of the blood wolves suffer the red thirst that hurts the blood angels. Initiates go mad almost as soon as training starts. In desperation the chapter turned to the teck priests. Every member has a part of their brain removed to remove the psychic connection to the angel's primarch. While many are killed those who don't have the lost brain parts replaced by implants. this makes them seam detached and emotionless in a way too like a machine. they fear the inquisitor as the extensive modifiers to their minds makes them more like servitors the marines.