Collection of Custom Made Chapters

By Polaria, in Deathwatch

White Scars: May requisition a Space Marine Bike at /anytime/, even when it is improbable or physically unfeasible on the marine acquiring/transporting it down to the play area?

Nimon said:

I made a Grey Knight chapter for my brother in law

There's so many fluffy and crunchy errors I don't even know where to begin. Without going into detail (it's just to much work, and I'm sick at the moment), I can just say that I wouldn't use it as it is.

In addition, I'm really sure it's not anywhere close to balanced when compared to any Deathwatch character. Just getting Slayer of Daemons right off the bat says it all. A Deathwatch character doesn't get Hunter of Aliens at rank 1, you know.

BrotharTearer said:

Nimon said:

I made a Grey Knight chapter for my brother in law

There's so many fluffy and crunchy errors I don't even know where to begin. Without going into detail (it's just to much work, and I'm sick at the moment), I can just say that I wouldn't use it as it is.

In addition, I'm really sure it's not anywhere close to balanced when compared to any Deathwatch character. Just getting Slayer of Daemons right off the bat says it all. A Deathwatch character doesn't get Hunter of Aliens at rank 1, you know.

I wasn't even going to touch that Grey Knight chapter to be honest. Grey Knights are rarer and even more powerful then regular Space Marines, I wouldn't be surprise if there wasn't enough of them in Jericho Reach for even a full kill-team. They're a very reactive force from my understanding.

BrotharTearer said:

Nimon said:

I made a Grey Knight chapter for my brother in law

There's so many fluffy and crunchy errors I don't even know where to begin. Without going into detail (it's just to much work, and I'm sick at the moment), I can just say that I wouldn't use it as it is.

In addition, I'm really sure it's not anywhere close to balanced when compared to any Deathwatch character. Just getting Slayer of Daemons right off the bat says it all. A Deathwatch character doesn't get Hunter of Aliens at rank 1, you know.

Ah, but Deathwatch do get "Deathwatch Training" a little thing that is kinda hidden in the books pg 115.

Psion said:

BrotharTearer said:

Nimon said:

I made a Grey Knight chapter for my brother in law

There's so many fluffy and crunchy errors I don't even know where to begin. Without going into detail (it's just to much work, and I'm sick at the moment), I can just say that I wouldn't use it as it is.

In addition, I'm really sure it's not anywhere close to balanced when compared to any Deathwatch character. Just getting Slayer of Daemons right off the bat says it all. A Deathwatch character doesn't get Hunter of Aliens at rank 1, you know.

I wasn't even going to touch that Grey Knight chapter to be honest. Grey Knights are rarer and even more powerful then regular Space Marines, I wouldn't be surprise if there wasn't enough of them in Jericho Reach for even a full kill-team. They're a very reactive force from my understanding.

Yes, there is only 1 Grey Knight in the Deathwatch kill team as part of a "Cabal". And my games do not take place in Jericho Reach they take place in Calixis Sector for now.

The Grey Knigths are, in essence, the chamber militant of the Ordo Malleus in the same way that the Deathwatch are the chamber militant of the Ordo Xenos; it seems incredibly unlikly that a Grey Knight would ever be seconded to the Deathwatch. The Grey Knigths' mission is of such grave importance to the Imperium and their numbers too few.

LOL

Believing that the Xenos threat is not a grave danger and that the Deathwatch's mission is not of grave importance is a slide towards Heresy.

It could happen, giant military orders, especially ones with heavy religious overtones are sure to have members around to keep an eye on things for their own secretive purposes. Might not happen in all games, but your MMV.

E

Michigan said:

The Grey Knigths are, in essence, the chamber militant of the Ordo Malleus in the same way that the Deathwatch are the chamber militant of the Ordo Xenos; it seems incredibly unlikly that a Grey Knight would ever be seconded to the Deathwatch. The Grey Knigths' mission is of such grave importance to the Imperium and their numbers too few.

Yes I am aware of that fact but I urge you to read the portion in Dark Heresy about Cabals and how differant Ordos pool thier knowlege to investigate things that they are unsure of which Ordos they fall under. I started playing "Deathwatch" a year and half ago using Dark Reign fan supplements and alot of house rules so I set my campaign around the Tyrant Star in the DH books and there is a Tyrant Star Cabal in which several Ordos work together(or against each other) in search of anwsers.

Your game, your rules. I'm the last person who will argue that "You're doing it wrong!!!11one!" if you and yours are having fun.

That said, I just think the Grey Knights are too rare, too specialized, and too dang powerful to be seconded to the Deathwatch. I'd suggest you take a good, long look at the Exorcists ( wh40k.lexicanum.com/wiki/Exorcists ) They're very badass, and quite specialized in counter-deamonic training, tools, and success. Albeit not the equal of the Grey Knights, that's okay by me, given the Grey Knights are generally depicted as being as far beyond Space Marines as Space Marines are beyond baseline humans.

Added bonus, the anthology novel, Heroes of the Space Marines , featured a battle-brother from the Exorcists that had been seconded to the Deathwatch in the short-story Headhunted . So, yeah, it matches with semi-canon fluff!

Just got into my first Deathwatch game. Running a Flesh Tearers Apothecary! (The Doctor is IN...Sane with the hunger for blood and killing.)

Tossed up the idea of forging out houserules, but it seemed highly likely they'll be the Blood Angel Successor in the upcoming supplement. My GM, however, happily accepted the following suggestion:

Flesh Tearers:

House Rules: As Blood Angels, with the addition of Doomed rule.

Doomed: Flesh Tearers are not known for being superior combatants to their Blood Angel kinsmen, but rather for much more rapidly sliding down the path into insanity. While the Flesh Tearers typically contribute only a very small number to the Deathwatch from their ranks, they tend to choose their most stable members for the duty - but there is no running from the Black Rage.

Whenever a Flesh Tearers character would gain Insanity points, he gains an additional two.

I am look forward to my heroic sacrifice around rank five. :)

Interesting take on the Flesh Tearers, and it certainly seems to fit the chapter. Are you balancing the extra weakness with any sort of bonus? (Not that it has to be done - accepting flaws without mechanic reward is a trait I find sadly lacking in many gamers today. But I am curious... a small increase to the Omophagea's effect seems reasonable.)

No, it's purely a flavour thing. As far as I know, the Flesh Tearer's claim to fame is their brutality, which is caused by a more rapid degeneration into the black rage. I'm making extra use of the omophagea, but I haven't requested the quality of my results improve any.

I like to play atypical characters that my group will remember. Joseus Cambriel, Sanguinary Priest of the Flesh Tearers, is such a character, I think. I've taken the scholarly demeanor, and I play him as thoughtful, combatively defensive, proud of his chapter's accomplishments and generally co-operative. I took the Guardian of Purity Apothecary trait (Rather than the no-brainer extra healing one) because it fit the role of a sanguinary priest, ever vigilant for signs of corruption in his fellows.

Over time however, due to the accelerated insanity point gain, he'll grow more aggressive, contentious, and outright violent. The day a dramatically appropriate moment comes for him to tear off his diagnosticator helm and gorge himself on the blood of his foes is the day I will start planning with the GM for his heroic sacrifice. Reading up on the Flesh Tearers for character research gave me the impression of a largely neglected opportunity for genuinely expressing tragedy within a group of Astartes; a vein of roleplaying gold hidden deep behind the Flesh Tearer's reputation for Rip'n'Tear.

Man, I love 40k. It's just the best.

Comments, abuse critiscism. Fire away!

Red Scorpions.

As Ultramarines but.

Hyperactive Betcher's Gland - 1D5 +2, Pen 5, Toxic, Range 3m (Targets hit by two or more degrees text for blindness as normal)

Solo Mode ability. "Strength in Purity"

Red Scorpions are noted for their utterly fantatical concern for the purity of their geneseed and utter hatred for anything that deviates from the sacred human form in any way. They are even known to deploy Apothocaries to lead squads specificaly to keep a zealous eye on the mental and physical state of their warriors and be ever vigilant for signs of taint.

-Red scorpions reduce the ammount of Corruption points they gain from any source by 1, this may reduce the amount gained to zero.

-Red Scorpions may psned a fate point to perform a rite of purification upon themselves, the rite will rid themselves of 1D10 + Willpower bonus of corruption points. The marine must suceed on a (Standard +0) willpower test or gain 1d5 insanity points each time he does this. The rite takes aproximately 1 hour of uninterupted meditation and chanting.

-Red Scorpions may re-roll all damage rolls of a 1 against Xenos with close combat or ranged attacks. (The second roll must be accepted)

The Alien

-Red Scorpions Battle Brothers must suceed at a (Hard -30) willpower test to treat peaceably with Xenos in any way. They may never willingly fight alongside Xenos for any reason.

The Mutant

-Red Scorpions Hate all Mutants or abhumans of any kind. (Excluding Astropaths and Navigtors who are the products of the Emperor's hand.) Red Scorpions will refuse to fight alongside abhumans without direct orders from their superior and suffer and additional loss of -2 cohesion and -20 fellowship in addition to any other modifiers.

The Heretic

-Red Scorpions take a dim view of Astartes Chapters who disdain the Codex Astartes, or display mutations of any kind. They suffer the loss of 1 point of cohesion and a -10 to fellowship when dealing with the following chapters: Space Wolves, Blood Angels (and all sucessors), Dark Angels (and other unforgiven), Salamanders, Black Templars, Black Dragons, Minotaurs and Mantis Warriors. (Any homebrew chapter who display overt mutation or codex disparity as well.)

Venerate the Word of Gulliman

-Red Scorpions "count as" Ultramarines for the purposes of all Solo Mode or Squad Mode abilities.

Sources and inspirations:

Codex Space Marines 5th Edition.

Imperial Armour Volume 3

Imperial Armour Volume 5

Imperial Armour Volume 6,7 & 8 (The Siege of Vraks)

Imperial Armour Volume 9 (Badab War)

Index Astartes

@ Esdras: You, sir, are a gentleman and a scholar. You're welcome at my gaming table at any time. aplauso.gif

JinxZero said:

Comments, abuse critiscism. Fire away!

Red Scorpions.

As Ultramarines but.

Hyperactive Betcher's Gland - 1D5 +2, Pen 5, Toxic, Range 3m (Targets hit by two or more degrees text for blindness as normal)

Solo Mode ability. "Strength in Purity"

Red Scorpions are noted for their utterly fantatical concern for the purity of their geneseed and utter hatred for anything that deviates from the sacred human form in any way. They are even known to deploy Apothocaries to lead squads specificaly to keep a zealous eye on the mental and physical state of their warriors and be ever vigilant for signs of taint.

-Red scorpions reduce the ammount of Corruption points they gain from any source by 1, this may reduce the amount gained to zero.

-Red Scorpions may psned a fate point to perform a rite of purification upon themselves, the rite will rid themselves of 1D10 + Willpower bonus of corruption points. The marine must suceed on a (Standard +0) willpower test or gain 1d5 insanity points each time he does this. The rite takes aproximately 1 hour of uninterupted meditation and chanting.

-Red Scorpions may re-roll all damage rolls of a 1 against Xenos with close combat or ranged attacks. (The second roll must be accepted)

The Alien

-Red Scorpions Battle Brothers must suceed at a (Hard -30) willpower test to treat peaceably with Xenos in any way. They may never willingly fight alongside Xenos for any reason.

The Mutant

-Red Scorpions Hate all Mutants or abhumans of any kind. (Excluding Astropaths and Navigtors who are the products of the Emperor's hand.) Red Scorpions will refuse to fight alongside abhumans without direct orders from their superior and suffer and additional loss of -2 cohesion and -20 fellowship in addition to any other modifiers.

The Heretic

-Red Scorpions take a dim view of Astartes Chapters who disdain the Codex Astartes, or display mutations of any kind. They suffer the loss of 1 point of cohesion and a -10 to fellowship when dealing with the following chapters: Space Wolves, Blood Angels (and all sucessors), Dark Angels (and other unforgiven), Salamanders, Black Templars, Black Dragons, Minotaurs and Mantis Warriors. (Any homebrew chapter who display overt mutation or codex disparity as well.)

Venerate the Word of Gulliman

-Red Scorpions "count as" Ultramarines for the purposes of all Solo Mode or Squad Mode abilities.

Sources and inspirations:

Codex Space Marines 5th Edition.

Imperial Armour Volume 3

Imperial Armour Volume 5

Imperial Armour Volume 6,7 & 8 (The Siege of Vraks)

Imperial Armour Volume 9 (Badab War)

Index Astartes

I think most of this is okay, but that middle point in the Strength in Purity, the Rite of Purification I guess is a little OP in my opinion. Maybe have it so they only get rid of WP bonus worth of corruption points, that in it self a lot when you consider that in Dark Heresy it took long amounts of time in game and like 100exp to get ride of one corruption point by the RaW (not sure if it's different in Deathwatch); and I had a house rule that Burning a fate point got ride of 1d5+10. But these guys get to Spend a Fate point and get ride of 1d10+WP bones...just seems a little much to me but that's just my opinion.

Also, as far as I'm aware; most other chapters don't *know* (though many suspect) that the Blood and Dark Angels are deviating from the codex and or suffer from huge mutations. They keep it secret. So I don't know that the Red Scorpions would let rumors and innuendo affect them in their dealing with a brother chapter. Seems kind of dishonorable to me.

But all in all a good job my friend.

TCBC Freak said:

Also, as far as I'm aware; most other chapters don't *know* (though many suspect) that the Blood and Dark Angels are deviating from the codex and or suffer from huge mutations. They keep it secret. So I don't know that the Red Scorpions would let rumors and innuendo affect them in their dealing with a brother chapter. Seems kind of dishonorable to me.

Its a question of degrees; I would presume most Space Marine chapters are aware that the Dark Angels do not follow the organization of the Codex Astartes ; You cannot really hide the existance of the Ravenwing or Deathwing or non-standard insignia... The fact that the Blood Angels and their successor chapters have "slightly" hyperactive omophage is known... The Space Wolves are known to poses the canis helix... Imperial Fists are know to be missing their Betcher's Gland and Sus-an Membrane...

Those in the upper echelons of Imperium (who have a need to know) do know that over time the Chapter's gene-seed may also change through genetic mutations, so that specific implants become corrupted, producing new effects in Marines, or becoming useless altogether. This is why gene-seed must be constantly monitored for mutations. Each Chapter is obliged to send 5% of its genetic material to the Adeptus Mechanicus. The first purpose for this is that it enables the Adeptus Mechanicus to monitor the health of each Marine Chapter. Secondly, it enables the Adeptus Mechanicus to store gene-seed with a view to founding new Chapters.

Of course, very few to no one outside these chapters will know the complete extent of some of these changes. "Okay, sure," thinks Joe the Ultramarine, "The Dark Angels wear robes and paint their armor all the wrong colors, and those Deathwing guys are kinda creepy... But, whatever, they've been around as long as we have and just have some funny traditions."


Will change it to WP bonus only on the purity trait.

With regards Dark Angels etc. These chapters have "reputations" for being unreliable among other the astartes (Imperial Armour 6, 7) and as such Red Scorpions have, in the past declined to fight alongside them.

We're talking about the Chapter that invented the Land Raider Helios, because they didn't trust the Imperial Guard to provide artilery support.

Excellent yarn with the Flesh Tearers Apothecary. Not particularly interested in the Red Scorpions though but they don't look too bad all things considered.

As for the White Scars... Perhaps they have access to drive and ride, a small agility bonus, and... anyone more familiar with them then I am willing to lend a hand?

Thought I put my own Chapter up here, let me know what you think, it's still a work in progress and I am fully open to your ideas and thoughts:

The Couriers of Wrath

“Death is instant, pain will end, but a victory today will last on unto forever!”
Chapter Master Tiberius – Guardian of the Lost

The first Chapter Master Cursor was a Captain of the Sixth Company of the White Scars. Cursor was, for the most part, an unremarkable Marine. He had no outstanding deeds or great stories that set him apart from his brother captains. However, Cursor was completely reliable, always there when needed and very humble. He didn’t seek great glory or to outshine his brothers, he wanted only to do his duty and he did it well. Cursor was chosen to lead the new chapter because of his reliability. No one doubted he would fulfill his duty to the Emperor and lead his men well. Cursor and a group of twenty marines were sent to train the fledgling chapter’s first troops. These twenty men included the Apothecary Cicurinus, the Tech-marine Canus, the Chaplain Lupus, and the Librarian Piso. These men formed his command staff and aided Cursor in leading his new chapter down its path. The Couriers of Wrath were born when Cursor was told by the Chapter Master of the White Scars, “It will be your duty to take forth the message of the Emperor, that pain and death await those who oppose him. Let your anger and rage fuel you as you march forth.” At that moment Cursor knew that his chapter was to be the couriers of the Emperor’s wrath.
A Chapter of the Forth Founding, roughly the year 200.M32, The Couriers of Wrath have a long and proud history though it has not been without hardships. During the Age of Apostasy they joined with Thor against the High Lord Goge Vandire. Four full companies were destroyed during this time with the others taking heavy losses, however, they did survive. Aside from the Apostasy the Couriers have fought in many wars on many worlds including involvement in all but the first two of Abandon’s Black Crusades, loose involvement in the Sabbat World Crusades, and battles in the outskirt systems during the third war for Armageddon.
The Couriers of Wrath believe in the Emperor as the greatest and most powerful man to ever live, and that he attained godhood after his death at the moment of resurrection, and that all of the loyal Primarchs form a great pantheon. In the center courtyard of their great fortress-monastery stand the nine loyal Primarchs encircling a statue of the Emperor (Khan kneeling before him). Within their sub-sector there are ten casts; each cast is guided by a single Primarch with the Couriers, themselves the highest 1st class, being guided by the Emperor. They hold all the Primarchs equal and worship the Emperor alone as an embodiment of the one god; this is a rarity amongst the Space Marines. The Couriers often fight alongside agents of the Inquisition and have deep ties to many of the agents of the Ordo Xenos that have gone on for generation with one Inquisitor teaching his most valued pupil about the bond they share. Many Couriers in their history have fought in the Deathwatch and it is a point of pride for the chapter. The chapter’s beliefs came about as their influence expanded; each unknown world they found and subsequently pulled into their fold brought with it some form of belief in a supreme singular god who created and lead powerful cohorts. Thou there were always minor differences in these systems the cores were the same. The idea came about that there must be some seed of truth to these systems. For two years the Couriers’ Chief Librarian Piso focused his mind on this question. He was rewarded by many visions. With the aid of Chaplain Lupus, the visions lead him to this core belief that guides the Couriers down their path.

The Realm of Caprica
The Couriers of Wrath home world is Caprica in the Segmentum Obscurus a sector away from the world of Dimmamar home of Thor. Caprica is also only three sectors from the Segmentum HQ Cypra Mundi. Caprica is the closest world to its star (its orbit is equivalent to that of Venus) and its rotation matches its revolution around the sun. This effect causes one side of Caprica to be locked in day and it is brutally hot, almost unlivable; and were it not for the thickness of the Caprica atmosphere it would be. Those citizens who make this side their home are nomads. These nomads live off underground wells of water and by hunting the small herbivores that eat the poisonous plants of Caprica and the massive Cartak which eat the herbivores. The other side of the world is in permanent night and yearly for three months it is assaulted as asteroids are pulled in by its gravity from the nearby belt of iron rich asteroids. On the dark side of Caprica a living is scraped out by mining the iron left from the asteroids and shipping it off world. The Couriers of Wrath fortress-monastery is located at the east equator where the two halves of Caprica meet in a perpetual twilight.
Much like the Ultramarines the Couriers of Wrath are the custodians of the sub-sector, the entire region fuels their war engine; their fortress-monastery serves as a pilgrimage to the pious and a beacon of hope for the weary of the sub-sector. There are a myriad of Forge-worlds under their sway and some say these Forge-worlds are even more loyal to the Couriers of Wrath then the Mechanicus at large. Within their realm there is also an Inquisitorial Watch Station though its name and exact location or kept secret to all but the Chapter Master of the Couriers of Wrath and the Inquisitors who make use of it.
They have not known war within their bounds since Abandon’s 7th Black Crusade. At least one world in each of the ten systems they deem under their care has a fortress guarded by a single squad from the second company and thousands of Imperial Guard personally trained by those marines. They are not, however, benevolent, gracious, or kind. They are killers, brutally slaying any who oppose the Emperor’s will. The Couriers of Wrath aid their sub-sector only so far as to keep it out of the hands of the enemies they face and to keep it on the path of light leading towards the Emperor.

Initiations
From their fortresses The Couriers of Wrath are able to administer to their systems and receive recruits from other worlds. On Caprica the Couriers draw Neophytes from both the night and day sides of the planet. Those from the day side are only the bravest of hunters, those who have hunted and killed the mighty Cartak, a beast the size and ferocity of a Hive Tyrant. On the night side recruits come most often from the families of the Nobles who can afford to train their children in the arts of war from a young age as they do not need them to mine to continue to support the family. Other worlds which boast high numbers of recruits within their ranks include Ozo Zeta, a volcanic world in the Rynhall system where every day is a fight for survival, and Fuaw, a death-moon orbiting a gas giant in the Lirumau Septimus system which some claim is the home to vanguard organisms of a Hive Fleet that never came. One member that stands out is the current Chapter Master Tiberius; while a babe his family moved to Caprica from holy Terra itself.
Unlike most Chapters the Couriers of Wrath do not believe that technology and medicine are some esoteric or magical art. Though they do not fully understand everything about technology and biology they believe it is because the Emperor is keeping some things from them that they are not ready to know, not that they are unable to or should not learn them. To the Couriers the operations of implanting the organs into the would-be brothers is not ritualized to the point of endangering the Neophyte’s life. They have a greater understanding of fighting infections though cleaning tools and equipment; however there is still a great amount of ritual involved in these operations. Otherwise the Couriers of Wrath train their Neophytes much the same as any other Chapter. Though the increased rate of survival for trainees on the operation table means they are able to replaces loses at a relatively quicker pace then other chapters.

Serves to the Gene-seed
The Couriers of Wrath are descended from the mighty Jaghatai Khan and his White Scars and they believe that keeping that Gene-seed pure is more important than any other task they could possible undertake. As such, all Couriers of Wrath wishing to advance to any rank of note must serve for a time as an Apothecary, watching for any divergence or mutation within their blood. For most this is just a stepping stone to greater things for the brother and last only a few years and they never truly learn to heal the wounds of other like a full fledged and dedicated Apothecary would. They do however pick up the basics of healing. They believe that it is because of this practice that they have not had any deviation in their gene-seed since their founding while even some younger chapters have been known to suffer massive divergences within a few centuries.

Combat Doctrine
For the Couriers of Wrath there are only two ways to achieve victory; the imposing armored assault or the unrelenting charge of infantry. The Couriers do not use pods except occasionally in the establishment of a beachhead for landing armor and soldiers to wage a real war. The Couriers of Wrath are among the most self-sufficient chapters in existence and due to the fact that almost an entire sub-sector fuels their wars they have more armor and weapons then most chapter could hope to field. While most Space Marines travel alone and respond with only a single company to most calls for aid it is rare for the Couriers to go to war without being backed by large numbers of standard Guard and Imperial armor from within their systems. Even their Battle Barges and Strike Cruisers travel with Navel warships. Many Inquisitors and Generals who have called for aid have had cause to praise the Emperor when the Couriers of Wrath arrive with Wave after wave of Imperial Guard behind them.

Couriers of Wrath Past Events :
1. Defended the Lost Chronicle – You defended the Chapters largest battle-barge and the home of the Chamber of Knowledge, wherein all your chapters past glories and dark secrets are held, when the great warship was boarded by the Arch-enemy during the cleansing of Atriums Prime some 20 years ago. Were it not for the actions of you and your men the Barge would surly have fallen to the sudden and unrelenting assault by the traitor Marines.
2. Served in the 2nd Company – You served in the Second Company who is charged with defending the worlds that the Courier’s deem under their protection. You and your squad of Battle-brothers trained the local PDF personally and served alone with those men and women for those years which saw you in this place of honor.
3. Served in the 4th Company – You had the rare honor of serving in the Ruin Company. So called because every world they set foot on is turned into a ruin, all life is purged and nothing will remain…at least that’s what the stories say though in truth they only utterly destroy worlds they believe have no hope of returning to the Emperor. Once they deem a world past redemption they will indeed turn it into a ruin. Often sent on the most dangerous, and some would say hopeless, missions deep into enemy controlled territory they have great cause to destroy worlds.
4. Member of the Phantom Wing – You were a member of the Phantom Wing, a bike squadron formation. This unit has the strength of a full company but is distributed as needed amongst the other companies of the Chapter. Only on two occasions has the Phantom Wing been taken to field at full strength. Once during Abandon’s 7th Black Crusade when the enemies of the Emperor assaulted deep within the Realm of Caprica and again only a few years ago on desert world Ozano to repeal a massive Ork invasion.
5. Apothecary Sergeant – All Couriers of Wrath must serve as an Apothecary if they hope to advance to any rank of note; for most brothers their time in the Medic Core is short and a simple stepping stone. For you it was a calling, you found a great work in the capacity of a healer and only left that posting to due your duty to the greater Imperium while in the Deathwatch.

Couriers of Wrath Characters :
Couriers of Wrath Space Marines gain the following benefits: +5 to Intelligence and +5 to Toughness, Medicae as an untrained basic skill and the Wrath Unending Solo Mode ability.
Chapter Demeanor : Unifying – The Couriers of Wrath believe that in order for mankind to gain and hold his rightful place of control over the galaxy it must first of all fully unify against its foes. Infighting and divisions are the enemy of all loyal servants of the Emperor and they will go to great lengths to avoid petty division between themselves and other servants of the Emperor.

Courier of Wrath Chapter Advances
Advance Cost Prerequisites
Medicae 400
Tech-use 400
Logic 200
Logic +10 400 Logic
Logic +20 400 Logic +10
Combat Formation 800 Int 40
Talented (Logic) 1,000
Sound Constitution (x2) 1,000
Bringer of Wrath* 1,000 WS 50 or BS 50
Commander of Men* 1,200 Command +10, Bringer of Wrath
Signature War-gear(Hero) (any) 1,500

*Bringer of Wrath – The Marine is so skilled at killing the enemies of the Emperor in a manner that demoralizes their fellows he gains an additional +1 damage to the Magnitude of any Horde he attacks.
*Commander of Men – Any ally Horde within Fellowship Bonus x10 Meters gain the Fighting Withdrawal and Fire Drill Traits if they do not already have them.

Chapter Trappings
Rite of Wrath – Each Battle Brother carriers with him a Rite of Wrath. This is the message he carriers to deliver to the enemies of the Emperor.
Wrath to the Witch : Add +3 to Will Power test to resist Psychic Powers.
Wrath to the Fallen : Gain +3 Weapon Skill while fighting followers of Chaos.
Wrath to the Xeno : Add +3 to all Forbidden Lore (Xeno) Tests.

Chunk of Iron Ore – Only carried by those Battle Brothers born on Caprica this piece of iron is a constant reminder of the duty you do for your chapter and the fact that you are a chosen son of the Emperor. Having trained on only Caprica unlike other brothers who train on ships while on route to the home world you believe you stand a cut above your brother though you would never let it be known to another soul. Whenever the player would burn a fate point they choice a number between 1-10 and role a d10; if they role their chosen number they do not burn that fate point but spend it instead for the same result, failing the guess roll has no additional or detrimental affect.

Chapter Relic
The Ruin Spear (Melee; 2d10+5 E; Power Field, Unbalanced) Still working up the full history of the weapon

Couriers of Wrath Squad Mode Abilities:
Chapter Attack Pattern – Message of Death
Chapter: Couriers of Wrath
Action: Half
Cost: 2
Sustained: No
Effects: The Couriers of Wrath are experts at demoralizing their foes trough the use of brutal tactics and bellowing words of damnation to the Emperor’s foes out over the vox net. When using the Message of Death attack pattern the Courier of Wrath gains the Fear (1) trait for the following round. If he already has the fear trait it is increased instead. This will induce an instant fear test in any foes effected by such things.
Improvement: At Rank 4 the Marine gains Fear (2). At Rank 6 the Marine gains Fear (3) and last for the duration of the encounter. At Rank 8 the Marine gains Fear (4).

Chapter Defensive Stance – Message of Hope
Chapter: Couriers of Wrath
Action: Half
Cost: 2
Sustained: Yes
Effects: The Courier of Wrath is versed in the words that inspire just as much as those that terrify. The Marine calls out Inspirational texts, deeds of the renowned, histories of great crusades, and with them he reminds his brother Marines that they are the chosen of the Emperor and none can stand before their might. When using the Message of Hope defensive stance all Marines in Squad Mode with the Courier of Wrath gain +10 to all Will Power tests.
Improvement: At Rank 4 the Bonus goes up to +20 and no longer suffers any effects from Fear causing creatures so long as their degrees of fear are less than the Squad Leaders unmodified WP Bonus.

Couriers of Wrath Solo Mode Ability:
Wrath Unending – Each round the Marine does more damage to his foes than is done to him he gains an extra +5 to hit with all attacks in the next round. This benefit only applies to the following round. (For example, Brother Marcus, a Courier of Wrath Tactical Marine, has done a combined total of 12 wounds to his enemies this round with a semi-auto burst. He was blessed and his foes caused no wounds to him. Therefore, in the next round he gains a +5 to all his attacks. If in that next round he wounds them more then they wound him again he will get +5 to hit again.)
Improvements – at rank 4 the Marine increases to his to hit bonus to +10 and at Rank 7 the Marine does an additional +2 to all damage done in the following round.

Primarch’s Curse:
Unimpressed – The Couriers of Wrath do not treat Technology with the same level of mysticism and awe as others within the Imperium. To them Technology is only unknown to the extent that the Emperor wish’s it to remain hidden from his loyal servants. The Couriers still believe that Machines have Spirits and souls but they don’t think they need as much placation as others think they do. They have even been known to forgo some rituals involved in working machines because of this.
Level 1 (Unneeded rituals) The Courier of Wrath will no longer perform minor rituals over his war gear, believing that if the Spirit of the gear does not trust him enough to work now it never will and he’ll treat it as it’s treating him, with disrespect. Due to this all Tech-use checks become one step more difficult for the battle brother. Should this become known to a member of the Mechanicus or a Tech-Marine it could cause some problems also.
Level 2 (Foolish masses) The battle brother finds if silly that the people of the Imperium treat their technology the way they do. If the Marine sees a person, NPC or otherwise, doing something he thinks is foolish (such as preying over a Vox system before using it or placing flowers before a water purifier) he must pass a Challenging (-10) Will Power Test or step in and tell-off the individual he thinks is acting foolish. Though knowing the individual involved or that the ritual is truly needed may make this test easier. This will also apply to Tech-priest and Tech-Marines.
Level 3 (I can fix it myself) The Courier of Wrath has so convinced himself that technology is not a mystery that he will volunteer to fix or use any tech the team comes across, whether he has the needed skills or not, unless the Squad Leader can pass a Hard (-20) Command Test. If the Courier is the Squad Leader he must pass a Very Hard (-30) Will Power Test to let another brother do the work.

Psyker Powers to follow....

Like I said.... (along with a pic of a Courier Tactical Marine Veteran)

Courier of Wrath Psychic Powers:
Power XP Cost Prerequisites
Blinding Fury 800 Rank 3, WS 45+
Cage of Iron 1,000
Knit Wounds 500
Rending the Flesh 1,000 Rank 4
Rending the Soul 2,500 Rank 6, Rending
The Flesh
Rust 2,000 Rank 5, Int 50+
Walking Dead 1,500 Rank 3

Blinding Fury
Action: Full
Opposed: No
Range: Personal
Sustained: No
Description: The Psyker goes into a battle rage and unleashes a hail of blows. So swift is his speed and his unrelenting assault that his foe has little chance to do anything but be in awe of him. The Psyker can make any attack action he could reasonable have made this turn, and should he damage his foe he gains 1 additional free attack. (For example, Brother Severus, a Courier of Wrath Battle Psyker, uses the Blinding Fury power. Having the Swift Attack Talent he is able to make two attacks in a turn and does so. He hits with both and does damage with each. The Blinding Fury power then lets him make a third attack as a free action.)

Cage of Iron
Action: Full
Opposed: Yes
Range: 30m
Sustained: Yes
Description: The Psyker can direct his power directly against his foe, wrapping them in a cage of the warp that constricts and crushes the life out of them. Once the power is manifested and a target is selected make an Opposed Test, pitting your Focus Power Test against the targets Toughness Test. If the Psyker wins he does 1d10+PR Impact Damage. Also for each degree you win the test by you do an additional 2 points of Damage. Sustaining this power is a Half Action and allows for another Opposed Test as above; should the Psyker win again the same effects apply as the first Turn the power was used.

Knit the Flesh
Action: Full
Opposed: No
Range: 10m
Sustained: No
Description: The Librarian is able channel his power into a single target to knit flesh and mend bones. You may only use this power on a willing (or unconscious) target, including yourself. The target of this power heals 1d5x PR points of Damage (removing Critical Damage first). Repeated uses of this power can be dangerous, however, not to mention painful, and the person’s flesh rebels against the intrusion of the Warp. If a person (including the Psyker) is the subject of this power more than once in a 5 hour period, they must test their Toughness or take 1d10 points of Damage, ignoring armor and toughness, rather than being healed.

Rending the Flesh
Action: Full
Opposed: Yes
Range: Line of Sight
Sustained: No
Description: The Psyker can focus the Warp Energy around him in order to rip apart his enemies from the inside. Once the power is manifested and a target is selected make an Opposed Test, pitting your Focus Power Test against the targets Toughness Test. Should the Psyker win the target of this power takes 1d10xPR of Rending damage ignoring Armor and Toughness as it rips him apart from the inside. Each Degree of Success does an additional 1 point of Rending Damage

Rending the Soul
Action: Full
Opposed: No
Range: Line of Sight
Sustained: No
Description: The Psyker uses his connection to the Warp to tear out the very soul of his enemy. The target of this power must pass a Hard (-20) WP Test or he will die instantly. If the target passes the Will Power test then this power has the same effect has the Rending Flesh Power (including the fact that it becomes Opposed).

Rust
Action: Half
Opposed: No
Range: 30m
Sustained: Yes
Description: The Psyker uses the flowing power around him to injure the Machine Spirits of the weapons and machines of his enemies. The Psyker is able to target a number of weapons or other machines equal to his PR. Any range weapons hit with the power lose all special qualities and become Unreliable, Inaccurate and Primitive. Any melee weapons hit with Rust lose all special qualities and become Primitive if not already and halve their damage. Also all weapons do -10 to damage (has no effect on natural, Ork, warp, force, or relic weapons). Any vehicles hit with this power stutter and stop and can not function. These effects only last as long as the power is Sustained unless the Psyker Pushes the power and succeeds by 7 Degrees or more on the Focus Power Test in which case the effects are permanent.

Walking Dead
Action: Full
Opposed: No
Range: 40m
Sustained: Yes
Description: The Psyker is able to summon up the spirits of the dead to damage his foes. He is able to draw up a number of spirits equal to his PR. They are unable to do anything other than attack the enemies of the Psyker; effectively they function in the same way as any other weapon. The spirits do 2d10+3 E damage with 3 Pen to any living (or Warp) entity they touch; or 1d10+3 E with 3 Pen to any non-organic matter they touch. Every turn his power needs a half action to be sustained (no test is needed for this only state you wish to maintain the ability) or it is ended instantly. The attacks from the spirits can be dodged but not parried and bypass Armor, but not Toughness.

spacemarine.jpg

My computer isn't letting me edit my posts for some reason so I'll just have 3 in a row I guess. I desided to change the Chapter Relic, have a look.

The Ruined Star – A Morning Star designed by the High Magos of Festus, a Forge World in the Realm of Caprica, this weapon and a twin of it for the Chapter Master Singa, the second Marine to carry the title, and the other was made for the Captain of the 1st Company. The weapon is much like any other Morning Star one would find on a primitive back water world with a few exceptions. Those being the fact that it generates a Power Field and the chain can be retracted into the handle to make the weapon easy to carry and then extended at the push of a button so the weapon can be ready to use on the fly. This one was gifted to the Deathwatch as a sign of the unending friendship between the Couriers of Wrath and the Inquisition, the other now rests in the hands of the Captain of the 4th Company of the chapter.

(2d10+2 E; Pen 6; Flexible^, Power Field, Unwieldy, Dipole Mag-lock) ^Flexible – Weapon can not be Parried.

While the chain is in the handle it fuctions as a Improvised weapon in the Armor section of Deathwatch Core Rulebook with the exception that it has a power Field (but only as to it keep it from being destroyed by another weapon with a Power Field; it can not destroy a weapon lacking a Power Feild).

I have the PDF saved on my computer if you'd like me to e-mail it to you.

Has anyone done any work on the Souldrinkers? I have read alot in the forums about them, my brother has read the omnibus and said they are not chaos, but some see them as such. They sound interesting, kind of on the same lines as these flesh tearers. It has got me thinking though, if your chapter was excommunicated after you joined the Deathwatch, would you then be killed or have your insignia removed and allowed to stay?

You'd be lucky if you got a choice between a can of black spray paint and a bolt pistol with a single round loaded...