Screaming Geckos complete chapter

By The Glen, in Deathwatch

#3 in custom series for my players. Suggestions welcome. I know the name is strange, but he likes it and adds to the flavor so that's pretty solid.

Screaming Geckos

" Attack? We're outnumbered a hundred to one!"
"Precisely. They'll never expect it!"
- Conversation between Lord Commander Vris and Screaming Geckos Captain Bruticles immediately before the route of Warlord Fastfragga.

All space marine chapters seek glory in battle. The Screaming Geckos seem obsessed on it. An ancient chapter, they display proudly trophies from the Great Crusade. Their founding is a bit of a mystery, the chapter itself isn't exactly forthcoming on its own history on purpose. What sets the chapter apart from the others is their almost reckless abandon in combat.


HISTORY:
Sometime after the Horus Heresy the Screaming Geckos chapter was created near the Maelstrom at the edge of Squat space. First assigned to fight raiders from the Maelstrom, the chapter overwhelmed the few pirate fleets and moved on to attacking nearby enemy planets. Their highly unorthodox tactics in the reconquest of a demon world that had drifted away from the Maelstrom. The destruction of Waagh Fastfragga with half a company made the chapter's ability to overcome overwhelming odds legendary in the ranks of the Astartes


The Screaming Geckos have fought across thousands of warzones in their history, the chapter is always at war, sometimes even splitting the chapter into its various companies to fight at multiple warzones at the same time. The Chapter adheres to the Codex Astartes in structure, but completely ignores the strategies contained within. The chapter it has been said specializes in suicide missions. Rather than retreat with the rest of Imperial Forces, the Screaming Geckos risked its own existence at the Squat Stronghold of Grimguard against Hive Fleet Tyrannis. Expending literally ever round of ordinance they had, the Hive Fleet was smashed against the defenses that were abandoned by all but one Space Marine chapter. The Geckos stayed one day after the battle to rearm before deploying to another warzone.


Hell's Gate: Screaming Gecko Homeworld
Situated at the border of the Imperium and the Squat homeworlds, Hell's Gate is a fortress world that stares into the Maelstrom. The population is a hardy stock, the world is washed in a red sun's light that restricts plant growth, the people had to learn to work together or starve. Primarily a mining world, Hell's Gate supplies ore and minerals to replenish the Space Marine chapter that is always in demand of weapons and ammunition. Of note is the small lizard that gives the chapter its name. The Screaming Gecko is a small lizard whose cry can burst eardrums at close range. The chapter holds it up to show the potential of even the least creature is extremely dangerous when pressed.

COMBAT DOCTRINE
Screaming Geckos have one doctrine, take the fight to the enemy. The chapter throws themselves against the enemy constantly. Whether a lightning raid or a full frontal assault by an entire company, the enemy of the Screaming Geckos is under continuous attack. The chapter is almost useless at defensive fortifications, they would storm out to attack the enemy first. Individually the marines are always looking for a way to break an enemy formation, kill their leader or generally route their foe.


Screaming Gecko Characters:
Screaming Geckos are often accused by other organizations of refusing to follow orders. In reality the marines follow the spirit of the order, but always look for ways to inflict damage on the enemy. A Gecko does not wait for the enemy to attack, the marine will engage the enemy whenever possible.
A Screaming Gecko marine's profile is adjusted as follows: +5 Willpower, +5 Toughness, , and the Just a Scratch solo mode.

Just a Scratch : this is a solo mode ability of the same type as those set out on page 217 of the DW Core Rulebook. It is only available to Screaming Geckos. Screaming Geckos have a reputation of ignoring wounds that would drop lesser men. Charging into masses of foes greatly outnumbered isn't what makes the marines the stuff of legend, it's the fact they tend to return alive. One per game day a Screaming Gecko may increase his Unnatural Toughness by x1, so the normal bonus becomes x3. The Screaming Gecko may do this in response to being wounded.
Improvements: At rank 3 and above the Screaming Gecko may increase his Unnatural Toughness bonus by x2 once per game day. At rank 7 and above the marine can increase his Unnatural Toughness bonus by x3 once per game day.


Fortune Favors the Bold: Screaming Gecko Demeanor
The Fortune Favors the Bold is a Demeanour (see page 32) unique to the Screaming Geckos
Screaming Geckos are some of the hardest marines for their other battle brothers to comprehend. They will follow orders and take instruction, but they will not flee the field of battle while they can see a chance of victory. A chance at victory for a Screaming Gecko is sheer suicide to other marines. A Screaming Gecko will think nothing of charging a Hive Tyrant if he sees a chance to force feed it a satchel of krak grenades.


A Screaming Gecko can be frustrating to his kill team members. They stand fearless against insurmountable odds, and refuse to retreat as long as they can still fight. While the marine is capable of withstanding massive damage, he still will not give up a mission if there is a sliver of a chance of success.

Chapter Attack Pattern:
Face to Face

Chapter: Screaming Geckos
Action: Full Action
Cost: 2
Sustained: No
The Screaming Geckos learn to lay on the firepower as the enemy closes. While capable of long ranged combat, more than a few enemy assaults have been shattered at point blank range by a Screaming Gecko gun line. Firing on full auto at a horde at point blank range inflicts +1d5 damage on the horde.
Improvement: If the Battle Brother is rank 3 the damage is increased to +2d5.


Chapter Defensive Pattern
Best Offence

Chapter: Screaming Geckos
Action: Free Action
Cost: 2
Sustained: Yes
The Screaming Geckos are often found without cover. To negate this the marine will take snap shots at advancing enemies to force them to seek cover and throw off their aim. If a Screaming Gecko performed a full auto attack in the previous turn, he is at -10 to hit this turn.
Improvement: If the Battle Brother is rank 3 or more, the penalty to use the Suppressing Fire action is reduced to -10.

Screaming Geckos Chapter Advances:
Intimidate/Skill/200/-
Intimidate +10/Skill/200/ Intimidate
Intimidate +20/Skill/200/ Intimidate +10
Survival/Skill/200/-
Survival +10/Skill/Survival
Survival +20/Skill/Survival +10
Fearless/Talent/800/-
Jaded/Trait/400/-
Stalwart Defense/Trait/800/ -
Hardy/Talent/400
Unbowed and Unbroken/Talent/1000
Sound Constitution x3/Talent/400

Screaming Gecko Relic
Screaming Geckos relics are frequently trophies taken from defeated officers. The chapter's preference for attacking commanders to bring about a quick end to a battle tends to leave the chapter with many exotic prizes of war.

Deflection Field
Taken from a Xenos of unknown origin, the Deflection field appears to be an archeotech device. What is unusual with the field is that unlike other archeotech, the field seems to be newly constructed. The Xenos was never identified, when the blow was struck the humanoid creature vanished in a bright light. The Deflection field emitter was torn from its battle armor before it vanished.
The Deflection Field slows attacks, either physical or energy, making it much harder to penetrate the marine's armor. The wearer of the Field reduces all penetration of weapons against him to 0.
Deflection Field Wt- REQ 40 Renown: Distinguished

Trappings
Blessed Medicae Charm

A monitor the marine wears on his armor, the Charm flushes the marine's blood with antibiotics and other medicines when it detects blood loss or other injury. The Screaming Gecko heals 1 wound automatically every 12 hours.

War Trophies
The Screaming Geckos have fought against more Xenos races than typical marine chapters. The marines have a tendency to take trophies from enemy commanders or officers they have slain. Many of the items are Xenos wargear the Screaming Gecko tries to use as decoration, on occasion the item provides some benefit to the marine.
Loxatl Spine Greave: Add +2 to Weapon Skill
Hrud Mask: Add +3 to Intimidate Skill
Jokaero Gauntlet: Add +2 to Strength

Instability:
Crazy Brave(Screaming Gecko)

The Screaming Geckos are known for their reckless bravery in attacking the enemy. The chapter seeks victory above all else, and works as a whole to this goal. While a squad may make a foolhardy charge en masse, they are working together towards the goal. But some of the battle brothers begin to seek danger for its own sake,.
Level 1 (Headhunter) The marine actively seeks enemy commanders and wants to engage them to the exclusion of other foes. The marine must make a WP check or attack a Master class enemy each round the enemy is in range of the marine.
Level 2 (One Before Many) The marine's obsession with glory begins to interfere with his squad mates. In order to enter squad mode the marine must lose a contested test between the squad leader's Command and the Screaming Gecko's WP.
Level 3 (Blaze of Glory) The Marine's combat lust becomes harder to ignore. The marine must pass a hard (-20) WP test to retreat, join squad mode, or cease fire.

Screaming Geckos Pasts:
Roll 1d5:
1: Rear Guard: At Big Toof River you held back the Ork horde while the Praetorian Guard evacuated their shattered remnants.
2: Eat This: Living up to a chapter stereotype, you managed to throw a satchel charge into a Carnofex's maw at Grimguard.
3: Lucky Shot: You won a battle with the first shot when you decapitated a Thousand Sun Sorcerer Lord with a single shot from your lascannon.
4: Even Trade: Out there is a Tau Ethereal that still has the combat knife you stuck in him, in exchange you still have the heads of his entire bodyguard cadre. You want your knife back.
5: One that Got Away: Fighting a Enslaver dominated world, you slaughtered his mind controlled drones but when you finally got to their fortress, it was gone.

Screaming Gecko Psychic Powers
Force Aura

Actions: Full
Opposed: No
Range: Self
Sustained: Yes
Cost: 2000 xp
Prerequisites: Rank 5, WP 50
The Librarian manipulates the warp to surround him a field not unlike that of a power weapon. Encased in this shield weapons shatter again the Librarian's power. All non-power weapons have a PR x5 to shatter if they strike or are parried by the Librarian. Creatures with natural weapons take 1d5xPR instead.

Force of Will
Actions: Full
Opposed: Yes
Range: 5 meters x PR
Sustained: No
Cost: 1000 xp
Prerequisites: WP 50
The Screaming Gecko Librarian forces an enemy to glimpse the future of what is in store for him. For those unable to resist, sheer terror makes them useless in combat and easily defeated. The Librarian makes a contested WP test against the target, the target rolls on the fear chart with a +10 modifier for each Degree of Success the Librarian won by.

Shield of the Brave
Actions: Full
Opposed: No
Range: Self
Sustained: Yes
Cost: 1000 xp
Prerequisites: -
The Librarian shields himself against hostile fire as he charges forward. Encased in a psychic field enemy shots are repulsed and go wide or bounce off entirely. While the power is active all shots at the Librarian suffer -20 BS.

Psychic Crush
Actions: Full
Opposed: No
Range: 5 Meters x PR
Sustained: No
Cost: 1500 xp
Prerequisites: Rank 5, WP 40
The most blatant of the chapter powers, the Librarian uses raw brute telekinetic force to crush his opponent. The Chief Librarian was reported to use the power to crush an Ork Warlord to death with just a simple hand gesture.
Psychic Crush: PRd5I, Pen PR

Sonic Scream
Actions: Half
Opposed: No
Range: 10 Meters x PR
Sustained: No
Cost: 800 xp
Prerequisites: -
Like the small lizard that gives the chapter of its name, the Librarian gives out a scream that shatters bone and sends minions fleeing for cover. While actual damage isn't as much as bolter or plasma weapon, the sheer pain of the attack causes hordes to falter and desert. Sonic Scream does 1d10+PR E, Blast 5, Devastating (PR)

Tyrant Strength
Actions: Half
Opposed: No
Range: Self
Sustained: Yes
Cost: 750 xp
Prerequisites: WP40
With a shout the Librarian cuts down with ease enemies with reputations of being hard to kill. His psychic field allows him to inflict grievous wounds in Chaos Marines, Ork and the larger Tyranids like they were gretchin. The Librarian gains Felling (PR) for all his melee attacks.

Great, but how much can they save me on my car insurance?

Grand Inquisitor Fulminarex said:

Great, but how much can they save me on my car insurance?

hehehehe.

Nice fluff and history though to keep on topic.

Between these and the Rainbow Warriors had to do my best to keep it straight. Guy had a space marine army years ago that was supposed to be a dragon and the drawing ended up looking like a gecko. So he ran with the name and never looked back. But I liked the concept of adrenaline addicted marines and ran with it. I give the guy about three sessions before he goes out in a blaze of glory.