Luminaries
Drok it ya boyz! Why are yooz duckin' like that dat? Dey couldn't hit a gargant at that dist-
-Last words of Warboss Mordakka Kilkil
Color: Yellow and White, standard codex pattern
Chapter Symbol: Blazing Sun
Founded in the last founding of Space Marines, the Luminaries are a successor chapter of the Ultramarines. The chapter follows the Codex Astartes to the letter, though they tend to prefer plasma and lascannons for their heavy weaponry. Due to the unusual nature of their homeworld of Helios, the chapter has evolved superior vision compared to other marines, though their hearing has suffered as a result. The Luminaries' homeworld is known for its massive crystal formations and its unusually pure air, allowing the marines to see much further and in greater detail. The constant howling of the wind however has caused their Lyman's Ear to atrophy. The chapter is known for its optimistic attitude, as well as its desire to prove itself in the eyes of older and more established chapters.
Helios
The planet of Helios was liberated from the Tau Empire by the Aurora Chapter. The planet was a primary source of energy crystals that were used by the Tau, and was a major target for the Imperium. The Aurora Chapter took the planet after heavy losses, but the capture of the planet cost the Tau the system due to supply issues. The planet was awarded to the chapter by the High Lords of Terra as a trophy, and when the 26th founding was announced the chapter was given permission to form a chapter based on the planet. The planet is a wonder of giant light amplifying crystals everywhere, with high winds whistling through the crystals constantly. The population was brought in to mine the crystals and supply the Imperium with greater quality energy weapons.
Initiations
The Luminaries are an extremely new chapter with a small population in their home world. To compensate the chapter recruits the best recruits from the worlds it liberates. The chapter looks for initiates that show initiative, optimism and foresight. Unusual for the chapter is that each member can recommend possible recruits from the population of the Imperium they encounter. The chapter's scouts are often filled with anything from hive juves, agri-world farmers, conscripted Imperial Guard recruits or even penal worlders that show the right qualities for the chapter. The recruits are then indoctrinated with copious amounts of training, education and weapon drills. Those that fail before implantation are used as serfs to maintain the fortress. Those that cannot handle the implants are euthanized by the chapter apothecary. Because of the chapter's unusual mutation the scouts specialize more on the sniper rifle than any other weapon. Many of the full fledged marines still carry the sniper rifle into combat to engage at extreme range.
True Sight
The Luminaries are divided in ten companies just like other Ultramarine successor chapters. The chapter has all the common vehicles, though they don't have as many dreadnoughts as other chapters because of their recent creation. Because of their homeworld the chapter does tend to favor energy based heavy weapons over other sorts. The Luminaries are known for their ranged combat, and their protective nature of normal humans has brought them into conflict with other Adeptus Astartes chapters. One particular campaign liberating a world from the Tau nearly brought the chapter into open combat with the Marines Malevolent until cooler heads prevailed.
Combat Doctrine
The Luminaries because of their mutation tend to favor long ranged combat over close combat. Because of their superior vision the Luminaries can often see the enemy long before their enemies know the Luminaries are there. The chapter's preference of energy based heavy weapons allows the chapter to stay in the field longer than other chapters before having to rearm. One noticeable variation from standard armament is the chapter does equip entire squads of marines with Astartes Sniper Rifles. Assault squads are still used by the chapter, but more as a reactionary force than a true assault force. The Luminaries prefer to drive the enemy into ambushes by their assault squads.
Chapter Demeanor: Optimistic
Optimistic is a Chapter Demeanor unique to the Luminaries. The Luminaries were born of a great victory and feel they have to prove themselves because of it. The chapter tends to be upbeat and friendly with each other, and even other marines and the teeming masses of the Imperium. Where other chapters tend to be grim and morose, the Luminaries actually seem to be quite content. This behavior is unusual in the Imperium, but it does keep the Luminaries going even in times of great distress.
Past Experiences
1. Fire Fight: You have spent your entire life in the chapter fighting the Tau Empire, your superior shooting ability allowing you to counter their heretical technologies.
2. Friendly Fire: During your time with an assault squad you got into a skirmish with the Marines Malevolent in the midst of the Damocles Crusade. The event was quickly covered up.
3. Mysterious Ally: Your position was nearly overwhelmed by Nightlord Traitor Marines. With your ammunition nearly exhausted, the Nightlords were suddenly routed by a mysterious ally that never identified themselves.
4. Counting Coup: Your squad was admonished for spending a battle having a contest trying to run up the highest body count in a battle with orks. While you were dressed down in front of the company, you still won.
5. Protege: One of your proudest moments was when a youth you nominated for recruitment not only was accepted, he excelled as a scout and was assigned to your squad as a battle brother.
Characters
Luminary Space Marines gain the following abilities: +5BS, +5PER and the Eagle Eyes Solo Mode ability.
Implants
The Luminary chapter evolved because of their homeworld, because of this the Lyman's Ear does not give them any bonus, but the Occulobe has evolved to give all the marines the Talented (Awareness) talent.
Eagle Eye (Luminaries)
Required Rank 1
The Luminaries have learned to spot tell tale signs of enemy activity. By spending a fate point, the Luminary marine can cancel the effect of Surprise. The marine acts normally in the turn he would have been surprised.
Improvements: At level 3 their vision allows to see small details even in combat, giving the marine a +10 bonus to dodge ranged attacks. At level 5 the dodge bonus applies to melee combat as well. At level 7 Luminary marines get Unnatural Perception x2.
Luminary Chapter Advances
Awareness +10 200pts
Awareness +20 200pts
Search +10 200pts
Search +20 200pts
Exotic Weapon Training (Sniper Rifle) 200pts
Talented (Search) 400pts
Charm 400pts
Charm +10 400pts
Charm +20 400pts
Marksman 400pts
Combat Sense 500pts
Deadeye Shot 500pts
Target Selection 1000pts
Chapter Attack Pattern: Death from Afar
Chapter: Luminaries
Action: Free Action
Cost: 2
Sustained: Yes
Effects: The Luminaries attack at extreme range with their weapons, often the enemy doesn't even know they are under attack until the shots hit home. When engaged in combat with enemies at long range, the marine gets a +2 bonus to initiative. If the marine switches weapons the bonus is lost.
Improvements: At level 4 the maximum penalty a marine suffers for firing at targets at long range or greater is -30.
Chapter Defensive Pattern: Rain of Fire
Chapter: Luminaries
Action: Full Action
Cost: 3
Sustained: No
Effects: The Luminaries are known for firing at enemies that do not realize they are in range. The marines have been known to surprise enemy assaults with unexpected long range volleys that can cause massive amounts of confusion. If the marines have surprise on an opponent and inflict casualties or reduce the magnitude of a horde, the target must make a Perception test or be unable to act the next turn.
Improvements: At level 4 the Perception test takes a -20 penalty.
Chapter Trappings
The Luminaries prefer to adorn their armor with crystals from their homeworld. The crystals come in a selection of colors, but by tradition the marine only carries one type of crystal. The crystals give the marine a reminder of his origins and lets him focus even in the darkest times. Members of the Imperium view the crystals as good luck omens.
Ruby Charm: +3 to Charm tests
Emerald Charm: Adds +2 to Fellowship
Sapphire Charm: Gains Peer (Imperial Guard)
Relic:
Tri-Focus Lascannon
A newly designed pattern of Lascannon that uses the crystals found on Helios and borders on tech-heresy, the Tri-Focus is extremely accurate and can maintain a long stream of laser fire. The tradeoff of the relic is that the ammunition supply is poor compared to other patterns.
Heavy Range 300m, S/-/-, Dam 6d10+10E, PEN10, Clip 3, Reload 2 Full
Continuous Fire: A model gains a +20 BS to shoot models hit in the previous turn by this weapon.
Primarch's Curse: Mercy is Weakness
Level 1 ( Slave to the Weak) The marine must pass a WP to ignore a cry for help.
Level 2 (Leave no one behind) The marine must pass a WP test at (-20) to abandon an ally.
Level 3 (Sacrificial Lamb) The marine must pass a WP test at (-20) to not spend a reaction to take an attack aimed at an ally.
Psychic Powers
Soul Lance
Action: Full
Opposed: No
Range: 10m x PR
Sustained: No
Cost: 1500xp
Prerequisite: Rank 5, WP50+
The Librarian uses his power to focus the ambient light into a beam of searing energy. The beam does PR x 1d10E damage, PEN PR. This attack may be dodged as normal.
Marker Light
Action: Half
Opposed: Yes
Range: 10 x PR
Sustained: Yes
Cost: 500xp
The Luminary uses his will to cause an enemy to glow with a bright light. The aura allows others to pick the target out at range easily, giving all models targeting the effected enemy a +10 bonus to their BS.
Blazing Corona
Action: Half
Opposed: No
Range: Self
Sustained: Yes
Cost: 1000
The Librarian glows with a blinding light, making it extremely difficult for enemies to target him, even at long range. Enemy attacks suffer -5 x PR to attack the Librarian.
Photon Flash
Action: Half
Opposed: No
Range: 5 x PR
Sustained: No
Cost: 500
Through mental will, the Librarian causes a sudden burst of blinding light to appear in the middle of the enemy. The power causes an attack exactly like a photon flash grenade in the target area.
Holoclone
Action: Half
Opposed: No
Range: 5m x PR
Sustained: Yes
Cost: 750
Prerequisites: Rank 3, WP40+
The Luminary creates an exact copy of himself in the form of a hologram. He can make the holoclone appear to take any action the Librarian could normally take, though it cannot make noise, do damage or actually interact with objects. If the holoclone takes any damage, it disappears at the end of the round.
Pulse Strobe
Action: Full
Opposed: No
Range: 5m x PR, 10m area
Sustained: Yes
Cost: 750
The Librarian holds up his hand and causes light to repeatedly strobe. The flashing light can cause seizures in the unprotected. Models in the area must make a Toughness check or have their WS and BS halved for 1d5 rounds.
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