Scions of Anteous, Custom Chapter

By The Glen, in Deathwatch

Scions of Anteous
The Colonel said those marines had no idea what they were talking about. Nobody could predict where those Eldar would attack. When those xenos ambushed and surrounded us I thought we were doomed, until I saw the drop pods. Those Astartes saved the entire company, except for the Colonel of course.
-Sgt. Evin Harker 2nd Mordian Company during the Latmas Campaign.

The Scions of Anteous are a successor chapter to the Ultramarines. Thanks to the guiding hand of their original chapter master, the marines are one part warrior and one part scholar. The chapter itself focuses on decoding enemy plans and countering them almost at leisure.


Color: Aqua Blue and Turquoise trim
Chapter Emblem: Open book in front of a sword
Battlecry: Learn their weakness


History:
The Scions of Anteous are an ancient chapter from the 2nd Founding. Anteous was a trusted captain of Roboute Guilliman of the Ultramarines chapter. Anteous was in charge of breaking enemy codes and predicting their battle plans. The marine's mind was extremely sharp and many battles were won when Anteous was able to crack the enemy's intelligence. After the Horus Heresy a portion of the Ultramarines was broken off with Anteous as their Chapter Master. Originally named the Truth Seekers, the chapter was renamed after Anteous' death in honor of his long and glorious service. The chapter has served with distinction across tens of thousands of warzones, though many time only a single squad was sent. Other chapters welcome the Scions presence, since their specialty in decoding enemy messages allows more time for the more militant chapters to engage the enemy.


Gilgaroth:
The Scion homeworld is a lush and vibrant world with a temperate climate and a large diversity in animal life. While its people live in comfort, the Scions live in a giant monastery high in a mountain range. The monastery is filled with huge libraries of reference materials and vaults holding dark texts needing to be translated and broken. The population of the world submits their sons to be judged by the Scions every year. Those selected are trained and educated, only the most physically fit and mentally sharp are chosen.


Combat Doctrine:
The Scions follow the Codex Astartes to the letter. Their first Chapter Master was good friends with Gulliman, and their closeness is reflected in the chapters. The Scions are often seconded to the Ultramarines and their successor chapters. Often the Scion's presence is only to translate or decode one piece of enemy intelligence, but the chapter is just as deadly in combat as any other chapter. Much like the Mentor Legion, the Scions have broken off squads to assist other chapters that need the Scions' specialty. Considering the Scion's ability to predict ambushes or ignore feints, some would say they tend to be even deadlier in combat.


Scions of Anteous Characters:
Scions of Anteous are focused with intelligence gathering. Scions tend to observe the events of a combat and try to predict future encounters based on observed behavior. They are very methodical and logical, though viewed by others as distant and a bit arrogant. Despite their standoffishness, all armed forces of the Imperium appreciate the Scions' presence.
A Scion of Anteous's profile is adjusted as following: +5 INT, +5 PER and the Knowledge is Power Solo Mode.


Truth is Power: This is a chapter demeanor unique to the Scions of Anteous space marine chapter. While the Imperium holds ignorance as a virtue, the Scions search for understanding of their foes. While not curious to a fault, each marine is intrigued with mysteries presented to them. Marines tend to be withdrawn and silent, when they are near a great breakthrough in a code or a translation the marine can become quite animated.


Past Experiences:
1. Lambs to the Slaughter: A false bit of information you leaked to an ork horde caused them to blindly stumble into an ambush.
2. Seconded: You were loaned to a company of Space Wolves. Distrust was mutual, but you earned their respect when your advice led to a great victory.
3. Information is Power: After his location was determined, you joined an assault on a Tau Ethereal.
4. Gratitude of the Tech Priests: After an assault on a heretek stronghold, you found a schematic for a lost pattern of Imperial technology.
5. Lessons unheard: You could only stand and watch as an Imperial Guard commander refused your advice and got his men slaughtered instead.


Cryptology 200pts
Cryptology +10 200pts
Cryptology +20 200pts

Cipher (Any) 200pts
Cipher (Any) +10 200pts
Cipher (Any) +20 200pts

Numerology 400pts
Numerology +10 400pts
Numerology +20 400pts
Talented: Cryptology 400pts
Combat Formation: 600pts
Air of Authority: 800pts


Knowledge is Power (Scions is Anteous)
The Scions have learned to predict enemy behavior through observation and code breaking. They also have become experts at communicating with their fellow marines even in the middle of combat. When starting the range of squad mode is considered the next highest level. Improvements: At level 3 the marine may make a Ciphers (Deathwatch or Chapter Runes) to gain +2 to initiative. At level 5 while the may add his perception bonus to intiative. At level 7 the marine gains unnatural intelligence (x2) whenever using a Investigation skill.

Chapter Attack Pattern: Cool Under Fire
Chapter: Scions of Anteous
Action: Free Action
Cost: 1
Sustained: No
Effects: During combat the Scion can concentrate on necessary tasks even under the heaviest fire. Skill checks gain +10 during combat.
Improvements: At level 4 the bonus increases to +20

Chapter Defensive Pattern:
Chapter: Scions of Anteous
Action: Free Action
Cost: 1
Sustained: No
Effects: At the start of a combat the team leader may make a Ciphers (Deathwatch or Chapter Runes) to regain regain two points of cohesion. The squad must be in visual range for this ability to work.
Improvements: At level 4 the squad needs to be in vocal range.

Chapter Trappings:
Scions are naturally drawn to sacred scrolls and books, the typical marine has numerous purity seals and chapter prayers placed on his armor. Many of the scrolls actually contain clues to various riddles the marine has solved in his life, others hold personal notes and reminders of protocols.


Relic: Codex Cryptographia
The Codex is a large tome that contains most of the common ciphers known to the chapter. So complete is the codex that the bearer can crack most simple codes in seconds.
Effects: All Numerology, Cryptology or Cipher checks at Ordinary (+10) or better are automatically passed.


Seal of Lingua: +3 to Speak Language tests
Seal of Adeptus +3 Charm with Imperial Agents
Seal of Understanding: +3 to Literacy tests


Primarch's Curse: Too many secrets
Level 1 (Trust no one): -10 to Fellowship tests with non-chapter marines.
Level 2 (Guard your thoughts) Half Fellowship tests with non-chapter marines
Level 3 (Trust not the unworthy) Can only communicate in High Gothic

Psychic Powers:
Crypto-Lingua
Action: Half
Opposed: No
Range: Self
Sustained: Yes
Cost: 500xp
The Librarian can communicate mentally and verbally at the same time. To those who he wants to understand can hear him perfectly, everyone else hears gibberish.


Tongues
Action: Half
Opposed: No
Range: Self
Cost: 500xp
The Librarian telepathically translates languages being spoken, the power also allows for any written form of language to be understood.

Babble
Action: Full
Opposed: Yes
Range 5 x PR
Sustained: Yes
Cost: 1000xp
Prerequisite: WP40
The Librarian reaches into the target's mind and distorts it's speech patterns. Any attempt the target makes to speak comes out incomprehensible, any form of written language comes out as scribble.

Mind Maze
Action: Half
Opposed: No
Range: Self
Sustained: Yes
Cost: 750xp
The Librarian intentionally scrambles his thought patterns to thwart any form of telepathy. If another psyker attempts to use a mental power on the Librarian to gain information, the Librarian chooses what the psyker reads or perceives.

Word of Power
Action: Half
Opposed: No
Range: 5m radius from self
Sustained: No
Cost: 1000xp
Prerequisites: Level 3
The Librarian uses his knowledge of Primal Words to unleash a wave of damaging energy against his foes. The Librarian deals 1d5E damage to everyone in the area of effect. Armor provides no protection, but a successful Toughness check reduces the damage by half.

Chant of Truth
Action: Full
Opposed: No
Range: Self
Sustained: Yes
Cost: 1000xp
Prerequisites: Level 5, WP50
The Librarian begins to recite lost truths from the dark history of the Imperium, such is the horrific nature of the chant that others recoil in fear. The Librarian gains a Fear Level equal to half the PR.

Ow... formatting.

I kinda like this. It doesn't tread on any existing toes, and it doesn't outshine the Core chapters.

The skills aren't broken, nor uber. Although they are all pretty much 200xp, which is very cheap.

The stat-ups make sense. The Relic... is powerful, but niche, and thematic. The trappings... aren't too bad, although I would compare them with existing ones and reduce the bonus to +3 to match them with others. I'd cut the +5 Charm down to +3 too. It's already a circumstantial bonus, but that circumstance happens to cover at least 70% of Charm checks that a Deathwatch Marine will make in their career.

The Solo mode isn't too bad. Although there's a +2 Cohesion snuck in there. If these guys are about C3, then I'd consider something like: Level 1: When in Squad Mode, the range of squad mode is considered the next highest on the chart. 3: As per your one. 5: The Astartes adds their Perception modifier to initiative when in solo mode. 7: As per your one

I especially like the attack pattern. The defensive one though... two points to maybe get back 1 point of cohesion? Erm...? How about:

Cost: 1

Sustained: No

Action: Free

May only be used in the first round of a combat. The Astartes makes a Ciphers (Deathwatch) or (Chapter Runes) check to regain two points of Cohesion.

Thus, it becomes a gamble: Spend 1 and maybe get back 2, each combat.

I haven't really examined the psi abilities.

For the record, I hate the cut and paste on this forum. I'm making a few changes, trying to round them out.

I like what you got so far, very balanced and can still shine their own way. I like these kinds of Chapters, ones that think outside the blood stained box.

I look forward to seeing the tweaks and such that come from this!

-J

Tweaked a few stats down, few minor fluff things. The skills are pretty cheap, but their use is pretty limited and the chapter is over specialized in those areas. Wasn't too happy with it, but I think this chapter is growing on me.

I really dig this. Please share the finished result. I am hoping to start a campaign soon, and I would love to present this chapter as an option for my players.

Baradiel said:

I really dig this. Please share the finished result. I am hoping to start a campaign soon, and I would love to present this chapter as an option for my players.

Well if you got any suggestions lemme know. Writer never edits his own works, I missed some math problems others pointed out to me.

PDF version here:

docs.google.com/leaf

Enjoy, lemme know if anything needs fixing.

I only have two points on the PDF.

1. Spacing. With the Attack Patterns, it got kind of hard sometimes to figure out where one started and another began. I would clean that up a bit, maybe put the names of them in bold.

2. The one chapter trapping giving a +30 bonus. That is quite steep for a trapping.

Other than that, excellent work.

Reformatted the first one to stand out. Second trapping is adjusted, was a typo.

Awesome! Looks great!

Yeah, I kind of figured that was a typo