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Old 03-23-2007   #1 (permalink)
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Default Warlords Space Marine Chapter

Warlords Marine Chapter
Gene-seed-Ultramarine(surprise!)
Founding- (data irretrievable)

Codex- Courageous-
Advantages- See but don't be seen , Trust your battle brothers
Disadvantage- Eye to eye

Homeworld- Providence V (named prior to landing of initial colony)
Orbit- one complete orbit takes 5.2 terran standard years
Rotation- one "day" is aproximately 35 hours with some variation by latitude due to planet's shape
Axial tilt- zero
Axial variation- zero
Deathworld- slightly off round sheroid due to tidal stressed prior to planet becoming tectonically inactive. Equatorial regions are largely desert and low salinity seas no major oceans exist on the surface of Providence. The desert areas of the planet are deadly to unsheltered humans during all hours of the day starting just after sunrise and ending at sunrise as the sand rapidly cools to tolerable temparatures. "Polar" caps and areas above and below equtorial region are lustrious rain forest. day and night cycles in the forest regions are alightly shorter than the mean length due to the distortion of planetary surface, this distortion also makes these regions habitable by humans. Actual polar caps have no long day or night annual cycle due to a lack of axial tilt and variation during Providence's long casual orbit around it's aging sun.
Flora and fauna-
Desert regions are inhabited by all variety or carnivorous burrowing reptiles. non carnivourous reptiles are all venomous and teritorial and also all burrowers. the deserts are relatively inactive during the day even for the native species , however after the sun goes down the fauna comes alive and either crawls out or tunnels under the sand to feed on the hardy lichen and stunted plant growth which exists throughout the deserts in smudges of green (some visible from orbit) which represent the native flora. these ground hugging plants and thick lichens cling to the harsh sandy surface and absorb moisture from the air as it settles to the ground after sunset as the desert cools during high sun periods these plants utilize the abundant UV light and grow in fits and spurts spreading out rapidly to avoid being entirely consumed the following night by the voracious herbivores.
Forested regions support a mindboggling array of native wildlife much as ancient terran rainforests did. As night falls raind begin to fall front rapidly condensing clouds overhead. This rainfall ussually lasts the entire night although it is not uncommon for so must cloud cover to gather as the sun rotates away that it will continue to rain for some hours following sun up. All manner of large vicious predators inhabit these lush forests many species being so large or viscious that they present a threat even to armored marines and light vehicles.
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Old 03-23-2007   #2 (permalink)
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Civilization-
The native population resides in the "grey area" on the nothern and southern edges of the forests at the edges of the desert. These two thin bands of civilization stretch around the planet..even if they are stretched very thin in some areas. Some trade and commerce is maintained between the northern and southern bands by caravan which travel through the desert at night, dangerous trips which consume large portions of time but which are lucritive enough to attract native adventurers and business folk.
Technological level is a large variable due to the widely spread population though none of the settlements are truely uncivilized and technology exists well into the gunpowder level throughout the planet.
The Warlords chapter recruits exclusively from this native population. Recruits are hardy individuals who already possess high levels of markmanship and hunting/stalking skills.
Native culture is Fuedal but not totalitarian with regional lords taking taxes and levying troops from the local communities for the purpose of mutal protection. Social structure is highly group oriented and while the family is not always the central focus of this group mentality a majority of the population has come to the realization that one human on their own in the wild is nothing more than an apetizer for native carnivores. Natives hunt by forming large parties and ambushing large herbivores then dividing the labor between on the spot meat processing and protecting the workers from local predators attracted by the smell of easy food.

Warlords-
The Chapter has fortresses located at the north and south polar tips lare sprawling complexes of Gothic architecture surmounted by huge thrans orbital mag-rails which ferry goods and personnel between the ground and large orbital fortresses which appear from a distance to hang from the planet by a thread.
North Fortress is the main hub of Chapter activity housing a majority of the personnel for the Chapter. The Chapter Head and the 1st company always reside here when not deployed out of system. The south polar fortress is the location where all initiate training is conducted and houses the Chapter's scout company (10th company).
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Old 03-23-2007   #3 (permalink)
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Warlords' TO&E (Table of Organization and Equipment)
the chapter is divided into 10 companies of 100 marines each
First company is the Chaprter Head and the heads of the Chaplaincy, Librarium, and Techmarines. Also one squad of elite devastaotors and a squadron of elite land speeders. Aditionally there are six squads of ten veterans equiped with tactical terminator armor..(no assualt terminators belong to 1st company). Finally the crews of one razorback(devestators) and seven land raiders belong to the first company command group.

Ninth company is a divergence from codex standard. This company administratively accounts for ALL assualt troops. It has a command group for the company commander which totals ten marines including the commander. There are two squads of assualt terminators and six squads of assualt marines in power armour all with jump packs. Ninth company has it's own Librarian, Chaplain , and Techmarine support. This company is not designed to be deployed whole scale , much like first company it portions out units as directed by the chapter commander to help flesh out other companies to accomplish thier missions. It also includes some of it's own vehicles.. one land raider crusader and 2 rhinos.

Tenth company consists of the unattached scout elements. Not all scouts in the Warlords are attached to this company .. each company maintains some of it's own scouts which have been selected from tenth company however they now are residents of thier company until such time as they become full marines. A scout resides within 10th company until such a time as he is chosen by a company based on service merits and his socialogical ability to work with the given company.. as stated before group bonding is highly prevelent on Providence and within the chapter. Tenth company possesses a command unit consisting of the Training Master and his command unit of veteran marines. Training for Librarians, Chaplain prospects and Techmarine candidates in comducted by a representative of the respective discipline attached to 10th company. as well as seven general purpose marine veterans whose sole responsibility is the training of candidates.

Second through eighth companies consist of: One company commander and command element(10 marines total). 2 squads of devestator heavy weapons troops with one attached razorback per squad. An assigned Techmarine , and one each company chaplain and Librarian who may be assigned in lue of the commander based on the mission parameters. One speeder squad. one whirlwind. one landraider and crew as well as one predator with crew. one squad of veteran marines. one squad of 10 company assigned scouts, and 3 squads of 10 tactical marines as well as a total of 5 rhinos with crews.

Additionally there are a variety of unattached vehicles without permanent crews located at either polar fortress. Also there are several Dreadnoughts ussually 2 per company for all 10 companies... these deathless servants of the chapter do not appear on the company rosters since they have exceeded the parameters of being "marines".
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Old 03-23-2007   #4 (permalink)
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more to follow in the future as my hands uncramp but generally these troops tend to continue to be ambush hunters much like the native population .. prefering to hit thier target with surprise and accuraccy, then stand and fight until victory or The Emporer collects thier souls.
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Old 03-23-2007   #5 (permalink)
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Cool! I hope there is an army list to go with this.
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Old 03-23-2007   #6 (permalink)
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army list ... thats what it is ...*grinz*.. all I am missing for a full company is a land raider crusader ..I have a regular land raider... 1 more land speeder.. and a couple rhinos...
as far as points value army lists go ... why?... don't you tune your list based on your opponent's army and strategic strengths and weaknesses?
sure .. I have a generic spur of the moment 1500 200 and 2500 list with a few variables plotted out .. but basically this is a look at what I have to work with as far as options go based on a deployment of a company sized element or smaller...maybe one day I'll do a whole chapter.. but not all at once... since in all the time I've ever played I have never seen warhammer played at a higher scenerio points value than 5000

but since you asked here are is a 1500 pt list

the math may be hazy but I am under 1500 pts and most opponents don't get too bent if your a few points short

HQ
Reclusiarch w/ bionics, terminator armor, combi flamer
retinue 9 total all in terminator armor one cyclone and one assualt cannon

Elite
vet squad w/ infiltrate
one missile launcher, one flamer, plus true grit and counter attack

Troops
one tactical squad 10 total
one missile launcher, one flamer, plus infiltrate, true grit, and counter attack
one tactical squad 10 total
one missile launcher, one flamer, plus infiltrate, true grit, and counter attack
one scout squad 10 total
4 sniper rifles, one heavy bolter, 2 shotguns, 2 bolters, all other BP and CC

Heavy Support
one devastator squad 5 total
2 heavy bolters, one plasma cannon, plus infiltrate
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Old 03-23-2007   #7 (permalink)
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or

HQ
1 captain
bolter, power weapon, teleport homer plus infiltrate, true grit, and counterattack
9 retinue
1 apothecary, 1 heavy bolter, 1 missile launcher, plus infiltrate, true grit, and counter attack

Elite
5 terminators
1 assault cannon, 1 cyclone
10 vet squad w/infiltrate
1 missile launcher, 1 flamer, plus true grit and counter attack
1 dreadnought (bone stock)

Troops
10 space marines(tactical squad)
1 missile launcher, 1 flamer, plus infiltrate, true grit, and counter attack
10 scouts
1 heavy bolter, 4 sniper rifles, 2 bolter, 2 shotgun, all other BP and CC

Heavy Support
5 devastators
2 heavy bolter, 1 missile launcher, 1 lascannon, plus infiltrate

this becomes a 1000 pt force if you
drop terminators, drop dreadnought, dump 5 scouts(not the snipers), and lose 4 from the command squad

both list represent an anti light armor force, versus marines the flamers go and the devastator weapon mixes change

the reclusiarch is an odd fish but that is the way he is modeled..one bionic leg ... I hate bionics but*shrugs* what cha gonna do?

and yes the massve points loading per fig is attrocious but it is a themed army thats the way this chapter thinks and fight .. and the points are appropriate because every one of them is 127% of an ultramarine *evil smirk* fractions rounded off ..of course
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Old 03-23-2007   #8 (permalink)
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oh and 3500pts btw ... a geared out 2cnd through 8th company for my chapter will run 3500pts without drawing auxiliary troops from 1st, 9th, or 10th company
so 4000 pts with terminators assualt marines and novice scouts plus attendant vehicles
as it stands I can field all of it with the exception of 5 rhinos from a company and I need a couple more sniper rifle scouts to form the aux scout unit from 9th company .. can field straight scouts but I am short sniper rifles .. and they are kind of key to the whole overall theme .. heck if I didn't think is was lame and cheesy I would run 9 sniper rifles and a Hvy bolter per scout squad

would like to find a way to use an alternate company champion since the codex champion is a close combat guy ..like ..still pay the 20 pts and get 5BS and a sniper rifle(yeah I know the extra BS is pointless with a sniper rifle .. but it's a theme army thing) Also wish I could take sniper rifle as an alternate to a weapon upgrade in tactical and vet and HQ retinue units maybe not in place of the heavy weapon but in place of the secondary weapon ..flamer melta junk.

and the final disclaimer... yeah I know points heavy figs but once again it's a themed army and the theme is shooty ambushy and stand and fight .. no rushing, minimal close combat specialists, and overall a little scout heavy.

I always welcome CONSTRUCTIVE criticism .. all others need not apply
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