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Old 11-09-2006   #1 (permalink)
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Default Wyverns history

Geneseed: Salamanders

Origin: It is documented that the Wyverns were created during the Twenty Fifth Founding as a fleet based roving chapter to fill the need for more forces in the Segmentum Tempestas. but do to their first engagement in M38.953 at the planet of Midgard with the forces of Nurgle, the chapter lost all of its space borne fleet outnumbered and out gunned were engaged in a battle that would end with the wyverns fleet utterly decimated save the thunderhawks and landing craft that ferried them to the planet. A long series of battles on land and in space would ensue until a combined fleet of Space wolves and Iron Hands arrived to drive off the chaos fleet, the Space Wolves pursued the chaos fleet while the Iron Hands landed on the planet to reinforce the wyverns but found that with the retreat of the chaos fleet the wyverns had eliminated most of the serious opposition and were mopping up the stagglers. Chapter Master of the wyverns asked only one request of the Iron Hands, and that was to relay a request to the High lords of Terra to claim the planet as their Homeworld so that they could replenish their losses with the planets populace as they had lost many of their original numbers, Their request was granted and the Wyverns set up to building a fortress monastery. The Wyverns insist that they are a successor Chapter with its gene-seed originating from the Salamanders. The Wyverns for the most part, follow the guidelines set forth by the Codex Astartes but have strayed from the strict letter of the Codex with variations introduced by doctrine, culture and necessity.

World: The home planet of the Wyverns, Midgard or more commonly known as Mithgar, is located on the far southwestern rim of the Segmentum Tempestus. It is an isolated system containing a medium star orbited by 3 planets, of which only Midgard is inhabited. The system is extremely isolated and difficult to reach making regular travel to it minimal at best. Midgard is a volatile, feudal death world with hardly any variation of climates and terrain. These slight variations range from the frigid polar caps, to the searing heat and sulfur laden lava plains that comprise most of the continental masses, to small Copses of vegetation and forests near the equator. two moons orbit the planet, both named after a mythological place. These moons have extremely different climates in contrast to Midgard itself. The largest moon, Highgard, is a dry, barren crytalline world similar to the moon of terra albeit slightly larger. and the smaller moon lowgard also dry, barren and comprised almost entirly of a black basalt-like rock. both moons are diametrically opposed to each other. The isolation of Midgard from other systems and Imperial worlds has forged the inhabitants into rugged, fiercely independent people. They have had to survive without help or influence from others for countless generations. Conflicts ranging from sporadic skirmishes with rival clans to the occasional battle with invading off world raiders, all have had to be dealt with for the most part on their own. Midgard’s culture has a strong tribal tradition with family bonds and clan devotion rivaling that of even the Ecclesiarchy. Their traditions require that every single member of a clan must work, hunt, and fight in order to ensure the continuation of all its members. Everyone from the youngest child to the group's elders contribute in some way to the clan's ability to survive. The clans of Midgard are superbly skilled in the arts of hunting, forging and combat. These are necessary for ensuring that the clan will be able to eat and provide skins for clothing, have the tools necessary for survival and to be victorious if engaged in battle. These skills are honed from an early age when offspring are taught to hunt as soon as they are able to walk. Children start off by learning to trap rodents and later by hunting small game. As they get older, their game gets larger and more dangerous. Animals like the Dëopfich; a species of Whale ranging in size from that of a porpoise to almost twice the length of a humpback that populate its ever changing oceans are hunted for oil, and food The most varied of species on Midgard are its flying reptiles. These range from the Wyrm, a black beast the size of a large dog said to be able to spew forth great gouts of Acid able to dissolve most materials in a mater of minutes. To the Wyvern, an enormous red winged best akin to the Salamanders on Nocturne with an attitude to match and is the most dangerous of all. Such a world breeds hardy warriors, strong of constitution and single-minded of purpose; ideal recruits for the Adeptus Astartes. When the Wyverns finally succeeded clearing the planet of all chaos forces, the high lords of terra agreed to Midgard being the Homeworld of the Wyverns Chapter. Since then the Wyverns have been one of the most steadfast Legions, and there has been little found to fault in the annals of the Chapter's brief history.

Organization: Over time, the Chapter's organization has been altered from the Codex Astartes to fit in more with the Wyverns’ tactics and doctrine. The 1st Company is composed of the Chapter's Veterans. The 2nd is comprised of its mechanized recon and Assault Company, the 3rd through 5th Companies are organized into standard Tactical Companies. The 6th and 7th Companies are Reserve Tactical Companies that currently are at about half strength. The 8th Company is the chapters Assault Company that all Assault Squads are drawn from, and the 9th Company is comprised solely of Devastator Squads. The wyverns' 10th Company has an expanded role of not only training the Chapter's new recruits, but also the responsibility of carrying out all of the reconnaissance operations where the 2nd companies vehicles would be difficult to navigate. The Wyverns fleet was destroyed by the forces of Nurgle at the battle of Midgard when they were ambushed by a fleet nearly three times their size, the chapter maintains a large number of thunderhawks for a Chapter its size. Until the High Lords of terra can issue them a new compliment of vessels, they continue to develop the fighting prowess and patrol the system they reside in.

Doctrine: Midgard’s' people's background as hunters and warriors has strongly influenced the Wyverns tactics and doctrine.They have since incorporated other doctrine from the Codex Astartes, with special emphasis on Mechanized Reconnaissance and Assault. The Wyverns cultural history makes them well suited for the role and they place a high priority on all aspects of it. Wyverns use all the resources that they can muster, everything from orbital surveillance satellites to a scout on the ground with “eyes on target”. Chapter doctrine demands that as much of the enemy's strength and disposition be learned so that any weaknesses may be exploited. The Chapter's HQ staffs a larger number of Intelligence Officers and analysts than commonly found in most other Space Marine Headquarters. One area that the Wyverns are lacking is in the area of Heavy Support. This is due to the relative isolation that the Wyverns have and losses they have taken in claiming the planet, thus making the acquisition and replacement of heavy armored vehicles difficult. Because of this drawback, the Wyverns have adapted a lightly armored, highly mobile tactical doctrine that relies less on the brute force that other chapters are renown for. To compensate for their lack of more heavily armored vehicles, the Wyverns need to rely on the use of its Attack Bikes, IFV’s (Infantry Fighting Vehicles), and even Assault squads. What they don't have in the area of devastating firepower, they make up for with superior mobility. The entire 2nd Company has been given a rapid strike and recon role and is composed of entirely of bikes and IFV’s. Wyverns make use of all equipment normally available to a Codex Chapter. One additional vehicle that is used exclusively by the chapter is the Recon IFV (Infantry Fighting Vehicle). Originally introduced by to the company by the Chapters Master of the Forge, this fast-wheeled vehicle was designed to replace the companies Land Speeders that were lost during the war for Midgard. The Recon IFV is simple to maintain, has numerous weapon configurations to match any mission, is easily transported and is able to perform in any battle zone.
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Old 11-09-2006   #2 (permalink)
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Beliefs: Midgard’s tribal traditions stress that all members of the clan must be able to be independent while still contributing towards the continued prosperity and survival of the clan regardless of an individual's status. Everyone has skills that can be utilized in some way and are relied upon to do their share. As a result, there are no distinct gender role differences among Midgard’s populace. As a result, the women of Midgard have become the equal, and in some instances, superior to their male counterparts. What they lack in brute physical strength, they more than make up for in agility and dexterity. Many of a clan's best trackers and marksmen are females. They are almost always part of a hunting party using their skills in conjunction with the skills of the group's men to take down game. In times of battle, the women of Midgard share the responsibility of fighting alongside the men in defense of the clan. The Odin Cult, the crucible of Midgard’s' beliefs and traditions, is heavily influenced by their Culture. Marks of honor are burned into the skin, and trials, such as carrying hot metal bars or walking over burning coals, are commonplace. These contests of endurance and courage take place at the few rituals during the Midgard year; except in war, the Chapter rarely assembles in its entirety. The symbols of the Axe and Spear are sacred signs to the Populace. Unlike other Chapters, which rely upon their Techmarines to maintain their arms and armor, each Wyvern is able to repair any damage his equipment sustains, and can make adjustments and improvements to his wargear. This leaves the Techmarines free to create wonderful technological artifacts of great beauty and perfection of function, which are then awarded to the bravest warriors after a battle or campaign, and to design such vehicles as the Recon IFV

Battlecry: To live is to serve (the emperor), to serve(the emperor) is to obey

Chapter Colors: Primary Color: Shadow Grey / Secondary Color: Scab Red, chapter heraldry: a black wyvern on a field of red

Chapter Traits:
Advantages: No Mercy, No Respite, Take the fight to them
Disadvantages: Eye to Eye
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Old 11-10-2006   #3 (permalink)
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Wyverns Midgard Fortress Monastery
The fortress monestary on midgard is named the great hall by the populace but to the wyverns that name only comprises the largest and central building. the actual fortress is comprised of many buildings.

The Great Hall - Central and largest building where the whole chapter can meet, where the Lord of midgard presides over disputes and crimes to large or complicated for local magistrates, where challenges are made and fought, where grand feasts are held, and where ceremonies are performed.

The Hall of Records - this building is the chapters library and serves as a place to train and house the chapters librarians.

The Hall of Purity - This building is the chapters hospital and serves as a place to train and house the chapters apothecary, as well as store the chapters geneseed.

The Hall of Odin - This building is the chapters cathedral and serves as a place to train and house the chapters Chaplins, as well as provide a place where the chapter can come for spiritual guidence, and religious ceremony
Ceremonies include Day of Faith, Daily Devotions, Rite of Death, Rite of Joining

The Great Forge - This Building is the Chapters Armory and serves as a place to train and house the chapters Techmarines.

Hall of Lords - this building serves as barracks for the chapters senior officers, housing them in spacious apartments, each company has three such officers ( a commander, a captain, a Lieutenant)

Hall of Champions - This building serves as barracks for the Champion of the Chapter as well as the champions of each company and is considered a great honor.

Hall of Warriors - the hall of warriors is actually 10 seperate barracks each one housing a full company of men.

Hall of Einherjar - This building houses the Chapters dreadnought while the slumber.

Hall of Valkyries - This building houses the Warrior women of the Midgard who have pledged there service to the All Father and have honed their skills in battle and in faith while not Space marines they are still fierce and formidable on the battle field, the work very close with the chapters chaplins.
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Wyverns Chapter Battle Record
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Last edited by Chaptermaster Kezef; 11-10-2006 at 09:13 AM.
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Ranks and Hierarchy used within the Chapter

Chapter
Chaptermaster
Brother-Commander
Brother Captain
Brother-Lieutenant
Chapter Champion
Company Champion
Chapter-Sergeant
Brother-Sergeant
Brother-Corporal
Battle-Brother
Scout
Petitioner

Librarium
Chief Librarian
Epistolary
Codicier
Lexicanum
Acolyte

Apothicarium
Chief Apothecary
Apothecary
Medic

Ministorum
High chaplin
Master of Sanctity
Reclusiarch
Initiate

Armory
Master of the Forge
Techmarine
Apprentice
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Challenge of Champions

Any marine who has reached veteran status with in a company may challenge to be that companies champion and be housed in the Hall of Champions, challenges may be made at anytime while the company is on midgard. Challenges are never to the death and are presided over by the following individuals, the Chaptermaster, Company Commander, Company Reclusiarch, Company Apothercary, Company Techmarine and the Chapter Champion.

Step 1. the Challenger announces his intention to the chapter in the great hall in front of all present.

Step 2. The combatants both meet in the center of the room where they are stripped of all weapons and armor

Step 3. Both combatants are Examined by the company apothecary in order to ensure that both combatants are healthy enough to do battle.

Step 4. Both combatants are blessed by the Company Reclusiarch and washed with ungents and sacred oils and then the the ground is purified.

Step 5. the Combatants are armed and armored by the companies Techmarine
and the Ring of Challenge is erected around the combatants. the ring is a barrier of energy use to prevent the combat spilling into the assembled warriors and to prevent interference from the outside.

Step 6. the current champion and the challenger fight in hand to hand battle using non powered weapons and armor (no power armor, chain swords,chain axes, or power weapons) untill one of the combatants cannot continue to fight or concedes.

Step 7. the Ring is lowered and the companies apothecary tends to the defeated while the victor is then stripped again of all arms and armor and stands in front of his brother and lords.

Step 8. if the victor was the reigning champion he is then once again adorned with his badges of office and honor. If the Victor is the challenger the defeated champion, once refreshed and clothed in the badges of office and honor stands before the new champion and removes the badges of office from himself and adorns the new champion, the new champion then adorns the defeated champion in the vestments of the office he vacated.

In the case of the Chapters Champion only another champion may challenge him but the proceedure remains the same with some minor changes in the officers present. the inclusion of the High chaplin, Chief Apothecary and master of the forge.
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