Deepcrush wrote:I think you should stick with the issues for the Raven Guard. Part of what makes them so effective is that they have to be specialists because of there problems. Maybe for your new chapter they fixed most of the mutations but the downside is slow production. Where the Ultramarines replaced their losses to the Nids in a decade, you would spend a century.
Deepcrush wrote:Do you have a weapons detail in mind for your units? I ask because I know the Raven Guard are big on power weapons. Lighting claws, power swords and power fists seem to find their ways commonly through even the most common ranks.
Deepcrush wrote:With color, I really liked that Dark Red you used on the Tech Marine. Since its a tech heavy chapter, would there be any way to see more of that across the rest of the chapter?
Mikey wrote: was thinking about still missing the Betcher's Gland and still having the same issue with the melanchrome, so that these guys develop the same white skin and black hair/eyes. I thought perhaps about having the AdMech repair the Mucranoid enough to function, but maybe having it's activation be more arduous or painful than normal. Hell, having the company apothecary activate a squad's mucranoids before an extended mission could turn into some weird rite of the chapter cult. And I definitely thought of the slow turnover for recruits. Being both Raven Guard-derived and a new chapter, every bit of gene-seed would have to come from Terra. That led me to think of not having a scout company; rather, scouts would be attached to regular squads and rotate every once in a while until their specialty was found - so, every scout would spend time attached to a tac squad, dev squad, and assault squad (they'd have to use a speeder or bike, obviously,) and spend some field time with an apothecary and a techmarine. This way, no scout's potential is wasted because the recruits are rarer than normal; and each scout has the protection of being among a squad of marines instead of just four other n00bs.
Mikey wrote:I hadn't really sketched that out yet. I don't think every sergeant is going to have a pair of lightning claws like the RG, and I think 'fists would be more limited because of the focus on ambushes and first-strikes. Besides, these guys value tactical flexibility, and a power weapon/pistol combo gives you a bit more flexibility than a pair of claws. However, it is still going to be a tech-heavy chapter, so power CC weapons would show up among the officers pretty regularly. Also, plas and melta weapons would show up in a larger ratio than typical among the heavy weapons and assault weapons marines compared to just heavy bolters.
Mikey wrote:Hadn't really thought about where to apply that outside of the techmarines. Maybe it appears in the chapter badge and standards (when and if I get around to them?)
Deepcrush wrote:For your Sergeants, one lighting claw and a plasma pistol would be good. Gives you good AP and overall ability while not slowing you down.
Mikey wrote:Hmmm, left it in the dev squad, replaced it with a multi-melta in the tac squad. A little further thinking:
(each bike has a twin-linked bolter)
1x sergeant, bolt pistol/chainsword, krak grenades/meltabombs
1x plasma gun, frag grenades
1x flamer, frag grenades*
2x "standard" w/ frag grenades
1x attack bike (multi-melta, twin-linked bolter) w/ frag grenades
* Not all bike squads will include the flamer marine
land speeder squad
1x Land Speeder Typhoon (heavy bolter, Typhoon missile launcher)
2x Land Speeder Tornado (multi-melta, assault cannon)
Actual company disposition, transports, and chapter fleet to follow.
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