Thoughts on this build
6 eldritch knight/ 5 conquest
Race human variant Damphair
Feats
War caster
Keen mind
Magic initiate
6 eldritch knight/ 5 conquest
Race human variant Damphair
Feats
War caster
Keen mind
Magic initiate
Dread paladins
Loyalist: night lords
Unknown founding: between 2nd and 4th founding
Spelzeized: Infiltration, Psychological Warfare, terror tactics, guards ghoul stars, hunts traitor night lords
Colors: midnight blue and black trim.
1400 strong
Fortress monastery: Dreadfort
Home world: Night world: nox
Fleet: 1 battle barge, 10 strike cruisers, x2 escort ships.
Allies
House Seibert,space sharks, death specter
Sector: Bolten
1 night world, 10 Feudal world, 1 forge world
Organization
Trophies of Judgment through the chapter.
Upper command
Chapter master
First champion
First Chaplin
First librarian
First Herald
First tech
First medic
Lower command
Chaplain 25
Champion 25
Librarian 25
Herald 25
Tech 25
Medic 25 ( flayers)
Company command
1 Captain, 2 Lieutenant, 1 Herald, 1 champion, 1 chaplain,1 command squad,1 tech, and 1 medic
Companies are chapter in miniature with their own armory with dreadnoughts variations
Companies are 140 strong
1st Contekar/ artramentar
2nd terror/ night Raptors
3rd to 10th
4 tactical, 2 assault, 2 dev, 2 vet, 2 recon, and 2 scout
Facts
Recruits from 10 Feudal worlds nobility close to the ghoul stars. They are more martial and slightly more honorable than the average night. The chapter still makes use of chain glaive, headman axes, and Nostraman language. Nox is right on the board of the ghoul stars entrance.
History
Exiled terrain night lords form their Legion. During the Great Crusade they were banished from the 8th legion by their primarch for unknown reason. When the heresy broke out they fought for the emperor and spent most of their time hunting fallen night lords. While in the hersey they work closely with ultramarines and Raven guard. After the heresy they went back to their home world of nox. Also after the heresy the Raven lord and lord of Ultramara released them from exile for their work in hersey. Currently with the great rift opening they have to guard the ghoul stars more harshly and hunt roaming night lords war bands more broadly.
Notable battles
War of beast
War of false primarch
War for badab
Black Crusade: 6th to 13th
Rangers space marine chapter
Inspiration: us Rangers, native American tribes warriors and hunters, code talkers from ww2,and dnd rangers
Rangers
Raven guard successor
Unknown founding
Specialized: guerilla warfare, infiltration, guards ghoul stars, Psychological Warfare, marksmanship
Home world: Feral: Wendigo on the edge of ghoul stars
Color: soiled black with black trim
Symbol: two red arrows
Feet: space marine escort ships
Strength: 1600
Organization
Upper command
Chapter master: lord war chief
First Chaplin ( medicine man)
First champion
First librarian ( druid)
First Herald
First Vigilator
First tech
First medic
Lower command
Champion: 15
Librarian: 35 ( druids)
Chaplain: 25 ( medicine men)
Herald: 20
Vigilator: 50
Medic: 25
Tech: 25
Company command
Companies are 160
Companies are called war parties
Captain are called war chief
Companies are have their own armory
1 captain, 1 librarian, 1 chaplain, 1 champion, 1 Vigilator, 1 command squad, 1 tech, 1 medic, 2 lieutenants
1st mor deythan
2nd dark fury
3rd to 10th
2 dev, 2 assault, 4 recon, 2 scout, 4 tactical, 2 vet
Company Names
1st long shadow
2nd close shadow
3rd phantom
4th ghost
5th shadow
6th hunter
7th wolves
8th eagles
9th thunder bird
10th gloom stalker
Tactics
The Rangers are known for hitting weak points in enemy defenses hard and they perform lightning strikes upon locations of tactical importance to cripple their enemy. The Rangers disdain the notion of recklessly charging into enemy ranks. This differentiates their tactics from those of the Blood Angels. The Rangers rely heavily on their Scouts for pinpointing enemy positions and to scout for good drop sites. In recent years, this preference for stealth, disruption, and assassination missions has seen them heavily use Vanguard Space Marine formations.
Because of their hit and run tactics and sowing confusion in enemy ranks, the Rangers also make extensive use of Assault Squads as well as any other formation that uses Jump Packs.The Tactical Squads of the Rangers are often deployed via Thunderhawks or Drop Pods. The favourite weapons of the Rangers Commanders are the Lightning Claws and it is a common sight that their command squads also come equipped with these weapons in addition to their Jump Packs.
Rangers Captains are fiercely independent, and it's incredibly rare for the chapter to fight as a whole. Individual companies are completely autonomous and are quick to lend their aid to Imperial commanders across the Galaxy, with or without the sanction of their Chapter Master.Such behaviour has led to some to question the Rangers soundness, but most recognise that such fluidity of command proves the presence of formidable discipline, not its absence.
Facts
No dreadnoughts, no Terminators, or land raiders. Power armor mk6 and rhinos variants only. Code talkers language for battle chants. Warfare is spiritual and uses sacred cleansing rituals after battle. Corespake and wraith slipping are common throughout the chapter. Makes use of many native American symbols, markers, and calling cards. They are isolated chapter near the ghoul stars.
The body of a Rangers Marine will be stripped of its equipment and trappings, harvested of its gene-seed and left for the local carrion birds to feed upon.
Recruit
Recruits from many tribes on their homeworld. Notable tribes for most recruits
Apache
Cherokee
Navajo
Seminole
Mohicans
Mohawk
Cree
Allies
Death specter, space sharks, dread paladins, house Seibert, ashen claws
History
Like many Chapter's assigned to oversee the far-flung frontiers of the Imperium, they long stood alone in their watch and became used to autonomy and solitude. The Chapter has a shrouded past that is difficult to study, and has always displayed a fundamentally independent and aloof nature that is largely uninterested in the affairs of the wider Imperium. The galactic north east was their target close to the ghoul stars seemed to be far enough out of the way.
House Seibert 30k
Blood Angels/ imperial first succors
Specialized: defenses, siege warfare, Close-range, Fast Attack, assault, guards ghoul stars
2nd to 4th founding
2000 strong
Color: silver arms and red body with Grey trim
Fortress monastery: split star castle ( minas tirith and Hogwarts combined)
Fortress world: Malbork
Baltic sector near the ghoul stars
7 fortress worlds, 9 Feudal worlds, 3 forge worlds
Fleet
10 battle barges, 20 strike cruisers, enough escort ships to guard important assets.
Organization
Mk 3 and 6 armors are consistent through the chapter
Upper command
Chapter master
First Chaplin
First champion
First librarian
First Herald
First siege breaker
First Vigilator
First sanguine priest
First tech
First sanguine guard
First Husscarl
Lower command
Chaplain: 20
Champion: 20
Librarian: 35
Herald: 20
Siege break: 25
Vigilator: 20
Tech: 20
Medic: 25
Sanguine guard: 50
Husscarls: 50
Company command
Companies are called households and squads are called lances.
1 captain, 1 librarian, 1 chaplain, 1 Vigilator, 1 Herald, 1 champion, 1 siege breaker, 1 command squad, 1 tech, 1 medic, 2 Leunitent
Companies have their own armory, super heavy armor, and dreadnoughts variations
200 strong per company
1st Templar brethren
2nd Dawnbreaker cohort
3rd to 10th
4 dev, 4 assault, 4 tactical, 2 vet, 2 recon, 2 scout
Recruits from all 9 Feudal worlds nobility and all 7 fortress worlds Schola Progenia.
Tactics
House Seibert, from their very inception, were known to be peerless crusaders and resolute warriors. They are notorious in their unwillingness to give ground and unhesitating in sacrificing themselves to secure victory. This has led them to develop a role in which these qualities are valuable assets; their specialisms include siege warfare, the erecting of defensive bastions and networks. They are unparalleled in their ability to analyse enemy defences and exploit weak points, as well as constructing their own indomitable fortifications.
House Seibert 's stubbornness in defence has sometimes gone beyond the pale of reason. There are reports of house Siebert forces that could have been saved had its warriors simply withdrawn when the time was right. Indeed, even in victories the house Seibert are known to suffer high casualties due to their stubborn and inflexible nature.
In battle, they are known to favour Jumpack-equipped Infantry, close combat, and direct assault. The infamous Gunship and Drop Pod-borne planetary assaults of the house Seibert are both beautiful and savage to behold.
Despite their melee-emphasized method of war, the houses Siebert maintain a larger than average pool of armoured vehicles, including some of unique Design.
Death company is used only as a last resort. The chapter makes kill teams to hunt down halo devices and their creatures.
Facts
Attends Feats of blades. Use honor duels. Has both red thirst and black rage
Allies
Death specter, space sharks, dread paladins, rangers, Angels Erythrean
History
House Seibert used to be made up of two space marine chapters, one of blood angels and another imperial fist. Some time around 4th founding something came out of the ghoul stars and decentmented half both of those chapters. After it was pushed back both chapters became one; it's been that way ever since. The chapter sent 3 Companies to aid baal when the blood angels called. With the current last wall protocol intact they sent 3 Companies. With the great rift opening they guard the ghoul stars more harshly. With great rift the chapter works closely with the blood angels and the Triarchy in Imperium Nihilus.
Know battles
War of beast
War of false primarch
Siege of baal
War for badab
Armageddon War 2 and 3
Black Crusade 5-13