u/ManeTarget

Image 1 — Mutual Destruction
Image 2 — Mutual Destruction
Image 3 — Mutual Destruction
Image 4 — Mutual Destruction
Image 5 — Mutual Destruction
Image 6 — Mutual Destruction
Image 7 — Mutual Destruction
Image 8 — Mutual Destruction
Image 9 — Mutual Destruction
Image 10 — Mutual Destruction

Mutual Destruction

Hey folks, was thinking back on an earlier thought on my homebrew journey and this question just came back to me. If you have to choose one faction/group/force that your homebrew would and/or could go toe to toe till both parties are destroyed or practically destroyed, who would that force be and why them? Now this is really meant for factions on a smaller scale, so im not expecting someone's 1000 man chapter to take out all of the black legion, but a warband is more plausible, but hey do you.

To answer my own question, my chapter, the Warforged Gryphons, would choose the minotaurs. I initially created them to kind of mirror the minotaurs, them being a private army and mine being a PMC/Mercs. Haven't even written much lore yet, but a confrontation with them has always been in the plans. The reason why, just feels like it would have to be them. They aren't the chapters most hated enemy or anything, but the way I plan to write my lore, I feel like they'd be a nuisance to the point my current chapter master would definitely "try it" away from prying eyes. Hopefully that made sense.

Either this isnt about me, this is about you. Very interested in how you folks think and plan your chapters and their temperaments. Also, just took some photos from SM2 that I thought looked cool.

u/ManeTarget — 3 days ago

What's a harsh or hard defeat that your force has faced?

I haven't technically begun writing in depth lore for my chapter just yet, but I have a defeat in mind that changes the trajectory of my chapter.

It involves a full chapter attack (at the time would be around 800), to where we end up losing alot of forces and gear including the first chapter master and the first Captain at the time. This gives way for my current chapter master to "take the reigns" and give us a comeback, but to my current chapter master and the chapter, this event would be classified as a defeat. Now this is pretty early in my chapter history, but I havent thought out all the details yet.

So that leaves me to wonder, how your forces have had to get back on the bus and have a quiet ride home, so to speak.

reddit.com
u/ManeTarget — 17 days ago

What do you do with the vehicles/assets you can't use?

This is mainly for my Primaris chapters, but anyone is welcome to answer. The reason for the question is that I'm currently building a "military" for my chapter serfs, since my chapter is a PMC-type chapter, and the battlefield is our home essentially. Plus, I feel the mortals in chapters don't get enough love.

Now, as a all primaris chapter, I've been looking into what we can use from the firstborns, since we have a whole new inventory built for us. And it looks like plenty of things we can't use from the firstborns, like rhinos, landspeeders, and certain dred patterns. Now, when I say we can't use them, I understand a part of the reason is just that the new tech is better and a portion of it is that we don't fit in it. So I initially dropped them from my chapter until now.

So, I'm planning to retrofit the vehicle portion at least, to be usable for my chapter serfs. For a more mechanized feel, since that's how my chapter likes to play ball. Luckily, the workhorse of the imperium(Rhino) is used by other mortal forces, so that will be an "easy" fit. The dred patterns, I'm not sure yet, but I have an Idea on how to use them. Thunderhawks, seem to be usable by both, so that's fine for me. However, I'm not sure on what to do for my mortals being dropped in, since G-Force is a thing. But, I'm sure I'll figure it out.

So, back to the original question; what does your homebrew force do with assets you can't use?

reddit.com
u/ManeTarget — 1 month ago

Crazy combat feats in your chapter?

What are some of the crazy combat feats of your chapter? This could be a squad or a singular character. And however many you'd like to share.

For mine, granted I haven't done much lore building in mine yet. However, I've thought of a couple.

One in particular was for my Chief Librarian. Us vs Black Legion.

Essentially, they had a scheme to separate the Chief Librarian from his entourage, which they succeeded in. By luring the Chief Librarian to go after the Chaos sorcerer overseeing the battle. Once reaching the sorcerer, the chief librarian was ambushed by a champion of the black legion. So this battle ended up being a 2v1.

Now my chapter's librarians use alot of telekinesis and sensory abilities. And the enemies went after possibly the worst person in the entire chapter to try this on, because my chief librarian would be the chapter champion if he weren't a psyker/the chief librarian. So the black legion went against the literal best duelist and psyker in the chapter. Literally one of the top 5 most dangerous people we have to offer.

Anyway, to the point, by messing with their senses and slowing the champion down more specifically with telekinesis, my chief librarian slew the champion and then the sorcerer. Winning the 2v1. Now there's more to this, but I'm still working on it.

The WIP portion is, that the battle is supposed to take place in a place with a strong plasma generator of sorts. My idea was a void station. The "feat" is supposed to be that he was able to contain the eruption of the core and project it out of the station to hit an enemy ship, which would in turn, cripple it or blow it up. And this is supposed to be after the 2v1. Effectively putting him on the bench for the remainder of the battle. But this latter part sounds a bit crazy and i'm not sure of how crazy it actually is. Either way, wanted to share that portion with you all.

I'm curious to know what feats your chapter has produced. Also, feel free to comment on what I've said here too. I'm all for criticism and critiques.

reddit.com
u/ManeTarget — 1 month ago

Your Chapter/Force vs the Tau?

My Warforged Gryphons are a heavy-focused chapter. My chapter master(strategist archetype), who is a huge influence on the chapter, doesn't really care for speed, because "good positioning will shut anything down." So we tend to field plenty of heavy troops and alot of firepower.

However, I think the Tau would wipe the floor with us. Simple reasoning is that we are slow. If we can take the air superiority, we should have a more than a fighting chance. Buuuutttttt, if we don't...... we might as well be target practice. Granted, I don't know as much about the tau as I do marines, but railguns and their battle doctrine seem like we'd take devastating losses.

Was looking at who'd be a straight counter to my guys and just wondered how everyone else would fare against these guys specifically.

reddit.com
u/ManeTarget — 2 months ago

Special Units Feedback

So this is for special units for my homebrew. Purely lore talk. Granted, these are just special and not necessarily elite. My chapter isn't fully Codex compliant; they have 10 companies, just not the same structure as the Codex states. Each company is geared to a certain role. So, a brief overview of my chapter is that they are a heavy firepower chapter that specializes in defense & sieges, fire saturation via artillery and vehicles/aircrafts, and some void warfare.

Now, the chapter didn't have real-world cultures I based it on when I began, but I went and found some cultures to get some inspiration to base it on, kinda sorta. Said cultures are the: Byzantine, Prussian, and British empires. The last one is a bit relevant.

With that stated, let's talk about the possible lore bending/breaking units. First up are my minimal offences in my opinion. One is a "trench clearer" and the other is a "flying armor hunter" I guess.

So the "Trench clearer" is just a sealed gravis unit that uses a modified combi weapon. A heavy bolt rifle and integrated flamer. Essentially supposed to be my nightmare unit in close-quarter environments. I want to add smoke and other chemicals to it, but haven't worked that out yet. I assume they will just have grenades that do said effects. This is the prussian/german influenced unit. I know that a long gun in close quarters might not make sense, but it's intentional. Is the modification to the weapon too much? Please give me your take on the unit.

The "Flying armor hunter" is just a Inceptor with a combi melta. Nothing too crazy. I'm not totally sold on this unit yet, wanted something with a bit more "shock". This is supposed to be my thematic unit, but still figuring it out. The theme for it is supposed to be: Overwhelming weight descending from the sky. So please give me your thoughts on this. Would love some feedback.

Now on to the main possible offender. So inspired by the "Cape Mounted Riflemen" of the British. I may have broken several things here. So the unit is a mounted sniper. So, eliminator w/ a Las Fusil on a grav bike with a caveat, they have a mini missile system(two racks of 3 missiles) added to the back of said bike. Of course, these aren't huge missiles, but large enough to do some damage. This was an idea I had too much fun thinking of, but I am trying to keep my chapter lore some type of believable. The unit is attached to my 6th company, which is responsible for targeting and reconnaissance. So they have a semi-artillery platform for when they are behind enemy lines and artillery cant reach/see what they want to destroy. That's the essential idea behind it.

Is that breaking the lore if I make them a special unit type? Also, if you have any feedback for me. I'd appreciate it. Having way too much fun with this homebrew stuff.

reddit.com
u/ManeTarget — 2 months ago

Is this grim dark enough?

There was a post some time ago asking about the grim dark areas in everyone's homebrew and I realized I didn't have anything that I think was grimdark. Granted, I've been spending time getting my frame work for my chapter. However, I think I have something and id like a bit of feedback on it.

​

So my Warforged Gryphons, is a heavy focused chapter. Heavy units, heavy firepower, heavy doctrine. So anything that would be "weighty" we tend to try and obtain it. So i tried to fit the theme of it and I came to Dreadnoughts.

​

The idea is, to forcefully put people into a Dreadnought and essentially run a death company of them like the blood angels.

​

So the sequence would go: a battle brothers has repeatedly failed in the worst way(cowardice, willingly disobeying orders and making things worst, and more things that would be important to a strategist/tactician which my chapter master is,)

​

If they were a good combatant they'd get judged poorly by the Chaplains (act more as tactical officers than normal Chaplains, so think commissars) back on the fleet and get a different type of hypoindoctrination (erase their sense of self, so a kind of a semi servitor state,) get lobotomized and stuck into a Dreadnought.

​

Also thinking about them not being put in stasis to make it worse. The redemptor patterns would fry em bad. Also, thinking about putting "something" in them so, if they were to remember or lose there shit, we could press a button and just kill em outright.

​

So, is this grimdark enough? Would love feedback and opinions.

reddit.com
u/ManeTarget — 2 months ago

What are some tension points of your chapter?

So I'm quite interested in what everyone else's chapter tension points are. Now this is specifically towards the Imperium. But feel free to share if it isn't.

So my chapter, the Warforged Gryphons, is a chapter that pushes a lot of buttons with certain "High and Mighty" factions like the Inquisition and Ecclesiarchy. That also applies to some governing bodies like the Administratum. The first two are kind of semi-permanent scrutiny, while the latter is more a frustration than scrutiny.

The reasons being the Inquisition doesn't appreciate us because we have quite a large fleet and we are quite diplomatic. Not political, mind you, just diplomatic. We have connections to 3 rogue traders that we normally do business with, Mechanicus is quite fond of us and works with us a lot, we have a fallen freeblade house of 3 knights following us around, and we have some relations with certain forces that help us not get politically hunted down by petty inquisitors. We do plenty of missions for the Inquisition, just to get them off our backs. Usually, though, it's just some new upstart Inquisitor trying to make a name for themselves. And some apparently get lost en route or we have a "accident" in the field. Truly unfortunate. However, some of the more senior inquisitors leave us be; as long as they get a favor here and there.

The Ecclesiarchy on the other hand, doesn't like us because we aren't religious. We don't like them either because, they create zealous idiots that will screw plans up. They also, don't appreciate that are chaplians don't function as typical chaplains since we are a secular chapter. Plus, we make no effort to hide our reluctance in working with them. We still do, just to keep forces off our backs.

Also, we don't particularly like chapters that suck at following the plan. I haven't written it in my lore yet, but DA's and their successors that follow the whole, hidden war thing with the fallen, we won't work with them preferably. Same with other chapters that will just bail on a battle, with no communication, like the howling griffons.

So I'm just curious about what causes tension for your chapter and how they deal with it? Also, you can critique and criticize what I've written thus far. I'd be happy to discuss and debate. Nothing is set in stone, just some lore in my head.

reddit.com
u/ManeTarget — 2 months ago

Is your chapter going to Armageddon?

Several questions in one honestly.

Is your chapter going to Armageddon? Why or why not?

If they are or aren't, what forces would or are you planning on sending? And why those forces?

So to answer the questions above, my Warforged Gryphons aren't going. We have the duty to secure the Gothic sector and are having a pirate problem currently.

However, if I was to send some forces, id send my 5th & 8th company. Which are my artillery/devastator company and security company respectively. I'd also send a beefy amount of Techmarines and vehicles. So maybe another 100-200 Marines between the Techmarines and pilots.

reddit.com
u/ManeTarget — 3 months ago

Question about Drop Keeps

Could a space marine chapter get access to a drop keep?

Doing a bit for my homebrew and was curious if they could essentially drop a mini fortress onto a battlefield. I saw drop keeps and I believe the church has a similar thing. Like they drop a cathedral to preach to a world, I believe. Drop keep looked more fortified so I was thinking if a chapter could get their hands on one.

Now I don't have 12 knights for it to be dropped with, currently on have 3 knights normally attached to my chapter. And at most would be 5 depending on the current campaign, but thats more a surge than a "steady" attendance. So the plan would be to retrofit it for Marines honestly. But don't know if I could justify it. Looking for a bit of perspective.

Also, if there are other under utilized fortifications in the setting, please let me know. I've seen things like Hammer fall bunkers not really being spoken about and fire storm turrents (i think theyre called) not really covered and am trying to show them some love in my homebrew.

Down for the critiques if you have em and willing to debate the validity if someone will ask the hard questions. Hopefully that made sense.

reddit.com
u/ManeTarget — 3 months ago

Warforged Gryphons

Hello folks, just wanted to share my homebrew. Granted this is only a framework, i have some deeper lore, but will break those apart to keep this from being too long. But ask anyway if you want specifics, its all still in my head.

WARFORGED GRYPHONS

Classification: Loyalist

Founding: 27th Ultima Founding

Gene-Line: Guilliman-line (officially)

Primary Theater: Gothic Sector, Imperium Niluhs

Fortress-Monastery: Armored Crown

Chapter Master: Alexios Konrad Marshall (pending name)

Chapter Maxim: Forged by war, Forged for war.

---

I. General Assessment

The Warforged Gryphons are a fleet-based Primaris Chapter, operating primarily within and around the Gothic Sector. Though formally compliant in broad structure, the Chapter has developed a distinct strategic identity shaped by siege & defensive warfare, void warfare & void-route control, armored pressure via heavy-focused entities, and disciplined logistical endurance.

The Chapter is not known for reckless heroics or ostentatious displays of martial pride. Its commanders judge war by result, preserved strength, and the ability to continue warring(lol i think thats a real word). To the Warforged Gryphons, a victory that leaves the chapter depleted or unable to continue the war path is considered a failure.

Their most common internal view of purpose is simple:

“We were forged by war, and for war we must remain worthy.”

---

II. Strategic Character

The Chapter’s original founding purpose centered on siege warfare, defensive reinforcement, and the stabilization of contested Imperial holdings. Since its relocation to the Gothic Sector for the protection of Port Maw and Cypra Mundi assistance, however, the Warforged Gryphons have expanded into a broader role as guardians of strategic routes, convoy lanes, naval infrastructure, forge-world and fortified Imperial positions.

Their three most developed war-specialties are:

  1. Void Warfare and Route-Control Warfare

    The Chapter has become highly proficient in convoy defense, boarding actions, counter-boarding operations, station warfare, and the protection of strategic passage routes. They work closely with Battlefleet Gothic authorities.

  2. Siege and Defense Warfare

    Their oldest and most natural specialty. The Chapter is highly capable in fortress reinforcement, breach denial, counter-siege action, structural analysis, prepared kill-zones, layered defenses, and the reduction of fortified enemy positions.

  3. Armored and Aerial Heavy-War Operations

    The Warforged Gryphons field a substantial armored and air-mobile force. Their doctrine emphasizes heavy infantry, armored vehicles, Dreadnought and Centurion support, gunships, artillery, and sustained pressure rather than fleeting shock action alone.

Underlying all three is an unusually strong logistics culture. Supply, repair, munitions, transport, casualty recovery, and route security are treated not as secondary support functions, but as the strategic spine of warfare.

---

III. Combat Doctrine: The Gryphon’s Hammer (still working on this)

The Chapter’s central operational rhythm is commonly known as the Gryphon’s Hammer.

The method is deliberate. The Warforged Gryphons prefer to observe, measure, and identify the true burden-bearing point of a conflict before committing decisive force. Once that point is found, they descend with overwhelming weight, break the enemy’s balance, and then remain in place long enough to consolidate the result.

In extended campaigns, they may repeat these decisive impacts at carefully chosen moments. Such renewed strikes are sometimes described as “Gryphon Hammering”: sudden second or third hammer-blows delivered by reserves, aircraft, artillery, teleport elements, armored redeployment, or orbital insertion after the enemy believes the first blow has already been absorbed.

This makes the Chapter dangerous in long engagements. They do not merely hit hard; they study how the weight of the war is carried, then place overwhelming force where that weight will fail and destabilize.

---

IV. Chapter Culture (still working on this)

The Warforged Gryphons are meritocratic, austere, pragmatic, and performance-driven. Competence is the Chapter’s highest practical virtue. Waste, vanity, false reporting, poor command, and spectacle without useful result are treated with open contempt.

This culture is strongly shaped by Chapter Master Alexios Konrad Marshall, whose rule emphasizes strategic patience, disciplined ambition, talent placement, correction of failure, and the conversion of victory into future strength.

Within the Chapter, warriors are judged not simply by courage or ferocity, but by whether they can carry responsibility without wasting the strength entrusted to them. Commanders are expected to understand logistics, diplomacy, casualty preservation, allied utility, and the broader consequences of battle.

The Chapter does not consider diplomacy useless. On the contrary, diplomacy is viewed as another form of military efficiency. A commander who secures forge access, convoy cooperation, chartist support, naval trust, or munitions flow has strengthened the Chapter before the first bolter is fired.

The Chapter’s attitude toward mortals is severe but not casually dismissive. Mortals are not considered equals to the Adeptus Astartes, but disciplined, capable, and useful servants of the Imperium can earn genuine respect, protection, and advancement within the Chapter’s wider war-machine. Incompetence is despised regardless of rank or origin.

---

V. Organization and War-Hosts (pending names and structure)

The Warforged Gryphons maintain the formal structure of ten companies, but they occasionally operate through three large expeditionary war-hosts supported by a central command authority.

The Breaker Host

Primary function: siege breaking, armored assault, hard-point reduction, and heavy offensive pressure.

The Bastion Host

Primary function: defense, route holding, fortress reinforcement, long-duration campaigns, and stabilization of threatened Imperial positions.

The Falling Host

Primary function: rapid reinforcement, anti-raider operations, crisis response, airborne insertion, and battlefield stabilization.

The Weighing Hand

Not a fourth war-host, but the Chapter’s central command and strategic reserve. It includes the Chapter Master, his personal guard, senior officers, specialist advisers, elite veterans, and the assets required to redirect the Chapter’s strength where the war’s burden has shifted.

This structure allows the Chapter to operate as multiple independent expeditionary bodies while preserving the ability to concentrate for a larger campaign when required.

---

VI. Notable Institutions (pending names and structure)

The Gryphon Strategium

The senior command body of the Chapter. It includes the Chapter Master, key captains, the Master of the Fleet, Master of the Forge, Chief Apothecary, Reclusiarch, Warmagus(Chief Librarian), Master of Logistics, Master of the Arsenal, Master of the Accord, and other senior officers as required.

The Reclusiam and Censorates

The Chapter’s Chaplaincy is unusually administrative and disciplinary in character. Its Chaplains act as morale officers, tactical educators, correction officers, ritual authorities, and keepers of institutional memory.

The Reclusiam is divided into three primary Censorates:

- Censorate of Steel: field discipline, rites, morale, immediate correction, and frontline conduct.

- Censorate of Scales: judgment, formal censure, command review, responsibility assignment, and earned recognition.

- Censorate of Ledger: records, campaign logs, doctrinal lessons, archives, correction precedents, and institutional memory.

Their guiding phrase is:

“Let the burden be counted, so it is not paid again.”

The Librarius

The Chapter’s Librarians favor controlled psychic disciplines: mental defense, telekinesis, telepathy, divination, warding, terrain manipulation, and restrained use of destructive expressions. The Chief Librarian bears the title Warmagus.

The Apothecarion

The Apothecarion is deeply integrated into the Chapter’s casualty doctrine. Recovery of gene-seed, wounded veterans, combat data, and battlefield lessons is considered part of victory, not an aftermath.

The Forge and Arsenal

The Chapter’s ties to Mechanicus forge-worlds support a large armored pool, extensive repairs, weapon customization, and sustained heavy-war operations. The Chapter does not own its forge partners, but maintains compact-based access through negotiated obligation and proven usefulness.

---

VII. Forces and Assets

The Warforged Gryphons favor heavy infantry and armored warfare. Their most characteristic line troops are Heavy Intercessors, who embody the Chapter’s ideal battle-brother: durable, disciplined, tactically literate, and able to hold ground under punishing conditions.

Other highly valued formations include:

- Aggressors for close support and counter-breach operations.

- Inceptors for rapid aerial intervention and falling hammer-blows.

- Eradicators for hard-target elimination.

- Terminators, primarily concentrated in the 1st Company and selected senior formations.

- Gravis-armored officers and specialists.

- Dreadnoughts, Centurions, Repulsors, Land Raiders, Gladiators, Vindicators, Whirlwinds, Astraeus tanks, and a substantial aircraft arm.

The Chapter also maintains a significant mortal support population distributed across its void-citadel(still working this out), major vessels, Crown-Keeps, Watch-Houses, support fleet, convoy structures, compact sites, and logistical networks. These mortals are heavily trained by Imperial standards and serve as armsmen, wardens, logisticians, artificers, fleet crew, household retainers, signals personnel, convoy officers, and defense forces.

---

VIII. External Relations

The Warforged Gryphons are a compact-driven Chapter. They value useful relationships, accurate obligation, and demonstrated competence.

Their most important relationships include:

- Battlefleet Gothic, especially for route control, convoy defense, void warfare, and naval coordination.

- Mechanicus forge-world partners, including major industrial and precision-forge contacts.

- Navigator Houses, maintained through multiple compact relationships to prevent dangerous dependence on a single patron.

- Rogue Trader allies, used for commerce, intelligence, salvage, convoy work, hazardous-route exploration, and political reach.

- Astra Militarum and Imperial Navy commanders who prove capable of holding gains and sustaining wider campaigns.

- Adeptus Arbites and Administratum contacts, especially where law, records, compacts, tithe obligations, and route authority intersect.

- Adepta Sororitas and Ecclesiarchy forces, treated with guarded respect when faith produces discipline, endurance, and battlefield utility.

The Chapter is polite but severe. Competent allies are protected and rewarded with trust. Wasteful, vain, corrupt, or unreliable partners are remembered coldly.

---

IX. Reputation

Among Imperial authorities familiar with them, the Warforged Gryphons are viewed as demanding but effective. They are not easy allies, but they are reliable ones when obligations are clearly defined.

They are especially valued in theaters where victory must become durable: convoy lanes must remain open, fortress worlds must continue resisting, naval routes must be secured, forge access must survive, and conquered positions must not collapse once the initial assault has passed.

Their critics mainly accuse them of being cold, transactional, overbearing, and overly concerned with ledgers, supply lines, and command review. Their supporters answer that such habits are precisely why the Chapter’s victories are consistent and effective.

The most concise assessment of the chapter is this:

The Warforged Gryphons do not wage war for glory. Glory is useless if paired with poor results. They wage war so that the Imperium’s weight does not fall where it cannot be lifted again. And through war, the enemies of the Imperium will crushed!

Hope you liked the intro. Will come back with more details on specific parts of the chapter. Hope you will all enjoy those too. If you want to know more on a specific area just let me know, you might steer me on how I drop more lore on the chapter.

u/ManeTarget — 3 months ago