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Black Griffons Organiation Chart and asorted info

 Post subject: Black Griffons Organiation Chart and asorted info
PostPosted: Mon Dec 06, 2004 7:55 pm 
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Hello all, here comes a first verson of the organization of my chapter, the Black Griffons. I had been puting up the version 1.1 of their background in the forum a while ago (even if several circumstances sadly made me discontinue the stuff) so you might remember them.

As a fast note, the chapter got smashed a while ago by eldar, only surviving 2 companies that were doing "battlefield training" fighting orks in a nearby star system and that coudn't race back to base in time. Some other small units on patrol arrived late as well, but few of them.

After that, the remnants of the chapter (around 180 mrines) moved to the Pler sector to ask for assistance, lacking any long range astropaths among them. There they found an ork invading force and fought them back, earning an old despoiler ship (an ork hulk) that they recomissioned as a battle barge.

They reorganized themselves to operate in H&R tactics as a consequence of being only a bunch of losers, really, without the capabilities of holding down a system: if you cann't destroy the enemy, destroy their brain: there comes a drop pod and aerospace force for you. They fight in space and perform H&R tactics on the ground, via drop pod assaults, but try to avoid protracted engagements.

Here comes the reorganization they underwent as a consequence of being few and lacking resources (the Adeptus Terra are not very happy about their lack oof success so far, so they are screwed for resources).

Let's see what you think about it.

A sweet for the one that guesses where the names of the companies and chapter come from (Note: I think I already made this poll on this site, but just to confirm your knowledge :p )


++++++++++++++++++++++++++++++
THE CHAPTER AND ITS ORGANIZATION

The chapter is composed of 4 companies (Dragon, Unicorn, Eagle and Phoenix). Only 2 of them (Unicorn and Eagle) are real combat companies. The other 2 perform supoort roles: the dragon company is the chapter's HQ and the phoenix company are the scouts of the chapter.

+++++++++++++++++++++++++++++++++++++++

ELITE UNITS OF THE CHAPTER

VETERAN UNITS
(Note: description in terms of WH40k, using the new 40k Space marine codex. The descrition includes modelling ideas, but it is not as relevant to this descition as the following explanation of the companies and such)

All units MUST have a veteran sergeant.

Cleansers: Tank Hunters. Up to 6 terminators with 2 heavy weapons.
Model the squad using artificer armor marines carrying heavy weapons and power fists. One chain fist if the unit is 6 strong.

Death Harvesters: furious charge. 7-10 marines.
Modeled using assault marines or veteran marines on foot with H2H weapons.

The Brotherhood: Trust your battle brothers. Optional: Tank Hunters {if acting on their own as a veteran squad}or Furious charge {if led by chaplain}. 7-10 marines.
Model the squad using marines with tunics. Tactical or assault squad (H2H weapons or bolters). AT LEAST one flamer. Pretty much can be armed in whatever fashion you prefer, but they will always carry at least one flamer.

Taurus: Tank Hunters. Trust your battle brothers (optional?). 7-8 marines.
Model them as a regular devastator squad. At least 2 heavy weapons, up to 4. In general they carry missile launchers, but they are proficient with all kinds of heavy weapon. If taken as a command squad, they will carry 2 heavy weapons

Night Jackals: Infiltrate. 6-8 marines.
Equipment depends on mission. Veteran or command squad with infiltrate.

If other units act as command squads or veteran units they will NOT buy furious charge or tank hunters. They might have Infiltrate if the Night Jackals are present in the force, though.

++++++++++++++++++++++++++++
COMPANIES OF THE CHAPTER

DRAGON COMPANY
Name: The Ruler of all mythical

6 ?terminators? and 3 Dreadnoughts (Ignitus and Taurus; 2 further dreadnoughts will be added later: Janus and Huron)

Not a company per se, the Dragon Company is actually the HQ of the chapter. It is composed of the fleet and the HQ staff as well as the chapter master (Janus) and the servants of the machine god, led by Huron. The newcomer brother Codicier Dariel is also part of the staff of the Dragon Company.

The only real assets of the Company are the Cleansers and the few dreadnoughts the chapter has.

The Cleansers are the elite among the veteran elite warriors of the Chapter. Master Techmarine Huron crafter 6 suits of artificer armor, that were blessed by the chaplains of the chapter and given to the best warriors of the chapter. A small special devise designed by Huron allows them to teleport, but such mechanism is so difficult to manufacture and maintain that it has not been replicated further. Usually they use small strength drop packs to hover from a thunderhawk. The weight of their equipment does not allow them to use them as jump packs, though, but only to descend safely to the ground.

The two dreadnoughts that the chapter have are Chaplain Ignitus, Brother Ilias and the old sergeant of the Taurus Squad, Taurus himself. Chaplain ignites is armed with an assault cannon and a flamer. Brother Ilias (the first sergeant of the Death Harvesters) is armed with a multi-melta and a heavy flamer and Brother Ilias is armed with A Lascannon and a missile launcher.

All these assets are deployed in the way that the chapter

(Story development: after The Trial (WIP), Chapter Master Janus and Techmarine Huron will be entombed in dreadnoughts as well)



UNICORN COMPANY:
Name: Pure, yet deadly as a messenger of the Gods

8 tactical, 2 veterans (Up to 100 marines). Captain Marcus, Chaplain Marcellus

One tactical unit can be turned into an assault unit (8 marines maximum) and another can be made a devastator squad. The 2 veteran units are one tactical (the brotherhood) and one devastator squads (Taurus Squad), but both of them can act as tactical squads if needed and only

So, the normal configuration is:
8 tactical
2 veteran (1 tactical/assault, 1 tactical/devastator)

But it can be changed to up to:
6 tactical
2 assault (1 veteran; the Brotherhood does NOT use jump packs)
2 devastator (1 veteran; Taurus Squad)

Doing so, they achieve a regular combat company organization, but this is more the exception than the norm. The preference of the company and the chapter is to rely in tactical units, though, so most of the time both veteran units act as tactical veteran units instead of in their specialization field. In fact, the Brotherhood is NOT an assault unit as such and they dislike using jump packs if they can avoid it. He other assault unit will use jump packs, though.

The Unicorn Company is the only full company of the chapter. The chapter tries to have it at full strength s commonly as it can, at least in the number of squads, but even that has proven difficult due to combat casualties. They have assigned the few tanks of the chapter and can hold a position for a limited amount of time in front of stiff resistance unit the eagle company can break the enemy line. As the other companies of the Black Griffons, they tend to rely in mobility and short range combat to win the engagements they take part in.

The 2 veteran units are the brotherhood and the Taurus Squad. The brotherhood is a group of marines specially militant in their "purification" tendencies. All potential chaplains of the chapter are recruited from their ranks and are specially proficient in their use of flamers. Depending on the discurse of the company chaplain before the battle they operate with a sacred fury in combat or with a staunch determination to drive the enemy back. "Let the heretic burn, and the annoying alien as well" is their unofficial moto. The rest of their comrades add to this sntence "well, as long as it burns it is ok" to joke their zealousness.


EAGLE COMPANY
Name: Death from above. A hunter of the skies

4 tactical, 2 assault, 1 veteran (Up to 70 marines). Captain Julius, Chaplains Remulus

The lack of jump packs means that even if most of them are skilled close combat fighters, most of them operate as tactical marines. Only 4 units can be equipped with jump packs in the entire chapter. 3 of these sets of jump packs are assigned to the Eagle Company given their assault preferences. The 4th jump packs set is usually kept in reserve and used by the Unicorn company, but not always. Sometimes the Eagle Company uses it, though. Despite their assault preferences, the jump packs are not always used, like in the case of a drop pod assault, where the need of using thunderhawks to deploy the brother marines means that they prefer to deploy via drop pods and assault directly from there rather than risking being shot down by enemy antiaircraft defenses.

The veteran unit of the force is the Death Harvesters, an assault unit feared by the enemies of the Emperor for their ferocity in close combat and recklessness. They usually operate using jump packs, but sometimes they skip them in favour to drop pods or other kinds of transport vehicle if the mission so requires them to operate.


PHOENIX COMPANY
Name: From the ashes (dead marines) rises the new chapter (new recruits)

3 training scout squads, 1 veteran squad. (Up to 30 marines)

The scout units are only half composed of new recruits. Each new recruit is assigned a ?tutor? that will take care of them. The new recruits are too precious for the chapter since their geneseed stocks are very low and so they cannot afford to lose scouts easily. This is one of the reasons of why the new recruits are usually armed with sniper rifles, in order to take part in combat without exposing themselves too much in their first recon missions.

The veteran squad is the Night Jackals, the unit of the leader of the training/infiltration force, captain Cassius. They are usually assigned search and destroy missions and assassination attempts appart from the usual recon missions in enemy territory to spot good drop pod and infiltration areas.

Due to their small size, such force usually calls for reinforcements from the Unicorn Company when it needs to perform a full fledged infiltration attack on the enemy. A large number of the members of the Unicorn Company have training as scouts, so these infiltration operations can be performed quite efficiently by the chapter.





EQUIPMENT

PLASMA WEAPONS
- Only plasma cannons if a techmarine is leading the unit. To represent him, use a veteran ?sergeant with power fist and bolter or combibolter; he will represent a techmarine with a servoarm and a bolter/combibolter. He can be armed with a plasma pistol alternatively.

- Same sergeant if you want to get 2 or more plasma units in the unit (including 2 plasma guns). They are too unstable and precious to allow them to be carried by ?unmonitored? brothers according to the Coven.

JUMP PACKS
- Few Jump packs in the chapter. At most 3 units can use them at any given time. Only characters that can use them are Julius and Remulus.

LAND SPEEDERS & VEHICLES
- Land Speeders are extremely rare in the chapter. Only rarely are they used in large numbers since each one of them is precious to the chapter and can be replaced only with great efforts. As such, any LS that is lost is a disaster and the remains of such vessel are always tried to be recovered by the chapter if they can.

- Bikes are more common than land speeders, but the chapter still relies more in its infantry than in fast moving vehicles. Still they are used sometimes, specially in recon missions and as exploration vehicles

- Tanks are scarce in the chapter. Still, they have enough of them as to exploit a breakthrough in the enemy lines if necessary and to provide cover to the space marines. The amount of tanks is lower than what you would see in a two completely formed companies of SM but they perform their role well enough. Most of them are assigned to the Unicorn Company, but a small reserve of predators and whirlwinds is assigned to the Dragon Company and used as needed. Still, tanks are rarely used by the chapter unless they have to hold a position for a while or conquer an especially well defended enclave that cannot be taken by drop pod assault.

- The chapter has more than enough transport capacity to move all its members around, though. The complement of thunderhawks available has increased steadily in recent years, and now they have a fair number of them. The same goes for drop pods, produced in the Gloria Imperialis at a good rate given the massive use that the marines give them in their operations alongside assault torpedoes.

FAVOURED SPECIAL AND HEAVY WEAPONS
- Special weapons:
o Flamer and Melta gun. Both extremely useful in boarding actions, to open your way through bulkheads and cleanse decks of enemy rubble.
- Heavy weapons:
o Heavy bolter and missile launcher: cheap to manufacture and maintain. Plasma and laser weapons consume too much resources and are not as easy to transport around and use efficiently. As a consequence, only a small number of marines are trained in the use of those later 2.






(40K INFO Chapter traits; the most commonly used ones)

Advantages
1) Cleanse & Purify (2 special weapons) UNICORN, EAGLE, PHOENIX

2) Trust your battle brothers (True Grit + Countercharge) UNICORN, EAGLE???
2a. Blessed be the warriors (Ass. Squads as elite or fast attack) EAGLE???
2b. See but don?t be seen (infiltrate for tactical and devastator) PHOENIX

Disadvantages
1) MAJOR: Eye to Eye (0-1 LS or bikes)
1.a Aspire to Glory (0-1 Terminator OR Dreadnought, No relics or artifacts)

2) MINOR: Faith Unto Death (-1 Elite, -1 Assault, -1 Heavy Support)
2a. Have Faith in Suspicion (no librarians)
2b. We Stand Alone (no allies)





If you have read so far kudos to you :) This was quite a brick to read, even for me! :D

Any comments would be appreciated. I guess that without the chapter's background and the thoughts racing through my mind it will be rather weird to read, though

Thx for ytour time.

Health and sixes,

Xavi

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 Post subject: Black Griffons Organiation Chart and asorted info
PostPosted: Sun Dec 12, 2004 5:36 am 
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Hello all,

Here comes a second part of the brick that is the organization chart of my chapter :)

Actually, this is an ALTERNATIVE organization. I thought that I wanted the force to be SMALLER, so I decided to go for a SINGLE company, but a reinforced one. The complement of the chapter is basically 12 tactical companies, 2 assault, 2 devastator, 4 small scout units and a super-elite unit of quasi-terminators. Here comes a description of the companioes in order: tactical, assault, devastators and scouts. Then a description of the quasi-terminator unit will follow and it will end with a small paragraph aboput the 3 dreadnoughts of the "chapter".

The HQ of the chapter will be left for an other post :)

Any comments will be appreciated if you can stand reading 6 pages in word format of background ;)

Health and sixes,

Xavi

++++++++++++++++++++++++++++++++


Tactical units with 2 special weapons are bigger than those that use a Codex Astartes (1 special + 1 heavy weapon)configuration. The low number of brothers means that they cannot afford to have bigger units if the tactical needs do not justify them, so units supposed to remain back in the formation are given less priority.

TACTICAL

1st Tactical Unit: The Brotherhood: The first tactical squad is the brotherhood, composed of veterans. This squad is formed by members of the chapter that have demonstrated a devotion level towards the Emperor and a zealousness even greater than that displayed by other chapter members. They are charged with the sacred keeping of the relics salvaged from Farid VII and are dressed with long tunics. They are more silent than the other space marines (specially the death harvesters, that are a bunch of vociferous barbarians according to the members of the Brotherhood) and prefer to operate in a more quiet way, even in complete silence sometimes. However, they are known for shouting prayers to the Emperor while attacking. Their favoured weapons are the sacred bolter and weapons that ?make the enemies of the Emperor taste the fire of purification?, namely flamers and melta guns. Sometimes they act as an escort for one of the chaplains of the chapter in battle and, it has not happened yet, but if the chapter needed new chaplains they would be taken from this unit for sure. They are charged with the honour of carrying the chapter/company standard when it is displayed on the battlefield. They only take it on marked occasions, and always under the watchful eye of a chaplain when they do so. Their resolve and battle performance usually increases even more when they carry it around. One important characteristic of this unit is that they think it is their sacred mission to rescue imperial relics from the hands of traitors and hence they go for it and to hell with the consequences in a lot of cases. This sometimes disrupts the more planned structures that leaders like Janus favour and have caused them to have some problems with their superiors the actions in Dargos to recover the body and items of Saint Nerius being a clear example of that. Chaplain Marcellus has a similar sight on the matter, thinking that a cursed being cannot be near a relic under any circumstance and usually rises in their defence in the council of leaders.

2nd Tactical Unit: The Testers: This unit is not as elite as the Brotherhood or the other pure veteran units of the chapter, but they are quite adept at acting independently and show a zealousness only found in greater amounts in the elite units of the chapter. They are extremely flexible, being able to act as an assault tactical squad armed with two special weapons or as an assault squad with jump packs. In a sense, this is the ?6th Elite? unit of the chapter. It is formed by members that will be transferred to the other regular elite units when those suffer heavy casualties, a kind of testing step of marines applying for the elite forces of the chapter. If they are to be transferred to assault units, they will be transferred to Assault B first, since the Death Harvesters are only composed of the fiercest members of the chapter (deranged, some say) and a longer ?testing period? to ensure their abilities is usually needed.

3rd to 8th Tactical Units. These form the backbone of the army. They are assault tactical squads. They usually carry 2 special weapons and most of the time their sergeants are armed with a power fist or power weapon (NOTE: only way to model that is to use veteran sergeants). In more static scenarios, some of those units adopt a more standard codex configuration to ensure additional firepower for the squad. However, such scenarios are rather rare, since the chapter prefer a more hit and run approach to warfare. Always the first units to reach a battle zone, usually they are the last ones to leave it. The units that use plasma equipment tend to be led by a follower of the Cult Mechanicus to ensure that the weapon?s spirit does not get annoyed.

9th to 12th Tactical Units. Those are the Second step in a marine?s training after leaving the Scout units. They tend to operate further away from the toughest fighting, so they are relatively safe there. As a consequence of these 2 factors (being further away from the tough fighting and being a ?tactical training? step in the marine organigram) they are usually understrength, since marines are transferred to front line units and their priority for more members is more scarce. If using plasma equipment, they are usually led by a member of the Cult Mechanicus.

ASSAULT

Assault Unit 13 is the Death Harvesters, the elite assault unit of the chapter, composed of veterans. They tend to be equipped with jump packs, but not always, as when using drop pods. The number of the Squad is seen as a bad omen for the enemies of the chapter. They tend to be seen as a little bit hot headed sometimes, though, and they have earned a reputation for recklessness among their comrades.

Assault Unit 14 is the second dedicated assault unit of the chapter. This is the only unit that almost always uses jump packs, only changing them for bikes sometimes, and generally only a few of them will act in such a role while the rest remain part of the dedicated assault squad

DEVASTATOR UNITS

Devastator Unit 15 is a veteran unit, the Taurus Squad. They are dedicated devastator experts. Brother Taurus used to be a devastator marine of the 4th company with friends among the techmarines of the chapter. He thought about the characteristics of armour and their flexibility. He designed a way of coordinating the shots of a devastator squad so as to hit several parts of the target at the same time, stretching its resistance and breaking it under the combined oppression. His devastator squad became great armoured killers in a short time and Brother Marine Taurus got promoted to sergeant for his contribution. Taurus died in Talomenia where his squad was targeted by heavy barrage fire from the enemy after knocking down four rebel leman russ tanks When the dust seated, Taurus was almost dead, bleeding heavily from a grievous bound in the side as a consequence of being hit by a large block of concrete that fell on him. He had the honour of becoming the second dreadnought of the chapter since he could be kept alive long enough as to complete the process. However, the squad survived him, and so did the carefully designed firing strategies he created. They decided to keep the name of their lost sergeant as a signal of respect. The squad was still the best devastator squad in the Black Griffons force when the chapter reorganization took place, so they were promoted to elite status and became one of the Riders of the Apocalypse along with the Brotherhood, The Death Harvesters and the Night Jackals. The best shooters always go here, and they are still the unit that reaches a better result in the Combined Fire techniques developed by Taurus, having a performance of around 122% that of other heavy weapon units in the chapter or in other regular Codex Astartes chapters.  

Devastator Unit 16 is a dedicated unit as well, composed of heavy weaponry experts.

SCOUT UNITS

The Alpha Scout unit is the elite scouting unit of the chapter, the Night Jackals, usually charged with infiltration and assassination missions more than simply scouting enemy positions.

The other 3 units (beta, gamma, and omega) are training and recon units for the chapter. A new recruit is assigned to the Omega scout unit when he starts the training to become a full marine brother. There he is assigned a mentor, a full fledged space marine from one of the first front line units that will be his instructor during his drill. H will change units with its pupil, so the strength of each unit of scouts varies greatly from moment to moment, meaning that sometimes one of the 3 units does not exist at all until new recruits evolve into the Gamma or Beta states or new recruits are ready to enter the Omega squad.

The first missions the marine will undertake will be as part of the Omega Scout unit. The name (Omega) refers to the end of the life of the recruit as a recruit per se, since he will be considered a battle brother from that point onwards. Usually the unit is armed with sniper rifles and a missile launcher, manned in turn by each recruit. This will be the first step to select suitable recruits for the devastator squads in the future. The unit usually performs relatively simple recon missions as well.

When the marine has gained experience with long ranged weaponry in the Omega Squad and learned important skills like patience and to move through cover silently, he will be transferred to the Gamma squad. Here he will continue to operate in a similar fashion generally, but will learn to operate in forward motorized operations, riding one of the bikes of the chapter. Sometimes speed is more important than pure stealth.

Later on, when Cassius (the sergeant of the Night Jackals) is satisfied with the performance of the new recruit, the new marine and his mentor become part of the Beta Scout Squad. Even if it tends to operate much in the way as the other two units, this step is where the marine comes across hand to hand training against real foes and starts to use a bolter or bolt pistol on a regular basis. It is considered the last step before the new recruit can join the ranks of a tactical squad. When he has completed his training here, he will be considered a full battle brother and he and his mentor will be transferred to second line tactical units (the 9th through 12th tactical units). There the last step in front battle training will be issued, and the marine will continue the tactical path, the assault path or the devastator path depending on his own abilities and skills.

SPECIAL UNITS

A unit without a number is The Cleansers. Those are ?THE? elite unit of the chapter. Composed of members drawn from the 1st, 13th and 15th squads (Brotherhood, Death Harvesters and Taurus Squad) they are the epitome of the combat capabilities of the chapter. They are armored in artificer power suits, blessed by the chaplains of the chapter and armed with powerful power fists, like those of the sergeants of the chapter and storm bolters. Their function as the ultimate assault unit in enclosed spaces such as those found in a spaceship is clear.

A unit without a number is The Cleansers. The Cleansers are the elite among the veteran elite warriors of the Chapter. Master Techmarine Huron crafter 6 suits of artificer armor, which were blessed by the chaplains of the chapter and given to the best warriors of the chapter. Composed of members drawn from the 1st, 13th and 15th squads (Brotherhood, Death Harvesters and Taurus Squads) they are the epitome of the combat capabilities of the chapter. The equipment of the unit makes for it, since each member of the squad is armed with a power fist, similar to those used by the sergeants of each unit and the dreaded storm bolters. With the addition of two salvaged assault cannons, recovered from irreparable land speeders of the Tornado pattern, coupled with suspensors to ensure stability in the firing of such temperamental weapons, their equipment is one of the finest achievements of Master Techmarine Huron. A small special devise designed by Huron allows them to teleport, but such mechanism is so difficult to manufacture and maintain that it has not been replicated further. Usually they use small strength drop packs to hover from a thunderhawk. The weight of their equipment does not allow them to use them as jump packs, though, but only to descend safely to the ground. The few combat casualties they suffer as well as maintenance in the suits of armor and weaponry means that sometimes one or two of the suits are not available for use.

The three dreadnoughts that the chapter has are Chaplain Ignitus, Brother Ilias and the old sergeant of the Taurus Squad, Taurus himself. Chaplain Ignitus is armed with an assault cannon and a flamer. Brother Ilias (the first sergeant of the Death Harvesters) is armed with a multi-melta and a heavy flamer and Brother Ilias is armed with A Lascannon and a missile launcher. In that way they continue to use their abilities for the chapter, even after receiving fatal wounds.

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 Post subject: Black Griffons Organiation Chart and asorted info
PostPosted: Sun Dec 12, 2004 6:51 am 
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Very inetersting inded and a lot of work has gone into it - well done.

I dont know how kosher it would be for Dreadies to be squad sgts though - fluff aside, I dont think a mobile bunker would be the best position from which to Command.  To each their own though- it certainly is different

Cheers
Tas

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