designing a space marine chapter

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Designing a Space Marine Chapter Sunday, December 30th, 2007 | Posted by Blackhat | “My chapter is called The Lords of Pawnage and they own. They’re totally hard and mean and even the Grey Knights say they’re the best fighters in the galaxy. And the Emperor himself got off his throne and ordered them to be better than any other chapter, and…” Sigh. I’ve been playing and painting for a few years now, and whenever I hear something like this, I end up wanting to put my head in my hands. The Space Marines are by far the most popular army in 40k, and are often the one with which players start. It’s always a shame, then, when people do the same tired things when creating a chapter. In this article, I hope to suggest ways of approaching a new chapter, so that you end up with something that’s interesting, unusual and still has the capability to kick backside on the battlefield. I’ve divided the article in two: firstly, the more practical side of thinking up how your army will look and why, and secondly, a (very) rough guide to how to approach writing background. Of course, these are just my opinions: feel free to ignore them as you wish. But a marine chapter is like a character from a book – just saying he’s tough won’t make him interesting. Something more is needed, preferably something original or just cool. And frankly, in a galaxy where the Dark Angels and the Legion of the Damned are on the side of mankind, a chapter whose only distinguishing feature is how grim and covered with skulls they are may not stand out that much. Chapter Hooks So, how should you go about designing a chapter? To my mind, it’s a lot like creating a character in a story. Like the hero of a novel, the best chapters have a personality of their own and the strengths and weaknesses that entails – there’s a lot of difference between a Space Wolf and an Ultramarine, for example. You know that, chances are, a Space Wolf is going to be rough, hearty and keen on fighting things up close (he may also have red hair and an unusual smell, but let’s not stereotype too much). The typical Ultramar ine, however, will be disciplined, organised and more willing to take down the enemy from long range. Here then are some ideas – hooks, if you like, on which you can use as a starting-point to hang the look and character of your chapter: 1) Colours. Got a favourite colour? Really like the idea of violet marines? Then why

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Page 1: Designing a Space Marine Chapter

8/3/2019 Designing a Space Marine Chapter

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Designing a Space Marine ChapterSunday, December 30th, 2007 | Posted by Blackhat |

“My chapter is called The Lords of Pawnage and they own. They’re totally 

hard and mean and even the Grey Knights say they’re the best fighters inthe galaxy. And the Emperor himself got off his throne and ordered them tobe better than any other chapter, and…” 

Sigh. I’ve been playing and painting for a few

years now, and whenever I hear something like

this, I end up wanting to put my head in my

hands. The Space Marines are by far the most

popular army in 40k, and are often the one with

which players start. It’s always a shame, then,

when people do the same tired things when

creating a chapter. In this article, I hope to

suggest ways of approaching a new chapter, so

that you end up with something that’s

interesting, unusual and still has the capability

to kick backside on the battlefield. I’ve divided

the article in two: firstly, the more practical side

of thinking up how your army will look and why,

and secondly, a (very) rough guide to how to

approach writing background.

Of course, these are just my opinions: feel free to ignore them as you wish. But a

marine chapter is like a character from a book – just saying he’s tough won’t makehim interesting. Something more is needed, preferably something original or just

cool. And frankly, in a galaxy where the Dark Angels and the Legion of the Damned

are on the side of mankind, a chapter whose only distinguishing feature is how grim

and covered with skulls they are may not stand out that much.

Chapter Hooks

So, how should you go about designing a chapter? To my mind, it’s a lot like

creating a character in a story. Like the hero of a novel, the best chapters have a

personality of their own and the strengths and weaknesses that entails – there’s a

lot of difference between a Space Wolf and an Ultramarine, for example. You knowthat, chances are, a Space Wolf is going to be rough, hearty and keen on fighting

things up close (he may also have red hair and an unusual smell, but let’s not

stereotype too much). The typical Ultramarine, however, will be disciplined,

organised and more willing to take down the enemy from long range. Here then are

some ideas – hooks, if you like, on which you can use as a starting-point to hang the

look and character of your chapter:

1) Colours. Got a favourite colour? Really like the idea of violet marines? Then why

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not paint them like that. You may well find that the chapter background flows from

there. A reddish-orange chapter might come from a world a bit like Mars, and have

painted their armour in memory of their homeworld. Those chequered patterns on

their shoulder pads might be their founder’s heraldry.

In a world of block-coloured plate armour, a chapter of well-painted, originalmarines will really stand out. Although not very fashionable at the moment, it

seems, the brighter, more heraldic chapters like the Howling Griffons and Storm

Lords look incredible when painted well.

2) Chapter philosophy/history. Some chapters are obsessed with one particular

aspect of the 40k world – take the Iron Hands, for example. Their fascination with

technology leads to them having large amounts of bionics. A chapter of penitents

might all wear a ball and chain, or be covered in sacred texts. What would a chapter

look like who particularly revered their librarians? Or their battle banners, or

apothecaries, or whatever?

3) Real history. Several existing marine chapters are futuristic versions of peoplefrom history. The Black Templars are like crusading knights, whereas the Space

Wolves are a lot like Vikings. More subtly, the Ultramarines use a lot of Roman

symbols.

Most cultures have produced heroic warriors that could be the starting-point for a

marine army: Apaches, Incas, Prussian lancers and so on. Even if they didn’t wear

plate armour, their culture can be reflected in their power armour. My own chapter,

the Sons of Empire, are inspired by Victorians. Their armour is polished brass and

covered in bolts and scrollwork, as was much of the machinery of that time.

4) Battlefield Practicalities. A friend of mine feels that armour should be painted the

same way whether it’s on a tank or a space marine. So, he airbrushed his marinechapter in the same way that historical modellers paint tanks. He painted in the

details later, but left some of the ornamentation – skulls on armour and so on –

painted in camo. His logic is that his marines rely on stealth to survive. It’s unusual,

and although some players don’t approve, to my mind it works because it suits his

chapter’s circumstances. Similarly, a chapter known for its long missions may use a

lot of repaired and battered armour, perhaps with many trophies from one

particular foe.

 There are many more ways to do this, but these are a few of the easiest hooks on

which to “hang” a chapter. Once you’ve got an idea behind your chapter, you can

design their armour and background around that idea, perhaps adding some Traitsfrom the marine codex to represent their character on the field.

The Horror that is Fluff 

Now comes the tricky bit – fluff, ie background material. Note that you don’t have to

write reams of the stuff, or any of it at all: it’s just nice to be able to fit your chapter

into the 40k universe. Be warned, though: people vary immensely about what

they’ll consider acceptable fluff or not. Some players are very defensive about the

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ways a marine is recruited, others get irked if a chapter starts being too “nice” and

so on. It’s up to you to decide what level of criticism is fair enough and what isn’t.

As a rule, the forums on L.O. are very good for sounding out what’s possible, and

the help is pretty constructive.

Certain things need to be remembered when working out fluff for a chapter. Firstly,and most importantly, How do they fit into the Imperium? The Imperium is a big

place, and many chapters have their own mini-empires of planets they control, just

as the Ultramarines have Ultramar. Such empires can vary enormously, but they are

all part of one big over-empire, and as such are all technically answerable to the

Inquisition, and to Earth.

Some principles apply across the whole Imperium. Whatever planet you’re on, tithes

may have to be paid to the Imperium, either as money, goods, Guardsmen, Marines,

leisure facilities or whatever else you can think of. All planets run the risk of 

producing psykers, to different degrees, and may be obliged to export their psykers

for sacrifice to the Emperor on Earth. Many marine chapters are linked to the

Imperium by debts of honour – and all can be ordered to carry out work for the goodof the Emperor. Of course, a wily Chapter Master may be able to negotiate his way

out of this, or to reinterpret some of the orders he receives to his own benefit. But

one who simply declares himself independent and doesn’t get out of Imperial space

very quickly will soon have a lot of trouble coming his way.

Similarly, the marines themselves may have different ways of living – but all can be

guaranteed to train hard and be tough as old boots. Marines in a codex chapter may

spend their time living like warrior monks, praying and fighting all day long. More

feral marines may simply walk into the wilderness and fight monsters for practice.

Most marines live together, away from the populace: the Salamanders don’t, and

your chapter needn’t either. Your guys may spend their time praying, meditating or

giving inspiring talks to the community – but no matter what, they’ll need to be able

to fight.

(A small aside. The question of whether a marine would have a family – or whether

he’s got the inclination or equipment to do so at all – is always guaranteed to get a

vigorous argument going. You’re best off avoiding this issue. The average marine is

celibate, whether by choice or necessity).

If your chapter’s history involves any of G.W.’s characters, be a bit wary. Raven

Guard players won’t be impressed if you claim that your Chapter Master once

scared Captain Shrike into running (well, flying) away. The motto here is not to doanything that treads on anyone’s toes or can’t fit alongside the existing fluff: your

chapter may have tried to capture Ahriman – they may even have met him on the

battlefield – but they’ve clearly not killed him because in the current edition of 40K,

he’s still alive. Pretty obvious, really.

In conclusion, the galaxy is a very big place, and the further you are from Earth, the

harder it gets for the Ecclesiarchy and the Ordo Hereticus to make everyone behave

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exactly as they want. Just keep it reasonable, and remember that there’s plenty of 

ways to make an interesting chapter history without your chapter master having

beaten up the Emperor in a fight and waltzed off to make his own rival empire.

Balance is everything: a chapter that worships Chaos is going to get splattered

sooner or later, no matter what, but what about a chapter that tries to use Chaos

artefacts for the good of the Imperium? Relictors, anyone?

My Own Chapter – an example

 The reason I’m talking about my own chapter is not that I’m claiming it’s especially

good, just that it’s the only chapter I know from the inside, so to speak. Seeing how

I went about it might inspire someone else – not to follow exactly, but to use the

same principles to invent something of their own.

I love the look of Victorian machinery: all the polished brass and scrollwork, the

primitive levers and steam-powered technology looks really cool. When I started my

marines I wanted to reflect this look in their armour. I chose a brass and DarkAngels Green colour scheme, as DA green is similar to traditional British racing

green, with red chest-plates to suggest the red uniforms 1890’s soldiers used to

wear. To reflect the bolted-together look of Victorian technology, I stuck bolts cut

from spare Ork weapons onto the armour. I cut the backpack vents and turned them

upward, so they would be spouting steam like chimneys behind the marine’s head.

 To continue the theme, I painted decorative scrollwork on the armour and gave

some of the marines pith helmets and large moustaches made from Green Stuff.

Vehicles were fitted with new exhaust funnels, extra bolts and more ornate,

primitive-looking guns taken from Orks and Chaos marines. Several have Victorian

girls’ names, like WW1 tanks: the Land Raider’s kill markings show that it hasdestroyed some of H.G. Wells’ Martian war machines. By working out the ways I

could suggest the theme, and repeating them through the army, I was able to make

the same concept run through the entire force, giving them a strong visual identity.

Now that I had a painted and converted force, I decided to write the fluff. I wanted

them to reflect the real Victorians: tough, confident, and eager to increase their

power. Like the Ultramarines, they would have a small empire of their own, which

they’re eager to enlarge by capturing more territory. They prefer putting aliens to

work, rather than wiping them out – a policy which would not be much liked by the

Adeptus Terra.

So, I’ve positioned them close to the galactic edge, where the Inquisition’s control is

weaker, and said that frequent warp-storms have isolated them from the Imperium

and encouraged their culture to develop on its own. They keenly protect their own

population, but regard aliens and other chapters as foreign and not quite right –

much like their historical counterparts. Their history is one of conquest and a desire

to expand their own influence – reflecting the era they’re based upon.

What this means is that they won’t play a massive part in the history of the

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Imperium – but to my mind, that’s a small price to pay for having invented

something I can be proud of and genuinely call my own.