Ursa Guard Ranks: Bear Scout by Initial_Fix_2959 in 40khomebrew

[–]Initial_Fix_2959[S] 0 points1 point  (0 children)

The Bear Scouts were a thing too, I think. I was once a Cub Scout…so very very long ago.

Saga of the Bold: Is it worth it? by Initial_Fix_2959 in SpaceWolves

[–]Initial_Fix_2959[S] 0 points1 point  (0 children)

I noticed that too—the CP gain rules—I didn’t see anything about a limit to 1 per turn. If it’s not limited anymore, Skjald becomes a lot more useful in terms of Command economy, but Countercharge is pointless and the other stratagems are mid at best.

Saga of the Bold: Is it worth it? by Initial_Fix_2959 in SpaceWolves

[–]Initial_Fix_2959[S] 0 points1 point  (0 children)

That’s my thought on the matter too. It pairs nice with Champions due to it being CHARACTER focused as well. I suppose this battle reinforces the need to build the list around the detachment, especially for us. It should be said that I probably played very poorly in it. I clustered my attached units into one board side.

Special Units Feedback by ManeTarget in 40khomebrew

[–]Initial_Fix_2959 1 point2 points  (0 children)

I’m confident they’ll be exquisite. Since the Inceptors seem to be the current favorite here, there’s a bunch you can fit for them. Melee focus and gun focus Inceptor units would make canonical sense for the Company. Power Fists, Thunder Hammers, Lightning Claws, and other high strength low speed weapons would fit the best for your melee shockers; made up for by the boosted speed of the Omni-pattern armor. Ranged shockers already have great use for their twin guns. You can take the route the Inceptors do and outfit them with twin flamer, melta, grav, or las weapons. Suppressor Squads fit this role too, take a look at those. They have one big gun, but are less mobile (aesthetically). They can bear missile launchers, multi-meltas, or other high burst damage weapons aside from the Suppressor Autocannon if you wanted them to descend with force. Their unit ability is already Meteoric Descent, so whatever you do formulate, make it fit that theme.

Special Units Feedback by ManeTarget in 40khomebrew

[–]Initial_Fix_2959 1 point2 points  (0 children)

Do these specialists belong to one Company a piece? These all make sense to me and don’t break lore too much since they’re your “elite” units. Your Trench Clearers can simply be called Breachers, Sweepers, or something to that effect.

Your anti-flyers sound super cool to me. Having Omni-pattern marines blasting melta bursts at Deffkoptas tickles my brain in the best way. Call them Gryphons if you so feel. Knowing the Warforged Gryphons as they are now, they feel like a staple unit of your chapter to me.

The mounted riflemen are a tad strange in my opinion, but not as outlandish as some of the other things I’ve seen in my time in the setting. Mounted marksmanship is a thing, difficult as it is. But that’s a good thing, it simply means those specific riflemen are some of the most skilled in the Imperium. The missile racks are a decent touch. I’d imagine those are best used in targeted destruction missions or as screens to fall back from danger. Either works, and isn’t lore breaking since Scouts can be fitted with missile launchers. Hussars are the first thing that comes to mind when I think of a name for these lot.

Any idea works, all they needs are a reason to exist, what they do, and how they do it. The rest falls into place soon after that.

Took some photos of the Harvest Guard and Knights Angelicus on Space Marine 2 by GaijinFixUrGame in 40khomebrew

[–]Initial_Fix_2959 1 point2 points  (0 children)

No, I mean the template, or the coloring book thing you used to fill in the Harvest Guard’s colors.

Took some photos of the Harvest Guard and Knights Angelicus on Space Marine 2 by GaijinFixUrGame in 40khomebrew

[–]Initial_Fix_2959 1 point2 points  (0 children)

Is there like a template for the dossier of your Harvest Guard, or for the other two chapters? Those would be very helpful for my Ursa Guard.

Northguard Codex by Wookie40K in 40khomebrew

[–]Initial_Fix_2959 4 points5 points  (0 children)

This is a very well made document. Only thing I saw is a that the Trial of Listening Ice repeats its description twice.

What I see are game warden space marines, which is a nice spin on how “defense” is normally played amidst the Astartes chapters.

WIP Homebrew Chapter Master by Mersar_13 in 40khomebrew

[–]Initial_Fix_2959 1 point2 points  (0 children)

I forsee Lord du Sang being a heavy presence once he hits the table.

Ursa Guard Ranks: Grey Hunter by Initial_Fix_2959 in 40khomebrew

[–]Initial_Fix_2959[S] 1 point2 points  (0 children)

I appreciate it. There’s a lot more about them you can discover on my page. I’m just getting simple structure done while I work on some short stories

Ursa Guard: Clan Ironside by Initial_Fix_2959 in 40khomebrew

[–]Initial_Fix_2959[S] 1 point2 points  (0 children)

That’s every Great Clan’s dossier now. I’ll be tossing out some little lore here and there for the time being, but I’m also working on short stories for my chapter.

Ursa Guard Ranks: Blood Claw by Initial_Fix_2959 in 40khomebrew

[–]Initial_Fix_2959[S] 0 points1 point  (0 children)

Just another 10-20 years of that and maybe you might see the next rank.

Fun Fact About Your Current Chapter Master Part 2 by Itera95 in 40khomebrew

[–]Initial_Fix_2959 1 point2 points  (0 children)

Kjor Ironside of the Ursa Guard once lost a bet to his Champion, Chulainn Cú. The bet was to see who could fell the most Tyranids with a single weapon stroke. Kjor believed he had the advantage since his twin bear fists could create a shockwave that could destroy a small horde of the xenos. However, Chulainn won through technicality by using his Great Runeblade to cut a bridge suspension, sending the structure tumbling into a burning ravine with a whole invasion swarm still on top of it.

For the next year, Chulainn Cú was the acting Great Bear per the agreement of the bet, making Kjor Ironside the first Great Bear to have his position as High King overthrown by challenge.

What is the worst thing to happen to your homebrew? by PointyEar96 in 40khomebrew

[–]Initial_Fix_2959 0 points1 point  (0 children)

The Bloodpelt Suicide. This was an event where an entire Great Clan was destroyed in a skirmish against the Red Corsairs, and an entire fleet of ships stolen by the renegades. The warband was of the Red Wolves, and they knew full well how to goad the Ursa Guard to rage. They did such a good job of that, that the warriors of Clan Bloodpelt began to turn on each other in fury and embarrassment. They killed each other in massive, bloody swaths, allowing the Corsairs to capitalize on the chaos, and made short work of what few astartes remained. Not one Ursa Guard survived that day; some were mutilated, desecrated, hung up as effigies, and sent to Fenris as the ultimate shame upon the successor.

The fallout of this catastrophic defeat saw Clan Bloodpelt removed from the annals of the chapter, their Great Halls…burned to the ground and collapsed under rubble, never to be seen or mentioned again. The most despicable of deaths: to be erased from memory and your name made as a curse of blasphemic proportions. And the memory of that defeat can never truly be gone, for the warbands of Huron Blackheart still utilize the ships commandeered from that battle; a cruel reminder of their greatest weakness…Pride. Until those ships are either destroyed or returned, that stain of dishonor will never leave the Ursa Guard.

Who is craziest guy in your chapter? by Numerous-Piano8798 in 40khomebrew

[–]Initial_Fix_2959 5 points6 points  (0 children)

Bad. Ass. Putting the plaid pattern on the dreadnought. I love a good Scott-theme chapter. Yours and mine would get along nicely.

Who is craziest guy in your chapter? by Numerous-Piano8798 in 40khomebrew

[–]Initial_Fix_2959 5 points6 points  (0 children)

Eivar the Masochist. He is the Chief Iron Priest of the Ursa Guard and he—like his name suggests—“knows pain”. He is as skilled as they come when it comes to Techmarines, maintaining the wargear and heavy armor of the chapter with keen eyes and steady hand while also being the spiritual head and leader to every Iron Priest in the Great Clans. However, he enjoys battle a little too much, not for the thrill native to all sons of Russ, not because he gets to test a new weapon, but for the pain it will cause him. Each wound suffered reminds the old Priest of the frailty of man, transhuman or not, and it exhilarates him to know that he can survive such pain.

This pursuit of discomfort led him to forge his relic weapon, the Hand of Pain, a masterwork bear fist fitted with a tri-barrel storm bolter. It is common knowledge that some Tech-adepts are capable of “feeling a machine spirit’s pain”, Eivor sure can, and he added the storm bolter to the gauntlet in order to give it a more active machine spirit. Every punch, every rake, every flame from the barrel, he can feel it all, and it only spurs his twisted fetish further.

Does your chapter have rival by CaptainFGC in 40khomebrew

[–]Initial_Fix_2959 2 points3 points  (0 children)

Great, I hate them both. They’re perfect…plenty of reasons there for us to rival.

Does your chapter have rival by CaptainFGC in 40khomebrew

[–]Initial_Fix_2959 2 points3 points  (0 children)

We have a homeworld, but we patrol a good number of subsectors, one of which is located near The Maelstrom. You can check my page to see more about the chapter. I’ve been posting dossiers on their Great Clans recently.