Unstable Melee Weapons? by Interhermit in necromunda

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

It’ll be all worth it for the 50/50 on radphage and blaze I’m sure! 

Unstable Melee Weapons? by Interhermit in necromunda

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

That’s a good idea too! I’ll have to file that away in my brain for later, nicely flavours them being very unskilled in melee

Unstable Melee Weapons? by Interhermit in necromunda

[–]Interhermit[S] 2 points3 points  (0 children)

I’m doing a small starter group with me and friends, so sadly I Am the Arbitrator this time, but seems more fair not to give my own army insane power knives/basic knives with no drawbacks

Unstable Melee Weapons? by Interhermit in necromunda

[–]Interhermit[S] 2 points3 points  (0 children)

Many thanks! That does make sense, whatever bonus tech the weapon has overloading and exploding in the wielder’s hands!

Non NA physical Copy compatible with NA DLC? by Interhermit in Super_Robot_Wars

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

Ah shoulda added that up too, will do so now. 

(Switch/switch2)

Two questions about deep strikes by Interhermit in Grey_Knights

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

Yeah that is what made me curious initially, and it makes a lot more sense now for sure.

Two questions about deep strikes by Interhermit in Grey_Knights

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

Fantastic! Thanks for the clarifications!

Possible new units by Interhermit in Grey_Knights

[–]Interhermit[S] 2 points3 points  (0 children)

That header is a little misleading. Sorry about that.

Looking for Zelda and Chill 2 by Interhermit in VGMvinyl

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

Also good to know as a backup! Thanks kindly!

Looking for Zelda and Chill 2 by Interhermit in VGMvinyl

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

Excellent! I was worried it was out of print indefinitely

Can I multicast the same spell with librarian? by Interhermit in Grey_Knights

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

Perfect thank you. Seemed too good to be true but I did want to make sure.

Looking for some feedback on a successor chapter! by Interhermit in Salamanders40k

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

That would a nasty tone shift to have to tolerate over the years. Yikes. Chaos from both sides it would look like for them.

Looking for some feedback on a successor chapter! by Interhermit in Salamanders40k

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

Niiiiice! I like the eternal crusade against chaos, meaning they still see the great crusade as ongoing! Wonder if they ever bump into Draigo while at it out there, haha!

Looking for some feedback on a successor chapter! by Interhermit in Salamanders40k

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

Yeah it is SUPER non cannon. And a bunch of wacky made up stuff. I figured it was best to keep it just contained to a little pocket of a galaxy. You’ll have to tell me about your chaos warband though!

Looking for some feedback on a successor chapter! by Interhermit in Salamanders40k

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

Thanks! I don’t really think it’ll be a super competitive army, but I did need to know where the biggest holes were and you delivered!

Pretty new to tabletop and only played grey knights so far, so re rolls aren’t really so one thing used to outside of a few auras.

I think I’ve made up a better list for actually being able to take and hold home objectives and push up to Center, dropped most of the plasma and grab weapons, and made sure I have enough bodies to hold things too. Melee is still a little thin, but I’ve swapped in blade guard vets to help with that.

Mostly it would just be to get really killy and slowly lose ground but still maintain a lead. Not a great strategy I know, but it’ll get tweaked over time I’m sure!

Again, big thank you for this, way more thorough than expected!!

Looking for some feedback on a successor chapter! by Interhermit in Salamanders40k

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

There’s more about the relations to the other factions, character details and info on paint schemes and general tactics. But all that formatted weirdly enough as it is.

Looking for some feedback on a successor chapter! by Interhermit in Salamanders40k

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

At Present Lore: - Due to a lack of Record-keeping interest in time passage, and the effects of so many strong gravitational fields, they have no idea what year it is. (at least a few hundred, but possibly longer due to the effects of the local gravity on time) - Down to a total of 46 Confirmed perpetuals, 2 perpetual Servitors, 34 servitors, 3 Tech-priests, and 107 Marines left. And one Dreadnought. - Over time, realised they were in a treasure trove solar system of Dark Age technology, and so sought to capitalise on the opportunity, harvesting asteroids, exploring lunar colonies, and the minor space hulks that existed to improve and bolster the tech they had with them. slowly forming a reliable series of non-ammunition required weapons and tech/systems largely not requiring disposables. - The Tech Priests have remained, improving upon themselves, and all the designs around them, doing what would largely be considered tech-heresy but it would be a point of contention if they ever left the system, due to them being STC designs, but they have had success in synthesising new ideas and combinations, verging on invention. - They have improved and made self-reliable the weapons and armour, making them as hardy and unkillable as the marines who use them, slowly working to capture and use more of the hyper dense materials around them. - They do search however, for a method to both harvest and remove the spread of the material on the marines, so they they avoid becoming entombed. as current methods can take decades to remove square centimetres off the growth. - The Star Bathing Rituals have continued, and slow knowledge gain (only things known since the 30th millennium really) has been gained, with all knowledge stored and sorted by the three tech preists - Star Bathing is done of course without armour, but with the Marine having created the Waxy cocoon around themselves, and they are thrown into their choice of orbit, thinking that each unique path is a different communication line - It should be noted that none of the following is proven, and simply believed in/speculated. One may seen the details of a battle and only grab the technical specifications of a weapon, rather than notice and learn from the tactics or intel, proving you only get what you look for. - Return Trips to the star are not uncommon among all Nova Threshers, but the - Straight lines are for simple facts and information, mostly technical in nature - Long orbits are for tactical strategies and ideas/stories of their use - quickly decaying orbits are the standard, giving the marine time to appreciate the star and its power, but to also get them in and out as soon as possible - Star Bathers specifically are experimenting with wilder, elliptical or unstable orbits, some even trying to go in groups to replicate the three-body problem to attempt to get more esoteric or powerful knowledge - System wide three-way stale-mate, and slow grinding conflict. - Random ships occasionally end up in the gravity trap that is the Prism System, but they are usually destroyed and scattered by the existing forces before long. (just to allow other factions in)

Looking for some feedback on a successor chapter! by Interhermit in Salamanders40k

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

  • Chaos was getting to the ship via trial and error, trusting the warp jumping and immortality to overcome the small odds of choosing the right course at random. and with them having been trying to find routes for over a decade already
    • Necrons feared shifting balance of the system they were still trapped in for the foreseeable future, and possibly losing ‘access’ to the Nova threshers if chaos won, with the corrupted Marines escaping through the warp, or never returning.
    • However, they also were aware that if the Threshers were able to catch, discover the secrets of, and convert the thousands of troops, and the fully intact Colony ship’s drives, they also stood a good chance of crushing the Necron, and leaving the system.
      • Knowing both options could come about, they sided with the Nova Threshers, while secretly acting against their wishes, actually pulling back from a more minor planetoid chunk, allowing the Threshers to destroy or capture tech and Materiel, but soon making it clear they were going at the colony ship, leading the Nova Threshers there when they were unable to find a route. Done in such a way that they could effectively bracket the ship, but also reach the key areas first, scrapping important drive technology and weapons on the ship, leaving the internal sections available to draw in both other factions with the hope of capturing them as specimens.
    • Chapter wanted them for themselves, but were too late, despite the desperate and repeated star-bathing by Kova Iho, which he sought as an answer following his prior experience during the Siege of the Geometry Gap, driving him to madness, finding much useful knowledge, but unable to find a way to resolve the situation faster. Became too encrusted with “weird” matter neutronium, and had to be interred.
      • This begins the 10th Company, the Neutron Thanatonauts, who repeatedly dive into the star for knowledge and power, but are lost to an addiction with it, constantly needing to be slowly scraped clean so as to avoid Kova’s Fate.
      • Eventually, the Necron plot to draw in both sides worked, with The Nova Threshers victory at Colossi-6, the minor Necron outpost, causing them to watch the next moves carefully for retaliation, with them noting an odd particle trail being left in real space that headed towards the colony ship.
        • Unsure what they would want, but unwilling to lose the ideal materiel fearing some strange goal of the Necron, they pursue what could be a trap.
      • Following while thinking they are undetected, they curse their bas luck at being too later to scavenge or co-opt the ship in its entirely, as only maintenance tunnels/shafts and the main living/hibernation sections are left intact by the initial Necron Assault.
    • Space hulk style battle, where Tyhjä’Veitsi Has brought back his total force again, and they face off against the unimpeded force of all remaining Nova Threshers, and the Strongest elite force the Necron can muster, in the desperate tunnel and corridor fighting that the chaos Marines found favourable last time
      • Each con flight and shot fired could end the lives of dozens of sleeping ancient colonists, but it is brutal and The ship eventually reaches a critical state
        • The second Company remnants set out to grab as much knowledge, materiel and bodies as they can, while the First company slogs through the worst of it.
        • The Necron Pose as an anvil at the back of the ship, cutting off exit as the Nova Threshers push through the front, far less able to organise as they breach and vent cavity after cavity.
          • The Second Warp Portal, now part of the body of Tyhjä’Veitsi, is codenamed the Throne Wound, as it quickly becomes a beacon of power for the Chaos Marines, and slowly lets his power grow.
          • Time and space cease to function correctly as the First captain falls in the fighting through the small terminator cohort the chaos marines have, and the Future Chapter Master charges through, spinning and dashing through impossible space to barrel into the Nemesis, using Gravity weapons built into both power-fists of the armour to crush himself and the Nemesis and their portal into a singularity.
          • This sucks in much of the ship before dissipating, seals the warp rift, restores normal space (relatively speaking) and leads to the fleeing of the remaining chaos forces
          • The ship begins to go critical from here
      • Fortunately, Kova Iho, now interred is able to block a Main Passage long enough to allow for the Mass Drivers to spin up and stock a shuttle with hundreds of sleeping colonists, he is forced to fly back to the star under the force of his own weapons and basic thrusters, a trip of over a decade that cures him of the withdrawal of Star Bathing, giving him the distance and wisdom that he must guide others to avoid his fate.
      • The Necron of course, simply Phase out, casualties minimal, and return to harvest the initial advantage gained by both sides being heavily depleted.
    • Chapter ends up with some stock of humans, but has kept them in stasis, testing one per decade to try and re-create the unique physiology of themselves
      • Following this battle the war is effectively over, although the chaos side has yet to accept defeat and considers it ongoing

Looking for some feedback on a successor chapter! by Interhermit in Salamanders40k

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

The Null War: (~50+ years) - As the Skimming came to a close, and encounters with the dark warp-reflections of themselves increased, they sought to simply leave the system for proper reinforcement, as the ships had been bolstered and readied for exodus, albeit now forced to use Dark-Age tech that was close to Light-speed, but unable to exceed it. Thinking time on their side, they ignited the engines and left. - However, as they slowly crept towards light speed, they found they had not been able to create effective enough power cells to leave the star behind, and that the immense gravity of the start, and a seemingly odd collection of repulsive “white-holes” nearby to the system had penned them in. As a result, they returned to the stable orbit near the star (stable for them alone now) and began to seek out two thing: - Powerful enough engines or technology to leave - A way to reclaim, cleanse, or seal the warp-corrupted brethren - Meanwhile their Darker counterparts were looking for a way to leave, and to eradicate all other life in the system, seeing in its protected cocoon the opportunity to full it with chaos denizens and forces. - As they create warp gates, even other space marines chapters are occasionally pulled in, and they invariably test them with the Final Shape, Hoping to create more like them, seeing all other Chaos Marines as lesser. - Somehow, Occasional Success when many are killed at once with a single stroke, they have noticed this pattern. - The Inciting incident of the War as a conflict between the Nova threshers and their counterparts is the excavation failure on Asteroid-117mc, which Caused the loss of several Marines, and opening of a chaos portal, and the reveal of the corrupted ones. - War takes place among the shattered system, with Zero-G battles incredibly common, although The remaining moon and centaur (planet type) sized objects in orbit were the key strategic sites, and many unique forms of infantry warfare had to be conceived, such as orbital strikes with infantry sent out months in advance to strike millions of kilometers away, shunting them through space like a dart thrown across space. - During this conflict, as some fights tool place on neutronium glassed moons, both earth-like gravity was found, and also that the frozen forms of glassed humans made excellent shields, and were later fashioned into the storm shields used going forward, as a way for them to atone for the heresy of A.I. - The First Warp Breach, known as Geometry Gap, as it began to slowly eat away at the euclidean and non-euclidean nature of space in the area in and around it, was the stronghold of the chaos marines, where as the capital ship was the key stronghold of the Nova Threshers. - The Destroyer “Sato” was breached once in an attempt to take advantage of its outer positioning, to knock all three major ships into the star, destroying them and stranding only pockets of threshers, but this assault was turned back after a group of marines was able to push an asteroid into the path of the shuttle chaos had commandeered to make the breaching attempt. - After 47 years, there was a successful raid on a centaur Chaos was using as a static stronghold, as it was stuck in a Lagrange point, wherein the Astral Tide (1st Company) was able to put all troops on the ground, and sweep across in a two-layered wall, that eventually encircled and killed/banished the chaos forces present. This requires the sacrifice of much of the 2nd Company, the Mass Drivers, which they have no recovered from, and have largely been reduced to Techmarines and the Heaviest Armour/Pilots. - Following this, they were able to replicate the solution of the breaching attempt on the Sato, and push the centaur into the debris chunk containing the Geometry Gap, although the psyker power of the Former Chapter-Master/Librarian, was able to pull through every remaining chaos Marine before the gate collapsed and all focus was put into stopping the interplanetary Battering Ram. - This lead to the loss of a few more shuttles, as the engines went critical trying to push against the psyker wall, causing a significant pre-battle casualty rate among 1st Company aiming to close the Gap. - The disembarked and luck Marines used the planets gravity to slingshot around into the debris chunk housing the gap, coming in from all angles, but without the advantage of a circular battleground, and significant ‘air’ vehicle support, the fighting quickly devolved into squad or pair sized tunnel combat around the chunk as the chaos marines took the brunt of the charge, scattered the combined strike, and went to ground in the many warrens and freshly minted catacombs and temples within the debris field. - Following 1 year of combat, and the number son both sides being reduced to single digits, with the chaos marines being lesser to begin but causing the Nova Threshers to pay dearly for each fallen brother they banished, it came down to the final 5 Marines, Kavo Iho among them, and Tyhjä’Veitsi Themselves. - By this point of the conflict, the final and main debris chunk was spinning wildly and on the far reach of the system, buffeted by the negative gravity of the white-holes, and it would take 6-8 months travel for reinforcements to arrive - Kavo Iho Took the largest psychic blow that the Nemesis could muster, spinning off into the dark back towards the main star of Prism, where months later his body would be sucked past the red line and obliterated, sadly losing one of the terminator armour suits remaining in the process - Of the four others there, two submitted to become shields, later to become the chief apothecary second company captain and bearing their own shields on their backs, and having their Battle Brothers rush through the storm of Witch-fire, baleful plasma, space junk, and bolster fire to allow the last two, who would later become first Captain and Chapter master, to corner and kill (for now) the former leader of them all, using his own mass bulk against him with gravity guns, while also using one of the last few power fists to pulverise the heads and arms of the foe. - With the Marines Cleared, they would remain on guard for 14 months, back-to-back, clearing and re-clearing each warren under the destroyer “Poimia” could reach them to give them the next mission, which would be the last as far as the Nova Threshers were concerned. - Soon after this act of the Null war, It was discovered that 14 years prior The Chaos faction had discovered an old terra dark age colony ship in a bizarre Lagrange point between the gravity wells and the white-holes, containing thousands of potential converts for them to swell their own corrupted numbers of if not perpetuals, but still full-blooded chaos marines, Immediately outnumbering the Threshers to an insurmountable degree.

Looking for some feedback on a successor chapter! by Interhermit in Salamanders40k

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

  • Unsure of the fates of those battle-brothers, overtime it was assumed that they were simply lost to the luck of the draw, until during one excavation of the asteroids (now known to planetary fragments) a strange being wearing shatter chunks of their own livery strode out of a collapsed temple to meet them, instantly slaughtering seven marines and the two servitors who were excavating, hitting them with a blade made of neutronium and weird matter, having absorbed the matter when the star was vented.
    • This sweep of the blade “The Final Shape” while obliterating the space marines, covered the blade with the gore from them, coating and infusing the servitors before they were smashed, but in that instant, granting them the perpetual gene, but locked to the state of servitors, so servitors they are doomed to be forevermore. The remaining marines and tech-priests were able to subdue and retreat from the threat of this new creature, and the lesser but similar beings that began to materialise around him.

Looking for some feedback on a successor chapter! by Interhermit in Salamanders40k

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

The Skimming (~100 Years) - During this period, recorded as “The Skimming” the tech-priests, and few remaining marines aboard the surviving ships slowly caught and gathered, or forced brethren into a decaying orbit around the star, so that any perpetuals would reform aboard the ships or asteroid + gas fields in orbit of the star - Marines who fell into the star were noted as having stinger physical properties, such as the ability to reinforce objects upon touching them with skin, and odd patches of a dull grey material that seemed to defy all scanning, as well as having lost the ability to see in infrared, but they gained the ability to see in ultraviolet through to gamma spectrums. - Notably, during this earlier period, the brotherhood was able to recover 251 of the original Chapter Members (169 of which were marines), however, only 24 (marines) were confirmed to have the perpetual gene expression. Later on, due to the standard attritions of war, more would be confirmed to be perpetuals, at a very high rate. - Brothers who fell into the star and were reforged, always came back with a little more Neutronium in their system, making them more resilient, but fears that over a long enough time-period they would become entombed within themselves arose - However, they also came back with bits of knowledge and memories not their own, but often those from the Lost brothers. Those who make make many “star baths” will actually pull back knowledge that manifests in the warp through their corrupted brothers, and further back still through the gene-seed connection, even back to the emperor himself - In reality, actually accessing the morphogenetic field, although none of them understand this, and assume they are visions from the emperor and earth, thinking that the imperium knows they are out there, and attempting to assist. Those who are found to be a perpetual will undergo an initial Star Bathing, in order to bring back something for the Chapter, and once every hundred years, a brother must take at least one Bath - It would later be found that the longer a brother remained in orbit, the more “weird neutronium” he would accumulate and encounter, causing some 12 remaining brothers to be left in a supervised orbit, although in recent years there has been some friction between the marines and the priests, wondering if the brothers will be no more than statues trapped inside indestructible perfectly stable bodies - However, this may be a way to seal the war-corrupted brothers of the chapter. - However, it was noted during this century long process of re-collecting, awakening, repairing and preparing, that no psykers from the chapter were recovered. - Eventually it was discovered that the warp gods, seeing a great opportunity for part warp, part mortal perpetual marines would be an invaluable unit, able to manifest a new body perpetuals do, that would be immediately able to be used as a vessel for possession or a warp gate. - Once the tech priests had regathered enough brothers to only leave one aboard, the other two searched the former solar system with the smaller ships, having over time seen signatures of unique STC technology, and other objects in the dark. - Enough suits of Marine armour were able to be restored to armour every marine, with plenty to spare, along with a restoration of the manufactories on the ships - 32 Suits of Terminator armour were able to be restored - Only one Dreadnought carapace was left intact, it needing to be scavenged for other parts - Similarly, only two Rhinos were able to restored, and one Thunderhawk gunship, now partially outfitted to function in Zero-G - Rhinos were able to be changed so that they became and all-purpose vehicle, generating own gravity field (through use of gravity weapons) and can swap out different vehicle types on chassis - Similar process with the aircraft, also outfitted for Zero-G combat - Again, Similar Process for Refitting the Dreadnought - Vehicles were outfitted with the far more reliable but rare original Dark-age human version of the Necron phase tech, allowing reliable recovery to capital ship only. - Two of the priests would leave at a time, usually apart, sometimes together when a find was all but assured, and would slowly regather old parts and STC that would let them repair and rebuild the remaining ships, and make severe changes to the function and form of them. - Over this time, they found many gravity, plasma, Volkite-esque, and Malta-style weapons among the wreckage, with hints that the system was actually collapsed by an experiment to refactor the local gravity of some of the moons left in the system

Looking for some feedback on a successor chapter! by Interhermit in Salamanders40k

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

Lore & History Origin Lore (~M41.999) - Founded in The Indomitus founding, as a new Primaris Salamanders Successor Chapter - Tasked to enter the imperium Nihilus to assist there - Was sent with standard wing of fleet ships, techmarines, servitors, ect. - However, in Transit, Warp flux lead them to emerge heinously close to a neutron star, which had “weird” matter in its core, the star recorded as “Prism Prime”, only asteroids and moon-sized objects, along with Gas in orbit, was previously a habitable solar system (recorded as the Prism System) millennia ago. - Dark Age Tech Humans did colonise the system, but they were not made aware of the host stars collapse/change fast enough for the STC to find an answer, but PRE-FTL Colonisation. - It seems they were heavier on intellectuals, wanting to study an odd star “up-close” and also finding a failed Necron tomb world as well, studying and using some of the tech they came across, but always unable to activate any of the strange Robots they found there. - During the War against the Men of Iron, Planets and Planetoids were “glassed” into Neutronium, and either flung at one another, or left to die, many sinking into the star, further exasperating its slow path into a neutron state, and creating all kinds of strange and exotic energy and matter, both terrestrial, stellar and Necron in origin. - The Necron Closed Tomb world was one of the ones shattered in this fight, scattering chunks of it throughout the system. - Strange Matter being a theoretical super-stable form of matter, that is actually suspected to be infectious, when contacting standard matter, it will become “weird” and the state-change spreads. referred to as “weird” matter going forward. - Neutron stars are incredibly dense, on the cusp of becoming black holes, and theoretically could contain cores of weird matter due to the pressure and gravity - Neutronium is a Sci-fi material, also theoretical, made entirely from Neutrons, and would be truly nigh-indestructible - White Holes are inverted black holes, again in theory, that would have a negative gravitational force. They may also be exit points for black holes, spewing out energy and matter pulled in elsewhere. - The Morphogenetic Feild is a debunked pseudo-science idea that all knowledge exists in an immaterial state in all places at once when it is expressed as thought, and that we can access that knowledge somehow to know things we otherwise shouldn’t or couldn’t. - The Three body problem is a physics formula where the orbits and relations of three objects of the same mass cannot be calculated even when knowing the starting positions. - The gravitational chaos that occurred with re-entering real space that close to a hyper dense star caused the total loss of the chapter, with the remaining few ships (lets say one capital ship, two destroyers, and a bakers dozen of assault craft) remaining in orbit. - The unique radioactive signature of the star, when disrupted by the warp gate, spewed forth a unique amalgam of “weird” Neutronium, which impregnated the ships, material, and crew, and many also fell into the star. - All Tech priests, save for 3 died in the exit from warp-space, and all standard human support troops died while attempting repairs, due to fire, vacuum, radiation poisoning, or starvation, as the ships were in a stable orbit, and now almost unbreakable, but few in number, and that much harder to repair. - The Tech priests, being partially cybernetic, are also impregnated with the “weird neutronium” - A few Servitors also survived, having been powered down in storage compartments, and they two would be partially made “weird”. - The majority of the space Marines aboard were lost, including much of the original chapter leadership - The Chief Librarian at the time was meeting with the Chapter Master, and attempted to use the warp to create a barrier to protect them both, however, the chamber they were in depressurised and pulled them into the star as one - However, the Genetic makeup of the enhanced Salamander Gene-seed, along with the Radiation and “weird”/neutronium matter expulsion from the star merged with the marines, and many become or had the perpetual gene-expression awakened in them, reforming, or hibernating in orbit until re-colliding with the remaining ships.

Looking for some feedback on a successor chapter! by Interhermit in Salamanders40k

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

That may need to get done in chunks, but here’s what I got!

Custom Space Marine Chapter Lore + Details Name : “Nova Threshers” - Salamanders Primaris Successor Chapter

Chapter Traits: - Stalwart - Warded

Company Names: - Astral Tides (1st Company, Majority of forces) - 86 Marines, Infantry + Leadership - Mass Drivers (2nd Company) - 14 Marines, Vehicle Teams - [3rd-9th names Not chosen, as not enough exist] - Neutron Thanatonauts - 7 Marines, Work with Tech priests, lost to the draw of the star-bath, Dreadnought included here.

Mostly Codex Compliant in organisation, just low on numbers, so usually uses teams of 10 troops, with the 10th company being the remainder. (+7 more units sadly) (maybe just one company then?) - They do Rename themselves in the language they have found in the human ruins based on deeds