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===Tips=== * Don't donate a Chaos artifact to anyone but the Inquisition. * Some disadvantages are more dangerous than the others. * One of the first things you should do in your playthrough is to put half of your 20 geneseeds (the disadvantage "Siege" gets you a lot more of them, but that's because half of your marines are already dead...) inside test-slaves incubators. If you can't pay the Dime to the Adeptus Mechanicus, you will lose 1 point of Loyalty each time, making it a permanent stain on your Chapter's honor: the only solution at this point is to have one of your marines jailed and cruelly executed ([[Asmodai|probably a Scout]]). * The second thing you should absolutely do is to fill all stocked gear in the Armementarum with 1 item as soon as possible, especially all the power weapons, the Terminator Armor (buy one from the AdMech for 300 requisition, ask several times and they will answer positively, or take off the Terminator armor of one of your First Company's Chaplains, for example), the Iron Halo, all the specialists gears, and the '''Exterminatus'''. If you do not buy an Exterminatus device from the Inquisition, it is very likely that [[Anal Circumference|your playthrough will end up overrun by Chaos and permanently crash from bugs]]. For the same reason, you should also take off the Artificer Armor of one of your Masters and replace it with a different set. * One full company of Astartes with a few tanks can hole up in the fortress monastery against up to seven thousand Orks. Just not more than that. Have it always protected, because heretical fleets and worse might pop up from somewhere to destroy it. * If you select one of the ready-made Chapters, be aware that all the Chapter Masters have globally disappointing stats compared to the tabletop, and their weaponry most of all have been debuffed. Malakim Phoros of the [[Lamenters]] especially has been coined, since his Relic Blade is weaker than those you may find as Relics during your travels, and his Infernus pistol is weakening it further through miscombination, and unequipping this pistol (which is necessary for Malakim's optimisation and the survival of the Chapter) is going to make you definitively lose the Infernus pistol. [[Ultramarines|Papa Smurf]] though is actually the strongest of the ready-made Chapter Masters in spite of being a Born-Leader, thanks to his Gauntlet of Ultramar doing over 1000 damages: the Power Fist you may select as the starting gear of your Chapter Master is basically the only interesting choice, and you might very well get coined with every other choices, since they give few to no advantages (the Power swords are cheap, and can be combined with a great variety of weapons, save for the [[Roboute Guilliman|Relic]] [[Marneus Calgar|Power]] [[Fail|Fist]]... * The "Loyalty" indicator is not only about your own loyalty, but also about suspicions on your chapter's fidelity to the Imperium's cause. Losing parts of your Loyalty percentage is easy. If you lose all your Loyalty, normally, you go into a Crusade of Penance... but since that part of the game hasn't been implemented, it is just a game over. * Use Techmarines to pick up STC fragments; just unload them from your ships down onto the planet with the STC on it to pick it up. Artifacts can be retrieved in the same way. To give all your artifacts to the AdMech is highly unproductive... if you save before using an STC fragment, you will know what it does and therefore be left in a better position about how to use it. * Ancient Ruins can be explored in a similar way to retrieving an STC, as mentioned above. They contain all sorts of useful stuff, so explore them whenever you can. BE WARNED! Ancient Ruins are often infested with Chaos Cultists and even Daemons, so always send Terminators if you can! Make sure the landing party has:<br>1) A good selection of both ranged and melee weapons. Assault Cannons, Heavy Flamers, Meltaguns and power weapons are a good choice, but don't load up the landing party with too many of a particular type of weapon - a few heavy weapons dispersed throughout the squad is the best way to go.<br>2) At least one Techmarine and one Apothecary in the landing party to retrieve any STC fragments and/or relics, and to make sure that the gene-seed is recovered from any marines who are killed. * Add Bionics to wounded Marines to quickly heal them and get them back in the fight. They can't get more than 10 bionics. * Sometimes, a bug prevent your Marines from healing. Sometimes, they only heal correctly while resting inside the Chapter's Fortress Monastery. * Never have [[Flame Falcons|your entire chapter in a single fleet]] as warp storms are full of terrors and pop up at most inopportune times. * Try to avoid space combat in most cases. But if you have to, set your tacticals to boarders and you've a good chance of winning equal battles without many losses. * THOU SHALL NOT SEND THE ENTIRE CHAPTER:<br>1) On a Crusade<br>2) To a [[Space Hulk]]<br>3) Into a dormant Necron Tomb<br>To do so will result in getting [[Blood Angels]]'d. * [[Sisters of Battle]] are a cheap and effective addition to your forces. They have the same Armour Class (AC) as marines in Mk 7 power armour, though they do have less health, and you can't (yet) re-equip them to give them anything other than bolters (So no Retributor Squads, Boo!). * The Sisters Hospitaller make good(ish) replacements for Apothecaries. Though they can't recover Geneseed from dead marines, they can still prevent deaths and decrease healing time for wounded marines in the same way that the Apothecaries do. * Techpriests work in much the same way as your Techmarines, repairing vehicles damaged in battle. They can be re-equipped with better armour and weapons (Though the conversion beam projector they come with is usually enough). Add bionics to them to give them more health and increase their combat effectiveness. * It is entirely possible for the ship carrying the Chapter Master (''read'' you) to be sucked into the warp for an instant game over. * The "Tome" artifacts are dedicated Librarian weapons. Equip them and gain new spells - but beware of the perils of the warp. The Inquisition also won't like your witchery... * It is unclear if the Chapter's Revelries have any effects on your Astartes' moral, loyalty, dedication, etc. and on diplomatic relationships. Furthermore, the only one you can make is the [[Tyranids|Grand Feast]], nobody is going to [[Get shit done|implement the other awesome ones]], which is just too sad. * Don't let the Orks grow en masse. If they manage to [[WAAAGH|overcome half the sector]], [[Mork|their fleets will grow immense]] and [[Gork|the game will crash]] even before you've got your [[Crimson Fists|epic last stand]]. * '''Do not let anyone else kill the Leader of the Orks''', or else they might stop coming entirely and your playthrough will be eventually lost through [[Noblebright|peaceful boredom]]. * Denouncing the World Eaters's warlord may cause him to abandon his current targets and simply fly over to your fortress-monastery to kill everyone. As long as you put at least 8 full companies, lot of vehicles and so on to defend it, you should win. Except the World Eaters' leader might not die at all and stay in orbit in his fleet, screaming at you each time your request an audience to try and lure the pretentious sissy out, without effect aside from the Inquisition finding out a few centuries latter evidences of correspondence with heretics and being more disappointed than if your chapter had an orgy with Eldar right in front of their Sectorial Headquarters, [[Space Wolves|while being over double strength and armed with a daemonically possessed weapon]]. Ironically though, for all their threats the World Eaters will let all diplomatic exchanges between you and others and all Inquisitorial shuttles pass through without hindrance, be they containing loads upon loads of geneseed and money, Relics, STCs, or Sisters of Battle reinforcement. So, to sum it up, unless your fleet is more powerful than theirs and that you are willing to sacrifice a lot of ships, nearly all of your chapter will be stuck in the fortress monastery without the Imperial Navy or anyone coming to your help, until the Orks launch a WAAAGH! and smash up the heretics in the process of coming to slaughter your whole chapter ([[Story:The Shape Of The Nightmare To Come 50k|which they will fail to do harder than them]]), and all the hypocrites allied with you will just act as if nothing was happening, and the Inquisition might even declare you Renegades if you have a Blood Debt or if their trust is so low that they have started to order you to do idiotic jobs without any [[Reasonable Marines|right to refuse politely]]. In the real fluff, you could maybe have cried out for help from fellow Chapters, especially the First Founding ones, but not in this game! * Do not hope for other factions to make kind gestures toward you; the possibility of actually improving diplomatic relationship between your chapter and anybody else solely rests on you. Even if you save their arses from orks, tyranids, necrons, Tau and what not, losing half a company in the process, [[Games Workshop|they will still show no gratitude whatsoever]]. Extremely rarely, the Prioress, the Lord Inquisitor and the Imperial Sectorial Governor will accept your praise more than once. And sometimes, if you have good relations with them, the Adeptus Mechanicus will propose a mission for you to fulfill, which usually involves sending a small group of Space Marines in a Gladius; and unlike the Inquisition they will actually reward you on the spot. * If you have taken a Blood Debt and that the sector isn't filed with Tyranids and Orks, restart the game. Because even if you wipe out everyone, and that your only possible recourse is to gift Chaos artifacts to the Imperial Sector Governor so that [[Heresy]] starts poppin' up all around, the Inquisition will declare you Excommunicate Traitoris. [[Rage|Even Purging doesn't count to fill the Blood Debt!]] If you repay the Blood Debt in full, even the Inquisition and the AdMech will (almost) stop hating you, though, so it is kind of a gamble. * Even if you become Renegade, not everything is lost. The Mechanicus will most likely stop helping you, and you won't receive any more ships, even if you gift them with Relics and STCs so that they turn Neutral instead of Hostile. But the Inquisition will stop killing the serfs you promote as puppet governor, and it will become possible to "kinda" conquer a huge chunk of the sector to turn it into your own [[Story:The Shape Of The Nightmare To Come 50k|petty Imperium]]. Still, you can make a lot of Geneseed, and sell them to the Adeptus Mechanicus in exchange of "Lesser Relics" : it will become your best way to acquire new sets of power armour and new weapons to equip your space marines. * If your Chapter Master is a Librarian '''DO NOT''' take Biomancy or Runes. All that your Chapter Master will be doing, in all likeliness, is getting stuck using psychic powers to increase his attack but never attacking at all. Sadly, you can't even decide your own behavior in battle (or during the Chapter's revelries...). * The choice of your Legion of origin may influence the looks of your Honor Guard. To have a Honor Guard right at the beginning of the game might actually be a pretty good advantage, since you can equip them with almost any equipment before the game starts, including Iron Halo, but not Terminator armour. * [[TTS|Bikes count as vehicles]], meaning all Raid type attacks will exclude your bike equipped marines. In other words, you can not make [[Ravenwing]] raids. This is very important for [[Dark Angels]] wannabes. * Your worst enemies are the bugs. No, not the Tyranids. Not all bugs will ruin your playthrough, such as the one causing the Spryer to re-appear and therefore allowing you to quickly gain maximum influence on a Hive-World; but most will, such as when a whole ship disappear with all the marines inside (sometimes, it is still possible to land the marines where the ship disappeared, otherwise your Space Marines are as good as lost). To fight them off efficiently, make clever use of your four save slots: always have two saves per playthrough, and preferably put some dozens of turns between them (really dangerous bugs are unlikely in the first hundred of turns). * 20-25 Geneseeds will ensure you 500 bucks from the Imperial authorities. Do not abuse of this trading though, or the Inquisition, without paying any mind to your hardship, will ask you to stop, by either kindly reminding you of the [[Adeptus Arbites|Law]] or by making an humiliating reminder of [[Codex Astartes|the Sacredness of the Geneseed]] and therefore of how unethical your actions are. Well done, Duke.
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