Brotherhood of the Megalith

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Brotherhood of the Megalith
Battle Cry Deep, awe-inspiring growls thought to be the name of each singular marine
Number Unknown
Founding Unknown
Successors of Blood Angels
Successor Chapters None
Chapter Master Quogh-Haab
Primarch Sanguinius
Homeworld Kaneq
Strength 1000
Allegiance Imperium
Colours Blue-Grey and Pale Yellow
The current livery of the chapter.

The Brotherhood of the Megalith are another product of fat/tg/uys playing around with the Chapter Creation tables from Rites of Battle. After a lot of dice rolling, the results came in; a Blood Angels successor chapter that, due to the extreme isolation of their frozen feral world, have embraced the feral culture of their world. In other words, Caveman Marines!

Fluffy Bits

The Brotherhood of the Megalith is one of the most unique Space Marine chapters in the entire Imperium of Man, mainly because of their weapon choices and mutations.

It is not unusual to see astartes of this chapter go to war wielding weapons of the most primitive variety: Their primary armament is a musket, created from the wood of the trees of the homeworld, which fire projectiles using black powder cartridges. These weapons, however, are not to be under-estimated. They are tipped with a rare acid found only on their home planet, which is potent enough to make these weapons more deadly than even the standard-issue bolters.

For those moments when the enemy closes, they wield large wooden/stone clubs, which are larger than a small man. Despite the primitive nature of these clubs, The Brothers of the Megalith wield them with surprising skill, and are incredibly nimble despite their enormous clubs.

But they have two genetic defaults:

Their ribs do not only fuse together, they expand and cover the entire torso, and most of the body, making them incredibly hard to kill, and making any blows they deliver extra-devastating.

The Ossmodula and Biscopea in these marines work much differently than in most astartes. Usually, a neophyte will have massive growth and strengthening take place in him over a very short period of time, growing as much as two feet in as many years. For the Brotherhood of the Megalith, however, they work much slower, but continuing working until the astartes dies. Because of this, scouts and devastators are usually around 6'8" (rather than the usual 7'-7'6")tall, tactical squads at normal size, and veterans/captains/chaplains/librarians/chapter masters being as large as, if not bigger than, ork warbosses.

The very largest marines, the Oggurgaard, are driven mad by the pain of their bones constantly fracturing, growing, then reforming, and become little more than crazed killing machines. They are larger than dreadnoughts, stronger than dreadnoughts, and more ANGRY than the angry marines, death company and Black Templars combined. They are often goaded by handlers or even ridden into battle with huge cannons mounted onto their backs.

This growth defect means that they cannot have armour that is sealed, as pieces would be continually torn, so there is no undersuit, only a series of armour plates, with the joints protected by their bone-shield.

As a result, they have developed a style of warfare all their own: Having their devastators* fire volley of rounds into the enemy, with their tactical squads* firing and sprinting into the enemy, holding them at bay until their larger brethren (veterans and occasionally Oggurgaard) advance at their notoriously ponderous pace to smash aside all resistance.

Squad Equivalents:

Tactical Squad-Hunter Brethren, usually number 8

Devastator Squad: Annihilator Brethren, usually number six (note: they have two weapon option: Stone Cannon [use plasma cannon rules] and Stone Launcher [use missile launcher rules])

Assault Squads: Angel-Brethren, usually number 10 (note: as the Brotherhood does not have access to jump-pack tech, they use weak psykers who fly through the use of their psychic energy, though this has no in-game impact)

Scout Squad: Little-Brothers usually number 3 (These Scouts have not had the time to grown in size that the other Brethren have had, and so use stormtrooper rules to represent them being physically inferior to the other members of their chapter).

Vanguard Veterans: Lightning Brethren, usually number 6 (to represent their increased physique, they receive +1S, +1T, +1I and +1W.)

Chapter Master: Stone-kin. Armed with the Morning Star of the Eternal War and the chapter's only remaining Heavy Bolter, and he counts as a monstrous creature.

All others remain the same, and it is up to Vance Mother-Fucking Stubbs to decide the other names.

Chapter Organisation:

1st Company: 50 Squads of Lightning Brethren

2nd Company: 50 Oggurgaards with riders/goads

3rd Company: 100 squads of Little-Brothers

4th Company: 300 Angel-Brethren squads.

5th Company: 25 squads of Annihilator Brethren

6th Company: 500 Squads of Hunter-Brethren.

They are the third largest chapter in the IoM, after the Space Wolves and Black Templars, with around 7750 marines, and 50 oggurgaard.

If you don't like it, edit it, but STOP FREAKING DELETING IT!

Crunchy Bits

Chapter History
Unknown Founding
Chapter Progenitor
Blood Angels
Chapter Purpose
Standing Force
Gene Seed Purity
A New Generation
Chapter Demeanor
Suffer Not the Alien to Live
Stat Bonuses
+2 Wounds and +5 to any characteristic
Figure of legend
Battle brother of the 7th Company, First Squad
Deed of legend
He led his Chapter in glorious battles throughout the galaxy, slaying many of the enemy's champions. In the end, he was killed by an Assassin on the field of battle. Because of this, the Chapter harbors hatred towards the Oficio Assassinorum.
Codex Chapter
Unique organisation
Chapter Restrictions
Lacks Librarians
Chapter Special Equipment
Preferred fighting style
Chapter Homeworld
Kaneq, a Feral Ice World
Chapter Rule
Distant
Chapter Friendship
Mortifactors
Chapter Enemy
Specific Chaos Daemon
Combat Doctrine
Terror tactics
Chapter Belief
Esoteric Beliefs
Chapter Status
Nominal
Chapter Advance
Knowledge is Power

Gallery

External Links