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==Factions and Enemies in Chapter Master== So far, there are eight factions that you can interact with via Diplomacy, and two that you cannot. ===Factions that you can interact with through Diplomacy=== *'''[[Imperium of Man|Imperium]]''': The guys with whom you'll be associated most of the time. The Governors will give some good stuff if you'll be helpful to the systems in the sector (stuff like extra Requisition, Licenses for Crusades and Fleet Repair, extra recruiting worlds) and maintain a high reputation with him. Just don't give him Chaos artefacts (especially Daemonic ones), else Heresy explodes everywhere, Chaos Marines will pay a very unfriendly visit to you and a world will turn Daemonic. They are the ones who will be the most grateful if you give them Relics, not the Ecclesiarchy, but they will only pretend to be if you send them lesser Relics from the Adeptus Mechanicus. *'''[[Adeptus Mechanicus|Mechanicus]]''': They are the guys who'll give you all the cool stuff like Land Raiders, Termie Armours and things like Skiitari, Tech-Priests and minor relics if you have a high enough reputation with them and offer up something nice in return, like STC Fragments. However, they are rather stingy even when presented with STC Fragments (One STC Fragment will usually get you a single suit of Termie armour and 3 techpriests). Protect Forge Worlds at all costs if you want new stuff from them and new ships for your fleet. Nothing happens if you give them Chaos Artefacts (unless you want to summon Chaos Marines this way). *'''[[Ecclesiarchy]]''': [[Sisters of Battle]] in other words. If you get high reputation with them, then they'll not only send you their own troops when you buy from them, but in certain situations they'll even build a monastery on your homeworld. The sisters will trade you some really useful wargear like Heavy Flamers. Never give them Chaos or Daemonic (especially the latter one) Artefacts, else your reputation will plummet down. [[File:Inquisitorial Inspections.png|500px|thumbnail|right|It's something like this with the =][=. And it gets better.]] *'''[[Inquisition]]''': They hate you. Even with really high reputation, they'll give you missions that will make you RAGE incoherently. Luckily it's not all of the time they do so. Most of the time they'll ask you if you could look after a relic they'll send you. Other times they'll call to blow up Necron Tomb Worlds that are still dormant or kill a Radical (always take the Relic they offer, and then blow up their ships). If you'll have bad reputation with them, then they'll simply excommunicate you and make your life ''very difficult''. Some of the things they give you aren't worth taking, unless those are Crusaders and EXTERMINATUS (the Incinerator is also somewhat good if not only for its bonus against Daemons). They'll be massively disappointed if you trade with Eldar or other Xenos. Their hatred for you is so great that if half the sector is already being invaded by the Orks, and that you are the only one even trying to do something about it (like, sending your entire fleet and a Golden Age Slaughtership to deepstrike at the heart of Orkish territory where they have [[Anal circumference||26 battleships]]), they will still find the time to threaten you about your geneseed incubators (you know, what is needed to actually cultivate geneseeds and increase [[Games Workshop]] sales...) and having executed governors in world that are already lost to the enemy. They're also the only faction that is happy if you give them Chaos Artefacts (especially Daemonic ones). To submit a planet to Exterminatus will cause the Inquisition to be absolutely furious, but to do Exterminatus on a daemon world will get you popular with both the Inquisition and the Ecclesiarchy. *'''[[Eldar]]''': They hate you too, but are also attracted to you (especially if the [[Farseer]] in charge of the [[Craftworld]] is female). They'll always mind their own business and will never, ever attack you unless you provoke them. Have some nifty things to sell and will tell you if any of your battle brothers are corrupted or not. Sometimes they'll ask you for some requisition. Word of advice: do it! This way you'll have some peace and quiet, but don't interact with them too often. The Inquisition will make an inspection and overall reputation with the Imperium will drop. <del>Marginally, but it will drop</del> Scratch that. Don't even interact with them if you want to be 100% loyal. Massive trust drop. Their fleet is much more powerful than yours, so never engage them in Fleet Battles. *'''[[Ork]]s''': Kill them. KILL THEM WITH FIRE! There is absolutely no reason to negotiate with Orks. They'll attack Imperial planets and slaughter citizens. Big pain in the power arse if it's the Forge World next to your home system, or your home system. They can also be very difficult to dislodge from systems with multiple planets, as they spread quite easily within Planetary Systems. Don't bother engaging Ork Fleets, unless they're really small; Ork fleets almost entirely consist of nothing but Battleships, though, thankfully, they don't stay around long - when they reach another system, they'll reduce to minimal size as the ships crash onto the planets in that sector. In terms of Ground Forces, they're usually quite easy to deal with - In the typical Orky fashion, they barely ever hit with their ranged weapons, unless they're either firing at point-blank range, or it's stuff like Rokkits and Kannons. Once they get into melee range, though, they can dish out a fair bit of damage, although they're still outmatched by your regular Space Marines. Thankfully, really 'urty stuff like Power Klaws are too slow to hit anything other than vehicles and walkers. Don't bother attacking/raiding when they have above a Heavy presence level; just bombard them from orbit and clean up with your ground forces afterward. Every now and then, a Warboss will show up to take all the orks in the sector on a WAAAGH! All ork fleets in the sector will double in size, travel to the nearest un-infested system and start fucking shit up, instantly gaining Rampant levels on at least one planet in that system. A WAAAGH! coming from outside your sector is EVEN WORSE; MASSIVE Ork Fleets will appear on a random edge of your sector, and will quite often invade multiple systems at once. It usually takes a lot of time and effort to clear out all the systems invaded by an out-of-sector WAAAGH!, which can lead to you having to neglect problems elsewhere in the sector. *'''[[Tau]]''': Just like Orks, Tau shouldn't be negotiated with; they will ruin perfectly functioning Imperial worlds with their Greater Good philosophy and don't give you anything useful. Wipe out the PDF on Imperial worlds they claimed and surgically start purging them. Their fleets are slow and inferior in terms of firepower. The ground forces however, are virtually unassailable. Never engage Tau Ground forces unless you want to take massive casualties; it's much easier to just destroy Tau fleets in space, or just bombard them into the dust if they get a foothold on any planets. alternatively you can send a commando team to "decapitate" them. at which point all their technology and manpower will be yours to do with as you please. make of that what you will. *'''[[Chaos]]''': As if the two above factions weren't already a pain, these guys will instead corrupt worlds and probably turn one into a Daemon World if they get the chance. They start out as small heretical uprisings on a single planet, but then jizz into full-blown Incursions, with Chaos Fleets popping out of nowhere (Usually near the Forge World that's next to your home system or RIGHT ON TOP OF your home system!), and ending with Chaos Marines and Daemons running rampant. No info on what they would offer. To start with, why would anyone even try to talk to them? Unless by talking, one means BOLTER ROUND TO THE FACE. Stamp out Heretical uprisings as early as possible; in the early stages, all you'll have to contend with is Cultists, who are hilariously easy to kill and have next-to-no chance of even wounding a Marine. Watch out for Arch-Heretics though; the plasma pistols/power weapons they are equipped with can kill marines with reasonable ease if they get into range, but they're just as squishy as a regular cultist. After you're done stamping out any Traitor presence, don't forget to purge to bring the Heresy down to 0%, otherwise they'll just keep popping back up. (Always do a Selective Purge unless the Heresy level is particularly high - that way you minimise the negative effect to the Governor's Disposition). If a planet becomes a Daemon World, do not panic... not all of them can actually produce ships, [[Failbaddon|most of the time in fact they can't]], as long as you have positive 40 points in Disposition, the Inquisition will consent to sell you [[Exterminatus]] devices. To use them, equip one of your marine with an Exterminatus device (probably the 1st Company Champion or another tough as nail warrior like him), play some grimdark music, [[Grey Knight|attack the daemon world]], and as long as you win the battle and that your marine equipped with the Exterminatus device and then watch as they burn, while the Inquisition and Ministorum's trust increase en masse. Or not. Daemon Worlds are very useful to farm experience. ===Factions that you cannot interact with via Diplomacy=== *'''[[Tyranid]]s''': If you thought that Orks, Tau and Chaos are a pain, then you'll hate Tyranids with all your might. Especially if you start a game with some systems already having massive Tyranid infestations. After they finish eating the planets they appeared on, they'll create Hive Fleets that will start eating system after system. Their fleets are greatly inferior to your own ships, but they make it up with numerical advantages. If there are systems with Nids in them, then purge these systems as fast as possible. Sometimes if you get events like that your psykers detecting a "Shadow in the Warp", then muster everything you can throw at them when they arrive. In terms of ground combat, Tyranids tend to flip-flop from being really squishy to FUCKING TERRIFYING. If they're below Heavy presence levels on a planet, they're easy to deal with; at this stage, Tyrannid armies consist entirely of Genestealer Cultists and the like, plus a few Genestealers (Who, in small numbers, are easy to deal with even if they get close. In large numbers, though, they will absolutely tear your shit up if they get into melee range). When they hit Heavy, Extreme or Rampant levels, engaging them in ground combat is a REALLY FUCKING BAD idea. At these levels, you run into proper Tyranid Bioforms like Gaunts, Carnifexes, Broodlords and all the rest. They will kill large numbers of marines with ease in both ranged and melee combat. At this stage, it's best to either Bombard them back down to manageable levels, or subject the planet to EXTERMINATUS. *'''[[Necron]]s''': A real pain in the power arse if you want to get rid of them from a planet. They regain Rampant levels of warriors in a turn, will start slaughtering the planet their tombs are located on and will be utterly methodical in doing so; and even if you try to stop them, bugs will most likely prevent you from doing so!! If you don't want them to rampage around, just wait when the Inquisition gives you a mission to bomb the living hell out of their Tomb World with a Plasma Bomb (Davian Thule style), send in two to three marines on bikes and make an express delivery. A good advice though : the Inquisition WILL NOT systematically ask for your help in stopping their awakening, and will be utterly unable to prevent it themselves. Although the AdMech may ask you for missions in a Necron Tomb too, the simplest way to solve the Necron problem is to download to a time prior the tomb's discrovery, so that you'll find something else instead. ===Factions not implemented=== *'''[[Dark Eldar]]''': NOPE. I WOULDN'T BOTHER THINKING ABOUT IT IF I WERE YOU. ===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. ===Known bugs and possible fixes===
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