K, so. Gonna collect the votes on Saturday. Here's what the people who want in are going to vote on
Chapter Name:
Progenitor Chapter:
Type: Homeworld (Default, you have a planet to recruit from and a Fortress Monastery), Fleet Based (Gain a battle-barge), or Penitent (Same as fleet based, but you have to kill things until your penitence bar fills up. Recruiting is disabled. Also gives you 20 points to spend on your traits)
Chapter Strength: 1-10 (Every point above 5 is another 50 marines, and the opposite if you go below 5. Each pip in the scale is 10 points)
Co-operation: 1-10 (Dictates disposition with other Imperials and increases likeliness for it to increase)
Gene-seed Purity: 1-10 (Determines what gene-defects you may or may not have. 10 is no defects, and 1 is well...you know.)
Gene-seed Stability: 1-10 (Determines how often your seed mutates. 10 points in this means no chance of mutation.)
Chapter Advantages: Each one of these uses up 20 points you could spend on other things.
Ambushers: Bonus attack at the start of a battle.
Boarders: Infantry have increased attack when boarding other ships.
Bolter Drilling: Bonus attack with Bolt-weapons (AKA, what most of the chapter is equipped with) [Gives a little speech blurb in a fight too)
Brothers All: Better equipped and more numerous Honour Guard
Crafters: Older (read: better) equipment, such as Tartaros TDA and older PA marks. In vanilla CM other traits determine what kind. In the Horus Heresy mod provided by Guardsman111 you get to build them anyway (Which i'm using now). Still the only source of Tartaros armor. You also maintain things easier.
Daemon Binders:Replaces your discipline with Witchfire which makes Psychic powers more powerful, and perils less likely to occur, but are more damaging when they do and the Inquisition hates you.
Enemy:_____:Bonus attack when fighting whatever race you chose here.
Kings of Space: Your ships have better stats and are controllable regardless of the presence of the Chapter Master
Lightning Warriors: Increased offensive power at the cost of decreased defense
Slow and Purposeful: The opposite of the above.
Paragon: The Chapter Master is a pale shadow of the Primarchs. Greatly increased stats. GREATLY.
Psyker Abundance: More Librarians. In-game they get spiffy helmets.
Reverent Guardians: More Chaplains. Their unit icons get torches on their backpacks too.
Tech-Brothers: Better AdMech disposition. Oh, and you get more Techmarines. The unit icons get giant crotch-pieces (No joke)
Scavengers: Now you're a Blood Raven! Artifacts are found periodically.
Siege Masters: Bonus attack and defense in Fortifications
Melee Enthusiasts: Rip and tear yer guts! Space Marines and Dreads have improved melee punch. If you're using vanilla CM, this trait and Bolter Drilling determined what kind of pre-heresy armor you got from the Crafters trait.
Chapter Disadvantages: These free up 20 points to use
Black Rage: Marines succumb to madness and get locked as suicidal Assault Marines occasionally.
Blood Debt: Old style of penitence
Fresh Blood: Few psykers or special gear
Never Forgive: Traitors have betrayed your chapter and the Imperium. Missions periodically come up to hunt them down. Failing slowly reduces loyalty until you go renegade and the Imperium finds out about it and excommunicates you.
Psyker Intolerance: Bonus attack against those filthy witches, but you lack Librarians (And therefore, can't see when Hive Fleets arrive. Or when the Maw of the Warp opens Wide)
Shitty Luck: Don't listen to the title! Actually very beneficial for the Chapter. Best trait ever!
Suspicious: Decreased disposition with our glorious benefactors, the Inquisition™
Splintered: Fleets and marines are split all around the sector. (Rather sucky if you ask me
Sieged: Retain normal equipment but some is damaged (Less AC for armor, worser stats for weapons ETC)
Tech-heresy: Total opposite of Tech-Brothers. AdMech hates you. On the bright side, your Techmarines poop out creations rather often. Just watch out for when it's heretical
Warp Touched: Daemons find you as tasty as a steak. Perils happen more frequently and with more disastrous results
Tolerant: Greatly decreased reputation with Imperials and slightly increased with Xenos filth
IF we're a Home-world based Chapter
Homeworld name:
Home world type: (Nothing matters except Dead World which has NO life and therefore no recruits. Really just for flavor
Homeworld Rule:
Planetary Governor: Increased disposition, and recruitment, but otherwise independent
Passive Supervision: Check in every so often
Personal Rule: Complete control. Less rep with others
IF we're fleet-based or penitent
Flagship name:
(Keep in mind we still retain our Recruiting World regardless)
Aspirant Trial:
Blood Duel: Faster training, slight chance of Khorne
Hunting the Hunter: Minor EXP bonus
Survival of the Fittest: Same as the Duel
Exposure: Faster training, higher fatality-rate for Neophytes
Knowledge of self: The above magnified by a lot
Challenge: Bonus EXP but less chance of success
Apprenticeship: SLOW training, and less marines in general, but vast EXP bonus
Psychic Discipline
Default: Psychic blasts and barriers
Rune Magic: Basically Spehss Wolves
Biomancy: You won't die, but the Librarians tend to do nothing in my experience
Pyromancy: Take a guess.
Telekinesis: Manipulate gravity and such to throw or shield as the Librarian wishes
Witchfire: Daemon-Binder trait only. Less perils and more damaging powers, but more damaging perils when they occur, and slow corruption into being a renegade.
Battle Cry: This happens all the time in battles so make sure you do a good one
Livelry (color scheme)
Primary:
Secondary:
Pauldron 1:
Pauldron 2:
Trim:
Weapon:
Eye-lenses:
In addition, you can have a Quadrant or Vertically split scheme. You can also have your breastplate be colored in the Secondary color. Trims are also affected by this
Advisor Names. THIS IS WHERE YOU SIGN UP. THE FIRST 5-6 PEOPLE TO SIGN UP GET PICKED. If we lack someone to fill a certain post i fill in names
Chief Apothecary:
Master of the Forge:
Chief Librarian:
Head Chaplain:
Master of Recruits (10th Company Captain):
Master of the Fleet (4th Company Captain):
Geneseed Mutations
Anemic Preomnor: Susceptible to poison and toxins
Disturbing Voice: Less disposition with Imperial Guard and related factions
Doomed: No recruits or geneseed leading to a slow chapter-wide death until enough research is made (Which doesn't exist.). Counts as 4 Mutations
Hyper-stimulated Omophagea. Periodically feast on fallen enemies, or seldom, their allies. You can also eat planetary governors if you assassinate them.
Faulty Lymans Ear: Decreased attack and defense when deep-striking (Or raiding)
Hyperactive Ossmodula: Apothecaries have to spend double the time healing injuries.
Inactive Sus-an Membrane: More casualties, and no negative-HP marines
Missing Betchers Gland: No acid spit, so less melee power
Mutated Catalepsean Node: Insomnia 2.0. Decrease to all attack power
Oolitic Secretions: Odd skin color: Lower disposition.
Oversensitive Occulobe: Lack immunity to bright lights and suffer MASSIVE penalties to day-time battles
Rampant Mucranoid: Sweat is turned into slime that occasionally damages armor and lowers disposition.
Chapter Master name and equipment: I pick these.
Chapter Master specialization: You get to pick these
Champion: Bonus to combat stats, stacks with Paragon trait.
Psyker: All powers in your discipline. Locked off if you have the Psyker Intolerant trait
Born Leader: Increase disposition and +10% passive Requisition (Money) bonus
HERE WE GO!