Finished painting the chapter master for my homebrew chapter today.
The model is 3d printed, with some parts having been edited a bit to fit (since they were originally for Terminator models). The STLs came from a kickstarter I funded last year, with parts of the captain, jump pack squad, and Terminator units.
Paint is a mix of Citadel and Army Painter, plus whatever the yellow I used for the eyes is. I will never not find it ironic that my homebrew chapter is a Blood Angel successor and the paint I use the most when painting them is Caliban Green.
He's intended to be used as a Dante proxy (since the Emerald Wings are a Blood Angel successor). I may or may not homebrew a datasheet eventually.
One of the key traits of my homebrew chapter is that they're fighter pilots, so whenever one of my character models fails in a memorable manner, if he doesn't have one already, he's getting a callsign (and a name if I haven't named him by then).
Currently i have:
- Techmarine Takao Mataumoto, callsign "anvil", because he got beat up by a Salamander. Said Salamander was a sergeant--not even a character model, but just a regular guy.
- Captain Imai Kichiro, callsign "Grotslayer". In a battle against the Orks, a grot sniped him in one hit (including a CP reroll for the saving throw) while the rest of the squad remained unharmed from the rest of the unit's shooting.
The Emerald Wings have three distinctive patterns of jump packs, all of which are unique to the chapter, and have become all but synonymous with their methods of war.
The Hayabusa-pattern is the primary pattern of jump pack used by the chapter. It is similar in capabilities to the common Mars-pattern jump pack, with slightly different internal components--parts are not interchangeable between the two.
The Shokaku-pattern, also known as the Shokaku-pattern heavy lift jump pack is a larger jump pack with significantly more thrust than the Hayabusa-pattern, at the cost of pretty much everything else. The Shokaku-pattern jump packs have less endurance, are less maneuverable, are more difficult to produce, and are more difficult to maintain. It does have compatible parts with the Hayabusa-pattern, however. The Shokaku-pattern jump packs are used by many of the chapter's devastator squads.
The Ryujo-pattern jump packs are highly advanced, and are incredibly expensive and difficult to produce. It is used only by the chapter command and the sanguinary guard. The Ryujo-pattern is faster and more maneuverable than the Hayabusa- and Mars-patterns, with the chapter's elites being trained to wield these jump packs like an extension of their own bodies.
Starting a lore dump on my homebrew chapter (Yes, the blog is named after them)
Founded in the Eighth Founding, the Emerald Wings were one of a few chapters created at the time to carry on the legacy of Sanguinius.
Since their founding, they have earned a reputation for a mastery of aerial warfare, making heavy use of aircraft, skimmers, and jump packs. Aircraft and jump packs in particular are central to the Emerald Wings' doctrines, to the point where they are the biggest points of divergence between the chapter and the Codex Astartes.
Note: if there is anything here that is mistranslated, please let me know.
Like other chapters, the Emerald Wings consist of ten companies of ten squads each. The first company is the veteran company, the second through fifth companies are the battle companies, and the sixth through ninth companies are the reserve companies. The tenth company, however, is a support company, instead of the scout company in codex-compliant chapters (the Emerald Wings' scouts instead serve alongside the reserve companies), made up of heavy support squads.
The veteran company is made up of five Vanguard veteran squads and five Sternguard veteran squads, all fully equipped with jump packs. The chapter generally does not use terminator armor, as it is not mobile enough for their preferred doctrines.
Each of the battle and reserve companies is made up of four tactical squads, four assault squads, and two devastator squads. All ten squads in each of the battle companies are fully equipped with jump packs, as well as between two and five squads from each reserve company. None of the devastator squads in the reserve company are equipped with jump packs.
The tenth company is made up of ten devastator squads. These squads are generally not equipped with jump packs, often being made up of marines who have become injured or slow and unable to fight as effectively with a jump pack.
The Emerald Wings' airwing is easily their biggest divergence from the Codex Astartes. Unlike other chapters, who draw their pilots and drivers from the reserve companies, each aircraft of the Emerald Wings has its own dedicated crew, who pilot that aircraft in all engagements.
Starting a lore dump on my homebrew chapter (Yes, the blog is named after them)
Founded in the Eighth Founding, the Emerald Wings were one of a few chapters created at the time to carry on the legacy of Sanguinius.
Since their founding, they have earned a reputation for a mastery of aerial warfare, making heavy use of aircraft, skimmers, and jump packs. Aircraft and jump packs in particular are central to the Emerald Wings' doctrines, to the point where they are the biggest points of divergence between the chapter and the Codex Astartes.
Starting a lore dump on my homebrew chapter (Yes, the blog is named after them)
Founded in the Eighth Founding, the Emerald Wings were one of a few chapters created at the time to carry on the legacy of Sanguinius.
Since their founding, they have earned a reputation for a mastery of aerial warfare, making heavy use of aircraft, skimmers, and jump packs. Aircraft and jump packs in particular are central to the Emerald Wings' doctrines, to the point where they are the biggest points of divergence between the chapter and the Codex Astartes.
Note: if there is anything here that is mistranslated, please let me know.
I've been thinking a lot about how many marines a Space Marine chapter actually has.
There's a lot of guys that aren't included in the "1000 marine" limit. Each company has a command squad and standard bearers/ancients, and then there's the specialist branches of the Apothecarion, Armory, Librarius, and Recclusiam, and then the Honor Guard, a bunch of officers, and all sorts of other things.
Each chapter probably has between a couple hundred and a few hundred marines in addition to the ten companies, ten squads per company, ten marines per squad.
The Emerald Wings
The first of my japanese-style battle-barges is pretty much done. I might do some touching-up later (and frankly the cell-shading could use some work), but the modelling is pretty much done.
I reduced the number of broadside guns, since most battle barges have ~5 broadside guns and this one is supposed to be more carrier-oriented, added turrets, and finished the first tier of roofing.
I'm still trying to figure out cell shading, and the back section needs a lot of work, but I'm happy with my progress today.
working on modelling a battle barge for my homebrew Space Marine chapter, the Emerald Wings.
(Yes, this blog is named after them)