coalitionsuprising.myfreeforum.org Forum Index coalitionsuprising.myfreeforum.org
The Rise of the New Coalition, and the Fall of the Empire
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   Join! (free) Join! (free)    ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Ultramarines

 
Post new topic   Reply to topic    coalitionsuprising.myfreeforum.org Forum Index -> The Ultramarines
View previous topic :: View next topic  
Author Message
Ember



Joined: 15 Jun 2010
Posts: 36

PostPosted: Tue Jun 15, 2010 5:52 pm    Post subject: Ultramarines  Reply with quote

Supersoldiers- AKA, Adeptus Astartes.
"The uniforms of the Imperial Guard are camouflaged in order to protect their wearers by hiding them from sight.
The principle is that what the enemy cannot see he cannot kill. This is not the way of the Adeptus Astartes. A Marine’s armour is bright with heraldry that proclaims his devotion to his Chapter and the beloved Heritage of Mankind. Our principle is that what the enemy can see, he will soon learn to fear…"
+++ Chaplain Aston, 10th Company, Fire Hawks Chapter +++

All Adeptus Astartes are geneticly enhanced to stronger, tougher, smarter, and faster than the average human, and are equipped with some of the biggest and heavyest weapons available to mankind.

Adeptus Astartes are divided into multiple 'Chapters' led by a Chaptermaster and a Chief Librarian. The Chaper Master makes all military decisions, while the Chief Librarian makes all technology and spiritual decisions and runs the vast chapter armory. Should the government call a chapter to war, the Chaptermaster can decide wether or not to send the requested forces, more troops, or less. Though, if a Chaptermaster completely refuses, he and his entire chapter are considered traitors and exterminated to the last.

Librarians are soldiers who developed their powerful psychic abilitys only after they recived their genetic enhancements and implants after their initiation into the chapter.

Each chapter is made up of 1000 Marines divided into 10 companys. Every company consists of a total of 100 super-soldiers, a number of various Marine vehicles, and a small fleet usually consisting of 1 capital ship and 4-5 escort cruisers.

Each standard Astartes Chapter is broken down into ten companies providing structure to the chapter. Each of these companies should be one hundred men strong, making the one thousand strong chapter.

The traditional Chapter is tactically organized into a number of different types of squad: Tactical, Assault and Devastator. The squad types are equipped and trained to fulfil a specific battlefield role, each of the three types designed to complement each other on the battlefield to make a far more effective whole. In addition to these three squad types, veterans can be formed into Veteran or Terminator Squads, while the initiate Marines are formed into Scout squads.
Terminator squads are drawn from the best and most experienced warriors of the entire Chapter. The veterans wear the uniquely powerful Terminator armour. These squads are formed when circumstances necessitate the concentration of the Chapter's most capable warriors and potent equipment into one or more heavily-armed and powerful units.

---The first company is made up of the veterans of the army. These include Veteran Squads, Terminator Squads and Terminator Assault Squads. Support for the first company is Land Raiders and Dreadnoughts.
---The second, third, fourth and fifth companies are known as Battle Companies and are split into six Tactical Squads, two Assault Squads and two Devastator Squads. The Assault Squads can be deployed as Bike Squadrons and often use Rhino or Razorback transports. Each of the main Battle Companies have four Dreadnoughts available to them.
---The sixth, seventh, eighth and ninth companies are known as Reserve Companies. The sixth and seventh company is made up entirely of Tactical Squads, the eighth of Assault Squads and the ninth of Devastator Squads. They also make use of Rhinos or Razorback transports though Dreadnoughts are usually only found in the ninth company. The sixth seventh and eighth can also be deployed entirely on Bikes.
---The tenth company, or Scout Company, consists entirely of Scouts and is often not one hundred strong as a steady supply of recruits is not possible. They are the most lightly armoured and usually used as a reconnaissance force. They are sometimes mounted on Bikes but do not use Rhino or Razorback transports.
---More Details can be found further down in the topic.

Recruits are chosen from the best warriors among humanity. Naturally this make feral worlds prized recruitment grounds, as such harsh and primal conditions produce the best warriors. However capital worlds are considered the ideal source of potential recruits, the populace of the lower levels composed of some of the most murderous scum in the human Imperium. Whole gangs of hive scum are sometimes hunted down and captured for recruitment. Among the most valued traits in a recruit are aggression and psychotic-level killer instinct. Much more rarely, certain civilised worlds are also recruited from.
The potential recruit is first subjected to testing, including tissue compatibility tests and psychological screening. Relatively few get past this initial selection process. Those that do pass are termed neophytes, and the process continues with the surgery, indoctrination, conditioning and training that will make them Marines.
The surgical process takes a great deal of time. The recruit receives implants, along with chemical- and hypnotherapy and training necessary for allowing the functioning and development of the implanted organs. The implants transform their bodies and minds and can give them inhuman abilities - making them capable of massive feats of strength, darkening their skin to protect it from radiation, and operating for long periods without sleep by switching off parts of their brains at a time. After this implantation process and the associated training, the recruit becomes a initiate.
Intense indoctrination and conditioning strengthens the recruit's resolve and increases mental capabilities, honing them into dedicated and merciless warriors. After more general training, they join the Chapter as full brothers.

A Chapter cult is an integral aspect of a Adeptus Astartes Chapter. Every Marine belongs to the Chapter's cult, and accordingly every Marine of a Chapter is a spiritual brother as well as a brother at arms. These warrior cults emphasise honour, comradeship and strength. Chapter cults, often thousands of years old, have each developed their own distinct traditions. Each Marine cult is unique and autonomous, ministered by an inner priesthood of warriors known as Chaplains. The practises of Marine cults, rumoured to be barbaric and bloody, serve to make Marines all the more feared by the mass of humanity.

The strongest chapters are listed below, along with their heraldry.
Back to top
View user's profile Send private message
Ember



Joined: 15 Jun 2010
Posts: 36

PostPosted: Tue Jun 15, 2010 5:53 pm    Post subject: Reply with quote

Ultramarines
The Ultramarines Chapter is the most militarily-active of all standard-build chapters. When the UNSC looks for the best super-soldiers without getting any fanatical beliefs, they call the Ultramarines. Unlike all the other chapters, the Ultramarines are the only chapter who has posession of an entire system, instead of just a single planet. This makes them among the most well-funded chapters, if not -the- richest.

Ultramarines have a large U on one shoulderpad, and prefer a blue+gold color scheme.

Chapter Master Calgar


Chief Librarian Martellus
Back to top
View user's profile Send private message
Ember



Joined: 15 Jun 2010
Posts: 36

PostPosted: Tue Jun 15, 2010 5:54 pm    Post subject: Reply with quote

Grey Knights
The Grey Knights are rarely called into service, due primarily to the fact that they deal almost exclusively with traitors, heretics, and high-tech xenos, which are rare cases. Despite their rarity in the battlefield, they have the most advanced Power weaponry and armor of all the Adeptus Astartes chapters, claiming exclusive rights to the Psicannon Rounds to their wrist-mounted bolters.

Grey Knights use exclusively unpainted armor, seeing the bare metalic-silver coloring as 'pure' and 'untainted'.

Chapter Master Halien


Chief Librarian Geiger
Back to top
View user's profile Send private message
Ember



Joined: 15 Jun 2010
Posts: 36

PostPosted: Tue Jun 15, 2010 5:55 pm    Post subject: Reply with quote

Black Templar
The Black Templar are unique in the fact that they have absolutely zero psychics among their ranks. This stems entirely from their fanatical belief that everyone with pyshic abilitys are heretics, traitors, and even demonic. Because of this, they pursue and butcher all psychics that they find and do not rest untill their body is burnt. This devotion to brutality isnt exclusive to psychics though, as the Black Templar share their hatred with all xenos as well. Black Templar are also close-combat experts, they prefer hand to hand combat in all circumstances. Even when on the defencive, the Black Templar will abandon their positions when the enemy nears to rush forward and get an up-close and personal kill.
Known Battle Cry: No Pity! No Remorse! No Fear!

Black Templar bear crosses on their armor as signs of duty and honor, not as a religious sence in referance to the common human religion. They also frequently wear white tabards, and usually paint their armor black.

Chapter Master Helbrecht
Back to top
View user's profile Send private message
Ember



Joined: 15 Jun 2010
Posts: 36

PostPosted: Tue Jun 15, 2010 5:56 pm    Post subject: Reply with quote

Creation of a Supersoldier-

Recruits must be fairly young, because implants often do not become fully functional if the recipient has reached a certain level of physical maturity. Only a small percentage of people are compatible to receive the implants and hypno-suggestion to turn them into Marines. Before the process of implantation begins the potential recruit receives tissue compatibility tests and psychological screening. If the testing proves successful the recruit becomes a neophyte. After the organ implantation process he becomes an initiate.

Even once the organs are implanted they are generally inactive or useless without associated training and hypnotherapy and chemical treatment. Most recruits join the ranks as a brother between the age of 16-18 years.

Implants
The 18 implanted organs are very complicated, and because several of them only work properly or work at all in the presence of another of the implants, the removal, mutation or failure of one organ can affect the exact functioning of the others. Because of this and the fact that each Chapter's gene-seed belongs to that Chapter alone, different Chapters display different characteristics and use different sets of implants and methods of implantation.

Throughout the implantation process the Marine must undergo various forms of conditioning in order for the implanted organs to develop and become part of his physiology.

Listed below is the complete set of implants used:

Phases 1-3 can be introduced at the same time, ideally between 10 and 14 years of age.
Phases 4 and 5 can be introduced at the same time, ideally between 12 and 14 years of age.
Hypnotherapy normally begins at phase 6, ideally sometime between 14 and 17 years of age.
Phases 7 to 9 are normally introduced simultaneously, ideally at a point between 14 and 16 years old. The following series of organs are also ideally implanted between the ages of 14 and 16.
Phases 14 and 15 may be introduced at the same time, ideally between 15 and 16 years of age. The remaining series of implants are then ideally introduced to the recipient between the ages of 16 and 18.

Secondary Heart
Phase 1: This simplest and most self-sufficient of implants allows a Marine to survive his other heart being damaged or destroyed, and to survive in low oxygen environments. Not just a back-up, the secondary heart can boost the blood-flow around the Marine's body.

Ossmodula
Phase 2: A small, tubular and complex organ, the ossmodula secretes hormones that both affect the ossification of the skeleton and encourage the forming bone growths to absorb ceramic-based chemicals that are laced into the Marine's diet. This heavily alters the way the Marine's bones grow and develop. Two years after this implant is first put in the subject's long bones will have increased in size (along with most other bones) and the rib cage will have been fused into a solid mass of bulletproof, interlocking plates.

Biscopea
Phase 3: This small, circular organ is inserted into the chest cavity and releases hormones that vastly increase muscle growth throughout the marine's body. It also serves to form the hormonal basis for many of the later implants.

Haemastamen
Phase 4: Implanted into the main circulatory system, this tiny implant not only increases the haemoglobin content of the subjects blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red, it also serves to monitor and control the actions of the phase 2 and phase 3 implants.

Larraman's Organ
Phase 5: A liver-shaped organ about the size of a golf-ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Larraman cells' which are released into the blood stream if the recipient is wounded. They attach themselves to leucocytes in the blood and are carried to the site of the wound, where upon contact with air they form a near instant patch of scar tissue, sealing any wounds the Marine may suffer.

Catalepsean Node
Phase 6: Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. If deprived of sleep, the catalepsean node cuts in. The node allows a Marine to sleep and remain awake at the same time by switching off areas of his brain sequentially. This process cannot replace sleep entirely, but increases the Marines survivability by allowing perception of the environment while resting. This means that a Marine needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all.

Preomnor
Phase 7: This is essentially a pre-stomach that can neutralise otherwise poisonous or indigestible foods. No actual digestion takes place in the preomnor, as it acts as a decontamination chamber placed before the natural stomach in the body's system and can be isolated from the rest of the digestive tract in order to contain particularly troublesome intake.

Omophagea
Phase 8: This implant allows a Marine to 'learn by eating'. It is situated in the spinal cord but is actually part of the brain. Four nerve bundles are implanted connecting the spine and the stomach wall. Able to 'read' or absorb genetic material consumed by the marine, the omophagea transmits the gained information to the Marine's brain as a set of memories or experiences. It is the presence of this organ which has lead to the various flesh-eating and blood-drinking rituals for which the Astartes are famous, as well as giving names to chapters such as the Blood Drinkers and Flesh Tearers. Over time, mutations in this implant have given some chapters unnatural craving for blood or flesh.

Multi-lung
Phase 9: This additional lung activates when a Marine needs to breathe in low-oxygen or poisoned atmospheres, and even water. The natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implanted organ takes over breathing operations. It has highly efficient toxin dispersal systems.

Occulobe
Phase 10: This implant sits at the base of the brain, and provides hormonal and genetic stimuli which enable a Marine's eyes to respond to optic-therapy. This in turn allows the Apothecaries to make adjustments to the growth patterns of the eye and the light-receptive retinal cells - the result being that Marines have far superior vision to normal humans, and can see in low-light conditions almost as well as in daylight.

Lyman's Ear
Phase 11: Not only does this implant make a Marine immune from dizziness or motion sickness but also allows Space Marines to consciously filter out and enhance certain sounds. The Lyman's Ear completely replaces a Marine's original ear. It is externally indistinguishable from a normal human ear.

Sus-an Membrane
Phase 12: Initially implanted above the brain, this membrane eventually merges with the recipient's entire brain. Ineffective without follow-up chemical therapy and training, but with sufficient training a Marine can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the Marine alive for years, even if he has suffered otherwise mortal wounds. Only the appropriate chemical therapy or auto-suggestion can revive a Marine from this state. The longest recorded period spent in suspended animation was undertaken by Brother Silas Err of the Dark Angels, who was revived after 567 years.

Melanochrome
Phase 13: This implant controls the amount of melanin in a Marine's skin. Exposure to high levels of sunlight will result in the Marine's skin darkening to compensate. It also protects the Marine from other forms of radiation.

Oolitic Kidney
Phase 14: In conjunction with the secondary heart this implant allows a Marine to filter his blood very quickly, rendering him immune to most poisons. This action comes at a price, however, as this emergency detoxification usually renders the Marine unconscious while his blood is circulated at high speed. The organ's everyday function is to monitor the entire circulatory system and allow other organs to function effectively.

Neuroglottis
Phase 15: This enhances a Marine's sense of taste to such a high degree that he can identify many common chemicals by taste alone. A Marine can even track down his target by taste.

Mucranoid
Phase 16: This implant allows a Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for the marine in a vacuum. This can only be activated by outside treatment, and is common when Marines are expected to be fighting in vacuum.

Progenoids
Phase 17: There are two of these glands, one situated in the neck and the other within the chest cavity. These glands are vitally important and represent the future of the Chapter, as the only way new gene-seed can be produced is by reproducing it within the bodies of the Marines themselves. This is the implant's only purpose. The glands absorb genetic material from the other implanted organs. When they have matured each gland will have developed a single gene-seed corresponding to each of the zygotes which have been implanted into the Marine.

These take time (5 years in the first case, 10 in the latter) to mature into gene-seed. The gene-seed can then be extracted and used to create more Marines.

Black Carapace
Phase 18: The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Marine's torso in sheets. It hardens on the outside and sends invasive neural bundles into the Marine's body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace's surface. This allows a Marine to interface directly with his Power Armour.

Conditioning
Chemical Treatment - Until his initiation, a Marine must submit to constant tests and examinations. The newly implanted organs must be monitored very carefully, imbalances corrected, and any sign of maldevelopment treated. This chemical treatment is reduced after completion of the initiation process, but it never ends. Marines undergo periodic treatment for the rest of their lives in order to maintain a stable metabolism. Marine power armour suits contain monitoring equipment and drug dispensers to aid in this.

Hypnotherapy - As the super-enhanced body grows, the recipient must learn how to use his new abilities. Some of the implants, specifically the phase 6 and 10 implants, can only function once correct hypnotherapy has been administered. Hypnotherapy is not always as effective as chemical treatment, but it can have substantial results. If a Marine can be taught how to control his own metabolism, his dependence on drugs is lessened. The process is undertaken in a machine called a Hypnomat. Marines are placed in a state of hypnosis and subjected to visual and aural stimuli in order to awaken their minds to their unconscious metabolic processes.

Training - Physical training stimulates the implants and allows them to be tested for effectiveness.

Indoctrination - Just as their bodies receive 18 separate implants, so their minds are altered to release the latent powers within. These mental powers are, if anything, more extraordinary than even the physical powers described above. For example, a Marine can control his senses and nervous system to a remarkable degree, and can consequently endure pain that would kill an ordinary man. A Marine can also think and react at lightning speeds. Memory training is an important part of the indoctrination too. Some Marines develop photographic memories. Obviously, Marines vary in intelligence as do other men, and their individual mental abilities vary in degree.

After all of these implantations and alterations to the human body, there is a serious debate whether or not Marines are human. While they indubitably serve humanity, they are at least two meters tall, can withstand radiation, and can survive injurys that would be fatal for most people.
Back to top
View user's profile Send private message
Ember



Joined: 15 Jun 2010
Posts: 36

PostPosted: Tue Jun 15, 2010 5:59 pm    Post subject: Reply with quote

Adeptus Astartes have very organised daily routines including combat duty, prayer and indoctrination sessions with very little free time. This lends itself well to the disciplined and monastic nature of the Adeptus Astartes. They also spend very little time resting, made possible by the training and implants.

0400 - Morning Prayer - Led by the Company Chaplain the Adeptus Astartes renew their oaths to the Imperium and the company relics are displayed. This time is also used to give out orders, announcements and other administrative tasks.
0500 - Morning Firing Rites - The Adeptus Astartes engage in target practice with their personal and squad weaponry, awards and punishments are dispensed for consistently good or poor accuracy respectively.
0700 - Battle Practice - Generally this is close quarters oriented, however live fire or hazardous environment training may be done instead (or as well).
1200 - Midday Prayer - In addition to prayer any injured Adeptus Astartes can report to the Apothecary.
1300 - Midday Meal - Normally local wildlife killed during the morning activities.
1315 - Tactical Indoctrination - This can take many forms, from information on a new alien species or technology to strategy. A debrief of the morning's battle is common as well.
1500 - Battle Practice - This focuses more on combined tactics in conjunction with vehicles, Dreadnoughts and devastator squads and normally includes a trial of a new tactic introduced during the tactical indoctrination.
2000 - Evening Prayer - In addition to prayer, gene-seed testing may occur at this point.
2100 - Evening Meal - A feast (by normal human standards) is provided by the Chapter serfs, and some Chapter Masters may allow alcohol to be consumed.
2130 - Night Firing Exercises - If the chapter is based on a planet where there is no perceptible night or they are based on a fleet, firing exercises are under taken in exotic environments such as underwater, through dense fog or smoke or in zero gravity.
2315 - Maintenance Rituals - Each Adeptus Astartes is expected to maintain his own power armour and weapons, and it is often checked by the Chapter's Techmarines.
2345 - Free Time - Adeptus Astartes are permitted this time to reflect upon their duty to The Emperor, however many Chapter Masters regard free time as a frivolous waste, and a dangerous distraction in the extreme.
0000 - Rest Period - Space Marines are allocated 4 hours in which to sleep.


It should be noted that many chapters will not keep strictly by this agenda, and may shorten prayer times for example, or even cut out one of the activities in the list, such as free time, if the Chapter Masters do not approve of it.
Many chapters will rotate and randomise the daily schedule to keep the brethren alert and ready.


_________________________________________________________


What is your life?
My honour is my life.
What is your fate?
My duty is my fate.
What is your pledge?
My pledge is eternal service

What is your fear?
My fear is to fail.
What is your reward?
My salvation is my reward.
What is your craft?
My craft is death.

+++ Space Marine pledge +++


You strive for victory. That is obvious. What may be less obvious is the nature of victory. There are circumstances in which you can destroy the enemy utterly, without loss to your own forces, and yet the victory may be his. In all situations, you must first decide on the nature of victory, and then take steps to secure it. Avoid the instinct of fight first and think later.

+++ attributed to Leman Russ, Meditations, Book VI +++


Questions are for the briefing room, not the field.

+++ Captain Malachai of the Black Templars +++
Back to top
View user's profile Send private message
Ember



Joined: 15 Jun 2010
Posts: 36

PostPosted: Tue Jun 15, 2010 6:02 pm    Post subject: Reply with quote

Most if not all chapters are organized as such. Each Company is led by a Captain, a Chaplain, a Librarian, a Chief Techmarine, and a Chief Apothocary, though the First Company's Captain is also the Chapter Master.

-=First Company=-
10 Honor Guard
Power Melee and Medium Ranged weaponry. Artificer Armor.
5 Veterans
Power Melee Weaponry. Power Armor.
5 Veterans
Power Melee Weaponry. Power Armor.
5 Veterans
Power Melee Weaponry. Power Armor.
5 Veterans
Medium Ranged Weaponry. Power Armor.
5 Veterans
Medium Ranged Weaponry. Power Armor.
5 Veterans
Medium Ranged Weaponry. Power Armor.
5 Veterans
Heavy Ranged Weaponry. Power Armor.
5 Veterans
Heavy Ranged Weaponry. Power Armor.
5 Terminators
Terminator Melee Weaponry. Terminator Armor.
5 Terminators
Terminator Melee Weaponry. Terminator Armor.
5 Terminators
Terminator Melee Weaponry. Terminator Armor.
5 Terminators
Terminator Melee Weaponry. Terminator Armor.
5 Terminators
Terminator Ranged Weaponry. Terminator Armor.
5 Terminators
Terminator Ranged Weaponry. Terminator Armor.
5 Terminators
Terminator Ranged Weaponry. Terminator Armor.
5 Terminators
Terminator Ranged Weaponry. Terminator Armor.
-=Vehicles=-
8 Land Raiders

8 Venerable Dreadnaughts


-=Second Company=-
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
-=Vehicles=-
4 Rhino Transports

4 Razorback Transports

4 Dreadnaughts


-=Third Company=-
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
-=Vehicles=-
4 Rhino Transports

4 Razorback Transports

4 Dreadnaughts


-=Fourth Company=-
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
-=Vehicles=-
4 Rhino Transports

4 Razorback Transports

4 Dreadnaughts


-=Fifth Company=-
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
-=Vehicles=-
4 Rhino Transports

4 Razorback Transports

4 Dreadnaughts


-=Sixth Company=-
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
-=Vehicles=-
4 Rhino Transports.

4 Razorback Transports.


-=Seventh Company=-
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
5 Tactical Marines
Medium Ranged Weaponry. Power Armor.
-=Vehicles=-
4 Rhino Transports.

4 Razorback Transports.


-=Eighth Company=-
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.
5 Assault Marines
Light Melee Weaponry. Power Armor. Jump Packs.


-=Ninth Company=-
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
5 Devastator Marines
Heavy Ranged Weaponry
-=Vehicles=-
4 Rhino Transports

4 Razorback Transports

4 Dreadnaughts.


-=Tenth Company=-
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.
5 Scouts
Medium/Stealth Ranged Weaponry. Carapace Armor.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    coalitionsuprising.myfreeforum.org Forum Index -> The Ultramarines All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Card File  Gallery  Forum Archive
..::: Powered by phpBB © 2001, 2005 phpBB Group :::..
..::: Edited for phpBB by TeamVenom02 AKA Dennis @ DinAra Design :::..
..::: WoW Icons © World of Warcraft and Blizzard Entertainment :::..
Create your own free forum | Buy a domain to use with your forum