The Shields of Dorn
A group of Transhuman warriors from a distant universe of eternal war against the endless horrors of the universe, the Shields of Dorn are proud sons of the VIIth Primarch, Rogal Dorn.
They arrived in this universe a century and a half ago after pursuing a group of Chaos Space Marines through a wormhole and crushing them in battle upon the planet with the help of the locals whom the heretics were experimenting on using unholy sorcery and science.
With their only ship out of working condition, the Shields abandoned ship and began setting up on the planet. However, during their stay on the planet, some among the chapter have began noticing strange behavioral changes amongst their brothers. The need to construct a new fortress monastery, spread the Imperial Creed, and try to find a new recruitment basis to replenish the Chapter's deleted numbers have distracted them from looking into these behavioral changes such as increased sociability and extremely high tolerance for what would normally be considered mutation, corruption, and blasphemy.
The Chapter with simply spreading the Imperial Creed and remaining non-interventionalist with the affairs of the locals like they were on their previous home planet, this changed when the accursed Xenos arrived. The encroachment of the coercive and Tau like Republic, the swarming Tyranid like Zerg, and the patronizing Eldar like Protectorate on this planet have motivated the Shields to action, to bring glory and victory to mankind and their abhuman allies.
Faction traits
Point limits: Space Marines are incredibly powerful battlefield units as even a simple Battle Brother can easily take on vast hordes of enemies and win with just his combat knife, much less with his bolter or the more powerful and esoteric pieces of relic wargear his chapter has access to. However, Astartes are also few in number and his Chapter needs to be able to wage war on a planetary scale where every brother, bolter, and piece of equipment needs to be put to use (after all, a Power Sword used to cleave through swarms of Zerg is a Power Sword not being used to penetrate the armor of a JSF Abrams or dual a ZU Jedi). As such, all units and upgrades carry a point cost that can go up to a certain limit. The only way to increase this limit is to uptech or let the enemy increase in strength which will increase the point total proportionally to their own increase in strength.
Sons of Dorn: As their name implies, the Shields of Dorn are proud sons of the Primarch Rogal Dorn, progenitor of the VIIth legion, Imperial Fists. They pride themselves on this fact and let it influence their methods of war almost as much as the Codex Astartes itself by borrowing on the highly tactical, siege warfare method advocated for by the Praetorian of Terra. All units have their effective bonuses from being in cover doubled. All infantry units can construct buildings. Garrisoned buildings have cover values increased by 75% and gain 50% more hit points. Can upgrade their own and allied buildings up to three times to increase their hit points up to 200% more by Chapter infantry. The Shields gain an additional 150 starting points when they are the defending faction in a match.
Auxiliary forces: The Shields have had a problem for the 150 years as it has taken them up until very recently to start recovering their depleted numbers with local recruits. However, this process will take a long time and rival factions and accursed Xenos are at the doorstep now. To deal with this numbers shortage, they have fallen back on an ancient tactic, taking auxiliaries. These auxiliaries cannot be built during a match can only be recruited on the world map by an army with a Chaplain who's job is to convert locals to the Imperial Creed and rouse them to action in the name of the one true master of mankind, the God Emperor. These units can range from civilians equipped with little more than their basic tools of life, to captured enemy units that have been converted to the light and fight their former friends with their old weapons. The units that can be recruited vary by location.
Units
Infantry
-Scout Squad [T1]: A unit of young initiates and neophytes, scouts are brothers who have yet to complete their training and augmentation. While still leagues ahead of mere mortals and most monsters, they pale in comparison with their full brothers and compensate by specializing in stealth and sabotage. They begin with boltguns and combat knives. The sergeant can be upgraded with a chainsword and bolt pistol. The unit as a whole can be upgraded with camouflage cloaks, sniper rifles, or shotguns. Cheapest regular unit in terms of both cost and point value for the Shields though still highly expensive.
-Assault Squad [T1]: The next step in an Astarte's life after graduating from the Scouts and gaining his power armor. These highly mobile squads are melee specialists and are armed with chainswords, bolt pistols, and equipped with jump packs allowing them to leap great distances towards the enemy or fly temporarily to engage enemy air units in melee. Being the first unit with power armor, they have high armor values despite their mobility. The squad can replace on of its member's chainsword and bolt pistol with a flamer, meltagun, or plasma gun and the Sergeant can be upgraded with a power sword for near complete ignoring of enemy armor, and eviscerator great chainsword for even more melee damage at the cost of his ranged attack, and any pistol. Very expensive.
-Devastator Squad [T1]: Those who pass the trials of the Assault squads are then given the task of mastering ranged warfare with heavy weapons. Devastators exchange mobility and close combat ability for pure unrelenting firepower. They are built equipped with heavy bolters except for the Sergeant who is armed with a bolter and chainsword. In this loadout, they are easily able to mow down hordes of infantry in moments. They are able to be upgraded individually with any combination of heavy flamers for anti infantry, lascannons for anti armor or long range sniping, missile launchers, multi-meltas for high power, close range, all purpose AoE attack, and Plasmacannons for long range, explosive, all perpose AoE. The Sergeant can be upgraded with a power sword and and any choice of pistol or standard ranged weapon. Very Expensive.
-Tactical Squad [T1]: The mainline of any Chapter battle force composed of all who pass the trials of the Scout, Assault, and Devastator phases, Tactical marines make up the bulk of Chapter infantry and are effective in all situations. Armed with Boltguns and monomolecular battle blades, they can kill targets at range with just as much proficiency as they can in close combat. They can be upgraded by having a Brother switch his bolter for a specialist weapon and another to gain any of the Devastator heavy weapons. The Sergeant starts with a bolt pistol and chainsword and can be upgraded with either a standard ranged weapon, a power sword, a power fist, a power axe, a chain axe, a power spear, and any choice of pistol. Very expensive and upgrades will quickly jack up the point total.
-Chaplain [T1]: The warrior priests of the chapter. Their job is two fold, maintain the faith among their Brothers and spread it among the local population. Chaplains provide immense buffs to allied units in battle and are formidable in combat themselves. Their most important role however is on the world map where they can sway a region's religion in your favor by preaching the word of the Emperor and rooting out heresy. They are also able to recruit Auxiliary units on the world map in any area they enter. They are armed with a Crozius power mace, an extremely powerful melee weapon that counts that deals holy damage in addition to the normal energy damage of a power weapon and any choice of pistol. They can be upgraded with a jump pack and a suit of Terminator armor at tier 3. As Paragons of spiritual purity, they make all allied units on the battlefield immune to corruption. Very expensive.
-Apothecary [T1]: The Battle Medics of the Chapter. In addition to healing allied units, they serve the critical role of recovering the geneseed of fallen Brothers. Armed with a bolt pistol and chainsword, they can be upgraded with a power sword, and any choice of pistol. Can also be upgraded with Terminator armor at tier 3. Recovering geneseed will give you a very large lump sum of resources and a refund of that unit's point total. As paragons of genetic purity, they make all allied units immune to swarm infestation in life and necromancy in death. Very expensive.
-Techmarine [T2]: A Battle Brother who has dedicated his life to the service of the Machine God of the Mechanicus. They bring the blessings of the Omnissiah with them to the engines of their Brothers and allies. They buff all vehicles and equipment near them and can repair vehicles and machines. All units within their immediate vicinity have their armor value increased. Armed with an Omnissiah Power Great Axe and many different choices of exotic, ancient, and esoteric choices of ranged weapons, they are highly effective in combat. However, most of their upgrades are extremely expensive in terms of both points and cost as are they. Can be equipped with Terminator armor at tier 3.
-Librarian [T2]: A battle psyker of the Chapter. Librarians fill the roles of both lore keeper and spell caster for the Chapter. Librarians protect all units within their radius from magic attack and can retaliate with their own powerful warp arts or with their Force Weapons and pistols. Can be equipped with Terminator armor at tier 3. Extremely expensive resource wise and moderately expensive in point total.
-Sternguard Veteran Squad [T2]: Members of the Chapter's elite First Company, Sternguard Veterans are some of the best the Chapter has to offer. They begin with standard bolters and can be individually equipped with any standard or heavy ranged weapon that they will use to a far higher degree of effectiveness than other units. The Sergeant can be upgraded with any choice of a standard ranged weapon, pistol, and melee weapon. Extremely expensive and the cost of upgrades does add up.
-Vanguard Veteran Squad [T2]: Another unit of the First Company, Vanguard Veterans are melee specialists and some of the best close combatants to ever walk this planet. They are equipped with jump packs and start with chainswords and bolt pistols and each can be individually upgraded with any choice of melee weapon and pistol or replace the pistol with a Stormshield to protect both the unit and those behind it with an energy shield. The Sergeant is equipped the same as the rest of the unit. Very expensive.
-Terminator Squad [T3]: The elite of the elite of the Chapter are selected to wear the Chapter's ancient and distinguished suits of Terminator Tactical Dreadnought armor. These suits give their wearers some of the highest armor values in the game at the cost of most of their mobility. They are equipped with Storm Bolters which have significantly high rates of fire than normal bolters at the cost of range, and Power Fists. Can be upgraded with an Assault Cannon gattling cannon and a back mounted cyclone missile launcher. The Sergeant is equipped with a Storm Bolter and Power Sword. Can also be upgraded with the Assault Terminator upgrade with equips all squad members for close combat with lightning claws or Stormsheilds and Thunderhammers. Extremely expensive in resources and points.
-Honor Guard [T3]: The elite guard of the Chapter Master and other high ranking members of the Shields of Dorn. Honor Guards are equipped with Stormshields and Power Swords and are easily the most effective non hero melee unit.
Vehicles
-Landspeeder [T1]: An advanced skimmer vehicle. The Landspeeder uses grav-plate levitation to float above the ground. It starts armed with a Heavy Bolter and can be upgraded with a frontally mounted assault cannon and missile launchers. Extremely fast and good at scouting.
-Bike Squad [T1]: A squad of brothers on combat motorcycles that allow them to move and fight at high speed. They are armed with two front mounted bolters that allow them to shoot targets in front of them and chainswords to melee attack targets they drive past or they drive next to. They can dismount and be used as a standard Tactical Squad.
-Rhino [T1]: The Ironic APC of the Adeptus Astartes. The Rhino is a design that dates to far before the even the Dark Age of Technology and is just as dependable as ever. Reasonably fast, well armored, and able to transport 10 Space Marines or 4 Terminators, the Rhino is a good transport, though it is a little lacking in the firepower department with only a single stormbolter as a weapon. It can be upgraded to the more heavily armed Razorback subvariant which can either be armed with twinlinked lascannons, heavy bolters, or assault cannons at the cost of 40% of carrying capacity.
-Predator [T2]: The standard battle tank of any Space Marine Chapter, the Predator is a derivative of the Rhino hull, but with added adamantine armor. The Predator has excellent armor for a tank and good speed. It starts with a 50mm auto cannon as its main gun which can be replaced with a pair of twin linked lascannons to better anti armor attack and can be upgraded with a hatch mounted storm bolter for the vehicle's commander and 2 sponsion mounted heavy bolters or lascannons.
-Dreadnought [T2]: These venerable engines are more than simple vehicles and are objects of great respect for all Brothers. A Dreadnought is a war engine driven by the fallen Brother of the Chapter. He is kept alive by the mechanisms of the machine and awoken in moments of need for the Chapter to bring heavy firepower or melee ability. A Dreadnought has high armor, average speed, and has resistance to terrain problems due to it being a walker. It starts with an Assault Cannon and Dreadnought close combat weapon and can be upgrades with an additional close combat weapon, twin linked autocannons, lascannons, heavy bolters, multi-meltas, or plasma cannons.
-Vindicator [T2]: A critical part of the Shield's siege tactics is that Vindicator siege vehicle. A modified Rhino hull mounting an extremely powerful Demolisher Cannon. This powerful siege mortar is able to fire superheavy shells over good range. These shells are highly effective against buildings and can clear a garrison with a single shot. However, they have a slow muzzle velocity and are ineffective against any unit that can move.
-Landraider [T3]: An ancient combat vehicle that has served alongside the Astartes for 10,000 years. Able to carry 10 Terminators in complete protection or 13 regular Astartes, these venerable vehicles can move at surprising speed for a vehicle of its size. Armed with a set of twin linked lascannons on each side they can easily deal with most other vehicles and can have them changed out for Hurricane Bolters which can put out truly daunting amounts of fire to mow down or pin enemy infantry or super heavy flamers to clear garrisons or deal with hordes.
-Fellblade [T3]: An ancient superheavy tank belonging to the Astartes legions of old. The Shields have recovered and restored three of these powerful and venerable vehicles. Armed with twin Mega-Battle Cannons, front mounted twin heavy bolters, a hull mounted demolisher cannon of the same make as the Vindicator, and a quad-linked set of lascannons on each side, along with the highest armor of any vehicle and one of the highest hp pools, it is practically unstoppable in combat. It can also carry 6 Battle Brothers or 4 Terminators.
Aircraft
-Stormraven [T2]: A dual dropship and gunship, the Stormraven is a relatively new design that serves as a light, orbit capable aircraft that allows for the delivery of Brothers directly into conflict and supporting them. A Stormraven can carry 12 standard Brothers or 5 Terminators in addition to 1 Dreadnought. It is armed with a turret mounted twin-linked assault cannon, a front facing twin-linked heavy bolter, and 4 Bloodstrike all purpose missiles. Capable of making a suborbital hop which can allow it to cross the map far faster than other aircraft. Heavily armored, but extremely expensive.
-Thunderhawk [T3]: The iconic aircraft of the Adeptus Astartes. Despite their lack of a proper voidship, the Shields maintain their large fleet of Thunderhawk gunships. The Thunderhawk is practically a flying bunker with more armor than some superheavy tanks and the weapons to match. Armed with a pair of front facing lascannons, a superheavy laser annihilator cannon, 6 Hellstrike all purpose missiles, and 4 twin-linked heavy bolters. Capable of carrying 30 Astartes, the Thunderhawk is a formidable unit worthy of its iconic image. It is capable of being used to land on larger aircraft and begin boarding actions.
Buildings
-Fortress: The Headquarters of the Shields of Dorn. Has the highest HP of any HQ building and can garrison units. Loss if destroyed. Upgraded at tier 3 to the Command Fortress to unlock superweapons.
-Field Dormitory: A structure that contains personal cells for several Marines and an Armory. Severs as a field Barracks, builds infantry.
-Mechanicum Forge: Constructs vehicles.
-Monument to the Primarch: Unlocks Tier 2, increases faith in the area, and improves defense of all allied buildings.
-Orbital Landing Pad: Calls in aircraft and allows you to deploy infantry via drop pod after completing the story quest "Victory, Reinitialized pt. II"
-Church of the Emperor: Unlocks Tier 3, significantly increases faith in the entire region, and increases chances for critical hits and armor saves for allied units.
-Teleportarium: Allows for Garrisoned units to be teleported anywhere on the map including directly into large enemy vehicles or buildings.
-Voidshield generator: A ground based shield generator that projects a powerful voidshield over a large area, protecting it from weapons fire and teleportation.
-Heavy Bunker: A cheap building that can be build anywhere on the map. This structure creates very effective cover for up to 20 Astartes in the base version and can be upgraded to being able to garrison 40 in the level 3 version.
-Razorwire: A long spool of razor wire that can slow down enemy infantry and cause them to start bleeding. At level 2 it is electrified and will start hurting even armored infantry and is able to kill most low tier infantry on contact. At level 3, it becomes power wire which has the same power field ran over it as Astartes power weapons. It will now damage vehicles that try to drive over it.
-Minefield: Less a building and more a terrain effect, the minefield is a patch of land that has been laced with both frag and krak mines. Units that try to cross will have a random chance of being instantly destroyed that increases as you increase the level of the minefield.
-Wall: A true classic of the Dornian lineage. The Shields of Dorn pride themselves on their wall building skill. Has the highest HP of any faction's wall and the lowest cost. At level 2 and 3, you gain the ability to garrison troops in and on the wall, granting far better defense and cover than other faction's walls. At tier 3, you can build these anywhere on the map.
-Tarantula Turret: A defensive implement that takes the form of an automated turret controlled by advanced cogitators. The Tarantula comes in three variants, Dual Heavy Bolter, Dual Lascannon, and Dual Smart Missile Launcher. All of which can attack air targets.
-Listening Post: An automated station with advanced sensor equipment that can be build anywhere on the map. Permanently reduces Fog of War on the map and detects all stealth units in its radius.
Superweapons
-The Fist of Dorn: [Cool down: you only have one]. Build millennia ago by the Shield's former mad Master of the Forge. A rolling fortress that can only be controlled by someone bearing the genetics of a son of Dorn, The Fist of Dorn is a truly marvelous creation. While most will point out its lack of weapons, this is irrelevant as its passengers of up to 100 Space Marines able to fire out from the vast machine are more than enough firepower. A rather remarkable feature of this machine is its seeming invincibility. No attempt to destroy it has ever done even the slightest damage to it with the only known way of stopping it being to kill every single one of its passengers and then preventing them form boarding the machine again. A consequence of the Fist of Dorn's great size and mass is that once in motion, as long as it is occupied, it cannot be stopped as it will simply roll over and crush anything that gets in its way under its monumental weight. Not even the mightiest fortresses or largest of titans are immune to this.
-Bombardment Cannon: [Cooldown 15 minutes, only becomes available in skirmish mode or after completing the story quest "Victory, Reinitialized pt. IV"] The Shields of Dorn, after a long process, have reactivated their long abandoned Battle Barge, The Sentinel of Defiance, and brought her mighty guns online once more. This is one such weapon. A shot from one of the Sentinel's bombardment cannons with a magma shell is sure to make anything short of the sturdiest of base structures turn to ash before the enemy commander's eyes.
Hero units
-Captain Tarkelan [T1] Young, brave, faithful, and a dualist and tactician beyond his years. The Captain of the Shields of Dorn's 3rd Company is figure of great debate within his Chapter. On one hand, the sponsorship of Chapter Master Braydian and his unparalleled record both at home and on their new world leaves little room for other to question his ability. On the other, the conservatives among the chapter say that his fraternization with the locals and his young age (for an Astartes) of 213 make him a risk to Chapter Command, to say nothing about his (presumed platonic) relationship with a local Dragon Knight by the name of Imphis that he claims to have converted to the Imperial Creed. Despite the doubts though, Tarkelan is respected and adored by the Brothers under his command and beloved by the civilians he has pledged to protect. Tarkelan is armed with a Power Sword and Bolt Pistol and can switch to his Plasma Combi-Bolter for ranged combat at the price of close attack and vice versa. Can be upgraded with an Iron Halo to give him a powerful personal shield. Despite being a Tier 1 hero, Tarkelan is able to easily battle the heroes of other faction even when they are of a higher tier than him.
-Chief Librarian Thodius [T2] The Chief Librarian of the Shields of Dorn, Thodius is the most powerful Psyker of his Chapter. A specialist in Divination and can use his powers to temporarily remove all fog of war on the map or to give him the exact composition of an enemy force on the campaign map and their orders if they have any. His powers do leave some of his Brothers to question his sanity due to his eccentric behavior and absent mindedness. However, one should never let them distract them from the fact that he is a potent battle psyker known to destroy entire fortresses with just the power of his will and the Immaterium. Thodius is armed with a Force Staff, a powerful tool that serves as both a melee weapon and a focus for his psychic might and a plasma pistol.
-Chapter Master Braydian [T3] The supreme leader of and the most respected Brother of the Shields of Dorn, Braydian has lead his Brothers for Centuries before they became stranded on this planet. Stoic, stalwart, and possessing of an indomitable will, he is everything a True Son of Dorn should be. However, like most of his Brothers, he has been noticing strange changes in both his and the behavior of the rest of the Chapter since arriving on the planet. The arrival of the Xenos though has taken his mind off of such things and given the Chapter a new mission. To defend their new home from the Alien. Braydian is equipped with an ancient suit of Cataphractii Terminator armor granting him the highest armor of any hero and is armed with a Relic Power Sword and Storm Shield, making him highly effective in close combat.