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Falcon's Claws


"Confounding the foe is one sure way to victory. When this strategy is pursued, war becomes a game of opposites and expectations."

- Jaghatai Khan, Khagan of the V Legiones Astartes, Tenets of War

The Falcon's Claws are an ancient and ferocious 3rd Founding Successor Chapter created from the lineage of the proud and savage lineage of the White Scars. Created in the wake of the Great Scouring, the Chapter took their namesake from the V Legion's ancient auxiliary order known as The Burgediin Sarhvu or ' Falcon's Claws ', a small Order composed of veteran warriors that excelled as hunters and forward scouts on the battlefield, well known for their expertise in survival and the quiet elimination of enemy commanders. When this Chapter was formed at the dawn of the 32nd Millennium, they carried on the traditions of their order, continuing to stalk the battlefields across various warzones, delivering swift and brutal death to those that would dare oppose Mankind's manifest destiny as the rightful inheritors of the galaxy.

Chapter History
"Oderint dum metuant!"

- Formal motto of the 731st Pioneer Company, the 'Grey Ghosts'. Translated to High-Gothic: "Let them hate, as long as they fear!"

The Falcon's Claws are an ancient and proud Chapter whose origins can be traced back to the chaotic centuries following the lamentable galaxy-spanning conflict - the Horus Heresy. Originally, they were a part of the V Legion's 731st Pioneer Company, known informally as the 'Grey Ghosts'. This formation was one of several so-called 'Pioneer Companies'. In its earliest incarnation, the V Legion was not the singular body that many of the other proto-Legions formed. It was a Legion in name only. Instead, it was organised into autonomous companies, each of which had few links to any of their brethren and operated entirely independently. Indeed, prior to the recall that was sent after the discovery of their Primarch Jaghatai Khan, many of the Pioneer Companies had no contact with any other body of the V Legion and developed a set of traditions and rituals unique to that company. This was especially true as the Great Crusade progressed, with each company often forced to pursue recruitment as they travelled because supply and reinforcement convoys were rarely able to keep up with their rate of advance. Oddly, this brought several of the Pioneer Companies closer to the other Legions, especially where they fought in close proximity, as the V Legion warriors, still lacking a Primarch to rally around, began to adopt elements of the other Legion's practices.

The Terran legionaries of this particular Pioneer Company primarily saw service as outriders and forward scout elements for the 98th Expeditionary Fleet, alongside the dour warriors of the Imperial Fists Legion. Their primary mission was to identify potential targets ahead of the Expeditionary fleet's main advance and assessing the threat of each, either withdrawing in the face of overwhelming opposition or staging a campaign of disruption and subtle murder when they discovered weakness. They served to arrange the grand battles and campaigns which the Imperial Fists prosecuted, moving on when the warriors of Dorn arrived in orbit to secure the victory with pomp and fanfare.

Later, once the Grey Ghosts were fully initiated into the reborn White Scars Legion, many of these consummate hunter-killers and scouts were inducted into the Burgediin Sarhvu, the 'Falcon's Claws'. This small auxiliary order was one of several ad hoc formations that existed outside of the Brotherhood structure into which the vast majority of the White Scars were organised. The Falcon's Claws were composed of veteran warriors who had undergone certain initiatory rites on the White Scars' homeworld of Chogoris. On the battlefield, these warriors fought as one of the so-called 'Stalker' cadres for which the Grey Ghosts were renowned. Armed with old-pattern anti-materiel rifles converted for use as sniper weapons and a sophisticated catalogue of camouflage techniques, these Stalkers marked priority targets for the primary invasion force that followed on their heels and perpetrated pinpoint strikes on those deemed vulnerable by their commanders.

The skills of these supremely skilled infiltrators and hunters would be put to good use throughout the dark days of the Horus Heresy. The Falcon's Claws were instrumental in creating conditions of all-consuming chaos amongst the invading Traitor Legions, sowing destruction and mayhem behind enemy lines, raiding important lines of supply and outposts and assassinating high-ranking commanders, slowing the Traitors' inexorable advance upon the Imperial Throneworld. These deadly warriors played a small, but vital role in bringing about a tipping point during this apocalyptic struggle. Following the death of the Warmaster at the hands of the Emperor and the flight of the Traitor Legions from Terra, the Burgediin Sarhvu were unleashed upon the remaining dregs of the Warmaster's failed rebellion as they fled the Throneworld. Indeed, even in long years of strife that followed the Age of Darkness of the Heresy, they remained active, hunting Traitors long after the official end of the Scouring.

Chapter Organisation

 * Mingghan - Translated as "thousand(s)", this term is often utilised by the Falcon's Claws to describe a Chapter formation, which notionally consists of 1,000 battle-brothers.
 * Zuun - Translated as "hundred(s)", this term is often utilised by the Chapter when referring to a Brotherhood (a Company-size formation), which consists of 100 battle-brothers.
 * Arban - Translated as "ten(s)", this term is often utilised by the Chapter when referring to a squad size formation, which consists of 5-10 battle-brothers.

Command Ranks

 * Noyan-Khan - Taken from the bygone rank of the ancient V Legion of old, these senior commanders of ancient times commanded the White Scars separate Ordus, divisional-size formation comprised of up to 20 Brotherhoods. They are charged with leading the Mingghan (Chapter equivalent) of 1,000 nokud (Battle-Brothers).
 * Khan - A Captain equivalent, which the Chapter sometimes formally refers to as a Zuun-u Darga, charged with overseeing a Brotherhood (Zuun) of 100 nokud.

Specialist Ranks

 * Zadyin Vokyer - The Zadyin Vokyer, translated to High Gothic as "Storm Walker", are the Chapter's specialist cadre of elite battle-psykers, equivalent to the standard Librarian of other, more Codex-oriented Chapter. They perform the same functions as a typical Librarian, responsible for maintaining the great deeds of the Chapter and keepers of the Chapter's vaults of ancient lore. The Zadyin Vokyer maintain their forebear's shamanistic beliefs in both the elements and animistic teachings of ancient Chogoris. Unique amongst the Scions of the Warhawk, the Storm Walkers of the Falcon's Claws also perform the dual role of Chaplains, guiding their brethren on matters of the spirit. They are also responsible for maintaining precise records of each battle-brother's deeds deemed worthy of remembrance in the great chronicles of the Chapter's chronicles, so that lessons of both victories and defeats are recorded for posterity for future generations of warriors of the Chapter.
 * Emchi - Emchi or "Healers" are the equivalent of the standard Space Marine Apothecary.

Line Ranks

 * Arban-u Darga - A Sergeant equivalent, they are charged with leading an Arbatu, a unit of 10 nokud.
 * Nokud - Translated to "Warrior", a Battle-Brother equivalent.

Specialist Formations

 * Ebon Keshig - The elite cadre of veteran warriors who make up the most skilled and ferocious warriors within the Chapter who make use of Tactical Dreadnought Armours in the field, a rare occurrence within a Chapter dedicated to speed and finesse over brute force. The majority of the Falcon's Claws Terminator armour suits are assigned to the vaults of their Chapter flagship, the Stygian Blade, waiting until the Chapter has need of their stolid might and then temporarily assigned to a veteran marine for one glorious battle before returning to the storage vaults. Many of this ebon-painted armour suits have accrued a long and glorious history of last stands and forlorn assaults into the teeth of the enemy's guns. The select few warriors chosen to serve in the ranks of the Ebon Keshig often serve as the personal Honour Guard to the Noyan-Khan and his subordinate commanders when on campaign prosecuting the Emperor's wars.
 * The Kharash - Less a formal Order and more a temporary assembly, the ' Kharash ' is an ancient Chogorian tradition carried on by the Falcon's Claws, assembled whenever the need for a diversionary or shock assault force arises. Formed only of volunteers, these units are both a punishment and an honour, as those few who survive assignment to the Kharash are often considered to be both lucky and skilled by their comrades. The Kharash are also one of the few Chapter units to make routine use of Tactical Dreadnought Armour.
 * Sagyar Mazan - Another Chogorian tradition observed by the Chapter is that of the ' Sagyar Mazan ' . Those few battle-brothers that have committed a treacherous act or committed a catastrophic failure ae relegated to this specialist formation of exiled penitents. But more commonly, the ranks of these doomed warriors are often filled by those who have descended too far into the throes of savagery, or whose bloody deeds have mutilated their souls and damaged their minds to such an extent, that they are no longer considered the epitome of what it means to be an Astartes, for their souls have become hollow and they have become murderous beyond reason. When this occurs, the Chapter's Storm Walkers ensure that these affected warriors are cast upon their enemies with the proper application. These warriors are given over to the ranks of the Sagyar Mazan, painting their armour entirely black and covering their battle-plate in Chogorian death chants. They also mark themselves by painting their faces in death's head iconography, denoting that they seek a glorious death in battle, and in doing so, washing away any stain of honour and earning the Khagan's forgiveness.

Chapter Culture
"At all times, present your enemy with the reverse of the truth. When you are vulnerable, appear strong, when you are strong, appear vulnerable. When close by your enemy, appear far from him, and when far away, appear close by. Weakness may thus be turned into strength."

- Jaghatai Khan, Khagan of the V Legiones Astartes, Tenets of War

Chapter Beliefs
"Know one's self, know one's enemy. If you do not know your nature it cannot be honed, but remains blunt. If you do not know your enemy's nature your attack will likewise be blunted."

- Jaghatai Khan, Khagan of the V Legiones Astartes, Tenets of War

Combat Doctrine
"A cunning strategist will show the enemy a mirror image of the truth, but the master strategist will accord his lies with his enemy's expectations. Learn what your enemy believes of you. Present that image to him at all times. In using his intelligence as a cloak, you might hide your intentions, and strike as a thunderbolt from a cloudless sky."

- Jaghatai Khan, Khagan of the V Legiones Astartes, Tenets of War

Chapter Gene-Seed
The gene-seed of the Falcon's Claws is relatively stable and displays no notable genetic idiosyncrasies or aberrations. However, like their genetic forebears, the Chapter's genome seems to have inherited the Chogorian wild savagery and thirst for war. Some have observed the occasional tendency to exceed the wild ferocity of their Chogorian heritage and to cross the line into outright bloodlust. The teachings of Jaghatai Khan state that each warrior must face this trial at some point in his service, and learn to master the savagery within. Only when he has done so can a warrior truly know himself, and do his duty. What has been observed by some as a precursor to genetic instability is regarded by others as a positive trait, and one vital to the Falcon's Claws' countless battle honours.

Primarch's Curse: Chogorian Ferocity
Like many of their fellow Successor Chapters, the Falcon's Claws have also inherited their Progenitor's ferocity that burns like fire within their hearts and blood. Although this savagery and thirst for battle grants them great power it also threatens to consume them with an all-encompassing berserk fury of unrestrained bloodthirsty psychosis.

This genetic curse manifests itself in two stages:


 * Stage 1 (A Moment Unrestrained): The Battle-Brother's discipline begins to slip and falter, allowing brief moments of untamed ferocity to emerge in the heat of battle. Often, the Battle-Brother will not even know that he is succumbing to this savagery, and it requires the presence of his Brothers to warn him of his failure.
 * Stage 2 (Suppressed Rage): Within the darkest reaches of the Battle-Brother's mind lurks the shadow of his rage and fury, seeking any opportunity to emerge, and causing the Battle-Brother to become belligerent and quick to anger.

Chapter Recruitment
As a fleet-based Chapter, the Falcon's Claws recruits from a variety of worlds, drawing from all racial and geographic origins, but these account for a minority of members of the Chapter. Due to their fleet-based nature and endless Crusading, the Falcon's Claws often experience long periods of isolation beyond the borders of the Imperium, forcing them to replenish their ranks in the same fashion as other Chapters that follow the 'Nomad-Predation' pattern of deployment. Often, this is done out of both necessity and practicality, 'as beggars cannot be choosers', as the old Terran saying goes. The Chapter culls potential Aspirants from amongst the strongest youths of those who manage to miraculously survive one of their assaults.

However, the Chapter often displays a preference for recruiting from certain backwater worlds that contain populations of Asiatic heritage. Those Aspirants of various other stocks disapproved of this practice. Though the majority of the Imperium was meant to have moved beyond racial and ethnic stereotyping, the Falcon's Claws seemed to be mired in the physiognomic traits of their inherited Chogorian ancestry, which is often an irritant to the other Chapters of the Adeptus Astartes.

The Chapter utilises a variety of trials to select neophytes, many which are intrinsic to the way of life of the warrior nomads of the steppes. The Falcon's Claws prefer to recruit from both feral and death world populations, where constant warring between tribes ensures that bloodlines remain strong, and the leaders of the various communities know that every generation one of the 'mighty ones' descends from the sky to observe their battles. Though the Falcon's Claws remain apart from these tribes, they do not hide their presence when observing a battle, for it inspires combatants to fight all the harder in the knowledge that the living legends of their world are looking on and judging their conduct. Upon the completion of a battle, one or sometimes several warriors (even those wounded unto death) are taken away by silent, grim-faced Zadyin Vokyar, never to be seen again.

The Falcon's Claws draw their recruits from throughout multiple tribes of these various recruitment worlds, many of whom are often engaged in fierce internecine blood feuds that date back countless generations. While psycho-conditioning during the gene-seed implantation process could be used to wipe such feuds from the neophyte's mind, to do so would risk diluting much of what makes an individual a desirable candidate in the first place. In order to overcome the feuding, the Falcon's Claws ensure that Battle-Brothers from the same tribe serve in different squads, making each unit a product of many different tribes and worlds. Intermingled in such a manner, old feuds become largely irrelevant, and without squad mates from the same tribe to reinforce a grudge such matters are quickly forgotten.

However, occasionally some slight thought long ago set aside flares up and Battle-Brothers clash. While unruliness and brawling is unheard of amongst the Falcon's Claws, the Chapter's traditions make allowance for genuine instances of bad blood, and the aggrieved must submit their grievance to their company's Khan, or if sufficiently dire, to the Noyan-Khan himself. So strong is their discipline and loyalty to the Khan that his word of judgement is invariably final. The nature of that judgement depends on circumstances, and may result in a one or both brethren being punished in some way or, in the most extreme of cases, ordered to serve within the ranks of the outcast Sagyar Mazan. Most of the time these disputes are resolved through a contest of strength or endurance, however, at times this is simply not enough for both aggrieved parties. To settle the matter, these clashing brothers will resolve their grievance on the field of battle, jumping at the forefront of a line-breaker assault in order to get to grips with the enemy first or attempt to slay the mightiest foe possible.

Notable Members
"He carried the sulde for the sake of his kinsmen. He plunged into battle with the dogs. 'I will massacre them all,' he said, 'and take their skulls as trophies.'"

- From the Saga of The Tempest Son

Ambaghai Noyan-Khan, ' The Tempest Son '
Patriarch and first Noyan-Khan of the Falcon's Claws. Originally known as Lars Elrich, he was a part of the first induction of potential candidates for proto-Legions of the early Legiones Astartes during the Terran Wars of Unity. Elrich was taken from the blasted pits of one of the great underhives of the Nord Merican continent, transfigured from the foul slums of his birth and inducted into the nascent V Legion, Elrich was assigned to the Pioneer Companies - one of several organised autonomous companies, that stood apart from the main body of the V Legion.

Elrich fought as one of the many 'Stalker' cadres of the 731st Pioneer Company, or 'Grey Ghosts', for which the 731st were renowned. Quickly rising to prominence, he eventually saw himself elevated to the esteemed rank of First Captain, commanding the entirety of the Grey Ghosts who fought alongside the 98th Imperial Expeditionary Fleet of the Imperial Fists Legion. Following the discovery of the V Legion Primarch, Jaghatai Khan, upon the feral world of Chogoris, the Pioneer Companies were recalled to meet their gene-sire and undergo a Legion reorganisation in according to the whims of their new Khagan. After being fully initiated into the reborn White Scars Legion, Elrich took the name Ambaghai to show his loyalty to the Great Khan.

As he continued to serve during the Great Crusade, he earned great renown in the eyes of the Khagan, eventually rising to the esteemed position of Noyan-Khan, and charged with leading one of the great Ordus of the V Legion. Authorised by the Khagan himself to operate autonomously for extended periods of time, Ambaghai led his great Ordu to bring the light of the Emperor's Imperial Truth to the darkest corners of the galaxy, far in advance of the rest of his Legion, to the furthest reaches of known space, near the mysterious region known as the Ghoul Stars.

Following the outbreak of the Horus Heresy and the formation of the massive warp storm, known as the Ruinstorm, Ambaghai and his Ordu were effectively cut off from the rest of their Legion for the remainder of the conflict. They threw themselves wholesale into the crucible of war as if to absolve their inability to fight alongside the Khagan and their fellow warriors. Scattering across the stars, Ambaghai and his Ordu waged a private guerrilla war in a desperate attempt to halt the Traitor advance. They struck from the outer dark like a lightning bolt - sowing chaos and destruction - and just as swiftly, fading away before the Traitors could strike back. Earning the moniker, ' The Tempest Son ', which soon became a byword for destruction behind the Traitor lines, Ambaghai and his warriors continued to wage their private war unabated.

The full role taken by this independent battlegroup was impossible to collate, nevertheless, fragmented accounts of dozens of battles are extant in the scattered records of this era. Despite the dangers the Ruinstorm presented, The Tempest Son braved the unpredictable and dangerous eddies and tempests of the Immaterium, and fought his way back towards the Imperial Throneworld, arriving just after the end of the final apocalyptic battle of the Siege of Terra. In the aftermath of this bloody battle, there was much confusion amongst the remaining Loyalist forces, for they had lost their liege lord at the hands of the Arch-Traitor. Wounded unto death, the Emperor was interred into the Golden Throne, doomed to spend an eternity in painful purgatory. It was said that the Khagan, as was often the way, took his own counsel and sent forth The Tempest Son and the Burgediin Sarhvu to hunt down the Traitors. Others say that Ambaghai and his warriors pursued the heretics of their own accord, as hounds at the chase who heed not the calls of their huntsman.

Enraged at their inability to take part in this, the greatest of battles, Ambaghai and several other of his like-minded brothers gave chase to the Traitors in order to utterly destroy them for the woe they had wrought. Thus began the great war of reciprocity, known as the Scouring. Even after the Traitors were driven into the Eye of Terror, Ambaghai and his warriors would continue to pursue the dregs of Horus' Traitor Legion forces and those heretics that were still loyal to the Warmaster's lost cause.

At the dawning of the 32nd Millennium, a new Founding was decreed by the High Lords of Terra. In recognition of his loyalty, dedication and zeal in the persecution of Mankind's enemies, the Khagan personally chose Ambaghai for the singular honour of becoming the first Chapter Master of a newly founded Successor Chapter. They exchanged their White Scars livery for the black and white of the Burgediin Sarhvu, becoming reborn as the Falcon's Claws Chapter, even as they still bore the honour scars of Chogoris. Vowing to never rest until all the enemies of Mankind were eradicated, the Falcon's Claws Chapter has continued to prosecute their eternal Crusade across the stars.
 * Khaishan Noyan-Khan - Current Chapter Master of the Falcon's Claws.
 * Shiramun Khan - Bladeward to the Noyan-Khan, First Captain of the Keshig of the 1st Zuun.
 * Jebeioyan Khan - Second Captain of the 2nd Zuun.
 * Khulan Khan - Third Captain of the 3rd Zuun.
 * Ghazan Khan - Fourth Captain of the 4th Zuun.
 * Daritai Khan - Fifth Captain of the 5th Zuun.
 * Udutai Khan - Sixth Captain of the 6th Zuun.
 * Tordung Khan - Seventh Captain of the 7th Zuun.
 * Tugan Khan - Eighth Captain of the 8th Zuun.
 * Dhunan Khan - Ninth Captain of the 9th Zuun.
 * Serentai Khan - Tenth Captain of the 10th Zuun.
 * Kekchu
 * Shilugei
 * Jang'chorro
 * Chagadai
 * Kiratai
 * Yesugei
 * Gugun
 * Holgun
 * Jebeioyan
 * Temujiin
 * Kharchu
 * Dagun
 * Shilugei

Chapter Fleet

 * Stygian Blade (Maelstrom-class Galleass of War) - Flagship of the Falcon's Claws Chapter and de facto, mobile fortress-monastery of the Chapter and repository of the Chapter's genetic legacy and most sacred relics.

Relations
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Storm Sons
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Notable Quotes
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By the Falcon's Claws
"All this was a simple game of opposites. You allowed yourself to be confident in the reading of my Legion, when all along my purpose was to make you fall prey to hubris. Your attempt to concentrate and misdirect my force was well chosen, but flawed from the outset, because you did not consider I could be here personally, or that my men might employ different strategies. Unfortunate for you that, in the war of storms, I am the stronger wind. Know that failure is not a sin. You fought well."

- Attributed to Ambaghai Noyan-Khan, 'The Tempest Son', at the conclusion of the Battle of Varagol IV, just before the execution of Jarok Null, Chieftain of the Sons of Horus Legion.

"The greatest joy for a warrior is to defeat his enemies, to see them driven before you, to take from them all they possess."

- Khaishan Noyan-Khan, current Lord of the Falcon's Claws Chapter

"Trust in your steed, trust in your brothers. But do not tempt fate."

- Zadyin Vokyer Kekchu to newly inducted Aspirants.

Feel free to add your own

About the Falcon's Claws
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Impalers
The Impalers are a notorious Successor Chapter created from the lineage of the proud and noble Blood Angels during an Unknown Founding. However, extant records indicate, based on eye-witness accounts and circumstantial evidence, that this Chapter was perhaps one of the many ill-fated Chapters created during the lamentable 21st Founding, the so-called 'Cursed' Founding.

A Chapter wearing similar deep red and black livery, known as the Scarlet Scions, first appeared in official Imperial records sometime in M36, following the tragic events of the Reign of Blood. At first, this unknown Chapter appeared to help bring stability to a galaxy rife with civil discord. However, within only a matter of decades, it was apparent that there were some unexpected genetic idiosyncrasies passed on from their genetic forbears to this newest generation of Scions of Sanguinius - an unnatural craving for blood and an insatiable drive to enact retribution against those that dared turn from the light of the Emperor - often in ways both horrifying and extremely more barbaric, as time went on. The preferred method of punishment utilised by these unforgiving Astartes against those that transgressed against the rightful rule of the Emperor was impalement, thus earning this bellicose and savage Chapter the appropriate moniker they would forever after be known and judged by - 'Impalers'.

Like some of their fellow Chapters of the Blood, the Impalers prefer to shield their faces from those they fight alongside. This may be due to their Astartes being heavily afflicted by what the Chapter terms as the ' Blood Thirst '. The resulting brutality often enacted during one of their campaigns has led to their being investigated on a number of occasions on charges of heresy and corruption by the Inquisition, but they have been cleared of suspicion, for the time being.

Chapter History
The Impalers are one of several Chapters that were created from the genetic lineage of the great angelic Primarch Sanguinius. However, like many Chapters created during the latter millennia, they too, are greatly afflicted by the genetic twin-curses of their genesire's bloodline. Though official Imperial records do not indicate the exact date in which they were created, extant records point to the timing in which a mysterious Chapter, known as the Scarlet Scions, appeared sometime following the lamentable events of the Reign of Blood sometime in M36. More than likely, they were a part of the ill-fated 21st Founding, which took place sometime in M35 or late M36. The focus of this particular Founding by the Adeptus Mechanicus was to attempt to perfect and remove existing identified deficiencies in the various gene-seed of several well known genetic lines. Though initially deemed successful, soon many of these Chapters were plagued by spontaneous random mutations or devolved into something no longer human or sane. Fortunately, the Scarlet Scions were spared such a horrific fate. Initially, the newly created Chapter only suffered minor cosmetic and physical changes such as pale skin, loss of hair and pointed teeth.

The Scarlet Scions quickly earned a laudable record of success through their zealous persecution of the Forces of Chaos - a well-deserved reputation that has not waned over the course of their history. Utilised as a shock assault force, on every occasion the Scarlet Scions were unleashed against a recalcitrant world or xenos threat, they performed their duties with almost gleeful savagery, tearing apart whatever enemy it was given to fight without mercy or falter, regardless of its own losses and heedless of the risk. Over time, the Chapter was increasingly deemed by the High Lords of Terra as being more suitable for use against targets where annihilation was the goal rather than liberation, a task to which they seemed eminently suited.

Despite their early record of impressive tallies of victory and the initial success of their newly created gene-seed, after several decades, it became readily apparent that the Chapter's gene-seed had also inherited the lamentable twin-genetic curses that afflicted those Chapters that hailed from the line of the Great Angels, despite the best attempts of the Magos Biologis genetors to remove them. The Scarlet Scions began to display troubling tendencies for extreme demonstrations of cruelty and savagery on an unparalleled level, often with complete disregard for innocent human life and collateral damage. On several occasions, their allies were greeted by the sickening sights of dismemberment, crucifixions and even impaling, the latter torture becoming the calling card of this unforgiving Chapter, as well giving them their new moniker - the 'Impalers'. Such barbaric displays of butchery and savagery have done little to enhance their standing. The Impalers' bellicose and ruthless demeanour has earned them an unsavoury reputation amongst the Chapters of the Adeptus Astartes, and Imperial commanders and planetary governors are wont to embrace the aid of these bloodthirsty and savage Astartes, except in only the direst of circumstances.

During this era, the Impalers constantly crusaded across the width and breadth of the galaxy, destroying any and all heretics, mutants or xenos that dared to cross their path. Whispers of their brutality circulated amongst the nobles of the Terran court, going so far as to reach the ears of the High Twelve themselves. However, the degree of success achieved by the Impalers in achieving their objective and bringing swift retribution against rebellious worlds bringing them back into the Imperial fold, was nearly unparalleled. During this tumultuous era, as the Imperium recovered from the treachery of the mad High Lord Goge Vandire, results were valued far more than the means in which this blood-handed Chapter conducted their campaigns. The Chapter seemed to be given carte blanche to enact their bloody-handed form of retribution, as they saw fit. As such, there were no investigations into the savage rumours that accompanied the Impalers' implacable advance across the stars.

Over time, the Impalers continued to earn a dreadful reputation for savagery. Despite their laudable and impressive tally of victories, many of their erstwhile allies have begun to question this Chapter's conduct in their prosecution. Though none would gainsay the Impalers effectiveness in battle, there are many who have fought alongside the Impalers who found the Astartes of this Chapter to often be unpredictable, intemperate and dangerous to anything that stands in their path - combatant, civilian or otherwise. Rumours have even began to circulate that the Impalers have, at times, put to the sword human regiments of the Astra Militarum or local Planetary Defence Forces they see as failing them in battle. Due to the inherent distrust and aura of malice surrounding this Chapter, the Impalers often keep a guarded distance from other Adeptus Astartes Chapters. Only time will tell whether their genetic deficiencies or growing psychosis will be their undoing.

Specialist Formations

 * Coterie - Company equivalent.
 * Brood - Squad equivalent.

Relations
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Allies
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Notable Quotes
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By the Impalers
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About the Impalers
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Redemptors
The Redemptors are a Successor Chapter of the zealous Castigators Chapter, created during the 19th Founding (ca. 975-991.M35). As proud inheritors of lineage of Roboute Guilliman, like their forebears, the Redemptors have continuously served to bring the light of the Emperor to the darkest corners of the galaxy, and cast down the apostate, the daemon and the xenos, that would dare assail Mankind.

Gallery
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Scarlet Skulls
The Scarlet Skulls are a fleet-based Space Marine Chapter of unknown Founding and origin. Shrouded in mystery, this Chapter has served the Imperium of Man for millennia. The Scarlet Skulls do not shrink from battling the enemies of Mankind, and reserve a special grudge for renegades and corsairs. Throughout their millennia of service, their constant enemies have been Dark Eldar and Chaos Space Marine renegade Chapters such as the Red Corsairs. The Scarlet Skulls specialize in boarding actions and planetary raids, but maintain a mechanized company in the event of protracted ground battles.

History
The Scarlet Skulls are a bellicose Chapter which has garnered reputation for carnage and subterfuge. Its formation, use and purpose was shrouded with mystery and deliberate concealment from the rest of the Imperium. It is evident that this secrecy was colluded by the highest circles of power. Imperial scholars believe the Scarlet Skulls were created following the climax of the catastrophic event known as The Beheading. In 546.M32, the byzantine politics of the Imperium had taken a calamitous turn when the Grand Master of Assassins, Drakan Vangorich, deployed his elite assassins of the Officio Assassinorum, and the High Lords of Terra were slain to a man. Afterwords, the Imperium swiftly descended into anarchy as rival factions fought for supremacy and the open seats on the Senatorum Imperialis.

This sorry situation would last for almost a full century, until the direct intervention of Chapter Master Agnathio of the Ultramarines and fifty other Chapters Masters arrived upon Terra to contain the anarchy. Only then did the political squabbling finally cease, and when they departed, twelve new High Lords of Terra had been chosen. They more than likely authorised the 4th Founding of Space Marine Chapters to help bring order to an Imperium rife with civil discourse and insurrection, and to restore the rule of Imperial law. It is believed that this Founding took place sometime during the late 32nd or early 33rd Millennia.

Over thousands of years, the Skulls have garnered a reputation for ruthlessness and deception, never shying away from so-called ' dirty tactics ' if it means achieving their objectives and overall mission accomplishment. Despite this unsavoury use of unorthodox methods, or in some cases because of this, they have earned the respect of several brother non-Codex Chapters. One notable exception to this is the Ultramarines. There has been no love lost between these two Chapters. One account written by an Astra Militarum trooper that took part in the Battle for Seclorum IV claims that two Space Marine Captains -- one Ultramarine and the other from the Scarlet Skulls -- had such a fierce argument over how to proceed with the campaign that by the end of it the two had come to blows. The report continues, saying, that the brawl escalated until battle-brothers from each Chapter were forced to step in and pull the two Captains apart. Soon after the altercation, the Ultramarines departed the world, leaving the Scarlet Skulls to extinguish all traces of xenos themselves.

Currently, the Veteran 1st (Valor), 2nd and 4th Companies are on crusade, conducting their 'Fourth Hunt for the Red Corsairs' within the Maelstrom Zone in the Ultima Segmentum near the Warp Storm known as the Maelstrom - the treacherous region where the Red Corsairs are said to maintain their vast empire consisting of Renegade Space Marines and various Traitors. Meanwhile, Battlefleet Epsilon III (consisting of the 1st (Honor), 3rd, 7th and 11th Companies are currently patrolling near the Eastern Fringe. Battlefleet Alpha (consisting of the 5th, 6th, 8th and 9th Companies) are performing defensive manoeuvres in Sub-Sector Incursio, near their recruiting worlds.

Chapter Recruitment
The Scarlet Skulls have no home-world as such but do have several recruitment worlds in Sub-sector Incursio, in the Gothic Sector. The Battlefleet Omega is ever ready to take the fight to any fowl scum who would seek to prey on these worlds. They, along with the IG 307th Expeditionary Force who are assigned to the sub-sector Incursio, are the first and last defense. The 307th has a history of working well with and campaigning along side of the Skulls. There have been numerous occasions where guardsmen of the 307th have gone on to become Astartes in the Scarlet Skull chapter. Each aspirant must go through a set of trials devised by the Training Sergeants at each Worlds Keep-cathedral. The trials generally consist of survival, mock battles, tests of physical capabilities.

The Recruitment Worlds

 * Darkuk - A rocky Agri-World filled with great mountains, cliffs, and canyons in the Raqus System.
 * Mosmarra - A desert Death World in the Hinevah System.
 * Dagos IV - A densely populated Hive World in the Dagos System.
 * Covaas (Dagos V's Moon) - A poison gas filled Death World extremely rich in resources.
 * Dagos IX - A world of barren rock populated only by small mining colonies at the far end of the Dagos System.

Notable Campaigns

 * 4th Black Crusade (001.M34) - The oldest official documentation that the Administratum has concerning the Scarlet Skulls is a report concerning the assault on El'Phanor. The report contains a list of Chapters who participated in the assault. Upon further Inquiry the Administratum found that they had no record of this Chapter's founding, nor could they find any other mention of the Scarlet Skulls prior to this event, with one notable exception, the so called Galphi Document. The Document is a letter from Lord Dellio, then Governor of Galphi, to his brother, an Admiral in the Imperial Navy. In the letter, the Governor, recounts a civil revolt on his planet. He tales how the noble Astartes showed up with perfect timing just as the riots began to spread. He makes no mention of the Chapters name but gives a brief description of their colors, as well as making note of their extensive use of ' Bleeding Skulls ' in their livery. Many dispute whether or not this document refers to the Scarlet Skulls, or even if the document itself is legitimate.
 * Olc Troi (Unknown Date.M35) - During the 35th Millennium, the Scarlet Skulls' Battlefleet Iota pick up a faint but desperate astrotelepathic message begging for assistance. The Iron Warriors were currently in the process of rampaging across the face of Hive World Olc Troi. In a succession of swift assaults on Iron Warrior strategic positions, the Scarlet Skulls manage to cripple the enemies fighting force. The Iron Warriors, in full retreat, are harried by the Skulls each step of the way. In the final battle for the Olc Troi, the full might of the 4th Company comes to bear on the remnant Iron Warrior force. Unexpectedly the Iron Warriors disappear while the planet comes under orbital bombardment by the Iron Warrior Fleet before it disappears into the Immaterium. The 4th Company is decimated, and spends the next several years on reserve status rebuilding their strength. It is a bitter victory for the Scarlet Skulls.
 * War of Assassins - The Fall of the Forty (492-542.M37) - In 492.M37, a senior member of the Officio Assassinorum, known only as Occisor, rebelled against the Imperium and - along with seven other assassins - went rogue and established a power base on the planet Atrum Ugolo. In the annals of the Scarlet Skulls, what followed would be come known as the War of Assassins. The Skulls were called upon to aid the Officio Assassinorum to hunt these renegades down. For five decades the hunt was on, and the Skulls pushed their spy networks to the limit, but eventually started finding valuable information that they were able to push forwards to their Officio Assassinorum allies. By the end of the so-called war the Rogue Assassins had taken the lives of 40 Lord Masters of the Scarlet Skulls over the course of this bloody and brutal campaign. The Scarlet Skulls' annals refer to this lamentable event as the 'Fall of the Forty'.
 * Atrum Incendus Uprising (325-332.M40) - After receiving disturbing reports concerning the Forge World Atrum Incendus in the Segmentum Obscurus the Scarlet Skulls despatch their 5th Company to investigate. By the time they arrived, Atrum Incendus was in full blown rebellion. When they made their way down to the surface, their Scouts quickly discovered hidden cells of Word Bearers Chaos Marines operating on the planet. Immediately, they sent an astropathic message to their Chapter for reinforcements. The Chapter despatched the entire 3rd Company, as well as supporting elements from both the 7th and 11th Companies. Also in tow where serveral regiments of Astra Militarum including: four Darkuk Infantry Regiments, two Mosmarra Drop Troops Regiments, and two Dagos Armored Regiments, along with a demi-Legio of Titans from the Legio Tempestas Regis. All told, it took seven years to bring the world back into compliance.
 * First Hunt for the Red Corsairs (917.M41) - In 917.M41, the Scarlet Skulls experienced their first encounter with the Renegade Red Corsairs. A vast Chaos Space Marine fleet under the command of one of Huron Blackheart's lieutenants emerges from the Maelstrom and proceeds to ambush the Scarlet Skulls' Battlefleet Delta, stealing away with several of their vessels. Battlefleet Epsilon is formed and gives chase alongside Battlefleet Alpha. The so-called 'First Hunt for the Red Corsairs' ends triumphantly, when the Scarlet Skulls manage to defeat the Red Corsairs in battle and recover their lost ships.
 * The Third War for Armageddon (998.M41) - When Ork Warlord Ghazghkull Mag Uruk Thraka leads the largest WAAAGH! ever seen in Imperial history and proceeds to assault the vitally important Hive World of Armageddon, the Scarlet Skulls contribute Battlefleet Epsilon which comprises both the 2nd and 4th Companies, along with a detachment of several elite members of the Veteran 1st Company, to include three Dreadnoughts to the Imperial forces' war efforts. Fighting closely alongside the Omega Marines, members of each Chapter forge strong fraternal bonds of brotherhood with one another in the fires of battle. Following their participation in this brutal campaign, the Scarlet Skulls adopt a campaign badge to mark this conflict - a black-coloured Greek letter 'omega' symbol centred behind the scarlet coloured Chapter icon to signify their utmost respect for the Omega Marines.

Chapter Organisation
The Scarlet Skulls loosely follows the guidelines of the Codex Astartes, seeing it as a basic guidelines rather than as law set in stone. Because of this The Skulls are somewhat over-strengthen, Usually having anywhere from 1,100-1,200 Marines on Average.

1st Company
The elite 1st Company serves as the Chapter's Veteran Company, however the Skulls divide it into two parts: 'Honour', and 'Valour'. Honor mans the Chapter flagship, the Wandering Skull, commanded by the Lord Commander, while Valor joins other Battle Companies in the field and is led by the First Captain.

Battle Companies
2nd through 4th are fairly standard Battle Companies in accordance to the dictates of the Codex Astartes, although each Company is designed to be self-sufficient.

5th Company is an Assault Company designed around fast-attack and line breaker assault. The Assault Companies house all of the Chapter's Bikes, Landspeeders and several Rhinos. Often times these units will get tasked out to other companies for support.

Reserve Companies
The 6th, 7th, and 9thCompanies are set up exactly like the standard Battle Companies, and the 8th is also an Assault company. The reserve companies generally stay with the Battlefleet Omega, as they are responsible for the protection of their recruitment worlds and the entirety of Sub-sector Incursio.

Scout Company
The tenth company is the scout and recruiting company as per codex. Each Fortress-Cathedral has Senior Sergeants of the 10th who are constantly recruiting and training new marines. As the different companies visit the recruiting worlds the new marines are immediately transferred over. There is no command staff for the tenth instead they fall under control of the Lord Black and the Bloody Brothers.

Mechanised Company
The Scarlet Skulls have an additional, 11th company which is entirely mechanized and responsible for most of the vehicles as well as the keeping of the sacred war gear for the chapter. Often they are tasked out to other companies but they insure that they keep a strong core together in case they are ever called on for ground assault.

The High Table
The High Table is the advisory counsel to the Lord Master. The Scarlet Skulls are not a democracy but each Lord Master is encouraged to heed the advice of their Table. In the event that the Chapter is without it's Lord Master, the High Table votes on the Chapter's decisions, including the election of a new Lord Master. The only one who doesn't get to vote on these occasions, is the First Captain. He will only cast a vote in the event of a tie.

The members of the High Table are as follows:

Lord Black and the Bloody Brothers
Lord Black is the Keeper of Secrets, Guardian of the Rites, and historian for the Chapter. When it is time to appoint the new Lord Black the Lord Master will, in secret, select the candidate. Once selected, the Lord Master waits until the time of battle to bestow the honour. Afterwards the honoured brother who was been chosen is marked in the Chapter's annals as having died heroically in battle. Henceforth, he will then be known as only Lord Black for the rest of his life. The Lord Black never leaves Battlefleet Omega and never takes part in battle unless he is defending the Recruitment Worlds. The Lord Black also acts as Captain of 10th Company and maintains the Chapter's spy network. The Lord Black is assisted in his duties by the Bloody Brothers. It is said their name comes from the fact that the entirety of their battle-plate is painted scarlet, not just their helms. There are 24 Bloody Brothers total, which are selected chosen by the Lord Black, and only he knows their identities. Like the Lord Black, the Bloody Brothers give up their former names and past identities. Forevermore, they're names are replaced with one of the letters from the ancient Phoenician alphabet:

Alpha and Omega typically accompany the Lord Black wherever he goes and act as his second and third in command.

Rank Structure

 * Lord Master - The senior rank of Lord Master is equivalent to Chapter Master. He wears black-coloured artificer armor, which is completely unadorned other than black-on-black scroll work, scarlet-coloured helm and Chapter Badge.
 * Lord Captain & Lord Admiral - These are essentially equivalent ranks. They represent the two most senior Astartes within the Chapter and are invaluable advisors to the the Lord Master. While in space the Lord Captain defers to the Lord Admiral, however, when on the ground, the situation is reversed. The Lord Captain has black-coloured battle-plate with gold trim on the pauldrons. The Lord Admiral wears golden artificer armor with black trim on the pauldrons. The Lord Captain is the Master of the Arsenal while the Lord Admiral is Master of the Fleet.
 * Lord Commander - The Lord Commander is a senior officer of the Chapter. His rank is designated by two black-coloured pauldrons with white-coloured trim. The Lord Commander also serves as the Master of the Watch.
 * First Captain - The First Captain is a senior officer of the Chapter. His rank is designated by two white-coloured shoulder pauldrons with black-coloured trim. The First Captain also serves as the Master of Recruits.
 * Captains - Captains are seniors officers who command the Chapter's individual companies. Their rank is designated by two gold-coloured shoulder pauldrons with black-coloured trim.
 * Colour Sergeants - Colour Sergeants serve as the Chapter's honoured Standard Bearers. They are designated by painting the right arm of their battle-plate scarlet in colour as well as the trim of the shoulder pauldrons. The right shoulder pauldron still retains the colour of the company they are assigned to. Colour Sergeants are the most senior-most sergeants within a company, and serve as the commander's second-in-command. The rest of the command squad answers to the Color Sergeant. Other duties include recording the history of the unit, managing the Roll of Honour and performing executive officer duties.
 * Master Sergeants - Master Sergeants serve as Company Champions and third in line of command of the company. They are directly responsible for all company training. Their rank is designated by two gold-coloured shoulder pauldrons with the trim of the right shoulder pauldron painted in the the designated company color.
 * Sergeants - Serving as the backbone of the Chapter, the Sergeants of the Scarlet Skulls are Veteran Space Marines that have been put in charge of the Company's individual squads and are always leading from the front where the fighting is the most fierce. The denote their rank by painting a three scarlet-coloured chevrons on their left vambrace (forearm). A First Sergeant is the most senior Veteran Sergeant in their field (i.e. Tactical, Assault, Devastator, or Veteran) and typically denotes their seniority by a stylised scarlet-coloured lozenge (diamond) symbol painted on the left vambrace (forearm). First Sergeants are also responsible for company training.
 * Corporals - Corporals are the senior-most battle-brother in a squad who serves as Sergeant's second-in-command. Whenever a ten man tactical squad breaks up into two five man combat teams, the Squad Sergeant takes one team and the Corporal is charged with command of the other. They denote their rank by painting a pair of scarlet-coloured chevrons on their left vambrace (forearm).
 * Battle-Brothers - Battle-Brothers are full-fledged Space Marines that serve as the rank-and-file of the Chapter, and as such, have no special markings to identify them, other than their Chapter's basic colours and Company/squad designations.
 * Initiates - Initiates makes up the Chapter's Scout Squads of the Chapter. They have not yet earned the honor of wearing the Scarlet skull. Instead, they are authorised to wear a plain light gray shoulder pauldron with a white-coloured skull centred upon it.

Combat Doctrine
The Scarlet Skulls combat doctrine is fast and ferocious. Preferring larger numbers of "boots on ground" over vehicles and extra gear. They are devious in their tactics and use whatever edge they can find. The Scarlet Skulls maintain a vast spy network and are relentless in their search for intel against their chosen foe.

Notable Scarlet Skulls

 * Lord Master Hobard Morgan - Current Chapter Master of the Scarlet Skulls
 * Captain "Black" Benatus - Current Captain of the 4th Company and Commander of ground forces for Battlefleet Epsilon.
 * Captain Polycrates - Captain of the 4th Company at Olc Troi during the 35th Millennium.
 * Ixot Cleodis - Hero of the Assault on Baxtan.

Astartes/Imperial Fleet Strength
Scarlet Skulls Fleet Strength is rather large as the are a fleet-based chapter. There are always at least two Battlefleets, Alpha and Omega. Whenever ships from these two Battlefleets must separate to go elsewhere for whatever reason, then a new Battlefleet is founded, taking its name from the Greek Alphabet. The Battlefleet then exists until its mission is complete at which time the Battle fleet is absolved. The names progress in Alphabetical order, starting at Beta and going to Psi. Once Battlefleet Psi is dissolved it starts anew back at Beta. In the Chapter's annals, it is recorded that the battle fleets are listed by the chronological appearance of their name - i.e. Battlefleet Gamma I or Battlefleet Epsilon II.

Chapter Colours
The Scarlet Skulls Chapter primarily wear black-coloured power armour with scarlet painted on the exhaust ports of their back packs and helms. A white vertical stripe on the helm, denotes a Colour Sergeant (Company or Chapter Banner Bearer). On the plastron (chestguard), is a black-coloured Imperialis with a scarlet-coloured skull is displayed. The inset of the left pauldron is light grey in colour, and displays the Chapter's iconography. The inset colour of the right colour displays the company colour (i.e. White (1st Company), Yellow (2nd Company), Red (3rd Company), Green (4th Company), ect.). A black-coloured squad specialty symbol centred on the right shoulder pauldron designates operational specialty -- Tactical, Devastator, Assault or Veteran. A scarlet-coloured gothic numeral on the left poleyn (knee guard) designates squad number. Each squad typically picks a unique design of their own and applies it to the right poleyn (knee guard).

To further distinguish themselves from the rank-and-file, the Chapter's Chaplains power armour wear a black and scarlet quartered-pattern on their battle-plate. Scarlet Skulls Librarians and Apothecaries wear the standard Codex-authorised colours with the exception of a scarlet-coloured helm and the entire left arm, which is kept in the Chapter's black colour. This is so that is associates themselves more closely with their fellow battle-brothers. Techmarines wear red and black halved-pattern to show their association with the Chapter as well as their allegiance to the Omnissiah.

Chapter Badge
The Scarlet Skulls' Chapter badge is a large scarlet-coloured skull centred on a field of light silver. Most unusually, when the Scarlet Skulls are on campaign, a design is added behind or below the central Chapter icon. Sometimes, even the shape of the skull is changed and become the campaign badge. Heroes of notable campaigns often choose to continue to wear the individual campaign design for the honour.

Relics

 * The Alpha Sword - A superlative master-crafted blade said to be used by the first Lord Master.
 * Omega Armor - The most ancient set of master-crafted artificer armor the Chapter holds, said to have been a gift from their Progentiors. It is worn by the Lord Master of the Chapter.
 * The Gilded Skull - An Astartes skull gilded in gold with ruby studded eyes. It is not known who the skull belongs to, but is said to be the most valued relic of the Chapter.

Honors

 * Iron Skull - unlike other Chapters, the Iron Skull is not awarded for leadership. It is an honor given to any Scouts when they attain full brotherhood. The Iron Skull, known to the Chapter as the Scarlet Skull, is the symbol of the Chapter. Some say it symbolizes that a regular Scarlet Skull Battle-Brother is the equal to all other Chapter's sergeants.
 * Sacred Bones - Bones belonging to the Chapter's heroes are handed down to Battle-Brothers who have shown great valor. Sacred Bones are placed in silver gilded reliquaries and worn on a Battle-Brother's power armour, so that their past brethren might witness their valorous deeds on the field of battle.
 * Crypt Scrolls - Scrolls written with encrypted text that holds the Chapter's secrets within. It is said that no one in living memory has been able to decipher the words.
 * Campaign Seals - Similar to Purity Seals, these seals are affixed to company banners and denote famous battles the company has participated in.
 * Golden Laurels - A golden Laurels is awarded for great and extraordinary valor resulting in, or attributing to victory. These are more rare than Imperial Laurels.
 * Scarlet Seals - Scarlet Seals are affixed to Imperial Laurels to denote that in this act of valor, this Astartes was severely wounded.

Notable Quotes
Feel free to add your own

By the Scarlet Skulls
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Trivia
I cannot take credit for this one -- the Scarlet Skulls were originally created by Thisarmysucks (or TAS) over on the [[:w:c:warhammer40kfanon:Warhammer 40,000 Wiki|Warhammer 40,000 Fanon Wiki]. He's a Noncommissioned Officer currently serving with the United States Army's 82nd Airborne Division at Fort Bragg, North Carolina. Due to his hectic schedule and VERY active lifestyle, he's not often online, and unfortunately his original article had to be removed due to some minor non-canonical issues. Not wanting to let such an awesome Chapter fall by the wayside, in honour of TAS, I've brought his Chapter out into the limelight for everyone to marvel at and enjoy!

Gallery
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Kelpher's Hunters
The Kelpher's Hunters are a successor Chapter of the feral Space Wolves. They were created as a part of the 27th Founding, also known as the Ultima Founding. They are a very unusual Chapter; with their link to the hounds of Kelpher and their history that stretches beyond the Great Crusade, they are truly unique. Made up of the new Primaris Space Marines, the Hunters join the growing list of new successor chapters to the Space Wolves. Despite the Chapter's belief in the god-hound Garmr and the inclusion of many parts of the Kelpher 9 hunter and shamanistic culture, they are among the most steadfast and loyal of Space Marines.

Colonisation of Kelpher 9
During The Golden Age of Technology, Kelpher 9 or K9 was colonised as part of terraforming project. It's inhabitants lived inside bio-domes, protected from the harsh weather of the planet by massive heating systems. Original tests were positive, including allowing some lowland areas to be free of permafrost, but the project was put on hold when badly needed supplies were no longer delivered to the planet. Unknown to the inhabitants of K9, the galaxy had become consumed by warp-storms; the development of the Chaos God Slaanesh had cut off warp-travel for humanity, and Kelpher was one in millions of worlds that to fend for themselves.

For the first few years, the bio-domes sheltered their inhabitants, but soon the power generators failed and the people were exposed to the elements. The adventurous amongst them ventured out to find new shelter, and while most stayed even they were forced away as the domes collapsed. Humanity's technology was lost beneath the snow. What little progress was made terraforming was undone, and full winter gripped the whole planet once again. The newly formed tribes attempted to survive, but failed miserably. Used to technology, they weren't able to produces tools to hunt the primitive life-forms native to K9. It seemed that human life on K9 was to end, not with a bang, but with a shiver.

The Hunter and the Hound
When all was darkest and coldest, hope came to Kelpher 9. It took the shape of tall bearded hunter, seeming almost otherworldly, and his hound companion, covered in fur harder than iron but softer than silk, with a warmth like a furnace. They visited all the groups of survivors, silently at first, giving peace offerings such as kills for meat, tools for the tribes to use, bringing back lost hunters. Once the tribes had accepted them, the two began to teach, showing the humans how survive on K9's winter storms. Tool crafting, building movable shelter, how to bring down even the largest beasts.

Among their most important teaching was the benefits of the link between man and dog. Hundreds of Terran dogs had been brought to K9, as therapy for the colonists, a possible species to populate the terraformed planet, or possibly as a joke. Vast numbers of the dogs had died out, but the hardiest had survived and evolved, flourishing in their new environment. With the help of the Hunter's own hound, known as Garmr, these Kelpher hounds were tamed, and through some arcane power the Hunter bonded the two races. Their fates became bound together, as did their lives. The humans depended upon the hounds, and the hounds depended on the humans.

After the ritual, at the end of a great feast to celebrate the bond the Hunter and Garmr took their leave of the tribes. Watched by a tribesman and his hound on guard, the two walked out into the storm. The Hunter bade Garmr to sit, and with tears in his eyes said goodbye. He walked away and vanished; Garmr remained sitting, until he was also lost in the mist. Thus the two passed into the mythology of Kelpher 9. While the hunter was said to returned to his kingdom in the stars, Garmr remained on the planet, watching his children from the shadows, defending them from peril. The humans and hounds of Kelpher thrived with their new way of life, almost forgetting their true home amongst the stars. But their home did not forget about them.

The Crusade Arrives
The arrival of the Space Wolves' Strike Cruiser Ice Dagger was, by all accounts, an accident. The ship was mid-warp, travelling alongside one of the fleets of The Great Crusade, when it was suddenly pulled from the warp into the Kelpher system, at least a light year from it's intended destination. The ship's engines were damaged in the reversion to real-space and it was caught in K9's gravity well. Unable to halt their decent, the crew and marines aboard could only strap in and watch as they fell towards the ice, forming a meteor that was seen across most of K9.

The landing was harsh, on both the ship and it's crew. Almost all of the mortals on-board died on impact, including the Astropaths, while almost a third of the Space Wolves suffered major injury. The Ice Dagger was buried under ice and rock, it's superstructure almost split in twain and open to the elements. Without Astropaths, and lacking knowledge of where they where, the Wolves were trapped. But then they began receiving vox signals from somewhere on the planet. The signal was not using Imperial patterns, but it was possible that it was coming from an outpost on the planet, left behind by another Crusade Fleet. All the Wolves' vehicles has been badly damaged in the crash, and by the time they were fixed the rest of the mortal crew would be dead. Using Jump-packs was impossible due to the heavy winds and snows. So a pack was selected to trek to the source of the signal. Among them was Arcturus Monfang, a Fenris born marine of some renown amongst his company.

Only a few miles from their ship the Wolves accidentally walked into a hunt. The native humans and hounds and been hunting a Grendal, an monstrous creature that had climbed out of the deep valley search of food. Confused by the marines' bulky shapes and strange smell, the Kelpians attacked them as well, and the Wolves were forced to fight both them and the Grendal, while trying to convince the former that they were peaceful. In the confusion a bolt shell meant for the Grendal went wide, and struck an ice sheet above the fight. It released hundreds of tons of snow into an avalanche. With the mountain shaking around them no one was able to get away, and were all picked up by nature's fury and tossed into the deep valley below. Hours later, Arcturus awoke, the only survivor of his pack. The only Kelpian that was still alive was one of the hounds, pawing at his bonded's broken body. The two knew that they needed the other to survive; the valleys of K9 were filled with foul beasts, hidden pitfalls and cannibalistic tribes banished from above. A truce was made, and thus Arcturus Monfang met Garmr the Reborn.

At the birth of the hound and his bonded human, their tribe's shaman had declared him a rebirth of Garmr, come to guide his children into a new era. He now guided Arcturus though the darkness. Hordes of starved cannibals threw themselves towards the source of flesh, while plants gave off sicking scents designed to kill. Apparently safe paths collapsed in a instant while hidden eyes watched the travellers' every move, waiting for a moment of opportunity. Worse was that the pair was stalked by the Grendal, who having survived the fall and seeking revenge.

To this day it is regarded as certain death to walk through the valleys of K9, yet somehow Arcturus and Garmr survived. Along the way, even though hours before they had been enemies, they learned to respect each other. By the time they managed to escape to higher ground, an unbreakable bond had been forged. Before they managed to leave the shadows the Grendal finally attacked, only to be beaten back by the combined power of two beasts, one of Fenris and one of Kelpher. After Arcturus tore off his arm the Grendal ran screaming back into the darkness.

The Chosen Twelve
The fight was witnessed by Garmr's fellow tribesmen, who realised that Arcturus must be a great warrior like the Hunter, not a hostile from another tribe. They welcomed him into their camp, and listened to his tales of the Imperium, of Leman Russ and the Emperor of Mankind, and of the Great Crusade's mission to reunite all the lost members of humanity. The Kelphians were taken by the idea, seeing echoes of the Hunter in both the Emperor and Russ. By the time a second pack was deployed to discern the fate of the first, numerous runners had been sent to other tribes to share the news.

Almost nineteen tribes received the news, and journeyed to the cooling Ice Dagger to meet the Sky Warriors. There they learnt of the Imperium and Fenris, and reacted much the same way as the first tribe. In the meantime, the source of the signal was discovered; one of the bio-domes from the Dark Age of Technology. Although badly damaged, an automatic system had detected the arrival of the Ice Dagger in the system and had begun to send a distress signal. The Space Wolves' Priest of Iron were able to adapt the technology, allowing them to boost their own signals and reach the wider Imperium. The Wolves had a way home.

In the end however, the bureaucrats of the Imperium had little use for the Kelpher system. All of the worlds, including K9, were either Dead or Death Worlds will little incentive to colonise in anyway. And the inhabitants of K9 would never able to offer much in the way of tithe, or even army forces. Instead the world was given to the Space Wolves Legion as a holding, the trapped Ice Dagger as an outpost.

Soon the Crusade called, and the Space Wolves made to leave the would upon new ships. However they did not come alone. Both of the Kelphian Shamans and the Wolves' Rune Priests had visions of a great future war, where the blood of both Fenris and Kelpher would fight together, under the banner of Russ. To facilitate this prophecy fifty aspirants were selected from the various tribes and tested for gene-seed comparability. About half past, and then only twelve went on to survive the various trials. They, and their hounds, became Kelpher Pack. Another hound left K9 that day. Although Arcturus had expected Garmr to stay on the planet, the hound insisted on accompanying him. The Kelphians explained the bond forged between could only be broken in death. Knowing that his new canine ally was a mighty warrior, Arcturus agreed to his presence, and Garmr left K9 along side the Wolves.

Home-world
Located to the south-west of the Eye of Terror, just inside the borders of Segmentum Pacificus, the Kelpher system is an inhospitable place. Only one of it's twelve planets was deemed colonizable during The Dark Age of Technology, and only after an extensive terraforming project that was never completed. The planets are named numerical, moving outwards from the sun; so Kelpher 1 is the closest to the sun while Kelpher 12 is the furthest away.

Kelpher 9, or K9, is a mountainous ice world, where the few flat surfaces are covered by compact layers of permafrost or deep, stagnate ice lakes. Numerous mountain ranges, formed from aeons of weathering, collide and join at random. Between them are deep valleys, where little light reaches. It is here that most native life on Kelpher survives, growing in the heat generated by geothermal springs, and feeding off each other. The hostility of these lower regions is why most of the human population of K9 in the cold highlands.

Wandering tribes of hunter-gathers constantly migrate across the mountains, tracking the herds of Auðumbla that migrate in search of Frost-Grass. Forced to contest with the various predators that also hunt across the mountain slopes, Kelphians rarely stay in a single place for long, meaning they have no permanent dwellings.

Fortress-Monastery
The Space Wolves Strike Cruiser Ice Dagger has spent ten millennia buried beneath the northern-most glacier on K9. It has mostly been used as an outpost by the chapter, a secret listening post manned by a small crew, mostly made of revolving packs from different Great Companies. During the Indomitus Crusade it was given to the newly-born Primaris Space Marine Chapter by the Space Wolves to serve as their Fortress Monastery.

It's centuries trapped below the frost has effected the Ice Dagger heavily. It's metal walls have become covered by ice, giving the halls and corridors of the vessel a crystalline appearance.

Chapter Culture
Despite being Sons of Russ, most of the culture of the Hunters comes from K9, as it is their home-world and source of inanities. Some traditions have become expanded upon or become more significant.

The Bonded
"You are not servant and master, nor pet and owner. You are one being, a Hunter and Hound. Bonded in spirit and blood. Know this, and reach heights unachievable alone."

- Virgil Frost-Ghost, Chief Shaman

To those not from Kelpher 9, the bond between the human population of the planet and the Kelpher hounds, is merely symbolic, showing the dependency the two have for each other. The hounds are merely well trained, able to communicate information to their masters far better then normal dog should. The truth is that there exists a low level psychic bond between the human and their hound, one that allows them to share simple messages and emotions. Experienced hunters can look though their hound's eyes and use their other senses, and vice versa. In-fact, in the bond, neither has control over the other, neither is the master. It is a partnership of equals, forged to survive the harsh environments of K9.

In the Hunters, the bond is strengthen massively.

Specialist Ranks

 * Great Hunter - Equivalent to a Chapter Master or a Great Wolf, the Great Hound is currently Arcturus Monfang, the first to hold the title. The Great Hound travels between the different Hunts, offering his skill in leadership and battle to his Chiefs.
 * Hunt Chief - Equivalent to a Captain or a Wolf Lord. Hunt Chiefs lead their Hunts separately from each other, only working together on joint-campaigns. Most of the Chiefs are surviving members of the Chosen Twelve, although new marines have risen through the ranks.
 * Merki-Bera (Banner-Carrier) - Each tribe on Kelpher has a Merki, a tall pole that is engraved with the history of the tribe, usually placed in the middle of camp and carried by a chosen warrior. Each of the Hunts also has their own Merki, and is carried by equivalent of a standard bearer. It's presence on the battlefield invigorates the Hunters and drives them to great deeds, so that their own names may be added to the pole.
 * Hunt Eye - The Hunters' equivalent of a Lieutenant acts as a second to the Hunt Chief, leading part of the Hunt. They are so named because they are the eyes and ears of the Hunt Chief on the battlefield.
 * Pack Spear - Equivalent of a Sergeant, Pack Spears lead a squad of marines into combat.
 * Ice Shaman -

Arcturus Monfang
"First, he comes in burning ice, to reunite us. Second, he comes in grief, to return our departed father. Third, he comes forged anew, to lead us to war."

- Kelphian Prophecy. Predates arrival of Ice Dagger by several centuries

Notable Quotes
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