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The Sun Serpents are a mighty and fierce Successor Chapter that was created during the ill-fated 21st Founding, the so-called 'Cursed Founding'. Supposedly the Chapter was created from the lineage of the ancient and noble Salamanders. Conflicting accounts of their true origins make it difficult to sort fact from fiction, as there are numerous apocyprhal tales of the Sun Serpents having appeared far earlier in Imperial history than when they first officially appeared in Imperial records, during the Age of Apostatsy in M36.

Chapter History
The exact origins of the ferocious Sun Serpents Chapter is difficult to pinpoint, although extant recordes possibly indicate conflicting accounts of them having first appeared as early as 831.M33, during The Year of Ghosts, although the veracity of such claims have not been substantiated. The first true mention of the Sun Serpents Chapter was during the dark days of the Age of Apostasy, however there are many fragmented texts that make mention of a similar force. These documents are, however, mired in allegory and myth containing tales talking of ' Serpents from Hounds '. In fact, the most complete record of these strange times is spectacularly vague:

' ''..sons cast aside [missing] the twelfth roar, despising the renegade, they burn all traces, worlds devoured by hatred. [missing] The renegade soldier approaches the 'Fire-Borne' seeing his light as if a sun. One-Reed made home by the [missing] great serpent's rise, the returned solider sleeps in his sun-kissed home waiting for his god. [missing] awakens to a broken kingdom, his gods work broken, 'Fire-Born' no longer lights the way. [missing] and serpents shine again, the sun of their conviction [missing].'' '

As demonstrated by this text, solid information on the Sun Serpents past is rare, contradictory and often in the form of metaphorical fables that may not even pertain to the Serpents themselves. For those Administratum savants more interested in the cold unbending facts, the earliest mention of the Sun Serpents was the battle for the Shrine World Macedonia IV. It was during this battle the true ferocity of the children of Ce Acatl was shown as their defence of the world brought them into conflict with their ancient nemesis; the bloody-handed traitors of the XII Legion – the murderously insane World Eaters. Though the fighting was fierce and many honoured battle-brothers died, the forces of the God-Emperor were triumphant, and the World Eaters were annihilated. Unfortunately for the Serpents, during the Age of Apostasy the Imperium of Man was ruled over by a fanatical madman. Zealotry and religious slaughter wracked the Imperium on a truly cataclysmic scale, and so, as the exhausted Sun Serpents returned to their waiting ships, the mad Cardinal who ruled over Macedonia IV saw them, and branded them as unholy mutants. He ordered his large host of Frateris Templars to destroy their saviours in the name of Emperor.

When the strike cruiser orbiting the planet heard of the betrayal and slaughter of their brothers by those they had saved, they were insensate. The sent a single message to the Chapter Caster. The cruiser then quietly slipped out of orbit before the planetary guns could be turned upon it. They would not be gone long, however. After mere months of celebrating their destruction of the 'heretical abominations', the skies of Macedonia IV were soon filled with uncountable numbers of ships. In response to the message informing him of the betrayal, the Chapter Master of the time had mustered every single battle-brother to enact their revenge on those who had massacred their brothers. Like avatars of divine vengeance the Sun Serpents descended on the planet, unfathomable fury burning in their hearts.

When they landed, they did so with the intent to simply annihilate the cardinal and Frateris Templars that had betrayed them, what they found however, turned their controlled, yet burning anger into an uncontrollable maelstrom of hatred. The entire population of the planet, mired as they were in the mad teachings of the insane Goge Vandire, were celebrating their slaughter of the 'demons hidden amongst men' as well as making their sacrifices further meaningless by claiming that they themselves destroyed the 'blood-gorged traitors'. Such open contempt for the sacrifices of the betrayed battle-brothers drove the Sun Serpents into such a murderous frenzy, that in a single night, the entire planet of Macedonia IV was reduced to a lifeless carnage-ridden husk. Every single priest, Templar and savant was completely annihilated and the world itself burned in the cleansing fires of Exterminatus.

With their vengeance now fulfilled the Sun Serpents took stock of the state of the Imperium. Under the tyrannical lunacy of the insane High Lord Goge Vandire, the domain of man had descended into an orgy of brutal witch-hunts and deranged self-flagellation. The Chapter saw the madness that gripped the Imperium and the beacon of hope for humanity's survival that Sebastian Thor and his Confederation of Light represented, and so, with these stark facts the Sun Serpents threw themselves into the heaviest fighting, destroying all that the mad Vandire used to continue his oppressive tyranny and oppose the Confederation of Light.

As history shows, however, it was not the forces of the Confederation that laid low the lunatic High Lord, Goge Vandire was undone from within, by his own personal bodyguards - the so-called 'Brides of the Emperor' - who were convinced of their leader's heresy and falseness, executed their raving lord and ending his psychotic reign. In the wake of the Age of Apostasy and the Thorian Reformation, the children of Ce Acatl were honoured for their sacrifices and the great tragedy that thrust them into the war against Vandire; the world of Macedonia IV, having been long left lifeless since the Sun Serpents' scourged all life from its surface, was turned into a monument to all those Serpents killed by the lunatic High Lord's actions.

Companies
Below are the companies that make up the Sun Serpents, as of 998.M41:


 * 12th 'Huitzilopochtli'Company: Chapter Master Ehecatle Citlali
 * 11th Company: Captain Yaotl Itotia
 * 10th 'Tzitzimime' Company: Chief Librarian Meztli Tlaloc
 * 9th 'Ixtlilton' Company: Master of the Apothecarion Patli Atl
 * 8th Company: Captain Covotl Eleuia
 * 7th Company: Chaplain Quauhtli Ihuicatl
 * 6th Company: Master of the Forge Toltecatle Xipil
 * 5th 'Tezcatlipoca' Company: Master of Sanctity Eztli Momoztli
 * 4th Company: Libarian Coaxoch Tlachinoli
 * 3rd Company: Chaplain MAnauia 'Guardian Endless Road'
 * 2nd Company: Captain Ihuitl Ohtli
 * 1st Company: Techmarine Amoxtili Cualli

Below are the companies that make up the Sun Serpents, as of 999.M41 (Post-formation of the Great Rift):


 * 13th 'Huitzilopochtli'Company: Chapter Master Ehecatle Citlali
 * 12th Company: Captain Chimalli Itotia (KIA; Company wiped out.)
 * 11th Company: Chief Librarian Meztli Tlaloc
 * 10th 'Tzitzimime' Company: Master of the Apothecarion Patli Atl (Interred in a Contemptor Dreadnought; Company took moderate casualties. Reduced to 80% manpower.)
 * 9th 'Ixtlilton' Company: Libarian Coaxoch Tlachinoli
 * 8th Company: Captain Covotl Yaotl (Company took heavy casualties; reduced to 40% manpower.)
 * 7th Company: Chaplain Quauhtli Ihuicatl (KIA; Company wiped out.)
 * 6th Company: Master of the Forge Toltecatle Xipil
 * 5th 'Tezcatlipoca' Company: Master of Sanctity Eztli Momoztli
 * 4th Company: Libarian Coaxoch Tlachinoli (KIA; Company wiped out.)
 * 3rd Company: Chaplain Mictlan Ueman 'Guardian of the Endless Road'
 * 2nd Company: Captain Ilhuitl Ohtli (KIA; Company wiped out.)
 * 1st Company: Techmarine Amoxtili Cualli (KIA; Company wiped out.)

Chapter Combat Doctrine
For all the Chapter's camaraderie and fellowship, whenever the clamour of combat reaches them, the Sun Serpents go from noble defenders of humanity to violent destroyers. The sheer feral savagery with which they attempt to obliterate their foes has led many savants of Imperial history to compare the children of Ce Acatl to the bloody handed madmen of the traitorous XII Legion. Such comparisons, however, are invariably made behind closed doors, for whilst the fury unleashed by the Sun Serpents against most foes of the Imperium is shocking, the sheer almost elemental levels of rage and violence unleashed against the World Eaters is a truly awe-inspiring sight.

The absolute unflinching loathing that the Sun Serpents and World Eaters share for one another and the cataclysmic levels of destruction they both inflict upon each other, has led many to believe their hatred is a deeply personal one, however (aside from the obvious betrayal of the Emperor and worship of the Dark Gods) there are no known reasons that the Sun Serpents would despise the the World Eaters to such murderous extent, just as it is unknown what brought such an immense gathering of World Eaters, including their fell champion Khârn the Betrayer, to invade the Sun Serpents homeworld and attempt to destroy them.

The hatred that these foes share has often been compared to the blood-soaked and bitter rivalry between the Space Wolves and Thousand Sons, and on the Sun Serpents part, is matched only by their fiercely violent loathing of the Tyranids who, like the World Eaters before them, invaded Ce Acatl and nearly eradicated the Sun Serpents.

Chapter Gene-Seed
The gene-seed of the Sun Serpents is an eternal source of bafflement to those charged with examining its purity and stability, for whilst all records state that the progenitors of the Chapter are the Salamanders, every single tithe sent by the Children of Ce Acatl bears no resemblance to their supposed parent Chapter. While stable, the Serpents' gene-seed does bear several relatively minor (though admittedly rather obvious) mutations; in a manner similar to the Space Wolves and Black Dragons Chapters, the canine teeth of the Sun Serpents grows into long fangs, however, unlike the two aforementioned Chapters, the Sun Serpents' fangs produce a harsh venom that can floor a man within minutes. As well as dangerously venomous fangs, the general features of a Ce Acatl Astartes tend to be flatter and more serpentine giving them an air of cold cunning.

Interestingly, as certain Sun Serpents age, they lose their hair and grow a strange fleshy crest, similar to ones found on lizards. This extremely obvious mutation has occasionally strained the tolerance of the the Inquisition, however, as the it is extremely rare and (unlike their close allies in the Black Dragons) the Sun Serpents do not attempt to encourage this mutation in their gene-seed. Of note, however, is that the Sun Serpents' gene-seed overstimulates and engorges the adrenal glands, leading to increased adrenaline production. Some adepts appear to believe that this mutation may be a indicator to their actual heritage, however, no loyalist chapters appear to share this particular mutation.

Chapter Beliefs
Despite their...fraught relationship with a large swathe of the wider Imperium, the Sun Serpents are deeply devoted to the protection of its citizens, despite their almost compulsive desire to absolutely annihilate the enemy in combat the Sun Serpents take to the defence of the civilians in campaigns with relish especially because of their adherence to several of the tenets of the Promethean Creed espoused by their (supposed) progenitors; the Salamanders.

Anyone that the Serpents see harming or otherwise needlessly endangering those under their protection as the lowest scum often leading to them coming to blows with other less dis"cerning chapters. Curiously enough this contempt for those who have massacred the defenceless subjects of the God-Emperor does not seem to stretch to the savage Flesh Tearers. In fact, the two chapters are incredibly close allies. Upon learning of the battle, later known as Honour's End, the newly promoted Chapter Master of the Sun Serpents, Ehecatl Citlali, was reported to have said to Gabriel Seth, "Lord Seth, the deaths of those innocents lies not at your feet, for the doom that afflicts your brothers is not of your making. You did not seek to slaughter them with malice in your heart. You are a true Astartes and I am proud to serve alongside you."

Deathwatch Service
Before the Second Battle for Ce Acatl (later known as New Devouring to the Serpents) service in the Deathwatch was seen as a punishment, fit for those Space Marines of ill-temperament and murderous hatred - those whose control of their bloodlust was lacking and who would readily sacrifice innocents for their own glory. After the Tyranids of Hive Fleet Asura ravaged their homeworld however, performing the Long Vigil with the Deathwatch was seen as one of the highest honours imaginable. Soon some of the Chapter's most ancient and mighty warriors were being sent to the watch-fortress to serve with the Chamber Militant of the Ordo Xenos. Perhaps the Chapter's most notable member to take the Apocryphon Oath was Eztli Momoztli, the Master of Sanctity, and the oldest and most venerable member not interred within a Dreadnought. In an act that shocked many within the Sun Serpents, and indeed the Deatwatch itself, he willing volunteered to served the Long Vigil. Upon his arrival to the Watch-Fortress Cortez, the Lord of Sacrifice seconded his position to Nextlahuall, Chaplain of Ehecatl Citlali's Company.

Chapter Armoury
The Sun Serpents are a curiously well-armed for a relatively young chapter. Deep within their city/fortress-Monastery are vaults that contain the means to produce older marks of Power Arrmour, including the formidable Mark III 'Iron' and Mark IV 'Maximus' patterns. More surprisingly, however, amongst their armoury are truly ancient and deadly wargear including deadly suits of relic Cataphractii and Tartaros pattern Terminator Armour, a large host of Contemptor Dreadnought sarcophagi and, perhaps most awe-inspiring of all - a trio of legendary Fellblade Super-Heavy tanks often seen as icons of the Sky-Emperors almighty wrath.

As well as all this ancient heresy and pre-heresy era wargear, there are several patterns of weaponry that are unique to the children of Ce Acatl. Perhaps most famous of all being their complete and utter lack of any sort of attack bikes, for as Chapter Master Ehecatl Citlali has said, "Why wait for the martians to finish those rickety old things when we have predators that are just as fast, infinitely more dangerous and right on our doorstep?" Instead, the Sun Serpents make use of the titanic saurians that they share their homeworld with as living mounts. As well as using them instead of bikes, the Serpents also mount Thunderfire Cannons on the massive backs of the lumbering armoured beasts known as Ankylosaurus.

Including the use of saurians, the Sun Serpents have their own pattern of close-combat weaponry known as ' Macuahuitl ' pattern weapons which, while taking the form of multiple types of armaments - from axes, to swords and halberdesque polearms to name a few - they all share the same with which they are created; using the metallic material native only to the Mendoza System known as Obsiditite. The Macuahuitl pattern weapons have savage teeth which are brutally efficient at ripping and tearing through the foes of the Sun Serpents.

Interestingly, each Macuahuitl weapon is unique, as part of the Sun Serpents' beliefs, each weapon and piece of armour wielded by every individual battle-brother is seen as an extension of themselves to be cared for and improved at their own discretion, as part of their maturation through the ranks of the Chapter. An example of this is the ceremony of the Newest Light. When Scout Marines are promoted, they are taken back to Ce Acatl and taken to the sacred shores known as the Endless Road to the Sun, where fallen Sun Serpents are taken for burial. Once these former neophytes arrive they undergo a ceremony where they must bury their weapons and, in effect, ritually bury their pasts, for now they are full Sun Serpents. Once they have buried their former weaponry, they are taken to the forge-vaults to be re-armed with new weapons befitting of their new rank.

Chapter Relations
Despite their unflagging zeal and commitment to their duty as Astartes the Sun Serpent's interactions with the fraught distrust and fear. For reasons unknown barring the Salamanders (from who they supposedly descend) the first founding chapters appear to hold the children of Ce Acatl in some measure of wariness and in some cases (the Blood Angels and Ultramarines in particular) hostility, why these ancient chapters would all show dislike for a single, relatively young chapter is a mystery that many imperial historians have attempted to unravel over the millennia.

One of the more popular theories is that along with the astonishingly savage and violent manner in which they wage war the chapters that Sun Serpents call allies (many of whom have managed to garner dark reputations of their own) are the source of mistrust, for indeed whilst the Sun Serpents are proud and stalwart (if slightly overzealous) in their protection of the Imperium, those they count among their friends are often more well known for their fell character; the Black Dragons, Abyssal Jaws and perhaps most terrible of all the viciously berserk Flesh Tearers. With such infamous chapters associated with them it is seen as little wonder that despite their best efforts, the Sun Serpents are still regarded with suspicion.

Whilst their allies garner them little support among the wider Imperium the Sun Serpents penchant for making powerful enemies does them little favours. Perhaps their most vehement foes are the ancient Blood Angels and the bloody-handed Minotaurs. For reasons unknown the chapter master of the Sun Serpents; Ehecatl Citlali holds a particularly intense loathing and disgust for Mesphiston of the Blood Angels for whilst the Sons of Sanguinius are authorised to rest and resupply in the Mendoza System (the demesne of the Sun Serpents) the Lord of Death is unilaterally banned from ever entering the system, lest the children of Ce Acatl attempt to kill him.

Allies

 * Black Dragons


 * Flesh Tearers

Enemies

 * Blood Angels


 * Ultramarines


 * Minotaurs


 * Tyranids


 * Orks

By the Sun Serpents
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About the Sun Serpents
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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 tirm.
 * 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
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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 Warhammer 40,000 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!

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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.

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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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