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The Jackal Claws are a reclusive and enigmatic Chapter who lurk in the shadows, waiting for the moment to lay waste to their foes. They specialise in making sure the enemy is dead before they even notice the knife in their backs or the bolt round in their skulls. Furthermore, they are noted for being incredibly distant from their progenitors and fellow successors. Not due to circumstances of distance or duty, but out of distrust and resentment towards Corvus Corax for banishing their ancestors long ago.

Dark Origins
The Jackal Claws origins lie with the tale of the mysterious Ashen Claws, Raven Guard legionaries exiled from the 19th by Corvus Corax himself, who held loyalty to none save themselves. It is suspected that, at one point in the Great Scouring, a small group of Ashen Claws broke away and went on their own path, leaving the Ghoul Stars for their own desires. This band was comprised of legionaries who were known for an exceptional dislike of their former Primarch and Legion and a habit of salvaging battlefields and even went as far as to attack travelling ships as pirates. When the Horus Heresy came, the exiles raided both sides equally until they found out the full extent of Horus's treachery. That was then they began to fight for the Imperium once more. When they finally entered contact with the Imperium once more, at the time of the Codex Astartes, it was assumed they were a Raven Guard successor and were recorded as such. The name they gave; Jackal Claws

The Carrion Dogs
After their entry into Imperial records, the Jackal Claws apparently sank back into the shadows of history, just where they wanted to be. The Jackal Claws cared nothing for glory and respect, preferring to fight in unknown battles in the forgotten reaches of the Galaxy. Even when they fight alongside allies they rarely communicate with them and tend to leave as soon as their objectives are complete. Often, when they leave, their allies will realise that their munition supplies are smaller than before. Other times, Chapters may find that munitions and wrecked vehicles have mysterious vanished! Although it can never be proven, the fact that the Jackal Claws were on the same battlefield must surely be no coincidence. Their suspected scavenging nature earned the Jackal Claws another title: "The Carrion Dogs". This doesn't bother the Jackal Claws for they don't give a damn what anyone thinks about them.

Of course, the Jackal Claws have other ways to acquire resources and munitions. Many a time has a merchant fleet been saved by mysterious Astartes who asked only for select items as a reward. Even Rogue Traders and fleets of the Adeptus Mechanicus have encountered this. While it usually works, the Jackal Claws aren't afraid to use some subversion in order to get what they want.

Familial Bonds
"Don't talk to me about respect, Raven. Were my ancestors shown respect when the Primarch cast them into the stars to be forgotten? Were we shown respect when he called all forces back to Deliverance when the Legion was broken on Istvaan? All forces except for my ancestors? No, he forgot us and for that we plucked our feathers and became Jackals. So, Raven, that is why I will not hear of respect from you. Not until Corax himself comes back and begs our forgiveness!"

- Quote from the Jackal Claws Chapter Master known only as the King of Scraps

While many Chapters have often strained relationships with a successor Chapter, the relationship between the Jackal Claws and their progenitors, the Raven Guard, are to the point of hostile. The Raven Guard have no knowledge of the Jackal Claws' founding and thus doubt there is a connection between them. What's more, the Jackals hold no love towards Corvus Corax, the Primarch, and go as far as to denounce him. However, the reason for this hatred goes even deeper, for Corax was the one who banished the Jackals' ancestors in the Great Crusade and sent them into the stars to never rejoin their Legion. It is for this reason that the Jackal Claws refuse to have any contact or ties to the Raven Guard or their successors. Even their name is an attempt to rid themselves of any heritage to the Raven Guard. While their progenitors are birds, they, themselves, are Jackals.

Of course, this resentment would never go beyond arguments and bitterness. Jackal Claws who have served in the Deathwatch wouldn't refuse to fight alongside a Raven Guard or their successors, but there would be tension nonetheless.

While no other Chapter has the resentment the Jackal Claws have of the Raven Guard and successors, the Jackal Claws do not name anyone to be their friends. They are their own pack who have no need of friendship and brotherhood. That is how it has been since their days of exile and it shall be that way evermore.

New Blood
The 42nd Millennium's arrival was heralded by the Galaxy splitting in two by the birth of the Great Rift. Despite being located in what became Imperium Nihilus, the Jackal Claws escaped much of the ensuing chaos and were largely unscathed when by the time the Indomitus Crusade came to them. To their surprise, Roboute Guilliman, Primarch of the Ultramarines, was leading this crusade and, with him, was a new breed of Astartes. The Primaris Marines were improved forms of the Astartes with new strengths and wargear. Before he moved on, the Primarch gifted the Jackal Claws with Primaris marines as well as the means to make more. After some initial misgivings and suspicion the Jackals accepted these new marines and welcomed them into the Chapter.

At first, the new arrivals took time to adjust to the Jackal Claws' ways. The Primaris took heavy losses while they learned the tactics of the Jackals and there was a wave of shock and outrage they had to get over when they found that the Jackal Claws carelessly looted the dead and wreckage of the battlefields. Eventually, however, as the first Primaris either died or assimilated into the Claws and new Primaris were made from the Chapter's recruitment grounds, these problems faded away. The Jackal Claws were particularly fond of the Inceptors and Vanguard marines and made great use of them in their campaigns. As such, it can be said that the Jackal Claws had no problem with accepting the new Primaris marines.

Notable Campaigns

 * Discovery of the Jackals (Unknown Date) - The Jackal Claws are discovered by an Imperial Explorator fleet and added to the roster of active Chapters.
 * Unscrupulous Allies (Unknown Date.M33) - After going unnoticed in Imperial Records for centuries, the Jackal Claws reemerge when they lend aid to the Ultramarines in defense of an armoury world against an Ork Wraagh. When the horde is wiped out, the Jackal Claws depart without a word. They are long gone by the time the Ultramarines realise that entire armouries have been stripped of munitions and wargear.
 * Pack of Hunters (Unknown Date.M33) - When a rebellion breaks across the entire planet of Pharrel, a single Jackal Claws squad answers the Governor's plea for help. Without a word to the authorities, the Astartes delve into the hives of the planet and hunt down the leaders of the rebellion in a single week. They leave without ceremony but not demanding several pieces of technology as "payment".
 * One Shot, One Kill (Unknown Date.M35) - A Chaos Warband's rampage on Retai-IV is brought a crashing halt when it's chaos lord is slain by a single shot from a Jackal Claw sniper.
 * Aquiran Campaign (Unknown Date.M36) - The Jackal Claws arrive unannounced to the Aquiran System to aid in the Space Wolves and the Cadian 78th in a campaign against an Aeldari warhost. The Jackals quickly earn the enmity of the Space Wolves when the Cackle Alpha apparently steals the Wolf Lord's kill when he shoots the Aeldari Autarch through the head rather than engage in a duel. The Wolves are further outraged when they discover the Jackals leave with wargear looted from the battlefield. Suffice to say, the Space Wolves refuse to fight alongside the Jackal Claws.
 * The Hunt (Unknown Date.M40) - Hunter becomes hunter when a Drukhari Kabal invades the world of Takashimaya only to be ambushed by the Jackal Claws. The raid turns into a massacre as the Jackal Claws box the Kabal in and wipe every single Drukhari out.
 * An Ancient Discovery (Unknown Date.M41) - The Jackal Claws investigate the Devilskin Space Hulk. Inside they find a lost ship from the Great Crusade belonging to the Raven Guard. The lost ship is returned to the Raven Guard, though it's hangars and armouries are mysteriously empty.
 * New Brothers (Unknown Date.M42) - When the Great Rift opens, the Jackals focus on protecting their home world and recruiting worlds. They are fortunate in escaping much of the major damage the Great Rift causes and suffer few losses. Their biggest surprise is the arrival of Roboute Guilliman and the Primaris Marines. Despite initial misgivings, this new wave of Astartes is accepted into the Chapter.
 * The Lasmosa Raid (Unknown Date.M42) - The Primaris Marines prove themselves in battle when the Jackal Claws attack the Iron Warrior held planet of Lasmosa. Making use of Inceptor and Suppressor jump assaults, the Iron Warrior fortifications are breached which allow the rest of the Chapter to deploy. Trapping the Iron Warriors in their own forts with Infiltrator and Aggressor deployment, the heretics are cut down by snipers and Eliminators.

Chapter Organisation
The Jackal Claws seem to majorly deviate from the Codex Astartes, possibly due to their roots as a pirate band. The Chapter places a heavy emphasis on infantry and stealth tactics, only using vehicles such as rhinos and dreadnoughts for all out attacks. The command structure also appears to be highly decentralised. Cackles and packs rarely fight together or rely on each other in battle, being self sufficient organisations of their own. In fact it is for common for merely one or two Jackal Claw Astartes to be sent to a planet should the matter be deemed insufficient for a Pack or Cackle to deal with. As such, each Jackal Claw is self-reliant and able to operate alone in the field for a long time.

The Jackal Claws have their own title system. Squads are referred to as Packs and Companies referred to as Cackles. An individual Battle Brother is named a Pack Claw and the sergeant is named Pack Alpha while the Captain is Cackle Alpha. As for the Chapter Master, none can say, for it seems that every new Chapter Master bears a different title. The titles; "King of Jackals", "Lord of Scraps", "Scavenger-Lord" and the "Unchained King" have all been recorded. The current Chapter Master, Horisk Teiz, appears to bear the title of "Carrion King". There also appears to be no Cackle Alpha for the 1st Cackle, meaning Jackals' chapter master is surely in command of it.

Librarius
There is little knowledge on the Jackal Claw Librarians. The few sightings of them show the librarians to be utilising their powers to shroud their brothers or cause disruption within the enemy. Many librarians seem to adorn themselves in totems and runes drawn from the bones of Jackals of the Chapter's home planet, for what purpose is unknown.

Combat Doctrine
The Jackal Claws place a high emphasis on stealth tactics and usually attack entirely from range. They do not care about honour, having no time for duels or "honourable" tactics, and have no qualms with using tactics other Chapters wouldn't dare use. The Jackal Claws do not care if they knife their foes in the back or shoot them from afar, as long as they complete their objective then they are satisfied. They are also known for using allied Imperial Guard regiments as bait or meatshields to draw fire away from them. This, in addition to the fact that the Jackal Claws will often scavenge the bodies and wrecks of a battlefield, has earned them the distrust of the Guard and other Chapters.

The Jackal Claws will deploy onto a planet's surface as stealthily as possible, making use of Shadowhawks, Thunderhawks modified to be undetectable, or whisper-cutters, open topped crafts capable of transporting a pack in total silence. Once deployed the Jackals will use scouts, bikes and land speeders in order to recon the battlefield and locate the enemy. The Jackals will then engage the enemy in guerrilla warfare; catching them in ambushes and kill zones, never engaging them in open warfare until the enemy is significantly weakened. The Jackal Claws are perfectly content with allowing their allies to do most of the fighting, only joining in when the enemy has been weakened.

From observations, it has been concluded that command structure has little weight over the Jackal Claws. In fact even squad organisation may be ignored. Individual squads or Pack Brothers have been seen acting on their own accord rather than to the commands of their officers or allies who are in charge of the operation. This is a sign of their individualistic tendencies.

The Jackal Claws are also alleged to be scavengers. Battlefields, ship wrecks, lost Fortress Monasteries and even the armories and supplies of allies are targets for the Jackals. Suits of armour, weaponry, fuel, vehicles and parts of ships have been taken. It is unknown why the Jackal Claws do this, for they do not seem to have a bad reputation with the Adeptus Mechanicus, but the fact that they operate in the outer reaches of Imperial Space and away from easily accessible supply words may be a reason. Another reason may be the that the Jackal Claws' ancestors, the Ashen Claws, engaged in piratical activity. Either way, allies make sure to guard their assets when the Jackal Claws are around.



Since the introduction of the Primaris Marines, the Jackal Claws have made significant use of the Vanguard Space Marines. The Vanguards' specialisation in infiltration, sabotage, assassination and ambushes has found them a particular appreciation from the Jackal Claws and, as such, many Primaris serve as Vanguard longer than most Chapters.

Chapter Beliefs and Traditions
Like almost everything else with them, the beliefs and traditions of the Jackal Claws is shrouded in mystery and conjecture. It would seem the Jackal Claws hold no belief in the Imperial Creed as there have been little sightings of Chaplains or roles similar to one. Alternatively, the use of pelts and runes made from the teeth and claws of the jackals of their homeworld suggests a tribal approach to the Imperial Creed.

The Jackal Claws hold honour and glory in little regard. Honour duels and acts of heroism are frowned upon and even ridiculed. The Jackal Claws instead respect stealth and perfect marksmen kills. This is seen when, in one battle, an Aeldari Autarch challenged a Cackle Alpha to a duel, the Alpha's response was to simply shoot the Autarch through the head.

Despite being Raven Guard successors, the Jackal Claws have absolutely no respect for their progenitors or primarch. It is noted that, whenever they are in the same warzone, the Jackal Claws will keep as far away from the Raven Guard or other successor chapters as possible. It would seem this dislike is returned by the Raven Guard and their successors. This hatred is probably due to the fact that the Jackal Claws are descendants of the Ashen Claws, exiles from the 19th Legion.

The Jackal Claws also hold little concern for civilians or their chapter serfs. Chapter serfs are usually beneath the Astartes' notice, treating them as invisibles who maintain the fortress monastery and cook their meals. Civilians are also beneath the Astartes, not caring for them as long as they are out of their way. Any civilian in their way is just seen as collateral. Naturally, this pragmatic view doesn't sit well with Chapters who care for the lives of mortals. But, of course, the Jackal Claws care not for what others think of them.

Chapter Gene-Seed
Like the Raven Guard, the Battle-Brothers of this Chapter possess a minor mutation that causes the Melanochromic Organ (which controls the amount of melanin in an Astartes' skin tone) to not function properly, leading to the development of albinism in Jackal Claws Astartes. Differing Melanochrome gene-seed from Chapter to Chapter leads to variations in skin and hair colour, and in some Chapters all of the Space Marines may have identical colouration, such as is found in the albino warriors of the Jackal Claws Chapter. Another flaw is that a Jackal Claws Astartes eyes may become completely black. Over time the Jackal Claws have lost the use of two of the special organs produced by the basic Astartes genetic template: the Betcher's Gland, which allows a Space Marine to produce poisonous/acidic spittle, and the Mucranoid, which causes a Space Marine's body to secrete a waxy protein substance similar to mucus through his pores that seals his skin. Space Marines are cocooned in this way before they enter suspended animation, and the process can even protect them from the harshness of the vacuum and other extremes of temperature, particularly deeply frigid environments.

Primarch's Curse: Lure of the Shadows
Like many Chapters, the Jackal Claws also suffer from certain genetic deficiencies. The Raven Guard's demeanour heavily reflects their combat doctrine. Generally reserved, Jackal Claws Astartes stay in the shadows until the right time to speak. When they do pitch in they tend to be very recalcitrant and terse, often condemning the more direct tactics of their fellow Chapters. As they become unstable, they begin to mimic the sullen nature of their Primarch before his mysterious disappearance. When the Chapter's genetic curse manifests itself in an affected Battle-Brother, it comes on in three stages:


 * Stage 1 - The Battle-Brother is used to working in his small Raven Guard strike team, and finds the direct tactics used by other Chapters to be brutish and ineffective. When commanded into a direct attack that he finds foolhardy, the Battle-Brother is resistant, almost to the level of disobedience.
 * Stage 2 - Becoming increasingly intractable, the Battle-Brother is quiet and brooding. In mission briefings he stays in the shadows, only speaking when absolutely necessary. For example, the fellow members of a Deathwatch Kill-Team would feel uneasy around the moody Battle-Brother, tending to avoid him when possible.
 * Stage 3 - The Battle-Brother despises the tactics of his fellow Battle-Brothers, knowing that his more intelligent approach is the best way to victory.

Chapter Recruitment
The Jackal Claws recruit from their homeworld of Korziqa, a feral world covered in savannas and bush lands. Recruits are selected from not only the strongest of aspirants, but from those with cunning and wit. The most common trial consists of stealing a certain item from a jackal lair, a trial more difficult than it sounds, and bringing it to a Jackal Claw without him noticing. Those who succeed go on to become Neophytes, while those who fail usually end up eaten by the jackals.

Chapter Homeworld
The Jackal Claws reside on Korziqa, a feral world covered in savannas and bush lands. The people live in shanty villages that are often located in ruined cities and towns from a more advanced time before the Age of Strife. Conflict is rife between these villages as it is common for them to fight over recovered pieces of technology and the art of theft seems to be encouraged among the villages. It is believed the Jackal Claws may deliberately be keeping the people down in a regressed state in order to have a strong recruitment stock.

Korziqa is home to an array of wildlife, most of them hostile to humans. The most famous of them are the jackals, large canine beasts that live in packs and attack when their prey is at it's weakest. It is from them that the Jackal Claws derive their name and culture.

The Jackal Claws' fortress monastery is located in a mountain range far from the people of Korziqa. They keep themselves isolated until it is time to gather aspirants.

Chapter Fleet
There is no solid information on the Jackal Claws' fleet because it has rarely been seen together in one place. It is believed that they have one battle barge and around six strike cruisers. Due to their history as Ashen Claws, the fleet is full of ancient ships that hail back to when the Raven Guard were still a Legion.

Notable Members

 * Kheyzen Zir - Known to his Chapter as the "Carrion King", Zir is a ruthless and cunning leader. It is believed he acquired his nickname through his strategy consisting of wearing the enemy down by sniper fire and guerrilla tactics and then wiping them out in a full assault. he is usually found leading the assault, laughing as he mercilessly cuts down enemies with his relic axe known as the "Final Moment". He is also rather reclusive, only dealing with his Chapter and allowing representatives of his to deal with visiting officials or allies. When in battle, Zir wields his relic axe and a storm bolter.
 * Yurik Hex - Yurik Hex is Alpha of the 2nd Cackle. Since his ascension, he has cemented his position as Alpha by being an incredibly ruthless warrior which is evidenced by the scars lacing his face.