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This article, Bloodied Hunters, was written by Algrim Whitefang. Please do not edit or 'acquire' this fiction without the writer's permission.


This article, Bloodied Hunters, is currently under active construction. The author, Algrim Whitefang, apologizes for the inconvenience.



"The Wendól stood as legion, their claws and blades gleaming in the sun."
"In the midst of this clash and din the heavens are rent in twain,"
"and the sons of Muspell come riding through the opening."
"Kveld-Úlfr rides first, and before him and after him flames burning fire."
"He holds aloft a large sword, which shines brighter than the sun."
"On that day, the Great Hunter builds a mound of the fallen and his foes weep rivers of blood."
- Taken from Ásbjorn's Edda.

The Bloodied Hunters are a savage and unrelenting Successor Chapter born of the fierce gene-line of the Space Wolves, raised during the tumultuous Ultima Founding in the wake of the Indomitus Crusade. Formed entirely of Primaris Space Marines, they were crafted to answer Guilliman's great call to reinforce the Imperium's failing borders, particularly around the unstable storm-riven regions surrounding the Eye of Terror. The Bloodied Hunters are one of several newly created Chapters descended from the line of Leman Russ who now make up the informal confederation known as the Sons of Russ - a loose brotherhood of wolf-blooded Chapters stationed across the Segmentum Obscurus and Segmentum Pacificus. Among their kin, the Bloodied Hunters are both feared and respected, for they have adopted not the flamboyant saga-chanting glory of the old Vlka Fenryka, but instead the ghostly patience of the predator - a silence before the storm, waiting for the precise moment to kill.

Named for a spectral beast of ancient Fenrisian myth - the Bloodied Hunter, a lone primordial wolf spirit said to stalk oathbreakers beneath the light of the corpse-moon Skjold - this Chapter models its warfare and philosophy on that same eerie, implacable force. The Bloodied Hunters are famed not for explosive charges or berserk fury, but for their remorseless tracking and surgical violence. Where many of their cousin Chapters are known for boisterous howls and roaring charges, the Bloodied Hunters are deathly quiet in their approach. Entire garrisons have vanished beneath the shadow of the Hunters, only discovered later as torn wreckage and splintered bone. Their strike forces close in like a tightening snare - harassing with long-range fire, sabotaging logistics, severing communications - before striking from multiple vectors in a final, crescendo of coordinated slaughter. They leave no survivors, for their hunt does not end until the last enemy breath has stilled.

In battle, the Bloodied Hunters exude a cold fury - more akin to vengeful spirits than roaring berserkers. They forgo the flamboyant pelts and trophies of their parent Chapter, instead marking themselves with stylized sigils of red ochre paint drawn across their dark-grey armour in ritual patterns resembling open wounds or wolf-bites - each line symbolising a foe slain or an oath fulfilled. They have little time for the superstitions of the wider Imperium, but their Runeseers and Iron Priests still chant the low, growling litanies of Fenris before battle. Inward-looking and secretive, they hold to a creed known as the Red Silence - a vow of vengeance spoken only once in a warrior's life, made upon his ascension into full brotherhood. The Chapter believes that in silence, the soul sharpens its purpose. In patience, the kill is certain. And in blood, the oath is sealed. The Bloodied Hunters are not merely warriors. They are the executioners of broken oaths, the vengeance of the Emperor's wrath given lupine form - and the hunt, they say, will never end.

Chapter History

Father of the Hunters

The tale of the Bloodied Hunters begins not with banners raised in glory, but with shadows cast long before their birth-shadows shaped in the dying embers of the Horus Heresy and carried through the blood-soaked years of the Scouring. Even amidst the apocalyptic warfare that sundered worlds and shattered the Legiones Astartes, the mind of Roboute Guilliman, Primarch of the Ultramarines and architect of the Codex Astartes, looked to a time yet to come. He foresaw an hour when the stars themselves would scream-when Chaos would no longer merely assail the bastions of Man, but invade the soul of the galaxy itself. To gird the Imperium against this future, Guilliman conceived of a final contingency-one which would outlive even him: the Primaris Project. Entrusted to the tireless genius of Belisarius Cawl, the Arc-Archmagos of Mars, this secretive effort would span over ten thousand years, hidden beneath red dust and vault-sealed oaths, waiting for the time of reckoning.

The Sangprimus Portum, a godlike artifact holding the uncorrupted genetic legacy of the Emperor’s sons, became the linchpin of this terrible gift. From it, Cawl bred new gene-forms: warriors stronger, faster, more enduring than any before. Yet not all of his tools were crafted in laboratories-some were born in fire and ice. Among them was Ásbjorn Kveld-Úlfr, a savage aspirant drawn from the cruel world of Fenris, who had recently endured the harrowing Test of Morkai. He had emerged victorious-naked, bloodied, and unbroken from the blizzard-choked wilderness. But his triumph was stolen in the night. Before he could cross the threshold of The Fang, Ásbjorn vanished-spirited away by veiled Mechanicum agents. His name was stricken from the rolls of potential Aspirants, presumed dead in the white void.

In truth, Ásbjorn had been taken to Cawl’s hidden vaults beneath Mars, where he would sleep for millennia, suspended in techno-sorcery, his body dissected, reforged, perfected. During rare periods of wakefulness, his sharpened senses were assaulted by sterile white light and the scent of blood and ozone. He dreamed of wolves that bled red into the snow, of dark skies split by flame, of ancient forests echoing with howls. These dreams blurred with conditioning, and the man who had once been Ásbjorn began to become something else-the First Fang, the Bloodied Hunter. In M42, when the Great Rift tore the galaxy in half and the Imperium teetered on the edge of damnation, he and his kin were awoken. They emerged like spectres from myth, not to reclaim a legacy, but to begin one-the last wolves of a dying world, remade for a darker age.

Noctis Aeterna

Warhammer40kGalaxy

Departmento Cartigraphicae map showing the extent of the Great Rift that has sundered the known galaxy in the wake of the 13th Black Crusade (ca. 999.M41).

As the 41st Millennium drew to a close, the Cadian Gate was breached by a vast tide of heretic filth. These Forces of Chaos were led by none other than the Warmaster of Chaos, Abaddon the Despoiler, the former First Captain of the traitorous Sons of Horus. The Warmaster launched his 13th Black Crusade against the fortress world of Cadia and the nearby Imperial worlds of the surrounding system. This sentinel world, which had stood as a bulwark for nearly ten millennia against the legions of Chaos-filth, was the last obstacle standing in Abaddon's way to launching an all-out assault against the realm of Mankind, and his eventual final assault against the Throneworld itself.

The Chaos invasion shed much Imperial blood on the planet's surface and left the Imperial fleets all but crippled. In a final act of spite, Abaddon sent one of his commandeered Blackstone Fortresses hurtling towards the surface of Cadia. The resulting impact succeeded in a massive explosion, which set off a devastating chain reaction that saw the destruction of the scattered pylons upon the planet's surface, which for ten millennia had held back the warp, were now rendered useless. With this final obstacle between the Immaterium and the material realm torn asunder, the planet was transformed into a roiling Daemon World.

The formation of the Cicatrix Maledictum, or the Great Rift, was a vast tear in reality that stretched across the width of the galaxy - from the Eye of Terror itself to the far reaches of the Eastern Fringe - snuffing out the guiding light of the Astronomican and plunging the Emperor's realm into darkness. Both astrotelepathic communication and navigation through the warp were all but impossible, as the Noctis Aeterna engulfed the realm of Mankind. These disruptions would endure for variable times across the galaxy, lasting for only thirty-three solar days on Terra itself, but for solar decades or even centuries elsewhere. This period would see more devastating events consume the increasingly isolated worlds of the human-settled galaxy than at any time since the Age of Strife.

The worlds of Humanity were buffeted by empyric energy, tearing apart the links between them, and many were lost forever. The Imperium of Man was essentially split in twain. To those unfortunate on the far side, in the region now named the Imperium Nihilus, or the "Dark Imperium," it was something much worse - the very gates of Hell. The opening of the Great Rift rendered each planet a solitary island, alone in the savage Sea of Stars.

The Wolves at Twilight's Door

In the shadow of Cadia's death-throes and the emergence of the Great Rift, the Imperium stood fractured and bleeding, its soul nearly drowned in ruin. Yet from this abyss, a miracle surged forth - Roboute Guilliman, son of the Emperor and last living Primarch of the original Legions, was restored to life and purpose. As Lord Commander of the Imperium, Guilliman launched the Indomitus Crusade, a war of salvation and reclamation against the encroaching madness of Chaos. Among his most potent weapons were the Primaris Space Marines, godlike warriors forged in the gene-vaults of Mars under the genius of Archmagos Dominus Belisarius Cawl. The Ultima Founding, a creation of necessity and divine mandate, saw entire new Chapters birthed from these post-human titans - each sculpted from the gene-seed of the First Founding Legions.

One such Chapter was the Bloodied Hunters, sired from the feral lineage of the VIth Legion - the Space Wolves of Leman Russ. Born in the cavernous gene-crypts of the Ark Mechanicus Zar-Quaesitor, the Bloodied Hunters were awakened in full battle-readiness, their war-gear immaculate and minds steeped in Fenrisian sagas. Their name, drawn from one of the thirteen mythic wolves of Fenris - the Bloodied Hunter - spoke of primal instinct, the joy of the hunt, and the ritual of the kill. Their first High Jarl and Chapter Master, Ásbjorn Kveld-Úlfr, led them forth as a living echo of the Wolf King himself: grim, wild-eyed, and utterly without mercy. As the Indomitus Crusade blazed across the void, the Bloodied Hunters earned their first oaths of glory, bringing ruin to heretic strongholds and daemon-forged bastions alike. Their hunts were marked not by strategy alone, but by a spiritual ecstasy - each kill a hymn to the Old Ways, every drop of blood a sacrament.

Following their early victories, the Chapter was granted dominion over the Helheim Sector within the Segmentum Obscurus. Their voyage led them to Múspellsheimr, a tectonically unstable death world wreathed in volcanic flame and basalt peaks - a world of fire-giants in Fenrisian legend. There, amidst rivers of magma and endless ash plains, the Bloodied Hunters discovered the shattered ruin of a VIth Legion strike cruiser buried in the side of the world's tallest volcanic range. To the Chapter, this relic was no accident - it was omen and benediction. With rites of consecration and battle howls beneath the twin moons, they established their fortress-monastery atop this relic, christening it 'Eldjötnarheim' - "Hold of the Fire Giants." With aid from the Adeptus Mechanicus, the fortress became a crucible of steel and rune, a fusion of ancient technology and barbaric artistry. Soon, Fenrisian beasts roamed the lava-choked world, their bloodlines hardened and bred to survive in its hellish wilds. It was here, beneath the baleful skies of Múspellsheimr, that the Bloodied Hunters truly became wolves once more.

The Múspellsheimr Excoriation - Trial by Fire and Blood

Dusk Howlers Primaris

A fellow Son of Russ of the Dusk Howlers Chapter.

Barely five years into their founding campaigns, the Bloodied Hunters were forced to turn their blades homeward. The Great Rift's warp storms had split reality open, and from this wound came a dire omen - a vast Khornate warhost had breached into the Helheim System. The warbands of the Battleforged, Bloodborn Wolves, and the Shackles of Khorne descended like a crimson tide upon the worlds of the sector, bringing fire, chain-axes, and daemonic ruin. The Bloodied Hunters, scattered across nearby campaigns, recalled all Sveits and Herr to Múspellsheimr. Every wolf answered the call. Every hunt was abandoned. The Chapter steeled itself for extinction, vowing to stand defiant even in death. Ásbjorn Kveld-Úlfr, his face painted in the blood of slain berserkers, declared the Oath of Twilight: that no Brother of the Chapter would retreat, and that their souls would stand at the gates of the Allfather's hall, bloodied but unbroken.

Crimson Prowlers Pale Hunter

A fellow wolf-brother of the Crimson Prowlers Chapter.

But fate had not yet finished with the Sons of Russ. As the red tide closed in, a distant howl echoed through the stars. From the void arrived two cousin Chapters - the Dusk Howlers and the Crimson Prowlers. Bound by blood and sagas, the three Chapters of Russ formed a pack greater than the sum of its parts. The Dusk Howlers, grim and spectral warriors of the half-light, had met the Crimson Prowlers - void-hunters without a world - during their own campaigns, and together they had prosecuted brutal wars against the Neverborn. Now, they rallied once more, joined by Imperial Knights and loyalist Guard regiments sworn to House Thrymir and other Obscuran holdings. With bolter and blade, they shattered through the outer Khornate encirclement and fought their way planetfall to the ash-choked peaks of Múspellsheimr.

The battle that followed would be remembered as the Múspellsheimr Excoriation - a purging by fire, fang, and fury. Daemons surged, blood rained from the skies, and ancient runes cracked beneath the weight of violence. The Bloodied Hunters, near broken and battered, saw their kin descend like the wrath of Russ himself. With thunderous fury, the united Chapters pushed back the berserkers of the Blood God. Steel clashed with chain-axe, and every inch of the world's crust was paid for in blood. Imperial Knights stomped through tide after tide of heretics, while long columns of Astra Militarum artillery pounded the Khornate rear lines. The warhost of Khorne, its momentum shattered, began a fighting retreat. Those who refused to yield were torn apart by chainblades and meltafire, their corpses fed to the ash-winds.

In the end, the Bloodied Hunters emerged from the flames scorched, but not slain. The Chapter's numbers had been halved, their fortress had bled, but they had not faltered. Ásbjorn Kveld-Úlfr named the surviving warriors of the Excoriation the Fireblooded, and new saga-stones were carved into the basalt halls of Eldjötnarheim. From that day forward, the Bloodied Hunters were no longer seen as neophytes of the Ultima Founding - they were brothers in full, true Sons of Russ. The scars of the Excoriation were worn with pride, and the Chapter’s hatred of the Blood God burned brighter than ever. The hunt would go on - fiercer, bloodier, eternal. For at twilight's door, the wolves still waited.

Formation of the Great Pack

Sons Russ Sigil

Sigil of the unofficial collective known as the Sons of Russ.

The gathering of the four Chapters at the edge of the Eye of Terror marked the true formalization of the Sons of Russ as more than just an oath of mutual aid - it became a brotherhood in all but name, a spiritual rekindling of the long-lost unity of the VIth Legion. No writ from Terra nor seal of Guilliman marked this pact, for it was not born of bureaucracy, but of blood and battle. In the deep feasting halls of Eldjötnarheim, beneath the vaulted basalt ceilings and amidst the firelight of braziers fed with volcanic coals, the Chapter Masters raised drinking horns and blades, and swore to stand together as a Great Pack. Though each Chapter remained sovereign, their fates were now inextricably bound, like the wolf-brothers of old Fenrisian sagas. Thus did the Crimson Prowlers, Dusk Howlers, Bloodied Hunters, and the newly joined Dawn's Wolves seal their oaths in ritual and sacrifice - not in ink, but in blood.

Dawn's Wolves Moonlight Hunter

A Dawn's Wolves Moonlight Hunter.

This bond bore practical fruit almost immediately. In the wake of their oath, the Sons of Russ began coordinating their fleets, exchanging intelligence, relic-lore, and even wargear via trusted Ironfangs and Reclusiarchs. They developed a system of rotating Hunts - multi-Chapter strike operations in which one Chapter would lead a campaign while the others lent elite packs and strategic support. The Crimson Prowlers' voidborne mastery, the Dusk Howlers' fury in shock assault, the Bloodied Hunters' tenacity in drawn-out engagements, and the Dawn's Wolves' flair for tracking and striking in the shadows all became sharpened facets of a single, deadly blade. This growing cooperation would come to define their strategy, and the warp-cursed denizens of the Eye would soon learn to dread the coordinated arrival of multiple wolf-emblazoned fleets.

Even their Chapter cultures, while remaining distinct, began to show signs of mutual influence. The grim sagas of the Bloodied Hunters were sung by the Crimson Prowlers, while the rune-scrimshawed armour of the Dawn's Wolves bore the scars of Dusk Howler traditions. New rites were adopted - the Howl of the Pact, a ritual ululation voiced before each campaign, became common to all four Chapters, echoing across vox and through the void like the cries of the Great Wolves of Fenrisian myth. Celebrations of shared victories and mourning of shared losses were now held not just in isolated Chapter halls, but in great convocation aboard the void-shrines of their fleet-flagships. As time passed, the Sons of Russ established a semi-permanent Watch-Fleet known as the Grey Vigil, an autonomous voidbound force composed of warriors and vessels contributed by each Chapter. The Grey Vigil patrolled the borders of the Eye of Terror, acting as both an early-warning bulwark and rapid-response task force. Led by a rotating Watch-Alpha, chosen from among the most experienced Wolf Lords of the pact, the Grey Vigil became a symbol of the unity and shared purpose of the Sons of Russ. Its warriors bore a unique sigil - a snarling wolf's head surrounded by four fangs, each fang etched with the rune of one of the allied Chapters. These warriors, drawn from a hundred sagas and a dozen planetary battles, soon earned a name among both their foes and allies alike - theFangbound.

But for all their triumphs and strength, the Sons of Russ remained ever wary. They knew the fate that befell the VI Legion during the Heresy - of isolation, doom, and bitter hunts in the dark - and they swore never to let history repeat itself. Their Great Pact was not one of ambition or pride, but of solemn duty. Each Chapter still bore the scars of the Fall of Cadia, and each had lost too many to the ever-hungering madness of the Great Rift. For this reason, their alliance remained unofficial in the eyes of the wider Imperium, lest the Inquisition or the High Lords see in them the seeds of rebellion or treachery. To the Imperium, they were simply brother Chapters, coincidentally fighting alongside one another. But to each other, they were kin - a pack forged not in a fortress-monastery, but in flame, blood, and the twilight howl of the Wolf King’s memory.

And so the Sons of Russ endure. Wherever the Eye of Terror gnaws at reality, wherever daemon hordes spill from the warp and heretics raise altars of bone, the howls of the Great Pack answer. Across the cursed stars, the names of the Bloodied Hunters, Crimson Prowlers, Dusk Howlers, and Dawn’s Wolves are spoken with reverence by the faithful - and with fear by the damned. They are more than warriors. They are hunters, sentinels, and sons of a savage legacy. They are the watchers at the gates of the long night - the Wolves at Twilight's Door.

Notable Campaigns

  • The Bloodmaw Unleashed (000.M42) - Following the destruction of Cadia during the 13th Black Crusade and the formation of the Great Rift that tears the galaxy in half, the Imperium is surrounding by darkness and anarchy, as the enemies of Mankind gather from all corners of the galaxy savouring the meal to come. However, the Imperium finds salvation with the revelation that a living Primarch has been reborn! The Ultramarines Primarch Roboute Guilliman emerges from his ten millennia-long slumber, seemingly resurrected from the realm of death, and assumed command over the Imperium's military forces, launching his Indomitus Crusade to reclaim the galaxy on behalf of the Emperor. In order to accomplish this grandiose plan, the Avenging Son reveals his ultimate contingency plan, nearly ten millennia in the making - the superior transhuman warriors known as the Primaris Space Marines. Legions of these long slumbering warriors have awoken from their millennia-long stasis from beneath the surface of Mars and reinforce many of those Chapters that have suffered terrible losses in the recent decades, while others are destined to become a part of a new Founding, becoming entirely new Chapters of their own. Comprised entirely of Primaris Space Marines, this Founding comes to be known as the Ultima Founding. Newly created Chapters, hailing from the genetic lineage of all nine original First Founding Loyalist Space Marine Legions are created, including several from the proud and savage lineage of the Wolf King, Leman Russ. For the first time in ten millennia, Successor Chapters created from the potent gene-seed of the feral Space Wolves, once again stalk the galaxy. Several of these Chapters are assigned their own missions to take various Chaos-held sectors near the Eye of Terror back from the Forces of Chaos. Breaking away from the main Crusading force of the Indomitus Crusade, the newly incepted Bloodied Hunters eagerly take the fight to the forces of the Archenemy located near the Eye. Following their victories in the Helheim Sector, the Bloodied Hunters seek to consolidate their gains and soon lay claim to the deadly world of Múspellsheimr. Claiming dominion over this isolated region, they quickly establish themselves upon the deadly planet and build their fortress-monastery. Now, with a permanent base of operations, the Chapter is able to launch several separate Hunts into the outer void, to take the fight to the myriad of enemies that assail Mankind.
  • Purging of the Bitter Hate (001.M42) - While circling the Eye of Terror on a routine patrol, the strike force of Jarl Thorvall Gnarlfang is ambushed by a much larger Chaos fleet. The massive Chaos flagship, Bitter Hate, cripples Gnarlfang's own ship, the Hel's Blade, with a single devastating broadside. Left with only a few minutes in which to act, Thorvall and his warriors don their helmets and launch an all-out void assault upon the enemy flagship pack by pack. Launching boarding torpedoes, only around half of Thorvall's warriors manage to evade the flagship's firestorm and cross the void. Once through the raging fusillade, the torpedoes slam home into the side of the massive Chaos vessel and bore deep into its ancient hull. Emerging from within, Thorvall leads his warriors on a blood-soaked, all-out assault on the Forces of Chaos, slaying all in their path, and battling their way to the bridge. Thorvall and his Varangian Guard manage to slay the Chaos Lord and take control of the flagship's weapons, turning them upon their own allies, carrying the day.
  • The Death of the Gorebrakah (001.M41) - A titanic flagship of WAAAGH! 'Eadsplittah bursts from the depths of the Warp uncomfortably close to an adjacent Imperial world near the Bloodied Hunters' home system, Jarl Sigurd Goresson, famously stubborn and ferocious, immediately diverts his meagre fleet's course to engage the space hulk. Though initially victorious in his early engagements, Goresson orders the iron prow of his vessel, Vargyr's Wrath, to be driven through the Ork Killkrooza Teefrippa and out the other side, breaking the vessel in two. However, his ships are dwarfed by the gargantuan Gorebrakah, and quickly the tide of battle turns, as Jarl Goresson's fleet sustains serious losses from the flagship's overwhelming firepower. Undeterred, Sigurd orders his vessel to drive through the unrelenting firestorm and aims his vessel directly in the hulk's path, slamming home into the maw-like launch bays of the hulk. He then leads his Great Company in an all-out assault on the Ork vessel, launching a sustained boarding action against the Greenskins within. The resultant war in the bowels of the Gorebrakah lasts for the better part of five months, but nonetheless, Sigurd eventually emerges triumphant, as he finally emerges from within, the massive severed head of Ork Warboss Steeltusk 'Eadsplittah hanging from his belt.
  • Hunter Becomes Prey (001.M42) - With the formation of the massive tear in reality known as the Great Rift, splits the Imperium in half, the Imperial hive world of Heliosus finds itself on the wrong side, trapped within the Imperium Nihilus - cut off from communications and any outside help. Sensing a world ripe for slaughter and destruction, the piratical Kabal of the Barbed Lash attacks the isolated world with impunity, flying unhindered to the planet's surface and destroying the hive world's meagre defence networks. They immediately set their sights on the planet's largest hive city, savouring the kill to come, as the city is densely populated with hundreds of thousands of potential victims and slaves. However, before the xenos raiders have barely begun their bloody work, they are ambushed in turn by an unknown force - the Great Company of Jarl Thorvald Fellblade - hurling themselves directly at their foes and boarding the jagged transports of the Drukhari. The Bloodied Hunters slaughter the hated Drukari with relish, taking many trophies from battle on that day.
  • The Múspellsheimr Excoriation (010.M42) - In the dark years following the destruction of Cadia and the catastrophic birth of the Great Rift, the Imperium Nihilus was left isolated, fractured, and vulnerable. Countless worlds were consumed by warp storms or overrun by the Archenemy. Amid this chaos, the Helheim System - domain of the Bloodied Hunters Chapter - was swallowed in a tide of madness. At the heart of the system, the flame-wreathed death world of Múspellsheimr, home of the Chapter and seat of the fortress-monastery Eldjötnarheim, stood defiant against a mounting tide of heresy and bloodshed. For nearly a century, the Bloodied Hunters battled back incursions and hunted down emergent cults across the system, purging darkness wherever it emerged. But it was not enough. The storm was coming. The attack began without warning, heralded by a sky that bled fire and moons that wept blood.

    From a warp-breach torn above the scorched moon of Vaerangr, an immense Khornate warhost burst into realspace: The Goretide Reborn, a brutal legion of warbands led by the monstrous Daemon Prince Vorgarax the Red-Fanged, once a World Eaters champion, now a daemon-lord clad in living brass. His forces were composed of heretical Astartes, mutant thralls, and entire daemon legions conjured from the hate-soaked realms of the Blood God. The system's outer worlds fell in days - Valdrholm, Brundok's Maw, and the forge-ring of Krass IV were drowned in oceans of gore. Survivors spoke of blood-furnaces and gladiatorial slaughter-pits, of entire hives turned into skull-pyramids.

    The Bloodied Hunters responded with grim determination. Recalling all Great Companies currently on their Hunts, Great Hunter Ásbjorn Kveld-Úlfr declared the Oath of the Final Circle, a sacred vow to defend Múspellsheimr to the last warrior. Drop-shields blazed as ancient war-engines were awakened, and Eldjötnarheim's halls rang with the oaths of battle-brothers eager for the honour of a beautiful death. The Bloodied Hunters fought across every volcanic plain and craggy peak, their crimson-marked helms glinting in firelight as they clashed with howling Berzerkers and gore-drenched daemonkin. The skies burned with drop-pod trails, and warcries echoed across the obsidian wastes. But the tide could not be stopped.

    The defenders were pushed back, system by system, until only Múspellsheimr remained unbroken. And even it stood on the brink. It was at the darkest hour, with Eldjötnarheim under siege and the Eye of Terror casting its baleful gaze overhead, that salvation came. Jarskaði Talare Ulfrich Thunderhowl of the Dusk Howlers had received fragmented astropathic warnings of the conflict. Disobeying conservative orders to remain on their border patrols near the northern Cicatrix front, the Dusk Howlers launched an unrelenting warp-push to reach Múspellsheimr. Alongside them came the Crimson Prowlers, led by Formaðr Úlfr Goði Hvoth Moonheart and Carcharoth Fenrir Ghostclaw, arriving in blood-streaked ships like fangs cutting through the flame-choked void. These savage cousins of Fenris descended into the warzone with a fury unmatched, their arrival a clarion call that set the heavens ablaze with hope.

    The battle that followed became legend - the Rite of the Three Fangs, some called it. The Dusk Howlers struck like storm-wracked wraiths, shattering Khornate artillery lines and breaking daemon packs with psychic-laced fury and thunderous melee. The Crimson Prowlers, ever the spectral hunters, harried the rear lines and struck from the ash-choked forests of Múspellsheimr like ghosts of flame and fang. The Bloodied Hunters, their fury renewed by the arrival of their kin, surged forth in a counteroffensive of primal ferocity. The three Chapters fought not as strangers but as brothers long-separated, their styles distinct but perfectly interwoven - savagery, precision, and righteous wrath in lockstep. The turning point came when Vorgarax was finally confronted beneath the shattered statue of the Emperor at the Valley of Cinders, where he was cast down by the combined might of in a duel of cataclysmic proportions.

    In the wake of victory, as the ashes of their homeworld cooled and the warpstorm's grip finally slackened, the Bloodied Hunters declared a grand feast in the Great Hall of the Slain, deep within Fangspire Bastion. The three Chapter Masters - Great Hunter Ásbjorn Kveld-Úlfr of the Bloodied Hunters, Draugoloth Einar Nighthowler of the Dusk Howlers, and Carcharoth Fenrir Ghostclaw of the Crimson Prowlers - drank deep from mead horns carved of kraken bone and swore eternal brotherhood in the light of the Allfather. They carved a pact not in ink, but in scar and oath and sacred steel, vowing to stand eternal vigil over the Eye of Terror and come to one another’s aid in times of dire need. Thus was born the Sons of Russ, an unofficial but resolute confederation of Space Wolves successor Chapters who stood united by shared blood, shared war, and shared purpose. The Múspellsheimr Excoriation, though a campaign of great loss and suffering, became a forging fire through which new bonds were born. Ever since, whispers of the Three Fangs circulate across Segmentum Obscurus - grim warriors in grey, crimson, and ash-black, who carry the wrath of the Wolf King across a shattered galaxy, and howl defiance into the dark.
  • Harrying of the Sons of Torment (111.M42) - Following the official end of the Indomitus Crusade and their formation as a fully-fledged Chapter, the newly formed Wild Wolves launched their own separate crusade against the forces of the Archenemy, savagely prosecuting the Forces of the Chaos wherever they were encountered. During their many campaigns, they encountered another fellow Chapter created from the line of Russ - the Bloodied Hunters. Both scions of Russ Chapters fought against the notorious Sons of Torment Chaos Warband. The sheer savagery of the Wild Wolves impressed even the ruthless Bloodied Hunters. The two Chapters quickly became allies and would go on to fight alongside one another on numerous occasions.
  • Vengeance of the Sons of Torment (113.M42) - Still raging from their defeat by the Wild Wolves two years earlier, the Sons of Torment managed to lure the Wild Wolves Chapter into a cunning trap. Nearly overwhelmed by the superior numbers of the traitors, the Chapter faced imminent annihilation, however, they were saved by the timely arrival of the Bloodied Hunters Chapter. However, the Bloodied Hunters had not come alone, for they had come with their fellow Kin-Packs from the Sons of Russ - the Dusk Howlers, Crimson Prowlers, and the Dawn's Wolves. Joined together, the get of Russ fought against the servants of the dreaded Chaos God Timor, proving to be an unstoppable force and routing the heretics.

Chapter Homeworld

"Only the flame-born endure the hunt. Only the broken become worthy of the Pack."
— Ásbjorn Kveld-Úlfr, Great Hunter of the Bloodied Hunters

Múspellsheimr is a death world of apocalyptic beauty and primordial violence, an ember-choked crucible in the depths of the Helheim System within the Segmentum Obscurus. Inhospitable to nearly all forms of human life, it is a volcanic, tectonically unstable world where the skies weep fire and the land shudders in ceaseless unrest. It is upon this savage world that the Bloodied Hunters of the Adeptus Astartes have carved their fortress and legacy, taming-though never truly conquering - the fury of the world beneath their feet.

The very air of Múspellsheimr is often unbreathable without filtration. Rich in sulfur, ash, and burning particulate matter, it chokes the lungs of the unaugmented and sears the throat with every breath. The atmosphere roils with superheated storm fronts, plasma-laced lightning, and windblown clouds of volcanic ash dense enough to blot out the sun for weeks. Acid rains fall unpredictably, corroding metal and bone alike. Earthquakes are daily occurrences, and pyroclastic surges from the countless active volcanoes can vaporize entire mountain valleys in moments. Such weather is not the exception, but the law of nature upon this apocalyptic sphere.

The planet's surface is a shifting wasteland of basalt plains, obsidian cliffs, and magma rivers. Life here does not flourish - it survives through brutality. The fauna of Múspellsheimr are monstrous evolutions of Old Fenrisian stock, genetically augmented and released by the Ironfangs of the Bloodied Hunters in the Chapter's early years to seed a worthy trial ground for their recruits. Gigantic flame-scaled drakes nest in lava tubes and hunt by heat signature; colossal ash-stalkers, blind and eerily silent, roam the cooled flow-fields hunting by vibration and scent. Herds of fire-elk, with superheated antlers that glow like molten steel, crash through the plains in berserker migration. Even the smallest native predators - razor-worms, ember lizards, bone-crows - are lethal to an unarmed man.

There are few true settlements on Múspellsheimr beyond those built by the Bloodied Hunters themselves. Most native human populations dwell in mobile war-clans - ash-darkened, soot-marked feral peoples who live short, brutal lives eking sustenance from the lava-fed soil and geothermal vents. These clans worship the Bloodied Hunters as gods or demons and offer up their strongest youths for the Chapter's recruitment rites. Survival among these fire-tribes is a brutal meritocracy; only those who survive the Season of Scorching - a planetary phase where orbital alignments bathe the world in near-constant solar heat - are even considered for ascension.

Among the notable landmarks of Múspellsheimr is the fortress-monastery of Eldjötnarheim, the "Hold of the Fire Giants." Half-submerged within the molten core of the shattered mountain Svartrbjarg, Eldjötnarheim is built around the hulk of a shattered VIth Legion strike cruiser - believed to have crashed here in the waning days of the Great Crusade. The fortress rises like a cathedral of blackened steel and scorched stone, its walls etched with fire-runes and ringed in red-hot defensive batteries. Within its labyrinthine depths lie the Chapter's gene-vaults, Librarius crypts, forges, and the sacred Halls of the Hunt, where aspirants are ritually branded and tested beneath fire-wrought chains and howling relics of old Fenris.

Other sites of mythic import include the Pyre Groves, petrified forests charred black by ancient plasma storms, where the Bloodied Hunters believe the spirits of the fallen stalk in spectral form. The Tears of Russ, a chain of sulfur geysers said to have emerged where a Fenrisian priest bled out after fending off a daemon alone, mark the path of the Chapter's sacred pilgrimage for those seeking absolution. And beneath the deepest magma sea lies Hrafnhvel, the Raven's Maw - a void-chasm that plunges through the crust into the planet's burning core. It is said that those who fall from grace are cast into its depths, their screams stolen by the fire-winds.

To be born on Múspellsheimr is to be forged in the crucible of pain. To train upon it is to be broken and reforged in the image of the Wolf King. The Bloodied Hunters did not choose this world for its beauty nor its strategic worth - they claimed it because it is a world where only the strong endure, where every breath is earned in pain, and where the sons of Russ can prove, again and again, that even in the flames of damnation, the Hunt endures.

Fortress-Monastery

"When the mountain cracked and the stars fell, the gods of fire came. They made their home in the wound of the world, and there they remain, sons of wrath and ash."
— Old ash-chant of the Vargeld Tribes of Múspellsheimr

Eldjötnarheim, the "Hold of the Fire Giants," is the monumental fortress-monastery of the Bloodied Hunters Chapter - a titanic bastion hewn into the volcanic flanks of Mount Svartrbjarg, the Black Mountain. Svartrbjarg is no natural peak, but a tectonic wound where ancient forces once split the planet's crust, giving birth to fire and ruin. It is within this shattered, ever-rumbling mountain that the Bloodied Hunters found their sanctum, built not merely atop the land but interred within its living stone, its furnaces stoked by the planet’s magma heart.

At the fortress's core lies the ruined skeleton of Blóðgandr ("The Blood Wolf"), a VIth Legion strike cruiser believed to have fallen from orbit during the closing years of the Great Crusade, its hull half-melted and buried in cooled basalt. Rather than excavate or salvage it, the early masters of the Bloodied Hunters saw divine providence in its fall - the fang of Russ, cast down into the fires of a world that would become their proving ground. The ship was reforged into the heart of their fortress-monastery, with spires of stone and ceramite rising from the wreck like burning fingers toward the ash-choked sky. This fusion of warship and mountain has given Eldjötnarheim an unmistakable silhouette - a cathedral of wrath, crowned with runed battlements and ringed by defensive bastions glowing red from constant thermal exposure.

Void Shields of ancient design - coaxed back to life by the Chapter's Ironfangs and now powered by geothermal plasma conduits - encase the entire complex in a flickering red-orange barrier, impervious to most conventional orbital strikes and resistant even to daemonic bombardment. The outer Varg-Rings, concentric batteries of macro-cannons, flame-torqued missile silos, and anti-orbital lance emplacements, can lay waste to entire invasion fleets. These defense systems are controlled from the Crucible of the Wyrm, a command spire where Ironfangs commune with machine-spirits through flame-lit cogitator shrines and infernal engine-chant.

Within the mountain-fortress lie the Chapter's most sacred precincts. The Halls of the Hunt are vast, iron-chained galleries where aspirants are ritually scarred, branded, and tested through pain, isolation, and fire. Suspended from the ceilings by adamantium hooks are the relic-pelts and cracked skulls of great Múspellsheimr beasts, each a trial-kill made by a current Wolf-Brother during their initiation. Here, beneath the ever-dripping slag of the Molten Oculus - a vented skylight into the volcano’s throat - the oaths of blood and ash are made before the Wyrdflame Altars.

The Crypts of the Wyrd-Seers, a labyrinthine network of rune-lined chambers far beneath the surface, are where the Chapter's Runecasters dwell in sacred isolation. Surrounded by geothermal vapors and the ceaseless thrum of the planet's magma veins, the Runecasters commune with ancestral spirits, divine the paths of Chaos, and inscribe prophetic rune-bonds in glowing molten ink. The deeper sanctums of the crypt are restricted even to most of the Chapter, and it is whispered that ancient Fenrisian wyrdstones, recovered from dead worlds, pulse with psychic resonance within the innermost vaults.

Adjacent to the central blast-forges lies the Anvil of Sutr, the Chapter's primary manufactorum and forge-temple. Overseen by the Ironfangs and Lord of the Forge of the Chapter, it is a holy place where power armour is quenched in boiling plasma and weapons are forged in crucibles of volcanic glass. The sound of hammering never ceases here, and it is said that the bellows of the mountain itself aid in the crafting of power-blades and relic bolters. In the heart of this forge is the Pyroclast Reliquary, where the remains of ancient wargear - and the still-living sarcophagi of Dreadnought brothers - are interred until their wrath is needed once more.

Finally, the Gene-Vaults of the Ironfang - sealed behind adamantium gates and watched by fire-totem guardians - house the Chapter's genetic legacy. The vaults are kept at a precise thermal state, balanced by geothermal regulators and blessed heat-spirits, ensuring the preservation of the Russ-Seed. Only the Chapter's Wolf Spirit-Priests and the Lord Speaker of the Dead have access to the vault's core sanctum, and it is said that in its heart stands a throne of black stone where Ásbjorn Kveld-Úlfr himself meditates in silence, his flesh scorched by the ever-present heat, his mind cast deep into the primal memories of the Wolf-King.

Eldjötnarheim is more than a fortress - it is a furnace of faith, a living monument to endurance, and a temple to war. Here, the Bloodied Hunters live as wolves amidst the fire, their spirits tempered in wrath, their bodies forged in trial. And when the Eye of Terror spits forth its next horror, it is from this ember-lit bastion that the Fire Giants of Múspellsheimr shall ride - a red tide beneath an ash-black sky.

Chapter Organisation

As true inheritors of Russ, the Bloodied Hunters also eschew the tenants of the Codex Astartes, preferring to maintain their own unique unit and organisation as well as a number of specialist ranks and formations not found in other Space Marine Chapters. The Bloodied Hunters have been conditioned to hold a near-suicidal disregard for danger and are trained to exploit this to the fullest on the battlefield, pitting their courage and might where it will be most effective; in the very teeth of the foe, overwhelming opponents by sheer speed and ferocity of attack, both in hand-to-hand combat and in brutal short-ranged firefights. This tactical disposition accommodates this preference, leading to the creation of unique shock units such as the 'Gífr Vargr' ('Savage Wolves') and Riplcaws, which have gradually come to comprise the bulk of the core infantry of the Chapter by the time the Battle for Raukos occurs.

The 'Herr' ('host' or Chapter) consists of twelve 'Sveit' ('Great Company' or 'Band of Warriors') designated by their number in the order of battle, with each nominally composed of a theoretical 100 or so Astartes, though in practice attrition and casualty rates mean this is never more than a notional figure. Below this strategic level, the Chapter's host is broken down into a shifting array of ad hoc formations either put together for a particular mission or beholden strongly to the personal authority of a particular company commander ('Redmaw' or 'Jarl'), and below them to a series of tributary sub-commanders, known as 'Claw Leader' (or 'Thegn'), regardless of their notional or accorded rank within the Codex's standard order of battle. These warband-like forces - while each is part of one of the overarching companies which comprise the Chapter - are largely autonomous and heavily infantry-focused.

Unit Formations

  • Herr - Translated as an 'army' or 'host'; Chapter equivalent.
  • Sveit - Translated as a 'Great Company' or 'band of warriors'; Company equivalent.
  • Spear - Squad equivalent.

Squad Formations

  • Varangian - Translated as 'sworn companion'; Veteran squad equivalent.
  • Drengr - Translated as a 'bold men' or 'gallant fellows'; Battleline squad equivalent.
  • Leiptr - Translated as 'lightning'; Close Support squad equivalent.
  • Mund-Spilli - Translated as 'world-destroyers'; Fire Support squad equivalent.

Officer Ranks

  • Great Hunter - Equivalent to a Chapter Master, the Great Hunter is currently Ásbjorn Kveld-Úlfr, the first to hold the title. He was chosen for this esteemed honour as he showed the most promise as a candidate for the early Primaris Project. He has continuously led the Chapter since 999.M41. The Great Hunter travels between the different Hunts, offering his skill in leadership and battle to his Jarls.
  • Redmaw - Equivalent to a Captain or a Wolf Lord, Redmaws (known alternatively as a 'Jarl') lead their Hunts separately from each other, only working together on joint-campaigns. These consummate warriors command one of the twelve Sveits ('Great Companies') that comprise the full Bloodied Hunters' military forces. It is not unusual to see a Redmaw accompanied by huge Fenrisian Wolves (imported from their forebear's homeworld of Fenris) and is always protected by a contingent of 'Dróttinn Vorðr' (or 'Lord's Wardens') specifically loyal to him. Much of the time the attrition rate for Redmaws is fairly significant because of the Chapter's preference for close combat. However, some Redmaws have managed to see over a century pass in service to the All-father.
  • Claw Leader - The Hunters' equivalent of a Lieutenant (alternatively known as a 'Thegn') acts as a second to the Redmaw, leading part of the Hunt.

Goði (Priesthood)

Collectively, the various Chapter specialists of the Bloodied Hunters are known as Goði or 'priests'. There are a number of priests within the Chapter, including:

  • Lord of Runes - Chief Librarian equivalent. The greatest of the Chapter's Runecasters, he is proven to possess the unparalleled ability as both a warrior and formidable psyker without peer. The sky is his to command, as he takes fierce delight in summoning ice-toothed blizzards and howling gales with which to scatter and destroy those in his path.
    • Runecaster - Librarian equivalent, a Runecaster is undeniably part of an order of psykers who consider themselves a breed apart from the Librarians of other Space Marine Chapters. Those chosen as Runecasters possess the psyker's gifts, but treat them warily as a potential curse as well as a blessing, and aided by a unique lattice of psycho-memetic pattern field technology incorporated into their 'Rune Armour' as a safeguard both against hostile outside forces and drawing down too much power themselves. They are able to manipulate their powers through these little-understood runic matrices and adapted Múspellsheimr rituals, and provide the Chapter with prognostication and shield it from Empyreal threats.
  • Lord Speaker of the Dead - Reclusiarch/Chief Apothecary equivalent. The senior-most member of the Chapter's spiritual warriors, the Lord Speaker of the Dead oversees the training of the Wolf-Spirit Priests and ensures that they administer to the physical and mental well-being of the Chapter's warriors and also choose the Aspirants to the Chapter from amongst the feral barbarian tribes of Múspellsheimr. This individual is also a master of the medical arts of healing and the lore of genetics and ensures the safeguarding of the Chapter's genetic legacy.
    • Wolf-Spirit Priest - A hybrid specialist of a Chaplain/Apothecary equivalent. They are chosen from the most strong-willed and coldly self-controlled of the Chapter's warriors, to serve as its masters of discipline, instillers of its culture, and wardens both of the gene-seed and the memory of the Chapter. A Wolf-Spirit Priest is charged with overseeing the implantation of the Chapter's gene-seed into potential Aspirants as well as monitoring the physical and mental well-being of their fellow warriors. The Wolf-Spirit Priest is also entrusted with the vital task of training new waves of warriors and watching over its ranks for dangerous incidences of instability, either mental or physiological. It was they who encode the Chapter's history within memetically-patterned "sagas", and who record and judge the deeds both of the living and the dead so that the honoured might be remembered and the dishonoured despised.
  • Lord of the Forge - A Master of the Forge equivalent, this individual is a master of the Chapter's armouries, its war machines, and the technological arcana of the Bloodied Hunters. This dour warrior is notoriously intolerant of other Chapters' brands of tech-craft, but his efficacy in conjuring the tools of war is so great that no one can gainsay his effectiveness and mastery of the machine and all things technological.
    • Ironfang - An Ironfang serves in the same capacity for the Bloodied Hunters as the equivalent Techmarines of other more Codex-oriented Chapters. They look after the many technical systems within the Chapter's fortress-monastery of the Ice Halls, supervising engineering projects and all the complex technical tasks undertaken every day by the Astartes of Múspellsheimr. They often mask their technological lore behind an outwardly barbaric show of tech-mysticism whose temper, if not form, would do justice to the most obtusely arcane Adept of Mars. Their role is not simply to supply their Chapter with arms and maintain their wargear, but to ensure it remains as self-sufficient as possible. The skills of these grim and taciturn artisans are both respected and feared by their fellow warriors, most of whom view technology and the mechanical arts as dark and frighteningly arcane science.

Specialist Ranks

  • Einheri - Equivalent to a Chapter Champion, 'Einheri' means 'Great Champion' in Múspellsheim Juvyk. This individual is hand-picked by the Draugoloth himself; chosen for their skill-at-arms and personal valour, rather than rank. Only those who commit the greatest acts of extreme personal valour are even considered. However, these are not the only factors. An Einheri is also selected based on their demonstrated record of humility where others strive for personal glory. Their loyalty and extreme devotion to the protection of the Draugoloth is their primary duty, even when matching blades with the deadliest of foes in the heat of battle. This chosen warrior is further trained in the arts of duelling by the Chapter's various champions of each Great Company until their very body is a weapon and their every instinct is honed to a razor's edge.
  • Kæmpe - Equivalent to a Company Champion, 'Kæmpe' means 'Champion' in Múspellsheim Juvyk. The chosen champion is a consummate warrior and is a Great Company's finest warrior, charged with engaging warlords and champions of an enemy in single combat. Their primary function is to act as their Jarl's personal bodyguard and lay down their life if necessary. It is the role of a Kæmpe to engage the deadliest foes, to leave their Jarl free to conduct the wider battle, rather than engaging in a series of personal combats. These superlative duellists are ready to challenge any enemy leader to single combat in his commander's stead at any given moment.
  • Merki-Bera (Banner-Carrier) - Each tribe on Múspellsheimr has a 'Merki', a tall pole that is engraved with the history of the tribe, usually placed in the middle of the camp and carried by a chosen warrior. Each of the Hunts also has its own Merki, and is carried by the equivalent of a standard bearer. Its presence on the battlefield invigorates the Hunters and drives them to great deeds, so that their own names may be added to the pole. 'Merki' are also known to carry 'Níðstang' or Nithing Poles - a pole used for cursing an enemy. These poles consist of a long, wooden pole with a recently severed head of the enemy (acquired by one of the Chapter's 'Gríma Seggr' ('Shadow Warriors'; Scout Marine equivalent), and at times the skin of the foe is also laid over the pole, for added psychological effect. The nithing pole is then directed towards the enemy and the target of the curse. The curse is carved in Fenrisian runes on the pole, expressing the whole form of the curse.

Line Ranks

  • Pack Spear- Equivalent of a Sergeant, Pack Spears lead a squad of Astartes into combat.
  • Vargr Bróðir - Translated as 'Wolf Brother'; Battle-Brother equivalent.
  • Gríma Seggr - Translated as 'Shadow Warrior'; Scout Marine equivalent.
  • Sveinn - Translated as 'boy' or 'page'; Neophyte equivalent.
  • Dreng - Translated as 'young warrior' (plural Droengiar); Aspirant equivalent.

Wolf Packs

Like their genetic forebears, the Bloodied Hunters form their warriors into Packs. Each Pack will generally be made up of Astartes who have fought together for some time and will work together as a pack of Bloodied Hunters on the hunt. The Packs will work together to sniff and sound out their foes, hunting their prey mercilessly, until they run them down and tear them apart in a hail of blood and gore. The Bloodied Hunters have four primary types of Packs in the Chapter, including; the Dróttinn Vorðr, Gífr Vargr, Hárr Vargr and the Ripclaws, but they also maintain a few select packs made up of unique specialists and veteran elite as well:

  • Dróttinn Vorðr - Translated as the 'Lord's Wardens' or 'Watchmen', these are the Great Hunter's boon companions, a Múspellsheimr tradition carried over from the tribal culture of their homeworld. These hand-picked veteran warriors are utterly loyal, having achieved exceptional feats of valour and martial prowess, to serve as their master's 'Dróttinn Vorðr'. These mighty warriors serve as the Bloodied Hunters version of an Honour Guard found in other Space Marine Chapters. Often, they will serve amongst the ranks of the various companies to impart their knowledge and experience to their younger brethren and will often times serve as a Pack Spear (Sergeant equivalent). In addition to access to the best suits of power armour and the most advanced wargear available to the Chapter, the Dróttinn Vorðr has earned the right to wear Terminator Armour. Unlike other Chapters, entrance into the elite ranks of the Watchmen is not the result of seniority or veteran status but is an honour earned directly through merit, through the display of extraordinary acts of courage and heroism under fire.
    • Varangian Guard - Each Redmaw ('Jarl') maintains a cadre of elite Varangian (Veteran Marines), comprising the very finest of the warriors under his command. The current Great Hunter is no exception, and maintains perhaps the largest host of Varangian of all the Redmaws, counting amongst its number many of the greatest warriors in the entire Chapter. The Chapter Master's Varangian is so large that it is split into several smaller Packs, many of which have earned great renown for their deeds, yet when they gather for war at the Great Hunter's side they are collectively known as the Varangian Guard. The Great Hunter's Varangian Guard will defend their lord with their very lives, and slay without mercy those who would raise blades against the Great Hunter. They are the shield and sword of their Chapter Master, fending off enemy attacks before landing a decisive killing blow. To face the Varangian Guard of Múspellsheimr in battle is to face death itself.
  • Gífr Vargr - Translated as 'Savage Wolves', these packs make up the majority of the Chapter's fighting ranks. If Ripclaws survive long enough to mature into seasoned warriors, they are promoted to the ranks of the 'Gífr Vargr'. These veteran Astartes make up the Chapter's 'Drengr' (tactical squads). The 'Savage Wolves' packs form the greater mass of the Bloodied Hunters' warriors. They are strong and resolute fighters, tempered by battle but as hungry for honour as any proud warrior of Múspellsheimr. They are experienced warriors, dour and sombre, proud of their skills, and rightly honoured by their younger brethren. In battle, they function as all but autonomous units in the field and are largely exempt from the reliance on direct commands from their senior command. They are expected to deal with myriad challenges on their own if need be, and above all to close with the enemy on their own terms; to seek and destroy.
  • Hárr Vargr - Translated as 'Grey-Bearded Wolves', are the senior members of the Chapter - hoary with age - these proud and stoic warriors quite literally possess long, flowing grey bears, for as they age their hair has grown course and grey and eventually will turn snow white. They are also endowed with long fangs, for as a Bloodied Hunters warrior ages his canines lengthen. There are relatively few 'Grey-Bearded' within the Chapter, for many warriors die in battle due to their violent lives and taking part in ceaseless conflict. Only a small minority have managed to survive to reach this venerable age. These warriors are the oldest living members in the Chapter outside their sorely wounded kindred that are interred within a sarcophagus of one of the Sons of Ymir (Dreadnoughts). These venerable warriors are renowned for their disciplined and steady demeanour even in the heat of battle, and hence are entrusted with a company's heavy weapons, making up the ranks of their 'Mund-Spilli' ('World-Destroyers'), the Chapter's devastator squads. These venerable warriors also make up the ranks of equivalent Aggressors and Hellblaster Squads of other Primaris Space Marine Chapters. Some of these warriors are arrayed in Gravis pattern power armour refitted to carry shoulder-mounted missile launchers, they are tasked with providing long-range fire support. In battle they are also armed with Flame Gauntlets that allow them to unleash blazing streams of promethium, mowing down any foes foolish enough to get in close-proximity of these deadly warriors.
  • Ripclaws - A Ripclaw is a newly inducted Astartes of the Bloodied Hunters and the equivalent of a Chapter's 'Sveinn' (Neophytes) or Scout Marines of more Codex-oriented Chapters. Still struggling to control the spirit of the wolf within, Ripclaws are notoriously savage and fiercely aggressive. These hot-headed young warriors cannot wait to prove themselves, charging in howling packs at the front lines of the enemy in their efforts to garner personal glory. They prefer to fight at close quarters and are armed with melee weapons such as chainswords and bolt pistols. The Ripclaws are the shock troops of the Bloodied Hunters and spearhead the majority of assaults. If they survive to become mature and capable warriors, they will eventually be elevated to the veteran ranks of the 'Savage Hounds'. These hot-headed warriors make up the ranks of the Chapter's 'Leiptr' (Assault Squads), and are arrayed with jump packs and close-combat weapons, so that they might close and get to grip with the enemy in short order. These young warriors also make up the ranks of the equivalent Primaris Inceptor squads utilised in other Primaris Space Marine Chapters. They are entrusted with variant, reinforced Mark X Gravis power armour and equipped with heavy jump packs, which feature duel cylindrical main thrusters, lateral manoeuvring jets, and in-built grav chutes to help control low-orbit drop speeds. Arrayed with deadly, portable rapid-fire assault bolters, they can cut down their foes in a hail of deadly fire. Equipped with such formidable wargear and weapons, this provides the young warriors with the opportunity to indulge in their desire of breaking the back of any foe, cracking open their lines, and sending the remnants of their army fleeing in sheer terror.
  • Røkkr Vargr - For some Bloodied Hunters, the close-knit and boisterous brotherhood of a Pack is not well-suited to their personality, as they yearn for the open spaces and isolation of Múspellsheimr's deserts. Preferring to operate in small, elite cadres known as Spears (squad-sized formations), these warriors are selected to become a part of a company's 'Røkkr Vargr' or 'Twilight Wolves', force. This unique combat specialist formation is tasked with performing rapid infiltration and lightning assaults. These silent and deadly warriors make up the ranks of the Bloodied Hunters' 'Gríma Seggr' ('Shadow Warriors'), which are the Chapter's Scout Marines. These warriors are akin to the standard Primaris Reiver or Vanguard Marine Squads of other Primaris Chapters. This unique combat specialist formation is tasked with performing rapid infiltration and lightning assaults. As elite assault specialists, the Røkkr Hundr are given further specialised training and the finest wargear. Arrayed in Mark X Reiver pattern power armour which has been modified to display a canid-skull helm, they are the embodiment of the hunger of death that lies in the heart of their inherited genetic heritage of Russ. Their battle-plate is forged with lighter ceramite and a streamlined design, which allows for greater mobility, and its servo-motors are engineered to be completely silent. These warriors are masters of terror tactics, utilising their fearsome appearance and vox-amplified roars to stun their enemies, as they scythe down whole enemy units in a cacophony of bolt carbine fire, grenade detonations and deadly blades. The resultant slaughter sees their fallen enemies strewn about the battlefield - broken and lifeless - a perfect psychological tool that sows fear and confusion in the ranks of their still-living foes.
  • Sons of Ymir - The 'Sons of Ymir' or 'Jötnar', make of the cadres of the Chapter's honoured ancients - battle-brothers interred within the sarcophagus of a Redemptor Dreadnought. These fallen warriors are more violent than the standard Dreadnought of other Chapters, having developed a reputation amongst the Adeptus Astartes for engaging in excess on the battlefield and unwarranted savagery that stains the character of those interred within. This infamy has become a form of self-fulfilling prophecy in some cases as the superstitious Ironfangs of the Chapter have begun to inter only elite fallen battle-brothers who already possess sagas relating deeds darker than most of their peers in pursuit of the foe. Most often these warriors have suffered terribly before being placed within the Dreadnought's sarcophagus. The pain of their mortal wounding drives them to bouts of killing mania when left conscious. Rarely are they awoken from their slumber unless the Chapter requires the utter annihilation of an enemy, for these war engines are never subtle weapons. They are always looked upon as troublesome and ill-omened allies at best by the battle-brothers of the 'Sveits' (Great Companies). Though they are valued for their great prowess in combat and always afforded the respect that all honoured ancients are due, they are never fully trusted as is normally the due of such living ancients amongst the Get of Russ.

The 'Wolf-Touched'

"I will speak of the berserkers, the blood tasters,

Those fearless and savage heroes, how did they treat

Those who wade in battle?

Wolf-touched they call them.

They carry bloody shields.

Red-tipped are their spears when they march.

They form a tight group, closing ranks.

The Jarl, in his wisdom, trusts them,

In those who cut the enemy's shields.
"
— Excerpt of the Múspellsheimr poem, 'Rauðúlfrskvæði'.
Bloodied Hunters Úlfhéðnar Pack Mate

Bloodied Hunters 'Wof-Touched' Jarlulf (Pack Leader) Hráfnhærðr, Brutal Hunter of the Deadly Totem, assigned to the ranks of the 13th Sveit (Úlfhéðnar).

  • Úlfhéðnar - The Úlfhéðnar ('Wolf-Touched') or the 'Wulfenkind', are those Wolf-Brothers who are afflicted by the shadow of the 'Curse of the Wulfen', the genetic curse that resides within the Canis Helix of their gene-seed. Those afflicted by this genetic mutation transform into ravenous, feral monsters standing over ten feet tall, powerful, fast and with claws that can rend plasteel and fangs like adamantium daggers. Consumed by a frenzied bloodlust, they tear their foes apart in an orgy of blood. But despite their lupine appearance, they are no mindless killers. For though outwards they appear to be beasts, they still retain a hunter's cunning, using stealth and patience to close with their prey before pouncing upon them in an explosion of bloody violence. Amongst the ranks of the Bloodied Hunters, this curse afflicts the Astartes of this Chapter more so than their fellow Sons of Russ. They do not rush headlong into battle, instead, they manoeuvre and make tactical strikes to weaken the foe before launching a sudden final assault, often striking from multiple directions at once, but always with overwhelming and pitiless savagery, tearing an enemy force to shreds.
  • Blendingar - Blendingar (translated to 'half Jǫtunn and half man') are a small subset of Jötnar whose spirits have become stained by excesses on the battlefield and unwarranted savagery. They are infamous war engines whose stories are filled with ill-omens, blood and death. Often, many of these warriors already possessed sagas relating deeds darker than most of their fellow wolf-brothers in pursuit of the foe. As a result, they have become gripped by the savage and unrelenting spirit of the beast within and become subsumed by the Spirit of the Wulfen. They are then assigned to the ranks of the Úlfhéðnar ('Wolf-Touched'). Though they are valued for their great prowess in combat and always afforded the respect all Sons of Ymir are due, they are always looked upon as troublesome and ill-omened allies at best by the warriors of the Great Companies. Due to this fact, they are never fully trusted as is normally due to such living ancients amongst the Get of Russ.

    These Dreadnoughts are defined by three special sagas that shape the personalities of the warriors within, including:
    • The Sage of the Black Cull: A thousand times a thousand dead can be heaped at the feet of this Dreadnought, who has shown unwarranted excess upon the battlefield in his pursuit of blood. These Dreadnoughts will actively seek out enemy infantry to slay, no matter the tactical cost to their fellows.
    • The Saga of the Forsaken One: This Dreadnought's deeds before his internment within his ceramite shell were dark and marred by unwarranted savagery. Though his Wolf-Brothers remain respectful, they do not wish the shadow of his deeds to blacken their own names. As such, this Dreadnought will fight alone and will not be supported by any of his fellow Astartes should he enter close combat.

Non-Astartes Personnel

  • Húskarl - Translated as 'retainer'; Chapter Serf equivalent.
  • Thrall - A Slave-Serf equivalent; they serve aboard the Chapter's vessels and perform menial duties, helping to maintain the Chapter's fortress-monastery, vessels and forge.

Order of Battle

Headquarters

Sveit Onn
(Great Company One)
Sveit of the Great Hunter
Personal icon of the Great Hunter
Great Hunter Ásbjorn Kveld-Úlfr
Lord of the Bloodied Hunters
Sveit Onn
(Great Company One)
Troops
Goði
(Priesthood)
Sons of Ymir
(Dreadnoughts)
Redmaw Thorvall Gnarlfang
2 Claw Leaders


Einheri (Add Name)
Chapter Champion
5 Varangian Guard Sveits (Squads)
Command Squad:
Wolf-Spirit Priest (Chaplain/Apothecary)
Runecaster Bulvyr Wyrdstaff
Ironfang (Techmarine)
Merki-Bera (Standard Bearer)
4 Hárr Vargr ('Grey-Bearded Wolves') Sveits (Squads)
6 Gífr Vargr ('Savage Wolves') Spears (Squads)
5 Ripclaws Spears (Squads)
1 Leiptr ('Lightning') Spear (Primaris Inceptor Close Support Squad)
Drengr ('Bold Men') Spears (Primaris Intercessors Squads)
Mund-Spili ('World-Destroyers') Spears (Fire Support Squads)
Vargr Spears (Wolf Scout Squads; Scout Marines, Reivers, Vanguard Marines)
2 Sons of Ymir ('Jötnar' Redemptor Dreadnoughts)


Lord Speaker of the Dead Hirkon Fellhowl,
Lord of the Wolf-Spirit Priests
Lord of Runes Floki Stormfang,
Lord of Runecasters
Lord of the Forge Agnar Ironwrought,
Master of the Forge
Wolf-Spirit Priests (Chaplains/Apothecaries)
Runecasters (Librarians)
Ironfangs (Techmarines)
Bulveye Fellblade, 'Gnarltooth'


Chapter's Dreadnoughts

Companies

Sveits
(Great Companies)
Sveit Twa

(Great Company Two)
Sveit Tra

(Great Company Three)
Sveit For

(Great Company Four)
Sveit Fyf

(Great Company Five)
Redmaw Bolthorn Steeljaw
2 Claw Leaders


Kæmpe (Add Name)
(Company Champion)


Dróttinn Vorðr Spear (Squad)
Varangian Guard (Honour Guard)


Command Squad:
Wolf-Spirit Priest
Runecaster
Ironfang
Merki-Berar (Standard Bearer)


Hárr Vargr ('Grey-Bearded Wolves') Spears (Squads)
Gífr Vargr ('Savage Wolves') Spears (Squads)
Ripclaws Spears (Squads)
Leiptr ('Lightning') Spear (Primaris Inceptor Close Support Squad)


Drengr ('Bold Men') Spears (Primaris Intercessors Squads)
Mund-Spili ('World-Destroyers') Spears (Fire Support Squads)
Vargr Spears (Wolf Scout Squads; Scout Marines, Reivers, Vanguard Marines)


Sons of Ymir ('Jötnar' Redemptor Dreadnoughts)


Repulsors
Impulsors
Gladiators
Land Raiders
Invader ATVs
Storm Speeders
Overlords
Stormwolfs
Stormfangs


Redmaw Horik Bloodmaw
2 Claw Leaders


Kæmpe (Add Name)
(Company Champion)


Dróttinn Vorðr Spear (Squad)
Varangian Guard (Honour Guard)


Command Squad:
Wolf-Spirit Priest
Runecaster
Ironfang
Merki-Berar (Standard Bearer)


Hárr Vargr ('Grey-Bearded Wolves') Spears (Squads)
Gífr Vargr ('Savage Wolves') Spears (Squads)
Ripclaws Spears (Squads)
Leiptr ('Lightning') Spear (Primaris Inceptor Close Support Squad)


Drengr ('Bold Men') Spears (Primaris Intercessors Squads)
Mund-Spili ('World-Destroyers') Spears (Fire Support Squads)
Vargr Spears (Wolf Scout Squads; Scout Marines, Reivers, Vanguard Marines)


Sons of Ymir ('Jötnar' Redemptor Dreadnoughts)


Repulsors
Impulsors
Gladiators
Land Raiders
Invader ATVs
Storm Speeders
Overlords
Stormwolfs
Stormfangs


Redmaw Sigurd Goresson
2 Claw Leaders


Kæmpe (Add Name)
(Company Champion)


Dróttinn Vorðr Spear (Squad)
Varangian Guard (Honour Guard)


Command Squad:
Wolf-Spirit Priest
Runecaster
Ironfang
Merki-Berar (Standard Bearer)


Hárr Vargr ('Grey-Bearded Wolves') Spears (Squads)
Gífr Vargr ('Savage Wolves') Spears (Squads)
Ripclaws Spears (Squads)
Leiptr ('Lightning') Spear (Primaris Inceptor Close Support Squad)


Drengr ('Bold Men') Spears (Primaris Intercessors Squads)
Mund-Spili ('World-Destroyers') Spears (Fire Support Squads)
Vargr Spears (Wolf Scout Squads; Scout Marines, Reivers, Vanguard Marines)


Sons of Ymir ('Jötnar' Redemptor Dreadnoughts)


Repulsors
Impulsors
Gladiators
Land Raiders
Invader ATVs
Storm Speeders
Overlords
Stormwolfs
Stormfangs


Redmaw Olvasson Three-Scars
2 Claw Leaders


Kæmpe (Add Name)
(Company Champion)


Dróttinn Vorðr Spear (Squad)
Varangian Guard (Honour Guard)


Command Squad:
Wolf-Spirit Priest
Runecaster
Ironfang
Merki-Berar (Standard Bearer)


Hárr Vargr ('Grey-Bearded Wolves') Spears (Squads)
Gífr Vargr ('Savage Wolves') Spears (Squads)
Ripclaws Spears (Squads)
Leiptr ('Lightning') Spear (Primaris Inceptor Close Support Squad)


Drengr ('Bold Men') Spears (Primaris Intercessors Squads)
Mund-Spili ('World-Destroyers') Spears (Fire Support Squads)
Vargr Spears (Wolf Scout Squads; Scout Marines, Reivers, Vanguard Marines)


Sons of Ymir ('Jötnar' Redemptor Dreadnoughts)


Repulsors
Impulsors
Gladiators
Land Raiders
Invader ATVs
Storm Speeders
Overlords
Stormwolfs
Stormfangs


Sveit Sesc

(Great Company Six)
Sveit Sepp

(Great Company Seven)
Sveit For-twa

(Great Company Eight)
Sveit Tra-tra

(Great Company Nine)
Redmaw Sigvard Fellclaw
2 Claw Leaders


Kæmpe (Add Name)
(Company Champion)


Dróttinn Vorðr Spear (Squad)
Varangian Guard (Honour Guard)


Command Squad:
Wolf-Spirit Priest
Runecaster
Ironfang
Merki-Berar (Standard Bearer)


Hárr Vargr ('Grey-Bearded Wolves') Spears (Squads)
Gífr Vargr ('Savage Wolves') Spears (Squads)
Ripclaws Spears (Squads)
Leiptr ('Lightning') Spear (Primaris Inceptor Close Support Squad)


Drengr ('Bold Men') Spears (Primaris Intercessors Squads)
Mund-Spili ('World-Destroyers') Spears (Fire Support Squads)
Vargr Spears (Wolf Scout Squads; Scout Marines, Reivers, Vanguard Marines)


Sons of Ymir ('Jötnar' Redemptor Dreadnoughts)


Repulsors
Impulsors
Gladiators
Land Raiders
Invader ATVs
Storm Speeders
Overlords
Stormwolfs
Stormfangs


Redmaw Ansgar Grimson
2 Claw Leaders


Kæmpe (Add Name)
(Company Champion)


Dróttinn Vorðr Spear (Squad)
Varangian Guard (Honour Guard)


Command Squad:
Wolf-Spirit Priest
Runecaster
Ironfang
Merki-Berar (Standard Bearer)


Hárr Vargr ('Grey-Bearded Wolves') Spears (Squads)
Gífr Vargr ('Savage Wolves') Spears (Squads)
Ripclaws Spears (Squads)
Leiptr ('Lightning') Spear (Primaris Inceptor Close Support Squad)


Drengr ('Bold Men') Spears (Primaris Intercessors Squads)
Mund-Spili ('World-Destroyers') Spears (Fire Support Squads)
Vargr Spears (Wolf Scout Squads; Scout Marines, Reivers, Vanguard Marines)


Sons of Ymir ('Jötnar' Redemptor Dreadnoughts)


Repulsors
Impulsors
Gladiators
Land Raiders
Invader ATVs
Storm Speeders
Overlords
Stormwolfs
Stormfangs


Redmaw Halfdan Nighthowl
2 Claw Leaders


Kæmpe (Add Name)
(Company Champion)


Dróttinn Vorðr Spear (Squad)
Varangian Guard (Honour Guard)


Command Squad:
Wolf-Spirit Priest
Runecaster
Ironfang
Merki-Berar (Standard Bearer)


Hárr Vargr ('Grey-Bearded Wolves') Spears (Squads)
Gífr Vargr ('Savage Wolves') Spears (Squads)
Ripclaws Spears (Squads)
Leiptr ('Lightning') Spear (Primaris Inceptor Close Support Squad)


Drengr ('Bold Men') Spears (Primaris Intercessors Squads)
Mund-Spili ('World-Destroyers') Spears (Fire Support Squads)
Vargr Spears (Wolf Scout Squads; Scout Marines, Reivers, Vanguard Marines)


Sons of Ymir ('Jötnar' Redemptor Dreadnoughts)


Repulsors
Impulsors
Gladiators
Land Raiders
Invader ATVs
Storm Speeders
Overlords
Stormwolfs
Stormfangs


Redmaw Kurze Ironfist
2 Claw Leaders


Kæmpe (Add Name)
(Company Champion)


Dróttinn Vorðr Spear (Squad)
Varangian Guard (Honour Guard)


Command Squad:
Wolf-Spirit Priest
Runecaster
Ironfang
Merki-Berar (Standard Bearer)


Hárr Vargr ('Grey-Bearded Wolves') Spears (Squads)
Gífr Vargr ('Savage Wolves') Spears (Squads)
Ripclaws Spears (Squads)
Leiptr ('Lightning') Spear (Primaris Inceptor Close Support Squad)


Drengr ('Bold Men') Spears (Primaris Intercessors Squads)
Mund-Spili ('World-Destroyers') Spears (Fire Support Squads)
Vargr Spears (Wolf Scout Squads; Scout Marines, Reivers, Vanguard Marines)


Sons of Ymir ('Jötnar' Redemptor Dreadnoughts)


Repulsors
Impulsors
Gladiators
Land Raiders
Invader ATVs
Storm Speeders
Overlords
Stormwolfs
Stormfangs


Sveit Dekk

(Great Company Ten)
Sveit Elleve

(Great Company Eleven)
Sveit Tolv

(Great Company Twelve)
Redmaw Thorval Steelfangs
2 Claw Leaders


Kæmpe (Add Name)
(Company Champion)


Dróttinn Vorðr Spear (Squad)
Varangian Guard (Honour Guard)


Command Squad:
Wolf-Spirit Priest
Runecaster
Ironfang
Merki-Berar (Standard Bearer)


Hárr Vargr ('Grey-Bearded Wolves') Spears (Squads)
Gífr Vargr ('Savage Wolves') Spears (Squads)
Ripclaws Spears (Squads)
Leiptr ('Lightning') Spear (Primaris Inceptor Close Support Squad)


Drengr ('Bold Men') Spears (Primaris Intercessors Squads)
Mund-Spili ('World-Destroyers') Spears (Fire Support Squads)
Vargr Spears (Wolf Scout Squads; Scout Marines, Reivers, Vanguard Marines)


Sons of Ymir ('Jötnar' Redemptor Dreadnoughts)


Repulsors
Impulsors
Gladiators
Land Raiders
Invader ATVs
Storm Speeders
Overlords
Stormwolfs
Stormfangs


Redmaw Jorgen Goremaw
2 Claw Leaders


Kæmpe (Add Name)
(Company Champion)


Dróttinn Vorðr Spear (Squad)
Varangian Guard (Honour Guard)


Command Squad:
Wolf-Spirit Priest
Runecaster
Ironfang
Merki-Berar (Standard Bearer)


Hárr Vargr ('Grey-Bearded Wolves') Spears (Squads)
Gífr Vargr ('Savage Wolves') Spears (Squads)
Ripclaws Spears (Squads)
Leiptr ('Lightning') Spear (Primaris Inceptor Close Support Squad)


Drengr ('Bold Men') Spears (Primaris Intercessors Squads)
Mund-Spili ('World-Destroyers') Spears (Fire Support Squads)
Vargr Spears (Wolf Scout Squads; Scout Marines, Reivers, Vanguard Marines)


Sons of Ymir ('Jötnar' Redemptor Dreadnoughts)


Repulsors
Impulsors
Gladiators
Land Raiders
Invader ATVs
Storm Speeders
Overlords
Stormwolfs
Stormfangs


Redmaw Elric Blood-Axe
2 Claw Leaders


Kæmpe (Add Name)
(Company Champion)


Dróttinn Vorðr Spear (Squad)
Varangian Guard (Honour Guard)


Command Squad:
Wolf-Spirit Priest
Runecaster
Ironfang
Merki-Berar (Standard Bearer)


Hárr Vargr ('Grey-Bearded Wolves') Spears (Squads)
Gífr Vargr ('Savage Wolves') Spears (Squads)
Ripclaws Spears (Squads)
Leiptr ('Lightning') Spear (Primaris Inceptor Close Support Squad)


Drengr ('Bold Men') Spears (Primaris Intercessors Squads)
Mund-Spili ('World-Destroyers') Spears (Fire Support Squads)
Vargr Spears (Wolf Scout Squads; Scout Marines, Reivers, Vanguard Marines)


Sons of Ymir ('Jötnar' Redemptor Dreadnoughts)


Repulsors
Impulsors
Gladiators
Land Raiders
Invader ATVs
Storm Speeders
Overlords
Stormwolfs
Stormfangs



Úlfhéðnar
Bloodied Hunters 13th Icon
("Wolf-Touched")
Sveit Dekk-Tra

(Great Company Thirteen)
Wolf-Spirit Priest (Add Name)
Unknown Number Úlfhéðnar Squads (Wulfen)
Unknown Number Blendingar Dreadnoughts (Wulfen)


Bloodied Hunters who have succumbed to the Curse of the Wulfen serve in Sveit Dekk-Tra, including Dreadnoughts.

Chapter Beliefs

The Battle-Brothers of the Bloodied Hunters are ferocious and aggressive warriors. Though far from mindless berserkers, they are certainly possessed of a feral exuberance for battle. They have an overriding sense of duty and honour and are driven ever onwards by a strong desire to right the many wrongs that have befallen the Imperium of Man since the heady days of the Great Crusade. Bloodied Hunters exhibit a fierce sense of loyalty to their comrades in arms and this is on occasion extended to their compatriots in other branches of the Imperium's military.

Although as devoted to the Emperor as any other Space Marine Chapter, the Bloodied Hunters express their faith not in prayer and piety, but in feats of arms. While the Battle-Brothers of other Chapters may spend the night before the battle in solemn meditation, the Bloodied Hunters are more likely to mark the eve of battle in bawdy celebration, raising overflowing jacks of Múspellsheimr mjod to brothers they may be mourning once battle is done. A Bloodied Hunters will drink and make merry, for tomorrow, he may die.

In temperament, most Bloodied Hunters are blunt and plain speaking, even to the point of giving offence to those not used to their ways. They abhor pretension and despise politicking. They are honest to a fault and expect the same quality in those they fight alongside. Bloodied Hunters embrace their lot with an uncomplicated enthusiasm, from the headstrong, newly recruited Ripclaw to the grey-haired and taciturn Grey-Bearded. Each plays the role fate lays before him, knowing that a life spent in service to the Emperor is a life well lived. In the face of an enemy attack, the warrior bounds forward like a Fenrisian wolf on the hunt, a joyous song of war on his lips.

Chapter Traditions

The Bloodied Hunters maintain many of their home world's shamanistic and tribal traditions as well as those traditions carried over from their progenitor's home world of Fenris. These include the following:

  • Eye of Aversions - Known as the Eye of Aversion, this symbol is used by the Bloodied Hunters to ward away evil and sorcery. In battle it is carved into a wall, support or whatever is at hand to mark an area of great danger or heavy enemy opposition. When the danger has been removed or eliminated, the mark is struck out to show the area is clear.
  • Fenrys Hjolda - Known as Rout-Masks, these leather and bone masks were worn by the Space Wolves and their serfs during the Great Crusade and Horus Heresy eras, but had largely gone out of use by the time of the First Battle of The Fang in the 32nd Millennium. The masks were intended to scare away Maleficarum (daemons or evil spirits). This ancient and time-honoured tradition has been re-instituted by Great Hunter Ásbjorn Kveld-Úlfr.
  • Runes - The Bloodied Hunters Runecasters use a form of divination known as the Casting of the Runes to tell the future and advise the Chapter's Wolf Lords and Great Wolf on decisions of great importance:
    • Adjarr (Blood)
    • Fengr (The Wolf Within)
    • Gmorl (Fate)
    • Hata (Unknown meaning)
    • Hjarz (Ice-rune)
    • Ragnarok (Ending)
    • Rhozan (Rune to ward against Maleficarum)
    • Sfar (Rune to ward against Maleficarum)
    • Trysk (Ice)
    • Ymr (Unknown meaning)
    • Zhaz (Rune to ward against Maleficarum)

Wolves of Fenrisian Myth

The legacy of the Wolves of Fenris is long and storied, from the days ten millennia past when the Space Wolves Primarch Leman Russ led them in reclaiming the galaxy for Mankind, to the present era of the late 41st Millennium, as they continue to strive to hold the All-father's realm together in the face of Traitors, daemons and aliens. When they are first inducted into the Chapter, 'Droengiar' or 'young warriors' (Aspirants) are taught about the Twelve Wolves of Fenris - the legendary wolves of Fenrisian mythology - which are always beside them in battle, whether at home, on another world or in the stars.

Each of the twelve Sveits ('Great Companies') takes its symbol and battle style from one of those twelve wolves, each of whom has a different lesson to impart. Noble and honourable warriors, the Bloodied Hunters constantly struggle with the savage spirit that lurks within, including the Thirteenth Wolf, the barbaric Wulfen that haunts their souls.

  • The Blackmane - The Blackmane is the deadliest of all Fenrisian Wolves.
  • The Bloodied Hunter - The Bloodied Hunter is the wolf of the hunt, a feral killer that rejoices in nothing greater than the tracking and killing of prey beneath a full moon.
  • The Dark Wolf - Virtually alone amongst all the wolves of Fenris the Dark Wolf never howls, never growls, silent as the deep cold of the underverse. In Fenrisian mythology, the Dark Wolf stalks the deepest shadows and follows the spirits of the dead, shepherding them into the cold tombs where they are to wait until the final battle of the Wolf Time. Rune Priests often envision the Dark Wolf stalking their threads, ever watching their wyrd for the time when death will take them.
  • Drekan the Thunderwolf - The Thunderwolf exemplifies strength and raw power over subtlety or guile.
  • The Fire Breather - The Fire Breather is a wolf who dwells in one of the largest volcanoes on Fenris and who spews his wrath into the heavens when angered.
  • The Fire Wolf - The Fire Wolf heralds the coming of Fenris' Season of Fire, when the snows melt and the lands rage, islands sink and new ones rise. It is the coming of the Fire Wolf that heralds either glory or doom to the people of Fenris.
  • Freki & Geri the Twin Wolves - Freki and Geri were the Fenrisian Wolf companions of Leman Russ. These wolves represent what can be achieved through brotherhood and teamwork, for the strength of a pack is greater than the sum of its parts, and together can defeat foes no single wolf would ever be able to tackle.
  • The Great Devourer - Depicted as a wolf devouring a star, the Great Devourer is an ominous symbol from Fenrisian mythology.
  • Haegr the Mountain Wolf - Haegr the Mountain teaches the Wolves to endure the harshest of elements without complaint, for it is those very same things that forged the Space Wolves into the warriors they are. Haegr endures all and when faced with the worst of environments it is to Haegr that the Space Wolves look to for example.
  • The Ice Wolf - In Fenrisian legend, the Ice Wolf was one of the fiercest of Morkai's dread lieutenants. After the defeat of Morkai, the Ice Wolf attacked Leman Russ and struck him with dire blows but was defeated and its corpse was cast into the Eye of the Wolf, the sun around which Fenris orbits. At the end of the struggle, the only remnant of the Ice Wolf left was a single fang embedded in the leg of Leman Russ. The slightest touch of the fang could chill the blood of a mortal man but against the fearsome constitution of the Primarch, it was barely an irritant. Russ had the fang forged into a mighty blade for his sons and Svellbrandr serves the Chapter to this day.
  • The Iron Wolf - The Iron Wolf is the spirit of the Forge and the Iron Priests, and this wolf teaches the Sons of Russ the value of craftsmanship and the forge.
  • Lakkan, the Runed Wolf - Lakkan is the totem of the Rune Priests and teaches the mysteries of Runes to those who seek them.
  • Lokyar, The Lone Wolf - The Lone Wolf is the aspect of all Wolf Scouts and this wolf teaches that sometimes Wolves must fight and live alone.
  • Morkai - Morkai is the twin-headed guardian of the Fenrisian underworld. In Fenrisian mythology, Morkai was the ruler of the wolves of that frozen world. When Leman Russ came to Fenris, he fought Morkai and his many lieutenants, casting Morkai down to the underworld to stand as its guardian and slaying all of the two-headed wolf's generals who dared face him.
  • The Night Runner - This wolf is often borne as an icon by the Great Companies of the Space Wolves; currently, the Great Company of the Great Wolf Logan Grimnar bears the Night Runner as its original icon.
  • Ranek, the Hidden Wolf - Ranek is the Wolf who stalks the shadows and teaches the young Wolves the virtues of stealth and hunting, for the fang from the dark is sometimes doubly as wounding as any other.
  • The Sea Wolf - The Sea Wolf is a beast of the deadly Fenrisian oceans, the totem of all those who sail and do battle on the waves.
  • The Spirit Wolf - The Spirit Wolf is the guardian of the soul, invoked by Fenrisians and Space Wolves alike to protect their spirits from corruption and possession when in the presence of maleficarum or when sailing the Sea of Souls (the Warp). Two metal Spirit Wolf totems mark the hull of Logan Grimnar's chariot Stormrider.
  • The Sun Wolf - The Sun Wolf is the Fenrisian Wolf who makes his lair in the heart of Fenris' sun and arises each day to shine his harsh light on the world.
  • Thengir the Wolf King - Thengir represents Fenris and The Fang, the domain of the Space Wolves, the crowning jewel of the Sons of Russ as it towers over the harsh yet majestic domains of Fenris.
  • Torvald the Far-Sighted - Torvald is the Wolf whose eyes see all and miss nothing. This Wolf's teachings instruct young Space Wolves to use their eyes and heads before their blades, for sometimes it is in observation and looking ahead that victory is achieved.
  • Wolf of the Red Moon - The Wolf of the Red Moon is a terrible stalker of the seven hells of Fenris, a skeletal apparition that claims the bodies of the fallen unworthy of entrance into the halls of Morkai.
  • The Wolf that Stalks Between Stars - This Wolf was the totem of Leman Russ and is still the icon born by every Great Wolf. The Stalker Between the Stars teaches the Sons of Russ that wherever they walk, no matter how distant, they bring the glory of Fenris with them.
  • The Wulfen - The Wulfen is the cursed Thirteenth Wolf of Fenrisian lore. Bestial in nature it is this Wolf that the Space Wolves must ever guard themselves against, lest their feral natures overcome them and lead them into madness.

Deed Names

Most Bloodied Hunters bear a deed name that is either appended to their given name or replaces it entirely amongst their warrior brethren. Deed names are awarded for particular feats of courage, daring, luck, skill, or knowledge. Sometimes they describe an aspect of the warrior, like the bionic jaw of Jarl Bolthorn Steeljaw, or a childhood amongst volcanic peaks, as is the case with Brandar Fireborn, or the physical features of a particular warrior, such as the wiry grey hair of Ulf Silvermane. Other times a name is awarded for a particular accomplishment such as Bjorn Fellblade, who earned his name after slaying a Greater Daemon of Slaanesh with his mighty fire blade. Another example is Jarl Thorvall Gnarlfang, who earned his deed name after slaying a legendary and deadly Blackmane Wolf during his Trial of Morkai and took one of the large canine fangs of the massive creature as proof of his kill.

Some deed names do not take great imagination as to how they were acquired, such as the case of the Wulfen-afflicted Jarl Horik Bloodmaw. Deed names are many and varied, and over time many veteran warriors will acquire more than a few names, each added to the last. Sometimes the new name will replace the old as the common title of the warrior, other times a favourite will remain in use for the rest of the warrior's life, regardless of other titles or deed names he acquires.

Chapter Gene-Seed

As inheritors of the genetic lineage of Leman Russ, the Bloodied Hunters have been "blessed" with the most potent of all gene-seeds - unique as it is deadly. This is due to their fierce warriors being imbued with the singular genetic sequence known as the Canis Helix which endows their unusual feral traits. Already fierce warriors when they are inducted from the feral barbarian tribes of their home world, these 'Droengiar' (Aspirants) will undergo far more changes than initiates of other Chapters. Amongst the most common changes are that the initiate's senses will become vastly superior to that of other Space Marines, his teeth will lengthen into veritable fangs capable of tearing through plasteel and his skin will toughen to the texture of leather. Given his naturally fierce persona and now genetically altered build, the initiate could almost be described as displaying feral traits when compared to other more Codex-oriented Chapters such as the Ultramarines. Also, as the Bloodied Hunter ages, his body will undergo further changes, although these are rarely recorded and it is unknown outside of the Bloodied Hunters Chapter how commonly they occur.

When Archamgos Belisarius Cawl was engaged with the early stages of the Primaris Project in his attempt to improve upon the original Space Marine template, he collected samples of the genomes of all twenty original Primarchs of the First Founding Legiones Astartes. When he experimented with the genetic lineage of the Space Wolves he was able to refine the sequences of the Canis Helix, altering it to deliver the supernatural strength of a Space Wolves Astartes without unleashing the ravages of their inherent genetic curse, known as the 'Curse of the Wulfen'. This causes an Aspirant to transform into what can only be described as a ravenous monster known as a Wulfen. This initially occurs following the initial implantation of the Space Wolves gene-seed and their imbibing from the Cup of the Wulfen. The affected initiate must struggle with the changes ravaging his body while undergoing the Trial of Morkai - the deadly trial that all Space Wolves Aspirants must undergo in order to become full-fledged battle-brothers of the Chapter. The young warrior must survive both the physical and psychological transformations, then he can continue with the rest of the initiation process. Those who do not, die, or are permanently transformed into these fell creatures.

Even once the Helix gene has been stabilised, it still has the power to affect the warrior throughout his life, particularly when the ferocity of the Space Wolf, barely kept in check at the best of times, is roused in battle. This invariably can cause a Space Wolf Astartes to transform into a Wulfen. As Cawl refined the Canis Helix he believed he had finally achieved what had never been achieved by those before him - to remove the negative effects of the Canis Helix and create new transhuman warriors as powerful as a true Space Wolf, as quick in the hunt and as skilled with a blade, but they did not degenerate into the Wulfen, nor did their personalities take on bestial characteristics. They possessed the qualities that made the Space Wolves superb warriors and purged the genetic factors that would have prevented them from creating successors. Thus, the path was laid to forge anew, Chapters derived from the genetic heritage of Russ.

Initially, these newly created Ultima Founding Space Wolves Successor Chapters were deemed a success. They showed their strength and savagery in many battles during the subsequent Indomitus Crusade, displaying their innate abilities as consummate hunters, and showed their preternatural ability to coordinate their attacks with those Chapters descended from the lineage of the Wolf King. It was even believed by many Wolf Priests that the Primaris Marines were the key to finally curing the Wulfen's curse that had long plagued the Space Wolves since their inception. However, they would soon be proven wrong. The genetic flaws of the Space Wolves have never escaped the attention of the Inquisition and the Ecclesiarchy, and they kept a constant watch on the Space Wolves, albeit from a safe distance. With the creation of several Primaris Successor Chapters descended from the lineage of Leman Russ, the suspicions of these two organisations were aroused, and so, they took it upon themselves to secretly follow and track the progress of these newly created Chapters, and to see if they would eventually succumb to the same genetic curse their progenitors.

During several different campaigns, there were scattered reports of several packs of Inceptors fighting near the Great Rift or upon Chaos-held worlds spontaneously succumbed to the bestial affliction. Rather than utilising their weapons to outrange the daemonic foes they fought, these afflicted battle-brothers charged heedlessly into the ranks of the enemy and used their firearms as brutal makeshift bludgeons. Through sheer animalistic ferocity the Inceptors were able to drive off their foes, and with the battle over they regained control of their passions once more. But it is revealed that through their genetic link to their Primarch, these Sons of Russ are just as susceptible to the Curse of the WUlfen as any other warrior descended from the Wolf King's lineage.

Amongst the newly created Sons of Russ Successor Chapters, there is one Chapter that has fallen under the shadow of this curse more than any other, that of the Bloodied Hunters. It is renowned for its savagery in battle, and the Inquisition has, within its records pertaining to loyal Adeptus Astartes' deviation, accounts of terrifying feral creatures shadowing the deployment of the Primaris Chapter. These accounts have yet to be definitively proven, and the Bloodied Hunters have ignored all demands to account for these allegations.

Primarch's Curse: Curse of the Wulfen

The character of the Bloodied Hunter's Chapter Master to a greater or lesser extent influences its warriors, and Great Hunters Ásbjorn Kveld-Úlfr's Chapter is renowned for being a savage pack of cunning and ruthless killers. This is because, more than any of the other newly created Space Wolves Successor Chapters, the stains of the Space Wolves' greatest secret lie heavily upon them - that of the Curse of the Wulfen. For this reason, the Bloodied Hunters are looked upon with some suspicion by some of the other Scions of Russ. Though they all respect the Bloodied Hunters' fighting prowess, those that serve under the banner of the fell sigil of the Bloodied Hunter are regarded as tainted and draw the eyes of those of the Imperium outside their Chapter more than they wish.

More Bloodied Hunters Primaris bearing the Curse of the Wulfen serve alongside the Great Hunter Ásbjorn Kveld-Úlfr than any other Scions of Russ Chapter Master. Amongst the upper echelons of the Space Wolves and their fellow Successor Chapters, there is an unspoken truth as to the reason why - for Ásbjorn himself has risen to become a Chapter Master, despite being afflicted himself. Despite the misgivings of some Wolf Lords amongst the Scions of Russ, it is not without precedent, for Ásbjorn would not be the first to reach such high office with the curse upon him.

Combat Doctrine

"Your wolf minds burn in the bodies of men.

Sons of the wolf Fenrir, break free from your flesh.

Wolves will howl in the storm of the All-father.

Warriors will fall as wolf claws strike.

We will fight to Valhöll.

Until we return to human shape.

Fearless, we shall drink blood from our enemies' wounds.

Together we will rage in the battlefield of corpses.

The Father of War commands us!

Transform your skin brothers! Slaughter-wolves! Berserkers! Become your fury!
"
— Excerpt of the 'Ritual of Becoming'

The Bloodied Hunters, like their genetic forebears, take a very different approach to martial strategy than many of their fellow cousin Chapters of more Codex-oriented nature. The Bloodied Hunters' combat doctrine is not as organised as that of a standard Chapter. Given that they live for the honour of battle, it is almost certain that the younger, hot-blooded Ripclaws will abandon a standard tactical structure in favour of simply rushing headlong at the enemy, howling at the tops of their voices. This has been known to aggravate allies from other units, who must adapt their battle plans in the face of the Bloodied Hunters' actions. Far from being uncontrolled berserkers, the Bloodied Hunters simply relish the thrill of close combat above all else.

However, unlike their fellow Scions of Russ and their younger kin, the Bloodied Hunters do not rush heedlessly into battle, preferring to meticulously manoeuvre and strike at the opportune moment. Despite their bestial nature, the Bloodied Hunters are no mindless killers. Though feral in nature they still retain a hunter's cunning, using stealth and patience to get close to their prey before pouncing upon them in a sudden explosion of gory violence. These are the tactics of the hunt that Ásbjorn instils into his warriors - to be patient and await the chance to strike.

As consummate hunters, the Chapter favours the tactics of pursuit and the inevitable killing blow that follows. The Bloodied Hunters tend to favour the bloody, relentless wearing down of a foe, much as the ancient Terran wolf. Because of their supernaturally acute senses, a fully equipped pack of Bloodied Hunters can track its prey with the cunning and patience of the wolf, sniffing out the unmistakable tang of fear-laced sweat on the breeze. Pack after pack moves forward in turn, bolters raised, laying down superbly executed fire patterns that force the enemy to seek cover as their fellow warriors move into position to strike. Only when all their brethren are in place will they spring their trap.

With a great howling roar rising above their thunderous cannonade of massed bolter fire, the Bloodied Hunters close in for the kill. When they finally corner their quarry, these ravenous packs finally release their pent-up aggression in a savage display of violence and destruction. No mercy or honour is offered to the prey, for their fate is sealed, as the Bloodied Hunters power forward into the midst of the enemy, spitting in the face of death as they carve their reputations from the flesh of the hated foe.

Armoured and Airborne Assets

As befitting relentless hunters, the Bloodied Hunters maintain armoured and airborne assets which are distributed at the company level, with each maintaining a pool of such vehicles to be assigned to combat detachments as required. The vast majority of these assets are deployed in combat in support of the Chapter's main force. This relentless use of their firepower plays an essential role in the rapid advance of the Bloodied Hunters' units and forms the core of the Great Hunter's tactics for combating particularly troublesome foes, such as Heretic Astartes, daemons, Tyranids and Drukhari. Aircraft are often utilised in continuous ground support of the advancing Bloodied Hunters claws and war packs.

The Chapter maintains few and fields even fewer armoured fire support vehicles such as Predators and Land Raiders, preferring to make use of an infantry-heavy force. The Bloodied Hunters' 'Hárr Vargr' ('Grey-Bearded Wolves'; Tactical Squads) are deployed via Thunderhawk gunship insertions, supported by Drop Pod-deployed Sons of Ymir (Dreadnoughts). The Bloodied Hunters relies heavily on its 'Røkkr Vargr' ('Twilight Wolves') scout marine elements, which operate without support for extended amounts of time, even by Space Marine standards. The Chapter, by and large, operates as something of a cross between a mechanised infantry and a series of special forces units, combining small unit tactics with their preference for pursuit and hunter operations behind enemy lines.

Deathwatch Service

Notable Members

  • Great Hunter Ásbjorn Kveld-Úlfr - Ancient by the standards of most living Astartes, for Ásbjorn was a mere Aspirant during the earlier years following the Horus Heresy and having stood in the presence of the Wolf King himself. He was later kidnapped from the surface of Fenris and spirited away to the secret subterranean laboratories of the young tech-savant, Belisarius Cawl, to take part in the early stages of the Primaris project. After ten millennia of being trapped in stasis, he was finally released from eternal slumber and granted the high honour of becoming the first Chapter Master of the newly created Bloodied Hunters Chapter. A ruthless and unforgiving soul, Ásbjorn is nevertheless, a brilliant strategist and tactical planner, not given to rash action or rushing headlong into the ranks of the foe without a perfectly executed plan of attack.
  • Lord of Runes Floki Stormfang - Floki Stormfang is the Chapter's most powerful psyker and spiritual lorekeeper - a gaunt, weathered figure wreathed in ash-smoke and crackling with empyric static. A veteran of more than two dozen war campaigns across the Eye's crimson periphery, Floki wears his age in the deep ritual scars across his scalp and the iron-grey length of his fire-singed beard. His helm is etched with a serpentine wyrm-knot - a sigil representing his tutelage beneath the now-mythic Rune-Priest Kjarl Thrice-Cursed, slain during the Helblót Reaping. Floki's voice carries the low, thrumming cadence of old Fenrisian cant, and when he speaks, even the fiercest warriors of the Chapter fall silent.

    Floki's mastery of the Tempestas and Runes of the Fire-Wyrd are unmatched among the Bloodied Hunters, and his psychic power manifests as crackling gouts of plasma-fire and ethereal wolves of smoke and shadow. During the Siege of Geltraxis Prime, Floki invoked the Runes of Ash and Spirit to summon a spectral lupine host that tore through the ranks of a daemonic incursion, their incorporeal howls causing Neverborn to unravel mid-charge. Such feats have earned him the epithet Stormfang, for the firestorms he conjures with a mere thrust of his staff leave nothing but molten craters and scorched bones in their wake.

    He resides in the Crypts of the Wyrd-Seers, beneath Eldjötnarheim, where the volcanic fumes swirl in glowing runic eddies. There, he keeps vigil over a vast scrimshawed lore-stone carved from the basalt ribs of a slain wyrm-beast, a living record of the Chapter's dreams, omens, and psychic portents. The Crypts also house a reliquary of "soul-bones" - relics from fallen Rune-Priests that Floki uses to divine future threats and commune with ancestral spirits through bone-throwing rites.

    Despite his terrible power, Floki is no sorcerer seeking dominion, but a guardian of balance - one who fears the wild heat of Múspellsheimr may one day ignite the Chapter's soul if left unchecked. He speaks often in cryptic verse, warning of flames within as much as those without. Yet when war calls, he stands at the vanguard, casting runes into the ash before battle and calling upon the will of Russ and the spirits of old Fenris to smite the foes of Mankind with psychic fire.
  • Lord Speaker of the Dead Hirkon Fellhowl - Hirkon Fellhowl is the somber heart of the Chapter - the keeper of blood rites, the singer of the fallen, and the one who ensures that the memories of the slain are never lost to ash or flame. Towering and long-limbed, with pale, burn-scarred flesh and eyes like smoldering coals, Hirkon wears a mantle stitched from the pelts of five extinct Múspellsheimr predators - each slain in single combat across a span of four centuries. His crozius, Drekkhadda, is forged from obsidian-choked adamantium and shaped like a burning fang, its haft inscribed with every death-chant Hirkon has ever recited.

    As Lord Speaker of the Dead, Hirkon presides over the sacred rites of remembrance - echoing the ancient Skyburial customs of the Vargeld tribes. When a Battle-Brother falls, it is Hirkon who howls their final song, carrying the warrior's memory to the ash-winds. He sings not with sorrow, but with fury - his voice raw and thunderous, calling on the spirits of fire and fang to receive the soul. During the Ashwake of Vall-Torath, Hirkon stood alone amidst a field of burning corpses, howling the names of the two hundred and thirteen slain as the world's sky boiled with Warp-fire.

    Hirkon is also the Chapter's master of ritual gene-seed retrieval and preservation, entrusted with the Vault of Ashen Blood - a subterranean sanctum where the progenoid glands of the fallen are stored in crystal urns, each suspended above a molten pit as tribute to their sacrifice. He anoints new recruits with these ashes, whispering the names of their forebears and marking them with firebrands of lineage - a rite known as The Howl-Binding.

    Though known for his grim countenance, Hirkon is revered for his unwavering dedication to the living as well as the dead. It is he who tends to the spiritual wounds of warriors on the brink of madness, walking through dreams shaped by warp-touched fire, speaking the old tongue of Fenris in half-muttered songs to guide his brothers back to clarity. Many say Hirkon has already memorised the death-hymns of every Bloodied Hunter - not out of morbidity, but because he knows one day, he alone may be left to sing them.
  • Lord of the Forge Agnar Ironwrought - Agnar Ironwrought is the silent flame that forges the Chapter's wrath into steel. Standing clad in soot-stained artificer plate, his body is almost as much iron as flesh - having lost his left arm, both legs, and part of his face in centuries of combat and industrial trial. His augmetic frame is a marvel of ancient Adeptus Mechanicus design, inlaid with Fenrisian knotwork and studded with runic vent-ports that hiss with superheated exhaust. Despite his grim and laborious presence, he is known for his rare but volcanic outbursts of rage, particularly toward those who disrespect the machine-spirits or his forge-serfs.

    Agnar commands the Anvil of Sutr, the sprawling forge-complex beneath Eldjötnarheim where weapons, armour, and war-engines are forged in magma-choked crucibles and anvil-altars heated by planetary core vents. It is here that the Chapter's dreadnoughts are awoken and interred, their sarcophagi suspended in lava-steam as their machine-spirits are soothed by bell-rites and chanted engine-prayers. Agnar oversees every ritual personally, hammering runes into each bolt shell and tempering each blade with his own hands if necessary.

    During the Purging of the Chain-God's Fane, Agnar personally led a squad of Ironfangs into the catacombs beneath a daemon-warped forge-world, recovering a cache of lost relics and STC fragments long thought destroyed. Among them was the Forge-Heart Cog, a pre-Heresy plasma core now powering the central node of Eldjötnarheim's defensive grid. For this act, Agnar was granted the title Ironwrought, signifying not only his mastery of the forge but his role in reforging the Chapter's future from the relics of the past.

    Though he speaks rarely, Agnar's voice carries the weight of volcanic stone. When the Chapter marches to war, he outfits its warriors not merely with weapons, but with tools of vengeance, each engraved with fire-runes of Múspellsheimr and bound to the will of its wielder through rites known only to him. It is said Agnar keeps a personal grudge-litanies etched into the inner armor of every suit of terminator plate - names of fallen enemies he has sworn to destroy in his brothers' stead. Agnar is the embodiment of the Bloodied Hunters' resolve - tempered, enduring, and unbreakable. In his hands, fire is not just destruction, but rebirth - the sacred means by which vengeance is forged, and legacies are made immortal.
  • Redmaw Thorvall Gnarlfang - Thorvall Gnarlfang stands as a living relic of two worlds - one foot rooted in the myth-wreathed soil of Fenris, the other forged anew in the crucible of Mars beneath the scalpel of Belisarius Cawl. One of the first Space Wolves aspirants to be elevated to Primaris form, Thorvall bears the pain of rebirth in his every scar and breath. Broad even by Astartes standards, his features are permanently locked in a grim snarl - the result of both gene-augury and the agonizing trials of forced ascension. Among the Bloodied Hunters, he is known simply as "The Gnarlfang" - a title born from his feral defiance against the process that reforged him.

    Thorvall is a tactician of few words and many deeds. He is known for waging campaigns with thunderclap precision, often deploying via orbital insertion to personally spearhead the breach into enemy lines. During the Siege of Dronakar Spire, it was Thorvall who shattered the Word Bearers bastion with his own thunderhammer, Guðrúnuðr ("God-Split"), carving a path for his Great Company to storm the heretics' inner sanctum. It is said that in the heat of battle, he enters a trance-like state, where every movement is deliberate and merciless - like a predator in perfect rhythm with the kill.

    Though his silence unnerves some, Thorvall commands absolute loyalty from the warriors of Onn, many of whom were also part of Cawl's earliest experiments. They are his "First-Fangs," bound by a shared memory of pain and pride. Within Eldjötnarheim, Thorvall keeps a shrine known as "The Ashward Hearth" - where relics of his fallen brothers are laid among eternal coals, their ashes stirred by the hunt-prayers he utters before each new campaign.

    Despite his brooding nature, Thorvall is deeply loyal to the other Redmaws and to Lord Ásbjorn himself, whom he considers a true son of Russ. He is often the first to arrive when the Sons of Russ gather, and the last to leave the field of battle. To his brothers, he is not only a war-leader but a totem of endurance - a silent, wrathful icon of what it means to be reforged in fire and emerge unbroken.
  • Redmaw Bolthorn Steeljaw - Bolthorn Steeljaw earned his name in the Dross-Furnace Pits of Vardakk's Reach, where during a brutal campaign against the Iron Warriors, a fusion charge shattered his lower skull. Rather than succumb to his wounds, Bolthorn fought on, tearing out the throat of the Traitor Warsmith with the jagged remnants of his own broken helm. His jaw was later replaced with a snarling adamantium prosthesis, shaped in the likeness of a Fenrisian death-wolf, eternally bared and glinting in battle.

    Where Thorvall is grim, Bolthorn is volcanic - a braggart, a killer, and a war-singer whose fury fuels his warriors like wildfire. His warplate is adorned with scrimshawed iron trophies, and his helm is crowned with the fanged maw of a Múspellsheimr ash-beast. He bellows his sagas over the roar of heavy bolters and relishes the clash of blade and claw. Yet behind this bombastic exterior lies a surprisingly cunning strategist. His infamous Burning Maw Tactic - involving coordinated firestorm barrages followed by precision drop pod assaults - has decimated numerous heretic enclaves across the Eye of Terror's rim.

    Bolthorn leads from the heart of the pack, his Company Twa known as "The Blazefangs" for their proclivity toward flame-based warfare and their brutal shock tactics. He personally wields Molgrimmr, a flame-wreathed power axe said to have been quenched in the blood of a Greater Daemon. During the Cinderwars of Halon's Gate, Bolthorn led a warpack of only thirty against over two hundred Chaos renegades, emerging victorious with nothing but molten terrain and howling praise to the Allfather in their wake.

    He is loved by his warriors and feared by his enemies, a storm of laughter and death. Bolthorn often hosts the great feasts within Eldjötnarheim's Hall of Ember-Fang, where blood-mead is poured over flame and war-stories are carved into the blackened stone walls. Among the Redmaws, none roar louder or burn hotter than Bolthorn Steeljaw.
  • Redmaw Horik Bloodmaw - Of all the Bloodied Hunters, Horik Bloodmaw is the one most feared by his enemies and most carefully watched by his own kin. A beast of few bonds, Horik is infamous for his violent rages - fugue-like states during which he descends into the purest savagery, tearing apart daemon and mortal alike with his bare hands and blood-slick fangs. He is the oldest of the Redmaws, his once-blond mane now a white tangle streaked with fire-scorched black. His left arm is plated with dark ceramite and daemonic bone, a "gift" taken from a Khornate Chaos Lord he slew in single combat.

    The warriors of Sveit Tra (Great Company Three), known as "The Ashmaws," share their Jarl's ferocity, specialising in relentless pursuit and eradication of enemy command structures. Horik himself leads the Bloodmaw Hunt, a pack of veterans who enter battle with rune-branded claws and minimal armour, eschewing protection for speed and savagery. In the Blood Tide of Osiri-Vell, Horik's forces executed a series of lightning decapitation strikes that left the enemy leaderless in under a day.

    Despite his bloodthirsty reputation, Horik is no mindless berserker. He is precise in his wrath and spares no thought for mercy, believing that hesitation is a flaw bred from weakness. His warriors undergo rigorous psychological rites and combat trials to resist the lure of the Warp - for Horik knows all too well how fine the line between righteous fury and damnation truly is.

    In the Chamber of Clawed Skies, high within Eldjötnarheim's peak, Horik meditates beneath a constant ashfall and howling wind. It is said that he fasts before every campaign, drinking only molten snow and whispering the names of the fallen to the mountain storm. The other Redmaws tolerate his methods with wary respect, and even Lord Ásbjorn allows Horik's leash to slacken - for there are times when unleashing a beast is the only way to survive the hunt.
  • Redmaw Sigurd Goresson - A hunter born and bred, Sigurd Goresson is the Bloodied Hunters' master tracker and ghost-killer - a stoic and calculating figure who speaks with the certainty of a blade drawn in darkness. Once a chieftain of the Void-Claw tribe upon Múspellsheimr's shrouded northern pole, Sigurd was renowned for slaying the Gloom-Wyrm of Frostvault Glen with only a bone-bladed spear. He still wears its hide as a cloak, and its teeth are mounted into the frame of his master-crafted stalker bolt rifle, Farsnjór ("Farsnout").

    Sigurd commands the "Greyshroud Stalkers," Sveit For (Great Company Four), known for their ambushes, stealth incursions, and war on enemy supply lines. It was Sigurd who planned the Silent Culling of Gorgatha, in which three entire PDF regiments corrupted by Chaos were assassinated in a single solar night without a single alarm being raised. He leads from the shadows, often deploying days ahead of the main force to survey prey and set traps so that the battlefield becomes a blood-drenched snare.

    Though not the most vocal of the Redmaws, Sigurd's opinions carry tremendous weight, especially when the Chapter debates the course of a war campaign. His insight into enemy movement and behavior is eerily precise, aided by his habit of studying prey in silence for days before striking. Within Eldjötnarheim, he maintains the Den of Grey Eyes, a subterranean hall lit only by lichen-fire and hung with the bones of creatures he has hunted across dozens of war zones.

    Sigurd believes that fire is a finality, not a beginning - that wars are won not by burning the enemy's walls, but by unmaking their will before the first shot is fired. He teaches his warriors the Silent Hunt, a martial discipline that emphasizes control, patience, and efficiency. In this, Sigurd Goresson stands not just as a killer, but a philosopher of the hunt - a predator whose wisdom is as deep as his blade is sharp.
  • Redmaw Olavsonn Three-Scars - Olavsonn Three-Scars is a warrior of scars and stories, each mark on his skin a record of survival against impossible odds. The eponymous three scars cross diagonally across his face, chest, and back - carved by the talons of a Warp-drake he slew during the Scorchfall Abyssal Hunt. Rather than repair the damage with surgery, Olavsonn had them seared open again during his elevation to Redmaw - a permanent tribute to pain endured and conquered.

    A skald-warrior of great renown, Olavsonn is both battlefield champion and chronicler. He commands "The Firehowlers," Sveit Fyf (Great Company Five), known for their bold shock assaults and inspirational fury in the thick of combat. Olavsonn fights with twin chainaxes, Rím ok Tortýning ("Rhyme" and "Ruin"), inscribed with saga-verses in ancient Fenrisian. His presence in battle is thunderous - his voice booming chants that whip his warriors into a berserk frenzy, even as he hews down foes like a living storm.

    Among the Redmaws, Olavsonn serves as Master of the Sagas, ensuring that the deeds of the Chapter are recorded in rune, verse, and tale. Within Eldjötnarheim, he keeps the Saga-Hall of Burning Ice, where apprentices carve the deeds of their jarls into iceglass and basalt. Here, every battle is remembered, every name is spoken. Even the failures - especially the failures - are recorded, for Olavsonn believes that only those who speak of shame can grow stronger.

    Olavsonn is a creature of emotion, camaraderie, and legend - a Redmaw who drinks deeply from the cup of life even as he drowns his enemies in blood. His warriors love him, and those who fight alongside the Firehowlers never forget his laughter ringing through the smoke and flame. Though his methods are wild and unsophisticated to some, none can deny his results - and when the Sons of Russ howl their warcry, it is often Olavsonn’s voice that begins the call.
  • Redmaw Sigvard Fellclaw - There is an old saying among the warrior-priests of Múspellsheimr: "Beware the smile of the wolf with red beneath its claws." That wolf is Sigvard Fellclaw. A cunning, patient, and dangerous warlord, Sigvard walks the path between wisdom and wrath like a hunter in the snow - silent, precise, and always watching. He earned his epithet after dismembering the sorcerer-lord Ethek Ka'al with his bare claws during the Purgation of Vox-Belaris, leaving red-stained trails across the ash-ice where he walked.

    Sigvard is a master of psychological warfare and disruption tactics. His Sveit Sesc (Great Company Sixth), known as "The Red Silence," specialises in null-field insertions, vox-jamming raids, and precision assassinations. Before battle is even declared, enemy commanders are often found dead in their bunkers, their heads displayed like trophies upon spiked banner poles - gifts from Fellclaw's vanguard. It is said that Sigvard once broke the will of a xenos warfleet not through force of arms, but through weeks of whispers, disappearances, and sabotaged systems, forcing them to scuttle their own vessels in madness and fear.

    Despite his dark reputation, Sigvard is revered among the Bloodied Hunters as a necessary evil - a weapon honed for war in the shadows. Within Eldjötnarheim, his sanctum lies within The Vault of Night's Fang, a fortified hollow deep beneath the fire-runes of the fortress. Here, he stores intelligence, relics, and the teeth of those he has slain. His wolves are trained in silence and guile, and every warrior of Sesc is taught to be a killer first, a soldier second. Sigvard's loyalty to Lord Ásbjorn is absolute, though many whisper that he would make a terrifying successor should the time ever come. He does not revel in bloodshed, but he understands its purpose. In war, as in the deep ice, only the quietest fangs strike cleanest.
  • Redmaw Ansgar Grimson - Ansgar Grimson is the war-priest of fire and fury, a grim ecclesiarch of death who carries both boltgun and saga with equal weight. A towering figure crowned with a halo of silver ash-plumes, Ansgar is the spiritual bedrock of his Great Company and the keeper of many of the oldest rites passed down from the time of Fenris. His helm, shaped into the aspect of a roaring fire-wyrm, marks him as both Jarl and battle-chaplain to the warriors of "The Flamebound."

    Grimson's Sveit Sepp (Great Company Seven) specialises in ritualised vengeance and retribution - deployed when a world or population has committed a sacred offense against the Imperium or its gods. These warriors wage not war, but judgement, burning heretical regimes, punishing wayward planetary governors, and conducting symbolic executions amid fire and chains. It was Grimson who oversaw the Searing of the Gilded Spire, where an entire hive noble caste was branded with molten steel before being cast into the pyre in atonement for their sins.

    Within Eldjötnarheim, Grimson presides over The Ember-Kept Sanctum, a lava-lit cathedral where oaths are made in blood and fire. Here, warriors walk barefoot across burning coals to seek forgiveness or strength. Grimson himself rarely removes his armour - his face a living brand etched with flame-runes - for he believes pain is the proper language of faith. His sermons are not spoken, but roared, and they often conclude with the ritual flaying of traitors or oathbreakers taken in battle.

    Yet beneath the fire and fury, there is a cold wisdom to Ansgar Grimson. He sees the galaxy as a crucible in which only the devout endure, and he takes care to burn away weakness from his Company with the same care a blacksmith purges impurity from steel. When Ansgar goes to war, the flames are not merely weapons - they are sanctification.
  • Redmaw Halfdan Nighthowl - Clad in dusk-grey warplate and wreathed in the cloaks of void-touched specters, Halfdan Nighthowl is the phantom-warlord of the Bloodied Hunters - a ghost-king whose arrival is marked by silence and the sound of long, low howls echoing across the void. A rare son of the Nightwatch Clans of Múspellsheimr's abyssal north, Halfdan was raised beneath black auroras and hunted warp-wraiths long before he bore a boltgun.

    The Sveit For-twa (Great Company Eight) - "The Voidfangs" - are Halfdan's chosen pack, and they are feared across the Segmentum Obscurus as spectral reapers. They deploy by void-wing and black-drop torpedo, appearing without warning amid enemy fleet formations, tearing apart engines and bridges with brutal close-quarters force. In the Battle of the Hollow Stars, Halfdan and his warriors breached the main hangar of a Tyrant-class Chaos battleship and killed its entire command structure within twelve minutes, leaving only silence and dripping blood behind.

    Within Eldjötnarheim, Halfdan's war den is The Blackvault, a dim-lit chamber lined with banners taken from void-cults, heretek fleets, and Aeldari corsairs. Here, he communes with the stars, scrying omens by mapping the patterns of enemy vessels in blood and runestone. He speaks rarely, but when he does, it is said the room falls into unnatural stillness, as if the void itself is listening.

    Halfdan's warriors bear silence as a creed - they do not sing, boast, or cry out in pain. Their only sound is the unearthly howl they unleash at the moment of contact, said to freeze mortal blood in the veins. Halfdan Nighthowl does not command through fire, nor through faith - he commands through fear, and the inevitability of the dark.
  • Redmaw Kurze Ironfist - A warlord whose fists speak louder than his voice, Kurze Ironfist is the embodiment of unstoppable force. Vast even among the Bloodied Hunters, he is encased in slab-plate armour etched with chain-breaker runes and wielding the storm gauntlets Gjallarhorn and Breakfang. His Company - "The Stormhowl Bastion" - is the hammer of siege and shock, the breaker of fortresses and the fist that shatters heresy where it hides.

    Kurze was once a slave-gladiator upon the forge world of Vindrakk-Theta, captured during a boarding action and forced to kill other aspirants to prove his worth to the Tech-Priests of Cawl. He survived a dozen duels and emerged bloodied but undefeated. Upon Múspellsheimr, he was accepted into the Chapter by personal challenge - defeating two Redmaws barehanded before being allowed into the ranks of the Tenth.

    Kurze leads his Great Company from the front lines of every siege. During the Ash Gate Uprising, he personally battered down the gates of a heretek redoubt with his own fists after the breach cannons failed. His warriors favour boarding actions, gravitic drops, and subterranean tunnel wars - crushing resistance with seismic charges and mass-reactive rounds. When Kurze fights, the ground quakes, and the walls bleed.

    In Eldjötnarheim, he keeps The Hall of Broken Chains, a massive sparring arena where new recruits are blooded against captured xenos beasts and heretic warriors. Kurze trains constantly and personally breaks the weapons of any warrior who shows weakness. Though seen as brutish by some of the more cunning Redmaws, Kurze's loyalty, courage, and unshakable will are beyond question. He is the stone upon which the fire burns - unyielding, immovable, eternal.
  • Redmaw Thorval Steelfangs - Thorval Steelfangs is a killer of machines - the breaker of iron, the bane of the soulless. A warlord forged in the scrapyard hells of Múspellsheimr's ruined ferro-hives, Thorval rose through the ranks by dismantling an entire Dark Mechanicus war engine single-handedly, using only scavenged explosives and the corrupted thing's own weapons turned against it. His fangs - augmetic and steel-reinforced - are symbols of his hatred for the machine-heresy.

    The Sveit Dekk (Great Company Ten) - "The Iron Howlers" - fight against the armies of steel and logic: Necrons, heretek legions, daemon engines, and rogue Silicum Animus. Thorval himself is a specialist in mechano-deception and tech-hacking warfare, often deploying experimental archeotech gleaned from fallen forge worlds. In the Harvest of N'kar-Duun, his warriors brought down a Necron tomb complex with a combination of viral data-crystals and explosive charges hidden inside cogitator stacks.

    In Eldjötnarheim, Thorval maintains The Broken Cog as his Sveit's den, a forge-hall and reliquary where destroyed war engines are ritualistically melted down into fresh ammunition and sacred bolt rounds. His Company venerates destruction through innovation - the sacred contradiction of death as a creative act. Thorval rarely speaks to the Mechanicum, but he has a grudging respect for the Ironfangs of the Chapter and frequently clashes with Forge Master Agnar Ironwrought over technological orthodoxy.

    Though young among the Redmaws, Thorval Steelfangs has proven himself again and again as the Chapter's iron-wolf - relentless, ingenious, and driven by a personal war that will not end until every soulless machine is left burning and broken.
  • Redmaw Jorgen Goremaw - There are few who match the ferocity and raw hunger of Jorgen Goremaw - a berserker commander whose name is uttered in hushed awe and trembling fear, even among his brothers. Called "the Maw Unleashed" by the sagas, Jorgen is said to have torn a Tyranid Warrior in half with his bare hands during the Burning of Litharak Hive. His helm, modeled after the devouring jaws of a fire-wyrm, conceals a warrior whose savagery borders on the uncontrollable - yet whose loyalty to the Bloodied Hunters and to the Old Ways is absolute.

    Jorgen leads "The Red Thirsters" - Sveit Elleve (Great Company Eleven) - a brotherhood of assault specialists, jump-pack reavers, and fire-born executioners who descend upon the foe in howling storms of teeth and thunder. Their methods are brutal and direct: shock assaults, decapitation strikes, and fire-wreathed ambushes in tight, urban hellscapes. In battle, Goremaw's laughter - a deep, grinding growl - echoes through the vox as he tears through enemy lines at the head of his pack.

    Within Eldjötnarheim, Jorgen's domain is The Maw-Hall, a vaulted and bloodstained feast-hall where duels, bonding rituals, and rites of rage are performed before roaring flame-pits and skull-adorned altars. Goremaw himself often trains new recruits in the art of brutal close-quarters warfare, teaching them to use their fury not as a curse, but as a weapon to be honed and wielded with purpose. Those who fail his standards are marked with firebrands and sent to the outer ranges to redeem themselves in solo hunts.

    Though feared by many, Jorgen's wild nature masks a deep connection to the tribal beliefs of Múspellsheimr. He carries bone-charms, runes of binding, and the jawbone of a fire-giant beast said to be extinct. He is not merely a killer, but a living reminder that even the most savage heart can burn with loyalty - if tempered in blood.
  • Redmaw Elric Blood-Axe - A warrior of cold precision and ancient wrath, Elric Blood-Axe is the Bloodied Hunters' most storied duellist and keeper of the oldest Fenrisian sagas. Clad in red-black plate and wielding the twin axes Grymr and Byrn, Elric is a tactician, historian, and executioner all in one. His name is etched into the saga-scrolls of a dozen dead worlds, and he is said to have once fought an Ork Warboss atop a crashing warship - neither warrior giving ground until it struck the earth in flames.

    Elric commands "The Lastborn" - Sveit Tolv (Great Company Twelve) - whose warriors are those without Clans or Kin, often those who were recruited from shattered tribes, outcasts, or oathbreakers redeemed through pain. Elric forges them into warriors of singular devotion, teaching them to fight without fear, love without weakness, and die without shame. His Company operates with almost monastic discipline - their silence in battle broken only by the scream of chainblades and the thunder of bolters.

    In Eldjötnarheim, Elric maintains The Shrine of Axes, a sacred vault lined with ancient weaponry, battle-songs, and personal sagas etched in steel. Here, he trains both recruits and veterans in the ancient rites of Einherjar-blót, binding blood and blade in the service of vengeance. He is a fierce proponent of the old ways, often clashing with the more progressive members of the Chapter over the slow corrosion of tradition in the face of the Indomitus era.

    Yet Elric is not blind to change. He has walked alongside Primaris brothers, shattered Necron phalanxes, and gazed into the abyss beyond the Cicatrix Maledictum. He knows that survival demands adaptation - but only with one hand held firmly on the past. Elric Blood-Axe is the executioner of apostates and betrayers - not just of the flesh, but of faith and history.
  • Wolf-Spirit Priest Valtyr Flame-Eye - Sveit Dekk-Tra (Great Company Thirteen) of the Bloodied Hunters - "The Blackfang Circle" - is whispered of more than it is seen. Its Jarl, Wolf-Spirit Priest Valtyr Flame-Eye, is a figure of mythic reverence and spectral fear, an ancient skald-warlock and spirit-binder who walks between the world of the living and the abyss of the warp. He rose to command a Great Company among the Sons of Russ, and her word carries the weight of omens and fire. Clad in scale-plate wrought of obsidian wyrm-hide and crowned by a mantle of spirit-bones, Valtyr was blind in one eye - now replaced with an augmetic targeter - the other burning with warp-sight granted in his Trial of the Flame Hollow. His warriors - the Blackfangs - are spirit-marked, dream-walkers, and those touched by the warp but not devoured by it. They fight in silence, guided by runes and visions, often appearing only when the veil between worlds thins. To many within the Chapter, the Thirteenth Company are considered cursed, yet utterly necessary.

    Valtyr keeps her domain in The Hollow Flame, a subterranean sanctum beneath Eldjötnarheim’s deepest crypts, where lava flows through rune-carved troughs and ancestral spirits are called forth to guide the Chapter's fate. Her rituals are ancient beyond reckoning - drawn not only from Fenrisian lore but the forgotten tongues of Múspellsheimr’s fire-clans and psychic seers. Some claim she speaks with the Wolf King himself in dreams; others claim she has walked the surface of Terra as a flame-ghost. The Thirteenth does not fight as others do. They arrive unbidden, uncalled - summoned by fate, vengeance, or prophecy. When they do, the warp churns, the enemy breaks, and the spirits howl. Valtyr Flame-Eye, the "Direwolf of Fire and Smoke," walks the boundary between death and fury, and his howls echo long after the battle ends.
"Let the warp-cursed bleed and break, until their ashes feed the roots of Yggbrodir’s fire."
— Son of Ymir Bulveye Fellblade, "Gnarltooth"
  • Son of Ymir Bulveye Fellblade, "Gnarltooth" - Entombed within the adamantium ribcage of a Redemptor-pattern Dreadnought, Bulveye Fellblade - called "Gnarltooth" by his kin - is a living relic of the Bloodied Hunters Chapter. A war-spirit forged in the crucible of Múspellsheimr's hellish trials, Bulveye was once a Redmaw of great repute, a veteran of seventy years of continuous warfare across daemon-choked voidstations, warp-ravaged kill-zones, and heretic-claimed bastions. Before his internment, he served as a shield-brother of unmatched savagery in the Sveit Fyf (Great Company Five) under Jarl Olavsonn Three-Scars, known for wielding a frost-forged relic blade carved from the fang of a fallen helldrake. It was from this grim trophy that he earned his battle-name Fellblade, while Gnarltooth was gifted in jest by his brothers, for the way he bared his teeth with lupine hate when roused to fury.

    Bulveye's mortal wounding came during the Sundering of Vyrellos, a planet devoured by warp-storms during the fourth decade of the Indomitus Crusade. Leading a thunderstrike against a Word Bearers sorcerer-coven entrenched within the catacombs of the planet’s bleeding basilica, Bulveye was struck down by a warpfire lance — his left side immolated, his primary heart shredded. Refusing to fall until the last sorcerer was slain, Bulveye collapsed upon a mountain of smouldering corpses, his blade buried in the spine of a Warp-bound Apostle. What remained of him was carried from the ruins by his oath-brothers and entombed within a Redemptor sarcophagus blessed in the magma-forges beneath Eldjötnarheim.

    As a Son of Ymir, Bulveye now slumbers deep within the Wyrmhearth Vaults - an echoing crypt-chamber beneath the Hold of the Fire Giants where only the most ancient and battle-scarred Dreadnoughts are interred. He is seldom roused, his fury too volatile and his will too difficult to restrain. Yet when he is awakened, his presence is apocalyptic. With his plasma incinerator roaring and the frost-etched talons of his power fist snapping bone and steel alike, Bulveye is an unstoppable avatar of rage, driven by memories of pain and the unhealed wound of betrayal. His machine-spirit howls in unison with his flesh-spirit, and he often charges far ahead of his brethren, heedless of danger.

    The Ironfangs of the Chapter regard Gnarltooth with wary reverence, for his wrathful fugue-states make him difficult to command. His sarcophagus is ringed in warding runes and auramantic sigils, not only to preserve his failing organic remnants but to contain the spiritual storm that brews constantly within his mind. Librarians tasked with communing with his machine-soul speak of fractured visions - of burning Fenrisian forests, rivers of molten iron, and the laughter of daemons echoing beneath Múspellsheimr's crust.

    Despite his monstrous form and berserk wrath, Bulveye remains a son of Russ in soul. He fights with grim purpose, his every blow a saga written in fire and ruin. His name is sung in hushed tones by Sveit Fyf, his deeds carved into the Obsidian Pillars of Blood-Oath within the Halls of the Hunt. For when Bulveye Fellblade, Gnarltooth, walks once more - the storm has come.

Chapter Fleet

Flagship

  • Bloodied Fang (Maelstrom-class Galleas of War) - A relic of bygone ages and sacred wars, the Bloodied Fang is the indomitable heart of the Bloodied Hunters fleet, a Maelstrom-class Galleas of War whose name echoes through the annals of Imperial history with thunderous reverence. A vessel wreathed in glory and shadow, it is one of the last remaining titans of its kind—a colossus of void warfare that once fought beneath the banner of Leman Russ himself during the twilight years of the Great Crusade.

    Forged in the shipyards of Saturn during the Great Crusade, the Bloodied Fang - then known as the Frosthowl - was among the line of specialised Maelstrom-class Galleas of War commissioned for the most brutal of void sieges. She bore the prow-mark of the VIth Legion and sailed the stars at the side of the Hrafnkel and Iron Requiter in campaigns across the Ghoul Stars and the Great Ash Drift. When the Bloodied Hunters were founded in the wake of the Second Founding, forged in the crucible of their progenitor's legacy, the Bloodied Fang was bestowed upon them by the Space Wolves. It was a sacred gesture - part kinship offering, part test of worth. With it came oaths written in Fenrisian blood and echoing howls on the wind, binding the fledgling chapter to the ancient might of their father legion.

    Scarred and scored from millennia of war, the Bloodied Fang is a vessel that wears its history with pride. Her hull is a dark, burnished gunmetal, layered in rune-etched plasteel and covered in ablative scars left by plasma fire and tyranid acid. Jagged tooth-shaped prows reinforce the forward hull, resembling the fangs of some ancient predator. The ship bristles with archaic lance arrays, macro-cannon batteries, and torpedo silos large enough to house entire drop pods. At her core lies a reactor heart surrounded by shrines to Russ, the Allfather, and the Chapter's honoured dead. Great chains of steel and adamantine hang from her interior vaults, from which the helms of fallen captains are suspended—a grim reminder of duty and cost. Her bridge, shaped like a wolf's skull, is encased in a dome of reinforced crystalline adamantium, allowing the Great Hunter to gaze into the void with a predator's eyes.

    The ship is not merely a war machine - it is a crucible of the Chapter’s honour, its halls echoing with saga-rites and battle-prayers. Fenrisian totems and skull icons hang from bulkheads, and war-songs in Juvjk are sung before every warp jump. The tech-priests assigned to the Fang often speak in hushed tones of the vessel's Machine Spirit - ancient, brooding, and proud. It responds only to those it deems worthy of Russ's bloodline. Aboard the Bloodied Fang are the chapter's most ancient relics, including The Maw of Morgrim, a plasma destroyer said to have incinerated a Warhound Titan during the Rout of Ilex Prime, and The Oathstone of Skjaldr, a monolithic granite slab upon which every Chapter Master has carved his vow of guardianship.

    The Bloodied Fang is rarely seen except in times of great need, for she is a relic too precious to risk lightly. But when she enters the fray, she does so like a thunderhead, heralding the wrath of the Bloodied Hunters in full. During the Third War for Borun V, she split the traitor vessel Wrath Unbound in half with a precision nova salvo, then deployed her entire Sveits Onn and Twa in a massed orbital drop upon the besieged hive city below. In the Siege of Black Hollow, the Bloodied Fang held the system's sole stable warp route for 86 standard days, repelling xenos and heretics alike while isolated from reinforcements. It is said her lance batteries glowed like comet fire and her howling void-sirens caused enemy astropaths to go mad from terror.

    The Bloodied Fang is more than the flagship of a Chapter. It is a wandering fortress, a fang in the void, and the spirit-anchor of a brotherhood descended from wolves. Where it sails, the enemies of the Imperium should know this: the hunt has begun, and there shall be no mercy.

Battle Barges

  • Hel's Blade (Warspite-class Battle Barge) - Hel's Blade is a juggernaut of fire and death, one of the oldest Warspite-class Battle Barges in active service among the Bloodied Hunters. Named for the death-goddess of Fenrisian myth, the vessel serves as both executioner and tomb for countless enemies of the Imperium. A grim, slab-sided monstrosity plated in mourn gray-coloured ceramite, its outer hull is etched with spiraling death-runes and coated in carbon scoring from a hundred campaigns. It is the preferred command vessel of the Chapter's Wolf-Spirit Priests during crusade-scale purges, often seen at the center of apocalyptic bombardment salvos.

    The Blade is equipped with oversized siege bombardment cannons, graviton rams, and cyclonic torpedo arrays - capable of reducing entire orbital bastions to molten slag. Unlike its sister vessels, Hel's Blade carries fewer Thunderhawk bays but compensates with enhanced drop-pod saturation arrays, allowing it to deliver its warriors en masse during planetary assaults. Its cavernous interior holds a sanctuary-shrine to the Allfather, filled with ossified remains of defeated xenos warlords and Chaos champions. Pilgrimages within its decks are conducted before major campaigns to honor the dead and remind the living of their fate.

    The Machine Spirit of Hel's Blade is notoriously vengeful, rumored to only fully awaken in the presence of a Death Oath. Captains report that its weapons systems often act before formal commands are given—an eerie phenomena attributed to lingering psychic echoes. The Wolf-Spirit Priests believe this is a divine sign of approval from Hel herself, guiding the vessel's fury to deserving targets. In either case, it is a harbinger of annihilation.
  • Firemane (Unknown Class Capital Vessel) - The origins of Firemane are shrouded in obscurity. It is a capital vessel of unknown classification—neither fully a battle barge nor a traditional cruiser—whose design deviates markedly from Imperial naval architecture. Recovered during the Chapter's campaign in the Rift of Black Glass, Firemane was found derelict in orbit over a dead forge world, half-consumed by creeping warp rot and silence. The Bloodied Hunters reclaimed the vessel, purged its hull with cleansing flame and sanctified its systems in a rite that took thirteen solar cycles.

    Firemane now bears a unique silhouette - sleek, almost serpentine by Imperial standards, with segmented armored plates that appear to shift subtly when observed from different angles. It lacks a traditional broadside armament, instead relying on prow-mounted lance clusters and a central energy well believed to be a relic form of plasma disruptor technology. Its interior is a strange mix of functional Astartes installations and ancient, rune-etched vaults that resist proper classification by the Adeptus Mechanicus. Some whisper it was once a xenos relic, reforged in war and iron, though no proof exists save for its alien grace.

    Firemane is commanded by the more mystic elements of the Chapter - Runcecasters and Wolf-Spirit Priests often serve aboard it during campaigns where the veil between the Materium and Immaterium grows thin. It is most often deployed in rapid incursion missions, teleport-strike warfare, or missions requiring anomalous navigation. Within the Chapter, Firemane is considered both sacred and perilous - an honoured yet unknowable beast that answers only to those it deems fearless.
  • Vargyr's Wrath (Warspite-class Battle Barge) - Named after the monstrous wolf-spirits of Fenrisian legend, Vargyr's Wrath is a savage vessel in both function and appearance. Its hull is adorned with jagged wolf fangs forged of adamantium, some the size of drop pods themselves, affixed to the prows and weapon mounts as talismans. Painted in muted gunmetal streaked with crimson chevrons, the vessel appears as a hunting beast in flight when seen against the stars. Vargyr's Wrath is the primary command ship of the Chapter's assault companies and is often the first vessel to break through enemy formations during major void battles. Fitted for sustained planetary assault, the barge can field entire battalions of Astartes along with their Dreadnought complements and armored elements. It boasts rapid reload torpedo tubes and a ventral hangar that can release a flood of Storm Eagles and Thunderhawks like birds of prey descending on a carcass. During the Gorethrax Rebellion, the vessel was struck by no fewer than three enemy plasma projectiles and survived, ramming the enemy flagship at point-blank range and delivering its assault packs directly into the breach.

    The barge's commanding officer, Warlord Tharn Hródir, is known for his feral command style—leading boarding actions personally and often invoking the Rite of the Red Hunt, a blood-oath ritual that turns Astartes into unstoppable berserkers for a limited time. Vargyr's Wrath reflects its master: brutal, direct, and feared by friend and foe alike. It is said that the deck plating still bears the blackened footprints of daemons slain during a warp incursion repelled in orbit over Caeldrim IV.
  • Devourer of Stars (Warspite-class Battle Barge) - Devourer of Stars is the Chapter's dread siege vessel, an ancient Warspite-class barge infamous for its role in the extinction of the Kurnathi Sky-Kings—a xenos empire once spread across a tri-star system. Heavily modified for prolonged orbital campaigns and exterminatus operations, the vessel houses multiple cyclonic warhead silos, graviton imploders, and a rare Void-Pulse cannon—an ancient weapon that emits phased energy waves capable of disrupting orbital stations and hive domes alike. Its deployment signals the end of negotiations, for where the Devourer goes, planets often die. The ship is thick and ponderous, its hull layered in ablative armor and reinforced shielding. Its hull carries hundreds of kill-tallies - entire world symbols painted in red ochre, each representing a planet reduced to ruin by its guns. The crew of the Devourer includes Ironfangs and artificers whose lineages date back to the Chapter's founding. These machine-cultists perform ritual communion with the vessel's ancient cogitator cores, which require regular offerings of sacred oils, machine-song, and blood to operate at peak function.

    The vessel is often led by the Grand Warden of the Tomb, a title given to the senior-most Ironfang in the Chapter. He oversees not only the vessel's functions but also its sacred tomb-vaults—massive cryogenic reliquaries where the bodies of honored heroes are stored in stasis until a day when their return may be needed. To the Bloodied Hunters, the Devourer of Stars is not just a weapon, but a shrine of war, and it sails the void like a silent predator in the dark.
  • Dark Wolf (Unknown Class Battle Barge) - The Dark Wolf is a ghost ship cloaked in silence and superstition. Its class and origin are unrecorded in Imperial archives, and its reappearance in the Chapter fleet is always sudden and without herald. Said to patrol deep void sectors on the edge of the Segmentum Obscurus, the vessel serves as the Black Ship of the Chapter, taking only the most elite warriors and psykers aboard for arcane and secretive missions. Its presence is often accompanied by massive warp fluctuation and sensor interference. Externally, the Dark Wolf is almost featureless, its hull painted in non-reflective matte black and lacking traditional heraldry or lumen signatures. From afar, it appears as a void anomaly or ghost silhouette. Its only recognisable markings are three red claw-marks scarring its prow - an emblem tied to the lost Brotherhood of Vrakhal the Pale, whose name has been struck from official rolls. Some within the Chapter whisper that the Dark Wolf houses those who have strayed too far into the arcane or who have returned from the Eye...changed.

    Very little is known about its interior configuration, save for survivor accounts describing dimly-lit, echoing corridors where the hull itself seems to hum with psychic resonance. Navigators avoid its presence, and the Inquisition has launched several quiet inquiries into its status - all inconclusive. Despite the mystery, when the Dark Wolf appears on the battlefield, the tide often turns in the Chapter's favour, though the cost is rarely without consequence.
  • Krakenfoe (Unknown Class Battle Barge) - Few ships are as fabled among the Bloodied Hunters as the Krakenfoe, a vessel whose very name is etched in saga-stone across the Chapter's halls. Though its class is unknown - possibly a heavily modified Gloriana-fragment or pre-Heresy battle barque - the Krakenfoe is built like a leviathan hunter. Its frame is reinforced with plasteel ribs and hull-spikes meant for piercing and rending enemy voidcraft. Massive harpoon launchers, once used in orbital mining, have been converted into boarding lances capable of firing explosive breaching pods at point-blank range. The ship earned its name during the Breaking of Jarnvath's Deep, when it slew a void-faring Tyranid bioship the size of a forge moon. The vessel tore through the xenos monstrosity using fire and blade, its prow impaling the beast's core even as its own decks were overrun with alien horrors.

    Since then, Krakenfoe has been tasked with xenos eradication missions, especially against Hive Fleets and Necron tomb-fleets, where its brutal, close-range tactics prove invaluable. Internally, Krakenfoe is a maze of kill-halls, ambush junctions, and labyrinthine armories—designed not just for warfare but to train the Chapter’s most brutal hunters. Aspiring Pack-Leaders often serve aboard it as a rite of passage, and few leave without permanent scars. At the heart of the vessel sits the Hall of Thorns, a cruciform chamber housing the skulls and chitin plates of every xenos warbeast it has slain, mounted like trophies in a hunter’s den. Krakenfoe is both weapon and ritual sanctum—a floating monument to the savagery and defiance of the Bloodied Hunters.

Chapter Colours

  • Blódbringer (Unknown Class Strike Cruiser) - The Blódbringer is the oldest and most storied strike cruiser in the Bloodied Hunters' arsenal, yet its origins remain cloaked in mystery. Believed to be a heavily modified Terran-pattern strike vessel, the ship lacks any identifiable class markers. Instead, it bears the crude yet potent craftsmanship of early Astartes shipwrights, with sweeping hull lines and retrofitted plasma vanes protruding like tusks from its flanks. Its hull plating is tinted deep crimson—not painted, but permanently stained from the oceans of blood spilled during void and boarding engagements.

    Blódbringer is considered a "Death Ship" among the Chapter's warriors - a vessel called upon when a world must be punished, not saved. It is favoured by the Chapter's Execution Packs and by those warriors carrying Death Oaths. The ship has a ritual chamber built around a section of deck scorched by daemonfire during the Hexa Exultant Heresy.

    Warriors who step into this "Circle of Wyrd" must swear their final oaths and don death masks forged aboard the cruiser. Once sealed, the Blódbringer never retreats. Ever. Its prow-mounted breach cannons and twin gravitic hooks make it ideal for ramming and boarding operations, and its teleporter array is rumored to be enhanced with heretical warp-translation circuits - allowing nearly instantaneous redeployment of Terminator squads into hostile ships or strongholds. The Blódbringer is never assigned lightly, and when it sails, the Chapter knows that it seeks not victory - but retribution.
  • Black Maw (Strike Cruiser) - Black Maw is the shock spear of the Bloodied Hunters' rapid deployment arm, a strike cruiser optimised for swift planetary assault and pinpoint orbital precision strikes. Its name derives from the appearance of its ventral launch deck, which when opened, resembles the jaw of a colossal predator ready to devour the world below. Sleek and muscular in form, the Black Maw is painted in midnight black with silver fang motifs running along its dorsal plates, and its engines roar like the howls of the Fenrisian wilds. Unlike most strike cruisers, Black Maw is equipped with twin magma-bore cannons for surface penetration and reinforced with a rare variant of micro-grav plating, allowing it to withstand low-atmosphere orbital stress during fast-entry operations. It is a preferred vessel for Packmaster-Strike Forces, whose mission profiles include assassination, extraction, and the decapitation of enemy command structures. During the Decimation of Varnholdt, it deployed five squads directly into the heart of an enemy hive spire while still descending into orbit - a manoeuvre now taught as the "Maw Drop."

    Its bridge is lit entirely in red ambient light, designed to minimize sensor interference and maintain crew battle-readiness without artificial exposure cycles. The ship's helm throne is mounted upon a carved obsidian wolf skull, a relic from the Chapter's earliest raids, which the ship's commanding officer must ritually anoint before battle. The Black Maw is as feared among the Bloodied Hunters' enemies as it is respected among their brothers - for where its shadow falls, death swiftly follows.
  • Fellclaw (Strike Cruiser) - Where other cruisers serve with disciplined purpose, the Fellclaw is a creature of savagery - unpredictable, primal, and relentless. Often compared to a wounded Fenrisian wulfen, the vessel lurches into battle with ferocity, often operating beyond standard fleet formation protocols. Its exterior bears the ritual scars of its many campaigns: long impact gouges left unrepaired, hull plates adorned with etched kill-runes, and tattered war banners that trail like shredded hides from its antennae spines. Fellclaw is most often deployed for attrition warfare, urban pacification, and relentless harrying of enemy lines. It carries extensive ground support capabilities, including mortar drop capsules, on-board Whirlwind missile tanks, and specialized predator packs capable of mass-deployment via magnetised cargo sleds. During the War of the Hollowed Fangs, Fellclaw executed over sixty micro-deployments over a span of 12 Terran hours, bleeding the enemy forces dry in a coordinated ritual of slaughter dubbed "The Long Kill."

    The strike cruiser is notorious for its internal Pack Rivalries. Veteran sergeants assigned to the vessel are often pitted against one another in rite-duels known as "Bloodgames" - contests that resolve command disputes and settle blood debts. While this behavior would be considered heretical by many Chapters, the Bloodied Hunters view it as sacred tradition: steel tests steel, blood seals honor. Fellclaw does not merely go to war - it hunts, and the stars themselves bear its claw-marks.
  • Black Cull (Strike Cruiser) - Black Cull is the butcher's blade of the Bloodied Hunters' fleet - an executioner's hand that comes down with brutal finality upon traitors and apostates. Designed for extermination warfare, the vessel was heavily modified during the Borvax Purges, where it was tasked with delivering exterminatus payloads and coordinating synchronized kill-zone deployments across hive-sprawls. Its hull is blockier than most strike cruisers, painted a dull iron-grey with bone-colored sigils marking each world cleansed by its fire. The ship's name refers to the Fenrisian tradition of the "Cull Hunt" - a brutal seasonal rite where diseased or feral beast packs are culled to protect the population. In the eyes of the Bloodied Hunters, this is the ship's sacred duty in space and war: to eliminate those deemed corrupted, weak, or unworthy in the eyes of the Emperor. The ship carries advanced auspex targeting systems that allow it to coordinate multi-company drops with terrifying efficiency, and its vox systems can broadcast kill-orders directly into battlezones, where they are received by hunter packs mid-fight.

    The Black Cull is often captained by Wolf-Spirit Priests - those who view war as a holy purification. Its decks are quiet, austere, and patrolled by servitor-guardians crafted from the remains of executed heretics. Aboard the ship, rites of absolution and judgment are regularly conducted, and those who fall out of honor with the Chapter are sometimes given one final mission aboard the Black Cull... with no return expected. In this way, it serves both as executioner and redemption, as finality and fire.
  • Firepelt (Strike Cruiser) - Sleek, fast, and laden with flame, the Firepelt is the rapid response ship of the Bloodied Hunters' fleet - an ember streak across the void. The vessel takes its name from the red-orange livery painted across its hull plating, resembling the scorched pelt of the legendary Firemanes of Morgruun, the fire-breathing beasts of Fenrisian folklore. It is among the most manoeuvrable strike cruisers in the Chapter's arsenal, known for weaving through debris fields and asteroid belts at high speed, releasing kill-teams in precision drop manoeuvres. Primarily assigned to strike-and-burn operations, Firepelt is outfitted with a vast array of incendiary munitions, including promethium pods, firestorm bombs, and chemical plasma charges. During the Scalding of Umber Reach, it delivered a surgical bombardment that turned the enemy's supply lines into burning wastelands, crippling a Chaos-led rebellion without a single major surface engagement. Its engines are tuned for silent operation, enabling ghost attacks that begin with fire and end with silence.

    Firepelt's interior is equally spartan and scorched—deck grates are often coated with soot, and its shrine-chamber holds a single brazier that is never allowed to die. Each warrior who boards Firepelt before battle must cast a blood-soaked icon of their prey into the flame as an oath of wrath. In this way, Firepelt is more than a vessel - it is an altar to vengeance, a comet that brings purifying flame to the enemies of mankind.

Chapter Colours

  • Foeblade (Gladius-class Frigate) - The Foeblade is the longest-serving Gladius-class frigate in the Bloodied Hunters' escort squadrons, and among the most honored. A veteran of over two dozen fleet actions, it is often referred to in reverent tones as the Fang Unsheathed - a poetic title whispered in the Chapter's skaldic battle sagas. Compact and muscular in profile, Foeblade cuts through the void like a lupine fang hurled by Russ himself. Its prow is heavily reinforced, adorned with a ceremonial wolf's tooth crest that once belonged to a Thunderwolf slain during the Chapter's Founding Trials.

    Unlike the heavy battle barges, Foeblade fights in close tandem with the fleet's strike cruisers and rapid assault groups. It acts as a hunter's knife, darting ahead of the main force to harry enemy flanks, isolate vulnerable vessels, or disable fleeing transports. It excels in counter-piracy operations and rapid response manoeuvres, often engaging in high-speed chase sequences that end in brutal boarding actions. To this end, its teleportarium is augmented beyond standard Gladius configuration, allowing split-second deployment of Claw Packs directly onto enemy decks.

    Inside, the vessel has the rough, lived-in feel of a frontier fortress: deck plates worn smooth by bootfall, trophies from void-kills lashed to walls, and wolf-hide banners hanging over the tactical cogitators. Its command crew is drawn from blooded veterans of the Void Fang Pack, a cadre trained not only in void warfare but in the superstitious rites of "silent running" through warp-wrought hunting grounds. To serve aboard Foeblade is a mark of high esteem - and often a death sentence, as its missions are rarely survivable for lesser warriors.
  • Fireclaw (Gladius-class Frigate) - Where Foeblade is a duelist, the Fireclaw is a brawler - known for its aggressive power projection and overwhelming short-range firepower. Painted in matte crimson with jagged flame motifs along its dorsal hull, Fireclaw roars into battle like a Wulfen in a bloodrage, spitting macro-cannon shells and plasma blasts with reckless abandon. It earned its name during the Gorewake Uprising, where it rammed and destroyed a heretic cruiser by detonating its plasma batteries at near point-blank range - crippling itself in the process, but ensuring victory.

    Heavily customized from its base Gladius frame, Fireclaw's interior is rigged for close-quarters shock assault. Boarding torpedoes, melta-charge breaching warheads, and void-hardened storm shields line the vessel's loading bays. Its prow bears a ram-crest shaped like a wolf's open jaw, with reinforced teeth fashioned from the hull remnants of slain enemy vessels. Many of its crew practice the Claw Duel, a ritual wherein warriors sharpen and engrave their gauntlet claws with kill-runes and pit them against each other in ritualized mock combat before a raid.

    Fireclaw operates as part of the Ash Pack, a specialised sub-fleet assigned to urban hive clearance and space hulk eradication missions. It has led multiple assaults into derelict void-shrines and orbital tombs, often emerging with barely half its crew intact. Its Master of the Void is famed for quoting the Saga of Russ before each charge, ending with: "A burning claw brings swifter death than a blade." Few ships represent the Bloodied Hunters' appetite for destruction more clearly - or burn as brightly in their enemies' final moments.
  • Burning Brand (Unknown Class Frigate) - Shrouded in superstition and surrounded by conflicting records, the Burning Brand is a rare and possibly unique escort vessel of uncertain origin. Not listed in any standard Adeptus Mechanicus pattern registry, the frigate bears the hallmarks of a fusion between an older Terran destroyer design and a pre-Heresy pursuit corvette. It is longer and sleeker than a Gladius, but its prow is unusually flared and scorched black—earning it its name and the whispered title "The Flame That Hunts in the Dark."

    Burning Brand is used primarily for psychological warfare and ritual purgation. Often deployed alone, it hunts ahead of the main fleet in darkspace, appearing without warning to incinerate cult strongholds, rogue asteroid enclaves, or warp-touched listening stations. It is outfitted with archaic Sunfury Incendiary Cannons, weapons of long-forgotten provenance that project burning plasma in wide-area arcs capable of igniting whole hull sections or city blocks from orbit. Survivors - if any remain - report a howling engine tone and a sky lit with witchfire.

    The vessel is believed to be crewed almost entirely by members of the "Ashen Blades," a death-cult warband within the Chapter who speak only in ritual code, cover themselves in sacred burns, and walk barefoot across the flame-heated decking in acts of penitence. Its command shrine holds a scorched slab bearing the names of every world it has purged - etched in High Gothic and Fenrisian runes. Service aboard the Burning Brand is not requested; it is assigned as both punishment and blessing, and those chosen are never quite the same again.

Chapter Relics

  • Belts of Russ - Each Great Company has in its armoury a single Belt of Russ, gifted to the Chapter from their genetic forbears. These powerful girdles incorporate potent gravitic force fields that protect the wearer. These relic artefacts have been reversed-engineered by the genius of Archmagos Dominus Belisarius Cawls, based upon original designs of the Space Wolves master Iron Priest Stef Blacksoul, who forged these mighty relics after the disappearance of Russ. These belts are important relics of the Chapter.
  • Fenris Pattern Wolf Helm - This pattern of helmet is a unique product of the Space Wolves Iron Priests, featuring the snarling visage of a Fenrisian Wolf. Several examples of these relic artefacts have been gifted to the Bloodied Hunters by the Space Wolves themselves, following their inception. In addition to the intimidating appearance of these helmets, the snout also incorporates an atmospheric interchange system that enables the wearer to take in small amounts of air from the surrounding environment without compromising the environmental seals of the wearer's Power Armour. This allows Space Wolves to use their heightened senses of taste and smell while utilising the protection and auto-senses of an Astartes battle-helm.
  • Fire Blades - Fire Blades are potent weapons, unique to the Blooded Hunters Chapter, that can carve through the heaviest armour with ease. A Fire Blade combines the best qualities of a chain weapon and power weapon. Fire Blades usually take the forms of chainswords or chain-axes, though they can exist in the form of any type of chainblade melee weapon. Fire Blades are masterworks from the Bloodied Hunters Ironfangs - each is incredibly rare and prestigious. The blades of these powerful weapons consist of fire-blackened metal forged from the unique ore of the planet's volcanic peaks. Glowing Múspellsheimr runes glow ominously along the length of the blade. The teeth of these formidable swords are cut from nigh-unbreakable substances such as fire drake fangs or tempered obsidian. The unique power fields enveloping Fire Blades have a distinctive orange or red cast. Besides their deadly abilities as deadly melee weapons, they can also unleash scorching flames by activating a small stud located near the top of the grip on the cross-guard. Lit from hilt to tip with leaping flames, when these swords are swung, the burning blade draws pyrotechnic arcs through the air, able to slice through the stoutest of armour with ease.
  • Great Wolf Pelts - Among the wargear of the Bloodied Hunters are wolf pelts from some of the greatest Múspellsheimr Wolves that have served the Chapter. Some of these pelts are large even for a Space Marine, trailing behind them and hanging over their armour like a tide of fur. A Battle-Brother wearing such a pelt honours the memory of the wolf by carrying it once more into battle.
  • Runic Totems - The Sons of Russ have many traditions that are unique to their Chapter, and at the heart of Múspellsheimr mysticism stand the Runecasters. Using their arcane arts they craft rune totems to call upon the powers of Fenris' mythic beasts, and Bloodied Hunters fiercely believe that these talismans can lend the bearer power from the spirit whose name is inscribed upon it.
  • Wolf Amulets - These ornate amulets function identically to the Rosarius amulets used by the Chaplains of other Chapters, containing powerful force-field generators that protect the wearer from all but the most deadly attacks. Where the Rosarius is a physical representation of the ties between the Chaplains of the Adeptus Astartes and the Ecclesiarchy, the Bloodied Hunters do not share a similar unity of faith.
  • Wolf Claws - Wolf Claws are a variant of the Lightning Claws used by other Space Marine Chapters. This particular pattern is primarily utilised exclusively by the savage warriors of the Sons of Russ Chapters. Wolf Claws are heavily armoured gauntlets with curved, razor-edged talons sheathed in a rippling power field of pure energy. Used most effectively in pairs, Wolf Claws are angled to echo the talons of the wolf. They allow the wielder to cut four times instead of once with each strike, either slashing to maximise a warrior's chance of hitting the foe or stabbing deep to ensure a swift kill.
  • Wolf Pelts - Múspellsheimr Wolves, which are descended from Fenrisian Wolves first imported to the Bloodied Hunters' adopted home world over a century earlier, have become renowned across the galaxy for their viciousness. They are respected creatures and greatly entwined with Bloodied Hunters beliefs. Unarmed hunting rituals exist on Múspellsheimr to prove a warrior's prowess. Should a battle-brother succeed on such a hunt, he typically displays the pelt of the animal thereafter.
  • Wolf Tooth Necklaces - Created from the teeth of Múspellsheimr Wolves, a Wolf Tooth Necklace is reputed to grant the wearer strength and ferocity in combat like that of the wolf it was taken from. Whether or not there is any true power in such tokens (like those talismans crafted by the Chapter's Runecasters), the effects on a Bloodied Hunters warrior's morale and ferocity cannot be denied.

Chapter Appearance

Chapter Colours

The Bloodied Hunters primarily wear eclipse coloured battle-plate (a dark, moody gray sharpened with a hint of red), somewhat reminiscent of the VI Legion of old, with the exception of the helmet and the insets of both shoulder pauldrons. The part of the lower faceplate is painted deep red, the colour of spilt blood, which symbolises the red maw of the Fenris wolf of mythology - the Bloodied Hunters - from whence the Chapter takes their namesake. The shoulder pauldron trim, poleyn (knee guard trim) and the Aquila or Imperialis worn on the plastron (chest guard) are gold in colour.

Both the wargear and the armour of the Bloodied Hunters are renowned for their use of unique Múspellsheimr cultural artefacts, runic script and artisan modification in their appearance. These are not merely simple aesthetic influences, as these carry various coded references to the history and deeds of the bearer, his Spear (squad,) and Sveit (Great Company), and their markings can often carry multiple meanings depending on their relation and positioning.

Also, Bloodied Hunter battle-brothers do not display squad numbers. Instead, they have runic pack markings, which are often displayed somewhere on their battle-plate. Poleyns, tasset plates, leg armour and backpacks are all common places for the pack rune to be found.

Often, older suits of armour bear many exotic decorations and honour markings as evidence of long service. Rune of protection inscribed upon a warrior's battle-plate is often utilised as a testimonial to their skills at war, a common practice in the Bloodied Hunters, denoting leaders within a Herr ('host') or Sveit.

The massive wolf hides affixed to their battle-plate is another Fenrisian tradition carried over from their genetic forebears and adopted across the Chapter, similar to the drake hunting tradition of Salamanders and their Successor Chapters, and is again used as a method of denoting dominance within a Spear by a display prowess. The Bloodied Hunters' armour is often adorned with various tokens from Múspellsheimr wolves (imported Fenrisian wolves, genetically modified to adapt to the inhospitable environment of the Chapter's home world), such as pelts, tails and teeth.

Like their progenitors, the Bloodied Hunters also proudly disregard the authority and dictates of the Codex Astartes, utilising their own iconography and colours. Warriors of the Chapter generally bear their Pack markings on their right shoulder pauldron and their Sveit (Great Company) symbol on the left pauldron or right poleyn (knee guard). However, there is often much variety between individual warriors.

Pack Markings

The Bloodied Hunters have maintained the honoured tradition of displaying their individual Pack markings emblazoned across their right shoulder pauldrons. These markings are often repeated on the right poleyn. The armoured vehicles of the Bloodied Hunters bear much of the same ritualised iconography as the warriors themselves. Transports share the Pack marking of their passengers, while battle tanks and support vehicles often bear the Pack symbols of their crewmen. Individual honour markings are rendered in gold and displayed on a dark grey field.

Sveit Markings

Like their progenitors, the Bloodied Hunters do not utilise the same system of standard markings found within the Codex Astartes. The Chapter is comprised of twelve "sveit" (Great Companies), each slightly larger than a standard Codex-Chapter's battle company.

They are led by an officer called a "Red Maw" (a captain or Wolf Lord equivalent) who possesses close to full autonomy over the direction of his Sveit. In lieu of the usual wolf iconography utilised by their progenitors to indicate company assignment, the Bloodied Hunters instead utilise various sveit insignia.

The formations that make up the Gríma Seggr ('Shadow Warriors') that make up the Scout Squads of the various Sveits utilise an all-black emblem across all the various Great Companies. Sveit markings are always featured on the left poleyn.

Those Wolf-Brothers who are afflicted by the 'Curse of the Wulfen' are re-assigned to the ranks of the Wulfen packs of 13th Sveit. Known as Úlfhéðnar or 'Wolf-Touched', these savage and feral lupine warriors are identified by their Wulfen pack markings, which are red and white, representing both the Wulfen's teeth and claws. They are displayed on the armour of their poleyns (knee guards).

Chapter Badge

Bloodied Hunters Symbol 2

Chapter iconography of the Bloodied Hunters.

The Bloodied Hunters Chapter icon is a stylised two-headed wolf with bloodied maws, representing the sign of both the Deathwolf, Morkai, and the Bloodied Hunter - both potent symbols from Fenrisian Mythology. The former, represents the guardian of the gates of death, and the latter, represents the ferocious wolf of the hunt whom rejoices in tracking and killing his prey. Centered between the two-headed wolf icon, is a small golden lozenge (diamond) emblazoned with a coal-black coloured Fenrisan rune that represents 'death'.

Chapter Relations

Allies

Name
Iconography
Notes
Crimson Prowlers
The Crimson Prowlers are one of several Primaris Space Marine Chapters created from the lineage of the mighty and powerful Space Wolves, created as one of the first of many Successors. This whole line of descendant Fenrisian Chapters - collectively known as the 'Sons of Russ' - are capable of carving out a star empire the size of Ultramar. Awakened from their millennia-long slumber beneath the surface of Mars, these newly revealed Primaris Space Marines were deployed alongside the ranks of the Unnumbered Sons - formations of Primaris created from a mixture of all nine of the Loyalist Primarchs' gene-lines, including those created from the lineage of Russ. The Crimson Prowlers took part in several campaigns, preferring to fight alongside those Scions of Russ from the as-yet-unnamed 'Dawn's Wolves'. During the early years of the Indomitus Crusade, several of these Scions of Russ Successor Chapters found themselves of like-mind and temperament, and so, they agreed to form an unofficial collective, known as the 'Sons of Russ', to stand eternal vigil over the worlds surrounding the hellish realm of the Eye of Terror.
Dusk Howlers
The Dusk Howlers, known also as the Vlka Hrímherjar ('Wolves of Hrímgard'), are a formidable Primaris Space Marine Chapter created from the lineage of the mighty Leman Russ. Created shortly after the end of the Horus Heresy, the Dusk Howlers were one of several Primaris Chapters that were awakened from stasis from the cryo-stasis crypts beneath the surface of Mars, to take the fight to the Forces of Chaos, following the destruction of Cadia and the formation of the massive galaxy-wide tear known as the Great Rift. The Dusk Howlers were created as a shock-assault force to take back those worlds lost to the Traitor Legions, which ran amok across countless Imperial worlds, as the massive tear in reality unleashed the vile denizens of the Immaterium upon the Imperium of Man.

The Dusk Howlers quickly garnered a reputation as tireless pursuers and peerless hunter-killers of those enemies of Mankind who attempted to flee the Emperor's wrath. Since their inception, the Dusk Howlers have remained a Chapter apart from its fellows, content to prosecute the Imperium's wars on their own. Though unexpectedly violent and unsubtle, their campaigns are brutally swift. Despite their aloofness, they would later go on to form an unofficial collective alongside three other Ultima Founding Space Wolves Successor Chapters, forming the 'Sons of Russ', which are charged with standing eternal vigil over the hellish realms of the Eye of Terror.
Dawn's Wolves
Following the end of the Horus Heresy, the Lord Commander of the Imperium, Ultramarines' Primarch Roboute Guilliman, charged the rogue Archmagos Belisarius Cawl, to carry out his ultimate contingency plan - the creation of the Primaris Space Marines - to one day emerge when the Imperium faced it's darkest hour. The Dawn's Wolves were one such Chapter. When the newly resurrected Primarch Guilliman awoke in the 41st Millennium, he ordered Cawl to go to Mars and carry out the final stages of his ultimate contingency plan. Thus, the newly created Primaris Chapters of the Ultima Founding were unleashed, to take the fight to the Forces of Chaos.

The as-yet-unnamed 'Dawn's Wolves', were newly awakened Primaris Space Marines created from the genome of the feral Leman Russ. They fought amongst the ranks of the Unnumbered Sons - the formations of Primaris Space Marines created from a mixture of all nine of the Loyalist Primarch's gene-lines. They took part in several campaigns of the Indomitus Crusade, fighting alongside both the Crimson Prowlers and Dusk Howlers. Following the end of the Indomitus Crusade sometime in the second century of the 42nd Millennium, they incorporated those Unnumbered Sons from the lineage of Russ, who now made up the newly created Chapter of the Dawn's Wolves, and invited them to become a part of their unofficial collective, known as the 'Sons of Russ', and to help stand eternal vigil over the worlds of the Eye of Terror.
Wild Wolves
Hailing from the icy death world of Fjörgyn the Wild Wolves are a particularly savage and bellicose chapter of Astartes, created during the Ultima Founding, descended from the venerable and potent lineage of the feral Space Wolves. The Astartes of this Chapter believe they are deeply touched by the Wild Wolf, the Fjörgynian God of the Hunt. Like their namesake, the Wild Wolves are savage and fiercely aggressive, their blood burning hot with the potent genetic legacy of the Canis Helix within their veins. These warriors prefer to fight at close quarters and are armed with a variety of melee weapons such as chain weapons, power axes and bolt pistols. Notoriously violent and short of temper, they eagerly rush into the fray, slaying their foes in a hail of blood and gore, battering through the deadliest foes and the direst situations to emerge triumphant, time and again. The Bloodied Hunters first encountered their savage cousins not long after they became a full-fledged Chapter.

The Wild Wolves quickly found one of their brother Chapters - the Bloodied Hunters - a fellow Primaris Space Wolves Successor Chapter. Both Scions of Russ Chapter fought together against the infamous Sons of Torment Chaos Warband. The sheer savagery of the Wild Wolves impressed even the ruthless Bloodied Hunters. The two Chapters quickly became allies fighting alongside one another on numerous occasions. Nearly a decade later, the Wild Wolves once again fought their hated foes - the Sons of Torment - but this time, the Chapter quickly found themselves overwhelmed by the superior numbers of the traitors and their daemonic allies. Facing imminent defeat, they found their salvation in the form of the timely arrival of their fellow Space Wolves Successors, the Bloodied Hunters Chapter, which came to aid their fellow cousin Chapter win against the heretics.

However, the Bloodied Hunters had not come alone, for they had three other Chapters with them - the Dusk Howlers, Crimson Prowlers and the Dawn's Wolves. Together, these three Chapters formed the unofficial collective known as the Sons of Russ. Joined together, these Scions of Russ fought against the servants of Timor, proving to be an unstoppable force. Impressed by their fellow wolf-kin, the Sons of Russ extended an invitation to their savage cousins to join their collective. Since this occasion, the Sons of Russ and the Wild Wolves have formed strong bonds as warriors and fellow scions of the Wolf King, and have willingly answered one another's call for aid, when the need arises.

Enemies

Name
Iconography
Notes

Notable Quotes

By the Bloodied Hunters

"We are outnumbered ten to one, still I love the odds! We will sacrifice them one by one, and send them to their 'gods'!"
— From the Saga of Ásbjorn Kveld-Úlfr
"The Wendól stand before us and do not fear us. Their bravery is born of ignorance, for they know us not. We are the warriors of Múspellsheimr! Forged by fire, tempered by battle. We live for WAR! Follow me my Brothers, and let us teach these simple-minded fools what we are made of and let us teach them fear."
— Hirkon Fellhowl, Lord Speaker of the Dead, during the Múspellsheimr Excoriation.
"Aye, I can concede that point even to a pup like you. One of the few pleasures left to me in this iron box is sinking my fangs into some faithless bastard and twisting. But have your ears been enthralled by the howl of an assault cannon operating at full cycle? No? Don't nip at my heels with your vainglorious talk just yet cub, wait until you've grown your fangs a little before boasting to an old wolf like me."
— Son of Ymir Jurgen - 'Gnarltooth' - chiding a young Vargr Bróðir.

About the Bloodied Hunters

"Relentless, yet flexible. Bloody-handed yet no mere berserkers. Truly, our Bloodied Hunter Brothers are inspiring. I sometime wonders if I wouldn't have been better suited to serve alongside them..."
—Personnal meditation of Ayur Redmane, Wolf Lord of Dawn's Wolves' Twa (Second) Great Company.



Sons of Russ Chapters
Member Chapters Beasts UndauntedBlades of MorkaiBloodied HuntersCernachian WardensCrimson ProwlersDawn's WolvesDusk HowlersDusk StalkersFangs of FenrirGrey WolvesHartlordsIron BeastsKraken ReaversKraken SonsMoonlight StalkersSea KingsSky WolvesStone BearsTempest WolvesVoid SelkiesWavebornWild HuntWild WolvesWolves of Blood and Bone
[Source]


Space Wolves Successor Chapters
Ultima Founding Abyss StalkersAscetics of KoritAstral BearsBeasts UndauntedBlades of MorkaiBlood PredatorsBlood SeekersBloodied HuntersCernachian WardensCrimson ProwlersDawn's WolvesDusk HowlersDusk StalkersFangs of FenrirFangs of VidarGhost WolvesGolden BoarsGore WolvesGrey WolvesGreymanesHartlordsIron BeastsKraken ReaversKraken SonsThe MastodonsMaws of FenrisMoonlight StalkersNight WolvesPainted HoundsPhantom WolvesRed WolvesSky WolvesStone BearsTempest FangsTempest WolvesVoid SelkiesWavebornWest Khan WolvesWild HuntWild WolvesWolf KnightsWolfbornWolves of Blood and BoneWolves of RedemptionWolves of Yggdrasil
Extinct Corpse Wolves
Renegades Bloodborn Wolves • † Skyrar's Dark Wolves
[Source]


Ultima Founding Space Marine Chapters
Dark Angels Successors Angels of DecimationAngels of PrythainArgent SeraphsBaleful PaladinsBlades of RetributionFirst ScionsHarvestersInheritors of CalibanIron SeraphsLeonine DisciplesTrench Walkers
White Scars Successors BladehoundsChogorian OutridersCicatrix BladesCrimson VanguardHawks of GuillimanIcebound LeviathansMantis ClawsNemeon SolarNergüi GhostsRain RaidersSolar LeopardsSolar SpectresSquallguard
Space Wolves Successors Abyss StalkersAscetics of KoritAstral BearsBeasts UndauntedBlades of MorkaiBlood PredatorsBlood SeekersBloodied HuntersCernachian WardensCorpse WolvesCrimson ProwlersDawn's WolvesDusk HowlersDusk StalkersFangs of FenrirFangs of VidarGhost WolvesGolden BoarsGore WolvesGrey WolvesGreymanesHartlordsIron BeastsKraken ReaversKraken SonsThe MastodonsMaws of FenrisMoonlight StalkersNight WolvesPainted HoundsPhantom WolvesRed WolvesSky WolvesStone BearsTempest FangsTempest WolvesVoid SelkiesWavebornWest Khan WolvesWild HuntWild WolvesWolf KnightsWolfbornWolves of Blood and BoneWolves of RedemptionWolves of Yggdrasil
Imperial Fists Successors Blood Fist TemplarsCadian WallExactores ImperiiHammers of AntaeusImperial AssaultersIron ArbitersMaelstrom FistsPaladins of ThunderVoidwardensShadow WolvesSilver FistsSolar TitansSons of PraetoriaStorm MarchersWave Breakers
Blood Angels Successors Angels MagnanimousAngels NemesisAngels RepentantAtavistsBurning Fate • †Crystal BearersIncarnadinesKnights of FearRevenant BladesSentinels of Blood
Iron Hands Successors Crimson TenthExcarnatorsEyes of FerrusFatebringersFerric KingsFurnace GuardIron StrategoiKoimeterion KnivesPatriarchs of IronRuinersSteel ParagonsSteel Redemptors
Ultramarines Successors Angels of DeathAvengers of TyranBurning CandlesCobalt ConsulsDawn GuardiansDiamond KnightsEmerald VipersEpsilon TempestsFulminatorsGuilliman's RiflesGuilliman's HussarsHeralds of the ScriptMandatorsNight FuriesNova SwordsOnyx PhoenixesPraetorian GuardSentinels of CadiaSons of AthenaSteel SentinelsThe TempestorsUmbral SpectresWhite Blades
Salamanders Successors Argent ExecutionersAstral ChargersExcruciatorsFireforgedForgeswornJade WyvernsKnight ParagonsPromethic GuardLegion of ArmageddonLords of AshNight SentinelsOnyx StarsPromethean DragoonsPyroclast Wardens • † SeafarersVoid Wyverns
Raven Guard Successors Blade SpectresThe CastigatedCrimson BladesObsidian ShadowsOwls of JudgementPanthers of KiavahrShadow RevenantsStellar EaglesThunder RaptorsVoid WalkersWhite KestrelsWhite Ravens
Unknown Lineage AardwolvesAlpha Red GuardiansBlack RhinosCerberus ChapterDeath FlowersEducatorsEmperor's KnightsIron ProphetsIrradiatorsNight WyvernsNova ScionsRedeemersMastodonsRed RevenantsUmbral Sentinels
Chimeric Lineage Ifriet HostImperatoris ExecutorisRust HammersVoid Rippers
Renegades
[Source]


Gallery