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White Scars - Order of Battle, Era Indomitus: Despite their savage appearance and their penchant for specialised hunting tactics, the White Scars still organise themselves according to the tenets of the revised Codex Astartes. It is by the word of that sacred text that their warriors are arrayed into companies and strike forces, and take to the stars to hunt down the enemies of Mankind.Since the White Scars are a Codex-compliant Chapter, they are formed into ten companies. These so-called "brotherhoods" are each led by a Captain, who bears the ceremonial title of "Khan." The Chapter is led by the Chapter Master or "Great Khan," whocan call upon the specialist warriors of the Apothecarion, Reclusiam and Librarius atneed.Armoured support is provided by the Armoury, and by the mighty warships of the Chapter's battlefleet.The 1st Company of the White Scars, the "Spearpoint Brotherhood," is formed entirely of the Chapter's Veterans. Each has been promoted from their former company in recognition of acts of valour, bravery or skill that mark them out as a true champion of the Warhawk's sons. When deployed in force, the Spearpoint Brotherhood are a devastating formation, reaping any who stand against them like a whirlwind of blades.More often, squads of these Veterans are attached to White Scars strike forces drawn from the Battle Companies, where their wealth of experience -- and their consummate combat prowess -- can be employed to the greatest effect.Fighting alongside such paragons of the Chapter lends strength to the arms of their brothers, enabling the 1st Company to guide the sons of Jaghatai to victory in a dozen war zones at once.The 2nd through 5th Companies are the Chapter's Battle Companies. These warriors are the cutting edge of the White Scars' many offensives, and it is from their ranks that strike forces typically draw their warriors. Mobility is all-important to the commanders of these forces. Every squad has a dedicated transport vehicle of some kind, and many in the White Scars' Battle Companies ride to war on Assault Bikes.While not unheard of, it is rare for more than one company to be deployed to a single conflict -- the combined might of one hundred Space Marines is more than enough to destroy most enemies of the Imperium.Those war zones where greater strength has been required have entered the legends of the Imperium, names such as Armageddon, Vigilus and the Damocles Gulf.At the time when the Indomitus Crusade reached Chogoris during the Era Indomitus, the numbers of the White Scars' Battle Companies in particular had been depleted by the rapacious attack of the Red Corsairs. Much of the Chapter's strength had been recalled to their homeworld when the size of Huron Blackheart's invading army was made clear, though some -- such as Kor'sarro Khan's Eagle Brotherhood -- did not arrive until the assault was already underway.Other White Scars contingents, including a strike force made up of elements of the 5th Company, were unable to return to the Yasan Sector because of the roiling Warp Storms that spilled from the Great Rift. As well as being denied the opportunity to protect their homeworld, these detachments were unable to receive reinforcements -- in some cases, for several Terran years.The 6th to 9th Companies of any Codex-adherent Chapter are its Reserve Companies. It is their duty to reinforce the Battle Companies as casualties are suffered. In practical terms, this typically means that the warriors of the Reserve Companies must be attached to White Scars strike forces when they are first despatched to their ascribed war zones -- the difficulties of Warp travel mean that any hope of requesting reinforcement from companies stationed on Chogoris, or at war in another theatre, would be an uncertain one.By deploying alongside main Battle Company contingents, the battle-brothers of the reserves can plug gaps as soon as they appear, or lend direct support to an overwhelming attack. The khans must be able to respond rapidly to the threats they face, and the Reserve Companies have a key part to play in this.The 6th and 7th Companies of Reserve both consist of ten squads of battleline Space Marines, providing the White Scars with a body of mainstay warriors ready to bolster forces of every kind. While serving in the 7th Company -- the "Plainstalker Brotherhood" -- each battle-brother learns to pilot support craft such as Land Speeders.In the 6th Company, the "Hawkseye Brotherhood," they will train as a crew member in a mainstay battle tank, such as a Predator or Repulsor Executioner. All of these vehicles lend a fearsome punch to a strike force, without compromising its crucial manoeuvrability.The 8th and 9th Companies consist respectively of ten squads of close support battle-brothers and ten squads of fire support battle-brothers. Every warrior is trained to fight in a variety of combat roles while serving in each of these companies. During his time in the 9th Company, the "Stormbolt Brotherhood," an initiate may serve as, for example, an Eliminator or Hellblaster. In the 8th Company, the "Bloodrider Brotherhood," they will hone their skills in close-quarters combat and be trained to fight from the saddle of a Space Marine bike.They swiftly become proficient enough to earn the honour of serving alongside a Battle Company, where they gain a wealth of combat experience. There is a robust rivalry between the White Scars brotherhoods, so new recruits must fight well to earn the respect of their more seasoned kin.The Chapter's 10th Company is made up of neophyte battle-brothers and Vanguard Space Marines. The Neophytes are trained in the crucible of battle, and all the warriors of the 10th Company specialise in stealth rather than frontal assaults.They reconnoitre terrain ahead of White Scars strike forces, and assault outlying enemy positions. They train under the watchful tutelage of experienced Sergeants, led by the brotherhood's Master of Recruits.The following represents the order of battle of the White Scars Chapter as it stood after the Indomitus Crusade reached Chogoris:Chapter Command <a href="https://static.wikia.nocookie.net/warhammer40k/images/5/51/Khan_Icon.png/revision/latest?cb=20160903000011" class="image"><img alt="Khan Icon" src="https://static.wikia.nocookie.net/warhammer40k/images/5/51/Khan_Icon.png/revision/latest/scale-to-width-down/90?cb=20160903000011" decoding="async" loading="lazy" width="90" height="90" class="thumbimage" data-image-name="Khan Icon.png" data-image-key="Khan_Icon.png" data-relevant="1" data-src="https://static.wikia.nocookie.net/warhammer40k/images/5/51/Khan_Icon.png/revision/latest/scale-to-width-down/90?cb=20160903000011" /></a> Great Khan Jubal Khan, Chapter Master of the White ScarsHonour GuardChapter EquerriesSerfs & ServitorsArmouryReclusiumApothecarionZadyin Arga (Librarius) <a href="https://static.wikia.nocookie.net/warhammer40k/images/8/8c/Armoury_Icons.png/revision/latest?cb=20160903041653" class="image"><img alt="Armoury Icons" src="https://static.wikia.nocookie.net/warhammer40k/images/8/8c/Armoury_Icons.png/revision/latest/scale-to-width-down/110?cb=20160903041653" decoding="async" loading="lazy" width="110" height="104" class="thumbimage" data-image-name="Armoury Icons.png" data-image-key="Armoury_Icons.png" data-relevant="1" data-src="https://static.wikia.nocookie.net/warhammer40k/images/8/8c/Armoury_Icons.png/revision/latest/scale-to-width-down/110?cb=20160903041653" /></a> KhamkarMaster of the ForgeTechmarinesServitorsBattle TanksTransport VehiclesGunshipsLight Attack VehiclesWarsuits <a href="https://static.wikia.nocookie.net/warhammer40k/images/c/c9/Reclusium_Icon2.png/revision/latest?cb=20160903041730" class="image"><img alt="Reclusium Icon2" src="https://static.wikia.nocookie.net/warhammer40k/images/c/c9/Reclusium_Icon2.png/revision/latest/scale-to-width-down/110?cb=20160903041730" decoding="async" loading="lazy" width="110" height="110" class="thumbimage" data-image-name="Reclusium Icon2.png" data-image-key="Reclusium_Icon2.png" data-relevant="1" data-src="https://static.wikia.nocookie.net/warhammer40k/images/c/c9/Reclusium_Icon2.png/revision/latest/scale-to-width-down/110?cb=20160903041730" /></a> JaghorinVoice of the StormChaplainsOgholeiChief ApothecaryEmchi (Apothecaries) <a href="https://static.wikia.nocookie.net/warhammer40k/images/b/b1/Librarian_Icon.png/revision/latest?cb=20160903041817" class="image"><img alt="Librarian Icon" src="https://static.wikia.nocookie.net/warhammer40k/images/b/b1/Librarian_Icon.png/revision/latest/scale-to-width-down/110?cb=20160903041817" decoding="async" loading="lazy" width="110" height="100" class="thumbimage" data-image-name="Librarian Icon.png" data-image-key="Librarian_Icon.png" data-relevant="1" data-src="https://static.wikia.nocookie.net/warhammer40k/images/b/b1/Librarian_Icon.png/revision/latest/scale-to-width-down/110?cb=20160903041817" /></a> SaghariChief StormseerEpistolariesCodiciersLexicaniums(Collectively known as Stormseers)AcolytumThe Brotherhoods <a href="https://static.wikia.nocookie.net/warhammer40k/images/4/47/White_Scars_Lightning_Icon2.png/revision/latest?cb=20160903001727" class="image"><img alt="White Scars Lightning Icon2" src="https://static.wikia.nocookie.net/warhammer40k/images/4/47/White_Scars_Lightning_Icon2.png/revision/latest/scale-to-width-down/90?cb=20160903001727" decoding="async" loading="lazy" width="90" height="102" class="thumbimage" data-image-name="White Scars Lightning Icon2.png" data-image-key="White_Scars_Lightning_Icon2.png" data-relevant="1" data-src="https://static.wikia.nocookie.net/warhammer40k/images/4/47/White_Scars_Lightning_Icon2.png/revision/latest/scale-to-width-down/90?cb=20160903001727" /></a> Veteran CompanyBattle Companies1st Company2nd Company3rd Company4th Company5th Company"The Spearpoint Brotherhood"Veteran CompanySuboden Khan, Master of the War Council2 Lieutenants1 Company Ancient1 Company ChampionCompany Veterans10 Veteran SquadsDreadnoughtsTransport VehiclesLand Raiders"The Firefist Brotherhood"Battle CompanyBarutai Khan, Master of Lore2 Lieutenants1 Company Ancient1 Company ChampionCompany Veterans6 Battleline Squads2 Close Support Squads2 Fire Support SquadsBikesLand SpeedersDreadnoughtsTransport Vehicles"The Eagle Brotherhood"Battle CompanyKor'sarro Khan, Master of the Hunt2 Lieutenants1 Company Ancient1 Company ChampionCompany Veterans6 Battleline Squads2 Close Support Squads2 Fire Support SquadsBikesLand SpeedersDreadnoughtsTransport Vehicles"The Tulwar Brotherhood"Battle CompanyJoghaten Khan, Master of Blades 2 Lieutenants1 Company Ancient1 Company ChampionCompany Veterans6 Battleline Squads2 Close Support Squads2 Fire Support SquadsBikesLand SpeedersDreadnoughtsTransport Vehicles"The Stormwrath Brotherhood"Battle CompanyHibogen Khan, Master of Spirits2 Lieutenants1 Company Ancient1 Company ChampionCompany Veterans6 Battleline Squads2 Close Support Squads2 Fire Support SquadsBikesLand SpeedersDreadnoughtsTransport VehiclesReserve CompaniesScout Company6st Company7nd Company8rd Company9th Company10th Company"The Hawkeye Brotherhood"Reserve Battleline CompanyOchir Khan, Master of Shields2 Lieutenants1 Company Ancient1 Company ChampionCompany Veterans10 Battleline SquadsBattle TanksDreadnoughtsTransport Vehicles"The Plainstalker Brotherhood"Reserve Battleline CompanyOlujin Khan, Master of the Watch2 Lieutenants1 Company Ancient1 Company ChampionCompany Veterans10 Battleline SquadsLand SpeedersDreadnoughtsTransport VehiclesGunships"The Bloodrider Brotherhood"Reserve Close Support CompanyVorgha Khan, Master of Steeds2 Lieutenants1 Company Ancient1 Company ChampionCompany Veterans10 Close Support SquadsBikesDreadnoughtsTransport Vehicles"The Stormbolt Brotherhood"Reserve Fire Support CompanyKhadajei Khan, Master of Bows2 Lieutenants1 Company Ancient1 Company ChampionCompany Veterans10 Fire Support SquadsDreadnoughtsTransport Vehicles"The Windspeaker Brotherhood"Scout CompanyJodagha Khan, Master of Recruits and Master of Reconnaissance2 Lieutenants1 Company Ancient1 Company ChampionCompany Veterans10 Vanguard Marine SquadsScout SquadsBikesLand SpeedersTransport Vehicles |
White Scars - Specialist Ranks: Khagan - In the Chogorian language known as Khorchin, Khagan literally means "Khan of Khans", a sacred title and rank solely reserved for and bestowed upon the White Scars Primarch, Jaghatai Khan.Noyan-Khan - A bygone rank within the White Scars Legion of old, these senior commanders were in charge of separate ordu; divisional-size formations known as "hordes" within the ancient White Scars Legion, sometimes comprised of up to twenty brotherhoods (companies). The noyan-khans had several khans subordinate to their overall command, each of whom commanded the individual brotherhoods of a given ordu. Each noyan-khan was charged with the command and control of these ordu, and like their genetic forebear, were allowed certain freedoms and the command autonomy required to conduct campaigns as they saw fit.Great Khan - In the 41st Millennium, the title of Great Khan is the formal title given to the Chapter Master of the White Scars. He is chosen from amongst the commanding Khans of the Chapter's brotherhoods by a secret process of physical, mental and spiritual trials overseen by the Chapter's Storm Seers.Khan - A khan is the Space Marine officer who commands an entire White Scars brotherhood (company), and is essentially the Chapter's version of a standard Space Marines company Captain. Like the Great Khan, the Chapter's Khans are chosen by its Stormseers, who oversee a series of physical, mental and spiritual trials when a vacancy opens to determine which of the White Scars' battle-brothers is worthy of being elevated to command the fellows of his Brotherhood.Master of the Hunt - The Master of the Hunt is an honourific title unique to the White Scars Chapter. The current Master of the Hunt is Kor'sarro Khan, Captain of the White Scars' 3rd Brotherhood and the 51st individual to hold the title. The Master of the Hunt is charged with tracking down those rare enemies of the Chapter who have managed to evade destruction at the hands of the White Scars. No enemy is allowed to escape and live and so the Master of the Hunt is charged with hunting those foes and bringing their heads back to the White Scars lands on their homeworld of Chogoris. The High Chaplain then brands the eyes from the head and it is masked in silver and stuck on a spear along the road to the White Scars' Fortress-Monastery. The White Scars are patient and while some enemies may elude death for centuries they will all eventually be hunted down and their heads brought back to Chogoris. Kor'sarro Khan has already proven himself quite proficient and has tracked down such foes as the Daemon Prince Kernax Voldorius and the Eldar pirate lord Varaliel. The Master of the Hunt incorporates ancient but potent symbols of his office; Moondrakkan and Moonfang. Moondrakkan is a master-crafted Assault Bike originally commissioned by the 4th Master of the Hunt, and has been lovingly maintained down through the centuries. The other item granted to the Master of the Hunt by the Chapter is the ancient Power Sword called Moonfang. This relic of the White Scars Chapter is currently wielded by Kor'sarro Khan and has slain the most terrible of foes no matter how mighty they may be.Keshig - The personal Honour Guard of the Great Khan and his subordinate commanders during the Great Crusade and Horus Heresy eras was known as the Keshig. The Keshig were an elite cadre of warriors made up of the most veteran and skilled Legionaries to be found in the Vth Legion who all served as the Legion's elite Terminators. The Keshig was once described as "a whole phalanx of giants in bone-white Terminator plate".Stormseers - The Zadyin Arga or "Stormseers" of the White Scars perform the same functions as other Chapters' cadre of Librarians, though the Stormseers emerge from the deeply-ingrained mystical traditions of the tribal shamans and holy men who rode the plains of Chogoris with their Primarch Jaghatai Khan before the coming of the Emperor to Chogoris. Since the time before their Chapter's inception, when they were the shamans who first named Jaghatai Khan the Great Khan of the nomadic tribes, the Storm Seers have been called upon to continue to induct Neophytes and newly elevated Khans of their Chapter. Every 10 summers, the Storm Seers venture down into the steppes to observe the tribes and their battles, picking only the best and bravest warriors and returning them to Quan Zhou to become Space Marines. When a Great Khan is lost on the field of battle, it are the Storm Seers who are called upon to decide who his successor will be to lead the Chapter. The Storm Seers will then retreat to the caves of the steep peaks of the Khum Katra Mountains of Chogoris. There, brotherhood khans present themselves to be tested and scrutinised by the Storm Seers. The process and trials used by the Storm Seers to test and approve who the next Great Khan will be is unknown. Few candidates survive the arduous process, and those that do to become the next Great Khan will never speak of the trials they endured. The other responsibilities of the Storm Seer include teaching Aspirants the core beliefs of their Chapter. They firmly believe it is the manifest duty of the White Scars to destroy the enemies of the Imperium, awaiting the day that that Emperor will rise again, signaling the return of their lost Primarch and the beginning of the next Great Crusade to unify all of humanity. The Storm Seers believe that their powers are connected to the animistic spirits of the land and the air, and that as long as these natural forces fight alongside them, the White Scars will always be victorious. These elemental, animistic beliefs and the highly stylized Force Staffs used by Storm Seers tie these warrior-mystics to their shamanistic past on the steppes of Chogoris.Emchi - Emchi is the name given by the White Scars in the Chogorian dialect to their Chapter's Apoethecaries.Sagyar Mazan - The people of Chogoris are possessed of great wisdom and capable of deep compassion, but these characteristics are tempered by a fierce and uncompromising sense of justice that can lead them to acts of catastrophic failure which are rewarded with death, delivered by the hand of a warrior's superior. Occasionally, however, this punishment might be commuted to exile by a merciful leader sympathetic of mitigating circumstances. Those exiled from their brotherhood are known as "penitents," or the Sagyar Mazan, and it is their fate to seek out an honourable death and in so doing, wash away any stain of dishonour. |
White Scars - Scarblade Strike Force: Like the spear hurled from a hunter's hand, the White Scars punch through the enemy's defences to pierce the heart and deliver a deathblow. For all their lethality and speed, however, the sons of Chogoris on Prefectia faced a challenge more deadly than any they had known before -- an entire world of traps set to ensnare, confuse and destroy.Mounted upon their mechanical steeds, the White Scars roar into battle. The snarl of their bikes' engines is like the growling of hunting beasts, while the hammer of their Bolters rings the death knell for foes beyond number. Drawn from the nomadic horse-tribes of their homeworld, Chogoris, the White Scars are the finest bike-mounted warriors in all the Imperium. They use every iota of their skill as plains hunters to stalk and encircle their quarry before making a killing strike.The White Scars do not simply mount headlong charges against the odds; though they might appear tribal and barbaric to outsiders, every Space Marine in the White Scars Chapter possesses a deep-rooted pragmatism and a predator's cunning. When they strike, the White Scars are like the storm, their speed that of the howling wind, their strength that of the skyshattering thunderbolt. Yet they always strive to ensure that the enemy have been scouted, their strength gauged and their measure taken before battle begins.It was a strike force centred around the warriors of the White Scars' 3rd Company that came to make war upon the T'au during the Prefectia Campaign of 999.M41. These huntsmen had already had ample opportunity to learn the strengths and weaknesses of their prey. Led by the noble Kor'sarro Khan, this Great Hunt comprised warriors who had fought in several major engagements around the Damocles Gulf.When Commander Shadowsun led her mighty coalition of T'au Septs against the hives of Agrellan, the khan and his warriors had been there, fighting up until the very last moment against the invading xenos. Following that crushing defeat, the Imperium turned the tables upon O'Shaserra and caught her forces in a trap upon Voltoris: there too had fought the khan and his men.Prefectia would the be the third world upon which Kor'sarro's hunt had battled the Tau, and the third upon which his vow to take the head of the xenos commander would be tested. Though the White Scars won a decisive victory upon Voltoris, Kor'sarro Khan still had a warrior oath to fulfil. This fact did not sit well with the fiery-tempered White Scar, and he would not allow Shadowsun to slip through his fingers again.Another concern chafed at the White Scars as they deployed onto the dust-choked surface of Prefectia. Far away, across the vast gulfs of space, their homeworld faced attack from an overwhelming force of Chaos Renegades as the 13th Black Crusade of Abaddon the Despoiler unfolded. Word had reached the khan's fellow captains of this fight for survival, and many of the White Scars were desperate to discharge their oaths of duty in the Damocles war zone so that they might make haste back to Chogoris. They wished to lend their strength to the defence of their homeworld, or to avenge their brothers should the unthinkable have come to pass.Thus, all of the White Scars' frustration and anger was directed at the T'au upon Prefectia, and especially against their leader, Commander Shadowsun. Here was a foe who had lived far beyond her deserving span, despite the best efforts of the khan and his warriors. In doing so, she kept them from the defence of their homeworld, trapping them in a faraway war for much longer than any could have believed possible. The prey's stubborn tenacity and evasive cunning had goaded the White Scars to new heights of fury, and so they rode out from their first engagement on Prefectia with a righteous fire burning in their breasts. They would run their prey to ground at last, and return her head to Chogoris in triumph.Lightning speed and punishing strength characterised the White Scars army that fought on Prefectia. Under the command of the mighty Kor'sarro Khan himself, this Scarblade Strike Force consisted primarily of warriors from the proud and noble 3rd Company. At their side fought supporting elements of the 1st and 10th Companies, while aerial support was lent from the Chapter's Armoury. The khan's force, built to hunt dangerous prey, was skilled at running a foe to ground and striking hard and fast when the quarry was cornered.Being warriors of the Adeptus Astartes, the khan's strike force could swiftly tum their hands to whatever task was required; in battles such as Paragus Canyon or the fight for the Andrachon Line during the Battle of Agrellan, they had fought defensive actions with all the determination and tenacity expected of the Emperor's finest. However, these warriors were huntsmen through and through, and their greatest skill lay in the swift and deadly pursuit of the foe.At the core of this Great Hunt stood a Stormlance Battle Demi-company, made up of 3rd Company battle-brothers who had fought beneath the khan's banner on countless worlds beyond the Damocles Gulf. Seasoned veterans of battling the T'au, every warrior amongst them knew to expect cunning, evasion and overwhelming enemy firepower. Yet they stood undaunted, more determined than ever before to strike down the xenos menace that bedevilled this part of the Emperor's realm.At their head stood Chaplain Jaikhos, a clenched fist of a warrior who, rumour had it, had never shown doubt or uncertainty. Normally sparing with his words, Jaikhos became a bellowing terror in battle, an inspirational firebrand whose transformation was so complete that many amongst the 3rd Company claimed the spirits of war possessed the Chaplain at such times. Beneath Jaikhos' command were three Tactical Squads, proudly displaying the iconography of the White Scars Chapter and the 3rd Company. Each squad rode to war in a Rhino APC to ensure their ability to keep pace with the khan's rapid way of war, and each bore deadly weaponry, in the form of Bolters and Flamers, with which to hunt their prey.Alongside this mighty core of superhuman waniors stood the battle-brothers of Devastator Squad Sahak, who raced to the front line aboard their Razorback, Vicious Knife. This small band of expert marksmen brought their potent firepower to their brothers' aid, providing the Stormlance Battle Demicompany with tactical versatility and the much-needed ability to eliminate Tau Battlesuits and gunships from extreme range.The final element of the demi-company, the Land Speeder, Pale Claw, was deftly piloted by a pair of battle-brothers who served as advance scouts for their formation and lent their craft's armaments to the fight.The inclusion of a Storm Wing provided essential aerial support in a theatre of war with constantly shifting air superiority. Comprised of the Stormraven, Khan's Fury, and two Stormtalon escorts, Firebolt Unbound and Cloudsword, the gunships' speed and firepower allowed them to serve in roles as varied as aerial interdiction, ground attack, long-ranged reconnaissance and tank hunting. Here was the perfect instrument with which to strike a mortal blow against any exposed prey.Finally, Kor'sarro's Speartip Strike formation provided the lightning-fast huntsmen for which his Chapter was famed. Consisting of Land Speeders, several bands of battle-brothers mounted upon Assault Bikes, and a detachment of Scout Bikers from the 10th Company, this force possessed sufficient speed and firepower to engage any foe. These warriors could outflank the enemy, encircle their forces, punch through battle lines or eliminate support elements, all the while supporting the resilience and firepower of the rest of the strike force.The leader of this Great Hunt, Kor'sarro Khan himself, stood amongst the most lauded heroes of the Imperium. As direct and unyielding as a well-forged blade, the khan is a warrior of violent determination with no time for the niceties of diplomacy or courtly manners. He is a master huntsman whose every thought is bent toward decapitating his oath-sworn prey.Whether mounted upon his famed Assault Bike, Moondrakkan, or hurtling into battle in the armoured hold of a Rhino or Stormraven gunship, the khan runs his prey to ground with the unfailing tenacity of a born killer. When battle is inevitably joined, his revered blade, Moonfang, whistles out in a silver arc to claim the head of his prey with unerring lethality.Yet the khan's barbaric exterior hides a deep spirituality and strategic acumen that makes him a far deadlier opponent than he might at first seem, for he is also an inspiring leader and cunning tactician. Kor'sarro Khan personifies the tip of the hunter's spear, the hardened point of the blade, and his warriors follow him with a devotion bordering upon worship. |
White Scars - Pre-Heresy: According to ancient White Scars records, the Terrans who at first made up the Vth Legion, originally nicknamed the "Star Hunters," possessed diverse origins, with "some having flesh the colour of charred firewood, for others it was as pale as our armour."By the time of the Great Crusade, Terran Aspirants for the Legion were brought to the training centres of Imamdo on Terra. Here they underwent the selection process, and if chosen, the physical conditioning necessary to determine whether or not they were fit to become Space Marine Legionaries.Each cadre was chosen by a prospective Space Marine Legion. If an Aspirant showed extreme promise they were often selected by the vaunted XVIth Legion (the Luna Wolves), but more often than not they would be reassigned to a Space Marine Legion based on the individual Legion's needs because of the ongoing Great Crusade.Those Aspirants who were reassigned would be transported to a training facility on Luna, where they would continue their training and study for another solar decade, until they were deemed worthy of becoming a fully-fledged battle-brother of their newly assigned Legion. Once transported to their new Legion, they would continue undergoing gene-therapy, psycho-conditioning, and then, finally, the gene-seed implants that would make them one with their new Legion.In the days after the rediscovery of the White Scars Primarch Jaghatai Khan on the world of Chogoris and his decision to rename the Legion, Aspirants to service in the Vth Legion still began their initial orientation in the Sol System. Then they would be moved out with the others to various off-world training facilities such as a decommissioned Imperial Battleship over Vhomarl, a Jetbike squadron billeted temporarily on the lead-hard plains of Yyem, specialist combat units deployed on the Ocean World of Kail IX or the gas giant Revelet Taredes.For those who performed well throughout, the Chogorian instructors were fulsome in their praise, unlike the grudging hard-men of the Luna Wolves who conducted their Space Marine Initiates' training back on Terra. The physical changes the Aspirants underwent were hard, and the surgeries often painful. For those selected to join the mystic savages of the Vth Legion the cultural ways of the barbarians of Chogoris were too different to be absorbed readily.These Aspirants had to learn Khorchin, the strange language of Chogoris. This alone tested many Aspirants -- despite their improved recall and mental agility, getting their tongue around such alien sounds remained a challenge. It was not just a matter of vocabulary and grammar; Khorchin had inflections and subtleties not shared by any Terran language.Their tutors had developed their own theory on the origin of the differences; the Chogorians were a poetic people. Their homeworld was an empty place. It loosened their imagination, so they filled their minds with words. They were prolix, and they did not learn Imperial Gothic well, hence all the fuss of learning their native language.The Aspirants eventually mastered the speech in the end, just like all the other Terrans who had been inducted into the Legion. The inductees studied together, poring over curved character-clusters and diacritics, rolling their eyes at the complexities and cementing friendships in the face of adversity.Though initially most Legions took prospective Aspirants from the various geographic origins on Terra or other worlds, by the time the Great Crusade was in full-swing, many of the Aspirants of the Vth Legion were taken solely from the Asiatic hive clusters on Terra.Those Aspirants of various other stocks disapproved of this practice. After Unity was achieved on Terra, the Imperium was meant to have moved beyond racial and ethnic stereotyping, so the fact that the Vth Legion remained mired in the physiognomic traits of the peoples found on their backwater world was an irritant to the other Legions.Much else about them was an irritant: their archaic customs, their introversion, their exceptionalism. They placed enormous importance on speed -- on being the first into combat, on being the first out, on movement, on shams and counterfeits. This was counter-intuitive to the mantra drilled into Space Marine Aspirants' heads on Terra, "No backward step."The Chogorian instructors instead drilled into them "Withdraw, then return" over and over again. When at last Ascension arrived, and the Aspirants were deemed worthy to become fully-fledged battle-brothers of the Vth Legion, their old life was no more. They would give up their old names and choose a new one from the Chogorian Talskar tribe's mythology or from one of the many Khorchin almanacs and lexicons. |
White Scars - Post-Heresy: The White Scars gene-seed is known to be relatively stable, and the Vth Legion sired a number of Successors when it was split into Chapters. Most sources agree that these Chapters are the Rampagers, Marauders, Destroyers and Storm Lords, all of whom share the qualities of the ancient Vth Legion and adhere to the teachings of the Great Khan.Some have observed the occasional tendency to exceed the wild ferocity of Chogorian heritage and to cross the line into outright bloodlust. The teachings of Jaghatai Khan state that each warrior must face this trial at some point in his service, and learn to master the savagery within.Only when he has done so can a warrior truly know himself, and do his duty. What has been observed by some as a precursor to genetic instability is regarded by others as a positive trait, and one vital to the White Scars' countless battle honours.The present-day Chapter utilises a variety of trials to select Neophytes, many of which are intrinsic to the way of life of the warrior nomads of the steppes of Chogoris. The constant warring between tribes ensures that the bloodline remains strong, and the leaders of the various Chogorian nomad communities know that every generation one of the mighty ones descends from the mountains to observe their battles.Although the White Scars remain apart from the tribes of Chogoris, they do not hide their presence when observing a battle, for it inspires the combatants to fight all the harder in the knowledge that the living legends of their world are looking on and judging their conduct.Upon the completion of a battle, one or sometimes several warriors are led away by silent, grim-faced White Scars, never to be seen again unless they too one day return to witness the fight and choose the next generation of Space Marines. |
White Scars - The Brotherhoods: The White Scars draw their recruits from amongst the nomadic steppe tribes of Chogoris, many of whom are engaged in fierce internecine blood feuds that date back countless generations. While psycho-conditioning during the gene-seed implantation process could be used to wipe such feuds from the Neophyte's mind, to do so would risk diluting much of what makes him a desirable candidate in the first place.In order to overcome the feuding, the White Scars ensure that battle-brothers from the same tribe serve in different squads, making each unit a product of many different tribes. Intermingled in such a manner, old feuds become largely irrelevant, and without squad mates from the same tribe to reinforce an ancient grudge, such matters are quickly forgotten.Nonetheless, the folk-memories of the tribes of Chogoris are long indeed, and occasionally some slight thought set aside long ago flares up and battle-brothers clash. While unruliness and brawling is unheard of amongst the White Scars, the Chapter's traditions make allowance for genuine instances of bad blood, and the aggrieved must submit their grievance to their brotherhood's khan, or if sufficiently dire, to the Chapter Master himself.So strong is their discipline and loyalty to the khan that his word of judgement is invariably final. The nature of that judgement depends on circumstances, and may result in one or both brethren being punished in some way or, in the most extreme of cases, ordered to fight one another in ritual combat to settle the matter once and for all.The White Scars often refer to their companies as "brotherhoods", each of which is slightly smaller than the Codex Astartes dictates. Each brotherhood maintains a large stock of vehicles, in particular transports and bikes, and every battle-brother is cross-trained in the operation of them all.It is said that the nomads of Chogoris are born in the saddle, and the White Scars are certainly most at ease fighting on, in, or from a mount of some kind. In the time of their Primarch, the brotherhoods strove for the honour of being declared "First" in the attack, competing in every manner to lead the assault.This practise largely disappeared when the Codex Astartes was applied to the Chapter's organisation and the Vth Legion broken up into separate Chapters, but it does still resurface when several brotherhoods fight together. In such instances, the Chapter Master declares which brotherhood is called "First", as well as the order of attack of the rest of the force.The brotherhoods keep tally of each battle in which they have been declared "First," for the battle-brothers know that their deeds will be recounted for all time and their names never forgotten. To be "First" is such an honour that all tribal feuds are forgotten, the bonds of Astartes brotherhood far stronger than those of mortal tribes. |
White Scars - White Scars Names: When a native of Chogoris ascends to the ranks of the White Scars he takes a new "honour name," drawn from the rolls of the Chapter. Some brothers retain their original given name and use it as a surname, whilst others discard it altogether in favour of an earned Low Gothic epithet.White Scars names are drawn from the culture of the people of Chogoris, whose language is very similar to the ancient Mongolian and Turkic languges of Old Earth. Examples of White Scars names include: Khaljyk Jaghol, Oghol the Swift, Ulagai Ironsteed, Kuglai Ulkhuk, Chenghizh of the Slicing Blade, Chogan the Iron Stampede, Ulegai Yejughal, Saghari Thunderhead, etc. |
White Scars - White Scars Librarians: Like their fellow Astartes Chapters, the White Scars also maintain a Librarius of potent psykers who are highly talented and trained to master the power of the Warp at the highest levels, though they refer to these warriors as "Stormseers" according to the ancient Chogorian shamanistic tradition.Stormseers act as advisors to the Chapter's khans as well as being powerful psykers. Stormseers are able to command the very elements; their foes are battered to ruin by mighty winds or beset by forked lightning from the storm-wracked skies.Each Chapter selects its Librarians in its own way, either from seed worlds or the Chapter homeworld, as it does with the bulk of its Initiates, or from the ranks of gifted psykers brought to the Chapter by the Scholastica Psykana. Most Chapters train and test chosen psykers following the ancient ways laid out in the Codex Astartes.The Stormseers of the White Scars are chosen from those Initiates who display an aptitude for learning the Arts of Heaven. White Scars Stormseers have a number of unique psychic abilities only used by the psykers of their Chapter:Heart of the Khan - The Stormseer reaches deep into the legacy of Jaghatai Khan, and brings forth the legendary swiftness and ferocity of the White Scars' Primarch in himself and his battle-brothers, allowing them to move with speed that is superhuman even by the standards of the Adeptus Astartes.Spirit of the Steppes - The Stormseer calls upon the spirits of the land, air, and the souls of long-dead warriors to bring some fragment of the climate of the harsh steppes of Chogoris to the battlefield he walks upon, forcing the foe to contend with more difficult environmental conditions. It is said that so long as these forces of nature fight alongside them, the White Scars will always be victorious.Stormlance - The Stormseer calls upon the lightning that embodies his Chapter's way of war, and brings it to bear against his enemies. When he summons this ability he hurls a bolt of lightning in a straight line out to its maximum range, striking everything in its path.The Howling Wind - The Stormseer gathers the powerful winds of the Chogorian steppes, driving them forwards to cast aside the enemy. |
White Scars - Stormspeaking Discipline: The Stormspeaking Discipline is unique to the Stormseers of the White Scars and focuses upon unleashing the power of a planetary environment against the foe. Among the abilities learned by Stormseers who are masters of this discipline are the following powers.Blasting Gale - The Stormseer calls up a screaming windstorm to assail the foe. It is all his victims can do to stand their ground without being torn from their feet, let alone press forwards into battle.Lightning Call - Raising his arms to the roiling storm-clouds overhead, the Stormseer calls down lightning strikes upon his foes.Ride the Winds - Invoking the power of the winds with a gravelly-voiced chant, the Stormseer sends rushing currents of invisible energy to speed his comrades into battle.Storm-wreathed - At the Stormseer's behest the roiling clouds funnel into a furious vortex that swirls down to surround his advancing brothers. Lightning crackles around the White Scars and leaps from their bodies to strike down the foe.Spirits of Chogoris - Many and terrible are the spirits and ghouls of Chogorian tribal folklore, and it is Warp-wrought simulacra of these ancient terrors that the Stormseer now unleashes on the foe.Eye of the Storm - Summoning a hurricane, the Stormseer becomes the heart of a screaming cyclone. Wherever he strides, the enemy are plucked from their feet and dashed to ruin by its elemental fury. |
White Scars - Chapter Combat Doctrine: The achievements of the White Scars have often gone unnoticed by others, their battles originally fought on the far edges of the Great Crusade where few have lingered to observe the heroism they displayed in the name of the Emperor. On the back of their quiet and hidden battle honours was the Great Crusade built, for where other Legions and armies ventured, it is likely that they followed the trails left by the White Scars.These battles were often of a different breed to those lauded by other Space Marine Legions and then Chapters, lightning raids and campaigns of hit-and-run warfare designed to sap the strength of a foe so that others might strike the final blow.Jaghatai Khan and his sons have for many millennia often been accused of lacking the heavy ordnance required of a true Astartes force, but the White Scars embraced this quirk of their organisation and sought to turn what others saw as a flaw into advantage.Speed and strategic manoeuvrability are the cardinal virtues of their campaigns, and flexibility and the ability to adapt to circumstances swiftly are the hallmarks of their finest strategists. They meet brute force with emptiness, flowing around the foe to strike at his weakest points before falling back to strike again.Some see them as unreliable, for they are wont to avoid battle save on ground of their own choosing, but time and time again they have been disregarded and ignored only for their foes and allies alike to find them suddenly present at the heart of the battle, ready to snatch victory from the jaws of defeat, always laughing as they kill. |
White Scars - Pre-Heresy: The combat doctrines of the White Scars Chapter have been honed through over ten millennia of battle and bloodshed, but they still reflect those of the original Chogorian nomadic warrior-tribes. Though wild and savage, the warrior-nomads of the Chogorian steppes are highly intelligent tacticians and masters of field craft.Each battle-brother draws on the savagery of the steppes not as a mindless berserker, but as a finely-crafted hunting spear delivered with the focused precision of a master predator. They specialise in hitting their enemy with a peerless impact and frightening speed, but they are never reckless.Time spent on preparations is vital to their strategy, as they reconnoitre each target in depth and formulate detailed plans and contingencies, coordinating their strike to ensure that maximum damage is done.Such methods have seen the White Scars emerge victorious from many of the bloodiest battles in the Imperium's history, including the Siege of Terra itself. In their many millennia of service since, they have hunted the Emperor's foes from one end of the galaxy to the other, meeting every threat with blades in their hands and battle cries on their lips, defeating rebellions and invasions unnumbered in the name of the Emperor and of the Great Khan.Each brotherhood of the White Scars Legion was a highly mobile task force unto itself, endowed with the means to transport its complement of Legiones Astartes warriors to the battlefield with a speed that was the hallmark of their Legion.As such, the White Scars were known to favour the use of aerial and contragravity vehicles of all kinds, with a noted preference for smaller craft due to the lower maintenance requirements and greater manoeuvrability of such vehicles.Their usage of massed squadrons of Scimitar, Shamshir and Falcata Pattern Jetbikes is well-known and documented, but the various brotherhoods also made use of large numbers of Land Speeders, Fire Raptor gunships and even armoured vehicles of certain patterns.Indeed, some brotherhoods were even known to specialise in the use of mobile artillery, experts at the rapid displacement of batteries after the completion of a fire mission, and at providing close-range support bombardments.Among all of the Emperor's Legions, the White Scars were the most enthusiastic adopters of the newer Thunderhawk pattern gunships, smaller mass-produced replacements for the ancient and vast Stormbird pattern dropships that had served the earliest incarnations of the Legiones Astartes since their departure from Terra itself.These vehicles, while less powerful and imposing than the huge Stormbirds, were more easily customised by the gan-khan of the armoury to suit the needs of the White Scars, and far more easily maintained and supplied on the long, solitary campaigns favoured by the Vth Legion.By the time of the Chondax Campaign, most of the larger brotherhoods of the Vth Legion had been assigned at least a single Thunderhawk, with some fielding enough to transport their entire complement into battle without recourse to more cumbersome landing craft.Integral as they were to the mobile style of warfare and operation favoured by the White Scars, these vehicles were the focus of many of the small rituals within the brotherhoods. Upon their armoured flanks they bore the marks of those who lived and died as warriors of the ordu of Jaghatai, serving as shrines for the dead and fortresses for the living.Each bore a name and history the equal of any other Veteran of the Legion, and many enjoyed a fame more widespread among the Legion than the warriors who crewed them. |
White Scars - Post-Heresy: The method of war taught to the steppe tribes of Chogoris by Jaghatai Khan has served the White Scars well in the millennia that followed. Their modus operandi consists of lightning-fast hit-and-run attacks conducted by highly mobile forces, destroying the enemy piece by piece and never allowing the enemy to force a decisive or static engagement.Evoking the mounted warriors of their heritage, each brotherhood maintains a high proportion of Assault Bikes, Attack Bikes and Land Speeders, and their infantry squads are almost always borne to battle by fast moving vehicles or gunships. Indeed, it is often said that the White Scars are born in the saddle and are not at ease unless fighting on, in or from an armoured mount of some kind.They also make use of Jump Pack-equipped Assault Squads and Inceptors to harass the enemy, and then hit the foe with a full assault when they are at their weakest and most frazzled.The Chapter's primary combat doctrine is to deliver their forces to the battlefield in a single swift blow; thus, when Drop Pods are employed, the entire force of the Chapter committed to the assault deploys in them in order to avoid the possibility of parts of the force arriving in reserve.Although preferring to keep the foe at arms-length, the White Scars are fully capable of engaging in bloody close assaults, and are rightly feared by the enemies of the Imperium.To the White Scars, the thought of spending an eternity sealed within the ceramite sarcophagus at the heart of a Dreadnought, of never again feeling the rush of the air whilst hurtling towards the foe with blade in hand, is a truly horrifying notion.Also, the majority of heavy weapons normally used by Space Marine forces such as the Heavy Bolter, Missile Launcher, Plasma Gun or Heavy Flamer are frowned upon by the Chapter, and any main battle tank that cannot keep up with the rest of the army is avoided in the order of battle.For instance, the White Scars have no Devastator Squads, and their few Predator tanks may not carry sponson weapons. The White Scars also almost never field any Dreadnoughts, not only because of the slowness of those cyborgs, but also because every White Scars Astartes does not want to be crippled to the point that they must be entombed in a Dreadnought's cybernetic sarcophagus. Far better to die and allow their spirits to pass into the afterlife where they may roam freely.Overall, the White Scars are considered a powerful and effective Chapter when undertaking direct, rapid assaults or carrying out surgical strikes intended to achieve specific operational objectives.However, their lack of units with a great deal of resilience or staying power such as heavy weapons-equipped Tactical Marines, Devastator Marines, Dreadnoughts or the heavier Astartes main battle tanks means that their detachments are more fragile if not used at a tactically appropriate moment or if forced to face prolonged, static combat, particularly against well-defended enemy strongholds and heavily-fortified positions.The White Scars are not a Chapter that would fare well undertaking sieges, for example. |
White Scars - Chapter Homeworld: Mundus Planus, better known to its people as Chogoris, is a fertile Feudal World of the Imperium located in the Yasan Sector of the Segmentum Ultima that still exists in a semi-feudal, pre-industrial state. When Jaghatai Khan departed on the Great Crusade, the unified empire he had carved from the nomadic peoples of his world dissolved back into the feuding tribes of horsemen that had existed before his arrival.This was believed by some in the White Scars Legion to be the intention of the Primarch, as the restoration of conflict between the steppe tribes ensured that his Legion would have a supply of highly-skilled Neophytes to draw from the warring tribes in the future. The White Scars are every bit the product of the wild steppes of their Chogoris. As with many Space Marine homeworlds, the people there remain in the state that made them such a perfect recruitment source, and the warring tribes have never been properly united since the time of the Great Khan.The tribes live exactly as they have for countless generations, roaming the steppes following great herds of gargantuan grazers as dictated by the cycle of the seasons. Prior to the coming of Jhagatai Khan, the Chogorians were a divided people, the planet subject to the oppressive rule of the city-dwellers of the Palatine. Though these were conquered by the young Primarch, he saw that to establish his people in those same cities would ultimately lead to the end of all that made them what they were.Instead, only one city was left standing -- Quan Zhou -- a glittering palace of marble high atop the Khum Karta mountains. This city-sized fortress-monastery, the ancient palace of the Khagan himself, is the abode of the White Scars, and it is said that within its towering walls is an entire forest teeming with game.The winding valley pass through the Khum Karta mountain range that leads to the fortress-monastery's great adamantium gates is lined with the severed heads of countless defeated foes, and the feasting halls within its marbled walls are heavily hung with a great wealth of trophies taken by the White Scars' heroes from a thousand battlefields. Quan Zhou is the spiritual home of the White Scars Chapter, and it is truly a formidable and magnificent sight to behold.Like all fortress-monasteries, Quan Zhou is armoured and void-shielded to withstand any siege or bombardment that might befall it. Armed to repel attackers from land, air or space, its walls bristle with enough heavy ordnance to flatten a hive city. Every aerial approach to the fortress-monastery is overlooked by Icarus Pattern Lascannons, and a Macro-laser known to the White Scars as Khan's Fury stands like a spear of vengeance to lance space-borne enemies from the heavens.The slopes around Quan Zhou play host to training facilities and important ritual sites. On the sides of Mount Kardunn, for example, stand row upon row of pyre shrines. When a White Scars warrior falls in battle, his Chapter will make every effort to return his body to Chogoris, and to Kardunn. Here the Chaplains perform the rites of kal damarg over their slain brothers, granting their souls passage to the Eternal Heaven as their bodies burn.The fortress-monastery's Librarius is a lightning-wracked spire where the Chapter's Librarians, often referred to as Stormseers, study their lore and chronicle the deeds of the khans. They also preside over the Chapter's Astropaths as they relay psychic messages throughout the void, communing with the greater Imperium and those White Scars brotherhoods hunting across the galaxy.The White Scars live apart from their people, descending down to the steppes only once a decade to observe the wars between the tribes and to choose potential recruits for the Chapter. The constant warring ensures that the people remain strong, though the White Scars have to be vigilant that such feuds are not retained as Aspirants become Neophytes and Neophytes Initiates.Another manner in which Aspirants are chosen is by way of the tradition of youngsters entering the mountains to pay homage at the tomb of a fallen White Scar. Such pilgrimages are perilous in the extreme, and simply surviving one is a great deed in itself that may, if the pilgrim is deemed worthy, grant a place in the ranks of the Chapter's Aspirants.Because the tribes from which the White Scars recruit are so attuned to the land and the seasons of their world, the Chapter's battle-brothers have an intrinsic empathy with their environment. Wherever they go, they are able to read the soil beneath their feet and the air in their lungs and gain an instant understanding of how best to fight in such places.Though Chogoris is a land of wide-open steppes punctuated by mighty forests and towering mountains, the enhanced physiology of the Adeptus Astartes multiplies the Chogorians' deep-seated understanding of the land and turns it into an all but preternatural awareness.As a result, the White Scars can use every element of any natural environment as an ally, whether speeding over a sparse desert expanse or tracking a foe through the vine-choked glades of an alien Death World.It has been observed that many White Scars are ill at ease amongst entirely manufactured environments such as hive cities and space stations, yearning to breathe natural air and feel earth beneath their feet, but as Space Marines, this is simply a matter of preference and no detriment to their fearsome battlefield capabilities.The White Scars' efforts to purge the servants of Chaos from Chogoris' surface following the Red Corsairs' invasion just before the birth of the Great Rifthave met with much success, but this is only the first step on a long road.The entire Yasan Sector has felt the wrath of the Red Corsairs. While some planets were battered and bloodied but remain in Imperial hands, Gartuli and Thaxis fell to the Traitors' assault.From these strongholds, and from the nearby Maelstrom itself, Heretic Astartes voidcraft continue to attack Chogoris. Emboldened by the continued conflict, packs of mutants gather in the mountains, and insurrection is rife amongst the cities' multitudes.Even daemonic incursions are still commonplace, so thin has the veil between the Warp and realspace around Chogoris become. From his fastness in Quan Zhou, Chapter Master Jubal Khan sees some fiendish intelligence at work in the pattern of the ongoing attacks.He is determined to stamp it out and reclaim the surrounding sub-sector in the Khagan's name, but even with a Chapter at his disposal his task is monumental.Only the Stormseers understand just how important Jubal's efforts are. They know that Chogoris has shaped its sons in every aspect of their minds and souls. By its harshness, beauty and simplicity, the planet of their birth moulds each White Scars Initiate before they even know of the Chapter's existence.Even the vast emptiness of the heavens grants the maturing warrior a perspective denied to those raised on a Hive World or a fume-smogged factory planet. Should Chogoris be changed forever by the touch of Chaos, so will the White Scars too be changed, and not for the better. |
White Scars - Chapter Beliefs: The White Scars share the beliefs of their Primarch, venerating the Emperor as the Ultimate Uniter of Mankind, but not as a God and so they do not hold the Imperial Creed as their faith and have little regard for the Ecclesiarchy.It is the White Scars' belief that it is their duty to destroy the enemies of the Emperor in preparation for the day when He will rise from the Golden Throne to begin a new Great Crusade to unify the galaxy. On that day, Jaghatai Khan will return from the void to lead the Chapter once more.To the White Scars, the lightning bolt that serves as their Chapter badge is a potent and important symbol, representing both their style of warfare and echoing the warrior Honour Scars that they bear on their faces. It also represents the powers of the Stormseers.The Chapter believes that as long as the elemental, animistic powers of air and land heed the call of the Stormseers the White Scars will never falter on the field of battle. All White Scars bear the long, ritual facial scar that is called an Honour Scar and is the mark they receive when they are fully accepted into the Chapter as Neophytes.As noted above, the White Scars avoid deploying Dreadnoughts within their ranks as the thought of being entombed within the mighty cybernetic construction is anathema to the White Scars' beliefs that when a warrior dies, his soul should be free to travel to the afterlife and not be confined where it cannot freely roam the plains of the netherworld. |
White Scars - Scarification Practises: Facial markings are widespread among the nomadic tribes of Chogoris, less so amongst the settled populations (the Khilan, Huanjan, etc.). It is said by some that the facial scars that give the White Scars their name are self-inflicted on initiation into the Chapter, a rite carried over from the days when the Talskar roamed the seas of grass on Chogoris. The Talskar tribe of nomads is given to extensive modifications, reflective of warrior prowess, achievement, and ritual events.The Talskar pattern of scarification is now endemic to many of the plains' nomad tribes of Chogoris and have been much emulated by other nations (especially the Haelun, Szechjiak, and High-Zuar) since the conquests of Jaghatai.Typical scarification patterns include those reminiscent of hunting fauna, in particular the native apex raptors (berkul). Permanent resin-based dyes have been added to prominent figures, producing hybrid scars and tattoo forms. Vivid results have been noted, yet their chemical composition is not yet fully understood by Imperial savants.A distinctive local variation of the left cheek zig-zag pattern has also been noted. This pattern of scars is made with ritual daggers under the supervision of the tribal zadyin arga (translated loosely to Low Gothic as "seer of storms"). Scars run from under the left eye socket to the chin. Ash is then used to raise tissue and whiten the residual ridge (hence the term "white scar").Shortly after being reunited with their Primarch during the Great Crusade, the Terran-born members of the Vth Legion quickly adopted the customs of the Chogorian natives who joined the Legion, though their results proved less pronounced.This was because these scarification techniques were most efficacious on the young, prior to the implantation of the Space Marine Progenoid Glands and the development of the basic Astartes bias towards rapid dermatological regeneration. |
White Scars - Chapter Gene-Seed: The gene-seed of the White Scars appears to be stable and initially displayed no aberrations or mutation. However, with the introduction of genetic material from the steppes tribesmen of Chogoris, the genome seems to have also inherited their wild savagery and thirst for war.Despite the teachings of the khans and Stormseers regarding the unity of all White Scars, it is not unheard of for existing Chogorian tribal feuds to flare up between fellow squad members.In addition to this, there have been several recorded instances where White Scars brotherhoods have bloodily exceeded their mission objectives, such as the infamous "Red Highway Massacre."Whether such incidents are as a result of some inherent flaw in the White Scars' genetic material or came about after the cultural integration of the tribesmen is unknown, but the Adeptus Mechanicus is eager to know which.The White Scars Successor Chapters are all equally ferocious and fine examples of the combat teachings of Jaghatai Khan. |
White Scars - Primarch's Curse: Chogorian Savagery: It is unknown whether the controlled savagery of the White Scars came originally from Jaghatai Khan, or from the wild and fierce people of Chogoris themselves, or even some combination of the two, but whatever the cause, there is a ferocity within their hearts and their blood that grants them great power, but which also threatens to consume all that they are and damn them.All White Scars are watchful for this necessary yet insidious savagery, and it is only with great discipline, humble introspection and often the watchfulness of their battle-brothers that they can hope to master themselves.When the Chapter's genetic curse manifests itself in an affected battle-brother, it comes on in two stages:Stage 1 - A Moment Unrestrained: The battle-brother's discipline begins to slip and falter, allowing brief moments of untamed ferocity to emerge in the heat of battle. Often, the battle-brother will not even know that he is succumbing to this savagery, and it requires the presence of his brothers to warn him of his failure.Stage 2 - Suppressed Rage: Within the darkest reaches of the battle-brother's mind lurks the shadow of his rage and fury, seeking any opportunity to emerge, and causing the battle-brother to become belligerent and quick to anger. |
White Scars - Heresy Era Personnel: Jaghatai Khan - Primarch of the White Scars. Jaghatai fought alongside his sons of the White Scars for another 70 standard years following the end of the Horus Heresy, eventually disappearing into a region of space known as the Maelstrom, a large Warp rift in the Ultima Segmentum that is a somewhat smaller counterpart of the Eye of Terror. Jaghatai is believed to have been in pursuit of the Drukhari who had savaged Chogoris following the Battle of Corusil V with his 1st Brotherhood when he went through a portal into the Drukhari portion of the Webway, ultimately vanishing forever. This mighty Drukhari lord was likely the Archon of the Kabal that had attacked Corusil V and perhaps even Chogoris itself during the chaos of the Horus Heresy. Jaghatai Khan has not been seen since, though the White Scars believe he is still alive somewhere within the Webway and will one day return to the Chapter in a time of great need. As a result of their Primarch's disappearance, the White Scars hold a particularly savage grudge against the Dark Eldar and will gladly seek out any opportunity to make war upon those savage and terrifying xenos.Qin Xa - Qin Xa was a senior warrior of the White Scars and commander of the primarch's personal elite honour guard of Terminators known as the Keshig. An exceptional warrior even before he became a White Scar, Qin Xa fought alongside Jaghatai Khan during their youth on Chogoris. Qin Xa was frequently described by his primarch as one of the most formidable warriors of the Legion, having mastered the art of the hunt at a young age and bringing such skills to bear by the primarch's side during the Great Crusade and the Horus Heresy that was to follow. He was one of the first natives to be inducted from Chogoris into the newly renamed White Scars Legion after Jaghatai Khan was reunited with the Vth Legion and his father the Emperor of Mankind. Though few outside the Vth Legion have spoken of Qin Xa's prowess, it was often described within the records of the White Scars Legion that he took to the battlefield as a force of nature, with a fury and strength behind his aggression that, while apparently barbaric, was tempered by a keen intelligence and an innate sense for the ebb and flow of battle. Though loyal to his master, Qin Xa was known to question the decisions of the Khagan on occasion and actively encouraged those within the Keshig to question him too, to ensure that they never became followers of the primarch through blind faith. Though Terminator Armour was often eschewed within the White Scars, cumbersome as it was, Qin Xa was one of the few who actively preferred its bulk. Despite the weight of his Tartaros Pattern Terminator Armour, his skill as a deft warrior was not dulled in any way, wielding the twin blades known as the Tails of the Dragon with consummate skill. Two standard years into the Horus Heresy, Qin Xa battled against the Traitors at Peressimar, helping to drive them off that Imperial world and achieving a great victory. Fours standard years in, Qin Xa took part in the raid at Kalium where he fought Lord Commander Primus Eidolon of the Emperor's Children atop the ancient Human relic known as the Kalium Gate. During the battle Qin Xa was nearly killed, but was saved by the timely intervention of the Loyalist Thousand Sons Revuel Arvida using his psychic powers. The mortally wounded White Scar was taken back aboard the White Scars' flagship Lance of Heaven to be tended to. Though deeply wounded, Arvida spoke to Qin Xa telepathically, who expressed his fear to the Thousand Sons that the Khagan would blame him for the failure. Arvida assured him that Ilya Ravallion, a Departmento Munitorum bureaucrat and close advisor and friend to the primarch, offered the White Scars another path to reach Terra, and that Qin Xa's sacrifice would lead to ultimate victory. After this reassurance, Qin Xa died from his many wounds, and passed into the legends of the White Scars.Hasik Noyan-Khan - A Chogoris-born warrior, Hasik fought alongside Jaghatai Khan in his youth and was one of the first to be inducted into the newly renamed White Scars Legion after the Emperor was reunited with His long-lost son. A senior member of the Great Khan's command staff, Hasik was granted the honour of being a Noyan-Khan, commanding one of the largest ordus (divisions) of the Legion that consisted of 20 brotherhoods during the Great Crusade and opening days of the Horus Heresy. Hasik was later to be revealed to be a secret member of the Warrior Lodges that permeated the entirety of the White Scars Legion, and played an instrumental role in seizing the Legion's flagship in order to sway the Primarch to join Horus' cause during the opening days of the Horus Heresy. Enraged at Hasik's betrayal, the Khagan drew his dao Power Sword and rammed it through Hasik's midsection, impaling him upon his blade and seriously wounding the commander. Afterwards Hasik was taken into confinement until the Khagan could determine a suitable punishment for the Noyan-Khan's perfidy. Hasik's ultimate fate is not known.Jemulan Noyan-Khan - A Terran-born White Scar, Jemulan had darker skin than most of the Terrans inducted into the White Scars, the legacy of his roots in the Palatine's old domains of the Empty Quarter. He was a senior commander charged with leading one of the White Scars' ordus (divisions) known as the Horde of the Earth, which consisted of many brotherhoods during the Great Crusade and Horus Heresy eras. When Shiban Khan of the Brotherhood of the Storm first discovered the cancer of the Warrior Lodges at the heart of the Vth Legion, he brought this to the attention of Jemulan, who either was unwilling or unable to do anything about it, and dismissed the younger Khan's accusations out of hand. During the planned takeover of the Legion's fleet at Prospero, Jemulan and his Terminator-armoured keshig bodyguard teleported aboard the bridge of the Legion's flagship during a pivotal moment of the insurrection, and played an instrumental role in restoring order within the ranks. Jemulan's ultimate fate is not known.Goghal Khan - Goghal was a commander of Hasik Noyan-Khan's keshig bodyguard during the Great Crusade and the opening days of the Horus Heresy. Goghal was also a secret member of the traitorous Warrior Lodges within the White Scars Legion. He took part in the insurrection to take control of the Legion's vessels while Jaghatai Khan was searching for the whereabouts of his missing brother Magnus upon the recently devastated world of Prospero. When the Great Khan was returned to his flagship and his commander was struck down, Goghal willingly surrendered and went into confinement to await his deserved fate for the role he played in the internecine conflict. Goghal's ultimate fate is unknown.Hibou Khan - Hibou was the commander of an unnamed brotherhood of the White Scars Legion during the Great Crusade and the opening days of the Horus Heresy. Hibou was also secretly a member of the warrior lodges that existed within the White Scars Legion. He took part in the insurrection to take control of the Legion's vessels while the Great Khan was searching for the whereabouts of his missing brother Magnus upon the recently devastated world of Prospero. When the Great Khan returned to his flagship and his commander was struck down, Hibou willingly went into confinement to await the Great Khan's judgement and his deserved fate for the role he played in the internecine conflict. Later, Hibou returned to service and attempted to rehabilitate himself, leading White Scars forces against the Sons of Horus and badly wounding Horus Aximand in the Battle of Dwell. He became part of the Loyalist crew of the captured Sons of Horus destroyer Grey Talon under the command of Iron Hands Sergeant Bion Henricos.Jubal Khan (KIA) - Jubal was a notable khan of an unnamed brotherhood of the White Scars Legion during the Great Crusade and Horus Heresy eras. He was known as the "Lord of Summer Lightning" and the "Death That Comes with Summer Laughter." Originally born on Terra in the late 30th Millennium to the name Luthian, Jubal first commanded the Legion's Brotherhood of the Summer Lightning. At the time of the Chondax Campaign, Jubal had been away from the bulk of his Legion, instead commanding a great Ikhan ("hunt") beyond the galactic plane against the Mjordhainn xenos. However at some time in the four standard years after the Second Battle of Prospero, he was recalled to the main body of the White Scars by Jaghatai Khan. Upon his return, Jubal was offered by Jaghatai the honour of replacing the slain Qin Xa as master of the Legion's elite Keshig. Jubal refused this honour, but accepted a second offer from the Khagan to become the first White Scar to hold the office of the Master of the Hunt. During the subsequent Solar War to defend the Sol System from Horus' Traitors, Jubal Khan commanded White Scars vessels from the battleship Lance of Heaven as it engaged the fleet of Ezekyle Abaddon and the Word Bearers commander Zardu Layak above the Sol System's disc. Wielding a Power Guandao, Jubal engaged Abaddon directly in a zero-gravity duel on the Lance of Heaven. However, despite his fierce resistance, Jubal was eventually slain by Abaddon and the Lance of Heaven was destroyed.Shang Khan - Shang Khan was the commander of the White Scars' 7th Chapter during the latter days of the Great Crusade. Shang Khan transferred stewardship of the world of Sarosh to the Dark Angels Legion shortly before the onset of the Horus Heresy.Shiban Khan - Shiban was the Chogoris-born khan (captain) of the Brotherhood of the Storm during the Great Crusade and Horus Heresy eras. He is known to have served during the famous Chondax Campaign against the remnants of the notorious Ork Overlord Urrlak Urruk. During the opening days of the Horus Heresy, Shiban discovered a plot amongst the Warrior Lodge members within the Legion to take over the White Scars' fleet and ally themselves with cause of the traitorous Warmaster Horus. Shiban led his brotherhood in the boarding action of their Legion's flagship and played an instrumental role in rescuing their Primarch Jaghatai Khan from the surface of the devastated world of Prospero during a pivotal point in the internecine fighting.Torghun Khan - Torghun was a Terran-born Khan (Captain) of the Brotherhood of the Moon company during the Great Crusade and Horus Heresy eras, Torghun was known to have fought during the famous Chondax Campaign against the remnants of the notorious Ork Overlord Urrlak Urruk. His company fought alongside the Brotherhood of the Storm, commanded by Shiban Khan. The two Khans formed a bond of friendship in the heat of battle, both learning from one another's opposing styles of leadership. Torghun was known to be a secret member of the Warrior Lodges that permeated the entirety of the White Scars Legion. He was a co-conspirator in the plot to take control of the Legion's fleet and steer their Primarch towards their viewpoint that they should ally themselves with the Warmaster Horus and his cause. During the ensuing internecine conflict, Torghun surrendered when the Khagan was teleported back aboard his flagship and ended the infighting amongst his gene-progeny. He willingly went into confinement with his commander Hasik Noyan-Khan and his co-conspirators Hibou and Goghal Khan to await the judgement of the Great Khan. Torghun's ultimate fate is unknown.Targutai Yesugei - Yesugei was the chief of the White Scars Stormseers (Zadyin Arga) during the Great Crusade and Horus Heresy eras. Yesugei had fought alongside the primarch in his youth upon the world of Chogoris. Yesugei was a junior Stormseer of the White Scars Legion when he presented the Council of Nikaea with a third option in regards to the use of psychic abilities and the maintenance or abolition of the established Space Marine Legions' Libraria. He explained that there was nothing inherently evil about a Librarian. If such a gifted individual was properly trained in order to obtain the greatest results, like any weapon, he could be still be used, but with respect and not indiscriminately. Yesugei argued that human psykers should be trained rigorously to take advantage of their innate abilities in order to assist the Imperium in completing its galaxy-wide spanning conquest. With such an elite cadre of trained psychic specialists utterly loyal to the Emperor, the galaxy could be brought back into the Imperial fold with ease. Yesugei also argued that psychic sorcery should be strictly forbidden, since in dealing with the entities of the Warp, the ever-present risk of corruption was simply too great to be avoided. This position would later be vindicated in the wake of the Horus Heresy and would become the default policy of the Imperium towards psykers during the later Age of the Imperium. |
White Scars - Post-Heresy Era Personnel: Great Khan Jubal Khan - Jubal Khan is the current Chapter Master or "Great Khan" of the White Scars Chapter following the disappearance of Kyublai in 943.M41. He has been incapacitated in the wake of solar weeks of torture by the Red Corsairs Heretic Astartes after he was captured by them following an assault on their primary void station Seethnar. As such, Jubal Khan is no longer physically capable of combat operations and leaves such matters to Kor'sarro Khan, the captain of the 3rd Brotherhood and the Chapter's Master of the Hunt.Kyublai Khan (Great Khan) (KIA) - Great Khan Kyublai was Jubal's predecessor. He held the rank of Great Khan for over a hundred Terran years. During his centennial as the Great Khan he commissioned the death of the Daemon Prince Kernax Voldorius, a great enemy of the Chapter. The task was executed by Kor'sarro Khan. In 858.M41 Kyublai lead a White Scars force in the Diata Purge. In 943.M41 Kyublai disappeared fighting forces of the Drukhari of the Kabal of the Bloodied Talon. His successor Jubal Khan commands the Chapter to this day. He left behind his favoured weapon, the Glaive of Vengeance, as a treasured relic of the Chapter.Master of the Forge Khamkar - Khamkar is the current Master of the Forge for the White Scars Chapter and his served in the position for 90 Terran years. In battle he rides within the Razorback Süirsen, which Khamkar chose to be his personal transport due to the ferocity of its Machine Spirit.Voice of the Storm Jaghorin - Jaghorin serves as the current Voice of the Storm for the White Scars, which is the equivalent to serving as the Master of Sanctity and leader of a Chapter's Chaplains in other Space Marine organisations.Chief Apothecary Ogholei - Ogholei is the current Chief Apothecary of the White Scars and is known to be a dour figure amongst their usually boisterous ranks. Given the challenges he faces in keeping the Chapter at fighting strength, despite the recent relentless attrition of the war against the Red Corsairs in the wake of the Battle of Chogoris, Ogholei's grim aspect is understandable. After the Primaris Space Marines were introduced into the Chapter, Ogholei was confronted by the Master of the Hunt Kor'sarro Khan. Kor'sarro had witnessed the enhanced strength and combat abilities of these new Space Marines and the khan insisted that he be made into one. Despite having no record of such an operation being done before, Ogholei and the White Scars' other Apothecaries were able to successfully convert Kor'sarro into a Primaris Marine by following the procedures of the Rubicon Primaris.Chief Stormseer Saghari - Saghari is the current Chief Stormseer of the White Scars Chapter. He was mentored by the ancient Stormseer Ogutai.Suboden Khan - Suboden is the current captain of the White Scars 1st Brotherhood and the Master of the War Council. During the Third War for Armageddon he was the captain of the 5th Brotherhood and charged with defending the vital oil and water drilling stations and processing plants located in the Armageddon Deadlands. In the opening days of the war, the 5th Brotherhood clashed with the White Lightning Kult of Speed during the Battle of Dante's Canyon, successfully driving the Orks into the frozen waters of the Tempest Ocean. During the Indomitus Crusade Suboden led the White Scars 5th Brotherhood against the Word Bearers in the invasion of the Odoacer System. After the grievous wounding of Jurga Khan in the Battle of Chogoris, Suboden was promoted to captain of the 1st Company.Jurga Khan (Dreadnought) - Jurga was the former captain of the elite 1st Brotherhood and the Master of the War Council. He led a strike force that took part in the liberation of Tephra VII from the forces of Chaos. During the Battle of Chogoris he was wounded and ultimately was the rare White Scars Astartes who accepted conversion into a Dreadnought. He relinquished command of the 1st Brotherhood to Suboden Khan, the former captain of the 5th Brotherhood.Barutai Khan - Barutai is the khan of the 2ndBrotherhood and the Master of Lore. Barutai replaced his predecessor Khajog Khan following his death during the 13th Black Crusade. Barutai was originally the 2ndBrotherhood's Company Champion. When Khajog was killed in an ambush fighting mutant hordes, Barutai rushed to safeguard his fallen lord's body. Afterwards he rallied the remnants of the 2ndBrotherhood and led them through the mutants to their extraction point. Barutai was later named the new khan of the 2ndBrotherhood, but Khajog's death was a devastating blow to the White Scars. The former khan had been a knowledgeable and experienced leader, who was the favoured advisor to the Great Khan Jubal. While Barutai is a renowned warrior-scholar in his own right, assuming Khajog's mantle has been no easy task, but one he has so far excelled at. Now with the 2ndBrotherhood under his command, Barutai likes to lead them to war personally as often as possible. This is because the khan is determined to live up to the legacy of his predecessor and intends to lead his warriors to even greater glory.Khajog Khan (KIA) - Khajog is the former khan of the 2ndBrotherhood and Master of Lore. Khajog was the commander of the 2ndBrotherhood when it took part in the defence of Cadia during the 13th Black Crusade. Khajog skillfully led his forces in the conflict, forcing the servants of Chaos to lift their sieges of three separate Cadian kasrs. However this in turn drew the attention of Abaddon the Despoiler, who sent a full company of the Black Legion supported by the mutant hordes of The Lost and the Damned to hunt down the White Scars. Unaware that their movements were being tracked by Abaddon's senior Sorcerer Zaraphiston, Khajog led his forces into an ambush. They were forced to withdraw to a Cadian Pylon on the Caducades Sea. With their backs to the water, Khajog led an Assault Bike charge that smashed through the enemy's ranks. Khajog and his warriors fought to the last, and Khajog was the last to fall that day. The Stormseers of the White Scars now claim that Khajog's spirit cannot rest and return to Chogoris until vengeance is visited upon those who slew him.Kor'sarro Khan - Kor'sarro is the khan of the 3rd Brotherhood and the current Master of the Hunt for the Chapter. Kor'sarro's first hunt was completed on the third moon of the gas giant Mai IX. The khan of the 3rd Brotherhood has faced many daunting foes and great challenges including facing an Alpha Level psyker on Delta Arbuthnot where the entire planet's population of Ratling agri-serfs was mind-controlled and forced to raise arms against the Imperial landowners, using shovels against guards with autoguns. Another such battle was for the 3rd Moon of Woebetide where, as a Scout Marine many decades previously, Kor'sarro fought the Warp entities called Enslavers. Ten thousand mind-controlled Cadians were psychically forced to march across a minefield 100 kilometres wide under fire from the White Scars, Red Hunters and Celestial Lions Chapters. Kor'Sarro Khan was responsible for successfully bringing the Hunt for Voldorius to its conclusion. Kor'sarro was the first of the White Scars to undergo the Rubicon Primaris procedure to become an ascended Primaris Space Marine.Jamuka Khan (KIA) - Jamuka was the predecessor and mentor of Kor'sarro Khan as the khan of the 3rd Brotherhood and the skull of a vicious tusk drake that currently adorns the marble throne of Kor'sarro was slain by his mentor Jamuka.Joghaten Khan - Joghaten is the current khan of the 4th Brotherhood and the Master of Blades. Promoted to this rank sometime shortly before 925.M41, then-Great Khan Kyublai recognised Joghaten's skill following a victory against the Red Corsairs in the Diata System. Leading his company in the Battle of Cardrim, he battled both Orks and Necrons. During the battle, Joghaten personally slew the Ork Warboss Skullkrumpa and then destroyed the Necron forces in a trap.Hibogen Khan - Hibogen is the khan of the 5th Brotherhood and the Master of Spirits. He was once a storied Champion of the Chapter, until according to rumours, the 5th Brotherhood's ancient Stormseer Ogutai personally asked the Great Khan Jubal to make Hibogen the brotherhood's new commander after its former khan Suboden was named the new khan of the 1st Brotherhood. Ogutai's reasons for doing so are unclear, but Hibogen is sometimes secretly called to the Lightning Tower to join in the Stormseers' rites. Though the khan does not speak of what transpires there, he always returns drawn and weary, but with conviction burning in his eyes. Whatever secret burden he bears, it does not trouble the khan, nor impact his abilities as a commander. Since Hibogen's elevation, he has proven himself more than capable in his position and has led the 5th Brotherhood to numerous victories.Ochir Khan - Ochir is the khan of the 6th Brotherhood and the Master of Shields. Ochir was promoted by Great Khan Jubal after the brotherhood's former commander, Seglei Khan, fell in battle during the Batle of Chogoris. Despite being the most recently promoted of the Chapter's khans, Ochir has already won many battles. As the Master of Shields Ochir has the honour of marshaling the White Scars' fortress-monastery's defences when it is threatened. After taking up this post during perhaps Chogoris' darkest hour, Ochir has proven himself worthy of such a weighty responsibility. His masterful use of Quan Zhou's defences has earned him the respect of the Chapter's Techmarines, and they readily allow him to call upon the full wrath of the White Scars' Armoury.Seglei Khan (KIA) - Seglei is the former khan of the 6th Brotherhood and Master of Shields. Seglei was slain during the Battle of Chogoris against the Red Corsairs and their allies. His command was then handed over to Ochir Khan.Olujin Khan - Olujin is the khan of the 7th Brotherhood and the Master of the Watch. Olujin is a protege of the Chapter's Master of the Hunt, Kor'sarro Khan, and Olujin has earned the respect of his fellow khans through his ability to get the most from the forces around him. This often includes the airborne elements under his command and Olujin is known as "the Skyhawk," for his ability to assure the air superiority of his brotherhood in any battle zone he fights in. Olujin took part in the War of Beasts on Vigilus, where he led a strike force drawn from across the White Scars and their Successor Chapters. His wisdom and diplomacy proved pivotal in this grueling campaign, as Olujin shared the intelligence that his roaming outriders gathered. This greatly aided the beleaguered commanders of other Imperial forces and allowed them to make the best use of their carefully harbored resources.Dorghai Khan (KIA) - Dorghai is the former khan of the 7th Brotherhood and Master of the Watch. Dorghai was slain at some point after the formation of the Great Rift and was replaced by Olujin Khan.Vorgha Khan - Vorgha is the khan of the 8th Brotherhood and the Master of Steeds.Khadajei Khan - Khadajei is the khan of the 9th Brotherhood and the Master of Bows. As the Master of Bows, Khadajei has been recognised as one of his Chapter's finest marksmen. In four Terran centuries of service to his Great Khan, Khadajei has been wounded countless times and has received so many augmetic surgeries that he is now more machine than man. Despite these injuries, however, he remains as agile as ever and tales of his legendary feats of shooting abound amongst his brotherhood's warriors. As the commander of the 9th Brotherhood, Khadajei teaches his Astartes to overcome their natural instincts in warfare and adopt a different strategic role of leveling devastating salvos into the ranks of their foes. He reinforces this doctrine by training his warriors to fight in trench lines and make use of other fortifications. Khadajei encourages them to see every feature of the battlefield as a potential strongpoint.Jodagha Khan - Jodagha is the khan of the 10th Brotherhood and the Master of Recruits as well as the Master of Reconnaissance. This position is better known in the Chapter as the "Master of Braves." Jodagha Khan commanded three task forces of Vanguard Space Marines in the Talledus War against the Night Lords fleet attacking Imperial shipping commanded by the Chaos Lord Yahras Kine.Subodai Khan - Subodai was killed during the battle to retake Rynn's World from the Orks of WAAAGH! Snagrod.Suboden Khan - Suboden Khan was the commander of the Tulwar Brotherhood who fought to defend the water purification at St. Capilene and the Phaedra River.Drago Khan - Drago Khan was a khan of the White Scars in the late 41st Millennium, though his brotherhood command is unknown.Ogutai - Ogutai is an ancient and honored veteran White Scars Stormseer, who serves in the Chapter's 5th Brotherhood. He mentored the current Chief Stormseer Saghari and is rumored to have asked the Great Khan Jubal to make Hibogen Khan the 5th Brotherhood's new commander. Ogutai's reasons for doing so are unclear, but Hibogen is sometimes secretly called to the Lightning Tower, to join in the Stormseers' rites.Qan'karro - A Stormseer and the senior psychic adept attached to Kor'sarro Khan's task force during the Hunt for Voldorius, Qan'karro is a renowned Veteran of the Chapter as well as a close adviser to the Master of the Hunt.Xia'ghan - Senior Chaplain attached to the 3rd Brotherhood during the Hunt for Voldorius.Subedei - Chaplain Subedei fought in the Tempestora Warzone during the Third War for Armageddon.Goju - Goju is a Techmarine attached to the brotherhood of Jurga Khan.Sarik - Sarik is a Veteran Sergeant and the Force Commander of the White Scars detachment that served in the Damocles Gulf Crusade and the second-in-command of that crusade's Astartes forces.Sar Af - White Scars battle-brother attached to the Imperial Guard regiment known as the Tanith First and Only during the Sabbat Worlds Crusade, along with two other Astartes from the Iron Snakes and Silver Guard, during the Imperial raid on Salvation's Reach.Balat - Balat is a venerable Scout Sergeant of the White Scars with over four centuries of service to the Chapter and the commander of a Scout Biker Squadron on Tephra VII.Ultas Kholka - A highly skilled Veteran warrior, Scout Sergeant Kholka was one of the Chapter's best. A veteran of the celebrated "422" Patrol, Kholka even survived stalking the extremely deadly Tyranid Lictors over the cobalt reefs of Ayria-12-Tsunami and extended operations on the Death World of Canak. Brother Kholka sacrificed himself to give Kor'sarro Khan the opening to face and defeat the dreaded Daemon Prince Voldorius, using a Flamer to destroy the last of the Blood Tide nanytes, engulfing himself in the flames in the process. |
White Scars - Chapter Relics: The vaults of Quan Zhou are filled with beautifully crafted weapons and equipment. Each curved, filigreed blade and elaborately inscribed cuirass is rich with the weight of history, and is recalled in tales told by the Stormseers when the Chapter gathers.When battle is joined, these artefacts are a truly potent asset, and new threads are added to the tapestry of their legends.The Banner of the Eagle - As a First Founding Chapter, the White Scars can trace their history back to the birth of the Imperium. The oldest relics of the Chapter date back to that ancient time, and the Banner of the Eagle is one such artefact. It is incredibly rare for this venerable standard to be brought forth into the crucible of war, though any wily commander knows the inspirational effect that such a sacred banner can have on those that fight in its fluttering shadow. At the crown of the banner sits the glorious adamantium eagle -- the symbol of the White Scars' bloody victory on Golgotha, from which the Banner of the Eagle takes its name.Chieftain Trophy Rack - Like the great khans of Chogoris of old, the White Scars of the Achilus Crusade took to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a battle-brother as a leader and Captain of the Chapter.Duelling Tulwar - Reputed to have its origins among the mountain tribes of Chogoris, the Duelling Tulwar is a White Scars ritual weapon. Its short, curved blade makes it ideal for quick, short cuts, allowing the wielder greater speed in combat, switching between defensive and offensive stances with a flick of his wrist. Ritual duels between comrades are common between Chogorian tribesmen, and while the feuds that inspire many such duels are rare amongst the White Scars, the practice of duelling to resolve personal disputes, to hone skills, or even simply for the love of a challenge, remains strong. Many White Scars have special curved blades, patterned upon the Tulwars used by the Chogorian people, created for duelling and battle alike, carrying them in anticipation of the inevitable close combat that many battles culminate in. The particular shape and balance of these weapons allows them to be wielded swiftly and deftly, moving from defence to attack at lightning speed. They are carried either in addition to, or in lieu of, a Combat Knife, depending on the individual's preferences.Glaive of Vengeance - The White Scars discovered this ancient relic during their conquest of the Bale-star Cluster, far beyond the Eastern Fringe. The Glaive of Vengeance was the very weapon once wielded by the great Kyublai Khan, before the Chapter Master was murdered by the Drukhari of the Bloodied Talon. A crackling energy field surrounds the fearsome curved blade that extends from the weapon's adamantium haft, enabling it to cut through any armour. Some among the White Scars claim that the spirit of Kyublai Khan still clings to the glaive, and that his endless thirst for revenge upon his killers is what makes this weapon seem to lunge at the foe with a will of its own.Guan Dao (Power Lance) - A signature weapon of the White Scars, the Guan Dao is a Chogorian glaive, a Power Lance. Considered blessed weapons, Guan Dao possess a two-metre long metal shaft with a single-edged, curved blade which is primarily used by White Scars Astartes to extend their reach or to increase angular momentum, and thus striking power, when the weapon is swung. This makes the Guan Dao ideal for charging from the back of vehicles or striking at foes while beyond the reach of their weapons. When used in close combat on foot, its purpose is more to disarm an opponent and deflect their strikes.Honour Gift - The ancient traditions of fealty and honour amongst the people of Chogoris are many and complex, woven as they are between many tribes once unified under the Great Khan. Amongst these many traditions is that of honour gifts, where the spoils of a glorious hunt or battle are given to a trusted comrade to make stronger the ties that unite them, a ritual that dates back to the Khan's days when tribes fought as one against their oppressors. These gifts take many forms, from pelts taken from the great plains-dwelling beasts of Chogoris, to shards of shattered armour taken from enemy vehicles or combatants, to tusks, fangs and claws from beasts or monstrous xenos foes. Several examples are given below:Torandor Pelt - The Torandor is a massive, hardy breed of plains-dwelling herbivore, often the target of great hunts that last for days, as individual beasts are singled out and brought down by hundreds of spears and arrows. To triumph in such a hunt is the work of an entire tribe, or a few Astartes, and requires great patience and endurance. Clumped and matted tufts of Torandor hair are divided amongst the triumphant hunters, who gift them to deserving comrades, whose fortitude matches that of these great beasts.Fragment of Foes Defeated - As befits warriors of their legendary prowess and accomplishments, many battles the White Scars fight result in the shattered detritus of enemy forces, the broken pieces of armour and vehicles that litter the battlefield. Proud White Scars may be inclined to take fragments that signify their kills, gifting them to their brothers that they might remember the glories of that conflict.Savage Totems - Monstrous foes like the Orks and Tyranids, and bloodthirsty predators on many worlds, are common enemies for the White Scars, and just as they may claim scraps of armour from technologically-advanced foes, the talons and fangs of such creatures are common trophies taken from battles and hunts alike, and passed along to comrades who are as ferocious as the beasts they were taken from.The Hunter's Eye - The tribes of Chogoris are famed throughout the Imperium for the consummate skill of their horse archers. It is written in the Scrolls of the Plains that the Hunter's Eye -- an ingeniously constructed bionic eye of great age and unrivalled quality -- was created in honour of this aspect of the White Scars' heritage. This device picks out augur-assessed weak spots in the quarry's defences, enabling its wearer to strike with uncanny accuracy, or to relay this information via data-gheists to any other friendly forces engaging the target. The data gathered by this device allows the wearer even to see behind cover and makes sure that no prey escapes the hunter.Mantle of the Stormseer - The ancient Psychic Hood known as the Mantle of the Stormseers crackles with barely contained elemental energies. None know who crafted this relic, but it is gifted to whichever Librarian demonstrates the greatest skill at communing with the spirits of the storm. Said to channel these entities, the mantle not only wreathes its wearer in a shroud of counter-psychic force, but allows him to wield the wrath of the storm itself. At such times the Stormseer's eyes glow with a harsh light, and corposant crawls across his armour as the enemies are plucked from the ground and hurled to their deaths by howling psychic gales.Moondrakkan - The Assault Bike Moondrakkan was originally commissioned for the Chapter's 4th Master of the Hunt. This ancient Astartes bike is a relic of the White Scars Chapter and has served as a versatile mechanical steed for numerous Masters of the Hunt over many millennia. Fitted with powerful engines, bulletproof tires and a formidable armament, Moondrakkan has been lovingly maintained by the Chapter's Techmarines and has served the Masters of the Hunt well in their never-ending quests to chase down their quarry in the midst of a hunt.Moonfang - This is an ancient Power Sword and revered relic of the White Scars Chapter. This formidable blade has spilled much blood and the ichor of numerous Apostates, Heretics and xenos since its forging. Currently, Kor'sarro Khan wields Moonfang.Plume of the Plainsrunner - This talisman is woven from the manes of the swiftest stallions ever to belong to the Khamjai tribe. These purebred beasts were said to descend from the thundering herds of ancient Terra, and be imbued with an elemental swiftness that inspires all true sons of Chogoris to move as quickly as the horses from which the talisman is derived.Scimitar of the Great Khan - One of the favoured weapons of the tribes of Chogoris is the scimitar or "tulwar" -- a light, curved blade well-suited to their mounted style of warfare. It is little surprise that the armouries of the White Scars contain many Power Swords forged in the style of traditional Chogorian tulwars. Of these finely wrought weapons, the most singular and storied weapon is the masterwork blade known as the Scimitar of the Great Khan. Intricate filigree runs along the length of its blade, depicting many of the White Scars' greatest victories. Chapter lore holds that this weapon was blessed by the Great Khan himself during the purging of Daikeos. Soon after, his champion Ghorotei struck the head from the Ironwyrm King in single combat.Totem of Subetai - The Stormseers are the Librarians of the White Scars -- powerful figures within the Chapter who advise its commanders and keep its lore. Across the Jericho Reach, many Stormseers are held in veneration for their heroic acts and the vaults of Watch Fortress Erioch are filled with artefacts from countless Stormseers that have served the Deathwatch in aeons past. One such artefact is the Totem of Subetai -- a long staff adorned with a beast skull and a knot of course hair. No records still remain of Subetai or his accomplishments, but his staff has served other Stormseers through the millennia. The staff helps Stormseers in focusing their powers, channeling ancient spirits and casting their auguries for the great Khans.Wrath of the Heavens - The Space Marine Assault Bike known as Wrath of the Heavens was constructed to possess the speed of the storm itself, upon the orders of the former Master of the Hunt, Khantak Khan. Fitted with diatremite cylinder arrays and a short-burn grav impeller, Wrath of the Heavens can not only put on a turn of speed that would shame a Land Speeder, but can also perform jaw-dropping gravitic hops over the battlefield. Thus, a skilled rider can vault wrecked tanks and ferrocrete barricades at will, and even hurtle over the heads of the foe to strike him from behind. |
White Scars - Chapter Special-Issue Wargear: Adamantine Mantle - These flowing cloaks are laced through with threads of braided adamantium. When combined with armour and defensive energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.Artificer Armour - Crafted by the finest artificers of the Chapter, these ornately detailed suits of Power Armour provide superior protective capabilities that rival even Terminator Armour. All who set eyes upon the wearer know that an honoured champion of the Imperium stands before them.Equis Pattern Bolt Pistol - The Techmarines of the White Scars have walked the line of heresy more than once with their fiercely independent approach to adapting STC technologies. The Equis is one such instance, a variant Bolt Pistol design that strains the capabilities of the gun's Machine Spirit to the limit by firing rapid flurries of bolts as its wielder charges into battle. Equis Pattern weapons are rare; their hyper-accelerated rate of fire soon burns out their mechanisms, martyring the pistols within a few short Terran years of battle.Head-Taker's Trophies - Many sons of the Great Khan display the polished skulls of the greatest of their conquered enemies upon their armour on large trophy racks. Those who oppose these swift warriors are filled with dread, for even the mightiest champions cannot help but envision their own severed head becoming a macabre decoration atop those gleaming spikes.Stormwrath Bolts - Fashioned according to ancient designs by Chogorian artificers and intended for use in hunting the macro-predators of the Khum Karta Mountains, these acid-etched bolt shells contain a secret alchemical propellant formula, and their explosive cores are laced with fulgurite that strikes like caged lightning within the target.Cyber-Eagle Helm - These helms contain engrammatic circuits that mentally link the wearer to a cybernetically-enhanced hunting bird familiar. Circling high above the battlefield, the cyber eagle feeds a constant stream of optic and auspex data to the helm's wearer, overlaying their autosenses with targeting projections and auto-prognosticatory hostile proximity alerts. |
White Scars - Chapter Fleet: The White Scars are known to have possessed the following vessels within their Legion fleet during the Great Crusade and Horus Heresy eras and as part of their Chapter fleet after the Second Founding:Swordstorm (Gloriana-class Battleship) - Flagship of the White Scars during the Great Crusade and Horus Heresy eras.Lance of Heaven (Dictatus-class Battleship) - A mighty capital class warship that served in the White Scars Legion's fleet during the Great Crusade and Horus Heresy eras. An ancient vessel by the time of the Heresy, it was one of the V Legion's core vessels. The Lance of Heaven led the White Scars during the Battle of the Kalium Gate before becoming the Legion's flagship following the sacrifice of the Swordstorm during the Battle of Catallus. During the Solar War the Lance of Heaven acted as the command vessel of Jubal Khan as it engaged a fleet under the command of Ezekyle Abaddon and Zardu Layak. The ship was boarded by both Traitor commanders, and Jubal was slain by Abaddon as the Lance of Heaven was destroyed by enemy warships.Bloodline (Unknown Class) - Capital ship of the White Scar Legion at the Battle for the Kalium Gate.Celestial (Unknown Class) - The Celestial did not always belong to the White Scars, but was initial bound in service to the XVIIIth Legion, the Word Bearers, before being captured in the first years of the Horus Heresy.Fate’s Arrow (Unknown Class) - A capital class ship, veteran of the Great Crusade.Khamanog (Unknown Class) - At the time of the Horus Heresy, the Khamanog was one of the oldest ships of the Vth Legion’s fleet, having always belonged to the White Scars since their departure from the Sol-system at the beginning of the Great Crusade.Namaan (Unknown Class) - The Namaan was a venerable capital class ship still in service within the Legion’s fleet since its foundation in the 30th Millennium.Qo-ama (Unknown Class) - A line-vessel of the Vth Legion, the Qo-ama was present at the disastruous Batte for the Kalium Gate.Qo-Fian (Unknown Class) - A mighty capital class vessel that served in the White Scars Legion's fleet during the Great Crusade and Horus Heresy eras.Tchin-Zar (Unknown Class) - A mighty capital class vessel that served in the White Scars Legion's fleet during the Great Crusade and Horus Heresy eras.Umaal (Unknown Class) - This vessel initially bore the name Tenacious and originally belonged to the Death Guard Legion before being boarded and captured by the White Scars. Renamed, it quickly became part of the White Scars main battleline.Constantius (Battle Barge) - Flagship of the White Scars Chapter fleet.Silent Horseman (Battle Barge) - Renamed from the Plainsmaster to honour the stealth running techniques developed by the Chapter during the Third War for Armageddon.Jaghatai's Pride (Battle Barge) - In 890.M41, a Necron Cairn-class Tombship entered orbit over Chogoris and began the focussed bombardment of an unpopulated area on the planet's surface. The Battle Barge Jaghatai's Pride pierced the xenos ship's shields even as the White Scars' Fortress-Monastery fired its massive Defence Laser, the Khan's Fury, destroying the Tombship in a single Lance strike.Soulspear (Battle Barge) - A vessel of the White Scars Legion that served during the Great Crusade and Horus Heresy eras.Hawkstar (Strike Cruiser) - A vessel that served in the White Scars Legion fleet during the Great Crusade and Horus Heresy era.Lord of Heavens (Strike Cruiser) - Warship of Kor'sarro Khan's 3rd Brotherhood during the Hunt for Voldorius.Swift Horseman (Strike Cruiser) - Originally part of the White Scars Legion's 4th Expeditionary Fleet during the Great Crusade, the Swift Horseman was later replaced by a Dark Angels fleet as the Swift Horseman was needed elsewhere.Uzan (Strike Cruiser) - A vessel that served in the White Scars Legion's fleet during the Great Crusade and Horus Heresy eras.Warrior of the Plains (Strike Cruiser) - Strike Cruiser of Jurga Khan's brotherhood which took part in the liberation of Tephra VII from the forces of Chaos.Xo-Jia (Strike Cruiser) - A vessel that served in the White Scars Legion's fleet during the Great Crusade and Horus Heresy eras.Amujin (Frigate) - A fast attack vessel of the Vth Legion during the Great Crusade and Horus Heresy-eras. The Amujin was destroyed during the attack of the Memnos convoy.Kaljian (Frigate) - The original vessel to bear that name, the Kaljian was a fast attack frigate that matched the White Scar’s void tactics. The Kaljian was the preferred vessel of the great Shiban Khan further known as "The Restorer".Melak Karta (Frigate) - Since the times of the Great Crusade, the Melak Karta belonged to the Brotherhood of the Pennant Spear under Algu Khan. Unfortunately, the Melak Karta was boarded by Death Guard forces during the Horus Heresy. It's current status is unknwon.Nomad (Nova-class Frigate|Nova-class Frigate) - A small warship but a crafty and daring one. Sergeant Sarik commanded the Nomad with great success during the Damocles Gulf Crusade.Sickle Moon (Frigate) - A vessel that served in the White Scars Legion's fleet during the Great Crusade and Horus Heresy eras.Xia Xia (Gun-corvette) - Picket-ship during the great muster of the Vth Legion in the Aerelion-system before their voyage to Terra. |
White Scars - Chapter Colours: The White Scars' Power Armour is predominantly white, with red trim. This has only varied slightly since the Pre-Heresy days of the Vth Legion.Apothecaries of the White Scars have their entire armour painted red save for the backpack, right shoulder and the helmet which are all white and have a red vertical stripe painted down the centre of the helmet.The White Scars base their Chapter iconography on the imagery used by the tribes from which they are recruited. This usually takes the form of jagged lightning bolt designs painted onto their armour and helmets, echoing ritual scarification applied to the flesh beneath.In addition, the White Scars display their company and squad markings on their knees or greaves as opposed to showing them on their shoulder guards.The red-coloured squad specialty symbol -- battleline, close support, fire support, Veteran or command, is indicated on the right shoulder guard while the Chapter iconography is painted on the left shoulder guard.Squad markings are displayed on the left knee plate. In each company there are, at any time, ten squads of up to ten warriors apiece, that may then bereinforced with up to ten squads from the Reserve Companies.The designators for which squad each battle-brother belongs to are displayed upon the left knee plate of their armour.In a complete departure from Codex Astartes-standard systems of company markings, the brotherhoods (companies) of the White Scars Chapter are denoted by vivid red lightning-bolt designs worn upon the squad Sergeant's right leg armour.White Scars Bikers' helmets usually display Chogorian tribal markings.A red helm with a skull symbol denotes the rank of Sergeant.An unadorned red helm and the crux symbol on the right shoulder guard denotes Veteran status.A red helm with skull stud and white stripe shows the rank of Veteran Sergeant.White Scars Lieutenants wear a white helm with a skull-stud and red band.Captains, called "Khans," wear a white, skull-stud helm and a winged skull on their right pauldron. |
White Scars - Chapter Badge: The White Scars' Chapter badge is a stylised red thunderbolt with a horizontal yellow bar behind it, exemplifying their style of combat and echoing the facial Honour Scars all members of this Chapter bear.Members of the White Scars' Scout Marines brotherhood are permitted to wear the thunderbolt on their shoulder plates, but an obscure piece of Chapter law states they may not have the horizontal bar, an honour only given to full Initiates. |
White Scars - Trivia: The White Scars' tactics and history are inspired by the real-life military tactics used by the Mongols during the creation of their continent-spanning medieval empire in the 13th Century AD and by the organisation and order of battle used by the Mongol army.Jaghatai Khan is inspired by the actual historical character of Genghis Khan (Temüjin) and some Turkic-Hunnic legends. The name Jaghatai means "white one" and "energetic one" in Mongolian and Turkish, and this name is still popular in Turkic-speaking countries in Central Asia.Rather than the Western portrayal of the Mongol Great Khan as a bloodthirsty conqueror, Jaghatai as portrayed in Warhammer 40,000 is more in line with how Genghis is still seen in his homeland of Mongolia -- a benevolent leader and masterful tactician. |
White Scars - Sources: Apocalypse (Novel) by Josh Reynolds, Ch. 2Codex Adeptus Astartes - Space Marines (8th Edition), pp. 32-35Codex: Armageddon (3rd Edition), pg. 32Codex: Blood Angels (5th Edition), pg. 15Codex: Necrons (5th Edition), pg. 25Codex: Chaos Space Marines (3rd Edition, 2nd Codex), pg. 7Codex: Space Marines (5th Edition), pp. 8, 28, 30, 42-43, 47, 49, 94Codex: Space Marines (6th Edition), pp. 8, 19, 34-39, 42, 64, 73, 77, 111, 142-143Codex: Space Marines (8th Edition) (Revised Codex), pp. 36-39Codex: Space Marines (9th Edition), pp. 52-53, 58-59Codex Supplement: White Scars (8th Edition), pp. 6-34, 58-59, 62, 64Deathwatch: First Founding (RPG), pp. 27-34Flames of Damnation (Comic Anthology), "The Pilgrim" by James Peaty & artwork by Shaun ThomasHorus Heresy: Collected Visions (Artbook Series), pp. 344-345Jaghatai Khan: Warhawk of Chogoris (Novel) by Chris WraightImperial Armour Volume Two - Forces of the Inquisition & the Space MarinesImperial Armour Volume Two, Second Edition - War Machines of the Adeptus Astartes, pg. 51Imperial Armour Volume Nine - The Badab War - Part One, pp. 17, 108Imperial Armour Volume Ten - The Badab War - Part Two, pg. 64Index Astartes I, "Lightning Attack - The White Scars Space Marines Chapter," pp. 40-47Psychic Awakening - Faith & Fury (8th Edition), pp. 18-19Rogue Trader Warhammer 40,000 Rulebook (1st Edition), pp. 156, 168The Horus Heresy Book Eight: Malevolence (Forge World Series) by Neil Wylie and Anuj Malhotra, pp. 114, 137-157The Sabbat Worlds Crusade (Background Book)Warhammer 40,000 Compendium (1st Edition), pp. 31, 79White Scars 390 (US), "Army Project: White Scars vs. Orks", Steve Bowman and Duncan Rhodes, pg. 52-57White Dwarf 389, pp. 30–39White Dwarf 312 (US), "Silent Menace: Space Marine Scouts"White Dwarf 311 (US), "Index Astartes: Silent Menace" & "Behind Enemy Lines", pp. 84-88White Dwarf 300 (US), "Legends of the Space Marines", p. 118White Dwarf 286 (US), "The Eye of the Storm: Space Marine Chapters fighting in the Eye of Terror"White Dwarf 283 (US), "Eye of Terror Campaign"White Dwarf 257 (UK), "Index Astartes I: Index Astartes - Lightning Attack - The White Scars Space Marine Chapter"White Dwarf 256 (US), "Index Astartes I: Index Astartes - Lightning Attack - The White Scars Space Marine Chapter"White Dwarf 251 (US), "The Final Days of Armageddon", pp. 6-27White Dwarf 249 (US), "Emperor's Shield: Space Marine Chapters of the Armageddon War"White Dwarf 248 (US), "The Third War for Armageddon"White Dwarf 93 (UK), "Warhammer 40,000: Rogue Trader Edition Preview", pp. 33-44Fulgrim (Novel) by Graham McNeillAge of Darkness (Anthology) edited by Christian Dunn, "Little Horus" by Dan AbnettBrotherhood of the Storm (Audio Drama) by Chris WraightDescent of Angels (Novel) by Mitchel ScanlonScars (Collector's Edition Novel) by Chris WraightThe Path of Heaven (Novel) by Chris WraightBrotherhood of the Moon (Novella) by Chris WraightGrey Hunt (Audio) by Chris WraightHunt for Voldorius (Novel) by Andy HoareLegends of the Space Marines (Anthology), "Cover of Darkness" by Mitchel Scanlon pg. 77Let the Galaxy Burn (Compilation), "Into the Maelstrom" by Chris PramasRogue Star (Rogue Trader Novel Series) by Andy HoareSalvation's Reach (Novel) by Dan AbnettSavage Scars (Novel) by Andy HoareStar of Damocles (Novel) by Andy HoareThe Saint (Omnibus) by Dan AbnettWarriors of Ultramar (Novel) by Graham McNeillWar Zone Damocles - Kauyon (7th Edition), pp. 17-22The Solar War (Novel) by John French, Ch. 10Templar (Audio Book) by John FrenchEpic Armageddon Resources, "Epic White Scars", Games Workshop WebsiteThird War for Armageddon Worldwide Campaign - Forces Disposition, Imperial Forces: White ScarsAdeptus Titanicus: The Horus Heresy Rulebook (Specialty Game), pg. 16Grey Talon (Audio Book) by Chris Wraight |
White Sentinels - White Sentinels: White SentinelsSpace MarineChapterFoundingDuring the Era Indomitus it was reinforced with Primaris Space Marines by the Torchbearers' Task Force White Sentinels commanded by Admiral al Pre'golsa.Al Pre'golsa inflicted such stinging defeats upon all he came across that his fleet's name came to be feared by pirates across the Karenna Sub-sector.When the admiral finally encountered the doggedly surviving White Sentinels, al Pre'golsa had inadvertently secured a deadly new reputation for his fleet as expert naval tacticians to be avoided in void combat at all costs. |
White Sentinels - Chapter Colours: The White Sentinels Chapter colours are not listed in current Imperial records. |
White Sentinels - Chapter Badge: The White Sentinels Chapter badge is not listed in current Imperial records. |
White Templars - White Templars: The White Templars is a Loyalist Codex Astartes-compliant Space Marine Chapter once believed to have descended from the genetic lineage of the Imperial Fists, created during an unknown Founding.The White Templars' Chapter homeworld is the planet named Sanctum, located in the Formidyre System of the Segmentum Solar or the Segmentum Pacificus, as sources conflict. The White Templars are stoic and relentless in their prosecution of the foe.Though for a time it was thought that they were Imperial Fists successors, recent discoveries by genetoria-logi employed by the Administratum have thrown substantial doubt upon this claim. The White Templars have been shaken by this revelation, and have launched a star-spanning Imperial Crusade to discover the truth.During the Fourth Tyrannic War in the Era Indomitus, the White Templars' homeworld came under assault by the Tyranids of Hive Fleet Leviathan. The Formidyre System soon became a major front in the Imperial defence of the Segmentum Pacificus, and drew large contributions of forces from the Astra Militarum, the Navis Imperialis, the Imperial Fists and other Chapters of the Adeptus Astartes. |
White Templars - Notable Campaigns: Fourth Tyrannic War (Unknown Date.M42) - During the Fourth Tyrannic War, the White Templars' own Chapter planet of Sanctum came under assault by Hive Fleet Grendyllus, a massive, named tendril of Hive Fleet Leviathan. With the aid of Lord Commander Solar Arcadian Leontus and the forces of the Astra Militarum he commanded who were using Sanctum as a base to face the Great Devourer in the galactic west, the White Templars were able to defeat the assault of the Tyranids even as it crashed against the walls of their fortress-monastery Holdfast, despite the fact that much of the Chapter was not present as they were away on an Imperial Crusade to determine the truth of their genetic origin. Sanctum lay in the Formidyre System, which was defended by the White Templars, the Imperial Fists and their mobile fortress-monastery the Phalanx, detachments from several other Space Marine Chapters, a vast Navis Imperialis battlefleet and the Astra Militarum forces under the command of Lord Solar Leontus. |
White Templars - Notable White Templars: Chapter Master Kruxor Stavro - During the Fourth Tyrannic War, Stavro served as the co-commander of the Imperial forces tasked with defending the White Templars' fortress-monastery of Holdfast after their Chapter planet of Sanctum was invaded by Hive Fleet Grendyllus, a major tendril of the larger Hive Fleet Leviathan. The other was Lord Commander Solar Arcadian Leontus of the Astra Militarum, who acted as the heart and mind of the fortress-monastery's defence. Stavro served as the defence's blade-wielding fist and led each punishing counter-attack that drove the invading Tyranids back from Holdfast and ensured any breaches the xenos made in the fortress-monastery's walls were sealed. |
White Templars - Chapter Colours: The White Templars wear predominately white power armour. The Aquila or Imperialis on the chest guard, as well as the inset of the shoulder plates are black.The white squad specialty symbol -- battleline, close support, fire support, Veteran or command -- is located on the right shoulder plate.A black High Gothic numeral is stenciled in the centre of the squad specialty symbol, indicating squad number.A black High Gothic numeral stenciled on the left knee plate indicates company number. |
White Templars - Chapter Badge: The White Templars' Chapter badge is a white, eight-pointed cross-crosslet, centred on a field of black. |
White Templars - Canon Conflict: The White Templars' Chapter planet of Sanctum is said in the 5th Edition Space Marines codex to reside in the Segmentum Solar. However, during the Fourth Tyrannic War according to the Warhammer Community website and the Battle for Oghram website, Sanctum is now said to lie in the Formidyre System of the Segmentum Pacificus in the far galactic west. |
Whiteshields - Whiteshields: "Whiteshields" or Conscript Platoons are units of the Astra Militarum that consist of normal Imperial citizens with little or no military training, new recruits who have not yet entered training, children of an already extant regiment's troops or standing guardsmen who have not yet completed their training.Sometimes, in military emergencies, the Imperium's need for manpower is so great that normal Imperial citizens will simply find themselves conscripted by their local Imperial Guard regiment. These conscripts are officially designated in the Imperial military hierarchy as "probitors," but are better known by a variety of nicknames, such as "cadets", "probationers" or "gun babies", but the most common moniker from Feral or medieval homeworlds is "Whiteshield."This name is derived from a custom of the troops once raised from the fallen Fortress World of Cadia in that the probitors of that world's Cadian Shock Troops regiments show no regimental, company or platoon markings until they have earned the right to do so after facing their first combat test on the battlefield. Only then will they be allowed to proudly display their regimental colours or the heraldry of their fathers, while others receive ritualistic scarring or tattoos to mark their entrance into full maturity. Their only identifying insignia before this is the display of a single white stripe on their helmets.These reckless cadets are eager to prove their courage and earn the title of "guardsman". To them, this is more than a simple promotion, it is considered a rite of passage for many amongst the probitors, marking their entry into adulthood, particularly if they are Cadians who have spent their entire lives preparing to enter the military service of the Imperium.Whiteshields continue to perform menial and support duties, but combat training takes up an increasing proportion of their time until they are judged ready for action. Finally, they get a chance to prove their mettle in combat and to demonstrate that they are worthy of becoming true soldiers of the God-Emperor. |
Whiteshields - Rites of Passage: Only those Whiteshields who distinguished themselves in battle are allowed to become guardsmen proper. Some regiments merely demand that a Whiteshield take part in a battle without giving way to fear. Others will only accept those who have drawn blood or killed an enemy, sometimes requiring the young soldier to collect a grisly trophy to prove their claim.After they have shown their worth, the Whiteshield has their blank, white helmet badge ceremoniously replaced with the regimental number and colours of their platoon; they take the shoulder motif of their company, and the helmet markings of the squad to which they are newly assigned. These rituals vary widely, as they are taken from the regiment's homeworld culture. Tattoos and ritual scarification are common and receiving these marks without crying out in pain is as much a test of the youngster's courage as their bravery on the battlefield.Often these Imperial soldiers serve in dedicated Heavy Weapon Teams in their platoons. They are equipped with mortars, Heavy Bolters, Autocannons or Lascannons to offer long-range infantry support or anti-armour support to regular guardsmen. These special heavy weapons sections bolster the battleline and provide close fire support. Unleashing a torrent of indiscriminate firepower, a Heavy Weapons Team can reduce the packed ranks of the enemy to nothing but a pile of bleeding corpses in the time it takes to pull the trigger.Those soldiers who demonstrate an affinity with specialised weaponry are gathered together into squads within a heavy weapons company. Generally, these teams are made up of two soldiers who crew a heavy weapon -- one crewman fires whilst the other hauls and loads the ammunition. Placed under the command of an officer, the Heavy Weapons Teams boost the firepower of the individual squads, allowing them to engage enemy armoured units or hold off alien hordes that outnumber them many times over. |
Whiteshields - Wargear: Whiteshield squads are issued with the same basic equipment as full guardsmen. The sergeant carries a laspistol and chainsword, eight of the trainees carry a lasgun and the remaining squad member is armed with a lascannon, the only heavy weapon available to Whiteshields.Unlike other Imperial Guard squads, Whiteshields must retain equipment they are issued with -- they may not replace any of their weapons with alternative armament or take additional equipment or extra grenades or missiles. Being green recruits and trainees, the Whiteshields are not permitted to draw on the full resources of the regiment. The only exception are the Whiteshield squads that are included in a platoon of Rough Riders. These squads may have horses and explosive lances to match the other members of the platoon.Whiteshields wear the official Astra Militarum uniform of their regiment, but it is stripped of any insignia, including the unofficial gang or tribal symbols worn by many full guardsmen. Whiteshields must prove themselves in battle before they are allowed to display the insignia of their regiment and their homeworld culture. The unit badges are plain white, with neither platoon colours nor regimental number. They have white helmet stripes to indicate the status of their squad, but no other helmet markings.Although themselves already fully-trained and accepted guardsmen, Whiteshield sergeants wear the white badge and helmet stripe of their squad. They may, however, also wear the Imperial Aquila and various homeworld tribal or gang markings -- unlike the novices they accompany, Whiteshield sergeants have earned the right to these prestigious insignia.There are severe disciplinary measures for any Whiteshield who decorates their uniform with extra badges or slogans -- such presumption is despised by those who have earned in battle the right to call themselves true members of the Astra Militarum. |
Wicked Sisters - Wicked Sisters: The Wicked Sisters are twin Imperial Pleasure Worlds named Iatos and Delphos that are located in the Jericho Reach. Both are markedly bizarre. Located dangerously close to the heavily contested Cellebos Warzone, the two systems they are each located in, also called Delphos and Iatos, are completely identical, and the planets themselves are nearly indistinguishable from each other except for the Imperial structures that have been built there.Located very close to the same Warp-route, the two systems have the same number of planets that orbit identical stars and the exact same frequency of rotation.In fact, they are so similar that the Imperium has established a vox beacon in each system, perpetually broadcasting each individual system's designation to avoid confusion between the two for voidships just dropping out of the Warp.After the conquest of these two systems by Lord General Ovidius, there were many members of the Adeptus Administratum who opposed establishing an Imperial presence on the worlds due to their bizarre nature.However, after seeing the verdant and beautiful terrain for themselves, they could not let such worlds go unused.Since then, the planets have acted as the main retreat for ranking members of the Imperium from both the Acheros and Orpheus Salients of the Achilus Crusade. In practice this has left them relatively deserted of any military personnel, as time for rest and recreation is severely limited given the current state of the Achilus Crusade.Both systems are in close proximity to the Hadex Anomaly; its glowing presence in the sky tinges every night on the planets with a sickly red glow. There are many Inquisitors operating in the Jericho Reach that believe that the influence of the Anomaly has tainted these worlds, infecting those who stay there with the subtle corruption of the Warp.However, with many more pressing concerns bearing down from all sides in the Reach, no Inquisitor has been able to spare resources long enough to launch a full investigation.The suspicions of these Inquisitors are even more accurate than they could imagine; underground Chaos Cults dedicated to Slaanesh have sprung up in both systems, and the subtle influence of Chaos can be felt by any who stay on the surface for an extended period of time.In the solar decades since the worlds' reclamation they have garnered a reputation for laxity and the pleasures of the flesh, giving them the name "The Wicked Sisters" amongst Imperial citizens of the Reach. |
Wicked Sisters - Geography: Both Iatos and Delphos are extremely verdant worlds, and contain an extensive variety of indigenous flora and fauna but no native sentient life. Imperial records indicate a previous Human presence, although no evidence of previous colonisation has been uncovered.Geographic analysis by Adeptus Mechanicus agents has uncovered the presence of [REDACTED BY INQUISITORIAL ORDER] under all major continents on both Iatos and Delphos, but no other materials of worth to the crusade.With the complete transformation of the Wicked Sisters after the birth of the Hadex Anomaly, any shreds of Imperial records left on the planets vanished.The only reliable information that has been recovered from elsewhere in the Reach are simple planetary datafaxes recording the Imperial geographic analysis of the planets' original surfaces.Although Administratum agents found it bizarre that both planets had undergone such a dramatic shift during the Jericho Reach's "Age of Shadow," they attributed it to a changing orbital pattern or other natural causes.Only the records of the Deathwatch, who observed the Reach all through the Age of Shadow, indicate that the metamorphosis occurred in conjunction with the creation of the Hadex Anomaly, and that there may be a more sinister cause behind it. |
Wicked Sisters - Strange Symmetry: Since the discovery of the two identical systems there have been many attempts to ascertain the nature of these bizarre twins. Dozens of Adeptus Mechanicus installations are scattered throughout each system, each dedicated to collecting specific subsets of data.This information is then astropathically transmitted back to a central station on Delphos for in-depth analysis with powerful and ancient cogitators that have been shipped in with the crusade.Thus far the collected information has netted no useful clues in determining the origin of Iatos and Delphos. All analysis has shown that, besides the alterations caused by Imperial forces, the systems are completely identical.Investigation has been further hampered by constant Inquisitorial intrusion -- an entire Adeptus Mechanicus installation -- dedicated to geological analysis was completely shut down under strict orders from the Ordo Xenos, and all information gathered was destroyed. |
Wicked Sisters - Stark Contrast: Despite being identical for all intents and purposes, Delphos and Iatos have developed very differently. Since its reclamation, Delphos has maintained itself as a typical Pleasure World of the Imperium; the Ecclesiarchal presence keeping everyone strong in their faith to the Emperor.Iatos, on the other hand, has strayed far from the Emperor's light. The damaging presence of Charsilith's Den has allowed the insidious influence of Chaos to affect the populace and turn them away from the Emperor.Without swift Inquisitorial action, the populace of Iatos could be in danger of straying too far for the Imperium to tolerate and drastic action may have to be taken. |
Wicked Sisters - History: Before the Age of Shadow, both Delphos and Iatos appeared completely different to their present forms. They were arid wastelands that barely managed to sustain life, with windswept plains stretching on as far as the eye could see, broken up by hive cities dotting the horizon.The only reason the Imperium continued to cling to the surface of these inhospitable planets was a rare metal that was mined from deep under the surface.This jet black metal was fabled to be capable of repairing itself, seeming to almost spring to life in the holder's hands. All reference to this substance, however, has been completely stripped from Imperial records, even those in the halls of Watch Fortress Erioch.In their prime, the Wicked Sisters -- known by their system names at the time -- were immensely wealthy thanks to their mining operations. They had a working partnership that, paired with their proximity to the Jericho Sector's capital world, ensured their power within the region.When the Age of Shadow fell upon the Jericho Sector and plunged the worlds into anarchy, Iatos and Delphos not only stayed safe, but prospered.The working partnership between the two systems help protect them from the bands of roving marauders that prowled the Warp, and the population's constant toil in the mines kept them too distracted to fall to the seductions of Chaos.They began trading their rare metal with surrounding systems, supporting the various warlords that had risen from the ashes of the former Jericho Sector in exchange for food, supplies, and protection.Deathwatch records indicate that Iatos and Delphos continued to grow in power throughout the Age of Shadow, becoming one of the most powerful forces in the entire Reach until 655.M40 and the eruption of the Warp vortex that created the Hadex Anomaly.This marks a large gap in the records of Watch Fortress Erioch -- due to Warp disturbances from the Anomaly no reliable data was gathered for nearly a standard millennium.The next reliable data on the systems was collected by the Deathwatch frigate Eye of Retribution in 523.M41 when it had to make an emergency drop out of the Warp while en route to the rimward edge of the Reach.The Navigator insisted that they had dropped out on the edge of the Delphos System, but upon analysis of the planets they found no sign of life, or even civilisation.Upon approach to Delphos they discovered, not the desert Hive World that had been there a millennium ago, but a verdant paradise covered in lush jungle. After a full survey of the planet, the Eye could not even identify any sign of Human ruins anywhere on the planet.A stop by the Iatos System found that the same transformation had occurred there as well; where previously there had been a wasteland, there was now a garden. Although this metamorphosis concerned the Deathwatch, it was not an event that fell directly into their purview. The Eye of Retribution took note of the events and then continued on its previous mission.With the arrival of the Achilus Crusade, the advancing forces quickly added the systems to their tally, claiming the lush planets as the glorious spoils of the crusade. Some members of the Administratum spoke out in protest to settling these worlds, contesting that the strange nature of the twin systems warranted a full investigation before proceeding.However, with the crusade in desperate need of a good turn of events, the cries of opposition were ignored and the planets were immediately settled. |
Wicked Sisters - Verdure Basilica: Upon the reclamation of the twin systems, the Ecclesiarchy planned to build a monolithic cathedral on both of the Pleasure Worlds to act as the centre of the Imperial religion on the planets.They began construction first on Delphos, but the process was plagued by problems from the beginning. Machine Spirits failed, workers died, materials were faulty, and what was meant to be a simple construction dragged out for solar decades.Eventually the construction was finished, and the Verdure Basilica stood as a monument to the Emperor's will, resplendent amongst the towering forest in which it was built. The basilica now acts as the spiritual heart of Delphos, keeping the population pure in the Emperor's light.The main section of the building is constructed from a grey and green speckled stone, its towering walls blending in with the forest around it. Vine-like plants grow over every facet of the structure, up its columns and buttresses, and covering most of the ornate windows.If a Kill-team operating on Delphos is going to meet with a member of the Administratum or the Ecclesiarchy, it would likely be within the walls of the Verdure Basilica.The towering building is the centralised meeting place for people from all across the planet. There is a constant flow of citizens and off-worlders milling throughout the grounds, each talking in quiet whispers to each other. For a Kill-team who would prefer to stay out of the sight of the public, the cathedral has multiple wings that stretch out into the forest.These dark and often abandoned areas would work perfectly for a quiet, low profile meeting with an important contact. |
Wicked Sisters - Charsilith's Den: While the Ecclesiarchy constructed the basilica on Delphos to act as the centre for all Imperial culture on the planet, the people of Iatos had no centralised location in which to congregate.Charsilith's Den rose up to fill this void on the planet. Since then it has become a giant complex of excess and debauchery, a powerful influence on the entire planet that is -- unbeknownst to most of the planet's inhabitants -- driving Iatos closer and closer to the embrace of the Ruinous Powers.Initially Charsilith's Den was no more than a small establishment in which the artists and Administratum members of the Pleasure World could come to gamble and unwind. But with no central location in which to congregate, more and more people began spending their nights there, and it started to expand rapidly.As the Den grew, and other buildings were erected around it, the area began to resemble more of a tiny hive city than a single building. Many people began spending their entire days wrapped in the pleasures that the Den offers, being gently corrupted by temptation.The Den is a dark, imposing presence that can easily be seen on the approach to the planet. It is a jumble of rockcrete and adamantium buildings, clustered in the middle of a huge, cleared section of forest. Between the different buildings are small, cramped streets filled with people intent on gambling or darker deals.The chaotic and quick expansion of the complex has led to these dark streets being nearly labyrinthine in layout, perfect for secret meetings and illicit activities.The debauchery hidden deep within the walls of Charsilith's Den has been a perfect vessel for the Ruinous Powers to extend their influence, especially Slaanesh. Multiple Chaos Cults secretly operate deep inside the walls of the Den, spreading their influence far beyond to the rest of the planet.Many Inquisitors have investigated the establishment, suspecting the corruption within, but mysteriously no action has ever been taken to shut down or destroy it.Whether the Inquisitor and their retinue meet a mysterious fate, a more pressing matter materialises in the area, or they broker a secretive deal with a member of the Administratum, inevitably each Inquisitor ceases his investigation of the Den.The difference between Iatos and Delphos is noticeable. Anyone who spends much time at either can see the effect that the presence of the basilica and the Den have had on the two planets -- one desperately fighting off the malign influence of Chaos, the other giving into the siren call of the Ruinous Powers. |
Wicked Sisters - Gollard Mountains: While the Gollard Mountains are a geographic feature, they are present on both Delphos and Iatos. Named by Lord General Ovidius, they (confusingly) both share the same name. Whether he did so out of humour or lack of creativity, no one will ever know.The mountains are made up of a jet-black rock that shimmers in the light of the sun. The range sticks out in stark contrast to the lush greenery of the rest of the planet, cutting a swath across the main continent like a dark scar. Weather has not worn down the peaks, which are pointed with sharp, jagged edges as if they had just been created yesterday.Anyone trying to navigate the mountain range on foot would have a difficult time. The sheer rock faces are steep and slick, and the endless peaks leave very few landmarks to guide the way. This has prompted a number of Imperial nobles to build their extravagant properties on the peaks of the Gollard Mountains.These giant structures are only accessible via a flying craft, allowing the nobles to enjoy solitude and privacy away from prying eyes. |
Widowmakers - Widowmakers: The Widowmakers is a Loyalist Space Marine Chapter of unknown Founding and origin. Almost nothing is known about this Chapter in Imperial records. |
Widowmakers - Notable Campaigns: Third War for Armageddon (998.M41) - The Widowmakers sent one Battle Company in defence of the world of Armageddon against the green tide of the massive Ork WAAAGH! led by the infamous Warlord Ghazghkull Mag Uruk Thraka during the Third War for Armageddon. |
Widowmakers - Chapter Colours: The Widowmakers' Chapter colours are not listed in current Imperial records. |
Widowmakers - Chapter Badge: The Widowmakers' Chapter badge is not listed in current Imperial records. |
Wilderness Space - Wilderness Space: Wilderness Space is the name officially used by the Imperium of Man to refer to all those areas of the Milky Way Galaxy and beyond that have not yet been explored or charted by the agents of the Emperor of Mankind.There are many reasons why so much of the galaxy remains unexplored even in the late 41st Millennium. First, the galaxy is still a truly massive region of space-time on the Human scale, and even after almost forty standard millennia of space travel Mankind has not yet been able to pierce every dark corner and hidden stellar cranny.Then there is the problem of the Warp. As Humanity is dependent upon the Immaterium for all faster-than-light travel, it can only travel along those routes of the Sea of Souls that are navigable.Like a terrestrial ocean, the Warp has currents, eddies, and storms, all of which can block access to vast regions of the galaxy. This is particularly true in times when the power of the Ruinous Powers waxes, as the resulting growth in Warp Storms and Warp rifts like the Maelstrom, the ancient Ruinstorm and the current Great Rift can cordon off entire segmentums from each other.Other, outlying regions of the galaxy, such as the Halo Stars, are simply judged to possess neither natural resources or environments suitable for Human colonisation. Thus, neither Explorators nor Rogue Traders bother to make the journey, seeing no profit in the venture.Finally, certain regions of the galaxy, particularly in the Eastern Fringe, are so far from Terra, that they fall beyond easy reach of the Astronomican. Unable to sense the Emperor's guiding psychic beacon, many Navigators refuse to enter these regions, fearful of being lost in the Warp for an eternity. |
William King - William King: William King is an author for Games Workshop's Black Library imprint. |
William King - Dark Angels: Deathwing (Short Story) (1990, With Bryan Ansell, collected in Deathwing (Anthology) and The Book of the Lion (Anthology)) |
William King - Eldar: Farseer (2002, ISBN 1-84154-244-X) |
William King - Macharian Crusade: The Mancharian Crusade (Omnibus) (2017, ISBN 1-78496-493-X), collects the following:Angel of Fire (2012, ISBN 1-84970-184-9)Fist of Demetrius (2013, ISBN 1-84970-402-3)Fall of Macharius (2014, ISBN 1-84970-737-5) |
William King - Space Wolf: The Space Wolf Omnibus (2008, ISBN 1-84416-457-8)Space Wolf (1999, ISBN 1-84154-106-0)Ragnar's Claw (2000, ISBN 1-84154-118-4)Grey Hunter (2002, ISBN 1-84154-207-5)Space Wolf: The Second Omnibus (with Lee Lightner, 2009, ISBN 1-84416-775-5)Wolfblade (2003, ISBN 1-84416-021-1) |
William King - Other: Devil's Marauders (Short Story) (Collected in Deathwing (Anthology))In the Belly of the Beast (Short Story) (1999, collected in Into the Maelstrom (Anthology) and Let the Galaxy Burn (Anthology))The Wrath of Khârn (Short Story) (Collected in Dark Imperium (Anthology), Let the Galaxy Burn (Anthology), and There Is Only War (Anthology)) |
Wirewolf - Wirewolf: A Wirewolf is a type of Chaos Daemon Engine that was encountered by Imperial forces during the Sabbat Worlds Crusade. All of the Wirewolfs encountered were in the service of Magister Anakwanar Sek, the commander of the Chaos militia known as the Sons of Sek. The Wirewolf, like all Daemon Engines, are machines powered by a trapped Daemonic entity, although unlike most Daemon Engines used by the forces of Chaos Wirewolves can take a variety of shapes and forms, all depending on their maker's will. These range in shape from knights in full armour to actual hounds.Wirewolves were commonly produced and used to police and protect the worlds of the Consanguinity. The rites performed by teams of philia metallurgists and wiresmiths put a Daemon-spirit into a conductor-body of metal, allowing it to walk abroad. This process is long and might take solar months or even standard years to properly machine the metal chassis of a wirewolf to perfection, inscribing it with the most precise runes and sigils in the Dark Tongue.When they are inactive, Wirewolves hang from specially fashioned "gibbets", where arcane practices made the space between the Materium and the Immaterium thin so the Warp could finger its way through the aether when the correct commands came. The beasts could be summoned by wandering "glyfs", which are sentient Chaos runes, at the slightest hint of disturbances from the area's enslaved population. Once awoken, Wirewolves were known to be nearly uncontrollable, often attacking friends and foes alike.A downside to the usage of Wirewolves was that they expended their energy quickly (in only 40 to 50 solar minutes), and were required to periodically return to their "gibbets" to recharge, but when they were fully awoken, there was little that could stand before their assault. When a Wirewolf is damaged enough or destroyed, its ruptured metal carcass will be torn open by the escaping Daemonic entity within, unleashing the contained Warp energy in a ferocious explosion that could potentially kill anyone within its blast radius. |
Wirewolf - History: The twelve members of the Astra Militarum's Tanith 1st Regiment located on the planet Gereon encountered several of these monstrous Daemon Engines. Much to the amazement of the Chaos forces, they managed to defeat the Wirewolves that were summoned against them.Most notably, Surgeon Ana Curth destroyed one of the Daemonic machines by using a number of flasks containing the blessed water from the Imperial Cult's Balneary Shrine on the world of Herodor. The water contained within was originally manufactured by the Departmento Medicae to counteract the effects of Warp-contact on the Human metabolism. |
Witchblade - Witchblade: A Witchblade is a psychically-attuned melee weapon that a Craftworld Aeldari walking the Path of the Seer, such as Warlocks and Farseers, often carry to battle.Essentially a potent Force Weapon, these swords resonate with their users, enhancing their physical strength to terrifying levels -- Farseers have been known to slash through the heaviest of power armour or cleave battle tanks clean in half with devastating blows from these weapons.Used to enhance and unleash the latent psychic power of the wielder, Witchblades are effective against all infantry targets; humanoid, xenos, beast or Daemon.A Witch Blade contains a helix-shaped, crystalline psychic matrix embedded with runes to channel and focus a Seer's psychic energies. |
Witchblade - Singing Spears: Singing Spears are weapons identical to Witchblades save in the form of a spear that are wielded by Farseers and Warlocks that take the form of a long spear, thus providing greater striking range and penetrating power.They are also known for their odd property of returning to the user's hands when called.This quality is particularly useful for Farseers and Warlocks who hurl their spears in battle, and often catches foes flat-footed.However, since a Singing Spear is a two-handed weapon, its use in close combat is reduced. |
Witchblade - Sources: Codex: Eldar (6th Edition), pg. 66Codex: Eldar (4th Edition), pg. 27Codex: Eldar (2nd Edition), pp. 18, 37Rogue Trader: The Navis Primer (RPG), pg. 123Warhammer 40,000 Compilation (1st Edition), pg. 68Dawn of War II (PC Game) |
Witchseeker - Witchseeker: A Witchseeker, more commonly called simply a Seeker, and usually a member of a Witchseeker Cadre or a Seeker Cadre, was the most junior tactical role to be found among the Null Maidens of the Sisters of Silence, often taken by former acolytes newly raised to the status of full sisterhood.Seeker cadres were usually tasked with the widespread purgation of opposing forces, condemned criminals, tainted Abhumans and other gene-threats, as well as the pacification of aggressive, rebellious or resistant crowds and bystanders in defence of the Great Tithe.Primarily armed with Flamers or more rarely Assault Needlers, their secondary tactical function was to deny rogue elements escape routes, cut off avenues of ambush and prevent encirclement by often numerically superior opposition forces. Even within small detachments, the Seeker cadres are deployed to prevent the potential interruption of the retrieval of the psykers who comprised a portion of every world's contribution to the Imperial Tithe.However, in such instances, they are often presented as a force intended to intimidate the related governing structures and population into compliance through fear rather than having to carry out the promise of death and fire they so obviously represent, though of course they never shirk from this dark duty when it becomes necessary. |
Witchseeker - Unit Composition: 4-9 Seekers1 Seeker Mistress |
Witchseeker - Wargear: Vratine ArmourFlamerAssault Needler (As replacement for Flamer)Close Combat Weapon (Any type)Frag GrenadesKrak GrenadesPsyk-Out GrenadesBreaching Charge (Carried by one member of the cadre)Vratine Grenade Launcher (As replacement for Flamer)Power Weapon (Any type, Seeker Mistress only)Hand Flamer (Seeker Mistress only)Needle Pistol (Seeker Mistress only)Plasma Pistol (Seeker Mistress only)Charnabal Sabre (Seeker Mistress only)Kharon Pattern Acquisitor (As dedicated transport for cadre) |
Witstealer Sword - Witstealer Sword: A Witstealer Sword is a Daemon Weapon utilised by the Daemons of Slaanesh, particularly his Greater Daemons, the Keeper of Secrets.As this sword bites into flesh, it saps the foe's mind, stripping more away with every cut until nothing of their memories, personality or sanity remain. |
Woe - Woe: Woe is an extremely hazardous planet in the Josian Reach Sub-sector of the Calixis Sector which has been designated a Death World by the Imperium's Administratum due to its dangerous species and environment. Little is known of this planet, other than its reputation as the home of a collection of the most vile creatures fathomable.It is regarded as a place where the Emperor of Mankind's light does not reach. Woe was visited by Inquisitor Felroth Gelt and his retinue of Acolytes in 770.M41 whilst pursuing survivors of the Brotherhood of the Horned Darkness Chaos Cult controlled by the daemon Baphomael.After this encounter, during which the world itself seemed to be consciously alive and hostile to the Imperial intruders, the planet was determined to be a Death World and was declared off-limits to Imperial settlement or exploitation by the Inquisition. |
Wolf's Claw (Audio Drama) - Wolf's Claw (Audio Drama): Wolf's Claw is the twenty-first audio drama for the The Horus Heresy series that was not originally released as part of an anthology or other release. Wolf's Claw was published in March 2014 by the Black Library as part of the audio drama anthology Echoes of Ruin which also included several other Horus Heresy Series audio dramas. The title was later published as a stand alone MP3 file. |
Wolf's Claw (Audio Drama) - Official Synopsis: Caught by the Renegade forces of the Alpha Legion and forced to take refuge in the Alaxxes Nebula, the Space Wolves are bloodied but unbowed. The young Pack leader Bjorn -- now known to his warriors as "the One-Handed" -- is desperate to recover his honour in battle, but replacing lost limbs for proud Legionaries is not a task worthy of the Iron Priests. If Bjorn is to fight again, then he must seek out new claws for himself and christen them in the blood of the Traitors... |
Wolf's Honour (Novel) - Wolf's Honour (Novel): Wolf's Honour by Lee Lightner is the sixth volume in the Space Wolf series of novels and is collected in Space Wolf The Second Omnibus. |
Wolf's Honour (Novel) - Synopsis: In the continuing saga of Ragnar Blackmane, the Space Wolves come under attack from all sides by the Thousand Sons Chaos Space Marines. In a last-ditch attempt to stop their ancient enemy, Ragnar and his battle-brothers launch a lightning strike counterattack on the Thousand Son's base. Will the Space Wolves triumph, and can Ragnar retrieve the Spear of Russ from his nemesis, the Chaos Space Marine Madox? |
Wolf at the Door (Anthology Short Story) - Wolf at the Door (Anthology Short Story): Wolf at the Door is an anthology short story published in The Horus Heresy series that was originally part of an anthology novel. Wolf at the Door was first published as part of the Tales of Heresy main series anthology in April 2009. The cover image used is that of the unabridged audiobook version Wolf at the Door which was released in November 2015. |
Wolf at the Door (Anthology Short Story) - Synopsis: The Space Wolves of the VI Legion are among the most fierce and dedicated of the Legiones Astartes, bringing the Emperor's wrath against the many enemies of Mankind. As part of the 954th Expedition, Wolf Lord Bulveye's warriors of the 13th Company come across a world previously shrouded by Warp Storms and cut off from the rest of the Imperium -- when it becomes apparent that the human population is being raided by mysterious xenos known as "the Harrowers," the Space Wolves are duty-bound to intervene. |
Wolf Brothers - Wolf Brothers: Wolf BrothersSecond FoundingChapterSpace Marinesgene-seedSpace WolvesLegionInquisitionThis instability may have been the "Wulfen" gene that manifests itself at times in the Space Wolves themselves, most obviously among the Space Marines of the Chapter's 13th Great Company.Some Wolf Brothers, however, chose to go Renegade rather than be liquidated. These Astartes eventually became Chaos Space Marines in service to the Space Wolves' greatest enemies, the Thousand Sons Traitor Legion, and later to other Heretic Astartes warbands such as the Red Corsairs. Some of these Renegades remain at large in the 41st Millennium, though the vast majority of the Chapter was eliminated millennia ago. |
Wolf Brothers - History: The Second Founding of the Space Marines occurred seven standard years after the end of the Horus Heresy, in the early 31st Millennium. This Founding involved the division of the existing 9 Loyalist Space Marine Legions into the far smaller, 1,000-man autonomous Chapters as decreed by the new Codex Astartes, written by the Ultramarines' Primarch, Roboute Guilliman. Instead of 9 Legions, there were now many hundreds of Chapters. There were no Primarchs to guide them and the Adeptus Astartes now fought in the image of their gene-fathers, making use of their capabilities in service to a dark future very different from the one the Emperor had envisaged when He had created the first Astartes.That was the way of things during the dawning of the Age of the Imperium. Chapters no longer marched in ranks of ten thousand Astartes or more. They created Successor Chapters, off-shoots governed by the same gene-seed, so that their Primarch's legacy was maintained across the stars. The more Successor Chapters drawn from the original Legion's gene-seed, the greater the legacy.The scions of Roboute Guilliman were the ancestors of hundreds of Chapters, as were the sons of Rogal Dorn, and so it was that the Imperium was ultimately modelled in their image. Without Successors, no Chapter lived to exert influence. Successor Chapters -- these were what the Vlka Fenryka (the Space Wolves) aspired to create, to ensure that warriors of their temper flourished and endured.The Space Wolves created from the genetic legacy of Leman Russ a Successor Chapter known as the Wolf Brothers, led by its first Chapter Master, Beor Arjac Grimmaesson. The Wolf Brothers were intended to be as numerous as their genetic forebears, and as powerful. They were gifted a homeworld, Kaeriol, a planet of ice and fire, just as Fenris is. They were given half of the Space Wolves' Legion fleet, half their armouries and half their Priests.They were to have been the first of many Successors, a whole line of descendant Fenrisian Chapters -- the "Sons of Russ," capable of carving out a star empire the size of Ultramar. That was the vision of the Space Wolves: to be powerful enough to encircle the Eye of Terror completely, to prevent the Traitors from daring to leave it ever again. It was hoped that the Wolf Brothers and other Space Wolves Successors would fulfill their destiny and find a new purpose in the Age of the Imperium.But something went terribly wrong and the Wolf Brothers were disbanded, scattered to the six points of the compass. They were disbanded for the same reason there could be no further Successors to the Space Wolves -- the existence of the Wolf Within. The genetic code of the Space Wolves Astartes known as the Canis Helix was far too dangerous to be copied. The heritage that made the Space Wolves powerful also made their genomes unstable and prone to rapid mutation.The Wolf Brothers, located far from Fenris, fell quickly into the state of beasts, manifesting in large numbers of Wulfen and other, more terrible, abominations within their ranks. So it would be with any attempt to splice new sets of gene-seed from the genetic legacy of Leman Russ. Shortly after their creation the Chapter was disbanded by the Ordo Astartes, the Ordo of the Inquisition tasked with watching the Adeptus Astartes, its stores of gene-seed destroyed and its surviving Battle-Brothers given the choice between a death in glorious battle or a shameful execution.However, before the Ordo Astartes' orders could be fully carried out much of the Chapter disappeared, the Wolf Brothers vanishing into the depths of space. Some within the Adeptus Terra accused Leman Russ of warning his Successor Chapter or even aiding their escape, though no proof was ever uncovered. To this day rumours persist of small bands of Wolf Brothers fighting with Renegade Chapters or living as pariahs in the shadow of the Eye of Terror.The Space Wolves shelved their plans to create any further Successor Chapters after the disastrous failure of their previous attempt, but in the 32nd Millennium, a Wolf Priest named Thrar "Wyrmblade" Hraldir believed he was close to a breakthrough. Hraldir had come closer than any other since the time of the Emperor Himself at understanding the genetic nature of the Canis Helix.Hraldir came close to figuring out how to reproduce the gene-seed of the Space Wolves without any of its inherent flaws. The Space Wolves' dream of emulating the Ultramarines, Imperial Fists and the other First Founding Chapters in the creation of a legion of Successors seemed close at hand. But unknown to the Space Wolves, their ambitions were also known to their ancient enemy, the Daemon Primarch Magnus the Red of the traitorous Thousand Sons Legion. |
Wolf Brothers - The First Battle of The Fang: The program for eradicating the genetic flaws from the legacy of Leman Russ was known as "The Tempering." For a generation, Hraldir worked on a cure for the Space Wolves' genetic flaws. No fleshmaker had ever discovered more than the Wolf Priest about the nature of the Canis Helix. It had become clear to him the Curse of the Wulfen could be eradicated while preserving the glory provided by the integration of animal DNA into the Space Wolves' gene-seed.Hraldir refined the gene-sequences of the Helix, altering them to deliver the supernatural strength of the Adeptus Astartes without unleashing the ravages of the Wolf Within. The products of these experiments created within the flesh labs of The Fang with the altered Canis Helix were 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 prevented them from creating Successors. Yet they lived for only a short time. None survived for more than a matter of solar hours. Their deaths were difficult, and yet Hraldir had demonstrated to the Great Wolf Harek Eireik Eireksson that their goal was within their grasp. Given just a little more time, Hraldir would have set the Space Wolves on a new path.After the end of the Horus Heresy, Magnus the Red was determined to have his revenge for the devastation of his homeworld of Prospero at the hands of his former brother, the Primarch Leman Russ and his Legion. He devised a cunning plan to lure the Space Wolves into a trap in order to enact his final vengeance against them.The Thousand Sons Legion had not been destroyed during the Burning of Prospero, only crippled. Despite the grievous damage Russ had inflicted on them, the Thousand Sons still had the potential to launch raids into protected Imperial space, and the knowledge of that burned within Great Wolf Harek Ironhelm. It had angered him for solar decades, until nothing else seemed important.Magnus continuously taunted the Great Wolf on world after world. After many fruitless efforts by his Great Company to catch up with the Thousand Sons, Harek became obsessed, and took to searching worlds along the edge of the Eye of Terror itself. Eventually he found what he believed to be the Thousand Sons' secret base on the world of Gangava Prime and launched a full-scale attack against it, leaving behind only one Great Company to defend the Space Wolves' homeworld.The cunning Daemon Primarch made it appear to the Space Wolves that he was rebuilding his devastated Legion. But the situation on Gangava Prime was merely a feint, with the bulk of the Thousand Sons prepared to descend upon the Space Wolves' homeworld and level The Fang itself, ostensibly in retaliation for the Burning of Prospero. The real reason behind this retaliatory strike was not to simply strike at the Space Wolves out of revenge -- although most of Magnus' Legion were lead to believe this -- but to prevent the Space Wolves from successfully creating any Successor Chapters.To the Daemon Primarch, the future that Wolf Priest Hraldir had envisaged was worth striving to prevent, and so what remained of his Thousand Sons Legion would be sacrificed to put an end to the Space Wolves' dream. When Harek Ironhelm finally led the Space Wolves assault on the surface of Gangava Prime, he discovered, much to his shock, that the warbands of Chaos Space Marines he encountered there were actually remnants of the lost Wolf Brothers. They were Space Marines in profile, but horribly altered and mutated by the twisting corruption of the Ruinous Powers of Chaos.Though the Great Wolf wished to destroy the abominations personally, he had received word of the Thousand Sons' treacherous assault against the Space Wolves' homeworld, and so he destroyed the Renegades from orbit. Ironhelm left behind an Escort squadron to ensure that the devastation was complete. Magnus had known that Ironhelm would not refuse combat with corrupted Astartes of his own lineage. Had news not come of the battle on Fenris, Ironhelm and his Space Wolves would have hunted the last of the corrupted Wolf Brothers for many solar days, and The Fang would have fallen in their absence. |
Wolf Brothers - Aftermath: During the First Battle of the Fang, Magnus the Red personally destroyed the Space Wolves' gene-laboratories within The Fang. He shattered the birthing tubes and trampled and tore apart the experimental Sons of Russ. The vials of altered Space Wolves gene-seed were all destroyed, broken into glistening shards of glass, while the Cogitators containing the data on their creation were consumed by flames. Irreplaceable equipment, some of it dating back to the days of the Unification on Terra, had been entirely devastated, and priceless inner mechanics were now nothing more than useless wreckage.During the Daemon Primarch's rampage in The Fang's fleshchambers he was confronted by Wolf Priest Hraldir. Though the valiant Space Wolf faced the Primarch, he proved no match for the might of one of the genetic sons of the Emperor, and was slain.With his death and the destruction of The Fang's laboratories and data storage, The Tempering could not be completed. None now lived within the Chapter who understood Hraldir's work, and the necessary genetic alteration equipment had been utterly destroyed. After this catastrophe, the Space Wolves believed they would forever remain alone, the sole inheritors of the legacy of Leman Russ.Yet, during the Ultima Founding of 999.M41, the first Successor Chapter of the Space Wolves in ten thousand years was raised. This was the Wolfspear, a Chapter composed entirely of Primaris Space Marines bearing the gene-seed of Leman Russ. |
Wolf Brothers - Notable Wolf Brothers: Svoljard - Svoljard was a Space Marine of the Wolf Brothers who had been stranded on the Daemon World of Medrengard, the Iron Warriors Traitor Legion's homeworld within the Eye of Terror. He was one of the Astartes stranded on that benighted planet who gathered around Ardaric Vaanes. Both he and Vaanes later pledged themselves to the service of the Iron Warriors Warsmith Honsou. Svoljard was later killed by a fellow Iron Warrior.Prayd's Squad - A squad of Renegade Wolf Brothers fought under the command of the Chaos Champion Oneius Prayd of the Red Corsairs warband during the Scouring of Makenna VII. |
Wolf Brothers - Chapter Colours: The Wolf Brothers' Chapter colours are not listed in current Imperial records. |
Wolf Brothers - Chapter Badge: The Chapter Badge of the Wolf Brothers is not listed in current Imperial records. |
Wolf Guard - Wolf Guard: The Wolf Guard are the most elite Veterans of the Space Wolves Space Marine Chapter, comparable to a Codex Astartes-compliant Chapter's Sternguard Veterans. They are the bravest warriors of each of the Chapter's Great Companies, hand-selected by their Great Company's Wolf Lord to serve as his chosen protectors and the vanguard of his forces.Each Battle-Brother that serves in this elite unit has earned their place by some exceptional feat of arms that marked them out amongst their brethren, for a Wolf Guard is chosen based on his heroic deeds, rather than his age or time served with the Chapter. Therefore, the Wolf Guard maintains a mix of hot-blooded young warriors and stalwart veterans amongst its ranks.Each Wolf Lord favours his chosen warriors with gifts such as antique weapons, ornate Artificer Power Armour of ancient origin and patterns, and, most precious of all, rare and venerated suits of Terminator Armour. In battle, the members of the Wolf Guard are assigned to lead other units or form a bodyguard to protect their Wolf Lord. |
Wolf Guard - History: The Wolf Guard are an elite cadre of warriors that fight alongside each Wolf Lord of the Chapter's Great Companies. They are hand-picked Battle-Brothers, the bravest and strongest of the Space Wolves, chosen after proving themselves for achieving some exceptional feat of valour or heroic deed.It is not by age or maturity that one attains such a coveted rank, but by deed, and so a newly raised Blood Claw has the same chance of joining the ranks of the Wolf Guard as does a veteran Long Fang. It is the dream of every Space Wolves warrior to join the elite ranks of the Wolf Guard, and they will fight all the harder when a Wolf Lord is nearby in the hope that their valour will earn the right to join this legendary brotherhood.Within the Space Wolves Chapter, battlefield promotion is extremely common, for Wolf Lords are men of conviction and instinct. There is no specific criteria for elevation to the ranks of the Wolf Guard. The surest way is to save the life of a Wolf Lord in the heat of battle. For it is the sacred duty of the Wolf Guard to be the sword and shield of their lord.These chosen brethren are favoured by their Wolf Lord with the best weapons he has at his disposal -- antique weapons of immense potency and ornate artefacts of ancient origin. Few can stand before these heroic warriors, equipped as they are with the best wargear in the company’s Armoury, making them virtually unstoppable in close combat. Each Wolf Guard is expected to fight in the style at which he excels, for their lord cares little for their former roles in their former Packs.Few can turn down the lure and raw power afforded by a rare and powerful suit of Tactical Dreadnought Armour, and so a Wolf Lord is often accompanied into battle by a brotherhood of hulking, nigh-indestructible champions, each ready to dispense his own particular brand of death and, if necessary, give their life for their lord.Not only does the Wolf Guard serve as bodyguards for the lords of the Great Companies, but also as mentors for the younger Space Wolves. They are excellent role models, for their battlefield experience and raw talent has earned them their esteemed position. The members of the Wolf Guard may lead less experienced Packs into battle, or form a retinue for the mightiest warrior of the Great Company -- the Wolf Lord himself.As such, Wolf Guard are often assigned to lead Packs of Battle-Brothers, the better to guide them in the arts of war. The most heroic members of the Wolf Guard, typically judged by their Wolf Lord as born to the role of command, are sometimes assigned the control of an entire deployed force of the Great Company as a Wolf Guard Battle Leader. Should this leader prove himself capable of excelling above and beyond his liege's high expectations, he may find himself next in line for succession as Wolf Lord of a Great Company when his lord finally passes into legend. |
Wolf Guard - Wolf Guard Battle Leader: The most heroic member of the Wolf Guard, typically the warrior judged by their lord to be a natural born leader, will be granted command of his Great Company's Wolf Guard. Known as a Battle Leader, this Wolf Guard is the Champion of his company, trusted with its overall stewardship in the absence of his liege-lord. To be named Battle Leader is a rare honour that few Space Wolves will ever ascend to, though those that achieve such a position are truly heroes within a company of heroes.On the battlefield, the Battle Leader acts either as the Wolf Lord's personal bodyguard, tasked with his protection at all times, or as his herald should he fight elsewhere; at such times, the Battle Leader will lead elements of the Great Company in his lord's stead.With every swing of his axe or deft order issued to those around him, a Battle Leader is responsible for upholding the honour of his lord. If a Battle Leader sufficiently proves himself, and earns the respect of both his fellow Wolf Guard and his Great Company, he may well find himself next in line for leadership when his Wolf Lord finally passes into legend. |
Wolf Guard - Wolf Guard Pack: The Wolf Guard are an elite band of seasoned warriors comprising the mightiest champions of each Great Company. Heroes all, every member of the Wolf Guard is personally handpicked by their Wolf Lord to be one of his trusted huscarls. It is his deeds that mark a Wolf Guard rather than his age, so there are hot-blooded young warriors as well as sturdy veterans amongst their ranks.Each has fought hard to earn his place, for only those that consistently prove their heroism through acts of valour and skill are deemed worthy to join such hallowed company. In battle, they form their Wolf Lord's sharpest blade; bearing their choice of specialist wargear, they lead the Great Company's battle line or seize vital targets in strength. |
Wolf Guard - Wolf Guard Terminators: Every Space Wolves warrior dreams of a place in the Wolf Guard. To be a member of this select company is to wield the very deadliest weapons of war, for a Great Company's armoury is always open to the personal guard of its Wolf Lord. So do many Wolf Guard choose to don suits of sacred Terminator Armour, the most formidable personal plate available to the Chapter's warriors.The actions of these mighty warriors can turn the tide of any war; Packs of Wolf Guard Terminators form the spearhead of many a Space Wolves attack, where they can scorn the foe’s defensive firepower as they advance to tear the throat out of the enemy battle line. On rare occasion, a Great Company will armour all of its Wolf Guard so and commit them to a single war zone, deploying them as a hammer blow to crush all resistance. |
Wolf Guard - Thunderwolf Cavalry: Thunderwolf Cavalry units are a sub-group of the Wolf Guard. According to official Imperial records, the Thunderwolf Cavalry does not exist and the Space Wolves keep them as a closely guarded secret. Thunderwolves are giant Fenrisian Wolves that stand about the height of a Terran rhinoceros and are used as mounts by the most elite members of the Wolf Guard. Many Fenrisians venerate the Thunderwolf as a spirit totem, for the beast is undoubtedly the apex predator in the frozen realms at the top of their world.Thunderwolves are solitary creatures that usually attack each other on sight -- it is as if every Thunderwolf strives to be the alpha male of an entire world. These hulking beasts carve out a solitary existence that involves an eternal cycle of hunting, eating and sleeping. Their primary food source are the native creatures that live within their habitat, but they will devour any unfortunates that trespass upon their snowy realm without hesitation.Physically, Thunderwolves are monstrous, reaching as much as eight Terran feet in height at the shoulder. They are clad in a shaggy coat of rough fur as tough as matted steel wire, and their jutting jaws are so strong that they are able to chew through steel. Rather than tracking their prey over time like their smaller cousins, Thunderwolves bear down upon their victims in a terrifying charge, snatching their prey in their massive maws and tearing the unfortunate creature's head off with a violent thrashing motion and their gnashing, grinding bite.Only the Space Wolves have the constitution to hunt the creatures that haunt the Mountains of the Maelstrom on Fenris, where perpetual ice storms can flay the skin from a lesser creature in the space of a single day. In an extreme version of the Lone Hunt, senior Space Wolves have tracked down and "broken in" Thunderwolves. This practise, thought to be an initiation ritual required for entry into the upper echelons of the Wolf Guard, has given rise to the legendary Thunderwolf Cavalry -- a small but dauntless elite within the ranks of the Wolf Guard who remain conveniently absent from any official Imperial records.The Thunderwolves used in this near-mythical unit of legend are often augmented by the Chapter's Iron Priests with Adamantium jaws, Imperial bionics, and back-jointed metal limbs that end in razor-sharp blades. The havoc that these creatures are capable of wreaking is said to be startling to even a hardened Veteran of the Adeptus Astartes. Though there exists a high-calibre vid-capture of a trio of Space Wolves cavalry riding into battle against a large mob of armoured Orks, the Space Wolves deny the practise of riding beasts to war. Yet rumours abound across the Fenris Sector about the glorious charges of the Thunderwolf Cavalry. |
Wolf Guard - Bladeguard Veterans: Recently, the Wolf Guard has started inducting the Chapter’s Primaris Bladeguard Veterans into their illustrious ranks. |
Wolf Guard - Wargear: Artificer ArmourRunic Armour, used by Wolf Guard Battle LeadersClose Combat Weapon, including Frost Blade, Frost Axe, or Power WeaponBolt PistolFrag GrenadesKrak GrenadesTerminator Armour (Optional)Storm Shield (Optional)Cyclone Missile Launcher (Optional)Storm BolterFenrisian Wolves (Battle-Leader only) - A Wolf Guard Battle-Leader is sometimes accompanied on the field of battle by a pack of semi-sentient Fenrisian Wolves. These fierce animals consider the Astartes warrior a pack-brother and will follow him fearlessly and fight ferociously at his side. Should their pack-brother be wounded, they will stand guard at his side, or attempt to drag him to safety.Thunderwolf (Thunder Cavalry Wolf Guards only) - A Thunderwolf is an extremely large Fenrisian Wolf. This gigantic apex predator is so large and strong that it can be used as a steed by a Space Wolves Astartes. As fast as a more mundane Assault Bike, the Thunderwolf has no ranged weapon to offer to his rider, but more than makes up for that lack with his ferociousness at close quarters. |
Wolf Guard - Wolf Guard Pack Markings: When a Space Wolf is elevated to join the Wolf Guard, he puts aside his former Pack loyalties and regalia and commits himself wholly to his Wolf Lord. As a symbol of his status, a new Pack marking is engraved upon the right shoulder plate of his Power Armour.Although this marking is unique to each Great Company, it is always rendered in stark yellow and black, the traditional colours of a Fenrisian noble. Wolf Guards wearing Terminator Armour bear the Great Company icon on their right shoulder plate. Their Pack mark is displayed instead on their knee guards and weapon casings. |
Wolf Guard - Notable Wolf Guard: Ragnar Blackmane - Ragnar Blackmane is the youngest Space Wolf Astartes ever promoted to the rank of Wolf Lord by the Chapter. He is exceptional in every sense of the word. When Ragnar was a young, impetuous youth he was elevated directly from the ranks of the Blood Claws to the esteemed Wolf Guard of his Great Company. This near-unheard of promotion was accomplished after Ragnar slew the Ork Warlord Borzag Khan in close combat and subsequently dispatched the Warlord's retinue of Ork Nobz one after another.Arjac Rockfist - Also known as The Man-Mountain, Grimnar's Champion and the Anvil of Fenris, Arjac is the personal Champion of the Great Wolf Logan Grimnar. Arjac was formerly a blacksmith of the Bear Claw tribe of Fenris, whose true skills lay not at the forge, but in the crucible of battle. His incredible strength and fortitude so impressed the Great Wolf that he was made his personal Champion even before he was inducted into the Space Wolves as an Astartes and made the leader of Grimnar's Wolf Guard.Canis Wolfborn - Canis Wolfborn is an unusual Astartes of the Space Wolves, for he is a loner, a warrior who is more at home in the company of wolves than men. Though he is a member of the Wolf Guard of the Wolf Lord Harald Deathwolf, his saga has proven very different from those of his peers, and his prowess in combat is unmatched. The Wolf Priests theorise that Canis was lost in a snowstorm as an infant, abandoned after his tribe was killed in the wastes and raised as a whelp by a brooding she-wolf. In battle, his mettle and courage are beyond question, and wolves both great and small instinctively obey his commands. Canis is well known for his terrifying battle frenzy, and to this day rides the largest of his kin into battle, a terrifying Thunderwolf of immense proportions.Mikal Sternmark - Sternmark is the Wolf Guard Champion to Wolf Lord Berek Thunderfist. Mikal had to take charge of Thunderfist's Great Company during the Charys Campaign. At the height of the fighting and the sorcerous influence of the Thousand Sons, Mikal succumbed to the call of the Wulfen and in a fit of rage slaughtered the Imperial General Lady Commander Athelstane. He was placed under the care of the Wolf Priests for some time, but returned to serve as Berek's Champion one last time in his final stand and died at the side of his Wolf Lord. Mikal wielded the relic Power Sword Redclaw.Thorin Shieldsplitter - The former Champion of Berek Thunderfist's Great Company, the aging Thorin was replaced by the upcoming Mikal Sternmark but remained a loyal and dependable warrior. During the Charys Campaign it was Thorin who stood over the bier of the Wolf Lord Thunderfist with his two-handed Power Axe, prepared to defend the comatose Wolf Lord with his life if need be, and should he recognise death as imminent, his task was to trigger the Melta-charges planted within Berek's bier and make sure that the enemy would not get the chance to sully the body of the Wolf Lord.Brynngar Sturmdreng - Wolf Guard Brynngar was a senior officer of the VI Legion during the later days of the Great Crusade and the beginning of the Horus Heresy in the early 31st Millennium. Brynngar was stationed on the Vangelis way-station awaiting pick-up along with a scattered group of Space Marines from other Legions including some of the grizzled Veteran's contemporaries from the Ultramarines Legion. Captain Cestus of the Ultramarines was fighting alongside the Space Wolves on Carthis against the Kolobite xenos. Brynngar had saved Cestus' life during that battle but had lost an eye in the process, though in true Space Wolf fashion, he had the mandible of the creature that took his eye fashioned into the Rune Axe Felltooth. |
Wolf Hunt (Audio Drama) - Wolf Hunt (Audio Drama): Wolf Hunt is the fourteenth audio drama for the Horus Heresy Series that was not originally released as part of an anthology or other release. Wolf Hunt was published online in May 2013 by the Black Library as an audio CD. The audio drama was later republished in prose format as an e-book. The title was also published as part of The Silent War main series anthology novel. Wolf Hunt is the direct sequel to Graham McNeill's The Outcast Dead (Book 17) and explains the seemingly erroneous plot hole whereas Magnus the Red's warning to the Emperor came after news of Horus' betrayal at the Isstvaan System. |
Wolf Hunt (Audio Drama) - Official Synopsis: A fugitive stalks the shadows of the Petitioner's City. Though his fellow Outcast Dead are no more, the lone wolf Severian still intends to escape from Terra by any means possible -- but the enigmatic hunter Yasu Nagasena is in pursuit. As news of the massacre on Isstvan V continues to spread and Severian's trail doubles back to the place where it all began, both he and Nagasena must face some uncomfortable truths, and an even more uncertain future. |
Wolf King - Wolf King: Wolf King is a limited-edition novella in the Horus Heresy Series, released exclusively as a Black Library hardback and ebook. Wolf King is the first limited-edition novella to get a simultaneous ebook release, which is also a limited-edition version, although it does not contain the limited-edition artwork that is included in the hardback copy. |
Wolf King - Synopsis: The Space Wolves were set upon by the forces of the Alpha Legion before they had even recovered from the Razing of Prospero –- hounded to the edge of the Alaxxes Nebula, in desperation Leman Russ called out to his Primarch brothers for aid. None came. Now, with their fleet stranded and supplies dwindling, the warriors of the Rout face almost certain death amidst the rust-red clouds of the nebula. But what a glorious end it shall be, worthy of the sagas of old, and Alpharius's sons will soon learn that a cornered wolf is always the most deadly. |
Wolf Lord - Wolf Lord: A Wolf Lord is a senior officer of the Space Wolves Space Marine Chapter who is the equivalent of a standard Space Marine Captain and commands one of the 12 Great Companies that comprise this non-Codex Astartes-compliant Chapter. These Veteran Space Wolves epitomise what it means to be one of the Sons of Russ. They are the bravest and mightiest warriors within the Chapter, as their valour and deeds have placed them above all others. The chosen wolf totem of the Wolf Lord adorns his Great Company's banner and is painted on the shoulder plate of every Space Wolves warrior in the Great Company that he commands.A Wolf Lord may be accompanied by the huge Fenrisian Wolves and is always protected by a contingent of the Wolf Guard specifically loyal to him. The Chapter's Great Companies are led by the 12 current Wolf Lords, a number that includes the current Great Wolf, Logan Grimnar. The attrition rate for Wolf Lords is fairly significant because of the Chapter's preference for close combat. However, some Wolf Lords have managed to see their thousandth year pass in service to the Emperor. Ragnar Blackmane is one of the Chapter's current Wolf Lords and is in fact the youngest Astartes to have ascended to that exalted rank in the Chapter's history. |
Wolf Lord - Origins: The organisation of the Space Wolves owes much to the personality of their Primarch and the warrior-customs of the feral Fenrisian tribes from which its Astartes are drawn than to the formal dictates of the Codex Astartes. As a result, the Space Wolves Chapter is divided into 12 "Great Companies," each comparable to a tribe ruled over by a warrior-king and advised by a council of elders. These Great Companies are led by an officer known as a Wolf Lord, a warrior whose only master is the Great Wolf himself. Each Great Company has its own headquarters and territory within the Space Wolves' massive fortress-monastery known as The Aett (commonly referred to as The Fang by outsiders) and has its own spacecraft, Armoury, forges and other facilities. In almost all respects, a Great Company is a separate, self-sufficient brotherhood of warriors. The Great Companies each have their own ancient customs, renowned heroes and warrior traditions that they honour to this day.Each Great Company is usually named after its ruling Wolf Lord. When a Wolf Lord is slain, his body is burned at sea or sent into the heart of a nearby star in a great funeral rite, and the next day a successor is elected by the old Lord's retinue of Wolf Guard, and the Great Company takes on his name instead. This is an honour beyond measure, and each Wolf Lord strives harder than ever to live up to the heroic example set by his predecessors. Though the newly elected Wolf Lord has walked the path of the warrior, he now commands the authority of a king. Thus the Great Companies are not fixed in the manner of other Space Marine Chapters, but change throughout the ages as one leader succeeds another. When elevated to the ranks of the Wolf Lords, each new commander chooses a symbol or badge from the ancient legends of Fenris as his emblem. This icon appears on the Great Company's banner and is commonly repeated on the armour of the warriors of his Great Company. It is not unheard of for a Wolf Lord to change his name to echo the symbol he has taken for his own. Though there have been thousands of Wolf Lords over the Space Wolves' long, glorious history, many have chosen to repeat badges of legendary figures used by famous precursors.A Great Company thrives or dwindles as a direct consequence of its lord's decisions, and the Wolf Lord holds his brothers' fate in his capable hands. Despite the duties of command, a Wolf Lord never truly loses his primal urge to plunge into the fray without pause, setting an example for his men to emulate -- with blade, Frost Axe or, if it is an internal matter, his fists. It is not unheard of for a Wolf Lord to undertake a solo mission when the Chapter requires finesse and skill over the unstoppable force of a full invasion. Though he plans his military actions with the utmost attention to detail and with meticulous cunning, he is most commonly found in the thick of the fighting, surrounded by the raging maelstrom of full-scale battle. Charging forward with weapon in hand, the Wolf Lord howls in exultation, inspiring his warriors to ever-greater displays of heroism. |
Wolf Lord - The Grand Annulus: When a new Wolf Lord chooses his badge from the ancient legends of Fenris, it is added to the Grand Annulus -- the massive round, stone table where the 12 Wolf Lords gather at the centre of the Hall of the Great Wolf at the top of The Aett. It is a representation of the current organisation of the Space Wolves Chapter. Each outer segment is a separately carved stone slab which is as wide as a battle tank, taking a dozen of the strongest Space Wolves to lift just one. These carved stone slabs are inscribed with the sigil and runes of the Wolf Lord it represents.During great feasts in the hall, it is customary for the Wolf Lords and their Wolf Guard to be seated within the area of the hall thus indicated by their "name-stone." The central device, bearing the sign of the Wolf That Stalks Between the Stars, indicates the position of the current Great Wolf, rotated to show which of the Wolf Lords currently holds that honoured rank.As Wolf Lords die, their name-stones are removed from the Hall of the Great Wolf and taken to the Grove of Heroes, where they circle the oldest name-stone of all, that of Leman Russ himself. Here they lie for eternity in huge concentric rings, a reminder of the heroic leaders of the Space Wolves across the ages. Amongst these name-stones, there is a foreboding blank obsidian name-stone sent into the Grand Annulus that represents the lost 13th Great Company, known as the Wulfenkind.This name-stone has come to represent all of the Great Companies in the history of the Space Wolves who have been destroyed in battle, lost on campaign or recanted their oaths of fealty, and hence is the subject of many veiled comments and superstitions. Only a handful of outsiders have ever seen the stone or heard of its existence, and to suggest that a Great Company "walks the 13th Stone" is a grave accusation indeed. |
Wolf Lord - Wargear: Artificer Armour or Terminator ArmourVarious Close Combat Weapons, including a Frost Blade or Frost Axe, Power Sword, Thunder Hammer, Storm Shield, Wolf Claw, Power Fist, or ChainfistStorm Bolter or various Combi-weaponsBolt Pistol or Bolter or Plasma PistolFrag GrenadesKrak GrenadesFenrisian Wolves - Although not wargear in the strictest sense, Wolf Lords are sometimes accompanied on the battlefield by a pack of semi-sentient Fenrisian Wolves. The fierce animals will fight ferociously at their human pack-brother's side, and attempt to protect him or drag him to safety should he fall. |
Wolf Lord - Current Wolf Lords: Logan Grimnar - Logan Grimnar has been the Great Wolf (Chapter Master) of the Space Wolves for the better part of the 41st Millennium and he is over 800 standard years old, displaying the typical longevity of the Scions of Russ. His Great Company is known as the Champions of Fenris. The Great Company of Logan Grimnar is fanatically loyal to their charismatic and cunning leader. Each warrior is extremely proud of his link to the supreme lord of the Chapter, and constantly vies with his peers for the Old Wolf's favour. Logan Grimnar firmly believes that a battle can be carried by a few heroes in the right place at the right time, and as such makes effective use of the many Wolf Guards in his Great Company.Ragnar Blackmane - Ragnar Blackmane is the youngest Wolf Lord in the Space Wolves' history and the protagonist of the Space Wolf novel series. Blackmane's Great Company, the Blackmanes, frequently has the honour of leading the Space Wolves' planetary assaults, a role at which Ragnar and his warriors excel, for his packs are the undisputed masters of the Drop Pod assaults known as the Claws of Russ. He is the only Space Wolf to become a Wolf Lord without first becoming a Grey Hunter. Blackmane is the current Champion of the Chapter and bearer of the Wolf Helm of Russ, which he presented to Ulrik the Slayer as a sign of respect. Blackmane prevented the return of the Thousand Sons Legion to the world of Garm, a planet sacred to the Space Wolves because it was the home of the Shrine of Garm's Skull, by casting the Spear of Russ into a Warp Gate, an action which for a time earned him the bitter enmity of his fellow Battle-Brothers before his actions earned redemption.Harald Deathwolf - Current Wolf Lord of one of the Chapter's Great Companies, the Deathwolves. He has taken the symbol of the Ravening Jaw, which symbolises the Wolftime -- the end of all things -- when Morkai will eat the sun and eternal night will shroud the stars. Harald himself rides to battle upon the great grey wolf, Icetooth. It is said that Harld's senses are so sharp he can smell the fear of his prey from several leagues distance. His Great Company goes to war accompanied by a host of lupine beasts, be they flesh and blood, cybernetic construct or even the spirits of loyal companions.Krom Dragongaze - Current Wolf Lord of one of the Chapter's Great Companies, the Drakeslayers. Krom's sigil is that of the Sun Wolf, who makes the belly of the sun his lair, and attacks Fenris anew with every dawn. Known as the "Fierce-eye," his presence and sheer force of will can be petrifying to a lesser man. He maintains an unusually large Wolf Guard in his company, for the Fierce-eye believes that valour should be rewarded wherever it is to be found.Kjarl Grimblood - Current Wolf Lord of one of the Chapter's Great Companies, the Grimbloods. Kjarl Grimblood is a fierce rival of Sven Bloodhowl. He and his Great Company bear the sigil of the Fire Wolf. In Fenrisian myth the Fire Wolf burns without being consumed, and it is his voice of flame that melts the snows and thaws the glaciers before each season. They say that Kjarl's foresight is so supernaturally acute that it is whispered that he possessed the Gift, able to see the future in the flames. His Great Company favours a great many flame weapons, boasting no fewer than twelve Land Raider Redeemers. His Grey Hunters have a special rite of passage -- once they have killed his prey with flame, they have earned the right to paint their face with blood before each battle, the crimson flames upon their countenance marking them as a Red Hunter for all to see.Engir Krakendoom - Current Wolf Lord of one of the Chapter's Great Companies, the Seawolves. Born of hardy stock, his people are dark of skin and temperament. Engir comes from a proud line of warlords who rule over the southernmost isles of Fenris. Accomplished explorers and oarsmen, they ply the infested oceans of Fenris in search of sea monsters. It is said Engir was given the name Krakendoom after he was borne under the waves by a giant, many-limbed sea devil. When they eventually surfaced, Engir alone roared in triumph. He has taken the sigil of the Sea Wolf. His Great Company prefers to go to war in armoured transports, and boasts many Swiftclaws that act as outriders for the main force. His Great Company excels in ship-to-ship conflicts and boarding actions.Erik Morkai - Current Wolf Lord of one of the Chapter's Great Companies, the Sons of Morkai. Named after the Deathwolf Morkai long before he took the sign of the two-headed beast, Erik has always been grim and stern of aspect. His Great Company boasts many Wolf Scouts. Fellow Veterans appreciate their master's taciturn demeanour and no-nonsense approach. He has a tendency to solve problems with swift and bloody acts of violence. His more stable twin, Irnist the Wise, left Erik's side to serve as a Rune Priest to the Great Wolf; an act for which Erik has never truly forgiven him.Bran Redmaw - Known as the Curs'd Lord, Wulfen-Kin and The Bloodied Hunter, Bran Redmaw serves as the current Wolf Lord of one of the Chapter's Great Companies, the Bloodmaws. He and his Great Company are looked upon with suspicion by the other 11 Wolf Lords, for they are regarded as tainted. More Space Wolves bearing the Curse of the Wulfen serve alongside Redmaw's company than in any other. The unspoken truth is that Redmaw has risen to become a Wolf Lord despite himself being afflicted with the curse. Yet these warriors are also cunning -- Bran's numerous Grey Hunters will often lie in wait to the foe's rear after the fury of his frontal attack forces their retreat.Gunnar Red Moon - Current Wolf Lord of one of the Chapter's Great Companies, the Red Moons. The Wolf of the Red Moon is a terrible god of vengeance in Fenrisian society; a great skeletal beast that prowls the Seven Hells, eternally devouring the bodies of the unworthy and yet never growing fat. A broad, roaring, laughing bear of a man, Gunnar favours his Long Fangs more than most, for the reasons that Veterans make the best companions in the feast hall as well as upon the battlefield.Bjorn Stormwolf - Current Wolf Lord of one of the Chapter's Great Companies, the Stormwolves. Bjorn's Great Company is notable for their noisy, intimidating splendour on the battlefield. He has taken the Thunderwolf as his symbol, for he too is a creature of might and ferocity over stealth. This Wolf Lord's spectacular assaults reflect his impatient and aggressive nature, and invariably include lots of heavy weapons, Bike Squads and Vindicators. The Great Wolf employs Bjorn's company for frontal assaults rather than stealth missions.Vorek Gnarlfist - Egil Iron Wolf made the ultimate sacrifice, giving his life on Fenris so that the Daemon Primarch Magnus could be sent back to the Warp. His successor, Orven Highfell, was also slain in the skies above fallen Cadia, yet the tenacity of the Ironwolves Great Company remains unbroekn. Vorek Gnarlfist has taken the title of Wolf Lord in recent times, keeping the sigil of the Iron Wolf to honour his predecessors' acts of valour. The Great Company known as the Ironwolves is replete with metallic beasts of war, and their armoured assaults are famous throughout the Imperium, typified by great roaming packs of vehicles that cut off the prey's escape routes whilst heavily armed tanks deliver the final blow.Sven Bloodhowl - Former Wolf Lord of one of the Chapter's Great Companies, the Firehowlers. Sven embraced the sign of the Fire Breather, a volcano that lies a hundred leagues north of The Fang. Bloodhowl went to war amidst a great horde of close combat specialists, breathing flames into the ranks of their foe. The warriors of Bloodhowl's Great Company tattooed themselves with runes, interlacing designs and scenes from their own sagas. Sven's own saga was so extensive that every inch of his body was tattooed. He had taken to using the skins of his victims as a canvas with which to chronicle his latest deeds. Bloodhowl was believed slain during the 13th Black Crusade in orbit of Cadia, when he boarded the Blackstone Fortress Will of Eternity. Though he and his Space Wolves succeeded in disabling the massive star fort's shields, allowing the nearby Imperial Fists flagship Phalanx to fire upon and cripple it, the assault killed Bloodhowl and all of his Astartes. While some believe his saga to be at an end, his Wolf Guard continue to rule in his name until his fate is finally determined.The 13th Company - The blank obsidian name-slate set into the Grand Annulus was once that of Jorin Bloodhowl's Great Company, known as the Wulfenkind, they who hounded the Thousand Sons into the Warp during the Horus Heresy. Though the Wulfen have now returned to Fenris, this stone continues to represent all of the Great Companies across history that have been destroyed or lost in battle. |
Wolf Lord - Past Wolf Lords: Egil Iron Wolf - Former Wolf Lord of one of the Chapter's Great Companies, the Iron Wolves. Egil had taken the totem of the Iron Wolf. In Fenrisian mythology, the Iron Wolf lies dormant beneath the continent of Asaheim, a beast so vast that the mountains are the fur on his back and the seams of metal within them are his veins. Egil's company was famous across the Fenris System for its armoured assaults, with the Iron Wolf himself riding at the head of each assault in a personalised Land Raider. Iron Wolf was slain by the Daemon Primarch Magnus the Red's sorcery during the Siege of the Fenris System in 999.M41.Orven Highfell - Orven Highfell replaced Egil Iron Wolf as the Wolf Lord of his Great Company, the Ironwolves, after he was slain by the Daemon Primarch Magnus the Red's sorcery during the Siege of the Fenris System in 999.M41. Highfell retained the Great Company's name, "the Ironwolves," and its former iconography.Gnyrll Bluetooth - In 999.M41, Bluetooth was the commander of the strike cruiser Wolf of Fenris. Lured into a trap, the Renegade Space Marines warband known as the Red Corsairs ambushed the Space Wolves' warship and boarded it. Wolf Lord Gnyrll Bluetooth fought the infamous Chaos Lord Huron Blackheart in hand-to-hand combat on the bridge of the Strike Cruiser. Unfortunately, Gnyrll was no match for the Chaos Lord and was torn apart by Huron's Power Claws. The Wolf of Fenris became one of Huron Blackheart's greatest prizes.Berek Thunderfist - Berek Thunderfist was the Wolf Lord of the Great Company to which Ragnar Blackmane, his eventual successor as Wolf Lord, was originally assigned and served as a teacher and an inspiration for the young Blood Claw at the time. Berek was a legendary warrior within the Chapter, named after his bionic hand and his preferred use of a Power Fist in battle. He was one of the very few warriors in the Imperium to face Khârn the Betrayer in single combat and survive to speak of the experience, though he lost his arm to the crazed World Eaters Berserker.Sigrid Trollbane - The principal rival of the popular Berek Thunderfist, Sigrid was a more devious political animal and tactician and did little to hide his desire to attain the rank of Great Wolf.Svane Vulfbad - Svane Vulfbad is a Renegade Wolf Lord and leader of the Heretic Astartes warband known as the Blood Wolves. He became so disillusioned with the grinding workings and soul-killing bureaucracy of the Imperium that he turned to the worship of the Blood God Khorne.Hrothgar Ironblade - Wolf Lord Ironblade captured the Mars-class Battlecruiser The Resolute, a warship that had formerly served in the Battlefleet Obscuras but had joined the Arch-Heretic Vortigern during the Alphalus Insurrection of the late 39th Millennium. With his great ship lost, Lord Ironblade took control of the Resolute during the Battle of Sestus Proxima and returned it to the service of the Imperium under the new name Fist of Russ. Despite the objections of the Imperial Navy, the Space Wolves retained the vessel and it continued to serve the Great Company up through the command of Berek Thunderfist. Hrothgar was eventually killed by a Chaos Lord named Moefranc of the Word Bearers Traitor Legion.Sven Ironhand - In 815.M41, Wolf Lord Ironhand led his Great Company into exile in the Eastern Fringe, forswearing his oaths. The Great Wolf Logan Grimnar declared Ironhand Renegade and ordered a new Great Company formed to replace the Ironhand Great Company. Sven Ironhand is only one of many Wolf Lords who have led their Companies away from The Fang and become "Lost" but he is noted as the most recent to have done so.Kyrl Grimblood - A mighty Wolf Lord of the Chapter whose deeds in the 36th Millennium during the infamous Plague of Unbelief saved the Chapter's homeworld of Fenris in its time of ultimate peril.Hef Icenheart - Wolf Lord during the Age of Apostasy in the 36th Millennium.Borek Salvrgrim – Wolf Lord of the 2nd Great Company during the 32nd Millennium.Morskarl – Wolf Lord of the 3rd Great Company during the 32nd Millennium.Egial Vraksson – Wolf Lord of the 5th Great Company during the 32nd Millennium.Rekki Oirreisson – Wolf Lord of the 7th Great Company during the 32nd Millennium, a hirsute monster with a heavy jawline and bunched shoulders.Vaer "White Wolf" Greyloc - Vaer Greyloc was the Wolf Lord of the 12th Great Company during the 32nd Millennium. Nicknamed the "White Wolf" for his especially pale skin, Greyloc led the defence of The Aett during the First Battle of The Fang.Osric Three-Fists - Osric was as famed for the ugliness of his mien as he was for his victories in battle. He had the honour to lead a Great Hunt, which was ambushed by a massive Chaos warfleet as the hunt neared its end. Osric's ship, Voidfang, was crippled by the Chaos flagship Storm of Hate. Despite the severe disadvantage, Osric led his warriors out the Voidfang's airlocks and assaulted the Chaos flagship. Though barely thirty warriors made it to the hull of the Chaotic ship, the Space Wolves succeeded in hammering their way inside, slaughtering a path to the bridge and turning the Chaos vessel's guns against the rest of the Chaos fleet. This act of insane bravado secured victory from certain defeat and is the epitome of the tenacity and determination displayed by the Space Wolves in the face of extreme odds.Gunnar "Lord Gunn" Gunnhilt, Shieldbearer of Russ - Wolf Lord of the 1st Company during the Great Crusade. As the Shieldbearer of Russ, he was the second-in-command of the entire VI Legion. He met his fate fighting the Alpha Legion in the Battle of the Alaxxes Nebula in 007.M31.Ogvai Helmschrot - Wolf Lord of the 3rd Company during the Great Crusade.Amlodhi Skarssen Skarssensson - Wolf Lord of the 5th Company during the Great Crusade. Fought alongside the Thousand Sons Legion on Heliosa during the Ark Reach Campaign. Later, participated in the Burning of Prospero.Bulveye, Axeman of Russ - Bulveye is the Wolf Lord of the lost 13th Company. Bulveye is 10,000 standard years old and fought at the side of Leman Russ during the Great Crusade. Reemerging from the Eye of Terror in the late 41st Millennium, Bulveye and a warband of the 13th Company aided a young Ragnar Blackmane, who was serving as a member of the Wolfblade, in the recovery of the Spear of Russ from the Thousand Sons Chaos Sorcerer Madox, staging a distraction to allow Ragnar and his companions to reach the stronghold of the Thousand Sons while most of the Traitor forces were engaged with the 13th Company. Bulveye spoke of Russ, as only one who knew him in life could, and together with his warriors spoke of ten thousand years of struggle within the Eye of Terror, fighting the Forces of Chaos and the daemonic beasts within as they searched for Magnus the Red.Garm - Garm was one of the first and greatest of the Wolf Lords who rose to fight alongside Leman Russ during the Great Crusade. Garm fell in battle on the world that carries his name to defend the Space Wolves' Primarch. He was honoured with a shrine-tomb on that world called the Shrine of Garm's Skull. The Spear of Russ was entrusted to the Shrine of Garm's Skull and worked into the ornate sarcophagus of Garm himself. It is said that the shrine still carries a measure of the Primarch's power and many of the Space Wolves who make the pilgrimage to the shrine leave changed in mind, heart and soul. The shrine has a permanent garrison of Space Wolves to protect it from looters and invaders. It is a great honour within the Chapter to be selected to serve for a time as an honour guard for the shrine. |
Subsets and Splits