Knights of Russ

Knights of Russ armorial with Chapter iconography.

A Battle-Brother of the Knights of Russ.

### **Number of Marines**

Unknown; Presumably the standard 1,000 marines (Though some inquisitorial reports have stated that 900 marines were deployed when One Great Company was present, though because of the chapters rapid deployment against any traitor legions in the sector, measuring the chapters total strength has proven difficult.)++*Under Review*++

### **Battle cry**

"Execute the Traitor, Heretic, and Renegade.”

### Successor Chapter(s)

None

The **Knights of Russ** is an Ultima Founding Space Marine Chapter comprised primarily of Primaris Space Marines. The Chapter has an altered Space Wolves gene-seed due to the fact that their Great Wolf, Ulrick Frostbane's gene-seed mutated due to unknown factors. Based on the plant Varneir located in the Varneir system, the Knights of Russ would claim the world as their homeworld during the Tyrean Crusade. The Knights of Russ alongside four other chapters, the soon-to-be Valkyries of Varnier, and Multiple Guard Regiments (including the 23rd Ice Rangers Guard Regiment) would be ordered to the Tyrean (*Tear-ee-an*) sub-sector to capture the five solar systems and take of guarding the Warp Rift known as the Iron Maw at the center of the sub-sector.

The Knights of Russ do not have a set method of war, due to their odd organizational structure even for the Sons of Russ. Altho there is a tendency towards the use of heavily armored infantry, cavalry, and airborne units charging into melee combat. Often fighting alongside the Sisters of Battle order and Imperial Guard Regiment of their homeworld Varneir (*Var-near*).

## Chapter History

Great Wolf Ulrick Frostbane was 974.M30, he lived a normal Fenrisian life, hunting, fighting, and surviving in the frigid wasteland that is Fenris. In the year 990.M30 Ulrick was inducted into the Space Wolves. By the year 000.M31 Ulrick chooses the path of the Wolf Priest. During the battle of Prospero in the year 004.M31, Ulrick alongside seven of his brothers (one who was entered in a Leviathan Dreadnought) was caught in a spell cast by a Thousand Sons Sorcerer, sending them spiraling through the warp. Ulrick and his brothers would awake on an unknown planet on an active battlefield. They would find that the battle was being fought by a green-skinned xenos and black-armored Astartes, although there would initially be a conflict between the unknown Astartes, Ulrick, and his brothers. Eventually, the Astartes explained they were Black Templars - loyal sons of Dorn. The Marshal leading the crusade would explain what the sons of Russ have missed several centuries.

In the year 985.M41 Ulrick and seven of his brothers would be thrown from the warp onto the planet Axon III, in the Segmentum Tempestus. The second they landed they discovered that there were well over 1,000 Chaos Space Marines sieging the planet. They would make their way to the last surviving city of Illume (*I-loo-mm*). Ulrick would talk with the Commander of the Imperial Guard Regiment and Canoness Commander of the Sisters of Battle, to make a plan to handle the incoming Siege. Due to the loss of communications equipment, it would not be till 005.M42, when a Guilliman's Indomitus Crusade arrived at the planet, that Ulrick and the forces of Axon III would receive reinforcements. After Guilliman`s arrival the Chaos Warband being a sore loser, choose to cast a spell causing the core of the planet to degrade leading to the planet's destruction.

## Notable Campaigns

### The Siege of Axon III (985.M41 - 05.M42)

The Siege of Axon III would be considered the first campaign of the Knights of Russ. Lasting 20 years the siege would claim the lives of all but two of the Sisters of Battle located on the planet, one billion Imperial Guardsmen, and five billion civilians. In the year 005 M42 Roboute Guilliman and his Indomitus Crusade, would come to Axon III weeks before the planet's destruction. Guilliman would provide ships and reinforcements for Ulrick and his newly formed Knights of Russ. The Knights of Russ, the 2 surviving Sisters of Battle, and the surviving 500,000 guardsmen would stage at an unknown forge world waiting for their chapter Fleet and gene-seed for the Knights of Russ, for two decades as the Knights of Russ were structured into true succors of the Wolf King. During this time those surviving guardsmen would become the 23rd Ice Ranger Regiment, and the surviving Sisters would draw from the women of the regiment for the Battle Sister order that would later be known as the Valkyries of Varnier.

### The Tyrean (Tear-ee-an) Crusade (020.M42-Present)

#### The Gathering

The Knights of Russ and their allied forces alongside four other Space Marine Chapters, four Imperial Guard regiments, and an Imperial Navy fleet would be ordered to gather at the Nachmund Gauntlet in order to jump to the Imperium Nihilus in order to reclaim the Tyrean sector and then lock down the Iron Maw, a large warp rift at the edge of the Tyrean sector used by the force of chaos to enter the northernmost edge of the Segmentum Obscurus.

## Chapter Homeworld

Varneir is a Death World in the Segmentum Obscurus that is the homeworld and recruiting ground for the Knights of Russ Space Marines Chapter and the Valkyries of Varneir. In the summer Varneir barely reaches temperatures of 20 degrees Celsius. During most of the year, there are raging blizzards covering most of the planet.

### Flora

Varneir has little natural flora, being a world defined by immensely frigid winters and summers that last a mere week, peaking at 15 degrees fahrenheit.

### Fauna

Many studies conducted by the Adeptus Mechanicus have determined that the animal life of Varneir is almost identical to that of Fenris. it is unclear what has caused the animal life to be so similar, some argue the nearly identical condition when compared to Fenris lead to the convergent evolution Being that Fenris has the most dangerous animal life found in any Imperial world, including that of Catachan. The most dangerous species of animal life on Varneir include:

* As to not plagiarise please go to the Fenrisian Life section on the Fenris page

### Fortress-Monastery

Asgard is a massive twelve-point, three-layer fortress built around and on the largest mountain of Varneir(Named Mount Asgard after the construction of Fortress Asgard). The outermost layer is manned by the 23rd Ice Ranger Regiment, the renamed Imperial Guard regiment that chose to follow Ulrick Frostbane and the Knights of Russ after the fall of Axon III. The middle layer is defended by the Valkyries of Varneir, who were founded by the Living Saints Astrid and Freya. The innermost layer is the True Fortress Monastery of the Knights of Russ, with each point being the territory of 1 of the twelve Great Clan of the Knights of Russ. The size of Asgard is not to be underestimated, being that it was built around and into a massive mountain, the fortress has a diameter of nearly 450 miles. with the 23rd Ice Ranger Regiment and Valkyries of Varneir only manning the outermost 100 miles. Fortress Asgard pre-dates the reclamation of Varnier, based on the markings the Fortress had during its recovery it is believed that it used to belong to the Space Wolves during the Great Crusade but was lost to war and time. In the deepest vaults of Fortress Asgard a treasure trove of Great Crusade and Heresy era wargear was discovered, giving the Knights of Russ an expansive arsenal of “relic” wargear.

## Chapter Organisation

### Command Ranks

* **High Lord Executioner:** Chapter Master and leader of the 1st Great Clan
* **Lord Executioner:** A Lord Executioner is the Knights of Russ officer who is the equivalent of a standard Space Marine Captain and who commands one of the 12 Great Clans that comprise the full Knights of Russ Chapter's military force. Unique to the Knights of Russ, instead of having two Command Executioners (Lieutenant equivalent) the Knights of Russ field one per Lesser Company
* **Command Executioner:** A Command Executioner is the Knights of Russ Officer who is the equivalent of a standard Space Marine Lieutenant. Each Command Executioner leads a Lesser clan under the direction and mentorship of their Lord Executioner.

Note: Unlike most space marine chapters, there is not a strong discontent between standard command ranks and specialist ranks. That is to say roughly half of the commanding officers are also part of the specialist ranks.

### Specialist Ranks

* **Iron Lord:** The Iron Lords are the Chapter's equivalent of Techmarines. Sent off for training at Mars with the Adeptus Mechanicus like all Techmarines, the Iron Lords maintain the Chapter's equipment and forge all necessary replacement wargear. Iron Lords are traditionally attached to the Great Wolf's Great Clan and re-assigned to other fighting forces on a situational basis. Iron Lords also have a place in the transformation and initiation of new recruits.
* **Speaker of the Dead:** Speakers of the Dead are a unique officer class within the Chapter. A combination of the roles of Chaplain and Apothecary found in *Codex*-compliant Chapters, the Speaker of the Dead administers to the physical and mental well-being of the Chapter's warriors and also chooses the Young Ones for the Chapter from among the members of the 23rd Ice Rangers.
* **Storm Lords:** The Knights of Russ do not have Librarians as such because of their great abhorrence of psychic abilities, which they equate with foul sorcery; instead the Chapter maintains a number of Storm Lords -- potent psykers who examine the minds of all Wolf pups to the Chapter for any sign of Chaotic taint of treachery. Armed and equipped differently from Librarians, Storm Lords do not wear the Psychic Hoods of Librarians and do not always carry Force Weapons, which the Knights of Russ prefer to call Runic Weapons. The Storm Lords, however, are actually quite potent psykers in their own right and as fierce warriors as any man born of Varneir.

### Line Ranks

* **Leader** - A Leader is the Knights of Russ equivalent to a standard Space Marine Sergeant, who leads a 'Brother-Hood' (Squad).
* **Brother** - Battle-Brother equivalent.
* **Tested One**- Neophyte equivalent.
* **Young One** - Aspirant equivalent.

### Orders

Orders are organizations within the Knights of Russ that span across the Great Clan. Orders are based around a method of combat, some Orders have exclusive rights towards equipment (the Order of Storm Riders has the exclusive right to all equipment for mounted combat), but most restrict what equipment members may use.

The first two Orders that were formed were the Order of the Axe and the Order of the Sword. These two Orders originated from a disagreement between two Knights of Russ over which was the correct way to execute heretics. Each swore an oath to prove that their weapon was the correct one, after a number of battles more Brothers swore oaths, as both factions grew, Ulrick would step in and sanction the groups creating the Order system, primarily to limit conflict. Ulrick, the Lord Executineers, and the Priests would create laws that govern the Orders while allowing them to grow and thrive. There are currently X Orders.

### Brother-Hoods

Instead of organizing into the squads dictated by the *Codex Astartes*, the Knights of Russ (following their parent chapter the Space Wolves) form their Brothers into "Brother-Hoods".

For the Knights of Russ, their finely honed senses of smell and hearing are just as important to them as their keen eyesight. Brother-Hoods will work together to sniff and sound out their foes, hunting their prey like the wolves of Varnier, identifying the locations of their comrades as much by their enhanced sense of smell as by any technological means.

### Specialist Units & Formations

The Knights of Russ do not make use of the standard squads of the Codex Astartes. Instead fielding four Brother-Hoods, Red Brothers, Grey Brothers, Void Brothers, and Executioners.

#### Red Brothers

Red Brothers are comprised of the fresh new Brothers who have been recently inducted into the Chapter. For a Brother-Hood to be raised from that of the Red Brothers to the Grey Brothers all members must have achieved Stage Two of the High Lord Executioner's Blessing.

There are two variants of the Red Brothers, Sky Brothers, and Swift Brothers. Sky Brothers are the Knights of Russ equivalent to both Sky Claws and Assault Squads. When a Brother-Hood of Red Brothers are found to be abnormally aggressive, and headstrong, they are "promoted" to Sky Brothers and transferred to a Scout Clan. If a Brother-hood of Red brothers are found to be very independent they are promoted to Swift Brothers and transferred to a Scout Clan. The Swift Brothers are the Knights of Russ equivalent to both Outriders and Swift Claws. Both Sky and Swift Brothers are the key Brother-Hoods of Scout Clans.

Red Brothers are the closest thing to the Codex Assault Intercessors.

#### Grey Brothers

Grey Brothers bear the most similarity to that of standard intercessors, but each Brother-Hood may don Gravis or Phobos armor either by their own choice or by the order of their Command Executioner. Fielded in a very flexible manner, Grey Brothers can act both as front-line assault troops, scouts, midline support, or rearguard.

#### Void Brothers

Void Brothers are the Knights of Russ Heavy support. Both tanks and infantry heavy weapons are used by Void Brothers. Void Brothers have can wield meltas like Eradicators or plasma like Hellblasters. What armament is taken in infantry Brother-Hoods generally is a Brother-Hood level choice while the use of Tanks falls to that Void Clans Command Executioner. Each Void Brothers Brother-Hood has an assigned tank, that bears that Brother-Hoods Banner.

#### Executioners

Executioner Brother-Hoods are best described as a cross between Honor Guard squads, and virtually every other elite unit. It is an unspoken rule that for a Brother-Hood to be elevated to the status of Executioners, they must have sworn a martial oath. While Executioner Brother-Hoods have the freedom to use almost any weapon or armor, they will have sworn an oath and will follow that oath till all Traitors, Heretics, and Renegades have been slain. At the start of every battle, each Executioner Brother-Hood will swear an oath to slay a specific target, whether it is an enemy commander, psycher, squad, vehicle, or objective. Multiple Brother-Hoods may swear to slay the same target, which often leads to the development of rivalries that can last for hundreds of years.

### Lesser Clans

Lesser clans have no set size, but are formed once every 25 years, and the structure established then will not change unless a lesser clan falls to one Brother-Hood. When a Lesser Clan sustains enough casualties to be reduced to one Brother-Hood, the surviving Brother-Hood will be consolidated into the smallest Lesser clan of the same type.

There are six types of Lesser Clan, Assault, Scout, Void, Executioner, Headquarters, and Auxiliary.

#### **Assault Clan**

Assault Clans are comprised of Red Brothers and Grey Brothers. Those apart of Assault Clans generally use the most basic of Astartes wargear. The Assault Clans are used as the primary battle line force within the Knights of Russ. For a Brother-Hood t be promoted to Grey Brothers they must achieve Stage 2: Contained Fury. Or if a Brother-Hood of Red Brothers is found to be more developed than expected they will be “raised” to that of Swift-Brothers, if they are found to be overly aggressive they will be “raised” to Sky Brothers. In both cases, the Brother-Hoods will end up in a Scout Clan.

#### **Scout Clan**

Scout Clans are comprised of the Grey, Sky, and Swift Brothers. Scout clans often attract the more independent and solitary Brother-Hoods. Equipment wise Scout Clans make large use of phobos armor, modified hover outrider bikes, and jump packs, to cover large amounts of terrain, and infiltrate deep behind enemy lines.

#### **Void Clan**

Void Clans are comprised of tanks and Void Brothers. In some cases, a Void Clan will be comprised completely of tanks or Void Brothers but in most cases are mixed. The Knights of Russ make great use of Heresy Era tanks such as the Predator Executioner and the Sacaran Omega. In addition, the Repulsor Executioner is a favorite when it comes to heavy tanks. Each Knights of Russ Great Clan has at least one Astraeus Battle Tank in its armory and it is usually under the control of the 1st Void Clan. When it comes to Void Brothers, each Brother-Hood usually has a preferred set of heavy weapons, whether that's plasma rifles, dual plasma exterminators, heavy meltas, las cannons, or vengeance launchers. There is a general tendency towards Mk X Gravis armor in general among the Knights of Russ, and it is much more prevalent among the Void Clans.

#### **Executioner Clan**

Executioner Clans are comprised of the most elite and experienced Brothers of the Knights of Russ. Bearing the most independence of the lesser Clans. Executioner Clans are generally deployed to take the most fortified and valuable objectives or defend the key objectives that may determine the results of a campaign. Rarely do Executioner clans deploy at the start of a conflict, most commonly taking the responsibilities of void warfare onto themselves, so that their less experienced Brothers who have not yet awakened Russ`s Blessing, the opportunity to do so. Executioner Clans do not simply enter a battle, they always strike down with great fury, having entered into Stage 3: Righteous Fury before landing.

### Order of Battle

The Knights of Russ also do not abide by the structures laid out in the *Codex Astartes*, preferring to organize themselves with a similar structure to their genetic forebears. Each Great Clan can operate freely with full independence, often varying in strength from Great Clan to Great Clan. Every Great Clan is made up of at least four Lesser Clans, one for each type of Brother-Hood. The number and type of Lesser Clans that comprise each Great Clan is decided by each Lord Executioner and not even the High Lord Executioner can change the structure of a Great Clan. Each Great Clan has all the needed ships and resources to pursue any campaign.

#### **Great Clans**

**Lord Executioner and Iron Lord Tyr Steelfang**
**Lesser Clans(To Be Determined)**

**Lord Executioner (Name to be Determined)****Lesser Clans(To Be Determined)**

**Command Squad:**
**Lord Executioner Spen Skyfang**
**Lesser Clans(To Be Determined)**
**Lord Executioner (Name to be Determined)****Lesser Clans(To Be Determined)**
**Lord Executioner (Name to be Determined)****Lesser Clans(To Be Determined)**

**Command Squad:**
**Lord Executioner (Name to be Determined)****Lesser Clans(To Be Determined)**
**Lesser Clans**Headquarters Clan
First Assault Clan Led By **(To Be Determined)**
Second Assault Clan Led By **(To Be Determined)**
First Scout Clan Led By **(To Be Determined)**
Second Scout Clan Led By **(To Be Determined)**
First Executioner Clan Led By **(To Be Determined)**
Second Executioner Clan Led By **(To Be Determined)**
First Void Clan Led By **(To Be Determined)**
Second Void Clan Led By **(To Be Determined)**
Third Void Clan Led By **(To Be Determined)**
Fourth Void Clan Led By **(To Be Determined)**
Fifth Void Clan Led By **(To Be Determined)**
Sixth Void Clan Led By **(To Be Determined)**
One Auxiliary Clan

**Lord Executioner (Name to be Determined)****Lesser Clans(To Be Determined)**

**Lord Executioner (Name to be Determined)****Lesser Clans(To Be Determined)**
**Lord Executioner (Name to be Determined)****Lesser Clans(To Be Determined)**
**Lord Executioner (Name to be Determined)****Lesser Clans(To Be Determined)**

## Combat Doctrine

Decentralized Command. The Knights of Russ structure their chapter around a decentralized command to an extreme degree. Each Great Clan has the resources to act to independently to the rest of the chapter. With each Lesser Clan being able to strike a target on their own for months and in some cases a year without a need for resupply. The key downside to this strategy is the loss of a single ship means the loss of a significant amount of wargear.

The Knights of Russ have two key styles that dictate actual combat, melee and heavy armor. The Knights of Russ make much greater use of Gravis and Terminator armor compared to most Chapters. Most Great Clans build their strategy’s and tactics around an unyielding force of heavy armored melee combatants. Although some Great Clans my build around ranged combat the use of heavy armor and tanks is unrivaled with in the Chapter, but there are always exceptions, the 11th Great Clan does build around light gorilla warfare, with the heavy use of Phobos armor.

## Chapter Gene-Seed

Excluding the initial 1,000 Primaris Marines, all of those apart of the Knights of Russ bear the gene-seed of their Great Wolf and his seven brothers. It is unclear why all of their gene-seed mutated in the same way, Ulrick would be the first to display the mutation after his and his brothers first time being thrown through the warp. The mutation was named The Wrath of Russ. With it being determined the mutation is a variant of the Wulfen mutation, instead of transforming into a full Wulfen, Ulrick enters a similar rage to that of the Black Rage, but it is not as permanent and the power it grants varies drastically from Astartes to Astartes.

Ulrick would wait to expand the Knights of Russ till he and his fellow founders had crossed the Rubicon Primaris, he would then choose to use his own gene-seed for his chapter, not Belisarius Cawl's "perfected" and "pure" Primaris gene-seed. When questioned as to why Ulrick choos to use his gene-seed, he said, "If I shall lead a chapter outside of the mighty wolves of Fenris, it will be my chapter, my sons, whose loyalty is to the Wolf King, the All-Father, and their Lord Executioner, not Belisarius Cawl."

In order to gain enough gene-seed to grow his chapter, Ulrick would call in favors among the Adeptus Mechanicus whom he had interacted with in the past. It would take nearly a decade for the clones to be made and the gene-seed grown, but it was done. Two Tech-Priests would be sent with the Knights of Russ in order to establish the necessary facilities on the Chapter Fleet flagship the Holy Wrath and later fortress Asgard on the plant of Varnier.

### Russ`s Blessing

After crossing the Rubicon Primaris, Ulrik choose to use his own gene-seed as the base for all of the Knights of Russ new recruits instead of the Gene-Seeds Guilliman sent. Because of Ulrick's choose to use his sene-seed all members excluding Guilliman's initial 1,000 Primaris Marines bear Ulrick's unique mutation known as "The Wrath of Russ". When this mutation takes hold it comes on in four stages; Stage 1 (Beserker), Stage 2 (Contained Fury), Stage 3 (Righteous Fury), Stage 4 (Holy Wrath).

#### **Stage 1: Beserker**

In the initial stage of The Wrath of Russ, a Knight of Russ becomes an uncontrollable berserker until they either are knocked unconscious or pass out due to exhaustion. Stage 1 is usually caused when a Knight of Russ witnesses the death of several of their pack members. Once entering Stage 1 the Knight of Russ will become significantly stronger and will slaughter any non-humans they can find. Usually lasting several days and in some cases even a week, once the Knight of Russ is knocked out or collapses from exhaustion they are taken to their Great Clan's Wolf Priests so they can be safely moved on to Stage 2. Roughly 25% of those who enter stage 1 never leave it, and die after one to two months. The methods used by the Wolf Priests are only known by the Great Wolf, Lord Executioners, and Wolf Priests.

#### **Stage 2: Contained Fury**

Stage 2 of The Wrath of Russ is called Contained Fury, a Knight of Russ in Contained Fury becomes extremely irritable, often to the degree that simply looking at them can cause them to black out and slip back into Stage 1, Berserker again. The Knight of Russ will continue to black out and fall back to Stage 1, Berserker several more times till they reach Stage 3, Righteous Fury. After each black out the following blackougene seedquire a more provcation than the previous one, generally speaking, it takes seven to ten black outs before they elevate to Stage 3, Righteous Fury. After reach black out the Wolf Priests will repeat the methods previously used in stage one, with each repeat being more effective than the last.

#### **Stage 3: Righteous Fury**

In Stage 3, Righteous Fury, a Knight of Russ will no longer fall into uncontrollable rages, they will gain the ability to focus their rage and the strength that comes along with it to increase their combat strength. Although a Knight of Russ can focus and control their rage, they are still significantly more irritable than the average Astartes, to the degree that a dozen fights a day with their fellow Knights of Russ is not uncommon, but these fights seemingly only strengthen the bond between brothers. The degree to which Stage 3 increases a Knight of Russ's strength varies to an extreme degree, for it acts as a last option that provides just enough strength for a few minutes to run, for others like the many Executioners and Lord Executioners, Stage 3, Righteous Fury gives them emesis strength for hours.

#### **Stage 4: Holy Wrath**

Those among the Knights of Russ who have achieved Stage 4, Holy Wrath, are Great Wolf Ulrick Frostbane, Lord Executioner Asger Nightclaw, Lord Executioner Odin Greymane, Lord Executioner, and Chief Wolf Priest Tyr Thunderfang, and Lord Executioner Spen Skyfang. There is no clear method to achieve Stage 4, in the cases of Asger Nightclaw and Odin Greymane, they achieved Stage 4 during an extremely emotional battle where they avenged their brothers who had been slaughtered by a group of Thousand Sons Exalted Sorcerers. On the other hand, Tyr Thunderfang and Spen Skyfang seemingly awoke on the day after a battle, calmer than ever before with the ability to enter Holy Wrath. But in the case of Ulrick Frostbane, it is unknown when the Great Wolf achieved Stage 4, it is commonly accepted that he achieved Stage 4, time in the 32nd or 33rd millennium. When a Knight of Russ archives Stage 4, Holy Wrath, they seemingly lose all rage and become incredibly relaxed and joyous, and when they choose they can enter a Holy Wrath, that drains no stamina, greatly improves their durability, increase their stamina to the degree that they can fight for weeks on end, and significantly increases their strength to the point that together Asger Nightclaw, Odin Greymane, Tyr Thunderfang, and Spen Skyfang were able to hold their own in a friendly duel with a low-level Custodes.

## Notable Members

* **Great Wolf Ulrick Frostbane** - Ulrick Frostbane is the first and current Great Wolf (Chapter Master) of the Knights of Russ, an all-Primaris Successor Chapter created from the lineage of the feral and savage Space Wolves. Fenris-borne, Ulrick became a full battle-brother following the tragic events of the Horus Heresy, and was fully inducted into the VI Legion after the bloody years of the Great Scouring. Following the events of the Fall of Cadia and the subsequent formation of the Great Rift, Ulrick would eventually be chosen by the newly resurrected Ultramarines Primarch Roboute Guilliman himself, for the high honour of leading his own Space Marine Chapter comprised of 1,000 newly revealed Primaris Space Marines. He named his new Chapter the Knights of Russ.

## Chapter Fleet

* ***Holy Wrath* (Battle Barge)**: *Holy Wrath* is the current Flagship of the 1st Great Clan of the Knights of Russ, and the Knights of Russ as a whole.
* ***Storms Wrath* (Battle Barge)**: *Storms Wrath* is the Current Flagship of the 8th Great clan of the Knights of Russ. Due to the 8th Great Clan being under the command of Executioner Lord and Storm Lord Arjack Storm Claw the *Storms Wrath* is covered with nearly triple the runes compared to the other ships in the Chapter Fleet.
* ***Fury Claw* (Tyrant Class Strike Cruiser)**: *Fury Claw* is one of the three Vanguard Class Strike Cruiders that comprise the 8th Great Clans Clan Fleet. Just like the *Storms Wrath* the *Furry Claw* has significantly more runes than most other ships in the Chapter Fleet.
* ***Black Storm* (Tyrant Class Strike Cruiser)**: *Black Storm* is one of the three Vanguard Class Strike Cruisers that comprise the 8th Great Clans clan Fleet. Just like the *Storms Wrath* the *Black Storm* has significantly more runes than most other ships in the Chapter Fleet.
* ***Ice Claw* (Tyrant Class Strike Cruiser)**: *Ice Claw* is one of the three Vanguard Class Strike Cruisers that comprise the 8th Great Clans Clan Fleet. Just like the *Storms Wrath* the *Ice Claw* has significantly more runes than most other ships in the Chapter Fleet.
* ***Storm Fang* (Overlord Class Battle Cruiser)**: *Storm Fang* is one of the two Overlord Class Battle Cruisers that comprise the 8th Great Clan Fleet. Just like the *Storms Wrath* the *Storm Fang* has significantly more runes than most other ships in the Chapter Fleet.
* ***Iron Claw* (Overlord Class Battle Cruiser)**: *Iron Claw* is one of the two Overlord Class Battle Cruisers that comprise the 8th Great Clan Fleet. Just like the *Storms Wrath* the *Iron Claw* has significantly more runes than most other ships in the Chapter Fleet.

## Chapter Appearance

### Chapter Colors

The Knights of Russ wear metallic black power armor and metallic blue accents.

To differentiate What Brother-Hood one belongs to, the Knights of Russ change their helmet color. With Leaders bearing a White helmet with a stripe of their Brother-Hood Color.

### Chapter Badge

The chapter Badge of the Knights of Russ is an Azure Wolf in front of a White/Silver Sword.

### Honour Badges

Among the Knights of Russ traditional honor badges skulls, scrolls, Aquilas, service studs, and or any other Codex Astartes approves badges are often not worn. In the Knights of Russ, the preferred honor badges consist of Wolf Tail Talismans, Blizzard Wolf/Bear Pelts, Wolf Skulls, Runes, and Knotwork art. Knotwork art is not something any Knight of Russ can simply paint or engrave onto their armor, they must be awarded the right to mark their armor. The Knights of Russ use knotwork art as badges for achieving a specific type or number of kills.

Color of Knotwork meaning

* White: Single-handedly slaying 100 enemy combatants
* Green: Single-handedly destroying an enemy ground vehicle
* Yellow: Single-handedly destroying an enemy Air vehicle
* Orange: Single-handedly destroying a squad of enemy Cavalry
* Purple: Single-handedly slaying an enemy Non-Medical Support Personnel
* Blue: Single-handedly slaying an enemy Psyker
* Red: Avenging a fallen brother or Allie
* Copper: Single-handedly slaying a squad enemy Honor Guard
* Silver: Single-handedly slaying an enemy Champion
* Gold: Single-handedly slaying an enemy Commander

## Relations

### Allies

 ***Feel Free to add your own, but please come up with an interesting and lore-friendly way for both factions to ally. Provide a blurb about your faction, how they met and allied.***

 Black Templars |      | The Black Templars are a Loyalist Second Founding Space Marine Chapter derived from the Imperial Fists' gene-seed and their primarch, Rogal Dorn. Their origin can be traced back to the Imperial Fists' defence of Terra during the Horus Heresy. Since that time, the Black Greats have been on the longest Imperial Crusade the Imperium of Man has ever known to prove their loyalty to the Emperor of Mankind. They are not a *Codex Astartes*-compliant Chapter and maintain a very different Chapter structure and culture than is the norm amongst most of the Adeptus Astartes. They are also deeply unusual amongst the forces of the Adeptus Astartes for venerating the Master of Mankind as a literal god, just like the mortal adherents of the Imperial Cult.
 Valkyries of Varneir |      | The Valkyries of Varneir are the Order Minoris of the Adeptus Sororitas, dedicated to the service of the Knights of Russ and the protection of Varneir in the Fenris System. Drawing their members from the best of the female Varneir Imperial Guardsmen. Led by Saints Freya and Astrid, the only survivors of the Axon III convent of the Order of The Bloody Rose after the Siege of Axon III. Often deploying alongside the Knights of Russ and the 23rd Ranger Imperial Guard Regiment, the Valkyries of Varneir focus on aerial strikes on high-value targets, and aiding allied units.
 Salamanders |      | The Salamanders are one of the Loyalist First Founding Chapters of Space Marines. They originally served as the Imperium's XVIIIth Space Marine Legion during the Great Crusade and the Horus Heresy and for some time before the return of their primarch were known as the "Dragon Warriors." Their homeworld is the volcanic Death World of Nocturne. The Salamanders as a Chapter are unusually concerned with civilian casualties compared to most other Space Marines and believe that one of their most important duties is to protect the lives of the Emperor of Mankind's innocent subjects whenever and wherever possible. This is an attitude that developed as a consequence of the Salamanders' own unusually close connections to the Nocturnean people, as they are one of the only Chapters of Astartes who continue to interact with their families and the people of their homeworld after their transformation into Space Marines. For instance, it is not uncommon for a Salamander to serve as a clan leader among the Nocturneans and live with them when Chapter business does not require him to remain at the Chapter's fortress-monastery on Nocturne's moon of Prometheus. The Salamanders and their people as a whole are also defined by their adherence to a variation of the Imperial Cult called the Promethean Cult.
 Iron Drakes |      | The Iron Drakes are a Loyalist Successor Chapter, which is known for their selflessness and for their absolute fearlessness in battle. They were allegedly derived from the heroic and brave lineage of the ancient Salamanders Chapter. They have a strong connection with humans and protect those that can't defend themselves. The Iron Drakes excel at the use of fire-based weaponry and close combat. In battle, they feel no fear and never run from the enemy until every innocent person is safe. The Chapter has a good connection with their Progenitors and proudly calls themselves "Sons of Vulkan". The Iron Drakes are trained in the art of war and combat, but also in a lot of other things. They train in meditation and survival in the wild. All Iron Drakes have been trained in politics. They're also trained in evacuating entire planets or calming down citizens.
* Carrying a similar love for humanity and melee combat, the Knights of Russ and Iron Dakes have worked well together on a few occasions. First meeting during the early years of the Knights of Russ, before they had established their 2nd-12th Great Clan.

### Enemies

***Feel Free to add your own, but please come up with a intresting and lore friendly way for both factions to despise eachother. Provide a blerb about your faction, how they met and became enemies.***

 Thousand Sons |      | The Thousand Sons are one of the Traitor Legions of Chaos Space Marines who are sworn solely to the service of Tzeentch, the Chaos God of change, intrigue and sorcery, though they were once the Imperium of Man's XVth Legion of Space Marines. The main feature that distinguishes the Thousand Sons from the other Traitor Legions is the sheer number of psyker mutations that have always existed amongst the Space Marines in this Legion. Every current member of the Legion possesses psychic abilities and they prefer to use Chaos Sorcerers and guile in combat, relying on their psychic powers and sorcerous knowledge to earn them victory. As a result of an ancient spell known as the *Rubric of Ahriman* that was cast soon after the Thousand Sons fell from their homeworld of Prospero during the early days of the Horus Heresy, every Thousand Sons Astartes that lacked psychic powers had his soul fused directly into his power armour. The Thousand Sons have become living embodiments of sorcery animated by the power of Chaos and the will of the Lord of Change. The Thousand Sons are the scions of the Primarch Magnus the Red, the copper-skinned cyclops whose thirst for knowledge in all its forms led ultimately to damnation and an eternity of servitude to Tzeentch, the Chaos God known as the Changer of the Ways. When the primarchs were scattered throughout the galaxy, Magnus found himself coming to rest upon the distant, isolated colony world of Prospero.
 Marines Malevolent |      | The **Marines Malevolent** is a Loyalist Space Marine Chapter that was founded sometime in the 32nd Millennium and is of unknown genetic origin. While loyal to the Emperor of Mankind and deeply dedicated to the eradication of all of the Imperium's enemies, the Marines Malevolent have at times shown a disturbing and callous disregard for the lives of the civilians of the Imperium as long as their mission objectives are achieved. This has brought them into conflict with the Salamanders Chapter of Space Marines and many other Imperial organizations, including the Inquisition.
* Due to past interactions between Ulrick and the Marines Malevolent, Ulrick has given a kill on sight order to all Knights of Russ.

## Gallery

Knights of Russ Veteran Marine Jorghunn Blackcaller ('Relentless Conqueror of the Black Nebula') arrayed in Executioner pattern Terminator Armour, of Order Onn (One) ("Holy Executioners"), Order of the Great Wolf.Knights of Russ Veteran Marine Valtyr Kaarlskar ('Lone Hunter of the Snarling Citadel') arrayed in Indomitus Terminator Armour, of Order Onn (One) ("Holy Executioners"), Order of the Great Wolf.Knights of Russ Void Fang (Primaris Inceptor) Engyr Diregaze ('Grizzled Predator of the Snarling Blade') of Great Company For (Four), ("Winged Wolves"), Order of the Axe.

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 Renegades

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 White Scars Successors
 Space Wolves Successors
 Imperial Fists Successors
 Blood Angels Successors
 Iron Hands Successors
 Ultramarines Successors
 Salamanders Successors
 Raven Guard Successors
 Unknown Lineage

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