Molten Fists

An armorial of the Molten Fists showing the chapter iconography

Molten Fists Primaris marine of the 2nd Company

### **Specialty**

Asymettric warfare, use of melta and flamer weaponry, defensive operations, urban warfare

### **Battle cry**

"Be Izati, be Zeri!" (*Gesisani*)
"For the fire, for the flame!"
"Be Sen Fortiar!" (*Gesisani*)
"In the name of Fortiar!"

### Successor Chapter(s)

None

"*Abvel epizo i Xenos be Mizo Deizati! Epizo imuni i! Be Niguzi! Be Zeri!"
"No xenos can survive the wrath of the flame! They will not survive! For the emperor! For the flame!*"
—Di Nahod, Chief Izi Ebhari, as the Battle of Fortiar begins.
The Molten Fists are a deeply spiritual and religious chapter created from Crimson Fist gene-stock during the 21st "Cursed" Founding. The mutations that riddle their gene-seed curse them to a life of constant burning pain, pushing them towards religion as a way of suppressing this pain. These same gene-seed mutations give them an almost preturnatural skill with melta and flamer weapons, even by Astartes standards, allowing them to excel at both anti-armour and anti-infantry operations. Their homeworld, a volcanic death world called Fortiar II, was recently ravaged by Hive Fleet Nidhogg, and it was only the timely arrival of the Indomitus Crusade that saved the chapter from total annihalation.

## Chapter History

### Founding

In the late 35th Millenium, the gene-smiths of the Adeptus Mechanicus attempted to perfect the gene-seed of the Adeptus Astartes and remove the imperfections and idiosyncracies that had raken root over the millenia since the First Founding. The Crimson Fists were among the chapters chosen to host a new chapter from this founding - Captain Faradar Halios was chosen to lead it, an honour given to precious few even among ancient chapters like the Crimson Fists. Halios was known for his tactical flexibility, and a small group of veterans and skilled specialists - likewise known for their flexibility in battle - accompanied him aboard the soon-to-be Chapter's flagship, the *Crown of Rynn*.

When the first of this new chapter awakened, the folly of the Mechanicus became clear. Screams of pain filled the chamber as what would become known as the Internal Flame reared its head for the first time. Faradar Halios and the Chaplain who accompanied him from the Crimson Fists helped calm the Astartes, but as the *Crown of Rynn* set out into the galaxy there was not a single place on the flagship that one could escape the constant screams of pain.

Halios made it his priority to teach the Astartes how to control this pain by any means possible - if he was unsuccessful, the Chapter would be unable to fight, and its future would be dark and short. Those Astartes who woke earlier than the others found that meditation and prayer allowed them to suppress the pain, and Halios ordered that they become the Chapter's first Chaplains, and that they teach their younger Battle Brothers how to control the pain. The comparison made by these early Astartes between their pain and the pain of being burnt constantly prompted Halios to paint the left gauntlet of his otherwise grey armour in a fire-y orange. This practice spread around the Chapter like wildfire, and they were quickly given the name "Molten Fists" by those they saved in these early days.

### Daphna III

Responding to a worrying distress call in the southern Segmentum Obscurus, the newly-christened Molten Fists arrive in orbit around the world of Daphna III. With the *Crown of Rynn'*s sensors picking up no movement, Faradar Halios deploys his most promising Marines to the surface. Upon landing, a dire sight stretches out before them; a city, completely ruined and destroyed, with rotting corpses littering the tight streets. Massive fungal growths blocked out light from vast portions of the city, hiding all sorts of potential threats.

The Astartes ventured into the fungal caves, on high alert, especially after they lose vox contact with their fleet in orbit due to interference from the fungus. Halios ordered a small group of his Astartes to make their way back to the Thunderhawk and resume vox communications with the fleet. As soon as they were out of sight, bolter fire erupted around the Molten Fists. Death Guard marched out of the fungus, weapons firing on the exposed Astartes. Halios made a split-second decision and ordered a charge into one of the groups of Chaos Astartes. They could not afford to be surrounded. They lost several of their number in the charge, but it payed off, and after they eliminated one side off the ambush, they were able to exchange shots with the other and convince them to retreat.

As the Astartes fell back to their Thunderhawk and passed the bodies of their Battle Brothers, one of the survivors told Faradar Halios of the sense of belonging that had passed over him while using the melta weapon he had been given for that mission. For Halios, this was finally a sign that his Chapter might survive. He ordered his squads to use melta weapons where possible, and when they reached the Thunderhawk he relayed the same instructions to the fleet. They had been ambushed as well, and the Astartes sent to push back the boarding parties had experienced the same sense of belonging and right-ness that those on the ground had. Halios ordered for reinforcements on the ground once the situation in the void was cleared, and the Molten Fists slowly but surely purged the world of Nurgle taint.

### Fortiar II

Some years after the events of Daphna III, the Molten Fists followed a faint Imperial signal to the volcanic death world of Fortiar II. The world was uninhabited but for a number of migratory tribes that travelled round the hostile planet to survive. The Molten Fists, now with the Internal Flame mostly under control, followed the signal to a massive Imperial fortification inside the world's oldest mountain.

They landed and immediately set about clearing the structure of hostiles. The doors on the surface opened easily, but the deeper they went the less of the structure responded to their signals. Halios ordered that defensive outposts be set up in the areas they could not clear for hostiles while he contacted a nearby Forge World, requesting a detachment of Tech Priests to assisst in the opening of this structure. They responded eagerly enough, hoping that the long-forgotten structure may contain some STC fragments.

While waiting for the fortification to be cleared, Halios set about examining the world they now found themselves upon. He realised that it would make an excellent homeworld for his chapter. Its inhabitants were hardy and skilled, and the lava that dominated Fortiar's surface mirrored the burning pain his chapter felt. As the Tech Priest's work was slow, Halios decided to claim Fortiar as the Molten Fist's homeworld, and the Imperial fortification as its Fortress-Monastery, naming it Kolasis.

### The Severed Crusade

Faradar Halios ordered an ill-fated Crusade against the Haunted Legions of the Empire of the Severed about a century after arriving on Fortiar II. The Necrons had begun encroaching on Imperial space, and Halios viewed it as their duty to prevent this. The early battles of the Crusade went well, with the veterans of the Molten Fists spearheading the assault against the Necrons and their devastators pushing the Necron flanks back. The Necrons were almost pushed off the planet by the time the tide of battle changed.

Sensing the defeat of the Empire of the Severed, Halios personally led the 1st Company on an attack into the world's caverns to take out the last of the Necron heavy weaponry. However, in a grim parody of his first major battle, he was ambushed, and a C'tan shard was released on the Astartes. The combined force of the entire 1st Company fighting for survival was a terrible thing, and the ambush was only partially successful. Halios and his Honour Guard, including the Chapter Champion Raphael Kardova, fought the C'tan shard while the rest of the Company held off the Necrons as they waited for reinforcements.

The C'tan was a vicious and powerful foe, and it quickly slew Halios's Honour Guard, leaving the Chapter Master and Kardova to fight side by side for the last time. As Necrons closed in around them, Kardova jumped in front of a deadly attack meant for his Chapter Master. Devastated by the sacrifice, but determined to finish the fight, Halios made use of the slight opening to kill the C'tan shard. The resulting explosion killed Halios and blew a hole in the roof of the cave. The rest of the Molten Fists flooded in and recovered Halios's body. Miraculously, Kardova was still alive, and they were able to place him in a Dreadnought to fight another day.

With losses high on both sides, the Molten Fists retreated. Their 1st Company was sorely depleted, and most of the Chapter's leadership was gone. Bazan Volkai, the former 2nd Captain, was the highest ranking survivor, and so took command in the wake of the crusade. He was incredibly spiritual and religious, and without his rule it is unlikely that the Molten Fists of today would be so intensely religious.

### Tragedy of Astar

The Molten Fists annals around the early years of M38 are incredibly sparse, with many of the records destroyed and those that remain heavily redacted. Even the pillar in the Field of Honour for the Lord Commander of the time, Sahala, has been wiped clean, except for the final block, showing Sahala striking down a foe in ornate power armour - presumably Astar himself, if he was indeed a single figure. This period of time is incredibly mysterious, but some conclusions about its events may be drawn from the state of the Chapter under the succeeding Lord Commander, Kaleb.

The most notable change was the lack of psykers in the ranks of the Chapter. The unique Izi Ebhari was formerly dominated by those with psychic powers, but Kaleb ordered those that survived the Tragedy to be executed, or else deployed to the most dangerous parts of the battlefield. This persisted for over a millenia following the event, and even by M42 the proportion of psykers in the Izi Ebhari is low, suggesting that the psykers of the Izi Ebhari played a significant role in the Tragedy.

Also notable was the rise is self-flagellation under Kaleb. Self-flagellation as a sign of piety and a method of controlling the Internal Flame had been present in the Chapter from its earliest days, but it was never as popular as it was under Kaleb. It remained a remarkably common practice for 500 years following the event, and has never been fully eradicated. Imperial scholars may be inclined to imply a level of guilt that the Molten Fists feel in regards to the Tragedy, and that they believed that they deserved punishment.

Despite the presumed defeat of "Astar", as seen by the final block in Sahala's pillar, reports from the following millenia speak of a shadowy figure refered to either as "Astar" or "Attar", and occassionally as "Askum" or "Axum". Whether these four figures are distinct or simply the product of poor record keeping is unclear. If they all do refer to the same "Astar" as in the Tragedy of Astar, then this "Astar" survived his surposed murder, and has been a persistent threat to the Molten Fists ever since. Some records even link him to the murder of several Lord Commanders, including Kaleb and Aroth.

### Laternax Councils

"*We of the Molten Fists are used to pain, but it pains me more than I can say that this meeting has become necessary. Not even a year ago, I would have thought it impossible that there are so many who would vehemently protect abominations such as these. They are mutants. Freaks of nature. Follies of the highest order. That such Chapters exist turns my heart cold, but it freezes over such that even the hottest flames of Fortiar cannot thaw it to know that they have the protection of others who claim to follow Him on Holy Terra.

In the name of the God Emperor I call for these chimaeras to feel the purifying wrath of fire! In the name of the Cult of Flame I call for them to burn! And in the name of Fortiar and the Imperium, I call for their corpses to be scorched and the presumptions of the Mechanicus that led to their creation to never be repeated!

Those who would stand against the infernal wrath of the God Emperor are* Prodotis Qedami, pri Deabi *- traitors, cold of heart. We will never stand alongside you.*"
—Opening speech of Ragnar Vulkus, Lord Commander of the **Molten Fists**, King of Kings of Fortiar
The involvement of the Molten Fists in the Laternax Councils was motivated by religious zeal. Since the days of their second Lord Commander, the Molten Fists have been fierce adherents of their own version of the Imperial Creed - the Cult of Flame. The influence of the Cult of Flame within the sons of Fortiar was dwindling as the Laternax Councils began, but Ragnar Vulkus, the Lord Commander, saw the Councils as a way to generate a new wave of devotion towards the God-Emperor. The Lord Commander, knowing the importance of the Councils, sent a significant delegation. Accompanied by the Chief of the Izi Ebhari, Di Nahod, 1st Captain Gadarat, and several veterans, Ragnar Vulkus himself arrived at Laternax, determined to take a harsh stance against Chimeric chapters.

The majesty of this delegation was quickly dissolved, the demands of warfare calling away the Lord Commander shortly after his impactful opening statement. The Molten Fists called upon the rigid doctrines of the Imperial Cult to argue for the persecution of the Chimaeric chapters, saying that they were vile perversions of the vision laid out by the God-Emperor. To support the Chimaeras was to go against the God-Emperor. They believed that the Chimaeric chapters should be put through the gauntlet of fire, sent on an endless penitent crusade to make up for the sins of their birth.

Although Ragnar Vulkus, Di Nahod and Gadarat did not remain at the council long, one Molten Fist remained a permanent fixture within the councils. Gersem Nahaji was one of the 1st Company's most devoted members. Upon seeing how many chapters believed that Chimaeric chapters should not be punished, he took an oath to never leave the Councils until an agreement was reached. Nahaji was among the puritan faction's most fervent advocates, an expert in the nuances of the Imperial Cult and the Ecclesiarchy's every word by the time the Councils came to an end.

Ragnar Vulkus had returned by the time of the brawl. He believed that the Compromise was tantamount to cowardice and heresy, and had come back to the Councils to argue against it. However, when the fighting broke out, he tried to stop it. If Astartes blood was to be spilled, then it should be under official order, not in an impromptu brawl. His veterans, however, led by Gersem Nahaji, did not follow the policy of their King of Kings. They were at the thick of the fighting, made irritable by their constant pain and drawn in to the centre. One of them was slain. As the brawl fizzled out, Ragnar Vulkus recieved a worrying message from Fortiar - Hive Fleet Nidhogg was amassing nearby. He called all members of the Molten Fists immediately, heading back to Fortiar to make his homeworld secure from the incoming Tyranid attack.

### Battle of Fortiar

For all their tumultuous history, the Battle of Fortiar is the closest the Molten Fists have ever come to total annihilation. Late in M41, a splinter of Hive Fleet Jormungandr emerged from a freak warp storm into the Segmentum Obscurus. Gaining biomass and momentum, the Hive Fleet quickly spread its tendrils throughout the Segmentum. The Molten Fists had some early interactions with Nidhogg. Elements of the 3rd Company fought back a small tendril of the now infamous Hive Fleet on the world of Zamkol, buying enough time for the civilians to escape while they used their flamers to burn Nidhogg out of its nests. Unfortunately, the civilians had been infected by genestealers, and after the Battle of Fortiar the 3rd Company had to eradicate the world's population.

As the Hive Fleet's voracity became known, Ragnar Vulkus, the Lord Commander of the time, ordered the populations of the outer worlds of the Fortiar system to be tested for genestealer cult infections - particularly pressing as these were both gas giants whose only population was on a series of moons. The 6th Company in its entirety was ordered to do so with full haste. The first couple of moons showed no sign of infections and so the Captain - Ikuyi - ordered the Company to spread out, so that the moons could be cleared quicker. This proved to be a dire mistake, and a genestealer cult emerged soon after. The 6th Company was wiped out to a man, torn apart by mutants, but for their sacrifice the Molten Fists had advance warning of the Hive Fleet's arrival.

Ragnar Vulkus put out an emergency call to all nearby forces asking for assistance, and recalled all elements of the Molten Fists to the Fortress-Monastery. At the same time, he sent Astartes out to withdraw the tribes of Fortiar to Kolasis and arm them - if the Molten Fists survived the battle, they would be integral to their numbers recovering. As the Hive Fleet drew closer, and the possibility of significant reinforcements arriving fell, Vulkus ordered the unthinkable - the placement of a series of deadly tectonic devices in the crust of Fortiar, designed to destabilise the planet should the Tyranids make landfall. Vulkus had studied the battle strategies of Nidhogg, and determined that making the very ground that they tried to make their nests in unstable would be an effective counter.

The Chapter fleet was in a dire situation as well. Its flagship had recently been damaged, and so was not in the system, and many of its vessels had not been repaired from recent skirmishes. The Lord Commander ordered them to raze any vessels coming from the edge of the system. Had he had more ships at his disposal, he would have ordered them to raze the moons of the outer planets, but he could not risk losing his already limited fleet.

By the time Nidhogg arrived in the system, Kolasis was fully defended, filled with Astartes and mortals alike, all ready to defend the Fortress-Monastery with their lives. Elements of the relatively new and inexperienced 117th Mome Raths of Vaguemyth were among the defenders. The fleet was manned only by a skeleton crew, and was in low orbit around Fortiar. Their goal was not to destroy the Nidhogg fleet, but to prevent spores reaching the ground and sap biomass from the Tyranids. Vulkus also created several specialised squads armed with flamers and Thunderhawks in order to quickly respond to spores that did land on the ground. The overall aim of the strategy was to avoid actual combat as long as possible, so that the Tyranid numbers would be sharply decreased by the time such combat was unavoidable.

The Astartes fleet was able to survive for almost 24 hours under the relentless assault of the Tyranids. Spore after spore was shot down, but for each one they destroyed, another got through. These early spores were destroyed by Vulkus's fast response squads, but before long Nidhogg had its claws firmly on Fortiar's surface. Eventually, however, the Battle Barge *Burning Light of the Emperor* was stuck by a meteor containing genestealers. With no crew to defend it, it was overrun. In a final defiant act, the pilot flew the vessel into the heart of the Tyranid fleet, detonating its warp cores and killing countless in the process. The core of the formation was now destroyed, and it was not long before the rest of the fleet followed the *Burning Light* into oblivion.

Ragnar Vulkus considered the void battle a success, however, as the Tyranid fleet was almost exhausted and had relatively limited biomass to bring to bear against the Molten Fists. The rest of the Tyranids made landfall, even resorting to crashing their remaining ships to feed the new nests they were establishing. Several of the fast response squads were lost as the Tyranids made landfall, but most returned safely to Kolasis. As more and more Tyranids arrived, the Lord Commander of the Molten Fists had to make the painful decision as to whether he needed to activate the tectonic devices he had buried in Fortiar's crust. He waited until the last possible moment, when the first Tyranid swarms were racing towards Kolasis before doing so. Great explosions rocked Fortiar's surface, followed by earthquakes and massive eruptions that rivaled those that lead to the formation of the planet. Countless Nidhogg nests were destroyed, and the surface was now so unstable that no more would be formed for the rest of the battle.

In the wake of this bittersweet victory, Vulkus ordered that the Molten Fists leave the safety of Kolasis and hunt down the surviving Tyranids. Several leader bioforms were able to rally a considerable defence amid the chaos, resulting in many Molten Fists being killed and consumed. Over the course of several days, most of these feral groups of Tyranids were hunted down and killed. Ragnar Vulkus, eager to finish off the Tyranids on his homeworld, led his 1st Company to track down and kill a Nest Tyrant that was at large in Qetelen. Just as he slew it with the *Ashen Blade*, the dreaded news reached him; a second Tyranid fleet had arrived in the system, larger than the first.

Vulkus immediately ordered a full-scale retreat to Kolasis, but the Molten Fists had extended too far. As fresh Nidhogg bioforms landed around them fully a third of the Molten Fists were trapped away from the stalwart walls of Kolasis, and almost all were killed. The only ones who survived were Ragnar Vulkus and some of the 1st Company. As they retreated, a massive bioform landed near their position. Accurately predicting that this was the Tyranid's leader bioform, Vulkus decided to eliminate it while it was relatively undefended. The group - some 50 Marines, two Dreadnoughts (including Raphael Kardova), and a Land Raider - fought their way towards the bioform, which would later be identified as a Swarmlord.

By the time they arrived, the Swarmlord was fully awake, and Tyrant Guards already surrounded it. In order to prevent it escaping into the network of tunnels that were being dug into the mountain behind it, Ragnar Vulkus ordered a charge. The Lord Commander and his honour guard, accompanied by Raphael Kardova attacked the Swarmlord directly, while the rest of the survivors held off the Tyranids. The Lord Commander and his entourage fought the Swarmlord to a standstill, slowly chipping away at the much larger creature while trying to avoid its blows as best they could. But there was only so much they could do against the peak of the Tyranid form, and one by one the honour guard fell, until only Kardova and Vulkus remained. Determined not to let another Chapter Master die under his watch, Kardova pushed forwards, weaponry firing continuously at the Swarmlord. It staggered and fell back, and while it was distracted Vulkus ran round behind it and beheaded it with the *Ashen Blade*.

Victorious, the pair looked around to see their brethren being pushed back at every quarter, the sheer number of Tyranids wittling them down. Just as Vulkus and Kardova readied themselves to sell their lives dearly, droppods landed all around them, and from them emerged strange Space Marines, clad in the colours of the Molten Fists. They were taller, stronger, faster, and their wargear was strange. The Indomitus Crusade had arrived.

The Primaris reinforcements of the Molten Fists, combined with elements of the Deathwatch and Imperial Guard, purged the Tyranid forces from Fortiar and the void surrounding it. Without their timely arrival, it is likely that both Vulkus and his veterans, and the Molten Fists who had made it back to Kolasis, would have been lost.

After the Indomitus Crusade moved on, Vulkus did his best to keep the Molten Fists stable. The firstborn survivors often looked down upon the new Primaris, believing that their lesser Internal Flame made them lesser. Recognising that Fortiar II was no longer a suitable recruiting ground, Vulkus appointed the recently-returned *Crown of Rynn* as the serving Fortress-Monastery, and began to make recruitment alliances with the surrounding systems. 3rd Captain Adheba, feeling guilty for not alerting his Lord Commander of the threat posed by Nidhogg soon enough, declared that the *Blades of Cinder* would embark on a Purification of Crusade to purge the galaxy of Hive Fleet Nidhogg. There was a light at the end of the dark tunnel of the history of the Molten Fists.

## Notable Campaigns

* **A Rain of Fire (718.M36)** - At steep cost, the Molten Fists break the Siege of Sarris by mass drop-pod assault in spite of the heavy anti aircraft guns. The chaos warband is routed, and its warlord is killed in a hail of Melta fire.
* **Burning Spearhead (885.M36)** - With an Ork WAAAGH! reaching critical mass, forces from the Molten Fists 1st, 4th, and 7th Companies launch a last-minute attack on the xenos-controlled Hive Themis. They defeat the Warboss and are able to retreat safely as the rest of the WAAAGH! crumbles in on itself.
* **Sadism and Arson (904.M36)** - The 2nd Company suffers heavy losses when trying to repel a Drukhari raid on the Imperial world of Kirt.
* **Lux Returns to the Light (009.M37)** - A contingent of Neophytes, led by the 10th Captain, rush to the aid of Navigator House Lux. Though the next generation of Molten Fists is harmed and delayed, House Lux is able to escape from the daemonic incursion and retains close relations to the Molten Fists.
* **None Can Escape the Flame (139.M37)** - The 3rd Company, supported by elements of the 6th, doggedly hunt down a xenos fleet from the Halo stars. They suffer heavy losses, but the xenos are trapped between a fortified Imperial world and the Molten Fists and are purged.
* **Drowned in Blood (501.M37)** - A massive Khornate cult emerges on the hive world of Calipso. The 5th Company is wiped in its entirety after selling their lives dearly to hold back the cult from the space ports.
* **A Champion Emerges (815.M37)** - On the eve of the final battle of an extended campaign against a renegade system, an Emperor's Champion emerges from the ranks of the 1st Company. This Champion cuts his way through countless elite guardsman to claim the head of the rogue Planetary Governor. He would later become Lord Commander Nazool.
* **Tethys and Katian (100.M38)** - Space Hulk Tethys breaks its way into the Katian System. Its arrival heralds a barrage of ghostly heretic astartes. The 1st and 3rd Companies slowly push them back, before getting encircled in the non-euclidian corridors of Tethys. They are cut to ribbons in their retreat, but not before the Chief Izi Ebhari kills the warlord.
* **Hellscape (290.M38)** - The 4th Company is at home in the dangerous and unpredictable landscape of the death world of Skult. They use the harsh environment to keep Asuryani from reclaiming Soul Stones.
* **Night Falls (666.M38)** - Strange metallic xenos are awakened on the mining world of Fonia, and the 5th and 9th Companies are called in. When they land, unnatural night falls across the world. Crescent shaped flyers force them into the tunnels, where their flamers and meltas allow them to fight resurrecting abominations clad in human flesh. More elite xenos emerge shortly after, and the Molten Fists meet their end in the tunnels.
* **Ambush in the Void (012.M39)** - A distress call draws the *Crown of Rynn* and the *Efflektos* into an asteroid belt. As they near the source of the call, the Wings of Stymphelos spring an ambush, boarding the Molten Fists vessels. The *Inflammable*s massive ammunition stores explode, taking several Wings with them, but Stymphelos and his elites board the Crown of Rynn. They capture the Lord Commander, then abandon the battle entirely.
* **Shattering a Planet (111.M39)** - A blitz assault by the 2nd Company escorts a key navigator from House Lux from a besieged world. An Inquisitor quickly orders Exterminatus on the world to hinder chaos corruption.
* **Whispering in the Void (150.M39)** - What remains of the 1st Company desperately tries to follow the Wings of Stymphelos to recover their Lord Commander. They are ultimately unsuccessful, the rumours they're following revealed to be purposely faked by the Wings.
* **Around the Feet of Titans (547.M39)** - The 7th Company is drawn into a conflict between Sovereign's Legio Sunfury and the traitor Titans of Hellforge Anshan's Legio Heartfire. The 7th lend their support eliminating traitor infantry, but - with the exception of their elimination of the Warhound "Gorewolf" - they are ineffective in a battlefield of giants.
* **Time Collapses (091.M40)** - The 5th Company follows a distress call to a besieged Shrine World on the edge of the Eye of Terror. Massive warp energies on the world mean time itself is warped, and the 5th Company sees themselves fleeing the battle as they arrive. The battle is total chaos, and the few that escape call it the worst battleground imaginable.
* **A Shattered World (483.M40)** - The Molten Fists return to a world destroyed a millennia earlier on request of Navigator House Lux. They find scavengers, and chase them down to secure the relic Lux wanted.
* **Blood and Hedonism (806.M40)** - A Slaaneshi cult emerges on a chain of pleasure worlds. The Lord Commander personally leads a strike force to eliminate its leaders, breaking the cult apart and leaving it at the mercy of other local Imperial forces.
* **The Ancient meets the New (201.M41)** - The Molten Fists slowly but surely purge exodite Eldar and their dinosaur companions from a prospective pleasure world. Their weaponry damages the environment, much to the annoyance of the future world's leader.
* **A Spark from Destruction (335.M41)** - A Tzeentch cult launches an attack on a colony of high-atmosphere colonies above a gas giant. The flammable nature of the gases mean a single spark could detonate the entire colony, so the battle becomes a series of cautious melees. Eventually, the Tzeentchians flee.
* **Garrison Duty (404.M41)** - Elements of the 3rd and 7th are assigned to ignoble garrison duty while a meeting of vital importance is happening on the world of Hies. They fend off several heretic attacks before leaving.
* **The Lost Squad (619.M41)** - An entire squad of the 4th Company goes missing in warp travel following a pitched battle against heretic astartes. They emerge a century later, having only spent a few minutes in the warp. Though they are deemed fit for combat by the Izi Ebhari, they are kept at a distance and at non-vital parts of the battle. All are eventually killed in action.
* **A Shrine to Fire (741.M41)** - The Molten Fists 1st and 9th Companies rush to the defence of Cassius's World, an ocean shrine world. A chaos invasion had lit many of the surface shrines on fire, destroying them. The Molten Fists help the Sisters of Battle repel the heretics, but they miss the arrival of a colony of Fe'Zhor.
* **Purification Crusade (M42)** - The 3rd Company swore an oath to purge every trace of Hive Fleet Nidhogg from the galaxy, vowing to not return to Fortiar until that job is done.
* **A Reluctant Alliance (010.M42)** - A grueling, year-long campaign fighting Harlequin guerillas on the jungle world of Pendyn culminates in the sudden arrival of the Death Guard, who use the world to summon a Great Unclean One. The 7th Captain is killed by the beast, but it eventually falls when his lieutenant makes a tenuous temporary alliance with the Harlequins.

## Chapter Homeworld

"*Einai Fortiar ratia Tsemni eyit tsemni nihhi kanti Weleti Deizati Idi. Einai menu epizo imuni Maisi obiyar, kzerar, grigorar ic nane Ydiri Dehan." "Fortiar is the perfect crucible in which we forge the next generation of Molten Fists. Those that survive its surface are tougher, stronger, faster than any other planet in the galaxy.*"
—Za Haqala, 15th Lord Commander of the Molten Fists. He was known for taking excessive pride in Fortiar.
Fortiar II is a paradoxical world. Incredibly tectonically active, it is littered in volcanoes and valleys, and earthquakes are a common occurence, preventing any large-scale construction. Its atmosphere, scorching and filled with ash, would seem to make the world completely uninhabitable. Yet humanity is nothing if not persistent, and amid the constant destruction and vicious fauna, a series of migratory tribes travel the tumultuous terrain of Fortiar. These tribes travel between a series of semi-permanent strongholds, in reality little more than small, fortified villages, that are situated somewhere protected from Fortiar's wrath. The true number of these strongholds is unknown; by the time a survey has been requested, organised, started, and finished, some have been purposely dissolved, some destroyed, some overrun, and even more created.

The tribes move between these strongholds to ensure the resources of the land are never depleted. There is a sort of unspoken agreement between the tribes of Fortiar, remarkable mostly because they rarely seem to communicate between one-another. This agreement prevents their migration paths overlapping, or from one tribe visiting a stronghold recently used by another. The tribes do not interact even when another is in danger.

By necessity, the tribes of Fortiar are very heavily armed. The tribes favour short-range, powerful weaponry, for preventing casualties in the event they can't completely traverse a threat. Spears, glaives, and crossbows are all common. They are often tipped with an unusual mineral called Isatium that rises to the surface following eruptions. Isatium is incredibly sharp and resilient, and appears to be on fire when the light catches it right.

The danger of Fortiar's surface is not uniform. Of its many unstable continents, some are notoriously dangerous, and others notably safe. Qetelen, or the "Death Continent", is the most dangerous by far. There is allegedly a major earthquake or eruption every day. Even the most hardy of tribes avoid this area, not just out of fear for the eruptions, but because any fauna that can survive there is much more deadly than its counterparts in the calmer areas. Negusa is known as the "Quite Continent." While it sees more natural disasters in a year than most worlds do in a century, be comparison to Qetelen it is a paradise. This is where the majority of Fortiar's tribes and strongholds can be found.

### Hive Fleet Nidhogg

The recent invasion of Fortiar II by the Tyranids of Hive Fleet Nidhogg had a dire impact on the world. As a last desperate measure, Ragnar Vulkus deployed several deadly tectonic devices beneath the surface of Fortiar. This proved devastatingly effective against the burrowing tactics of Nidhogg, but it also made Fortiar incredibly tectonically unstable. It is currently experiencing the worst natural disasters since the world was formed. Even Negusa, the 'Quiet Continent', has not escaped this wrath, and many of its recent earthquakes and eruptions have eclipsed those seen on Qetelen prior to the invasion.

The Tyranids have also left behind a deadly legacy. They consumed large portions of Fortiar's native wildlife, as well as any human tribes that did not make it to the safety of Kolasis in time. In return, although the main Tyranid force was annihilated, roaming bands of feral Tyranids still hunt across the landscape of Fortiar. They are ruthlessly hunted down by the Molten Fists whenever they make their presence known, but they are nevertheless a persistent threat.

Fortiar's native population has been sorely depleted by the invasion. The rest of the Fortiar system was left almost completely desolate, and many of Fortiar II's tribes and strongholds were consumed by the Tyranids. Even those that made it to the safety of Kolasis were not safe. When they were released, the increased frequency of tectonic disasters and feral Tyranids posed a massive threat to the tribes. As a result, Ragnar Vulkus decreed that, at least for a while, Fortiar II was not a viable recruiting ground, and that the Molten Fists should recruit from nearby systems to bolster their numbers. Natives of Fortiar recruited after the invasion are treated with a special kind of respect, while those from other systems are often looked down upon.

### Fortress-Monastery

#### Kolasis

The official Fortress-Monastery of the Molten Fists is a massive construction of unknown age. Buried deep into the crust of Fortiar II on the edge of Qetelen, it has withstood the test of time and the elements. It was a faint distress signal from the centre of this construction that brought the Molten Fists to Fortiar II, and though its source was never discovered, the Molten Fists decided to keep Fortiar as their home. Preliminary examinations revealed the fortification to be Imperial in nature, but beyond that it was unclear.

The upper levels were cleared by the Molten Fists soon after they arrived on Fortiar II, revealing nothing that could pose a threat, but the lower levels had completely lost power, and so Faradar Halios ordered defensive checkpoints to be established while the Chapter's Techmarines, as well as several Tech-Priests assigned from a nearby Forge-World, worked on restoring power and opening the doors. Over the millenia large portions of the Fortress-Monastery have been deemed safe and restored to working condition, but vast stretches are still unaccounted for.

Kolasis, as the Fortress-Monastery soon came to be known, is predominantly underground. It stretches for miles in every direction, containing everything the chapter needs for its survival. Smaller tunnels spread underneath the surface of Fortiar from Kolasis. Theoretically, it would be possible to reach almost anywhere on the planet from Kolasis. Most of these tunnels have long since collapsed, however, suggesting that the original builders did not anticipate the sheer level of destruction Fortiarian earthquakes could cause.

Above ground, Kolasis mostly inhabits an ancient mountain. Dubbed 'Mount Rynn' in honour of their forebearer's homeworld, but still called 'Nitu' by the Fortiarians, this mountain is the oldest on the planet by far, potentially being formed while humanity was still a single-celled organism. Nitu has been hollowed out to make room for vast defensive networks and massive prayer halls, where the Izi Ebhiri lead their brothers in sermons to help control their pain.

The local tribes are not allowed near Kolasis. The Molten Fists set about establishing it as a holy place, where only those chosen by the angels - Molten Fists assigned to find recruits - may go. To go near it otherwise would mean death. This punishment has been enacted on many an occassion.

Nearby to Kolasis is an unusually flat and stable slab of ground. Upon this slab the chapter has erected countless obelisks of Isatium. Every time a new Lord Commander (Chapter Master) is created, a block is placed down, inscribed with his name and notable deeds. With each battle he wins, a further block is added to the top. Upon his death, the obelisk is completed with an ornate, pointed headstone. The Field of Honour, as it has come to be known, is therefore a way of remembering those who have lead the chapter in the past, and almost physically comparing them to one another. Each Lord Commander is under immense pressure to out-perform his predecessors.

As a whole, Kolasis survived the Battle of Fortiar. Although it was heavily damaged, and many of its underground elements collapsed under the increased tectonic pressures, it remains mostly functional. It was, however, stripped clean of relics as the Crown of Rynn took its place as the Fortress-Monastery of the Molten Fists.

#### Crown of Rynn

The Crown of Rynn is an ancient Battle-Barge that the Molten Fists have had since their founding. It has always played a significant part in the chapter's fleet, being the flagship of the Chapter's Ri Ios, and bears an impressive array of weaponry. At its heart is a massive prayer hall, filled with relics the Molten Fists have assembled over the millenia.

Through a stroke of luck, the Crown of Rynn was damaged in a battle shortly preceding the Battle of Fortiar against Hive Fleet Nidhogg, and was out of the Fortiar system undergoing extensive repairs when Hive Fleet Nidhogg ravaged the Molten Fist's homeworld. As a result, it was the only vessel of the Molten Fist's fleet to survive the battle. Its repairs were accelerated, and it formed a part of the Indomitus Crusade that relieved the Molten Fists.

From then on it has served as the functional Fortress-Monastery of the Molten Fists in place of Kolasis. As a now effectively fleet-based chapter, Ragnar Vulkus believed the Molten Fists should now have a mobile Fortress-Monastery. The Crown of Rynn has everything that an Astartes Fortress-Monastery might need, and everything that survived from Kolasis has been moved there.

### Recruitment

"*Today, you are a child of Negusa. You may think yourself tested. Tested by the very ground on which you were born. Tested by the mighty beasts of Fortiar. Tested against your peers and in the crucible of battle. But these tests pale in comparison to what lies before you now.
Fortiar provides the skills necessary to become one of the Emperor's angels. But you have experienced it as a tribe, sheltered by friends, by family. As an Adeptus Astartes, you will have no such shelter. You will be exposed to the worst of the galaxy. Mutants, heretics, xenos. All will test you sorely.
Today, you march into the worst of Fortiar. You will have no armour, except that you forge. You will have no weapons, except that you make. You will have no food, except that you scavenge. All this you will do alone, for only alone can you conquer the fire that courses through our blood. In a year, these gates will open once again. If you are not there to walk back through them, then you will be left to wander and die forgotten.
So rise, child of Negusa. Rise and march into your greatest trial yet. Rise, knowing that when you return you will be welcomed into the ranks of the* Izati Idi*, to fight for the God-Emperor on his throne of fire forever more.*"
—Ritual speech given by members of the Izi Ebhari to Neophytes of the Molten Fists prior to taking their final trial.
The recruitment method used by the Molten Fists bears some resemblence to those of the Space Wolves. When the time comes to attempt to recruit new Astartes, members of the Izi Ebhari travel into the depths of Fortiar II, and seek out the wandering tribes. From there, they observe them in secret, watching for individuals who prove themselves as exceptional warriors. If none present themselves quickly, the Izi Ebhari attracts some local fauna and loose it on the tribe. They repeat this until the tribe is dead, or a sufficiently able warrior presents themselves. The Izi Ebhari then takes the potential recruit back to Kolasis.

Upon reaching Kolasis, the recruits are subject to incredibly intense and unforgiving training. Every bit of the recruit's body is tested and trained, being made ready for the time that they will undergo the transformation into an Astartes. But for all of the difficulties of the physical training, they pale in comparison to the mental trials they are put through. The Apothecaries of the Molten Fists use surgical devices to stimulate the pain centres of the aspirant's brain, simulating the intense pain of the Internal Flame. More aspirants drop out because of this than any other element of the training.

Once an aspirant is deemed ready, but before they have had the Progenoid Glands and Black Carapace implanted in them, they are put through one final trial. The aspirant is released from Kolasis onto the "Death Continent" of Qetelen with only a set of clothes. Exactly a year later, the gate of Kolasis is reopened for a single day. If the aspirant returns, they are brought back to health and undergo the ascension to Astartes. If they do not, they are said to have been lost to the fires of Fortiar, and they are stricken from the record.

The aspirant is not safe even if they do return, however. The implantation of the Progenoid and Black Carapace brings with it the Internal Flame and its constant pain. If the aspirant was not sufficiently mentally and physically prepared, their body and mind might give up at this stage, and all their training would have been for naught.

## Chapter Organisation

The Molten Fists follow the 'Codex Astartes' in most of its elements. Like the truly *codex*-compliant Chapters, they maintain 10 Companies of roughly 100 Astartes. The 1st through 5th are generalist Battle Companies. The reserve companies of the 6th through 9th consist of 2 Tactical, 1 Assault, and 1 Devastator Reserve Companies. The 10th is a Scout company consisting of recently inducted Neophytes. Astartes progress through the companies in descending order. As a result, the lower the company number, the more elite its members.

The Molten Fists have never reached full strength due to the relative instability of their gene-seed and the risks involved with implanting it into applicants. Their current size, approximately 800 Astartes, is only due to the recent injection of Primaris Astartes and gene-seed from the Indomitus Crusade. The lower companies - namely 1 through five - are often much smaller, as each wave of recruits is sorely depleted by the time they serve in them.

### Izi Ebhari

The only truly unique organisation within the Molten Fists are the Izi Ebhari. They merge the roles of the Reclusiam and Librarius, monitoring the mental and spiritual health of the Molten Fists. Inspired by the priests that accompany the tribes of Fortiar, the Izi Ebhari are the religious core of the chapter. They are the ones who lead prayer and meditation, and help the newly-implanted Neophytes by using their psychic skills to reduce their pain.

The Izi Ebhari do not consist solely of psykers. When they were first formed, those with psychic powers had undisputed power over the organisation. They held its leading positions, with psykers commanding both the organisation as a whole and representing it in each company. After the mysterious "Tragedy of Astar", this changed dramatically. Psykers were removed completely removed from the chapter. While other side-effects of this event - like the increase in self-flagellation - were relatively short-lived, psykers were not allowed back into the chapter until almost a millenia later. Even then, they were delegated to positions of lesser authority, and always had a senior member of the Izi Ebhari accompanying them.

### Unique Titles

The Molten Fists refer to their chapter ranks in the standard High Gothic terms. The only truly unique title within the Molten Fists is that of the *Izi Ebhari*, a title borrowed from the wandering tribes of their homeworld which refers to the combination of Librarius and Reclusiam. Like several other chapters, the Molten Fists refer to their Chapter Master by another title. For the Molten Fists, this is officially Lord Commander, though unofficially the Chapter Master is often called the "King of Kings".

As those in charge of the Field of Honour, the Techmarines of the Molten Fists have an unusual duty in keeping record of the Chapter's history. They have never officially taken this role over from the Izi Ebhari, but the latter is often overworked, and so the Techmarines have adopted the unofficial role as the Chapter's keepers of history. As a result, the Molten Fists have an unusually detailed knowledge of their past, especially their Lord Commanders, whose exploits are recorded and compared in the Field of Honour.

### Headquarters

***The Infernal Wrath, Conqueror of the Trials of Qetelen, King of Kings of Fortiar and Lord Commander of the Molten Fists, Ragnar Vulkus***
**Chief Izi Ebhari, Master of the Forge, Chief Apothecary**
**Di Nahod, *Chief Izi Ebhari***
**40 Izi Ebhari (non-psykers)**
**10 Izi Ebhari (psykers)**
**Endubis, *Master of the Forge***
**20 Techmarines**
**Rhino Amoured Transports**
**Land Raider Transports**
**Repulsor Heavy Tanks**
**Land Speeder Transports**
**Thunderfire Cannons**
**Ezana, *Chief Apothecary***
**24 Apothecaries**

### Companies

**1st Captain Gadarat, *Master of the Fire***
**Honour Guard**
**(7 Veterans)**
**41 Veterans**
**3 Venerable Pattern Dreadnought**
**1 Contemptor Pattern Dreadnought**
**1 Redemptor Pattern Dreadnought**
**2nd Captain Azaba, *Master of the Watch***
**2 Lieutenants**
**Honour Guard**
**(4 Veterans)**
**1 Company Ancient**
**1 Company Champion**
**3 Battleline Squads**
**2 Fire Support Squads**
**3rd Captain Adheba, *Master of the Arsenal***
**1 Lieutenant**
**Honour Guard**
**(5 Veterans)**
**1 Company Ancient**
**1 Company Champion**
**4 Battleline Squads**
**1 Fire Support Squads**
**1 Close Support Squads**
**1 Primaris Redemptor Pattern Dreadnought**
**4th Captain Datawnas, *Master of the Fleet***
**2 Lieutenants**
**Honour Guard**
**(3 Veterans)**
**1 Company Ancient**
**1 Company Champion**
**6 Battleline Squads**
**1 Close Support Squads**
**1 Primaris Redemptor Pattern Dreadnought**
**5th Captain Aphilas, *Master of the Marches***
**1 Lieutenant**
**Honour Guard**
**(5 Veterans)**
**1 Company Ancient**
**1 Company Champion**
**5 Battleline Squads**
**1 Fire Support Squads**
**1 Close Support Squads**

**6th Captain Mazmba, *Master of Rites***
**2 Lieutenants**
**Honour Guard**
**(4 Veterans)**
**1 Company Ancient**
**1 Company Champion**
**6 Battleline Squads**
**7th Captain Ousanas, *Chief Victualler***
**1 Lieutenant**
**Honour Guard**
**(5 Veterans)**
**1 Company Ancient**
**1 Company Champion**
**10 Battleline Squads**
**8th Captain Ezana, *Lord Executioner***
**1 Lieutenant**
**Honour Guard**
**(6 Veterans)**
**1 Company Ancient**
**1 Company Champion**
**9 Assault Squads**
**1 Primaris Redemptor Pattern Dreadnought**
**9th Captain Mehadeyis, *Master of Relics***
**2 Lieutenants**
**Honour Guard**
**(5 Veterans)**
**1 Company Ancient**
**1 Company Champion**
**10 Devastator Squads**
**10th Captain Eon, *Master of Recruits***

## Combat Doctrine

The Molten Fist's combat doctrine is particularly suited to their gene-seed. They have a preference for engaging in close range fire fights, leveraging their ability to use melta and flamer weaponry to an incredible degree. This allows them to engage in both anti-armour and anti-infantry actions to great effect. This preference for weaponry means the Molten Fists are experts at urban and close-quarters and cramped fighting, informed by their fighting in the steep valleys of Fortiar II.

The Molten Fists are experts at asymettrical combat, deploying small squads to key areas of the battlefield. Very often, these squads are especially equipped to deal with the exact foe they have to face. Often this is in the form of melta or flamer weaponry - the former for heavily armoured targets, the latter for infantry. As a result of this strategy, the Molten Fists field a larger number of tactical squads to allow for this rapid specialisation.

Many of the Molten Fists spent time in their youth defending their tribes and strongholds. In conjunction with the combat doctrines of their parent chapter, this makes them particularly inclined towards defensive campaigns. This does not always take the form of defending sieges like it would in the Imperial Fists, but often is more mobile.

## Chapter Culture

### Cult of Flame

The Molten Fists are a deeply spiritual and religious chapter. Their beliefs - and those of Fortiar - are called the Cult of Flame and at their heart similar to those pushed by the Imperial Cult. They venerate the Emperor as the God of Mankind, and the Primarchs as his greatest generals. Pain plays an integral part in the beliefs of the Molten Fists. Their gene-seed means that they experience pain constantly, which can only be controlled through worship and prayer, or self-flagellation.

It took barely a century for the worship of the Emperor as a God to permeate through the ranks of the Molten Fists, even those not taken from Fortiarian stock. As they saw the success of this worship and meditation in controlling the Internal Flame, the veneration of the Emperor practiced by the Crimson Fists quickly transformed into outright worship. Modifications were made to both the Fortress-Monastery and the Molten Fists fleet, installing great prayer halls and places for sermons to be preached in the name of controlling the Internal Flame. These modifications remain popular into the 43rd Millenium.

After the period of history only referred to as the "Tragedy of Astar" in the Molten Fists records, there was a century where the practice of self-flagellation consumed the entire chapter. The lack of information surrounding this event means the reason for this self-flagellation remains unclear, but it was likely a form of punishment. Its popularity fell shortly afterwards, but there remains a small but significant minority for whom self-flagellation is their preferred method of reducing the pain of the Internal Flame.

There has been some recent conflict within the Molten Fists between the firstborns, in whom the Cult of Flame in deeply entrenched, and the Primaris from the Indomitus Crusade who believe this is mere superstition. When it matters they have been able to put aside these differences for a time, but it is yet another reason for strained relations between the two groups.

### Traditions and Holy Days

The Molten Fists maintain a number of important traditions and holy days. Some of these come from their parent chapter, the Crimson Fists, while others have been developed over the previous millennia. They range from simple days of remembrance, to great celebrations and feasts. Some of these are recorded below:

#### Traditions

* **Emperor's Champion** - Like many descended from Rogal Dorn, the Molten Fists continue the ancient tradition of the Emperor's Champion. The exact specifics of this tradition vary within the ranks of this zealous chapter from those practiced by other Astartes. As an Emperor's Champion rises from the kneeling ranks of the Molten Fists, they are given the *Ashen Blade* and *Armour of Qetelen*. These relics are of great value to the Molten Fists, and so, when the Champion inevitably succumbs, great lengths go towards reclaiming them and unsuring they do not fall into the hands of the enemy. In an interesting departure from tradition, the 19th Lord Commander, Nazool, was once an Emperor's Champion. He lay on the brink of death, and when he was revived he claimed his tenure as the Emperor's Champion was over, and took command of the Chapter. He was not a popular figure, and his death at the hands of a chaos mob was not unwelcomed.
* **Animal Talismans** - Many Molten Fists embrace the tribal experiences of their youth and adorn their armour with trophies of slain beasts - both from their final recruitment trial and later battles. The current Lord Commander, Ragnar Vulkus, wears the skull of the 30-headed Hydra he slew during his recruitment trial.
* **Isatium** - Isatium is a rare mineral unique to Fortiar II. It is sharp, strong, and flickers like fire in the light. Deposits of isatium are often found in the aftermath of the world's frequent eruptions, and is highly valued by the tribes and by Fortiar's own wildlife. The colour that isatium makes is what inspired the orange-red of the Molten Fists. Experienced Molten Fists - the likes of veterans and sergeants - line their arms and helmets in isatium.

#### Holy Days

* **Day of Finding** - The Molten Fists celebrate not the day of their founding - as that day was filled with screams of burning pain - but the day on which they claimed Fortiar II as their own. This day is marked by a grand feast in the halls of Kolasis, where each and every Astartes present repeats their achievements since the last Day of Finding. It is celebrated once every Fortiaran year, which correlates roughly to five Terran years, and while attendance is not mandatory, all in the area and able to return to their homeworld are expected to.
* **Day of Regeneration** - Every Terran year, on the anniversary of the day that the Indomitus Crusade saved the Molten Fists from oblivion, the chapter celebrates their continued life and renews their pledge to the galaxy. This celebration is a more private one than the Day of Finding. Astartes are not expected to return to Fortiar, but instead celebrate and mourn in equal measure wherever they find themselves across the newly war-torn galaxy. The Day of Regeneration is also when Molten Fists are assigned to the Deathwatch most often.
* **Return of the Light** - Eclipses are an uncommon occurence on Fortiar. The world has two slow-orbiting moons, though both are small and made more from collected wreckage than actual rock. When they do happen, it is an extremely religious event that lasts for weeks. It is the ending of an eclipse that is worshipped and venerated, not the eclipse itself. The *Return of the Light* is worshipped as the return of the burning, righteous light of the God-Emperor to the death world of Fortiar.

### Language

The Molten Fists retain the native language of Fortiar - *Gesisani* - during their transition into Astartes. It is a heavily bastardised form of Low Gothic whose roots Imperial scholars have traced back to the ancient languages of the Nordafrik Conclaves. This certainly lends credence to the theories that Fortiar was settled by wealthy traders from this region looking to exploit its natural resources prior to the Age of Strife.

*Gesisani* uses its own series of relatively simple characters in place of those used by most Low Gothic tongues. The characters are very distinct from one another, and vary considerably across the world. They are designed to be recognisable even after years of erosion from the natural elements of Fortiar without maintenance. *Gesisani* is most often seen in its written form on the front and walls of the strongholds dotted across Fortiar's dangerous surface. There is no distinction between capital and lowercase letters in *Gesisani*. When transliterised, nouns are capitalised, however. The language itself follows a verb-subject-object syntax, further distancing itself from standard Low Gothic.

A full dictionary of *Gesisani* has yet to be compiled by Imperial scholars. Several obastacles stand in the way of the few who attempt to do so. Many variants and dialects of the language exist and have grown and withered across Fortiar's many years of habitation, and so it is very difficult to note individual words and translations with any consistency. Secondly, there are very few speakers of the language. The tribes are naturally isolationist and as unwilling to talk to outsiders as they are to find, and the Molten Fists themselves only use *Gesisani* within their own ranks - and even then they use an abridged battle cant that is hard to understand even for native speakers of the language. Below are a series of relatively consistent phrases across *Gesisani'*s dialects.

## Chapter Gene-Seed

"*Einai nih Def demenaf. Izatin itu nihhin, ic nane Qetele. I, epizo nihhi."
"Our blood is cursed. It burns us as surely as any foe. Yet we survive.*"
—Bazan Volkai, 2nd Lord Commander of the Molten Fists

The gene-seed of the Molten Fists was drawn from the Crimson Fists during the 21st 'Cursed' Founding. It was perhaps doomed from the start as a result. Indeed, the 21st Founding saw a period of massive experimentation with the very gene-seed used to create the Astartes. The Molten Fists, like many of their fellow chapters founded in this period, would emerge scarred and damaged. Like all Sons of Dorn, the firstborn members of the chapter lack the Sus-an Membrane and Bletcher's Gland that other chapters possess.

### Primarch's Curse: Internal Flame

The main flaw within the gene-seed of the Molten Fists takes the form of a constant, searing pain across the Astartes entire body. This pain is so intense that it has been known to kill newly implanted Neophytes. Even if one survives the implantation, the pain affects every Astartes of the chapter for their entire life.

It can be controlled or limited in several ways. The first, and most commonly adhered to, is prayer and meditation. The Molten Fists have become a deeply spiritual and religious chapter as a result. Vast areas in their Fortress-Monastery and fleet are set aside for both private prayer and sermons by the chapter's many Izi Ebhari - a unique combination of Chaplain and Librarian that uses their power to calm the pain in their fellow Astartes.

The second is widely frowned upon, but still stubbornly practiced by some elements of the chapter. Self-flagellation, if done severely and regularly enough, has been known to limit or even completely cease the pain. Those who practice this violent method maintain that any pain they inflict upon themselves is considerably less than what the Internal Flame will cause.

The Internal Flame does not come without benefits, however. The Astartes of the Molten Fists have an exceptional ability to resist heat and flame that rivals even that of the Salamanders. They also seem to have an instinctual affinity with melta and flamer weaponry, allowing them to leverage this to great effect.

Some critics of the chapter have voiced their concerns that their gene-seed was in fact spliced with that of the Salamanders during its creation, pointing not only to this similarity in gene-seed but also in tactical doctrine, homeworld, and overall appearance. The Molten Fists vehemently deny this claim. While the truth is likely lost to history, the natives of Fortiar II bear the incredibly dark skin and orange or red eyes of the Molten Fists, suggesting that this similarity, at least, is a result of their recruiting stock and not their gene-seed.

The purification of the gene-seed by Belisarius Cawl has dramatically reduced the intensity of the Internal Flame, without reducing the efficacy of the Molten Fist's resistance to heat and fire. This has met some harsh resistance among the more conservative and religious firstborns, who believe that this lack of pain makes them less of a Molten Fist.

## Deathwatch Service

The Molten Fists have a tumultuous relationship with the mysterious organisation known as the Deathwatch. In their early years, wanting to suppress the truth behind their gene-seed, the Lord Commanders of the Molten Fists refused to send Astartes to the Deathwatch. Over time, this ban was lifted, but only those with an exceptional control over their Internal Flame were sent. The "Tragedy of Astar" heralded a new era of complete isolation. No Astartes were sent to the Deathwatch or even permitted to co-operate with other Chapters for over 500 years.

After the Battle of Fortiar, however, Lord Commander Ragnar Vulkus deemed it time to resume a more open relationship with the Deathwatch. The forces of the Chamber Militant of the Ordo Xenos had been influential in defeating the forces of Hive Fleet Nidhogg in the Fortiar system, and Ragnar Vulkus believed that the Molten Fists should do their part in repaying the Deathwatch. A new wave of Astartes were sent, starting with the former Master of the Forge, Ogun Faer, as a sign of the Molten Fist's newfound commitment.

## Notable Molten Fists

* **{Faradar Halios}** - First Chapter Master of the Molten Fists. Halios was an honoured captain of the Crimson Fists at the time of the 21st Founding, and he was chosen to lead a new Chapter from the gene-seed of the Crimson Fists. He led the chapter with honour and skill until he was slain by a C'tan shard. His skull was gilded alongside the first enemy he slew, and it is now an honoured relic aboard the *Crown of Rynn*.
* **{Bazan Volkai}** - 2nd Lord Commander of the Molten Fists. Volkai had a reputation as a cautious and incredibly spiritual leader. Some suggest that had a more athiest Lord Commander taken control after Halios's death, the Chapter would be considerably less religious than it is now. A Harlequin Masque took his life as the Molten Fists were attacking a world near a portal to the Webway.
* **{Nazool}** - 7th Lord Commander. Nazool rose to prominence during the final stages of an arduous campaign against a rogue System, where he took the title of Emperor's Champion and personally claimed the head of the Planetary Governor. He was particularly zealous and fanatical, and fostered ever-closer relations with the Ecclesiarchy. During a chaos insurgence on a Hive World he was mobbed and drowned under a sea of corpses.
* **{Za Haqala}** - 15th Lord Commander. He was known for taking excessive pride in his homeworld, and was the first Lord Commander to adopt the title *King of Kings*, which had been used ever since. An Ork Warboss cleaved Haqala in two, before the Vindicator Tank *Eternal Flame* vaporised it.
* **Astar** - What few records remain of the "Tragedy of Astar" suggest that "Astar" was a real Astartes within the Molten Fists. If he was, there are contradictory reports as to whether he survived. The final segment in the pillar for Sahala, 16th Lord Commander, shows him cutting down a figure in ornate power armour shortly before his death. It can be assumed that this was "Astar". However, reports from the millenia after the event show conflicts with a shadowy figure called "Attar". If these are the same figure, then "Astar" could be alive in the 43rd Millenium.
* **{Sahala}** - 16th Lord Commander. Had control of the Chapter at the time of the "Tragedy of Astar" and died shortly after. Little else in known of him, as his pillar in the Field of Honour was mostly scrubbed clean at an unknown time.
* **{Kaleb}** - 17th Lord Commander. Abolished the psychically-empowered elements of the Izi Ebhari and promoted the increase in self-flagellation. Supposedly slain by an Alpha Legion operative after a short but influential time in power.
* **{Bahati}** - 20th Lord Commander. Bahati was known as an expert in boarding actions, but nevertheless he was ambushed and kidnapped by the Wings of Stymphelos from the *Crown of Rynn*. The 1st Company vowed to find him, but they were unsuccessful.
* **{Aroth}** - 32nd Lord Commander. Led the protection of a Forge World against a Drukhari raiding party, and was awarded the unique Aroth Fists as a result. Aroth and most of the 1st Company went missing after their ship emerged from the warp completely empty.

* **Ragnar Vulkus** - 40th Lord Commander. Ragnar Vulkus is the current Lord Commander of the Molten Fists, and is known for his ruthlessness and anger. He led the chapter through its darkest time, and many say that it was his leadership that meant the Chapter survived long enough during the Battle of Fortiar for the Indomitus Crusade to arrive. Ragnar has also been influential in the successful integration of the Primaris elements of the Molten Fists.
* **Ogun Faer** - Formar Master of the Forge. Ogun was sent to the Deathwatch after the Battle of Fortiar as a sign of the Molten Fist's new pledge to provide members to this organisation.

## Chapter Fleet

The Molten Fists used to have a grand fleet. They had as many as five Battle Barges, the greatest of which was their flagship, the *Crown of Rynn*, and a large number of supporting Strike Cruisers. The location of their homeworld in the galaxy meant that a large fleet was necessary to quickly respond to the many emergent threats around them; from chaos crusades from the nearby Warp Storm, the Bleak Coil, to Xenos attacks from the Halo Stars. The fleet was built to favour speed and ease of deployment. Powerful, short-range weaponry allowed the ships to destroy enemy armour if launching boarding actions was necessary.

The Molten Fist's fleet was all but wiped out during the Battle of Fortiar however. They attempted to blockade Fortiar II to prevent Tyranid spores reaching the world. They were successful for several days, but ultimately the blockade crumbled and every ship was lost. Fortunately, the *Crown of Rynn* was out of the system undergoing repairs at the time, and so survived the battle and was able to form part of the Indomitus Crusade that relieved the Molten Fists.

Currently, the Molten Fist's fleet is very young, with only a single Battle Barge. Each company has a dedicated craft, but only five of these are Strike Cruisers. Between the extreme pressure being put on the nearby Forge-Worlds, and the Molten Fist's own losses, the fleet has been unable to grow significantly. The *Crown of Rynn* has been adopted as the Chapter's Fortress-Monastery while Fortiar II recovers from the Tyranid invasion.

### Battle Barges

#### Active

* **Risi Derynn** (Crown of Rynn - Fortress-Monastery)

#### Destroyed

* **{Idi Dehalios}** (Fist of Halios)
* **{Katastrof Deastar}** (Destruction of Astar)

### Strike Cruisers

#### Active

* **Ikuyi Deqetelen** (Wrath of Qetelen - 1st Company Flagship)
* **Abi Depyra** (Heart of the Pyre - 2nd Company Flagship)
* **Rhmedi Spathi** (Cinder Sword - 3rd Company Flagship)
* **Beao Eidolo** (Destructive Idol - 4th Company Flagship)
* **Eponorthon** (Revenant - 5th Company Flagship)

#### Destroyed

* **{Isatid Driri}** (Scorched Void)
* **{Kenos Thisi}** (Smoke of Space)
* **{Ikuyi Ifaisto}** (Raging Volcano)
* **{Kebudi Kewkebi}** (Heavy Angel)

### Escorts

#### Active

* **Leliti Abi** (Darkened Heart - 6th Company Flagship)
* **Pyrinas** (Heartfire - 7th Company Flagship)
* **Mandyas Deisati** (Fire Cloak - 8th Company Flagship)
* **Katastrof** (Destruction - 9th Company Flagship)
* **Hhini Denegusa** (Child of Negusa - 10th Company Flagship)
* **Qidusi Isati** (Holy Fire)
* **Megemanos Ikuyi** (Enchanted Pain)
* **Tsigi Isati** (Fire Blossom)
* **Mnimi Desahala** (Memory of Sahala)
* **Qesiti Deniki** (Victory's Lever)
* **Thymo Mati** (Angry Eye)

#### Destroyed

* **{Isati Agrypna}** (Flaming Vigil)
* **{Niguzi}** (King)
* **{Isati Ntriek}** (Fire Drake)
* **{Efflektos}** (Flammable)
* **{I Ypochoro}** (Unrelenting)

## Chapter Relics

As a relatively old chapter, the Molten Fists have countless relics. Most of these are weapons or pieces of armour of great renown. Some started their lives as standard pieces of wargear, brought to fame by their wielder, and others were special from their creation, specifically created for a prominent figure within the chapter, or gifted from a grateful Forge-World. These relics, while not in use, are kept in the great prayer hall in the Crown of Rynn, and used as objects of worship. The more prominent of these are listed below.

* **Halios's Skull** - The skull of Chapter Master Halios was preserved and gilded after his death, as was the skull of the first enemy slain by the Molten Fists. For 6 millenia there were placed in a shrine in a particularly treacherous area of Qetelen, and were a common pilgrimage site for Molten Fist Aspirants in their final trial. Shortly before the Battle of Fortiar, a daring mission was sent to retrive the skulls and return them to the safety of Kolasis. Three Astartes died on this mission, and the skull of the enemy was left to melt, but Halios's now sits in the Crown of Rynn's prayer hall in a position of prominence.
* **Aroth Fists** - A pair of unique power fists gifted to the Molten Fists after their 1st Company defended a Forge-World from a Drukhari invasion. They radiate intense heat, allowing the wearer to melt things simply by punchings them. They recieved the moniker the *Aroth Fists* for the Lord Commander they were awarded to - Aroth, the 32nd Lord Commander.
* **Armour of Qetelen** - A master-crafted plate of power armour worn only by the Molten Fists Lord Commander in times of dire crisis. It is truly unique, bearing very little resemblance to other Imperial Power Armours. Unusually for the Molten Fists, they have contradictory and scarce records as to when they came into possession of this relic, leading some to question its true origins. They have had it for at least several millenia, with engravings in the Field of Honour showing a Lord Commander wearing the *Armour* in M39 defeating an Asyurani Farseer. Some sources date it as early as M36 or M37, however. It was worn by Ragnar Vulkus during the Battle of Fortiar to slay the Swarmlord of Hive Fleet Nidhogg.
* **Ashen Blade** - A double-handed power sword whose blade is a dark, ashen colour. This weapon is relatively young, having been forged by the Chapter's best artificers in M41. In that short time, however, it has claimed the heads of countless xenos and chaos warlords that the Molten Fists have come across. In the centuries since its forging, the *Ashen Blade* has become the weapon of choice for those who would take the title of Emperor's Champion. During the Battle of Fortiar, it was used by Ragnar Vulkus, where it claimed the head of its greatest foe yet - the Swarmlord of Hive Fleet Nidhogg.
* **Eternal Flame** - The *Eternal Flame* is an ancient and honoured Vindicator Battle Tank from the earliest days of the Chapter attached to the 7th Company, the *Warriors of the Caldera*. Atop the *Eternal Flame* is a cauldron, in whom a fire was lit after the Battle Tank's first battle. Allegedly, it remained burning for almost 5 millenia. The Battle of Fortiar saw the *Eternal Flame* become severely damaged and its fire be extinguished for the first time. It has since been repaired and re-lit, becoming a symbol of hope for the renewal of the Chapter.

## Chapter Appearance

### Chapter Colours

For the first years of their existance, the Molten Fists wore their armour unpainted. After arriving on Fortiar II, they adopted a scheme in honour of their new homeworld. Their chest is a dark red and their legs and backpack are black. Both arms are an orange-red, as is the helmet. In veterans and positions of command, these areas are lined with Isatium mined from Fortiar II.

The Molten Fists show their squad type and number on their right shoulder pad. The company is displayed in two ways. The first is unusual, changing the colour of the aquilla depending on the company - the 2nd Company wears a gold aquilla, and the 7th a purple, for example. The second involved modifying the chapter badge worn on their left shoulder. The left half of the chapter badge is replaced by a unique symbol representing that company.

Molten Fists helmet displayed by rank; Sergeant; Veteran; Veteran Sergeant; Lieutenant; Captain (Lord Commander has a white line)

### Chapter Badge

The Molten Fists wear the same badge as their parent chapter; a black fist. It is often on a red-orange background. Faradar Halios chose this symbol as a way to link them to both the Crimson Fists and the Imperial Fists to a greater extent than they would otherwise.

The chapter specialists have their own unique icons, as do each company. This is worn on the left armorial.

## Relations

### Allies

 Puritans of the Laternax Councils |  | Although the Laternax Councils ended on less than agreeable terms for all involved, the Molten Fists retain close relations with some of those chapters who took a similar stance against Chimaeric chapters. Chief among these are the crusading Calthen Justitians and the like-minded Pyre Guards. In their weakened state following the Battle of Fortiar, the Molten Fists have been eager to create and maintain relations and pacts with other Imperial forces, and the remnants of the Laternax Councils are a testament to this fact.

### Enemies

 Death Guard |  | The Death Guard are an ancient enemy of the Molten Fists. Their very first battle was against these plague-ridden forces, and they have since gone out of their way to purge them and their diseases from the galaxy.

## Quotes

### By the Molten Fists

"*Some may ask why we pursue these xenos with such tenacity, why we abandon all other obligations, why these xenos alone are the targets of the wrath of the flame. And to them I say: The defiled our home. They slaughtered our entire system. Murdered countless of our brothers. In the ruins of my home I swore that while a single of these foul creatures still stood I would not rest. And so here we are. Purging them from yet another city, yet another planet, yet another system. I will fulfill my oath.*"
—3rd Captain, Adheba, upon being asked why the 3rd Company has not responded to any distress calls that do not concern the hated Hive Fleet Nidhogg
### About the Molten Fists

"*I'z gunna rip off dat shiny fist an' shove it down yer throat 'umie! Burn ya like ya burned ma boyz! WAAAA...*"
—Last words of Kommanda Pullzpine during the Second War of Armageddon, told to the Molten Fists' 2nd Captain, Azaba
## Gallery

A Molten Fists Battle Brother wearing the Armour of QetelenWatch Sergeant Nereus Markov of the Molten Fists's 1st Company, Ypoia Squad, currently assigned to the Long Vigil of the Deathwatch.Molten Fists 3rd Company "Dragon Hunters" Inceptor Squad Seargent.Molten Fists 4th Company Flamestorm Aggressor, unknown squad.A Molten Fists 2nd Company Heavy Intercessor.A Molten Fists Devastator Sergeant of the 2nd CompanyBrother Palios of the Molten Fists 2nd Company, given the honour of being interred in the Chapter's only Leviathan Dreadnought after he held a bridge singlehandedly for over 5 hours against a Genestealer Cult infestation, buying time for the world's uncorrupted civilians to escape and the rest of the Chapter's forces to arrive.Pavoc Betas, Commander of Flame of the 1st Company, and legendary figure within the Chapter.Techmarine Ogun Faer, in the black of the Deathwatch.Veteran Sergeant Olivar Midas.A Sergeant of the 2nd Company, 10th Squad.An Intercessor of the 5th Company, wielding a bolt pistol and power axe.

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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
 Renegades

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