Editing
Iron Hands
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Company Clans=== *'''Clan Avernii''': The "Veteran" Company. Due to the way the clans are made, it's not exactly true that each member is indeed a veteran, but they tend to make up for the lost time through many uploads, countless simulations and hypno-indoctrination. While this does result in a critical attrition rate, it also makes them far more robotic. *'''Clan Garrsak''': Believe in using willpower to suppress emotions. Their plans [[Just as Planned|tend to be very thoroughly planned in advance thanks to simulations and even time instances where they can cut loose for a bit]]. *'''Clan Raukaan''': The dangerous mofos. It seems to be a clan trait that they are ruled by emotions more openly than others, as attested to during that Gaudinian Heresy. While this has cost countless lives, it has also brought them renown both in and out of the chapter. *'''Clan Kaargul''': Their plans tend to be very long-term and meticulous in regard to contingencies. They treat melee as an absolute last resort, after having exhausted all other venues. *'''Clan Haarmek''': Watch over the countless tech-relics on Medusa. This duty is so critical to them that if a relic is stolen from their watch and not retrieved, then the captain responsible is stripped of rank and forced to undertake the Silver Pilgrimage practically naked, a quest that demands the disgraced captain find a single scale from the wyrm that Manus slew. *'''Clan Sorrgol''': Responsible to watching over the Chapter's own personal government, the [[Medusan Reach]], the fiefdom that the Iron Hands prize for supplies. *'''Clan Borrgos''': Apparent remnants of the [[Moirae Schism]] who weren't deemed extreme enough to be booted to the [[Sons of Medusa]]. Is often accompanied by Chaplains, to make sure there's no funny business going on in their ranks. The current Iron Captain also subscribes to purges. *'''Clan Morlaag''': Focus their strategy into a single killing blow rather than a hundred weaker ones. They also have a [[Space Wolves|lot of trophies kept in their fort.]] *'''Clan Vurgaan''': Being deemed too wild, this clan tends to have the most emotion-inhibitors installed. These inhibitors tend to have long-reaching effects, for even after they are removed the brothers of this clan tend to display tics from their reliance on the augmetics. *'''Clan Dorrvok''': The closest thing the chapter has to a Scout Company post-7th. The company itself is compared to a sort of alloy, as scouts from all clans are gathered here, with those native to Dorrvok just remaining as veteran scouts and Infiltrators. Furthering that analogy is their component of the Forgechain, a symbolic augmetic that replaces a vertebra and marks a decade in service to a particular clan - While all the other companies get to make their vertebrae in all sorts of exotic metals otherwise unique to their clan, Dorrvok makes theirs out of an alloy of all these metals as a symbol of their shared origins.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information