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Characters / Warhammer 40,000: Astartes Characters

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This page gives the tropes for notable heroes from the Chapters of the Adeptus Astartes in Warhammer 40,000.

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Heroes of the First Founding Chapters

    Dark Angels 

Azrael, Supreme Grand Master of the Dark Angels
We are the Emperor's wrath! Let the blood of the unclean act as an offering to the Lion's shade!

Possessing one of the finest strategic minds in the Imperium, Azrael is considered by many to be the greatest leader the Dark Angels have had since Lion El'Jonson himself. As head of the Inner Circle, Azrael also holds the title of "Keeper of the Truth" and is privy to all the secrets of his Chapter, yet he has never let this knowledge weaken his resolve and he can still see the light of redemption in the Dark Angels' future. Whether leading his battle-brothers on the battlefield or masterminding the hunt for the Fallen, Azrael has proven himself time and again, guiding his Chapter along the rough road to absolution with a noble demeanour and unblemished honour.

  • All for Nothing: His lifelong mission, as well as the lifelong mission of all Keepers of the Truth, was to suppress public knowledge of the Fallen. All of that work comes to naught when the Risen, assembled by Lion El'Jonson himself, fought openly alongside the forces of the Imperium against Vashtorr.
  • Complaining About Rescues They Don't Like: Azrael is not happy when Dante and the forces of the Indomitus Crusade intrude on their campaign of vengeance against Vashtorr the Arkifane for his attack on the Rock, despite the fact that they are being pulverized by Angron at the time. However, this is nothing compared to his rage and disgust when the Risen pull him and the Dark Angels off the field in a daring rearguard action while their Primarch settles accounts with his brother.
  • Cool Helmet: The ornate winged helmet of the Supreme Grand Master is known as the Lion Helm and is said to have once been worn by the Primarch Lion El'Jonson himself. A symbol of leadership to all those descended from the 1st Legion, the Lion Helm generates a powerful force field that protects the bearer and all those around him.
  • Cool Key: The Sword of Secrets, the traditional weapon of the Supreme Grand Master of the Dark Angels, is not only a potent weapon, but also acts a key to the lowest levels of the Rock where the cell of the traitorous Luther is situated.
  • Deflector Shield: The energy field generated by the Lion Helm is capable of stopping or deflecting almost any attack. This is represented in the game by an alternate saving throw for Azrael and nearby troops, which cannot be modified by an attack's characteristics. Some early editions, however, limit this special save to certain types of attack, such as those originating outside the range of the Helm's field.
  • Helmets Are Hardly Heroic: While Azrael's original tabletop model has the Supreme Grand Master go to war bareheaded, with the Lion Helm carried into battle by one of the Watchers in the Dark, some of the background material and artwork (such as the cover for the Space Marine Legends novel Azrael) subvert this however, by having him wearing the winged helm. His Primaris version model allows both his bare head and helmet to be used.
  • Meaningful Name: Azrael is named after the Angel of Death from Hebrew mythology. The term "Angels of Death" is a common euphemism for the Space Marines.
  • Named Weapons:
    • The combi-plasma gun borne by Azrael is known as Lion's Wrath, a legendary relic of the Chapter created in the aftermath of the Fall of Caliban.
    • The Sword of Secrets is the most powerful of the Heavenfall Blades and has retained its razor-edge despite millennia of use against the Chapter’s foes.
  • Stab the Sky: Azrael's miniatures depicts the Supreme Grand Master in the classic heroic pose, lifting the Swords of Secrets high in the air, his mouth wide while issuing orders or yelling a war cry.
  • Worf Had the Flu: During his confrontation with Vashtorr aboard the Rock, Azrael is forced to retreat from their duel by the daemon's machinelike strength, but it is noted that he had crossed the Rubicon Primaris (during which he had died and been resuscitated twice) mere hours before and had not yet fully recovered.

Ezekiel, Grand Master of Librarians
I alone bear the Book of Salvation, the sacred record of our unforgiven past and of the tortuous road we had trodden to absolve our great sin. I alone known the names of all those who have Fallen from the Emperor's grace and have been returned to him, through repentance of the soul or absolution of the body. I alone bear these most terrible burdens, for on my shoulders sit the sins of the Dark Angels Legion, and I cannot rest while they still remain to stain our honor.

The dour, taciturn Ezekiel is the head of the Dark Angels' Librarium and is one of the three most important Marines in the Chapter as his role incudes judging the loyalty of those who would join the Inner Circle. As the most powerful, and feared, of the Chapter’s Librarians, Ezekiel leads his brothers in their duty to protect the dungeons of the Rock and uses his psychic talents to assists the Interrogator-Chaplains in their questioning of the Fallen. Ezekiel is also Keeper of the Book of Salvation, a tome filled with the names of the Fallen the Dark Angels have apprehended.

  • Couldn't Find a Pen: The Book of Salvation listed the names of all the Fallen captured by the Dark Angels and are written in their own blood.
  • Due to the Dead: While fighting the Orks at the Battle of Sularian Gate, Ezekial lost an eye and had it replaced with a crude cybernetic substitute. After the battle Ezekiel refused a more sophisticated bionic eye as a mark of respect for those who fell fighting beside him.
  • The Little Detecto: It is said that shadows gather around the blade of Ezekial’s force sword, Traitor's Bane, whenever one of the Fallen is near.
  • Mind Rape: During Ezekiel's final test to become a Librarian, whatever was in his mind gave the senior Librarian Meroth a stroke.
  • Psychic Child: Ezekiel was already such an extremely powerful enough psyker when he was found by the Dark Angels on Delphyna III, that he was able to use his powers to psychically pacify the natives who had been torturing him. He was barely 10 years old at the time.
  • Try to Fit That on a Business Card: Ezekiel, Grand Master of Librarians, Keeper of the Book of Salvation, Holder of the Keys.
  • Your Soul Is Mine!: Ezekiel’s master-crafted force sword, Traitor's Bane, is rumoured to absorb the souls of the Fallen it slays.

High Interrogator-Chaplain Asmodai, Master of Repentance
It is my sacred duty to save your soul from the Dark Gods of Chaos, and I will save your soul, even if you die in the process.

The oldest and most successful living Interrogator-Chaplain, Asmodai possesses a steely determination to redeem any Fallen that fall into his hands. The High Interrogator-Chaplain’s single-minded obsession for his work has only grown stronger as the years have passed and Asmodai now cares for nothing except battle and the hunt for the Fallen. This obsession has in fact grown so extreme that it borders on what is acceptable, even to the Dark Angels, forcing the Supreme Grand Master to censure Asmodai for his conduct, countermand his orders or even cover-up his most extreme actions.

  • Agony Beam: Asmodai carries the Blades of Reason, an ancient device laced with neural-wires that massively amplify the pain suffered by its victim. Although they cause excruciating pain, the wounds inflicted by the Blades of Reason are not fatal, allowing Asmodai to continue his bloody work almost indefinitely.
  • Bunny-Ears Lawyer: Asmodai frequently steps out of line, and must regularly be reigned in by his superiors. His skill at hunting down the Fallen is too valuable to lose however.
  • Drill Sergeant Nasty:
    • Asmodai once ordered the entire 7th Company to spend a year in silence after hearing laughter in the halls of the Rock.
    • When a crop of new recruits didn't answer Asmodai's questions to his satisfaction, he demanded the Master of the 10th Company execute all the neophytes drawn from the same recruitment world.
    • A Deathwing Terminator once commented on how harsh Asmodai is on the squads he commands, which the man found appealing. Considering the training one goes through to become a terminator is says a lot.
  • Dual Wielding: Asmodai’s original model from the 2nd Edition saw the High Interrogator-Chaplain equipped with a power sword alongside his crozius arcanum.
  • Exalted Torturer: Asmodai and his battle-brothers truly believe that the tortures inflicted on the Fallen are for their own good. That said, although he's interrogated many Fallen in his time, Asmodai has only managed to get two to repent before dying.
  • I Regret Nothing: During the Narthex Nebula Campaign, Asmodai’s pursuit of an Inquisitor he had mistaken for one of the Fallen resulted in the deaths of almost two hundred Marines from the Silver Eagles Chapter and forced Azrael to personally apologise to their Chapter Master. When questioned after the campaign, the High Interrogator-Chaplain said his only regret was that he didn’t kill the Inquisitor when he had the chance.
  • Ironic Name: Asmodai is a variant on Asmodeus, a demon in Judeo-Christian tradition who is cited in some texts as being a demon of lust or wantonness.
  • One-Hit Kill: The intense pain caused by the Blades of Reason is enough to incapacitate all but the toughest of foes. In some editions of the game this was represented by giving the relic special rules that give a chance of removing its victim with a single hit. The 8th Edition rules represent this by giving the Blades of reason a high, if random, Damage characteristic.
  • Take a Third Option: When he learned of the Fallen prematurely and was given the option of joining the Deathwing or Ravenwing, he declared he would become a chaplain instead.
  • Well-Intentioned Extremist: While Asmodai is dedicated to redeeming the Fallen and is a formidable combatant, the excesses he's gone to and his over-the-top viciousness have forced Azrael to reign him in on multiple occasions, and even brought the Dark Angels to the brink of war with multiple Space Marine chapters.

Belial, Grand Master of the Deathwing
Said to be the greatest living warrior of the Chapter, Belial is the current leader of the Deathwing, the Dark Angels' veteran 1st Company. Belial considers the continued existence of the Fallen to be a stain on his, and his Chapter’s, honour and with the help of his close comrade Sammael of the Ravenwing Belial has personally delivered many of the heretics into the merciless hands of the Chapter's Interrogator-Chaplains.

  • Bling of War: Belial's Terminator armour is highly ornate, even by the standards of the Deathwing, and his original model gave him the appearance of a walking cathedral.
  • Friendly Rivalry: Belial has fought Sammael of the Ravenwing many times during the Chapter’s ritual duels and tournaments resulting in a comradely rivalry developing between the two Grand Masters.
  • Fantasy-Forbidding Father: When was 17 (11 Terran years old equivalent), the Dark Angels visited Belial’s homeworld to recruit the best of the planet’s youth. Wanting his son to follow in his footsteps rather than die fruitlessly during the tournament, Belial’s father refused to let the young warrior enter. In defiance, Belial disguised himself and entered the contest and managed to duel a Space Marine Chaplain for 7 minutes before being knocked out.
  • Ironic Name: Belial is a supremely gifted and accomplished warrior whose name is a Hebrew word for "worthless".
  • Named Weapons: Belial was presented with the Sword of Silence, one of the mighty Heavenfall Blades, after defeating a Champion of Khorne in single combat. Unlike many special characters in the game however, Belial has the option of swapping this relic of the Chapter in favour of a Thunder Hammer and storm shield.
  • The Perfectionist: Belial is obsessed with attaining perfection, taking no pride in his accomplishments, instead constantly dwelling on every one the brothers lost while under his command. Belial expects the same level of perfection from his men as he does himself and during his time as Master, the 3rd Company became a byword for discipline and efficiency.
  • The Worf Effect: Critically and possibly even fatally wounded during the Siege of the Rock. The wounds would, as revealed in Tenth Edition, require him to cross the Rubicon Primaris.

Sammael, Grand Master of the Ravenwing
As captain of the 2nd Company, Sammael leads the hunt for the Fallen wherever they may hide. Brave to the point of recklessness, Sammael is nonetheless a supremely skilled warrior and rider who was the youngest Marine ever to be inducted into the Ravenwing. Such was Sammael’s skill; he was personally given this position of Grand Master by his mortally-wounded predecessor without having entered the Inner Circle beforehand.

  • Ace Custom: When not using the jetbike Corvex, Sammael rides into battle in the heavily modified Land Speeder Tornado, Sableclaw. Armed with twin-linked weaponry and protected by the Shield of Night, Sableclaw was created during the Horus Heresy using technology and techniques now lost to the Imperium.
  • Badass Cape: Sammael wears a long, flowing cape known as the Adamantine Mantle that incorporates material from the cloak worn by Lion El'Jonson. As Sammael sweeps across the battlefield, the Mantle streams out behind him to resemble the wings of a great dark raven.
  • Cool Bike: Sammael typically rides into battle on Corvex, one of the last remaining Imperial jetbikes in the galaxy, a highly prized and heavily armed relic of the Ravenwing.
  • Deflector Shield:
    • Sammael is protected by the Night Halo, an ancient and unique form of Iron Halo passed down through the Grandmasters of the Ravenwing. It produces a conversion field which changes both kinetic and energy weapon attacks into harmless bursts of light as they are stopped.
    • Sammael’s Land Speeder, Sableclaw, incorporates a mysterious energy shield, known as the Shield of Night, that turns incoming attacks into harmless wisps of smoke.
  • Friendly Rivalry: Sammael and Belial of the Deathwing have fought each other during ritual duels and tournaments. Although Sammael has yet to defeat the supremely skilled Grand Master of the Deathwing, the two have developed a close and comradely rivalry.
  • Legacy Character: Corvex has been reported lost or destroyed on several occasions, but keeps returning to battle. Some amongst the Adpetus Mechanicus speculate the Dark Angels are hiding a STC device that can produce duplicates.
  • Named Weapons Sammael wields the traditional weapon of the Grand Master of the Ravenwing, the Raven Sword. One of the Heavenfall Blades, the Raven Sword possesses a perpetually sharp blade that emits a keening wail when swung.
  • You Are in Command Now: Sammael was promoted to Grand Master of the Ravenwing by his mortally wounded predecessor without the permission of the Inner Circle. While this was technically a breach in protocol, Sammael leading the remnants of the Ravenwing to destroy a Chaos Titan won his superiors over.

Master Lazarus
Lazarus took command of the Dark Angels' 5th Company, after his predecessor Master Balthasar was killed in the aftermath of the Great Rift's appearance. After being mortally wounded during the Imperial retreat from Rimenok, Lazarus crossed the Rubicon Primaris and became the first Primaris member of the Inner Circle.

  • Came Back Strong: During a campaign on the planet Stygius, Lazarus suffered severe wounds and the only way for him to survive was to cross the Rubicon Primaris, which he did. Lazarus is now stronger than ever after passing the life-saving surgery to become a Primaris Marine.
  • Cool Helmet: Was gifted the Spiritshield Helm, a newly forged helmet incorporating a force field, and sporting great golden wings on the sides. In game, the Spiritshield Helm can protect nearby Dark Angels from losing a wound, especially mortal wounds.
  • Cool Sword: Lazarus wields Enmity's Edge, a power sword specialized in wounding psykers, which suits Lazarus perfectly as he particularly hates Chaos and its sorcerers.
  • A Day in the Limelight: "Lazarus: Enmity's Edge" is a novel all about him and his relationship with the secrecy of the Dark Angels chapter.
  • Determinator: Not only he is part of the Inner Circle, whose members are completely devoted to the hunt for the Fallen no matter the cost or the risks, he is individually a truly driven Space Marine who wants to vanquish Chaos. His model even has a special rule, Intractable Will, that allows him to fight even if the model is destroyed, representing his unbreakable will to perform a Taking You with Me even if he suffers grievous wounds.
  • Does Not Like Magic: He doesn't trust Psyker, having seen the kinds of damage their powers can do. He tolerates Librarians and Navigators, but his distrust even extends to members of his own Chapter.
  • Height Angst: Downplayed, and Played for Laughs; since becoming a Primaris Marine, he's now taller than Azrael, his immediate superior. It feels weird looking down at the Supreme Grandmaster of the Unforgiven.
  • Meaningful Name: Like many Dark Angels, Lazarus is named after a character from Judo-Christian mythology, specifically Lazarus of Bethany, with both the Dark Angel Lazarus and the original Biblical Lazarus being famous for being brought back from the dead.
  • Nerves of Steel: Lazarus is said to have showed "icy calm under enormous pressure" as he rallied serfs to defend against daemons during the Siege of The Rock.
  • Pet the Dog: In his novel, he's surprisingly polite with the young woman who was dragged into the conflict by virtue of being a living repository of historical knowledge; he's the only character that treats her like a person (despite her being a kind of abhuman) when all the people from her own planet treat her as one-step above a servitor. He himself Lampshades it by noting that he must be going soft to be worried about the safety of a mere mortal.
  • Survivor's Guilt: He has a list of names in his head of all the friends he's watched die in front of him; that many of them were killed by sorcery plays a part in his distrust of psykers.
  • The Witch Hunter: He abhors psykers and facing one is the few times Lazarus can be said to lose his cool. His most notable engagement was against forces of Tzeentch, Daemons and Sorcerers alike, and from this battle he's acquired a particular hatred for Chaos sorcery.

Veteran Scout Sergeant Naaman
A Veteran Sergeant of the Redeemed, the Dark Angels’ 10th Company, Naaman was a highly skilled stealth and infiltration expert. Naaman’s most famous action was during the Piscina IV campaign, where the Veteran Sergeant proved instrumental in the defeat of the Ork horde assaulting the planet.

  • Ascended Extra: Naaman began life as a regular Scout Sergeant who survived every game of a campaign that games developer Andy Chambers ran with his friends. This campaign, the Piscina IV campaign, was later written up and released as the Storm of Vengeance campaign pack for 2nd Edition which included Veteran Sergeant Naaman as a special character.
  • Close-Range Combatant: Naaman is a highly skilled fighter who is well versed in all the forms of close combat practiced by the Dark Angels. In-game, this mastery of combat is represented by the his master-crafted chainsword and bolt pistol, as well as the Brush Aside Blow rule that allows him to ignore the first hit scored against him in close combat.
  • Demoted to Extra: Although no longer a playable character, Naaman gets occasional mentions in the background.
  • Heroic Sacrifice: In order to save the rest of his squad from the Deff Dread that was rampaging through their lines, Naaman detonated his entire supply of krak grenades. The story of Naaman’s death is now used as an example of the self-sacrifice expected of the Chapter’s recruits.
  • Never Found the Body: It is believed that Sergeant Naaman’s body was totally destroyed by the explosion that killed him during his final battle against the Orks on Piscina IV.
  • Posthumous Character: Naaman died fighting a Deff Dread towards the end of the Piscina IV campaign a number of years before the current game’s timeline.
  • Put on a Bus: Naaman hasn't been an official playable character since 3rd Edition.
  • Stealth Expert: Sergeant Naaman is said to be one of the greatest scout sergeants to have served with the Chapter, highly adept at stealth, infiltration and assassination. In-game, Naaman and his squad get silenced pistols to deal with enemy sentries, and as long as they don't fire in their Shooting phase, the enemy has to use the Night Fighting rules to spot them.


A Dark Angel from before the Horus Heresy, who was consigned to Caliban during the conflict, and then subject to the wrath of the Lion when he returned to reclaim his world from Luther. He and many of his brothers were then cast through the Warp in the subsequent collapse of Caliban, arriving in modern day as one of the Fallen, the treacherous followers of Chaos.

...Except not really.

As it turns out Zabriel and many of his brothers on Caliban had no idea that Luther and his cabal had sold out to the Ruinous Powers of Chaos and were under the impression that it was Lion El'Jonson who betrayed the Imperium and were only further convinced of that by the Lion's vicious assault on Caliban. When he arrived in the present, Zabriel found himself a fugitive, fighting for his life against the fanatical pursuit of the modern Dark Angels as well as against the forces of Chaos. His struggles brought him to a backwater planet called Camarth, where fate would have it that he would come upon his genefather once again.

While their reacquaintance got off to a rough start, Zabriel quickly proved himself to be a loyal and capable guide for the Lion in the 41st Millenium and at his direction begins to bring the Fallen back into the fold, given new purpose, Risen once more.

  • Big Damn Heroes: Zabriel appears alongside the Lion on Wormwood, leading the Risen to extract the Dark Angels from Wormwood as the Lion and Angron clash. Azrael is absolutely livid.
  • Broken Pedestal: He was shattered when he saw the homicidal rage of the Lion on Caliban, cutting through young men who had never even seen him before. It haunts him for centuries before he makes peace with his "father".
  • Children Raise You: In a sense. He is a "son" of the Lion in the same way all Space Marines are of their Primarchs. He, however, uniquely gets the opportunity to get his father up to scratch upon his return. The Lion is exceedingly grateful.
  • Cool Old Guy: Zabriel is biologically 500 years old when he is discovered by Lion El'Jonson on Camarth, and 10,000 years old chronologically. He's still a Space Marine and kicks ass with the best of them.
  • Expy: All the Risen are either direct expies of the Round Table, or carry some aspects of them. In Zabriel's case, he takes after Sir Gawain. He looks up to the Lion, is trusted by his liege in turn, would do anything for him, and even reenacts a twisted version of the famous head chopping scene of Gawain's most famous adventure in the later stages of the novel. It goes substantially better for him than it did Gawain, as he kills the Slaaneshi Chaos Marine filling the role of the Green Knight in their second meeting.
  • Number Two: Becomes the Lion's right-hand man upon his return to the present.
  • Wasteland Elder: He plays a variation of this role on Camarth prior to the Lion's arrival, protecting the people of the devastated planet in a rundown suit of powered armor as the horrors of the Great Rift descend upon them.

    White Scars 

Kor'sarro Khan, Master of the Hunt
Surround yourself with the greatest warriors at your command, or cower in the deepest darkest hole you can find. It matters not. I shall take your head for the Great Khan and for the Emperor.

A born killer said to embody the fierce savagery of his Chapter, Kor'sarro Khan is the commander of the Eagle Brotherhood, the White Scars 3rd Company. Kor'sarro's violent determination and his skill as a huntsman has seen the Khan honoured with the position of 51st Master of the Hunt and as such it is his sworn duty to track down and slay the White Scars' greatest foes so that their heads can line the road to the Chapter's fortress monastery of Quan Zhou. In the years since taking up the role of Master of the Hunt only a single foe has escaped the relentless Khan, Commander Shadowsun of the T'au Empire, as Kor'sarro was forced to return to defend Chogoris from the Red Corsair invasion. Having undergone the surgeries to become a Primaris Marine, Kor'sarro fully intends to finish his incomplete hunt once the Yasan Sector has been cleansed of the heretical invaders.

  • Ancestral Weapon: Kor'sarro wields the mighty blade Moonfang, a relic of the White Scars that has been carried by every Master of the Hunt. This monomolecular power weapon is capable of slicing through flesh and armour as if it was air. The 8th Edition Codex Supplement: White Scars rules for this ancient weapon represents its power by giving in a higher Damage characteristic than a regular power sword, and by boosting the wielder's Strength characteristic. The sword also has a special rule that allows a Damage re-roll when fighting against enemy Characters to represent the traditional method of attack that the Master of the Hunt attempts.
  • Battle Trophy: The Master of the Hunt is charged with hunting down and slaying a mighty foe that insult the honour of the White Scars with their continued existence before returning the head to Chogoris as a trophy of his victory. So far, Kor'sarro has completed almost 20 hunts; including the daemon princes Doomrider and Kernax Voldorius, an Aeldari pirate lord, and a Chaos Warlord. The 8th Edition Codex Supplement: White Stars rules for Kor'sarro represent this by giving the Khan the Trophy Taker White Scars Warlord Trait that boosts his Attack characteristic after slaying a Character model.
  • The Bus Came Back: Kor'sarro's Cool Bike Moondrakken, was removed as a playable option when the 8th Edition of the game was released in 2017. In December 2019, semi-officialnote  rules were released as part of the Warhammer Legends initiative, allowing players to use converted models to represent the bike once again.
  • Captain Morgan Pose: Kor'arro's 8th Edition Primaris model is standing heroically with his foot resting on a rock, with his sword cybernetic hunting bird on his wrist and his sword planted on the ground, a pose that is unusually static for a Chapter renowned for its speed and manoeuvrability.
  • Cool Bike: Kor'sarro often rides into battle on Moondrakkan, an ancient Space Marine Bike that was originally commissioned for the fourth Master of the Hunt that has faithfully served many holders of that position since. In-game, it allows him to inflict up to three wounds when using the Hammer of Wrath attack instead of the normal one.
  • Enemy Mine: On the world of Cano'var, Kor'sarro was captured by the eccentric Necron Nemesor Zahndrekh. Upon discovering that Illic Nightspear was among the other captives, the Khan reasoned that freedom far outweighed any mutual animosity they might have otherwise had and teamed up with the legendary Aeldari Ranger to lead an escape. They even attempted to fight Zahndrekh's loyal retainer Vargard Obyron together, but Illic was quickly knocked out, leaving Kor'sarro to fight Obyron by himself.
  • Gameplay and Story Segregation: Despite Kor'sarro coming from a Chapter renowned for its bikers, as well as being shown riding a Space Marine Bike himself in the background material, he never received an official tabletop model depicting him riding one, even though rules existed. The first 8th Edition Codex Adeptus Astartes: Space Marines goes even further by officially removing the option of taking his Bike, Moondrakkan, from the Codex. The Codex Supplement: White Scars finally introduced a reason for the Master of the Hunt to no longer use a Bike in the contemporary timeline by having Kor'sarro become a Primaris Marine, and they have never been depicted as riding Bikes.
    • No longer true as of 9th edition: the Primaris Space Marines now field their own biker unit, the Outrider. One would have to watch out if he ever will get back in the saddle…
  • Gotta Kill Them All: As the White Scars' Master of the Hunt, it is Kor'sarro Khan's duty to seek out all those enemy leaders that have inflicted defeat and dishonour on the Chapter and slay them, returning to Chogoris with their severed head as proof of the deed. To accomplish his mission, the Master of the Hunt is allowed to use any and all resources that the Chapter can spare and, in his time in the role, Kor'sarro has only found a single quarry that has managed to elude him.
  • My Greatest Failure: While he understands the reasons behind it, Kor'sarro considers the fact that he was forced to return to Chogoris before completing his hunt of the Commander Shadowsun of the T'au Empire to be a stain on his honour, and part of the reason why he underwent the life-threatening surgeries to become a Primaris Marine was so that, once his duties permitted, he could take-up the hunt once again and have the power to finish what he started.
  • Noble Bird of Prey: After becoming a Primaris Marine, Kor'sarro was given the cyber-berkutnote  Anzuq by Jubal Khan as a mark of the Chapter Master's favour. This ancient relic of the Chapter fights alongside the Master of the Hunt with its razor-sharp beak and claws as well as, it is rumoured, storing everything it sees within its datacoils so that the Great Khan can keep an eye on the impetuous Kor'sarro. The 8th Edition Codex Supplement: White Scars sourcebook represents Anzuq's combat ability by giving Kor'sarro the chance of causing a mortal wound on any non-vehicle unit once per turn.
  • One-Hit Kill: The machine spirit of Kor'sarro's relic power sword Moonfang is incredibly vicious and is said to guide its wielder's strikes to take advantage of the enemy's weaknesses. In some editions of the game, this was represented by the sword having the Instant Death rule, giving it the chance to slay a model no matter how many Wounds it has left.
  • Teeth-Clenched Teamwork: Despite the traditional rivalry and mistrust that exists between their Chapters caused by their radically different methods of war, Kor'sarro Khan was forced to work alongside Kayvaan Shrike, the then Shadow-Captain of the Raven Guard, in order to complete his hunt of the Alpha Legion Daemon Prince Kernax Voldorious. Once the Daemon Prince had been defeated, the two parted ways with a new respect for each other and their Chapters.
  • Villain Respect: Despite their defeat at the hands of his bodyguard, the Necron Nemesor Zahndrekh was so impressed by the skill and bravery of Kor'sarro and his Aeldari ally Illic Nightspear that the insane alien commander not only allowed them to live, but ordered his subordinates to let the pair depart without further incident.

    Space Wolves 

The Wolf Lords

The Wolf Lords are the leaders of the twelve Great Companies of the Space Wolves, a rank equivalent to a Captain in other Chapters. The Wolf Lord of the leading Great Company is known as the Great Wolf, equivalent to a Chapter Master.

Logan Grimnar, the Great Wolf
Follow me, Sons of Russ! This night our enemies shall feel the fangs of the Wolf!

Also known as the Old Wolf, the Fangfather and the High King of Fenris, Logan Grimnar has led the Space Wolves for over five centuries. A charismatic and amiable leader, Grimnar is also a mighty warrior whose personal saga, when written in full, stretches from one wall of the Fang's Great Hall to the other. Despite his long history of defending the Imperium from uncountable foes, Logan himself has been accused of heresy and rebellion, due to his willingness to lead the Space Wolves against those Imperial institutions he feels have acted dishonourably or pose a threat to his Chapter. With the invasion of Fenris by the Thousand Sons and the opening of the Great Rift, Logan Grimnar's renowned leadership skills have been tested like never before as more and more pleas for aid are received every day. In addition to this, the difficulty of integrating the new influx of Primaris Marines into the tight-knit comradeship of the Space Wolves has meant that the Old Wolf relishes the chance to relieve his stress in battle.

Logan Grimnar's Great Company, the Champions of Fenris, specialise in the use of elite packs of Wolf Guard in the right place and at the right time to break through enemy lines. The warriors of the Great Company are known to fight with the might of heroes and compete with each other for their master’s favour. The Great Company was the focus of the 7th Edition Champions of Fenris codex supplement.

  • Brutish Character, Brutish Weapon: He favors as his primary weapon a gigantic double-bladed battleaxe called the Axe of Morkai that he took as a trophy from a World Eaters champion he slew during the First War for Armageddon.
  • The Dreaded: After some past incidents, the Administratum, and even the Inquisition, know it's better to have Logan Grimnar as an ally than an enemy.
  • Elite Army: As is befitting of the retinue of the Great Wolf, Logan Grimnar's Great Company, The Champions of Fenris, include more of the elite Wolf Guard than any of the Chapter's other Companies. The 7th Edition rules represented this with a special Force Organisation Chart that allowed the player to take Elite choices as compulsory units rather than rank and file Troops choices. The main 8th Edition rules include the Vanguard Detachment that can be used for a similar result.
  • A Father to His Men: And others; Logan's ability to encourage others to fight harder extends to any friendly model, not just Space Wolves.
  • The High King: First among equals to the other Wolf Lords.
  • I Call It "Vera": The Axe Morkai, a weapon he took as a trophy from a defeated Chaos Champion and named after the two-headed wolf that guards the Fenrisian underworld. In-game, Grimnar can wield it one-handed as a Frost Blade or two-handed as a Power Fist.
  • Papa Wolf: Yes, he's head of the Space Wolves, but more than that...
  • Screw the Rules, I'm Doing What's Right!: After the Ordo Malleus began purging the survivors of the First War for Armageddon, Grimnar and the Space Wolves did their best to obfuscate the Inquisition's efforts and save the victorious Guardsmen and innocent civilians. This escalated into a secret conflict against the Inquisition and Grey Knights that became a full-fledged war with Grimnar killing a Grey Knight Grand Master, ending in the siege of Fenris and the death of the head Inquisitor, also at Logan's hand. Both sides backed down, but have never forgiven each other.

Bran Redmaw, Wolf Lord of the Bloodmaws

Bran and his followers are natural hunters, and Bran has a natural talent for second-guessing his enemies' moves. He specialises in encircling actions, positioning his Grey Hunters to lie in wait as his enemy flees in the face of his front-line advance. Once his enemy is trapped, Bran's Wolves unleash their savagery, and their enemy is literally torn to pieces.

  • Informed Attribute: Many in the Company, including Bran himself, are suspected of being Wulfen.
  • Screw the Rules, I'm Doing What's Right!: Rather than abandon a civilized world to the Tyranids, Bran orders two squads of his Grey Hunters to train its defenders. In the battle that followed, only six Marines survived and Bran promoted them to Wolf Guard rather than strip them of their honors.

Erik Morkai, Wolf Lord of the Sons of Morkai

Unlike most of his fellow Wolf Lords, Erik Morkai is a dark and grim individual known for the effectiveness of his methods rather than for his charisma and personality. His company, Sons of Morkai, includes a large number of Wolf Scouts who share their Lord’s no-nonsense approach to battle.

  • The Dreaded: It is said Erik would be the one the other Wolf Lords fear if they were still capable of feeling that emotion.
  • Sibling Yin-Yang: Erik's twin brother Irnist the Wise is a Rune Priest serving Logan Grimnar.
  • Stealth Expert: Erik and his company are highly proficient in the use of stealth tactics and luring their opponents into bloody ambushes.
  • Taking You with Me: Erik's defining moment is when he fell with a Dark Eldar Archon from a great height. He survived.

Harald Deathwolf, Lord of the Wolfkin
"Down from Asaheim they came. The Ice Trolls, gorging on the hot flesh of man. Deathwolf felt the plight of his kin. He smote the beasts in a single night."
-— From the Saga of Harald Deathwolf - The Slaying of the Ice Trolls

A renowned warrior and great hunter, Harald Deathwolf has had a close affinity with the lupine creatures of Fenris since his time as a Blood Claw. Riding atop the mighty Thunderwolf Icetooth, Harald leads his men from the front, relentlessly perusing the foe until they are destroyed. It was Harald who first encountered the returned Wulfen of the missing 13th Great Company and, during the Thousand Sons' siege of the Fenris System, he and Sven Bloodwolf managed to rally many of the Astartes forces fighting the invasion and destroy one of the malign Silver Towers.

Harald's Great Company, the Deathwolves, deploys more of Fenris' great beast than any other, both as Thunderwolf Cavalry and as independent packs of Fenrisian Wolves. The Great Company are the hunting hounds of the Chapter, unleashed by the Great Wolf to track and eliminate the most hated enemies of the Space Wolves with unmatched ferocity.

  • Ascended Extra: While the generic Wolf Lord on Thunderwolf model was always based on him, he only had occasional mention in the fluff to the point where one of his Wolf Guard, Canis Wolfborn, got rules and a model before him. The 7th edition Codex gives him rules and he uses the Wolf Lord on Thunderwolf model.
  • Harmless Electrocution: Harald and Svane Wulfbad were struck by lightning during their final confrontation. Wulfbad was incinerated but Harald was unharmed.
  • Horse of a Different Color: He rides a Thunderwolf named Icetooth, and his Great Company has the most Thunderwolf Cavalry out of all of the Great Companies.
  • Meaningful Name: His Thunderwolf is named Icetooth because a piece of Svane Wulfbad's Frost Axe became lodged in his cybernetic jaw during the final battle between Harald and the traitor.
  • Nemean Skinning: Harold wears the Mantle of the Ice Troll King, a cloak made from the enchanted skin of the monster Blaugndir that he beheaded in personal combat.
  • No-Sell: The Mantle of the Troll King repels flames of all types from burning promethium to the fires of Chaos. In game terms this makes Harald immune to all flamer type weapons and the Pyromancy psychic powers.
  • Speaks Fluent Animal: Implied by how he recruited Canis Wolfborn and the special rule "Lord of the Wolfkin," which grants his leadership value to any wolves in range.

Bjorn Stormwolf, Wolf Lord of the Stormwolves

Large even by the standards of an Astartes, Bjorn Stormwolf prefers to fight with great ferocity and overwhelming firepower as he lacks the patience for more subtle tactics. The Stormwolves follow their Lord’s lead in battle, rejoicing in the clamour of the battlefield using the biggest, loudest weapons possible.

  • Boisterous Bruiser: Bjorn is a big, loud man. This extends to his Company's use of Long Fangs and Vindicators. Any weapon that makes lots of noise will do.
  • Long-Range Fighter: The Stormwolves are composed of the Space Wolf equivalent of Devastators.
  • Named Weapons: Bjorn's weapon is the combi-melta Wrath's Maw, a powerful weapon said to be able to incinerate any opponent with a single blast. It is represented by a regular combi-melta in the rules however.
  • The Rival: Bjorn doesn't get on with Erik Morkai, whose stealth methods he dismisses as "whelp-work".

Egil Iron Wolf, Wolf Lord of the Ironwolves
"Struggle if you must, you daemon-loving sons of trolls. It’ll avail you naught. No-one lives for long once the Iron Wolf has them in its jaws."
-— Egil Iron Wolf during the battle of the Seven Gates

Egil Iron Wolf was unique amongst his fellow Wolf Lords as, from his induction into the Chapter, he was on a path to become a great Iron Priest before his unwillingness to adhere to tradition forced him onto a different path. A master of metallic beasts of war, the Iron Wolf was famous for his mechanical skill and would ride into battle at the head of great armoured columns in his personal Land Raider Crusader Ironfist. Egil fell during the Thousand Son’s invasion of Fenris at the end of the 41st Millennium, slain by the psychic trickery of the Daemon Primarch Magnus himself.

Egil's great technical skill led to his Great Company, the Ironwolves, specialising in mechanised assault and, as such, they have the largest pool of armoured vehicles in the Chapter. Since Egil's death, his successors have continued this specialisation in honour of their former Lord.

  • The Blacksmith: Egil was a great smith even before becoming a Space Wolf and he still shows his skill at the forge even though he is a Wolf Lord. Egil’s created his power armour, Forgepelt, with his own hands and augments the suit after any notable victory.
  • Cyborg: Egil has extensive bionic replacements and is said to be more machine than man now.
  • Enemy Scan: After he lost his right eye in battle Egril had it replaced with the Iron Eye, an advanced bionic replacement that allows Egril to visually dissect his enemies to find their weaknesses.
  • I Owe You My Life: While serving as part of Osric Three-Fists's Great Company, many of Egil's brothers came to owe him a life-debt due to being saved by a weapon or vehicle that the Iron Wolf had improved. This is one of the reasons that Egil was elected Wolf Lord after Osric's death.
  • Half the Man He Used to Be: During the Thousand Sons' invasion of Fenris, shortly before the beginning of Abaddon's 13th Black Crusade, the Daemon Primarch Magnus the Red used his psychic abilities to vaporise Egil from the waist up with his own lascannon blast.
  • Tank Goodness: The Iron Wolves specialize in armored warfare.
  • Wolverine Claws: Egil's Wolf Claws, known as the Claws of Winter, are said to cut to the bone as easily as a Fenrisian ice-storm.

Krom Dragongaze, the Fierce Eye
"Warriors of Fenris, there is glory to be had on the world below! Shall we stand idly by while others seize it in our stead? I say no! Instead, let us tear it raw and bloody from the fallen bodies of our foes!"
Krom Dragongaze, address to his warriors before the second wave assault upon Alaric Prime

Krom Dragongaze is a bad-tempered and highly competitive Wolf Lord who demands victory in all things from himself and his men, whether on or off the battlefield. Krom's barbaric temper has often led him to violently punish those warriors who he believes have failed him, something that has led to censure by the Great Wolf. Despite this, the Fierce Eye's men are passionately loyal to their lord for his heroic deeds and his belief that valour should be properly rewarded. For his disobedient actions during the Defence of Alaric Prime, Krom and his company were charged with the defence of the Fang while the rest of the Chapter participated in the Hunt for the Wulfen. Despite chafing at the order, Krom performed his duty diligently and was in the perfect place to stall the misguided assault of the Fenris System by the Dark Angels that preceded the invasion by the Thousand Sons.

Like their lord, Krom's Great Company, the Drakeslayers, are highly competitive and take part in many competitions between each other and members of other Great Companies. Due to Krom's belief that success should be rewarded, the Drakeslayers contain more Wolf Guard than any other Great Company except Logan Grimnar's Champions of Fenris.

  • Absurdly Sharp Blade: During its forging Wyrmclaw was dusted with bonemetal glaze made from the talons of an ice wyrm. This has given the axe a razor edge that hasn't needed sharpening since its creation.
  • Death Glare: Krom gained the nickname ‘Fierce-Eye’ due to his terrifying, piercing gaze.
  • Enemy Scan: It is said that Krom's penetrating gaze is able to find any enemy's weakness.
  • Glory Hound: While all Space Wolves seek fame in battle, Krom’s highly competitive nature has given him a reputation for rash actions in search of glory and he takes great offence at other Wolf Lords being chosen for important and prestigious missions.
  • Hair-Trigger Temper: Krom’s volcanic temper can cause him to beat senseless anyone who questions his decisions, something that has caused Logan Grimnar to censure the Wolf Lord on many occasions.
  • Shoot the Messenger: Unless physically restrained by his Wolf Guard, Krom will sometimes attempt to rip the throat out of anyone who gives him bad news.

Ragnar Blackmane, the Young King
We may be few, and our enemies many. Yet so long as there remains one of us still fighting, one who still rages in the name of justice and truth, then by the Allfather, the galaxy shall yet know hope.

The youngest Space Wolf ever to be elected a Wolf Lord, Ragnar Blackmane combines the combat prowess of a true hero of the Chapter with the reckless bravado, and hunger for glory, of a Blood Claw. Ragnar's talent for battle and his leadership qualities have led to many within the Chapter to believe that he will eventually succeed Logan Grimnar as Great Wolf once he has mastered his tempestuous anger and reckless overconfidence. During the chaos that preceded the Thousand Sons invasion of the Fenris System, Ragnar was instrumental at halting the assault by the Dark Angels and their crusade by banishing the trickster daemon known as the Changeling who had been manipulating events.

The Blackmanes, Ragnar's Great Company, specialise in planetary assault and orbital deployment and their Wolf Lord is always in the first drop pod to land in a battlezone. Ragnar and his Blackmanes are so skilled planetary invasions, their combat record for such operations is unsurpassed by any other Great Company

The saga of Ragnar Blackmane is recorded in the Space Wolf novels.

  • The Berserker: To the extent that he and his squad must charge an enemy if able to, but get hefty bonuses when they do so.
  • Death from Above: Ragnar's packs specialize in a Drop Pod assault called the "Claws of Russ."
  • Mutual Kill: He managed to decapitate the ork Warlord Ghazghkull, but suffered from severe injuries during the fight. Ragnar would have died had he not undergone the process of becoming a Primaris Marine (the process in question results in Ragnar's brief death). Likewise, Ghazghkull required significant reconstructive work from his Doks to reattach his head to his body.
  • Named Weapons: Ragnar wields Frostfang, an masterwork frost sword with a chainblade made from a unique metal that makes it more powerful than regular weapons of its type.
  • Protective Charm: As the leader of one of the Space Wolves' Great Companies, Ragnar wears a Belt of Russ, which incorporates a conversion field generator.
  • Super-Reflexes: Even for a Space Marine, Ragnar's ability to react to and avoid harm is uncanny.

Sven Bloodhowl, Wolf Lord of the Firehowlers

A young Wolf Lord, Sven Bloodhowl still feels the fury and joy of battle as much now as when he was a Blood Claw. Of all the Space Wolves, Sven and his followers are considered the closest to the native tribesmen of Ferris in nature and temperament; revelling in the glory of close combat as they fight to add new lines to the sagas that they tattoo onto their bodies. At the onset of Abaddon's 13th Black Crusade, Sven was part of the Space Wolf contingent who attempted to reinforce Cadia. The reckless Wolf Lord was last seen leading a suicidal attempt to disable the Blackstone Fortress Will of Eternity and while many think he was slain during the assault, Sven’s surviving Wolf Guard refuse to believe that their Lord has fallen.

Sven's Great Company, the Firehowlers, favour unsubtle, head-on assaults that target the heart of the enemy. The Great Company includes numerous Skyclaw and Swiftclaw packs that use brute force and momentum to crush their foes.

  • Androcles' Lion: The Firehowlers were once almost overwhelmed in battle by daemons until Inquisitor Lord Querrian turned the daemons against each other. When Querrian was sentenced to death for heresy, the Firehowlers "made war" on the Inquisition itself to help him escape.
  • Blood Knight: Sven and his men revel in the thrill of close combat, charging into the foe with an exuberance and savagery that some other Space Wolves consider extreme. At times Sven himself often runs the risk of losing himself in the thrill of combat and has to fight hard to restrain himself so that he can properly command his forces.
  • Close-Range Combatant: Sven and his great company excel in close assault tactics and contain a large number of Blood Claws, Swiftclaws and Skyclaws amongst their ranks.
  • Dual Wielding: Sven wields both his huge Frost Axe Frostclaw, which can cleave through any armour, as well as his chainsword Firefang, that glows with the wrath of the mighty volcano Fire Breather.
  • Heroic Sacrifice: During the Fall of Cadia, Sven led the Firehowlers in a boarding action against one of the last known Blackstone Fortress, Will of Eternity. Sven and his men, with the help of the Legion of the Damned, managed to do enough damage to disable its shields, allowing the Imperial Fists’ Fortress-Monastery Phalanx to destroy the corrupted vessel. Unfortunately the young Wolf Lord never made it off the Fortress before it was destroyed.
  • Informed Attribute: According to Chapter legend, Sven and his most talented warriors are able to breathe fire in imitation of the symbol of the Fire Breather that forms their Great Company’s logo. The more sober members of the Chapter say that this is just an exaggeration of the Firehowlers’ celebratory rituals and preference for spicy meats and liquor.
  • Praetorian Guard: The Bloodguard are the most trusted and talented of Sven’s Wolf Guard and accompany the young Wolf Lord into the fiercest of fighting. Each of the five members of the Bloodguard is a talented fighter, but they are also wise warriors who must sometimes reign in their hot-bloodied Lord’s more reckless instincts.
  • Storyboard Body: Sven and the rest of his Company tattoo runes and scenes of their great sagas onto their bodies.

Kjarl Grimblood, Wolf Lord of the Grimbloods

It is said that Kjarl Grimblood has been gifted with great foresight and that he can see the future when he gazes into the flames. Whatever the truth of this, Kjarl and his company have a great affinity with fire, using a large number of flamer weapons on the battlefield and exulting in the smell of cooked flesh.

Other Notable Space Wolves

Bjorn the Fell-Handed, Last of the Company of Russ
I was on Prospero, brothers. I was there when we burned their heresy from the galaxy. I saw Leman Russ lay waste to their cherished places. I saw Traitors weep from corrupted eyes as we turned their pyramids of glass into barren wasteland. That will not happen here. They were made weak by the knowledge of their treachery. We are made strong by the knowledge of our fidelity. Where Tizca fell, the Aett will stand. Though it may cost the lives of us all, the Aett will stand.

The oldest warrior in the Imperium, Bjorn served through the Horus Heresy in Leman Russ's retinue, only to be left behind when his Primarch departed the Fang for the final time. Confined within a custom Dreadnought after suffering mortal wounds during the Proxima Rebellion, Bjorn is the most venerated member of his Chapter, having led his battle-brothers to countless victories both before and after his internment. Although he is only awoken for combat in the direst of circumstances, it is tradition that Bjorn is roused from his slumber every new century to recount tales of the Space Wolves' past to awestruck listeners. Even when sleeping, however, Bjorn's soul still fights for his brothers, defending the spiritual walls of the Fang from attempted incursion from daemons and warp-spawned fiends. With the galaxy filled with dark omens and the belief that the Wolftime is near, Bjorn has spent many hours conferring with the High Rune Priest Njal Stormcaller about the circumstances of Russ’ disappearance.

  • And I Must Scream: A minor case; while Bjorn fights just as passionately for the Imperium now as he did when he was whole, he hates being a Dreadnought.
  • Bling of War: A rare negative example; Bjorn hates that his Dreadnought is so lavishly decorated, feeling himself unworthy of the attention.
  • Grumpy Old Man: Bjorn was known to be sullen and quick-tempered, and it's only gotten worse since he's become a Dreadnought. The fandom has a field day with this, making him utterly sick of being awakened just to tell Blood Claws stories about the Wolves' past battles and of the chapter's obsession with wolves in general.
  • Lightning Bruiser: Bjorn's sarcophagus and chassis are highly advanced and allow him to fight with speed and agility beyond what's normal for Dreadnoughts, almost matching his abilities prior to his interment.
  • Meaningful Name: His moniker is two-fold, as it refers to both his signature armament (a master-crafted Wolf Claw he wielded as a flesh-and-blood Marine and the Dreadnought-model lightning claw he now uses) and the loss of his claw arm during the battle of Prospero. His model was updated in 2014 and features a gilded decoration that invokes this legacy.
  • The Older Immortal: While Space Marines can live a long, long time, Bjorn is one of the oldest living Astartes on record (outside of the Chaos Marines, but the time-bending properties of the Warp is a cheat). It's exaggerated his fame, not only because of his battle experience and being a persistent icon of the Wolves and the Imperium for so long, but the fact that he's a survivor from a time of myth makes him venerated by even his enemies within the Imperium.
  • Rage Against the Mentor: Bjorn still struggles with the rejection and bitterness of being left behind by Russ when he took off with the rest of the Wolf Guard for the Eye of Terror.

Ulrik the Slayer, Wolf High Priest
Brave deeds and selfless acts of courage are the stuff of which all Fenrisians are bred – search for something greater still. Look for the warrior that, if he were thrown to the wolves, would return as the leader of the pack.
Ulrik the Slayer, Fang-kennings from the Wolf Priest Initiations.

The oldest Space Wolf not confined to the shell of a Dreadnought, Ulrik is the leader of the Chapter's Wolf Priests and has been a mentor to many great leaders. A highly talented warrior and inspirational leader, Ulrik's feats during the First War for Armageddon earned him the title of Slayer and the respect of Angron, the Daemon Primarch of the World Eaters. Despite having a reputation as a staunch traditionalist, Ulrik cautiously welcomed the addition of Primaris battle-brothers to the Chapter's ranks, hoping this new breed of warrior would prove to be the key to fixing the flaws in the Canis Helix, a hope that was ultimately dashed when they proved to be just as susceptible to the Curse of the Wulfen.

  • Declining Promotion: After Wolf Lord Kruger was killed on Armageddon, Ulrik refused to become his successor, feeling he was more suited to pure combat than leadership, and has since found a true calling in selecting and training Space Wolf aspirants.
  • Old Soldier: Ulrik is the oldest Space Wolf who hasn't been confined to a Dreadnought, and is one of the oldest loyalist Astartes. For comparison, he is older than Logan Grimnar who served as Space Marine for 700 years. With such experience, Ulrik is highly respected within the chapter and has taken to instruct the younger recruits of the chapter to impart his knowledge.
  • Skeletons in the Coat Closet: Ulrik wears the Wolf Helm of Russ, a fearsome helm shaped like a wolf's skull and reputed to have been given to Leman Russ himself at the time of the founding of the Space Wolves Legion.
  • Villain Respect: Ulrik was actually saluted by Angron, Daemon Prince of the World Eaters, after a battle during the First War for Armageddon in which Ulrik slew many World Eaters single-handedly, including the three Khorne Berserkers who had killed Wolf Lord Kruger.

Njal Stormcaller, the Storm that Walks
The High Rune Priestnote  of the Space Wolves, Njal Stormcaller is a powerful psyker who is able to command the elements with unmatched power. Njal honed his prestigious talents by fasting and battling across the storm-wracked peaks of Asaheim and gained his moniker of Stormcaller after single-handedly tearing a Bloodthirster apart, and scattering the monster dread legion, with a storm that stripped the daemons of their flesh. In an attempt to understand the dread omens filling the galaxy, Njal has undertaken a dangerous spirit-walk and, although he has yet to reveal what he discovered, he has since been engaged in long, secret discussions with the venerable Bjorn the Fell-Handed

  • Anti-Magic: Both Njal's staff and the runic wards on his armor nullify the powers of enemy psykers.
  • Familiar: Nightwing the psyber-raven, gifted to Njal by Iron Priest Ulf Schwarzbraur as a reward for saving his life.
  • Go for the Eye: Nightwing assists Njal in battle by pecking at enemies' eyes.
  • Magic Knight: Even more so than normal Rune Priests, Njal is the only of his kind able to ensorcel a suit of Terminator armor.
  • Weather Manipulation: While all Rune Priests can control weather, Njal is particularly accomplished at it, gaining the name Stormcaller after he destroyed a Bloodthirster and its minions with an incredibly powerful ice storm. In 5th Edition this was represented by an automatic, cumulative effect that started by hampering enemy shots and ended with Njal shooting chain lightning and commanding cyclones.

Arjac Rockfist, the Anvil of Fenris
As the mountain is Arjac
A snow-capped peak
His rage overshadows the wounded bear.
The Rockfist endures when all seems lost.
— From the Saga of Arjac Rockfist

Once an Iron Priest, Arjac Rockfist's heroism saved hundreds of lives when the lava forges of the Iron Isles were attacked by monsters from the depths of Fenris's oceans. After the Great Wolf witnessed his strength and skill, Arjac was promoted to the Wolf Guard and named Grimnar's personal champion on the spot. Despite yearning to return to the forge, the massive Arjac has dedicated himself to his new position with stoic loyalty, never hesitating to engage and destroy the enemies of his lord. In battle, when not fighting beside his lord, Arjac often fights at the head of the Shieldbrothers, an elite pack of Wolf Guard Terminators.

  • The Big Guy: Arjac is exceptionally tall and strong for a Space Marine. His saga is filled with stanzas about his physical strength than any other Space Wolf save the Primarch Leman Russ himself. Arjac's in-game rules represent this by giving the mighty Wolf Guard Champion a higher strength than most other Astartes.
  • The Blacksmith: Arjac was a blacksmith of the Bear Claw tribe prior to joining the Space Wolves, and began his life with the Wolves as an Iron Priest.
  • Luckily, My Shield Will Protect Me: Arjac carries the Anvil Shield, a unique storm shield made from adamantium-laced obstinate. In the 8th Edition rules, the Anvil Shield not only gives its bearer the same protection as a regular storm shield, it also reduces the amount of damage Arjac takes from each hit.
  • One-Hit Kill: Arjac's background material mentions a part of his Saga known as the Thousand Piece Strike, an event where the mighty Wolf Guard destroyed a daemon engine with a single blow from his thunder hammer. This isn't represented in his rules however.
  • Shield Bash: Gets an extra attack while charging thanks to bashing foes with his storm shield.
  • Thunder Hammer: Foehammer, a hammer that can be thrown at foes and automatically teleports back into Arjac's hand.

Canis Wolfborn, the Feral Knight
The personal champion of the Wolf Lord Harald Deathwolf, Canis Wolfborn is a loner who prefers the company of wolves over the comradery of his battle-brothers. Canis was first encountered as a feral wildman when he returned a defeated Space Wolf initiate to the Fang. At the gates of the Fang, Canis was defeated by Harald and, after recognising the Wolf Lord as his alpha leader, was initiated into the Chapter himself. Canis quickly rose through the ranks of the Deathwolves, soon becoming a member of Harald's Wolf Guard. During the siege of the Fenris System, Canis suffered defeat at the hands of a daemonic herald of Khorne, having his spine severed by the daemon's black blade. After surgery, Canis returned to the battlefield, fighting just as savagely as before from atop his massive pack-brother, the Thunderwolf Fangir.

  • The Berserker: In battle, Canis is a frenzied combatant, tearing opponents to shreds in animalistic fury.
  • Canis Major: Fangir, the Thunderwolf he uses as a mount, is almost as big as a Dreadnought's chassis.
  • Horse of a Different Color: He rides a Thunderwolf named Fangir.
  • Meaningful Name: His name means quite literally 'Dog Wolfborn'.
  • Raised by Wolves: Canis was raised by a pack of Fenrisian wolves in the snowy mountains of Asaheim. When first encountered by a Space Wolves initiate, Canis had risen to become the alpha male of his pack.
  • Speaks Fluent Animal: Said to speak the wolves' language, and can command wolfkind as well as Logan Grimnar commands men. This was represented on the table in the 5th Edition Codex by unlocking the normally Fast Attack Fenrisian Wolves as Troops when Canis is selected as an HQ.
  • Wolverine Claws: Canis wields a pair of Wolf Claws, a type of lightning claw unique to the Space Wolves.

Lukas the Trickster, the Jackalwolf
A talented but rebellious Blood Claw, Lukas Strifeson would be a highly decorated Wolf Guard if his love of pranks and mischief hadn't made him almost universally hated by the Chapter’s Wolf Lords. Lukas doesn't care about his reputation, however, and is content as long as he can have fun and slay the Allfather's enemies. Due to his irreverence and dishonourable conduct, Lukas has changed Great Companies more than any other Space Wolf in the Chapter's history, and currently serves as a member of Ragnar Blackmane's Great Company since the Wolf Lord saved the roguish Blood Claw from the wrath of Bjorn Stormwolf. The cunning warrior's love of anarchy isn't confined to pranks against his comrades however, and Lukas is well known as one of the dirtiest fighters in the Chapter's history. Through the use of falsified transmissions, techno-viruses and other such dishonourable tactics, Lukas sows discord amongst the enemies of the Imperium so that they are easy prey for the subsequent Space Wolf assault. The only foe to have bested Lukas was the infamous Drukhari raider Duke Sliscus, who cut out one of his hearts and threw him out an airlock. The Jackalwolf found this hilarious but has taken steps to ensure it won't be repeated.

  • The Casanova: Even before becoming a Space Wolf, Lucas was a legend on Fenris for sharing a dozen beds in one night.
  • Combat Pragmatist: There's no tactic Lukas won't use in combat, as long as it works.
  • The Hyena: Another of his epithets is "The Laughing One."
  • Military Maverick: Even compared to the rest of the Space Wolves, he's only barely tolerated by the Wolf Lords because his battlefield accomplishments outweigh his irreverence and tricks. The Blood Claws at least find him hilarious.
  • Nemean Skinning: The only man known to have tracked and killed a Doppelgangrel, whose chameleonic hide makes him much more difficult to hit.
  • Taking You with Me: Lukas replaced his missing heart with a stasis bomb, set to go off if his remaining heart stops beating. Whatever finally kills him will be trapped in a gruesome monument to Lukas' glory, hearing his laughter for all eternity. In game terms, this means that if Lukas is killed in a duel, there is a chance that the one who bested him will go with.
  • Wolverine Claws: Lukas is armed with the Claw of the Jackalwolf, a powerful wolf claw that, in the 8th Edition rules, does twice the damage of a regular claw.

Murderfang, the Curseborn
A mysterious Dreadnought discovered on the hell world of Omniside, Murderfang is a berserk engine of destruction that is nearly impossible to calm or control and has to be frozen solid with hellfrost weaponry to stop its rampage after each battle. The identity of the cursed warrior entombed within the Dreadnought's sarcophagus is unknown, and so the warriors of the Chapter have dubbed the metal beast Murderfang in recognition of the carnage it leaves in its wake. During the Hunt for the Wulfen, Murderfang proved to have a strange affinity for the warriors of the 13th Great Company, allowing Logan Grimnar to use the bestial machine to search for the lost battle-brothers.

  • The Berserker: The Marine entombed within Murderfang has become a Wulfen, and wades into combat with all the insane fury of those unfortunate mutants. In-game, he has the Rage and Rampage special rules, enhancing his close combat abilities.
  • Determinator: Reflected by his Murderlust rule, which allows him to ignore Crew Shaken and Crew Stunned results for penetrating hits which would otherwise cripple him in close combat.
  • Dual Wielding: Murderfang is equipped with the Murderclaws, powerful Dreadnought-model Lightning Claws similar to what Bjorn wields but more heavily armed.
  • Helmets Are Hardly Heroic: Replace "helmet" with "closed sarcophagus". His sarcophagus, unlike any other loyalist Dreadnought's, leaves his face exposed.
  • Human Popsicle: Murderfang's ferocity is such that he has to be kept in cryo-stasis between battles.
  • Kill It with Fire: One of the Murderclaws has a built-in heavy flamer.
  • Man in the Machine: The identity of the Astartes inside Murderfang is a mystery.

Wolf Guard Ranulf

Said to be larger and stronger than even the mighty Leman Russ himself, Ranulf was a legendary warrior who fell protecting his brethren from an Ork horde. Ranulf's massive, custom-made suit of Terminator armour still stands in the Fang's Hall of Heroes, where it towers over all who see it.

  • Chuck Cunningham Syndrome: Ranulf hasn't received rules, or even been mentioned in the background material, since the 2nd Edition of the game and his role as the strongest Space Wolf has been taken by Arjac Rockfist.
  • Posthumous Character: Ranulf's background information in his army list entry states that he fell defending a narrow pass in the face of a massive horde of greenskins.
  • Villain Respect: Ranulf and his fellow Wolf Guard fought so hard against the Orks that eventually bought them down that the greenskins refused to loot their bodies and even created a small shrine to honour the mighty warriors.
  • World's Strongest Man: Ranulf was said to be the mightiest Space wolf to have ever lived, something the 2nd Edition rules represented by giving him the highest Strength characteristic in the army.

    Imperial Fists 

Captain Darnath Lysander, Commander of the 1st Company
I have travelled far and seen much. Yet nothing warms my heart so much as the sight of a gun so massive that its fury makes the very world tremble.

Two centuries after being given command of the Fists of Dorn, the Imperial Fists 1st Company, Lysander was believed lost when a warpstorm claimed his vessel. When the ship returned to material space, Lysander and his battle-brothers were subsequently captured by the Iron Warriors and subjected to brutal tortures. After years of imprisonment and torture, Lysander managed to escape and return to his chapter only to discover that a millennium had passed since his disappearance. After being thoroughly examined, both physically and psychically, Lysander was found free of taint and was reinstated as First Captain and led his brothers to enact bloody vengeance against his former captors.

  • Arch-Enemy: The years of torture that he suffer at the hands of Warsmith Shon'tu has left Lysander with a deep hatred of the Iron Warrior and he often loses all thought of the wider tactical situation whenever he encounters the Warsmith.
  • Continuity Nod: Lysander's earliest incarnation was as a Veteran Sergeant with the Boring, but Practical ability to let his squad reroll a bad round of shooting with their bolt weapons. Though the fluff and his in-game profile have advanced since then, he still retained his Bolter Drill ability until it was passed it on to the Chapter at large.
  • Cold-Blooded Torture: Lysander was captured by the Iron Warriors Warsmith Shon’tu and subjected to weeks of torture, but managed to escape and return to the Imperial Fists.
  • Declining Promotion: Lysander has refused several offers to become Chapter Master since the death of Vladimir Pugh, stating that he will not serve as Chapter Master until the Iron Warriors Warsmith Shon’tu is dead.
  • Named Weapons: Lysander wields the Fist of Dorn, an extremely powerful master-crafted Thunder Hammer that is the traditional weapon of the Captain of the 1st Company.
  • Revenge Before Reason: Although Lysander is usually a capable commander, he loses all sense of perspective when it comes to Warsmith Shon’tu. A prime example of this is the Battle of Taladorn, where Lysander’s refusal to accept his ally’s offers of aid led to Shon’tu escaping, caused the near-destruction of the Imperial Fists' 3rd Company, and set in motion the events detailed in the 6th Edition codex supplement Sentinels of Terra.
  • Year Outside, Hour Inside: At the end of the 40th Millennium Lysander’s ship, the Shield of Valour, was lost in the Warp and the First Captain was declared dead. When Lysander eventually escaped from the Iron Warriors Fortress World of Malodrax he found that almost a thousand years had passed in the wider Imperium.

Captain Tor Garadon of the 3rd Company
Tor Garadon was the First Sergeant of the Sentinels of Terra, the Imperial Fists 3rd Company, at the time of the Taladorn Planetstrike and was one of the few survivors of that disaster. Alongside Lysander, Garadon helped rebuild the Company and fought valiantly throughout the Crusade of Thunder. Years later Garadon, now a Captain, requested that he be given the honour of rebuilding his former Company after its annihilation on Hydra Cordatus and led the 3rd in their defence of Phalanx and Cadia at the onset of Abaddon's 13th Black Crusade.

  • Anti-Structure: Tor Garadon's 8th edition rules give him the special rule "Siege Captain" meant to reflect his expertise in siege warfare and making him especially suited against fortified positions and enemy vehicles. In game, Tor Garadon adds 1 to the Damage characteristic of his weapons if he targets a vehicle or a building.
  • Declining Promotion: Garadon has refused to leave the 3rd Company since becoming its Captain, even when offered more prestigious positions, as he sees it as his mission to make the Sentinels of Terra that greatest company within the Chapter.
  • Named Weapons:
    • In the 6th Edition supplement "Sentinels of Terra", Garadon wields the Spartean, a relic from crafted during the 35th millennium by the Chapter’s master artisans. When fired by a skilled marksman this brilliantly crafted bolt pistol is said to never miss, no matter the obstacles between the firer and the target.
    • In the 8th edition Imperial Fist supplement codex, Tor Garadon replaces his Spartean with a nameless grav-gun but acquires the Hand of Defiance, a particularly deadly relic Power Fist dating back to the Great Crusade and which is so precious few Space Marines have had the honor of wielding it since. In game, it strikes with Tor Garadon's strength characteristic tripled and caused 3 damage, instead of an ordinary Power Fist's double and D3 damage.
  • Number Two: Garadon served as Lysander’s second-in-command throughout the Crusade of Thunder, commanding the second demi-company of the Sentinels of Terra while Lysander commanded the first.
  • Old Soldier: Tor Garadon is not only one of the few Space Marines who remembers how things were before the Cicatrix Maledictum, and lore from the 8th edition supplement states that he fears he's becoming an embittered and proud veteran, just like how he saw Lysander when they met.
  • Passed-Over Promotion: Although he had never sought promotion in the past, Garadon had hoped to be made Captain of the 3rd Company after Taladorn, only for Lysander to be given the command as penance for his actions. It wasn't until after Lysander returned to the 1st Company that Garadon finally became a Captain. In-game the Sentinels of Terra codex supplement, which covered this period of Garadon’s career, represented this by giving him the statline of a Captain while still being a Veteran Sergeant.
  • Shoulder Cannon: Tor Garadon's 8th edition model has his grav-gun mounted on the left shoulder of the Mark X gravis armour he uses.
  • The Siege: Due to the inexperience of the newly rebuilt 3rd Company, Garadon and the Sentinels of Terra were left to garrison Phalanx while the majority of the Chapter undertook the Crusade of Vengeance against the Iron Warriors. Unfortunately Warsmith Shon’ta and the Daemon Prince Be’lakor took this opportunity to attack the Imperial Fists’ Fortress-Monastery, forcing the 3rd Company and their Captain to fight a desperate of their home to stop it falling into the hands of their greatest enemy.
  • Target Spotter: Tor Garadon's model in the 8th edition is equipped with a Signum Array which can grant Imperial Fists nearby with a 2+ Ballistic Skill characteristic.
  • Teeth-Clenched Teamwork: When Lysander was made Captain of the 3rd Company, his relationship with Garadon was strained because Lysander had ordered a perilous assault that ended with the 3rd Company being almost destroyed while Tor Garadon disobeyed Lysander's orders and requested assistance from other chapters to save his remaining brothers from said Company. The two eventually came to respect each other's determination and talents but they never became friends.
  • Took a Level in Badass: Despite a long absence during 8th edition, Garadon returns after crossing the Rubicon Primaris in the 2019 Imperial Fists codex supplement.

    Blood Angels 

Commander Dante, Lord of the Hosts, Regent of the Imperium Nihilus
For eleven hundred years, I have fought and I have seen the darkness in our galaxy. [...] I have seen what you will see. I have fought what you must fight, and I have slain what you must slay... so fear not and be proud, for we are the sons of Sanguinius, the protectors of Mankind. Aye, we are indeed the Angels of Death.

The current Chapter Master of the Blood Angels, Luis Dante is a living legend whose victories span over a thousand years. Thought to be the oldest living Astartes in the galaxy, Dante feels the weight of his centuries-long duty but fights on due to his faith in a prophecy that tells of a golden-armored warrior who will be all that stands between the Emperor and darkness. In the wake of the Devastation of Baal and the opening of the Great Rift, the resurrected Primarch Roboute Guilliman named Dante Regent of the Imperium Nihilusnote  and this new duty has given the ancient Chapter Master a resurgent sense of pride and purpose.

  • Beneath the Mask: The novel Dante portrays him as a charismatic and resolute commander in public, but also that he is privately tired of war and feeling desperate about the fate of the Imperium as it is beset on all sides by xenos and Chaos.
  • Broken Ace: Dante's one of the most well-known and powerful space marine of the 40k era not interred within a Dreadnought, with only Logan Grimnar of the Space Wolves and Marneus Calgar of the Ultramarines rivalling him in terms of renown. However, he’s lived through over a millennia and a half of constant battle, and is tired of the endless conflicts he goes through, only persevering because there’s so much that needs to be done.
  • The Chosen One: Dante believes himself to be the golden warrior who will stand in defence of the Emperor’s throne, as prophesised in the Scrolls of Sanguinius. Darkness in the Blood heavily implies he is destined to become the Sanguinor, who as a result of the nonlinear nature of the Warp, also exists before his creation.
  • Cool Mask: Dante wear the Death Mask of Sanguinius, a golden reproduction of Sanguinius' wrathful face. It is said to radiate hatred for the Imperium's enemies and frightens them just as it inspires fellow Blood Angels. It is stated in Dante that he wears it constantly in public to hide his old and weary face and that he secretly laments that Sanguinius' rage is becoming the Primarch's most famous aspect.
    • It is what gets Lion El'Jonson to trust him when they first meet. The sight of the death mask enrages him at first, but once he discovers who Dante is, it is the mask which convinces the Lion that Dante is to be trusted, as he can sense that Dante understands the weight of it.
  • Death Glare: Dante wears the Death Mask of Sanguinius, a terrifyingly beautiful golden mask that can strike fear in hearts of any enemies of the Imperium that fall under its gaze.
  • Death Seeker: His extremely long life and the struggles he has endured have left him utterly exhausted. At one point during the Devastation of Baal, he briefly dies and sees a mysterious vision of Sanguinius, and only begs his Primarch to let him ''finally' die. The vision of Sanguinius refuses him, and Dante realizes this is more than a simple vision before he is revived by the Apothecaries of the Blood Angels.
  • Genius Bruiser: Dante is not just a mighty warrior, able to defeat almost any foe in combat but he is also a tactical genius who has almost two millennia of experience in leading warriors to victory. Dante is so skilled in his tactical planning that, during the 7th Edition of the game, he could have two Warlord Traits when fighting 'Maelstrom of War' battles.
  • Living Legend: Because of his longevity and role of honour, Dante is one of the most celebrated Chapter Masters in the Imperium. With billions of souls looking up to him for guidance or protection, Dante feels he has to play the part of an invincible hero.
  • Miles to Go Before I Sleep: Having been alive and bearing the responsibility of being the chapter master of the Blood Angels for so long has weighed heavily on Dante, and it is said he would very much like to rest, but cannot stop as long as the Imperium is being assaulted by its many enemies. He is also kept going by belief in a prophecy that he'll be the last thing standing between the Emperor and total destruction. In a subversion of expectations, his appointment as Lord Regent of Imperium Nihilus (The half of the Imperium cut off from the rest by the opening of the Great Rift) has revitalized him with new purpose, instead of crushing his hopes under the weight of even more responsibilities.
  • Named Weapons:
    • Dante wields the Axe Mortalis, a perfectly balanced relic of the Chapter created to be the bane of Heretic Astartes warlords. While it was merely a master-crafted power axe in most previous editions of the game, the 8th Edition represents its background by giving it a bonus when used against enemy characters.
    • In some background material, Dante's inferno pistol is known as the Perdition Pistol, an ancient relic of peerless craftsmanship that dates back to the Dark Age of Technology. In-game terms it has the same stats as any other inferno pistol however.
  • Old Soldier: While his exact age has never been established, Dante is well over 1000 years old, having been a Chapter Master for at least a millennium, makes him the oldest and most experienced Astartes outside of those confined to Dreadnoughts.
  • Rank Up: Roboute Guilliman, the Lord Commander of the Imperium, promoted Dante to Regent of Imperium Nihilus, making him the de facto commander of all Imperial forces on the far side of the Great Rift and the second most powerful military commander of the Imperium.
  • Vague Age: Beyond the fact that he is the oldest living Space Marine, Dante's exact age has never been revealed. In some early editions it was said that he was more than a thousand years old but later editions changed that to the length of his service as the Blood Angel's Chapter Master.

Mephiston, Lord of Death
I once was Calistarius. He has been dead for many years. I stand in his place, with death in my right hand, darkness in my left, and I would know who this is who bears the name Mephiston.

Formerly known as Calistarius, the Librarian who would become Mephiston had always been known for his exceptional valour and strength of mind, something that proved instrumental to his survival after falling to the Black Rage during the Second War for Armageddon. Despite being buried under rubble for an entire week, the fallen Librarian was able to use his supreme force of will to overcome his Chapter's gene-curse, and burst from his tomb with his physical and psychic abilities greatly enhanced. The reborn Mephiston quickly rose through the ranks of the Blood Angels’ Librarius until he ultimately became Chief Librarian. During the Tyranid invasion of Baal, Mephiston and his fellow Librarians attempted a ritual to prevent the Bloodthirster Ka'Bandha from threatening the Chapter while it was under threat, a ritual that ultimately failed and caused the Chapter’s Librarians to miss the final battle against the Great Devourer.

  • The Berserker: Calistarius had suffered the Black Rage and been reassigned to the Death Company prior to his burial and rebirth as Mephiston.
  • Came Back Strong: Mephiston's suppressing of the Black Rage caused his psyker abilities to dramatically increase, and also made him incredibly physically strong. In-game, this translates to having a profile more in common with Tyranid monstrous creatures than a Space Marine.
  • Came Back Wrong: Those who knew Calistarius before he succumbed to the Flaw have trouble believing that "Mephiston" is the same person, as they have completely different personalities.
  • Canon Immigrant: Before becaming Mephiston he was known as Calistarius, a character from the spinoff board game Space Hulk.
  • Curb-Stomp Battle: Mephiston’s first act after freeing himself from the rubble that had trapped him was to pulverize a mob of Orks that had the misfortune to encounter the reborn Librarian, even going so far as to tear their Nob’s heart out with his bare hands.
  • Death Glare: With the merest glance from his malevolently glowing eyes Mephiston is able to temporarily transfix his opponent, giving the Lord of Death a great advantage in combat.
  • Did You Just Punch Out Cthulhu?: When M’kar attempted to turn Mephiston to Chaos, the Lord of Death responded by throttling the life out of the daemon prince with his bare hands.
  • Heroic Willpower: The reason Mephiston was able to survive the Black Rage. Though in previous codices, even his will could falter, forcing him to stop and regain control rather than pursue fleeing foes.
  • High Collar of Doom: As part of his vampire-themed look, Mephiston’s psychic hood takes the form of a highly ornate collar that forms a part of his cloak and rises above his head.
  • Meaningful Rename: Calistarius emerged from his rubble tomb as Mephiston. It also serves as foreshadowing of his eventual rebirth as the Black Angel.
  • Named Weapons: Mephiston wields a uniquely powerful force sword known as Vitarus, the Sanguine Sword, said to have been blessed by Sanguinius himself. While in most editions this weapon was no more powerful than a regular force sword, the 8th Edition of the game sees the weapon enhance Mephiston’s already considerable Strength characteristic.
  • Ominous Opera Cape: As part of his vampire theme, Mephiston wears a long flowing cape in the traditional Dracula style.
  • One-Man Army: On the tabletop people will throw whole squads at him and he still takes them. He is also one of the few characters with a reasonable chance of taking down Abbadon the Despoiler in combat.
  • Spell Blade: In some editions of the game, Mephiston had a unique psychic power, the Sanguine Sword, that allowed him to wreath his force sword in crimson flame, greatly increasing its strengthnote .
  • That Man Is Dead: Calistarius succumbed to the Black Rage, the curse of his chapter that turns those afflicted into frothing, rabid murder machines that are typically put down with a Mercy Kill. Calistarius however was trapped for a solid week under rubble when his Black Rage took hold. And through sheer force of will, overcame it. When he emerged, he shunned his old name, becoming the famed Mephiston, Lord of Death.
  • Whole Costume Reference: His highly ornate collar-like psychic hood and long flowing cape both are deliberate references to the Classical Movie Vampire archetype.

Astorath the Grim, Redeemer of the Lost
Treat them with honour, my Brothers. Not because they will bring us victory this day, but because their fate will one day be ours.

As the High Chaplain of the Blood Angels, it is Astorath's solemn duty to seek out those of Sanguinius' blood who have succumbed to the Black Rage, and to grant those unable to fall in battle the peace of death. The High Chaplain’s duty stretches beyond his parent Chapter, to the many successors who share their Primarch's cursed legacy, and the Redeemer of the Lost will travel the length of the galaxy if it means releasing one of his lost brethren from the clutches of the Black Rage. While highly honoured by his battle-brothers, the nature of Astorath's responsibility also makes him a figure of loathing as his presence inevitably means the loss of a comrade.

  • Absurdly Sharp Blade: The blade of Astorath's Executioner's Axe is coated with void-diamond and is sharpened to a monomolecular edge, allowing the cursed weapon to cleave through almost any armour.
  • Blessed with Suck: Astorath can sense when the Black Rage is going to surface, well before symptoms ever appear in the unfortunate Marine(s), and travels to where his premonitions lead him.
  • Do Not Go Gentle: When Astorath shows up on the battlefield, he leads into battle those Death Company squads where he has sensed his duties are required, giving them one last chance to die in combat before having to dispatch them himself.
  • Flaying Alive: Astorath's artificer armour invokes this imagery, being sculpted to resemble exposed flesh and muscle tissue. The design of his armour also references the armour worn by Dracula in Bram Stoker's Dracula, strengthening the vampiric theme of the Chapter.
  • Mercy Kill: As the High Chaplain of the Blood Angels, it is Astorath's duty to deliver the Emperor's Peace to those Death Company brothers who survive their final battle.
  • Nice Job Breaking It, Hero: Subverted. Because Astorath's appearances are always accompanied by the Black Rage striking, and even sane Blood Angels and successors are more frenzied in battle when he's there, it appears to those unafflicted that his presence exacerbates the condition. However, when he shows up, it's because the Rage's onset is inevitable; he's there to guide those Marines into combat as best he can and then put them down if they're not killed by the enemy first.
  • Off with His Head!: Astorath uses the Executioner’s Axe to deliver the Emperor’s Peace by removing the unfortunate Death Company brother’s head with a single blow. In battle, the High Chaplain is just as willing to use his peerless weapon to take the heads of the Emperor’s foes.
  • Praetorian Guard: The Erelim are a squad of five Chaplains who act as the High Chaplain’s Honour Guard and defend the Chapter’s Reclusiam. These sinister, black-winged warriors are dark counterparts of the Sanguinary Guard.
  • Symbolic Wings: Astorath's jump pack incorporates a pair of large black bird wings to reinforce his Angel of Death imagery.
  • Walking the Earth: Astorath goes wherever his services are needed, traveling between the Blood Angels’ successor Chapters administering to those unfortunate battle-brothers who have succumbed to the Black Rage.

First Captain Arenos Karlaen, the Shield of Baal
We are the warriors of the Emperor, by the blood in our veins and the heritage of our flesh, fail here and we betray not just yourself but the memory of our Primarch.

A master strategist and near peerless warrior, Arenos Karlaen has served as Captain of the Archangels, the Blood Angels' 1st Company, for more than two hundred years. Karlaen has distinguished himself countless times over his long years of service and has led his battle-brothers to victory time and again, no matter the nature of the foe. As the Tyranids of Hive Fleet Leviathan approached Baal, Karlaen was fighting the forces of Chaos in the Diamor system and therefor only fought in the closing stages of the Devastation of Baal, where he tended to the heavily wounded Commander Dante after his duel with the Swarmlord.

  • Demoted to Extra: Introduced for the Warhammer 40,000 - Shield of Baal: Deathstorm starter set, Captain Karlaen originally had his own rules until they were replaced by a more generic Blood Angels Terminator Captain armed with the Hammer of Baal relic weapon in the Black Crusade: Angel's Blade campaign book, and remained so in 8th Edition.
  • Electronic Eyes: Karlaen's bionic eye is an ancient piece of archeotech that, when synced up to the sights of his storm bolter, allows the First Captain to perform great feats of accuracy at long range without consciously aiming.
  • Genius Bruiser: As well as being a near unstoppable warrior, Captain Karlaen is renowned for his strategic brilliance, able to formulate an effective battle plan that will lead his brothers to victory with nothing more than a briefest glance at the tactical situation.
  • Named Weapons: Captain Karlaen wields the Hammer of Baal, a masterfully forged thunder hammer that has been the bane of xenos and traitors for millennia.

Brother-Captain Tycho, the Fallen Star, Master of Sacrifice
No matter how many Imperial lives our actions save, how many worlds we rescue from the clutches of monsters and how much selfless glory we cover ourselves in from one war zone to the next, none of it changes the bleak truth that we are cursed. And when the black tide rises, and drowns all we are, does the legacy we leave behind excuse the monsters we became? Does it make our sacrifice worthwhile, as we are told? Or is it all swept away, rendered meaningless by the same bloody flood that takes our sanity? I just do not know…

Once a rising star of the Chapter, Erasmus Tycho took command of the Ironhelms, the Blood Angels' 3rd Company, during the Second War for Armageddon only to suffer horrific injuries from the psychic assault of the Ork Weirdboy Oddgit. Left horribly scarred by the attack, Tycho's hatred of the greenskins grew all-consuming until he was lost to the Black Rage after returning to Armageddon to defend it from Ghazghkull's second invasion. Since falling at Hive Tempestora, Tycho has become an example of how even the Chapter’s greatest heroes are not exempt from the Flaw.

  • Ascended Extra: Tycho was originally a generic Blood Angels Captain created for the first ever 2nd Edition battle report in White Dwarf. It was early in this battle report that Tycho suffered the psychic attack that he would become famous for.
  • Bling of War: Before falling to the Black Rage, Tycho wore an elaborate suit of gold-plated artificer armour, hearkening to that worn by Sanguiniusnote . As is traditional, once he became part of the Death Company, Tycho’s armour was painted black with red saltires that represent the death wounds of the Primarch.
  • Broken Ace: Tycho was a gifted commander and renowned warrior, and was seen by many as a strong contender to be Dante's successor as Chapter Master. However, his disfigurement and the resulting rage and bitterness eventually caused him to crack and succumb to the Black Rage.
  • Cool Mask: Tycho had a gilded mask created by the Chapter's most skilled artificer to conceal his disfigurement.
  • Facial Horror: A psychic attack from an Ork Weirdboy caused the right half of his face to freeze in a hideous rictus grin. Given the Blood Angels' aesthete inclinations and general physical beauty, this was an especially damaging blow to his psyche, and the trauma compounded to the point that he snapped.
  • Hand Blast: His gauntlet Dead Man's Hand can fire powerful laser beams out of its fingers.
  • Named Weapons: Custom made specifically for Tycho, the combi-melta Blood Song is a masterful example of the skill of the Chapter’s artificers. Additionally he has the Dead Man's Hand, which is a unique Power Fist with digilasers built into it.
  • Peaceful in Death: When the Sanguinany Priests examined Tycho’s body after his death at Hive Tempestora, they could find no trace of the disfigurement, his formally hideous features having settled into an expression of peace and serenity.
  • Posthumous Character: He was killed in battle during the Third War for Armageddon, but due to being a pre-existing and popular character he remains a playable character. Since the 5th Edition codex, there have been two versions of Tycho, one in his role as Captain of the 5th Company and one called Tycho the Lost, portraying him as part of the Death Company.
  • Sanity Slippage: Although he initially seemed to have recovered from the psychic assault that disfigured him, the years that followed saw Tycho becoming increasingly psychologically unstable and violent while his tactics became increasingly reckless to the point of foolishness. This came to a head when Tycho returned to Armageddon, his sanity failing completely and causing him to fall to the Black Rage.

Lemartes, Guardian of the Lost
Remember proud Sanguinius, young Acolytes, when you are faced with hardship. When the armour of your faith is buckled and torn, see in your mind that magnificent hero. Think upon his deeds and be humble, for his like will never walk the galaxy again.
— Excerpt of Chaplain Lemartes' Sermon to the Adeptus on the Cult of Sanguinius

An exceptionally strong-willed Chaplain, Lemartes succumbed to the Black Rage prior to the battle for Hadriath XI. Inducted into the Death Company like all who fall to the gene-curse of Sanguinius, Lemartes survived the battle but, much to the astonishment of his battle-brothers, was found to still possess a measure of sanity. Rather than slaying Lemartes, High Chaplain Astorath agreed to the fallen Chaplain's request to continue fighting against the Emperor's foes and appointed him as warden of the Death Company, where the Chaplain exerts his iron will to channel the Black Rage to devastating effect. Although he has become a symbol of hope for the Chapter, some believe that Lemartes will inevitably fall totally to the Black Rage.

  • Critical Status Buff: Lemartes' rage is so great that the attacks of the enemy merely infuriate him further. In game terms this is represented by the Fury Unbound special rule that buffs his Strength and Attacks characteristics after Lemartes suffers a Wound.
  • Heroic Willpower: Lemartes has managed to stave off the worst aspects of the madness caused by the Black Rage through sheer force of will, although those who are familiar with the Rage's effects know it's only a matter of time before he fully succumbs to it.
  • Named Weapons: The Blood Crozius is an ancient Crozius Arcanum that was once the traditional weapon of the Blood Angels' High Chaplains until it was cursed by the Warp. Now the Blood Crozius is wielded by those Chaplains who fall to the Black Rage as its taint is of little concern to those doomed to die.
  • Skull for a Head: Invoked. As a Chaplain, Lemartes wears a skull-faced helm decorated with a stylized halo. In previous edition this was a macabre variant of the Death Masks worn by the Sanguinary Guard.
  • Sealed Badass in a Can: In order to protect the rest of the Chapter from the effects of the Black Rage, Lemartes is kept in stasis between campaigns and is only awoken to lead his lost brethren into battle.

Brother Corbulo, Keeper of the Red Grail
For every tear I have shed for my Primarch, his enemies have bled a single drop of blood. Yet still I can weep, and they can bleed...

Brother Corbulo is the humble High Priest of the Sanguinary Priesthood and guardian of the Red Grail, the cup said to have been used to collect Sanguinius' blood after his death at the hands of the Arch-Traitor Horus. Corbulo has not only inherited the physical appearance of the Primarch but he also shares his gene-sire's wisdom and gift of foresight. Corbulo has used these gifts to lead the Blood Angels to victory many times but his ultimate goal, the discovery of a cure for the Chapter's Flaw, has always eluded him. In attempting to complete his mission, the Sanguinary High Priest has spent many years travelling the galaxy, seeking out lost secrets and technology that could assist in his (so far) fruitless quest. Following the inclusion of the Primaris Marines into the Blood Angels' ranks, Corbulo had come to believe that they could advance his research into a cure for the Flaw but the events of the Khovan Incident has left the Sanguinary High Priest deeply concerned.

  • Amplifier Artifact: The Red Grail is the greatest relic of the Chapter, its mere presence on the battlefield driving the Blood Angels to perform great feats of strength and courage. In game terms the Grail boosts the stats of nearby Blood Angels, with the exact bonus and which statistics are affected changing depending on the edition.
  • Combat Medic: Like the Sanguinary Priests below him, Corbulo uses his Exsanguinator to treat his battle-brothers' injuries or extract their gene-seed should they fall in battle while fighting on the frontlines himself.
  • Deflector Shield: During the 4th Edition version of the rules, The Red Grail generated a protective force field for its wielder. This wasn’t the case before or since.
  • Find the Cure!: Since his elevation to the rank of Sanguinary High Priest, Corbulo has spent much of his time searching for a way to cure his Chapter’s Flaw. Although this search has proved to be fruitless so far, Corbulo has never given up and never will.
  • Named Weapons: Corbulo wields Heaven's Teeth, a relic chainsword said to have been forged by Sanguinius himself.
  • Seers: Corbulo has used his foresight to aid the Blood Angels in several major conflicts, most notably their speedy defence of Armageddon during the Second War and finding the Daemonship of M'kar the Reborn before it could assault Baal. In-game, he gives the Blood Angels player one re-roll per battle.
  • Strong Family Resemblance: Of all the Blood Angels Corbulo is said to most closely resemble Sanguinus in both looks and temperament.
  • Wandering the Earth: Corbulo's search for a cure for the Flaw has taken him all over the galaxy, from the homeworlds of the Blood Angels' successor chapters to the most remote locations and everywhere in between.

Moriar the Chosen

After Morleo Moriar suffered mortal wounds during the battle of Clamorga, the honoured Captain was enshrined within the sarcophagus of a Dreadnought so that he could continue to fight the foes of the Imperium. Unfortunately, the instant he awoke from the procedure it became obvious that the Captain’s brush with death had triggered the Black Rage. Now Moriar the Chosen fights alongside his doomed brethren and there are even dark rumours that his sarcophagus has been modified so that Moriar may slake his bloodthirst when not in battle.

  • The Berserker: His frenzy makes him even harder to kill than a normal Dreadnought.
  • Demoted to Extra: Although he is no longer a playable character, Moriar the Chosen is still mentioned as leading the Death Company during the Battle for Antax.
  • Degraded Boss: Moriar the Chosen was originally the only Death Company Dreadnought, as his incident with the Black Rage was a freak accident. Blood Angel armies can field Death Company Dreadnoughts, which, while lacking some of Moriar's rules, are functionally identical and can be fielded in greater numbers.

The Sanguinor, Exemplar of the Host
There is yet hope.

A mysterious golden figure who only appears at times of dire need, the Sanguinor is considered a myth even by many Blood Angels. Of angelic appearance and possessing peerless combat skills, the Sanguinor has been responsible for turning certain defeat into hard fought victory on numerous occasions, even if it is rare for those who fight by his side to survive the experience.

  • The Cavalry: The Sanguinor is a typically dark version of this trope. The Golden Angel typically appears when a Blood Angels force is on the verge of a crushing defeat, and while his triumph is almost guaranteed, surviving to see that victory isn't.
  • The Chooser of the One: The appearance of the Sanguinor will sometimes result in the survival of one of the Blood Angels leaders, or a Marine who will go on to become a great hero of the Chapter. In previous editions this was represented by the Sanguinor giving a status buff to a single sergeant who is destined for greatness.
  • Hero Killer: During battle, the Sanguinor is known to seek out and slay enemy heroes and leaders. In game terms, his Avenging Angel special rule allows him to reroll failed To Hit and To Wound rolls when fighting in a challenge.
  • Holy Halo: He has a large Iron Halo mounted on his backpack, enhancing his angelic appearance.
  • Last of His Kind: If he's really Aratron, he's the last surviving Sanguinary Guard. Only one other survived the Horus Heresy and that was their captain, Azkaellon, who would later disappear after naming Raldoron as the first Chapter Master of the Blood Angels.
  • Multiple-Choice Past: Some think he's a manifestation of Sanguinius' nobility and righteousness, while the Sanguinary Guard believe that he's their founder, Azkaellon. Some in the Inquisition suspiciously view the Sanguinor as a near-daemonic psychic construct, further evidence of the Blood Angels' corruption. The short story "The Sanguinor: Exemplar of the Host" establishes a Sanguinary Guard member named Alatron as the original Sanguinor, meant to be a herald of Sanguinius, but who or what he is is unknown in the 41st Millennium note .
  • Mysterious Protector: Appearing only in times of the Chapter’s greatest need, the Sanguinor is a near mythical being who ensures victory for the Blood Angels, no matter the odds.
  • One-Handed Zweihänder: He wields a Glaive Encarmine, a two-handed power sword that can be wielded one-handed by skilled users due to its precise craftsmanship. This strengthens the Sanguinary Guard's belief that he is Azkellon, as they are the only users of this particular sword.
  • The Silent Bob: The Sanguinor has spoken only once in the entire history of the Blood Angels yet is still able to communicate his intentions.
  • Symbolic Wings: The Sanguinor's jump pack sports a pair of striking white wings, giving the mysterious warrior the appearance of a glorious, shining angel.

    Iron Hands 

Iron Father Kardan Stronos, Master of the Council
With steel we are stronger, but without a soul we are nothing.

Kardan Stronos has been elected Voice of the Council, the effective Chapter Master of the Iron Hands, for longer than any other in the Chapter's history. As a student of the maverick Iron Father Malkaan Feirros, Stronos believes in harnessing emotions rather than suppressing them, a belief that has led to opposition from many of the Chapter's more conservative members. Despite these naysayers, Stronos' battle record and dedication to the Chapter has led many of his brothers to suggest he be made the official Chapter Master for life, something the humble Stronos has so far argued against.

  • A Day in the Limelight: The novel "The Eye Of Medusa" is essentially his backstory prior to becoming Voice Of The Council, and shows how he developed his more empathetic, less logical worldview.
  • Arch-Enemy: Stronos considers the ancient mechanical race known as Necrons to be monstrosities in the eyes of the Machine God and has been known to persecute campaigns against the soulless xenos with a hateful thoroughness that even some members of the Iron Council believe to be unnecessary.
  • Cool, but Inefficient: Despite the Iron Hands' preference for logic and efficiency, Stronos has been known to deviate from this when emotions get the better of him. During the Defence of Paratheon City, for example, Stronos was challenged to single combat by a Champion of the headhunting World Eaters Legion. Although he had calculated that the most efficient way to defeat his opponent was to shoot him, Stronos instead engaged the World Eater in combat, decapitating him with a single stroke.
  • Good is Not Nice: Although he is far more tolerant of human weakness than many members of the Chapter's ruling Iron Council, Iron Father Stronos is still as pragmatic as his battle-brothers, willing to leave allies to die if it would be too inefficient to save them. This is shown in the audio drama The Calculus of Battle where Stronos attempts to rescue his Astra Militarum allies right up until his battle-brother's calculation of his chance of success reaches zero, at which point the Iron Father leaves them to die with some regret but without question.
  • Humble Hero: Despite his many achievements, and the high regard he is held in by many of his battle-brothers, Kardan Stronos remains incredibly humble, refusing to fall into the vainglory that has plagued the leaders of many Chapters. Not only has he rejected the honour of becoming the first permanent leader of Iron Hands since their gene-father Ferrus Manus lived, but Stronos also refuses to allow any statues of him to be raised, and discourages the celebrations of his achievements.
  • Named Weapons: As the elected leader of the Iron Hands, Stronos wields the Axe of Medusa. Thought to have been forged by Ferrus Manus himself, the mighty power axe is the traditional weapon, and badge of office, wielded by the Voice of the Council and Stronos will often present it to those who acting in his stead to prove they work with his authority. The 8th Edition rules represent the power of this master-crafted weapon with a superior stat line to that of a regular power axe.
  • Screaming Warrior: When Stronos killed the World Eater champion Varlag the Butcher, he screamed as he swung his axe for the kill. It shows he doesn't hold back his emotions.
  • 10-Minute Retirement: Stronos stepped down from his position as Voice of the Council after fighting T'au separatists on the world of Fall'yth. Despite the objections of a number of traditionalist Iron Fathers, the Iron Council immediately re-elected Stranos, recognising his talents as a commander would be invaluable against the threat of Hive Fleet Leviathan.

Iron Father Malkaan Feirros, Master of the Forge
It is as Master of the Forge Malkaan Feirros says: "A Titan is a mighty weapon of the Omnissiah, but without the fires of its reactor it is but cold, dead metal."
Brother Urloch, Intercessor

Iron Father Malkaan Feirros is one of the oldest living members of the Iron Hands, having served as Master of the Forge of Clan Company Raukaan, and a leading member of the Chapter's Iron Council, for centuries. As part of his role as the Chapter's oldest Techmarine, it is Feirros' duty to perform the Rite of Severance, the amputation and bionic replacement of the left hand that marks a scout's transformation into a fully-fledged member of the Chapter. Unlike many of his Chapter, the Venerable Iron Father doesn't believe in the superiority of cold steel and hard logic, preferring to find a balance between emotion and logic, something that has gained him a reputation as a maverick. In keeping with his beliefs, Feirros lacks the heavy cybernetic augmentation that would be expected of someone of his age and rank, and was one of the first of his Chapter to volunteer to undergo the procedure to become a Primaris Marine as a means to strengthen his flesh.

  • Batman Gambit: In the aftermath of Clan Company Raukaan's near total losses during the Skarvus Ambush, Feirros managed to manipulate the resentment and thought processes of his more orthodox rival, Iron Father Kristos, into not only taking charge of rebuilding the shattered Clan Company, but to attempt do so in a manner that Feirros would approve of. Feirros' use of his own emotions and lack of self-control also resulted in Kristos coming to respect his long time rival a little more as he realised how the maverick Iron Father had achieved victory through both logic and emotion
  • The Engineer: Iron Father Feirros is the most talented Techmarine in the entire Iron Hands Chapter. Blessed with exceptional knowledge of the deepest mysteries of the Omnissiah and possessed of centuries of experience ministering to wounded machines, Malkaan is able to bring the Chapter's armoured vehicles back from the brink of death no matter how damaged they are. In the 8th Edition rules, this is represented by the Master of the Forge ability that allows Malkaan to fix vehicles far more reliably than a regular Techpriest.
  • Named Weapons:
    • Mounted on Malkaan's servo-harness is Gorgon's Wrath, a powerful masterwork heavy bolter that, in the 8th Edition rules, has superior Armour Penetration and Damage characteristics to a regular heavy bolter.
    • The cog-toothed power axe, wielded by Malkaan as a mark of his position, is known as Harrowhand and it is with this razor-sharp axe that the Iron Father performs the Rite of Severance on new members of the Chapter. In the 8th Edition of the game this mighty, two-handed axe has superior Strength and Damage characteristics to the power axes wielded by regular Techmarines.
  • Old Soldier: Malkaan is the oldest living Iron Hand, older than a number of the Dreadnoughts that slumber within the Gorgon's Forge, and there isn't a single Astartes within the Chapter who didn't have the venerable Iron Father oversee their Rite of Severance. Despite his age, and his unorthodox refusal of all but the most essential bionic replacements, Malkaan is still just as capable on the battlefield as any of his younger battle-brothers, personally leading assaults with his great axe Harrowhand cleaving through the enemies ranks.
  • Target Spotter: Malkaan is equipped with a Signum Array, a far more sophisticated version of the Signum scanners carried by Devastator Sergeants, that he can use to feed targeting dater to nearby Iron Hands, granting them greatly increase their accuracy. The 8th Edition rules represent this by allowing Malkaan to boost the Ballistic Skill of an entire squad rather than the single Marine that a Devastator Sergeant’s regular signum can enhance.


Marneus Calgar, Chapter Master of the Ultramarines
We are the Ultramarines, the Sons of Guilliman. Whilst we draw breath, we stand. Whilst we stand, we fight. Whilst we fight, we prevail. Nothing shall stay our wrath.

The venerable Chapter Master of the Ultramarines, Marneus Augustus Calgar has led his warriors to victory on countless occasions. From the defeat of Hive Fleet Behemoth during the first Tyrannic Wars to the defence of Vigilus in the years after the opening of the Great Rift, the Lord Macragge has proven himself a mighty warrior with a formidable mind who is regarded as the pinnacle of mankind by the people of Ultramar. In the wake of the introduction of the Primaris Marines, Calgar was given the responsibility for integrating the new breed of Astartes into the Ultramarines' Successor Chapters and was the first Ultramarine to undergo the dangerous procedure capable of transforming a regular Astartes into a Primaris Marine, and, although he briefly died on the operating table, the redoubtable Chapter Master returned to life just as his gene-sire had done and returned to the frontlines before his wounds had fully healed.

  • An Arm and a Leg: He lost all of his limbs and an eye to the Swarmlord during Hive Fleet Behemoth's infamous assault on Macragge.
  • The Ageless: Par the course for Astartes, but as the Marvel Comics graphic novel Warhammer 40,000: Marneus Calgar reveals, it's particularly noticeable in him; he's gone grey prematurely, at less than 200 years of age, when he was still a sergeant (during the Voiceless Pacification campaign against the emergent T'au), and hasn't really aged ever since.
  • Bling of War: Whether it is the power armour that he wore during 2nd and 3rd Edition, master-crafted Terminator armour known as the Armour of Antilochus he wore from 4th to 8th Edition or the custom Mark X Armour of Heraclus that he has worn since crossing the Rubicon Primaris, the armour Calgar wears is always far more ornate than those worn by rank-and-file Ultramarines, sporting gilded skulls, wreaths and eagles, as well as a a long red cape. They also tend to be of far greater quality than regular Astartes armour and often include additional systems, such as the teleport homer fitted to the Armour of Antilochus.
  • Blood Knight: As serious, stoic, compassionate and loyal as he is, this trait might come as a surprise, but look at his preferred weapon - a pair of power fists that absolutely gore even Chaos Space Marines wearing full plate, with one punch. In the graphic novel Warhammer 40,000: Marneus Calgar, his thoughts reveal that the life of endless fighting that is being Astartes is exactly what he wants out of life, all while he's smirking over a won one-punch fight.
    Marneus Calgar: For an Astartes, what is there but War Unending? Do not take that rhetorical question for doubt… or wishing for a world that is not. This is what I wanted. All of this.
  • Cyborg: While the exact amount of bionics that Calgar has tends to vary depending on the edition, with some lore stating the he lost all four limbs fighting against the Tyranids at the Battle of Macragge, the Chapter Master of the Ultramarines is always described as having multiple agametic replacements. How many of these, beyond his the bionic eye visible on his model, remain after becoming a Primaris Marinenote  is unknown.
  • Electronic Eyes: While the exact number and nature Calagar's bionic replacements changes depending on the edition, the Ultramarines' Chapter Master has always been depicted with a bionic eye, although it changed from his right eye during 1st Edition to his left from 2nd Edition onward.
  • The Good King: As Chapter Master of the Ultramarines, Calgar is also the Lord Macragge who rules over the fiefdom of Ultramar. Although such a responsibility has weight upon him, Calgar has proven to be just as talented a ruler as he has a military commander, ruling with wisdom and honour, and is highly popular with the citizens of Ultramar. Calgar has done such a good job governing the Ultramarines' holdings that Guilliman has praised the Lord Macragge and given his blessing to his continued rule.
  • Meaningful Rename: In the Marvel Comics graphic novel Warhammer 40,000: Marneus Calgar, he was known as Tacitan, a helot in service to House Calgar of Nova Thulium, and the closest friend of the House's heir, Marneus Calgar. Both were selected to be Space Marine aspirants, but after Marneus was killed while saving him from a Khornate cult, Tacitan took Marneus' name so that his friend would become a Space Marine through him.
  • Mix-and-Match Weapon: Calgar wears the Gauntlets of Ultramar. Each of these power fists, always worn as a pair, each of which incorporates an underslung bolter, have been worn by the Chapter Master of the Ultramarines since the Second Founding, and have been modified to fit Calgar's Armour of Heraclus. In the 8th Edition rules, the Gauntlets have the same profile as a power fist, only without the to hit modifier, in melee and are a more powerful storm bolter at range.
    • The Marneus Calgar Graphic Novel reveal that these actually go over his regular power armour gauntlets, and he will only don them when he knows he's heading into combat. According to the 3rd Edition Codex, they are otherwise kept in a sealed crystal box in the Temple of Corrections, and while the graphic novel demonstrates that he's dexterous enough with them to handle a goblet of wine (the fingers actually are articulating), they are too cumbersome for anything more complex, such as writing or dealing with the controls of out-of-control machinery. Calgar also notes that the Gauntlets of Ultramar, like all power fists, suffer two disadvantages to go with their many advantages: in close combat, they have extremely limited reach, and they are fairly slow, especially compared to a sword for example.
  • No Badass to His Valet: Both Calgar and Tigurius, who are roughly the same age, get this treatment by Ortan Cassius, who always calls Calgar "young", even though the Chapter Master is, by the time of the Indomitus Crusade, over 600 years old.
  • Praetorian Guard: As with many Chapter Masters, Calgar is often accompanied by an Honour Guard of highly skilled veterans, chosen to be living examples of the ideal Astartes. Since the dawning of the Era Indomitus, and his transformation into a Primaris Marine, Calgar is also often been accompanied by a pair of Victrix Honour Guard from Roboute Guilliman's own elite bodyguards. These elite guardians are so associated with Marneus Calgar that the original Honour Guard were included in the Box set for the Chapter Master’s 4th Edition model, while the Victrix Honour Guard are included with his 8th Edition model.
  • Rebuilt Pedestal: In the novel Dark Imperium, Calgar was initially resentful of Guilliman's autocratic actions and his side-lining of the existing Astartes in favour of the newly created Primaris Marines, but he ultimately realised that he's being overly prideful and that Guilliman was just doing everything he could to ensure humanity's survival.
  • The Reveal: The Marvel Comics graphic novel Warhammer 40,000: Marneus Calgar revealed that the real Marneus Calgar, heir of House Calgar, died when he was twelve years old. The Marneus Calgar we know was his serf and companion, Tacitan, who took his name and promised that his master and friend's dream of becoming a Space Marine would become reality through him.
  • Rewrite: Older versions of his backstory described Calgar as a young survivor of a Tyranid hive fleet attack, heavily cyberized after losing all his limbs and his left eye, before he was inducted into the Ultramarines. Subsequent lore has rewritten his background, having him become Chapter Master before Hive Fleet Behemoth showed up, though he still gets seriously injured in a fight against the Swarmlord during the Battle of Macragge.
  • The Strategist: Calgar's strategic abilities are said to be second only to those of Guilliman and he has won many campaigns before he even personally set foot upon the battlefield. In the 8th Edition rules this is represented by the Chapter Master having (both before and after his transformation into a Primaris Marine) the Master Tactician ability that boosts the Command Points of any army Calgar is a part of.
  • Took a Level in Badass: While he has always been a powerful fighter with a reputation for being a Determinator, Calgar became even more powerful after undergoing the procedure to become a Primaris Astartes. This is represented in his 8th Edition profiles where his Primaris stat-line has increase Movement, Toughness, Wounds and Attacks characteristics when compared to his pre-Primaris profile.

Captain Cato Sicarius, Commander of the 2nd Company
We are the slayers of kings, the destroyers of worlds, bringers of ruination and death in all its forms. These things we do in the name of the Emperor and in the defense of Mankind. Let none stay our wrath.

Cato Sicarius is the Captain of the Guardians of the Temple, the Ultramarines' 2nd Company, and one of the finest warriors of the Chapter. As well as being an unrivalled warrior, Sicarius is also a bold commander who excels at seizing the initiative with a lightning assault. His achievements are such that Sicarius is often considered to be the inevitable successor to Marneus Calgar, a fact sure to cause friction with Captain Agemman of the 1st Company.

Sicarius was one of those present for the resurrection of Roboute Guilliman. Impressed by the Captain's abilities, the returned Primarch gave Sicarius command of the Ultramarines contingent of his Terran Crusade and named him the commander of the Victrix Guard, Guilliman's hand-picked bodyguard. With the opening of the Great Rift Guilliman worried that Ultramar would come under threat so while he made plans for the Indomitus Crusade he sent Captain Sicarius to reinforce the Ultramarine’s realm.During the voyage Sicarius' ship, the Emperor's Will, was caught in a massive warp storm before all contact was lost as the Blackness struck. Sicarius and his ship were thought lost but managed to eventually reunite with his Chapter and take part in the Plague Wars.

  • The Ace: A swordsman without equal, an inspirational leader and a brilliant strategist, Sicarius is widely considered to be the single most talented Marine in the Chapter, with the possible exception of Lord Calgar himself. Downplayed during 8th Edition where the Dark Imperium novel reveals that Guilliman believes that Sicarius still has a lot to learn and takes him under his wing to ensure that the talented Captain becomes something more than just an excellent soldier.
  • Ancestral Weapon: Sicarius wields the Talassarian Tempest Blade, an ancient and impossibly sharp power sword that has been passed down through the Talassarian nobility for generations. A masterpiece of the swordsmith's art, the powerful Tempest Blade has slain enemies from one end of the galaxy to the other. In the 8th Edition rules, the Blade has a stat line superior to that of a regular power sword.
  • Chest of Medals: Sicarius wears the Mantle of Suzerain, a suit of artificer power armour covered with intricate battle honours that the Captain of the 2nd Company has earned during his service with the Chapter. The 5th Edition Codex: Space Marines details exactly what each of those honours, and what he did to earn them.
  • Escaped from Hell: At the beginning of the Indomitus Crusade, Sicarius and his ship were lost in the Warp and nearly overrun by Daemons. By the of the Plague Wars Sicarius had managed to re-join his Chapter and took part in the defence of Ultramar alongside his Primarch.
  • One-Hit Kill: The energy field produced by the Talassarian Tempest Blade is so powerful that, when combined with Sicarius' peerless skill, the ancient sword is capable of slaying almost any foe with a single stroke. How this is represented in-game varies depending on the edition, with some giving Sicarius a special attack that has the Instant Death special rule, while the 8th Edition rules give the Blade the ability to cause multiple regular wounds, as well as a chance of causing multiple mortal wounds.
  • Sword and Gun: Sicarius' traditional weapons are a sword and a gun of some sort, most famously the potent Talassarian Tempest Blade wielded alongside a plasma pistol. The Captain model in the 5th Edition starter set, Warhammer 40,000: Assault on Black Reachnote  was also equipped with a sword and gun, in this case a bolter and a standard power sword, and the only time Sicarius hasn't been shown wielding such a combination was his limited edition model that wore a pair of lightning claws.
  • Try to Fit That on a Business Card: Over his career, Cato Sicarius has earned a large number of titles, including: Captain of the Ultramarines Second Company; Master of The Watch; Knight Champion of Macragge; Grand Duke of Talassar; High Suzerain of Ultramar; Master of the Household; Commander of the Victrix Guard.

Chief Librarian Varro Tigurius, Master of Arcana
Each path must be chosen with care, Lest disaster swallow us whole.

Varro Tigurius is one of the most potent psykers in the Imperium of Man, gifted with prescience and a mighty intellect that allows the Ultramarines to counter many threats before they begin. In addition to his psychic might, Tigurius possesses an encyclopaedic knowledge on almost every subject and has proven to be so insightful about the Tyranid threat in particular that many think he may have managed to psychically read the Hive Mind itself.

The opening of the Great Rift at the onset of Abaddon's 13th Black Crusade affected Tigurius greatly, putting him into a coma. Once he recovered, however, the mighty Chief Librarian immediately returned to battle, proving instrumental in protecting the minds of the Ultramar Defence Forces when they faced the near-overwhelming invasion of the Death Guard. Tigurius' abilities also proved to be invaluable in the defence of Vigilus as, although he wasn't present on the world itself, he and his fellow Librarians managed to create a temporary stand-in for the Astronomican to lead the Ultramarine fleet to the vital world.

In an effort to increase his strength in the face of the multiplying dangers that threaten the Imperium, Tigurius underwent the procedure to become a Primaris Marine. The operation proved to be a complete success, with the greater endurance provided by the transformation allowing the Chief Librarian to display psychic abilities far greater than even he could have achieved previously, something that has seen many of his battle-brothers contemplating attempting to cross the Rubicon Primaris.

  • Amplifier Artifact: Tigurius wears the Hood of Hellfire, a customised psychic hood that allows the Chief Librarian to focus and magnify his already considerable psychic abilities. While earlier versions of the rules represented this focusing effect with a unique psychic power, others focus on the power boosting effects such as the 4th Edition rules that extended the range of Tigurius' psychic abilities, and the 8th Edition rules that grant him a re-roll when attempting to use a power.
  • The Archmage: The lore mentions that Tigurius' psychic abilities are so strong that some believe he is the strongest psyker within the Imperium, his power only surpassed by the Emperor himself. Whether this is the case or not, the current Chief Librarian is certainly the most powerful psyker to hold position since the Chapter's founding and his powers have only increased since he crossed the Rubicon Primaris. Many editions of the game represent this by allowing Tigurius to know and/or cast more psychic powers than regular Astartes Librarians. However, there are some Librarians who equal him, most notably Mephiston and Njall Stormcaller.
  • Beyond the Impossible: One of Varro's most notable accomplishments was successfully making contact with the Tyranid Hive Mind and living to tell the tale. Other psykers who have attempted this feat have either died from the sheer psychic backlash of billions and billions of ravenous xeno voices screaming at them all at once, or were driven irrevocably insane from the experience, so it speaks to Varro's sheer psychic might that he only desccribed the experience as one of the most painful things he had ever done.
  • Keeper of Forbidden Knowledge: As part of his duties as Chief Librarian, Tigurius is the guardian of the Library of Ptolemy, one of the largest libraries in the Imperium and the resting place of Guilliman's original manuscript of the Codex Astartes, that was ordered sealed by the orders of the Primarch after his resurrection.
  • Magic Staff: The Rod of Tigurius is a powerful force stave wielded by the Chief Librarian that enables Tigurius to channel his mighty psychic abilities to destroy his foe's soul and is far more powerful than a regular Librarian's force stave.
  • No Badass to His Valet: Both Calgar and Tigurius, who are roughly the same age, get this treatment by Ortan Cassius, who always calls Tigurius "young", even though the Chief Librarian is, by the time of the Indomitus Crusade, over 600 years old.
  • Only the Knowledgable May Pass: Tigurius understands the danger incomplete knowledge in the hands of someone who is not prepared for it, and will often test those seeking information from him until he's satisfied they understand the weight of what they seek, a tendency that has caused some friction between the Chief Librarian and his more pragmatic battle-brothers.
  • Rapid Aging: At the beginning of the Vigilus campaign, Tigurius and his fellow Librarians used their abilities to guide the Ultramarines and their allies accurately to the war-torn world, despite the difficulties in warp travel caused by the opening of the Great Rift. While he survived the ritual, unlike a number of his brethren, Tigurius was visibly aged as a result.
  • Seers: While he is gifted in many psychic disciplines, Tigurius has proven himself to be particularly skilled at precognition. The psychic visions of the Chief Librarian allow him to foresee the battle plans and tactical moves of enemies, giving the Ultramarines time to prepare the appropriate countermeasures. Many Chaos and xenos foes' plans have been undone by Tigurius' visions, and Marneus Calgar credits the defeat of Hive Fleet Behemoth on Ultramar to Tigurius' counsel. How this is represented on the tabletop changes depending on the edition, with the 5th Edition rules allowing a re-roll to bring reinforcements onto the table while the 8th Edition rules give allow Tigurius to make it harder to hit nearby Ultramarine units.
  • Telepathy: While it may not be as powerful as his precognition, Tigurius possesses considerable telepathic abilities and is capable of projecting his thoughts across the void of space to communicate with the ships of the Ultramarines' fleet. It is also rumoured that the Chief Librarian has been able to use these abilities to tap into the Hive Mind of the Tyranids, a feat that has driven lesser minds to madness.

Chaplain Ortan Cassius, Master of Sanctity
Remember the names of the honoured fallen, recall their deeds and know that their sacrifice honors the Chapter. No son of Guilliman could wish for a more glorious death.

Ortan Cassius is the oldest member of the Ultramarines, and has served as the Chapter's Master of Sanctity for centuries. While he opposes all enemies of mankind with passion and vigour, Cassius holds the extra-galactic Tyranid to be a particularly dire threat in both the physical and spiritual existence of the Imperium. The seed of this hatred was planted during his service with the Deathwatch, where he first encountered the insidious menace of the Genestealer Cults, and was inflamed by the First Tyrannic War where he was severely injured during an attempt to relieve the northern polar fortress during the Battle of Macragge. Since his recovery, Cassius has become obsessed with the destruction of the Great Devourer and has founded an elite corps of Tyrannic War Veterans to combat the threat. Since the opening of the Great Rift, and the threat to Ultramar posed by the ongoing Plague Wars, Cassius continues to believe that the Tyranids are one of the greatest threats that the Imperium faces.

  • Arch-Enemy: Cassius considers the Tyranids to be the greatest threat that the Imperium faces, even above the forces of Chaos that tore the galaxy in two with the Great Rift. The ancient Chaplain has dedicated his life to the destruction of the xenos race and many versions of his rules give Cassius bonuses when fighting against the Tyranids.
  • Came Back Strong: The sheer amount of augmetics required to save his life after the cleansing of the Polar Fortresses have made Cassius highly resilient to injury and, in the 8th Edition of his rules, his Toughness characteristic is higher than any regular non-Primaris Marine.
  • Covered with Scars: Those parts of Cassius' body not replaced with cybernetic enhancements are covered in scars caused by the Carnifex that almost killed him, the most noticeable being the total loss of skin on parts of his head so that his skull is showing.
  • Cyborg: Cassius suffered near mortal wounds at the claws of a Carnifex during the Battle of Macragge and much of his body had to be rebuilt with advanced augmetic replacements, although most of these are hidden by his armour when he is depicted in artwork and on the tabletop.
  • Due to the Dead: Cassius honours those battle-brothers who have lost their lives fighting against the Tyranids by painstakingly inscribing their names onto the hellfire rounds he uses in his custom combi-weapon Infurnus.
  • Fantastic Racism: Even before his near death at the claws of the Tyranids, Cassius loathed the very existence of the various alien races of the galaxy. This fanatical hatred served the Chaplain well during his attachment to the xenos-hunters of the Deathwatch and it has only grown stronger as he has grown older.
  • Military Maverick: Cassius' creation a corps of Tyrannic War Veterans, to combat the threat of the Great Devourer, was considered to be highly unorthodox and a violation of the Codex Astartes by the more traditionalist members of the Ultramarines. After his resurrection however, Roboute Guilliman, the author of the Codex, saw the advantages of these specialists and officially sanctioned their existence.
  • Mix-and-Match Weapon: Cassius wields Infernus, a custom combi-flamer created and blessed by the Master of Sanctity himself. The bolter half of the combi-weapon is loaded with hellfire shells, specialist bolt shells filled with mutagenic acid that were specifically created to combat the Tyranid menace.
  • Old Soldier: Cassius is the oldest Marine in the Ultramarines, older than all but the most ancient of the Dreadnoughts. Despite his many centuries of service, and the many injuries he has suffered over that time, Cassius is still a dedicated defender of humanity, more than capable of personally slaying the enemies of the Imperium.

Sergeant Telion, Veteran of the 10th Company
Forget all your preconceptions of war, of battle-lines clashing in the churned ground. Your mission is to attack before the foe even realises that the war has begun, to strike hard at those vital weaknesses that all armies possess, but that no commander will admit to. Under my tutelage you will learn how to seek out such fragilities and smite them with every weapon at your disposal. Master these duties and I will have nothing more to teach, and you will truly be a Space Marine.

The oldest and most experienced instructor serving in the Ultramarines 10th Company, Torias Telion has trained countless recruits for his Chapter and four of the current Company Captains credit the venerable sergeant for their success. A highly talented warrior in his own right, he has earned multiple battle honours, but prefers to pass on his knowledge to the recruits of the Scout Company rather than climb the ranks of the Chapter. Despite his reluctance to accept a command position, Telion led the entirety of the 10th Company into battle during the Plague Wars that followed the opening of the Great Rift, resulting in the veteran sergeant's legend growing even greater.

  • Declining Promotion: Telion has been offered a place in the Ultramarines' Honour Guard multiple times but has always turned it down as he believes that guiding the training of the Chapter's future warriors with the 10th Company is where he is most effective.
  • Improbable Aiming Skills: Telion is a superlative shot, able to use the weather, movement of the foe and even the local gravity to score kill-shots with astounding precision beyond the range that his stalker-pattern bolter should be capable of. Most editions of the game represent this on the tabletop by giving Telion, or his weapon, special rules and abilities that allow him to ignore the usual targeting restrictions.
  • Sniper Rifle: Telion is armed with Quietus, a specially modified version of the stalker-pattern boltguns used by some specialist Astartes snipers. When wielding Quietus, Telion is said to be able to end a war with a single perfectly placed shot and its 8th Edition rules give it a far superior profile to regular weapons of its type.
  • Veteran Instructor: Telion has more than three centuries of battlefield experience and the Veteran Sergeant has turned down numerous promotions so that he can continue to shape the rawest of recruits into true heroes of the Ultramarines and is responsible for training four of the Chapter's Captains. Telion's skill as an instructor has become legendary throughout the Imperium and he has even been seconded to other Space Marine chapters with close ties to the Ultramarines.

Sergeant Chronus, Spear of Macragge
The roar of engines, the recoil of cannons. That is where the true joy of battle lies.

Antaro Chronus is the most talented tank commander the Ultramarines Chapter has produced in millennia and is said to have mastered every tank that sees service with the Adeptus Astartes. Chronus is not only a brilliant tank commander, however, as he can keep his armoured steed running with just as much, if not more, skill as the Chapter's Techmarines. After his heroic actions against the Necrons during the Damnos campaign, Chronus was granted the ancient title of Spear of Macragge, a rank that allows him overall command the Chapter's armoured assets in battle, answering to no one except the his Primarch and Chapter Master themselves.

  • Ace Pilot: Sergeant Chronus is widely considered to be one of the greatest Astartes tank commanders to have ever lived, able to get the best bring out the best in armoured vehicle he pilots, be a Whirlwind artillery tank or a Predator battle tank. In all he versions of his rules, Chronus is purchased as an upgrade for a single vehicle an Ultramarines army, granting it his improved Ballistic Skill, with somenote  giving the tank the ability to ignore some effects of enemy shooting as well.
  • Machine Empathy: Although he has had no formal training as a Techmarine, Chronus has an instinctive grasp for the workings of any Space Marine vehicle he operates. Able to jerry-rig and bypass damaged systems, Chronus can keep an armoured vehicle in the fight despite damage the Chapter's Techmarines would struggle to fix, something represented in his 8th Edition rule by the ability to regain lost wounds at the beginning of each turn.
  • Multi-Armed and Dangerous: Sergeant Chronus is one of the few non-Techmarines equipped with a servo-arm. This extra robotic arm allows Chronus to closely interact with his armoured vehicle while its clamp can be used to tear his opponents apart in close combat.

Captain Invictus of the 1st Company, Regent of Ultramar

Praise the sun that brings the dawn of our final doom.
— Reported last words of Captain Saul Invictus

In the wake of the bloody Corinthian Crusade, Saul Invictus had been responsible for rebuilding the Warriors of Ultramar, the Ultramarines' 1st Company, turning it into a highly disciplined and tight-knit force. When Hive Fleet Behemoth invaded Ultramar, Captain Invictus volunteered to lead the defence of Macragge's lynchpin polar defence fortresses and, although he fought bravely, he fell with the rest of his brothers in the defence of their home world. Since his death, Captain Invictus has been considered to be one of the greatest heroes of the Ultramarines and has had a Land Raider named in his honour.

  • Demoted to Extra: Although he hasn't had any tabletop rules since 3rd Edition, Captain Invictus is still a part of the lore for the Battle of Macragge.
  • Last Stand: Saul Invictus and the veterans of the 1st Company made their stand in Silo 8 of Macragge's northern polar fortress, fighting back to back with every ounce of their skill and strength. When the relief force finally arrived, they found the remains of the Captain and his battle-brothers surrounded by twenty feet of Tyranid corpses in every direction.
  • Plasma Cannon: At the Battle for Macragge, Captain Invictus was armed with one of the last working examples of the plasma blaster, a double-barrelled plasma gun from the dawn of the Imperium that is far more reliable than its modern equivalents.
  • Posthumous Character: Saul Invictus fell defending the home world of the Ultramarines from the inter-galactic threat of Hive Fleet Behemoth more than three centuries before the opening of the Great Rift.
  • Praetorian Guard: As the Captain of the 1st Company, Invictus is often accompanied by a squad of his most talented veterans to act as his bodyguard. Invictus' 2nd Edition rules allow the player to upgrade a single Veteran or Terminator squad to be the First Captain’s bodyguard, giving them access to weaponry and equipment that would normally be restricted to character models.
  • Put on a Bus: As with many other posthumous characters without official models, Captain Invictus hasn't been a playable special character for a number of editions.
  • Religious and Mythological Theme Naming: Saul Invictus' name is a homophone of Sol Invictus, a Roman sun god who was considered the patron deity of soldiers, signifying his position as a warrior honoured as one of the greatest heroes of the Ultramarines.


Vulkan He'stan, Forgefather
We are born of fire, but we shall not die of it – instead we will emerge re-born

Formerly the Captain of the Branded, the Salamanders 4th Company, He'stan was granted the title of Forgefather and the forename name Vulkan, due to his superlative dedication and skill, both in battle and at forge. As Forgefather it is He'stan's sworn duty to recover the Salamanders' most precious relics, the Artefacts of Vulkan. He'stan believes that the opening of the Great Rift is a final test for the Salamanders before their Primarch returns and has redoubled his search after finding information that could lead to the recovery of the Unbound Flame.

  • Ancient Artifact: He'stan is tasked with finding the lost Artefacts of Vulkan, powerful relics crafted by the Primarch himself, and carries the three man-portable relics that have been recovered so far: The Spear of Vulkan, the drakescale cloak known as Kesare's Mantle and the Gauntlet of the Forge. He'stan uses these powerful relics to assist him in his search for the four Artefacts that remain lost to the Chapter.
  • Arm Cannon: One of the Artefacts of Vulcan to be reclaimed by He'stan himself is the Gauntlet of the Forge, a wrist-mounted heavy flamer that, in some editions, included built-in digital weapons. The Primarch himself wore the Gauntlet at Isstvan V and now He'stan wields it to assist in his quest for those that remain.
  • Badass Cape: He'stan wears Kesare's Mantle, the fourth of the Artefacts of Vulkan to be rediscovered. Worn by Vulkan during the Drop Site Massacre, this drakescale cloak is made from the hide of Sho'Valla, one of the most powerful of Nocturne's dragon-like salamanders whose scales were said to be all but impenetrable. In-game the cloak gives He'stan extra protection through a high invulnerable save.
  • Gotta Catch Them All: The Forgefather of the Salamanders is tasked with the recovery of the nine Artefacts of Vulkan, powerful relics of the Chapter created by the Primarch himself. At the outbreak of the 13th Black Crusade, and the opening of the Great Rift, only four of these Artefacts remain undiscovered (the Engine of Woes, the Obsidian Chariot, the Unbound Flame, and the Song of Entropy) but the exact form and function of these relics has been lost to history.
  • Legacy Character: Since the disappearance of their Primarch, the position of Forgefather has been bestowed on a veteran Salamander who shows exceptional strength, intelligence and skill at the forge. Every Forgefather takes an oath to track down the Artefacts of Vulkan and takes up the name Vulkan while they try to retrace the Primarch's footsteps.
  • Walking the Earth: As with all the Forgefathers before him, He'stan has travelled extensively throughout the Imperium and beyond, following the clues left in the Tome of Fire in search of the lost Artefacts of Vulkan. While he is sometimes accompanied by an entire strike force, many of his travels are undertaken alone or with a small group of companions.

Captain Adrax Agatone, Nocturn's Hammer
The Captain of the Pyroclysts, the Salamander's 3rd Company, Adrax Agatone is considered to be as ferocious and unflinching as Vulkan yet appears to possess a ruthless pragmatism at odds with the Primarch's lauded compassion. Adrax strongly believes that the ends justify the means and will willingly commit almost any act if he believes it is in the name of a noble cause. Despite the horrendous acts he has committed, however, Adrax mourns for every innocent life he is forced to take.

  • Ascended Extra: Before the release of his Primaris model in October 2019, Adrax had only appeared in a couple of novels and short stories, and was listed as the Captain of the 3rd Company in some sourcebooks, but didn't have any presence on the tabletop.
  • Fire-Breathing Weapon: Adrax crafted the masterwork hand-flamer Drakkis himself and despite its size, the weapon is able to unleash a torrent of flame with a greater range and penetrating power than a weapon more than twice its size.
  • Forging Scene: The Flavor Text following Adrax' entry in Codex Supplement: Salamanders inter-spaces scenes of the Captain forging his weapons with a mission to cleanse a complex of tunnel of the Genestealer Cultist that have kidnapped an Imperial governor.
  • Thunder Hammer: Malleus Noctum was the first weapon Adrax forged after crossing the Rubicon Primaris. Perfectly sized and weighted for the Captain's new body, the mighty weapon has a far superior statline to that of a regular thunder hammer and is capable of pulverising all but the toughest of foes.

Chaplain Xavier
The faith of the Salamanders is not forged in the chapel, but in the fires of the battlefield.

Considered by many to be the greatest Chaplain to serve in the Salamanders' Reclusiam, Xavier was said to be the living embodiment of the Promethean Cult, whose wisdom was sought by Scouts and Chapter Masters alike. After action reports indicate that the reverend Chaplain never retreated in battle, and even when mortally wounded by Drukhari on the world of Drykeena, Xavier refused to die until the entire raiding party had been wiped out.

  • Ancient Artifact: Xavier carries Vulkan's Sigil, an ancient blacksmith's hammer said to have been used by the Primarch himself as his badge of office. Since Vulkan's disappearance, the Sigil has become one of the most revered relics of the Chapter and is presented to the most respected Chaplain so that they can protect it and carry it on the battlefield. Its presence drives all Salamanders to fight even harder, giving them bonuses to their Attack characteristic in all editions of the game where it appears.
  • The Bus Came Back: Although still unavailable as an official special character, the inclusion of Vulcan's Sigil as a Chapter-specific Relic various 7th and 8th Edition publications means the it was possible to build a "counts as" Chaplain to represent Xavier. In addition to this, at the end of 2016, Games Workshop made Chaplain Xavier's model available as part of their "made to order" limited edition series.
  • Determinator: Chaplain Xavier was renowned for never giving up in the face of the enemy and encouraged this attitude in his battle brothers, inspiring them to perform remarkable acts of fortitude and resilience. The revered Chaplain embodied the Promethean Cult's teachings of enduring hardship and standing your ground against all odds to the very end, fighting on despite being mortally wounded and impaled by countless blades until he was surrounded by piles of dead xenos.
  • The Paragon: Xavier is said to have been the greatest Chaplain the Salamanders have ever had, capable of inspiring his battle-brothers to accomplish great feats of honour and sacrifice through his words and deeds.
  • Posthumous Character: Xavier died fighting Drukhari raiders during the first half of the 41st Millennium, at least five centuries before the opening of the Fall of Cadia and the Great Riftnote .
  • Put on a Bus: Like many other posthumous characters, Xavier was removed as an official special character during 4th Edition, but still gets mentioned in the lore from time to time.

Captain Pellas Mir'san, the Winter Blade

A commander of the Defenders of Nocturne, the Salamander's 2nd Company, Pellas Mir'san is one of the oldest Marines in the Chapter and has held his position for more than a century and a half. Formally the Chapter Champion of the Salamanders, Pellas' age has done nothing to dull his skills and he is still considered one of the finest duellists in the Chapter. Pellas led the Salamanders contingent during the Badab War where his experience and sage counsel was much appreciated by Carab Culln, Lord Commander of the Red Scorpions and overall leader of the Loyalists during the conflict. After the opening of the Great Rift Pellas led a demi-company of Salamanders against Kor Phaeron's Word Bearers in the Talledus System, fighting alongside other Imperial forces in defence of the shrine world of Benediction.

  • The Blacksmith: While all Salamanders are talented weaponsmiths, Pellas is considered exceptionally skilled amongst his peers and power blades forged by the Captain are considered to be some of the finest ever created by a member of the Chapter.
  • Close-Range Combatant: Although he does wield a combi-flamer to engage enemies at range, Captain Mir'san is primarily a close combat specialist with weapons and abilities that make him particularly dangerous in close combat.
  • Dual Wielding: In battle Pellas Mir'san fights with the a power sword and combat blade known respectively as Cinder Edge and Steelsliver. The venerable Captain forged these weapons himself and they allow him to strike out at multiple enemy warriors at the same time, granting him a Herd-Hitting Attack in his 8th Edition rules.
  • Master Swordsman: Pellas once served as the Salamanders' Chapter Championnote  and was never defeated in combat during his tenure. Pellas has lost none of his skill at arms since being elevated to the rank of Captain and this is represented in his rulesnote  by the Master Duellist ability that gives him bonuses when fighting enemy characters.
  • Old Soldier: Pellas is said to be one of the oldest Salamanders still in active service, being so old that his skin has turned the colour of ash and his eyes have dulled to the deep crimson of smouldering coals. Despite his age, the Winter Blade is still considered to be one of the Chapter's most talented warriors and continues to lead his men against the forces of Chaos after the opening of the Great Rift.

    Raven Guard 

Kayvaan Shrike, Chapter Master of the Raven Guard
Wherever you tread, tread lightly. We are closer than you think, and our blades are sharp.

Formerly the Shadow Captain of the Ghoststalkers, the Raven Guard’s 3rd Company, Kayvaan Shrike was elected Chapter Master after his predecessor Corvin Severax was killed by Commander Shadowsun of the Tau. A highly talented commander and an expert at guerrilla warfare, even by the standards of his Chapter, Kayvaan Shrike is most famous for his actions during the Targus VIII Campaign where he was instrumental in defeating Waaagh! Skullkrak twenty years earlier than Imperial strategists had predicted. When the Indomitus Crusade delivered the means of creating Primaris Marines to the Raven Guard, Shrike readily agreed to undergo the procedure that allowed him to become one of the new breed of Astartes, also encouraging his Shadow Captains to cross the Rubicon Primaris so that the entire Chapter would be prepared for the threats of the new, darker era the Imperium had entered.

  • Hiding Behind Your Bangs: Shrike's unhelmeted 8th Edition model styles the Chapter Master's hair with an emo fringe, a hairstyle that suites the style of the stealthy and mysterious Chapter.
  • Praetorian Guard: In battle, Shrike often leads a squad of Veterans known as Shrike’s Wing. These Veterans have been personally trained by Shrike himself and are universally armed with lightning claws.
  • Rank Up: During the Prefectia Campaign the Raven Guard's Chapter Master died at the hands of Commander Shadowsun. Due to his well-respected reputation amongst the other Imperial forces, as well as his selfless actions to recover the gene-seed of the fallen, Shrike proved to be the natural choice to replace the fallen Severax and was unanimously elected his successor by the remaining Raven Guard Shadow Captains.
  • Screw the Rules, I'm Doing What's Right!: While many Imperial commanders have requested the Shadow Captain's assistance on the front lines of the conflict, Shrike generally ignores them in favour of rescuing the civilian populations they've given up on.
  • Teeth-Clenched Teamwork: Although the Raven Guard and White Scars have a fierce rivalry, Kayvaan Shrike and Kor'sarro Khan fought side by side on the world of Quintus to defeat the Alpha Legion Daemon Prince Kernax Voldorious. Once the Daemon Prince had been defeated, the two parted ways with a new respect for each other.
  • Took a Level in Badass: Kayvaan Shrike was the fourth character to be revealed as having crossed the Rubicon Primaris following the introduction of the Primaris Marines during 8th Edition.
  • Wolverine Claws: Shrike wields the Raven's Talons, a pair of lightning claws said to have been crafted by Corvus Corax following the Dropsite Massacre . The Talons are thought to be unbreakable and are so sharp that they can cut even cut through Terminator armour with ease.

Shadow Captain Korvydae, Commander of the 10th Company
Korvydae is the Shadow Captain of the Subtle, the Raven Guard’s 10th Company. Korvydae’s skills in infiltration, intelligence gathering and sabotage make him the best choice to oversee the training of the Chapter’s neophytes but the Shadow Captain would much rather lead his men on the battlefield than on the practice field.

  • Apathetic Teacher: Despite being the Master of Recruits, Korvydae much prefers leading the forces of the Raven Guard into battle over teaching the next generation of the Chapter’s recruits. Due to this the Shadow Captain delegates the everyday responsibilities of his position to his Company’s sergeants.
  • Carry a Big Stick: Korvydae forgoes the lightning claws that are the traditional weapon of the Raven Guard in favour of an ornate thunder hammer.
  • Meaningful Name: Korvydae is an Xtreme Kool Letterz spelling of Corvidae, the name of the biological family that ravens belong to.
  • Must Make Amends: During the Raid on Kastorel-Novem, Korvydae lost seventy of the battle-brothers under his command and left the Raven Guard homeworld of Deliverance vulnerable to attack from an Ork Waaagh! In penance for this disastrous mission, Korvydae left the Chapter to serve with the Deathwatch so that he could learn how to better combat the xenos threats the Imperium faces.

Heroes of the Second Founding Chapters

    Black Templars 

High Marshal Helbrecht
The galaxy is the Emperor's, and anyone or anything who challenges that claim is an enemy who must be destroyed.

A natural born warrior, Helbrecht is a mighty and zealous champion of the Imperium whose faith drives him to destroy the Emperor’s enemies with merciless strength. Shortly after being unanimously elected to the position of High Marshal of the Black Templars, the stubborn and bellicose Helbrecht was called upon to fight in the Third War for Armageddon, where his years of experience as a fleetmaster were used to devastating effect against the invading Orkish armada. When Ghazghkull left the warzone, Helbrecht swore a mighty oath to pursue and destroy the alien warlord, and as a sign of respect allowed Commissar Yarrick to accompany him.

  • Arch-Enemy: After suffering defeat and humiliation at the hands of Imotekh the Stormlord during the Battle of Schrödinger VII, Helbrecht has sworn an Oath of Vengeance against the powerful Necron Phaeron.
  • An Arm and a Leg: When they fought during the Battle of Schrödinger VII, Imotekh the Stormlord cut off Helbrecht’s right hand to serve as a permanent reminder of his defeat. After meditating on it, Helbrecht decided this highly symbolic loss was a sign of Dorn's favor.
  • Authority Sounds Deep: His voice is described as raspy and raw, his vocal cords made harsh by centuries of yelling commands across many battlefields.
  • Did You Just Punch Out Cthulhu?: As an Initiate, Helbrecht killed a Daemon Princenote  while armed with nothing more than a simple combat knife. It was this feat that earned the future High Marshal promotion to the ranks of the Chapter’s veteran Sword Brethren.
  • Reforged Blade: A variant - legend has it that Rogal Dorn broke his sword after failing to protect the Emperor, and Sigismund incorporated shards of that weapon into the Sword of the High Marshals to remind them of their duty.

High Chaplain Merek Grimaldus, Hero of Helsreach
To the darkness I bring fire. To the ignorant I bring faith. Those who welcome these gifts may live, but I will visit naught but death on those who refuse them.

Merek Grimaldus' talent as a warrior was recognised early in his carrier when he was made the youngest Marine ever to be elevated to the ranks of the Chapter's veteran Sword Brethren. The young warrior was further honoured after the Battle of Fire and Blood when the Chapter's Chaplains were impressed by his extreme faith and devotion and he was initiated into the Black Templar's Reclusiam. Much like his High Marshal, Grimaldus had only recently been given his position before arriving at the crucible of Armageddon. The High Chaplain led the long and bitter defense of Hive Helsreach, rallying mankind's warriors to fight on when all seemed lost, and fought alongside the Celestial Lions in an attempt to save the seemingly doomed Chapter.

  • Ancestral Weapon: His armor and weapons are ancient relics of the Black Templars passed down to each successive High Chaplain.
    • His armor is MKV "Heresy" armor. Named such due to only being made during the Horus Heresy, meaning his armor is over 10,000 years old.
    • His plasma pistol was once owned by a sergeant in the Imperial Fists who saved Grimaldus's life, when Grimaldus's bolter jammed. Grimaldus grabbed the slain sergeant's pistol and kept it as a tribute to the sacrifice of his gene-brother.
  • Badass Boast: When their allied Imperial forces retreated from the Temple of the Emperor Ascendant during the Third War for Armageddon, the Black Templars refused to give up in the face of the Ork assault, leading to Grimaldus making his now famous declaration of defiance.
    "I have dug my grave in this place and I will either triumph or I will die."
  • Berserk Button: Anyone even thinking about giving up the fight is this for him.
    • When a militia officer of Helsreach suggests they abandon the city, Grimaldus dashes across the room, grabs him by the throat, gives him a "Reason You Suck" Speech, then crushes the coward's throat. All before the Commissar in the room could even draw his pistol to execute the officer himself.
    • The Titan Princeps Zarha hits the button too, to a lesser extent, by almost dying. See How Dare You Die on Me! below.
  • Character Development: His arc in Helsreach is centered around his growing out of his mentor's shadow and coming into his own as Reclusiarch. Also, being forced into a defensive role for the Helsreach Crusade gives him a newfound appreciation for victory coming not only from destroying your enemies, but also from protecting the innocents of the Imperium.
  • Color-Coded for Your Convenience: A discussed trope. Chaplains like Grimaldus wear black armor to distinguish themselves from their brothers, but the Black Templars all already wear black. Grimaldus is described as wearing the "blackest of the black" as a result.
  • Die Laughing: Subverted. During the final battle of Helsreach, seeing all his comrades being slaughtered left and right, and with the very temple they were protecting collapsing around him, Grimaldus finally allows himself to drop his stoic facade. He begins to laugh as he cuts down what enemies he could before being buried in the rubble. Luckily he survives.
  • Eyes Never Lie: The first hint of his Hidden Depths is noticed by Princeps Zarha when he removes his helmet.
    ”You have very kind eyes”
  • Fire-Forged Friends:
    • While fighting alongside the Celestial Lions Chapter on Armageddon, Grimaldus grew to greatly respect the pride and determination of the much depleted Chapter, and their new Chapter Master Ekene Dubaku in particular.
    • Also with Andrej of the Armageddon Steel Legion, as he was one also one of the few survivors of battle at the Temple of the Emperor Ascendent. Helped by Andrej's utter lack of visible fear of him and his refusal to retreat from the battle, making him the last person to fight at Grimadlus's side during the battle.
  • Heroic Self-Deprecation: Grimaldus spends much of Helsreach doubting himself and his ability to live up to the legacy of his mentor, the previous Reclusiarch Mordred.
    • His iconic last line of inner dialog in Helsreach reveals how much the losses in the campaign and the glorifying he receives as the only survivor pain him.
    Grimaldus: "Hero of Helsreach!", the crowd cheers... as if there is only one...
  • Hidden Depths: Despite his demeanor and constant state of Suppressed Rage / Tranquil Fury, Grimaldus truly cares for the Imperium and its people; and only acts as he feels is in their best interest. This trait is buried so deep at first that even Grimaldus doesn't realize it is there.
  • How Dare You Die on Me!: How he reacts when he learns that the Titan Princeps Zarha, whose Titan he just saved from certain destruction, is dying from the strain. He proceeds to demand she shake it off and keep fighting because she had swore to him that she would fight at his side. To the entire crew's utter shock and disbelief, it works.
  • Loophole Abuse: Does this while helping the Celestial Lions attack the Ork stronghold in the Manniheim Gap. Knowing that the few surviving Celestial Lions would not leave until they felt they had regained the honor lost in their (unsuccessful) first attack, and that this could only be achieved if a Celestial Lion killed the Orkz leader, Grimaldus passes on a chance to kill the Ork Warboss outright. Instead he merely pins the Ork and allows the leader of the Celestial Lions to deliver the killing blow.
  • Only a Flesh Wound:
    • Grimaldus has suffered many, near mortal, injures over the course of his service to the Chapter but his faith in the Emperor has sustained him, allowing him to fight on no matter how terribly his wounds. In-game this is represented by Grimaldus having the It Will Not Die special rule.
    • The Relics of Helsreach that Grimaldus saved from the destroyed Temple of the Emperor Ascendant inspire the Black Templars to fight on with renewed faith, no matter how grievous their wounds. In-game terms this means that any Black Templars within 6" of a Cenobyte Servitor bearing a Relic gains the Feel No Pain special rule.
  • No Sense of Humor: Pretty common among the sons of Dorn, but its directly displayed at the end of the Siege of Helsreach. Andrej attempts a sarcastic joke and Grimaldus, while able to atleast recognize it as a joke, is unable to see the humor in it, and even less capable of coming up with a joke to respond with. Essentially resulting in Adrej quipping at Grimaldus, only for Grimaldus to just stare blankly back. To be fair, he did TRY to think of a joke, he just failed to do so.
  • Red Baron: The Hero of Helsreach!!! (as if there is only one...).
  • Rousing Speech: He gives a rather impressive one at the start of the Helsreach siege.
    Grimaldus: Are you all as insulted as I am? THIS is what they send against us? This RABBLE?! We hold one of the mightiest cities on the face of this planet. The fury of its guns sends all skyborne enemies to the ground in flames. We stand united in our thousands, our weapons without number, our purity without question and our hearts beating courage through our blood. And THIS is how they attack us? Brothers and sisters... A legion of beggars and alien dregs wheezes its way across the plains. Forgive me when the moment comes when they whine and weep against our walls. Forgive that I must order you to waste ammunition upon their worthless bodies. I have heard many speak my name in whispers since I came to Helsreach. I ask you now: Do you know me?
    Guardsmen: Yes.
    Grimaldus: DO YOU KNOW ME?!
    Guardsmen: Yes!
    Grimaldus: I. AM. GRIMALDUS. OF THE BLACK TEMPLARS! A BROTHER TO THE STEEL LEGIONS OF THIS DEFIANT WORLD! Never again in life will your actions carry such consequences. Never again will you serve as you serve now. No duty will matter as much and no glory will taste as true! We are the defenders of Helsreach! On this day we carve our legend in the flesh of every alien we slay! WILL. YOU. STAND. WITH. ME?!
    Guardsmen: *Cheering*
    Grimaldus: Sons and daughters of the Imperium! Our blood is the blood of heroes and martyrs! They DARE tread the sacred soil of our world?! We will throw their bodies from these walls when the final day dawns! THIS IS OUR CITY! THIS IS OUR WORLD! SAY IT! SAY IT! CRY IT SO THAT THE BASTARDS IN ORBIT WILL HEAR OUR FURY! OUR CITY! OUR WORLD!
    Guardsmen: OUR CITY! OUR WORLD!
    Guardsmen: BLOOD AND FIRE!
    Guardsmen: FOR HELSREACH!
    Grimaldus: LOUDER!
    Guardsmen: FOR HELSREACH!
    Guardsmen: HELSREACH!
  • Screw the Rules, I'm Doing What's Right!: Grimaldus will ignore normal rules, traditions, and even duties, if doing so betters the defense of the Imperium.
    • Upon learning of the Lost Superweapon, the Ordinatus Armageddon, during the battle of Helsreach, he ordered his forgemaster to hijack it. While he knew the Mechanicus was sending a crew to do it properly, and stealing it would anger them, he also knew that would take far too long.
    • Again when a Titan Princeps blasphemes the Emperor while calling him out for the above. By duty he should have executed her on the spot, but chose not as that would have only hurt his mission of defending Hive Helsreach.
  • Sole Survivor: Subverted. Grimaldus was the only Black Templar to survive the Battle for Helsreach, crawling from beneath the rubble of the Temple of the Emperor Ascendant, barely alive but clutching the temple's holiest relics. He was not, however, the only person to survive the battle at the Temple. Another survivor, the stormtrooper Andrej, jokes that he and the other survivors will keep quiet to preserve the drama of Grimaldus' story.
  • Sword and Gun: He strides into battle with a plasma pistol in one hand and a Crozius Arcanum in the other.
  • Take Up My Sword: He was trained by his predecessor just for this purpose. So well in fact that, at first, he has trouble not trying to be a carbon copy of the previous High Chaplain.
  • Took a Level in Kindness: By the end of the Helsreach Crusade, Grimaldus has mellowed out considerably and has a much more accommodating nature to ordinary humans.
  • You Don't Look Like You:
    • In the lore, Grimaldus wears the Chaplain standard skull helmet, one he had inherited from his mentor. In artwork and his model, he wears a slightly modified, but otherwise normal, Space Marine helmet.
    • Downplayed in artwork of Grimaldus at the battle of the Manniheim Gap (which happens immediately after Helsreach) shows that much of his armor and equipment had been replaced (atleast temporarily) by parts from newer patterns.

    Crimson Fists 

Chapter Master Pedro Kantor, Lord Hellblade
We have been wounded sorely. Yet still we stand with fire in our hearts. Let them think us beaten. We shall teach them otherwise.

The 29th Chapter Master of the Crimson Fists and commander of the veteran 1st Company, known as the Crusade Company, Pedro Kantor is a truly inspirational leader who, Roboute Guilliman claims, shares Rogal Dorn's determination and belief in the unification of Mankind. One of the handful of marines to survive the loss of the Crimson Fists' fortress-monastery, Chapter Master Kantor rallied the defenders of Rynn's World to defeat the invading greenskins. In the years following the invasion, Kantor was utterly dedicated to rebuilding his Chapter, electing to conserve and rebuild his remaining forces rather than lead them in a final crusade of vengeance as other Chapters have done in the past. With his Chapter brought back to full strength with the addition of Archmagos Cawl's Primaris Marines, Kantor has begun a meticulously planned assault on the xenos and heretical threats plaguing the Loki sector that aims to turn the region into a bastion of stability in a galaxy plagued by anarchy.

  • Arm Cannon: Kantor's relic storm bolter, Dorn's Arrow, is fitted to the back of his left wrist to allow the Chapter Master to use both his hands while maintaining a punishing hail of fire.
  • Determinator: Kantor's stubbornness and unwillingness to give up is typical of those who share Rogal Dorn's lineage. A particularly good example of this trait was after the destruction of Arx Tyrannus, when the Chapter Master marched for days across his besieged homeworld, linking up with other defenders and constantly fending off Ork attackers, to mastermind the defence of New Rynn City.
  • Early-Installment Weirdness: In the Rogue Trader days, Space Marines were all dicks from being psychopathic gangsters or ignorant barbarians and Pedro Cantor was no exception. He was the subject of a battle scenario in the book, he was informed of an incoming Ork invasion but rudely tells the Imperials that no stinkin' Ork is going to make it against his heavily fortified Crimson Fists. Then the Orks blew up their fortress-monastery and most of the Fists. Tired, hungry and more than a little depressed, Pedro still has one hope and that's rally the Planetary Governor's forces for reinforcement, meanwhile the Ork commander is going to try and add Pedro's head to his boss pole...
  • Either/Or Prophecy: Kantor was given one by an Eldar warrior near the end of the battle for Traitor's Gorge: eliminate the Orks the Eldar had set up for a fall, or let them go and face a new Ork uprising in 50 years that would be disastrous for both the Crimson Fists and the Eldar. Kantor chose the former and routed the Orks, but now lives with the weight of the rest of the prophecy: the Eldar warrior who delivered it would have Kantor's blood on his hands at their next meeting.
  • Honor Before Reason: Averted. It's noted that many Space Marines would have preferred a glorious death and chance at revenge, but Kantor is more restrained and far-sighted than such commanders and chose to preserve his Chapter's strength so that it could be rebuilt to fight another day.
  • More Dakka: Kantor carries Dorn's Arrow, a storm bolter with a powered belt feed usually used on vehicle-mounted weapons that gives the mighty relic a greater rate of fire than a that of a normal storm bolter.

Captain Alessio Cortez, Master of the Charge
I didn't lose my arm, brother. It's right over there.

The legendary Captain of the Crimson Lancers, the Crimson Fists' 4th Company, Alessio Cortez was infamous for his determination, his relentless pursuit of his foes and his ability to survive wounds that would kill any other Space Marine. Cortez went missing while fighting Aeldari corsairs in the area of space known as the Wheel of Fire but the indomitable Captain's record of surviving against all odds has led many veteran battle-brothers to believe that he survived and will one day return to the Chapter.

  • An Arm and a Leg: During the Battle of Rynn's World, Cortez had one arm torn off by an Ork Warboss, but didn't let the injury slow him down as he went on to use his remaining hand to force a Krak Grenade down his enemy's throat. Cortez later went on to insist to Chapter Master Kantor that that he was still fit for duty and had to be given a direct order to wait for an Apothecary.
  • Covered with Scars: The many wounds he has suffered over the course of his service has left Cortez' body a scarred mess. It is said by the Chapter's Apothecaries that only two bones in his right foot remain unbroken.
  • Deliberate Injury Gambit: During the Battle of Steel Cross, Cortez made use of his infamous durability to slay the Ork Warlord leading the greenskin horde by trapping the monster's chopper in his torso so that he could land the killing blow.
  • Demoted to Extra: Although he is no longer a special character, Cortez is mentioned occasionally in the background material and is still listed as Captain of the 4th Company.
  • King in the Mountain: Despite the fact that it has been many years since he was last seen, many of the Chapter's veteran brethren believe that Cortez still lives and that, during the Chapter's darkest hour, the resilient Captain will return to turn the tide.
  • Put on a Bus: Captain Cortez was removed as a special character during 4th Edition.
  • Super-Toughness: Captain Cortez is famous for his durability and many of the Chapter's battle-brothers believe that he is impossible to kill. A particular highlight of his career was when he disarmed an Ork Warlord after it got its blade stuck in Cortez' torso. In-game terms, this is represented by his special rule "Invulnerable" which allows his power armor save to still roll normally to save against hits that would ignore armor saves (and technically, as it is not stated to be a normal "invulnerable save", Cortez is capable of ignoring hits that would otherwise ignore invulnerable saves).

    Flesh Tearers 

Chapter Master Gabriel Seth, Guardian of the Rage
We are disorder, that is true. But that is what we were made to be. The wild and the random.

When Gabriel Seth became Chapter Master, the Flesh Tearers were on the path to towards extinction. Determined that his Chapter would be remembered as proud warriors rather than brutal madmen, Seth has dedicated himself to rebuilding the Flesh Tearers' reputation, attempting to limit allied casualties by fighting apart from other Imperial forces, and by striking fast and hard so that they can defeat their enemies before other forces respond to the threat. Despite his attempt to reign in the rage of his battle-brothers, Seth himself is an infamously ferocious butcher himself, the aftermath of his assaults being likened the that of an artillery strike. When the Tyranids threatened the very existence of the Blood Angels, Seth led his Flesh Tearers to reinforce their parent Chapter and took command of the defence after Dante was seriously wounded fighting the Swarmlord, holding out until the arrival of Roboute Guilliman and the Indomitus Crusade.

  • Badass Cape: The Blood Mantle is a flowing cape worn as a badge of office by the Chapter Masters of the Flesh Tearers. Chapter legend has it that the cape was created from the banner carried by the first Chapter Master.
  • Background Halo: Seth wears the Halo of Thorns, an ancient Iron Halo held sacred by the Flesh Tearers that only the Chapter Master is permitted to wear.
  • Combat Pragmatist: When in combat, Seth takes every advantage he can get, striking his opponent with a swift punch or kick whenever they let down their guard. During 5th Edition, this was represented by the Ferocious Instinct rule that dealt one automatic hit to an enemy for each roll of a 1 to hit.
  • Dislikes the New Guy: Gabriel Seth is one of the more vocal opponents of the Primaris Marines. Believing that the Primaris Marines lacked the genetic quirks that define Sanguinius' gene-sons and that they have had not been indoctrinated into the cultural identity of the Chapters themselves, Seth believes that Guilliman is trying to turn all chapters into copies of the Ultramarines through the Primaris Marines, as well as erasing the inner conflict that many believe strengthens the Blood Angels and their successors.
  • Do Not Go Gentle: Upon becoming the Chapter Master of the Flesh Tearers, Seth was informed that the unusually high frequency of the Black Rage, and the attrition caused by constant war, would result in the Chapter dying-out within decades. In response, Gabriel Seth decided to double down on accomplishing missions so that the Flesh Tearers would die a glorious deaths in service to the Imperium instead of being seen as monster.
  • Dying as Yourself: Seth's strategy hopes to leave the Flesh Tearers remembered not as monsters, but as the heroes they once were. So far it seems to be working.
  • Named Weapons: Chapter Master Seth is armed with Blood Reaver, a massive eviscerator that is one of the Chapter’s greatest relics.
  • Spin Attack: The Whirlwind of Gore special rule gives Seth extra attack against enemies around him. In previous editions this attack was described as Seth whirling his mighty blade in glittering , gore-splattered arcs.

Heroes of Specialist Chapters

    Grey Knights 

Lord Kaldor Draigo, Supreme Grand Master of the Grey Knights
I shall defend Mankind to my last breath, even should the Realm of Chaos be emptied and its entire host arrayed against me. If the Dark Gods themselves walked this world, still would I raise my sword and bar their way. As a Grey Knight, I can do no less.

An exceptional warrior, Kaldor Draigo has performed many incredible feats, such as banishing the Daemon Prince M’Kar while still a mere battle-brother and carving the name of his predecessor onto a fallen Primarch's heart. After battling M’Kar once again on the world of Acralem, Draigo was cast into the Warp and now roams the realms of the Chaos Gods. Although Draigo returns to the material universe only temporarily, he remains the Grey Knights' Chapter Master as his brethren believe that he will one day return to permanently lead the Chapter against the forces of Chaos.

  • Flying Dutchman: In retaliation for being defeated twice, the Daemon Prince M'kar the Reborn dragged Drago through a Warp Rift into the Realm of Chaos. The Supreme Grand Master must now spend most of his existence wandering the Warp, briefly returning to the Materium on a few occasions but inevitably being pulled back once again.
  • Incorruptible Pure Pureness: Despite suffering direct and prolonged exposure to the malevolent energies of the Warp, Draigo’s psychic might and purity of soul has protected him from the corrupting influence of Chaos.
  • Named Weapons: Draigo wields the Titansword, the traditional weapon of the Grey Knights’ Supreme Grand Masters. Thought to be the most powerful force sword in the Grey Knights arsenal, the Titansword is a truly ancient blade that was forged by the Emperor himself during the Unification Wars on Terra.
  • "Shaggy Dog" Story: Despite Draigo's adventures in the realms of the Chaos Gods, the Ruinous Powers can repair any damage he does with a thought, rendering the Supreme Grand Master’s actions meaningless.
  • Zorro Mark: After the Daemon Primarch Mortarion killed Supreme Grand Master Geronitan, Draigo used Mortarion's true name to destroy his physical body, then cut Geronitan's name into Mortarion's heart as an added bit of vengeance.

Grand Master Mordrak, The Haunted Knight of Mortain

I am sworn to bring justice upon the Tyrant of Badab, e’en should it take a thousand years. Until then, my brothers and I have enough to keep our swords from growing dull.

The Grand Master of the Grey Knight’s 2nd Brotherhood and Admiral of the Fleet, Vorth Mordrak was the sole survivor of a terrible defeat at the hands of the Red Corsairs Chaos Warband. Vorth Mordrak's psychic powers have bound the spirits of his fallen brothers to him. Though surrounded by their vengeful whispers and visions of death, Mordrak's ghostly bodyguard has turned the tide of many battles as he pursues his vengeance against the Red Corsairs' master.

  • Arch-Enemy: Although he hasn’t given up his Chapters' mission to defend the Imperium from daemonic forces, Mordrak has vowed vengeance against Huron Blackheart of the Red Corsairs and continually hunts for the piratical Chaos Lord.
  • Demoted to Extra: Although no longer a playable model, Vorth Mordrak is still listed as the Grand Master of the 2nd Brotherhood.
  • Ghostly Goals: The spirits that haunt Mordrak continually whisper demands for vengeance, leading the Grand Master to believe that they can't be laid to rest while the master of the Red Corsairs lives.
  • Put on a Bus: As of the 7th Edition Codex, Grand Master Mordrak is no longer a playable character.
  • Sole Survivor: Mordrak was the only one to survive the fusion bombing of the Fortress World of Mortain at the hands of Huron Blackheart’s Red Corsairs and was driven almost to the point of insanity by the guilt of his survival and the whispering voices of his dead battle-brothers.

Grand Master Aldrik Voldus, Warden of the Librarius
Although he only became Grand Master of the Wardmakers, the Grey Knight’s 3rd Brotherhood, shortly before Abaddon launched his 13th Black Crusade, Aldrik Voldus has been witness to some of the most important events to strike the Imperium in centuries. Most famously Voldus was on Macragge when Roboute Guilliman was resurrected and fought alongside the returned Primarch on his journey to Terra.
  • The Archmage: Voldus is the most powerful psyker to have served with the Grey Knights for centuries, able to harness the energies of the Warp to destroy his foes or banish the most powerful of daemons with ease. In game terms Grand Master Voldus is able to manifest more Psychic Powers than any other Grey Knight.
  • Field Promotion: It is general practice for Grand Masters to be chosen by the unanimous approval of the Chapter’s seven other Grand Masters. Voldus however was appointed to his position by Supreme Grand Master Draigo himself after the cursed Chapter Master witnessed his courage and psychic might first-hand.
  • Humble Hero: Despite his amazing skills, he states himself in his first message to Marneus Calgar that he is just "a simple warrior elevated to a position I had never ambitions to achieve."
  • Named Weapons: Voldus wields Malleus Argyrum, a perfectly balanced Nemesis Daemon Hammer that the Grand Master can cause to unleash bursts of cleansing flame. In rules terms, Malleus Argyrum has the same statline as a regular Nemesis Daemon Hammer only without the usual negative to hit modifier.

Brother-Captain Stern, Hero of the 3rd Brotherhood
Daemons are creatures of madness and fear. When we deny them our sanity, and deny them our fear, they are nothing more than dust upon the wind or lies upon the tongue of a madman.

One of the most highly decorated Brother-Captains in the history of the Grey Knights, Arvann Stern's promising career was derailed when he banished, and made a lifelong enemy of, the powerful Lord of Change M'kachen. Since its banishment, M’kachen has become obsessed with tormenting Stern, dispatching lesser Daemons to plague the Brother-Captain while plotting its ultimate revenge. Since the daemon's return to the mortal realm, the Greater Daemon and Stern have fought many times but neither has managed to achieve a lasting victory.

  • The Ace: Stern is said to be one of the most talented warriors the Grey Knights have ever produced and would be one of the Chapter’s greatest leaders had he not been cursed by M’kachen.
  • Arch-Enemy: The Lord of Change M’kachen has sworn to consume Stern’s soul for his continued interference in the Greater Daemon’s plans and this animosity is more than reciprocated by the Brother-Captain.
  • Declining Promotion: Stern has turned down promotion to Grand Master on numerous occasions as he does not wish to burden the Chapter’s ruling council with his curse.
  • Doom Magnet: The minor Daemons that M’kachen sends to plague Stern make sure that all his acts of heroism are tainted with misfortune, causing anything from weapon malfunctions at inopportune times to hive-quakes that crush scores of Stern’s allies.
  • Equivalent Exchange: Due to M’kachen’s scheming, all of Stern’s successes are matched by success for his enemies. In-game, Stern’s Strands of Fate ability gives him a free re-roll each phase, but each time he uses it his opponent gets one too.
  • Sphere of Destruction: In the 5th Edition version of the rules, Stern's unique Zone of Banishment psychic power would cause every model near him, friend or foe, to get sucked into the Warp.

Castellan Garran Crowe, Champion of the Order of Purifiers
To the righteous we bring hope. To the tainted we bring fire.

The leader and Brotherhood Champion of the Order of Purifiers, Garran Crowe is thought to be utterly immune to the malign influence of Chaos; his presence in the Warp is a burning flame that purifies everything it touches. This extreme purity of spirit makes him the ideal candidate to bear the Black Blade of Antwyr, an ancient daemonic weapon so corrupting that even other Grey Knights aren’t allowed in its presence for long.

  • Evil Weapon: The Black Blade of Antwyr is a truly evil and extremely powerful Daemon Weapon capable of slowly corrupting even the Grey Knights who have been specifically chosen for the purity of their souls and trained to resist the influence of Chaos. The Daemon within the blade constantly tries to hit Crowe while he swings it.
  • MacGuffin Escort Mission: Crowe must keep one hand on the Black Blade of Antwyr at all times, for if another were to touch the Blade it would turn them into the next sword-host.
  • Master Swordsman: Crowe is the greatest blademaster of the Grey Knights, able to defeat even the most skilled opponents with nothing more than the Antwyr’s blade of sharpened steel. In-game this is represented by Crowe being able to use both the offensive and defensive stances of a Brotherhood Champion at once.
  • Only the Pure of Heart: Only the most incorruptible of Purifiers can wield the Black Blade of Antwyr, and Castellan Crowe's unequalled purity makes him uniquely suited to the task, as he is utterly immune to Antwyr’s whispered promises and lies.
  • Sealed Evil in a Can: The Black Blade of Antwyr is one of the most powerful Daemon Weapons ever encountered. So powerful is the entity sealed within the Blade that some amongst the Grey Knights believe it to be the last fragment of an ancient and evil god thay may've rivaled the Chaos Gods themselves. It incessantly whispers curses and promises of power and glory in Crowe's mind, ever seeking to tempt him into giving in to it. Before it was taken by the Grey Knights, the Black Blade had hijacked the minds and bodies of three entire Imperium sectors.
  • Willfully Weak: Despite the massive power that he could wield if he drew upon Antwyr’s daemonic abilities, Crowe only uses the Black Blade's physical edge in combat as he knows the price he and his comrades would pay is far too high.

Justicar Thawn

We fight for the Imperium, not our souls. They are already lost or saved according to the Emperor’s will

Anval Thawn is one of a small handful of true immortals in the galaxy known as Perpetuals. While some of his brothers are suspicious of Thawn’s abilities, there are those who accept him as a figure of destiny, an immortal warrior prophesied to finally die protecting the Golden Throne from the Emperor’s enemies. For his part however, Thawn is less sanguine about his ultimate fate.

  • Demoted to Extra: Although no longer a playable model, Justicar Thawn is briefly mentioned in the Battle of the Ghost Halls section of the Grey Knights timeline, although no mention is made of his immortality.
  • Last of His Kind: The short story Ghost Halls by L.J. Goulding reveals that the Eldar believe Thawn to be the last of the immortal Perpetuals.
  • Resurrective Immortality: As a Perpetual, Thawn has been killed numerous times over his years of service but always returns to life a few days later. In-game, each turn after he dies he has a 50% chance of getting right back up.
  • Swallowed Whole: While fighting the Great Unclean One Ku'Gath on Curwen, the Plaguefather swallowed Thawn. The immortal Justicar was forced to carve his way out of the Greater Daemon's gut, destroying its material form from within.
  • Put on a Bus: As of the 7th Edition Codex, Justicar Thawn is no longer a playable character.
  • Taking the Bullet: During the Battle of the Ghost Halls, Thawn threw himself in front of the Keeper of Secrets N’kari to take a blow that would have killed Brother-Captain Pelenas. This act trapping the Greater Daemon’s blade in Thawn’s body long enough for Pelenas to banish N’kari.
  • Who Wants to Live Forever?: Thawn has lived long enough to realize that humanity is doomed to fall to the Dark Gods, and nothing he or the Grey Knights can do will change that. Despite this, Thawn is determined to fulfil his duty to protect the Imperium, no matter how futile this may be.


Watch Captain Artemis, Blade of Righteous Hate
Do not ask, "Why kill the alien?"
Rather ask, "Why not?"

Formally of the Mortifactors Chapter, Artemis is one of the most successful Watch Captain of the Deathwatch who is said to be greatly skilled in detecting the taint of xenos influence.

  • Artificial Limbs: During the period between the production of his two models, Artemis lost his right arm fighting against the Tyranids and now sports a bionic replacement.
  • Ascended Extra: Artemis began life as a character for the 54mm scale Gaiden Game Inquisitor and was introduced into the main game with the Death Masque boxed set where he played a major role in the Aeldari's Ynnead storyline.
  • Determinator: Artemis is a natural born warrior, renowned for never giving up no matter what injuries he sustains or setbacks he suffers. In the 8th Edition of the game this is represented by the 'Unstoppable Champion' Ability that gives him a chance of ignoring any wound that he suffers.
  • Covered in Scars: Even centuries after his induction into the Mortifactors, Artemis is still covered by the scars he received as a adolescent when he was forced to fight off his fellow tribesmen as they attempted to fulfil a primitive ritual to gain his strength.
  • Spanner in the Works: Due to his absolute hatred of the alien, Artemis was utterly unconcerned that his actions during the Battle of Port Demesnus would ruin Eldrad Ulthran's plans to awaken the Aeldari God of the Dead and defeat the Chaos God Slaanesh.
  • Sword and Gun: In Inquisitor Artemis wielded a bolter, equipped with specialist ammunition, and a power sword. When he was introduced into the main game, in the 7th Edition Death Masque boxed set, Artemis had exchanged his bolter for the combi-flamer Hellfire Extremis and his sword has become far more ornate.

Heroes from other Chapters


Asterion Moloc, the Brazen Warlord
Brutal and paranoid, Asterion Moloc is the longstanding Chapter Master of the Minotaurs and perfectly embodies the dark reputation his Chapter has garnered. A veteran of countless battles, Asterion leads from the front, striking at directly at enemy warlords so that he can personally deliver the Emperor's judgement.

  • Genius Bruiser: Despite his reputation as a furious fighter who revels in bloodshed, Asterion is also a masterful tactician talented in both logistics and siege warfare.
  • Legacy Character: There have been at least seven instances within five centuries where Chapter Master Moloc has been confirmed to have fallen in battle only for him to reappear at a later date. These events have led some outside the Chapter to believe that Asterion Moloc is a persona that is taken on by each subsequent Chapter Master of the Minotaurs, possibly with an engrammatically-enforced memory and personality.
  • Mix-and-Match Weapon: The Black Spear is an ancient relic blade wielded by the Minotaurs' Chapter Master that is said to have once been used by the Adeptus Custodes. The weapon consists of a deadly power spear that incorporates a powerful lasblaster.
  • One-Man Army: While Chapter Masters tend to be this, Asterion Moloc takes this to a new level and in some editions of the game he's one of the most deadly THINGS on the tabletop. On the battlefield in these editions he is incredibly expensive to field: At 235 points, he's just as much as Lugft Huron and just under Marneus Calgar's point cost. In return you get a Chapter Master in Terminator armor with 4 wound, a Storm Shield, an S6 AP2 weapon that strikes in Initiative order, Frag Grenades and all the goodies you'd expect from a Chapter Master. He also has the ability to give the Minotaur Chapter Tactic an upgrade, giving every model who has it Preferred Enemy (Space Marines) in addition (yes this does mean any and all Loyalist marines, regardless of Codex). He's able to kill Darnath Lysander, Marneus Calgar, Kaldor Draigo, and Mephiston easily, and have a fair crack at Abaddon the Despoiler and the Swarmlord.
  • Religious and Mythological Theme Naming: Asterion was the name of the father of King Minos II of Cretenote  and, in some versions of the myth, the given name of the Minotaur itself. Moloc, meanwhile, is a reference to Moloch, the biblical name for an ancient Canaanite god with the head of a bull.
  • Sculpted Physique: The chestplate of Asterion's bronzed Tartaros-pattern Terminator armour is sculpted with musculature in the same manner as the armour worn by the historical Greek Hoplites.
  • Taking You with Me: Asterion's rage drives him to continue attacking, even as his enemies drag him down. The 8th Edition rules represent this with the Undying Spite ability that allows the Chapter Master to make his attacks in close combat even if he is slain before his turn to fight.