thanks for that thread st. germaine it really helps! about the helmets ive been on the fence for awhile about whether they should be red or grey. i thought the red tied it all nicely together and now that i see both options together in fron of me im going to stay with the red heads. but the first company are all going to have silver helmets. the whole point about the name was to sort of point towards their origins you know? plus the Iron Skull insignia on their shoulder guards work out with the name anyways. ill tone down the amount of marines too. i wanted them to have at least a little more you know just as a sort of buffer but i think i went way over so ill take that out. umm bit of question could imperial guard regiments be working within their system too to help bulwark the planets? im pretty sure of the answer i just want a second opinion. so here's the new shiz:
their geneseed is a mix between the imperial fists and the iron warriors. they are masters at seige and defence and rival even the great imperial fists if not surpassing them. their home planet is Troy the fourth planet in the Trojan system near the Eye of Terror. they were originally created to become the supreme masters at seige and defence, even better then the imperial fists, and seeing as how their home system is so close to the eye each planet has a mighty fortress monastary that is held by a company. there are ten grand companies numbers 1-5 are stationed at the fortress monastary on the planet Troy. the fortress, called The Wall, is built into a mighty mountain range and is the base of operations for the Iron Skulls. companies six-10 are each stationed at a seperate planet. the first three planets are uninhabitable. the fifth planet, an agri world called Diona, has the sixth company stationed on it. the sixth, a mining world called Tartarus, has the seventh company defending it. the seventh planet, another mining world called Styx, has the eighth company defending it. the eighth planet, an icy wasteland called Perseph, is defended by the ninth company. and the last planet in the system, a volcanic rock called Hadesa, is defended by the tenth company. the system is also defended by various imperial guard regiments that are stationed at different places around the system. each company has its own armored, scout, tacticle, heavy, air and veteran units. each is led by a captain who has a seat in what is called The Council. the Iron Skulls do have a marine that takes the title of chapter master and he is the captain of the first company, he functions exactly like one should, as the commander of the chapter. however when The Council does meet he is and equal among the other captains. The Council functions much like the wolf lords of fenris in that they meet to discuss the future and state of the chapter. their main purpose is to elect new captains when previous ones die, i.e. they function like fulgrim's brotherhood of the phoenix. they are masters at seige and defence and every planet they have defended from chaos has yet to fallen and every one they have laid seige to has fallen before them. no more than six great companies are gone at a time, the other four spread throughout the system's defences.
and im going to stick with the red heads if i havent already stated this.
Here is the beginning of my fluff for my Iron Warriors Eighth Grand Company https://www.heresy-online.net/forums/...ad.php?t=51842
"A fortress is a living thing: the commander its brain, the walls its bones, the sensors its eyes and ears, the troops its blood, their weapons its fists. This tells us two things: If one organ fails, the whole dies. And if the whole dies, no single organ can survive alone."
Last edited by BlackApostleVilhelm; 07-10-08 at 06:53 PM.