Iron Seraphim
Structure
The Iron Seraphim are made up of ten companies. Each company is theoretically self-sufficient so allow them to fight effectively even when split into different warzones. The only specialized companies are the 1st and 10th.
The 1st Company - also known as the First Seraphim - consists of the chapter's veterans which includes four Terminator-armored squads along with four squads with specialized power armor. While in a warzone, they are used in conjunction with one of the other companies, as they do not have their own reliable armored or aircraft support. However, the 1st is the only company that has Land Raiders to transport their marines.
The 2nd Company through the 8th Company are duplicates of one another - except for their veterancy. The most experienced Astartes are promoted through each company, eventually ending up into the 1st. These standard "War Hosts" as they are called consist of three Crusader squads, three Devastator squads and four Assault/Manhunter Squads. Along with that is a battery of static artillery and a squadron of Predator tanks. Air support comes in the form of Sky Talons who operate outside of the War Host structure. Each War Host is slated to have enough Rhino APCs to transport the whole company, but recent supply issues have forced the Seraphim to concentrate these vehicles to the more experienced companies.
The 10th Company is made up of the chapter's most inexperienced members, with some of the most experienced to lead them. Usually after a Terminator veteran has served for one-hundred and fifty years they get the honor to become a sergeant and teach the next generation of Iron Seraphim. The company is made up of two Tactical squads and 8 to 18 squads of Neophytes. This does break the Codex Astartes by going over one thousand within the chapter, but the Seraphim manage to skirt by.
Each company has one Captain, one Lieutenant, one Librarian and one Lord Techmarine. The Librarian leads that company's psychic forces - usually numbering in the range of five to ten. The Lord Techmarine oversees the state of the company's equipment, and leads the contingent of the lesser Techmarines - numbering three to six.
The 1st Company - also known as the First Seraphim - consists of the chapter's veterans which includes four Terminator-armored squads along with four squads with specialized power armor. While in a warzone, they are used in conjunction with one of the other companies, as they do not have their own reliable armored or aircraft support. However, the 1st is the only company that has Land Raiders to transport their marines.
The 2nd Company through the 8th Company are duplicates of one another - except for their veterancy. The most experienced Astartes are promoted through each company, eventually ending up into the 1st. These standard "War Hosts" as they are called consist of three Crusader squads, three Devastator squads and four Assault/Manhunter Squads. Along with that is a battery of static artillery and a squadron of Predator tanks. Air support comes in the form of Sky Talons who operate outside of the War Host structure. Each War Host is slated to have enough Rhino APCs to transport the whole company, but recent supply issues have forced the Seraphim to concentrate these vehicles to the more experienced companies.
The 10th Company is made up of the chapter's most inexperienced members, with some of the most experienced to lead them. Usually after a Terminator veteran has served for one-hundred and fifty years they get the honor to become a sergeant and teach the next generation of Iron Seraphim. The company is made up of two Tactical squads and 8 to 18 squads of Neophytes. This does break the Codex Astartes by going over one thousand within the chapter, but the Seraphim manage to skirt by.
Each company has one Captain, one Lieutenant, one Librarian and one Lord Techmarine. The Librarian leads that company's psychic forces - usually numbering in the range of five to ten. The Lord Techmarine oversees the state of the company's equipment, and leads the contingent of the lesser Techmarines - numbering three to six.
Culture
Formed upon the ideals of crusade and their progenitor, the Iron Seraphim value honor through combat above all else. Their days outside of combat are spent sparring one another in the dueling rings of the Seraphima Gladium. Those who cannot handle themselves in melee combat are looked down upon and eventually cast out upon their own "Crusade of Triumph" and told only to return once their competence is acceptable. These marines are called "the Forsaken" and commonly attach themselves to other Imperial military units until they can return back to their home chapter. Sixty-five percent of the Forsaken never return, but those who do come back usually get inducted into a Manhunter squad - the devoted elite melee warriors of the chapter. Other Astartes chapters view this as a waste of valuable battle-brothers, but this tradition has held since the Seraphim's inception.
This honor through combat also extends to their allies - and rarely - their enemies. Seraphim Astartes have been known to very rarely gift their combat blades to those who best them in an honor duel or distinguish themselves in combat. Whoever receives this blade should treat it with utmost respect, as a Seraphim is given his combat blade at the beginning of his training even before being turned into a full Astartes.
This honor through combat also extends to their allies - and rarely - their enemies. Seraphim Astartes have been known to very rarely gift their combat blades to those who best them in an honor duel or distinguish themselves in combat. Whoever receives this blade should treat it with utmost respect, as a Seraphim is given his combat blade at the beginning of his training even before being turned into a full Astartes.
Assets
The Manhunters - elite warriors of the Iron Seraphim - are always at the center point of assault operations. They are made up of those who managed to return from their Crusade of Triumph and prove their worth to the chapter. These Forsaken always return with a new fire in their hearts, ready to serve the chapter even to the point of suicide.
Because of their nature, Manhunters never rise above the rank of a Sergeant at any point. They are viewed as too volatile to come to a place of officer command within the chapter, however some get the temporary rank of Sergeant Major. This is reserved for Manhunters who are assigned to lead contingents larger than a squad but smaller than a company usually on more specialized missions.
Manhunters never get replacements or repairs to their power armor or weapons - it is the same equipment they originally left the chapter with. This results in them having to attempt repairs themselves, usually involving chains and pins to keep it all together. Some even go as far as to pin their armor to their own flesh, so that it may never come apart during battle.
Like their namesake, the Manhunters are most commonly used to hunt down specific enemies on the battlefield. Be that a commander or artillery battery, the marines will not return until their duty is done. If there are a lack of Manhunters, one may be assigned to command a small battlegroup of fellow Seraphim to carry out the task.
Because of their nature, Manhunters never rise above the rank of a Sergeant at any point. They are viewed as too volatile to come to a place of officer command within the chapter, however some get the temporary rank of Sergeant Major. This is reserved for Manhunters who are assigned to lead contingents larger than a squad but smaller than a company usually on more specialized missions.
Manhunters never get replacements or repairs to their power armor or weapons - it is the same equipment they originally left the chapter with. This results in them having to attempt repairs themselves, usually involving chains and pins to keep it all together. Some even go as far as to pin their armor to their own flesh, so that it may never come apart during battle.
Like their namesake, the Manhunters are most commonly used to hunt down specific enemies on the battlefield. Be that a commander or artillery battery, the marines will not return until their duty is done. If there are a lack of Manhunters, one may be assigned to command a small battlegroup of fellow Seraphim to carry out the task.
History
The Iron Seraphim were one of the many Second Founding chapters in the years following the Horus Heresy - however, their formation was far different from those other chapters of Dark Angels descent. They began from the 13th Company, the dishonored force comprised of those who broke the laws of the Legion or were simply too deranged to serve alongside any others. After the First Legion began to fracture, the 13th seemingly gained more and more Astartes - more and more dishonored Dark Angels. The commanders of the new Imperial forces saw this, and were ordered by the Lion himself to cut them down to size without wasting Astartes lives. In twenty short years, the 13th Company was reduced from nearly 7,000 to the Codex-mandated 1,000. Because of this, the 13th renamed themselves the "Iron Seraphim" and retained the colors of the old Legion - to spit in the face of their brothers and father.
The Seraphim would later become the lynchpin in the Crusade of Roma, serving with distinction across several warzones. The most remembered battle would be the Raid on Thelmoth where the Grand Master would lead the 4th and 6th companies mostly comprised of Neophytes against an onslaught of Ork forces. That first Grand Master would fall in the fighting, but the two companies would stand their ground for sixty-six days until reinforcements were able to arrive.
The chapter is spotted all over Imperial space, leading the charge against the enemies of man. For nearly a millennia the Seraphim have been split into their companies aiding heeding the call of their allies. Only during truly momentous battles do all the Iron Seraphim congregate.
The Seraphim would later become the lynchpin in the Crusade of Roma, serving with distinction across several warzones. The most remembered battle would be the Raid on Thelmoth where the Grand Master would lead the 4th and 6th companies mostly comprised of Neophytes against an onslaught of Ork forces. That first Grand Master would fall in the fighting, but the two companies would stand their ground for sixty-six days until reinforcements were able to arrive.
The chapter is spotted all over Imperial space, leading the charge against the enemies of man. For nearly a millennia the Seraphim have been split into their companies aiding heeding the call of their allies. Only during truly momentous battles do all the Iron Seraphim congregate.
Foreign Relations
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Founding Date
222.168.M36
Type
Military, Special Operations Force
Training Level
Elite
Veterancy Level
Veteran
Parent Organization
Location
Notable Members
Related Species
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