Hello! This is my WIP log for my legion the Iron Bears, this will be primarily focusing on background, rules, stories, artwork, and minis in regard to The Brotherhood of the Lost thread. These are all mostly developed ideas from note books that I will expand on time as I sort my ideas.
My influence behind the legion is my own personal ancestors I'm Anishinaabeg Huron Odawa (Native American), Celtic, and Nord Goth.
The legion is based on the idea of an advanced noble society of Houses, Clans, and Tribes. I didn't want to do a mono influence world or legion so there will be a blend of said cultures in addition to influence from pre colonial/Colonial Michigan and Terran Astartes.
Legion: Iron Bears
Primarch: Daer'dd Niimkiikaa
Home world: Huron
Recruitment worlds: Three Fire Sub Sector & Terra
Flagship: The Dragon of Autumn
Legion Structure: The Iron Bears legion was heavily restructured after being reunited with there genesire Daer'dd Niimkiikaa. Daer'dd based the legion structure on the Grand War Tribes he used to conquer and unite Huron and the whole Three Fires sub sector. Daer'dd reorganized the legion into six Grand War Tribes all roughly numbering around 20,000 warriors each. Daer'dd also formed a personal retinue called the Totem Guard numbering around 10,000 veterans from Terra and his most trusted Huronian recruits. He gave command of each Grand War Tribe over to six hand selected Iron Kings or the honorary title Lord Chief. Each Iron King selected a council of seven Chief Praetors whom acted as advisors. Each Grand War Tribe is then broken down into Clan Companies organized by tactical specialization. Because of this the number of Astartes in each Clan Company fluid. Each Clan Company is named after it's commander whom holds the title of Chief Captain. Clan Companies would often fight in groupings commanded by one of the Tribes Chief Praetor.
Legion Structure for the VIth Legion, the Iron Bears of Daer'dd Niimkiikaa.
Daer'dd> Lord Chiefs(6)/Masters (forge, Librarium, etc)> Chief Praetors(42)> Chief Captains> Chief Centurions>Chief Sergeants> Master Sergeants> Sergeants> Master Brethren> Brethren> Neophytes
Each Grand Wartribe is led by a Lord Chief and council of seven Chief Praetors; they in turn act like Chapter Masters leading cadres of Clan Companies. Clan Companies are led by and named after a Chief Captain and are extremely fluid in size ranging from 70-1500. Chief Centurions are relatively rare, and denote brethren whom performed extreme acts of valour; though they are still roughly Chief Sergeants. Chief Sergeant's lead Clans (Squadrons).
Chief is honorary title to show command and trust, so there occasionally might be say a Captain whom is not a Chief because his actions disgraced the Clan Company and will be replaced where he will then be placed in a non command role.
Master denotes someone whom has Mastered their Mark, and it is possible to gain multiple Marks highest amongst these brethren are the Paragons whom mastered s three marks, there has never been more than a dozen Paragons in the legion at a time.
*Primarch & High Lord Chief Daer'dd Niimkiikaa
*Master Shaman Aandegg Niimkiikaa
*High Cleric "Old Man" R.L Cullen
*Master of the Totem Brutus Niimkiikaa
*Legion Champion Solomon Grimm
1st Grand Wartribe
*1st Lord Chief Therox "Cass" Casstiel (Dreadnought)
*Cheif Praetor Leonas Niimkiikaa Master Paragon
*Chief Praetor Achille Nibaasiniiwi
4th Grand Wartribe
*Lord Chief R.Damon Redd-Master Slayer, Master of the Fleet
*Chief Praetor Ah'nek the Giant.
*Chief Cleric of the 4th Or'tan Songblade
*Chief Praetor Lucius Woodward the Architect
*Cheif Praetor Seraph Maximus Ironhill- Master Shaman, The Fire Drake
*Chief Praetor R.L. Blinstrubas,Ordnance Master
*Cheif Praetor Jericho Talltree
*Chief Praetor Ragnar Stormbreaker, Historian
*Chief Praetor Yoxer Bellows
*Bjorn the Fellwolf Master of the Hunt
*Wartribe Champion Cyrn'ss Songblade.
*2nd Lord Chief Ezibiknh "Ezekiel" Spinebreaker. Master Warrior
*3rd Lord Chief Orr'eon Lakestrider. Master Hunter, Master of the Armoury
*5th Lord Chief Echo Pontiac Master Rider
*6th Lord Chief R.Logan Drake Sentinel of Huron
Iron Queen and fleet mistress Lotara Sarrin
Iron Queen Ara'ssa Augustus-Redd, Master of Knight House Augustus (wife of R.Damon Redd)
Captain Ezekiel Savage, Captain of the Ogryn Serf Auxiliary
Honorable Trenn- Ogryn Bodyguard for Lotara Sarrin
As it currently stands the 4th Grand War Tribe the "Leviathans" of Lord Chief R.Damon Redd is the largest standing War Tribe at 42,000+ Astartes. And the 5th Grand War Tribe the "Wind Riders" of Lord Chief Echo Pontiac is the smallest at roughly 21,000 Astartes. Current estimates put the legion between 190,000-210,000 Astartes in part due to low death/attrition rates thanks to the noted tough nature, high augmentation rates, and talented armour artificers.
The system of totem marks.
After reuniting with Daer'dd the legion adopted the Huronian practice of Totem marks. There are three primary marks, the Mark of The Warrior, The Mark of the Slayer, & The Mark of the Hunter. This allowed all Astartes of the legion to focus on their given natural talent.
Slayers focused on close quarters combat, regular use of blades, pistols, and shields. Slayers are also typically found in heavily reenforced armor with extra motivation units in the legs of their armour and modified jump packs. Slayers are also noted for their development of the Ironbound subculture of the legion.
Hunters focus on range and stealth. Units typically associated with hunters include Recon, and the legion's unique Warborn clans, hunters have access to the Legion's most archaic and rare ranged weaponry, and have use of quick insertion tactica including limited use of personal teleporters outside of Tactical Dreadnought Armour.
The Warrior mark is the most common of Legion and therefore most commonly associated with Tactical clans. The mark is given to those with strong tactical sense and whom are balanced in both blade and bolter. The Warrior mark does carry a very esteemed role in the legion, they are the masters of the phalanx, Shield Bearers become the anvil to break the enemy upon and typically grind the enemy down.
Huron is the Jewel of the Three Fires subsector, a "Super Earth" at 1.8x the size of Terra and 2.1x the gravity. It is a world rich with dense metals including Iron, Copper, Tungsten, Cobalt, and Osmium. It is covered in vast, relatively shallow fresh water oceans with little more than glorified islands covered in coniferous and hardwood forests. It has a semi elliptical orbit around a single star leading to long Autumnal and Winter seasons. While standing at a high technological state, space travel had been almost non existent outside of the subsector because of warp storms.
Primarch Daer'dd Niimkiikaa
On a cool night at the end of the northern summer, a comet fell with an unusual strike of thunder and lightning.
The comet fell into the shallows of a golden sand beach. A couple found the young giant in a pod of scorched adamantium. She was a well standing maiden of one the largest Knight households of Huron, and he was one the finest warriors of the Tribe Niimkiikaa. Their Union had signified a new age in the Three Fires sector and it had gained them many enemies. They were already with a Daughter but now too they had a son, a son like no other, a Primarch.
It would only take a few years before Daer'dd found him fighting in the war along side his father, his Father Noodiin was a master of the Tomahawk and knife fighting, in a war of Knights, las and accelerator weaponry, Noodiin only needed his blades to make an impact. Though in part because he was a decently skilled Psyker or Shaman. In their relatively basic power armour the Shaman Father and his Giant son turned the tide of a hundred battles in less then 5 years they had gained more than 5,000 miles of new territory, all under Niimkiikaa rule.
It was around this time that he gained a younger brother Aandeg Gitchi Noodiin Niimkiikaa. And though he did not know it yet one of his greatest allies.
Daer'dd fought for another 10 years, as his armies and followers became swollen in number the unification became easier and easier and finally stepping onto the fortress world of Acer Ferris, he was met with their king on bended knee they swore fealty to their new God King without a single shot fired.
It would be almost 20 years from that day that is Father and Brothers would walk on Huron. But in that time he made a sweeping movement to unite humanity under one banner, everyone serving their place. Ogryns regularly found their muscle useful as the primary ground troops along side Knight households and Titan legions fighting against Orks. The Demiurge and Cult of Mars were able to sort their diffences under Daer'dd's guidance and allowed the Forge moons of Huron and Acer Ferrus to burn hot again. And the nature touched, so called "Beastmen" found a peaceful life maintaining the Agricultural systems for the worlds. Halflings found their place in kitchens and inns.
Many called Daer'dd the ultimate advocate for peace within humanity; despite his bravado and gusto for war he is ultimately an artist whom simply seeks to create and sees war as another art. Though unlike most of his primarch brothers, he mastered not personal combat skills nor tactica, he won wars simply with feats of strength and his mind for science, developing weapons that won on strength of iron. As such he has always relied on his commanders to be better tacticians then that of himself. Daer'dd continues to rely on feats of strength to motivate them. It is said that Eldar and Orkish Titans have fallen to his hand personally, teleporting onto their hulls then simply tearing his way inside the hulls and killing the crews, though one early purported tale tells of him flipping an Ork Gargant.
Paragon of War, The Forge Giant, Leviathan of the North, The Fell Axe.
Primarch of the Iron Bears.
WS BS S T W I A LD Sv
6 6 8 7 7 5 5 10 2+
Unit Composition: 1 (unique)
Unit Type: Jump Infantry
-The Gauntlets of Ares
-Shell of the Juggernaut
-Sire of the Iron Bears
-A Father's Rage
-Slow and Purposeful
The Gauntlets of Ares: Given to Daer'dd by none else than Kelbor Hal at the signing of the Demiurge Mechanicum treaty. Daer'dd tinkered and rebuilt the Gauntlets into his most visceral connection to war. The interbanded Huronian copper coated adamantium rings that make up inner structure are in a constant state of movement and covered in Runes crafted by several of his brothers. The outer structure of heavy black bands at wrist and elbow and the top and bottom of his forearms are made out of a material Daer'dd only refers to as Huron's Iron. Heavy pyramidal rivets connect these pieces, and on the top brace that runs the length of his forearms there are three radiant orange gems whose light pools off almost as if steam. Each knuckle has a perfect black diamond said to have been pulled from the deep ocean magmatic river known as Hel by Daer'dd's own hands. Each finger is finished in a large black hooked claw extending from the second knuckle upwards, creating the killing edge.
Range STR AP Type
* usee 2 Melee, Mastercrafted, Specialist, Shred, paired.
The Ganzhymekwahawk: Not a singular weapon but a series of Tomahawks Daer'dd has crafted over the years from chain to jewel bladed variations all with different techno secrets Daer'dd is unwilling to give up, though all share in common the use a a small teleporter to make sure they return to Daer'dd no matter where they are.
Range STR AP Type
24" 6 4 Assault 4, Rending (4+)
Shell of the Juggernaut: though it looks like a normal suit of armour on the Leviathan of the North. It is said that Daer'dd's plate weighs as much as a Mark IV Dreadnought. Full of field generators and a miniature fusion reactor, the Shell of the Juggernaut lives up to it's name as it's allowed Daer'dd to nigh unstoppable for two centuries.
2+ save 3+ invulnerable save may reroll one missed non invulnerable save per phase.
An advanced teleportation unit devised from the deconstruction of Eldar tech. Built by Daer'dd for himself to compensate for his lumbering nature. it allows to deploy via Deep Strike without scatter and he may choose to move up to 30" during his movement phase one per game, though he may not charge afterwards.
Sire of the Iron Bears:
All units with the special rule Legiones Astartes: Iron Bears within 12" if Daer'dd gain +1 attack and Feel No Pain (4+) (including Daer'dd himself). In addition to this Totem Guard may be taken as a troop selection.
A Father's Rage:
If Daer'dd is within 12" of a unit in direct line of sight with the LA(IB) that gets destroyed, swept or otherwise removed from play, he gains the Rage and Rampage Special rules for the remainder of the game.
There are few pure physical forces in the Galaxy like Daer'dd Niimkiikaa. On a charge he gains D3 Hammer of Wrath attacks with the concussive special rule. He also has the Furious Charge, Smash, and Wrecker special rules.
Daer'dd may upgrade his gauntlets to the Maul given to him by his brother Hectarion for free
*Daer'dd may never be joined by any unit or independent character.
I am still working on straightening out adding more and more from my note books but it's been a busy day.
Edited by Lord Thørn, 28 November 2017 - 09:25 PM.