User:JordanAngel/Sandbox

Things ima work on.
The Crimson Scorpions are a space marine chapter that derive from the Royal Scorpions chapter although are not acknowledged by the Royal Scorpions. This is due to the chapter having a belief of machine is stronger than flesh and they regularly augment themselves. The reason they did this was to see if it could slay the curses of the Blood Angel gene seed. It worked relatively for the red thirst as its a extremely rare for one to succumb to the red thirst. However the black rage runs more rampant.

Chapter Homeworld
Calet is a massive hive world with a large industrial infrastructure which focuses on producing materials to be used for making ships, armour, wargear, and tanks for the Imperium. There is a massive presence of the Omnissiah due to the mining equipment needed to get the materials. This world also boasts plenty of mines rich in precious metals and resources necessary for the production of Space Marine Power Armour, tanks, and ships for the Imperium. Life is very depressing for the civilians in the underhive, as it has problems with criminals and gangs that are rife in this area. The officers of the Adeptus Arbites as well as local PDF forces are engaged almost daily in skirmishes with the violent gangs in order to reclaim an inch of lost Imperial territory, only to lose it the following night. The Crimson Scorpions tend to recruit from the underhive as the children who grow up in this harsh and brutal existence tend to be bred tough, with only the strongest surviving to reach adolescence. Life in the upper levels is considered very basic and simple, unlike the underhive where each hour of life is a gift and proof of survival.

The hive world's numerous mines constantly needs new workers to fill the ranks of those who die in accidents or attacks. The highest casualty rate amongst the hive's population occurs while working in the mines, with an estimated 78% fatality rating, and a 35% rating for sustaining a major or minor injury. This is due to the caves either being unstable, user error of mining gear, or the notorious underground species of large scorpion which often inhabit these subterranean tunnels. This large scorpion species is believed to have descended from Unai, Chapter home world of the Royal Scorpions Space Marine Chapter. The locals have named it the ' Unrakk ', which in the local Calet dialect means, 'Stone Killers'. They gave this name to the Unrakk due to their stony-like carapace and their tendency to attack miners without any provocation. They also have excellent night vision but suffer heavily in high intensity light, being mostly blind in broad daylight. The Adeptus Mechanicus Magos Bioligis theorise that the vicious Unrakk often attack without provocation due to the florescent lights utilised by the miners to see in the darkness. This however has been disputed, as often too much light or the daytime can blind an Unrakk. Thus, Calet authorities have invoked a strict curfew, where everyone must be in a shelter or their homes during the evening hours, where the PDF stand guard ready to fight off the Unrakk, although not without sustaining massive casualties before bringing down one of these chthonic creatures. The Unrakk can grow as large as a Siege Rhino armoured vehicle utilised by the Crimson Scorpions and is said to be as tough as a Land Raider. However, the only notable thing about these creatures is the fact it has two stingers that drip with poison able to kill even the strongest of transhuman Astartes or Ork Warbosses. Dead Unrakk are harvested in order to make armour and lethal poison which is often given to the xenos-hunting Deathwatch Chapter, the Chamber Militant of the Inquisition's Ordo Xenos, so that it can be utilised in the production of some of their special issue Hellfire ammunition which utilised by the Deathwatch Kill-Teams to douse their xenos targets in voracious acids.

Culture
There is only one culture but some argue that there are two cultures on the planet between the upper hive levels and the underhive. Both contribute to the maintenance of the hive cities and the production of the materials to send to other worlds so that the warmachines can be made for the Imperium's neverending conflicts. The PDF and Adeptus Arbites tend to watch over the underhive in an futile effort to stop the violence committed by the gangs and quell rebellions, but mostly there are only able to contain them from breaking out into the upper levels of the hive. The only sacred area where none of the factions attack is called the 'dead zone'. Rumour has it, that this was a result of when the hive revolted in an unprecedented uprising, which started in the midway level spire, and inevitably resulted in swift and brutal retribution in the form of the Crimson Scorpions Chapter. The Space Marines marched down the street alongside several of their Chapter's Dreadnoughts and Vindicators tanks, sparing no one who had turned their back upon the faith. There is no official record of this as the Chapter is the only one who knows if this holds the ring of truth or not, and are wont to share the details of this lamentable event with anyone outside their Chapter.

The upper hive levels tend to be more peaceful compared to other hive cities. Most of these citizens are either taken into the PDF or join the ranks of workers in the mines. The people of the hives tend to resemble that of Jermani (Germany) descent on ancient Terra as they are highly efficient with technology and machinery. There are plenty of people who join the local PDF due to propaganda against the lower hive gangs. Other than these notable factors of the people, the buildings tend to be very gothic and bunker-like.

The underhive doesn't have many intact buildings, most of which are nearly destroyed or have numerous holes in them due to the constant fighting between the gangs and local PDF forces. It's highly unpleasant to live here as disease, theft, rapes, and death are rampant. Most people don't live past the age of 40 due to the gangs, PDF, or pollution from the hive's mining machines. Most people growing up here have a 90% rate of growing up as orphans as only the toughest and strongest gangs manage to have a full family. However, there is one day where all gang fighting ceases. A day which is known in the local parlance as ' Rishulkia ', which translates as 'day of peace'. On this day, the locals try to rebuild homes, feed homeless kids and tell stories about the ' Ungara ' or 'Angel of Death', in low Gothic. The legends of the Ungara entices many of these homeless children to go to the dead zone in the faint hope of being taken away and joining their ranks.

Fortress-Monastery
The Crimson Scorpions' fortress-monastery is named the Iron Cage due to it being highly difficult to besiege it. The walls are a cold steel gray with tabards of the Chapter's heraldry on the walls by the gates. The Iron Cage rests between a cluster of mountains making it very difficult to get to citadel's main doors, as the pathways are rigged and and will any trespassers to easily fall off. If the path doesn't kill you, then the Unrakk that make their homes near the fortress-monastery might or other predators of the world or the cannibalistic mutants that inhabit the surrounding desolate peaks. There are also explosives embedded in parts of the mountains to allow for a rockslide if there are any land forces attempting to breach the Iron Cage. The fortress-monastery also possesses a large number of anti-air defences, making an attack by air almost impossible. The walls themselves possess a large assortment of automated heavy bolters, lascannons, and plasma turrets, ready to defend and ward off any attackers, as the top of the wall provides excellent cover for any Chapter Serfs or Astartes defending it.

In the lower parts of the fortress-monastery there are forges and medical bays which are combined known as the "Purity Chambers", for it is here that the Chapter's bionics are created and the Space Marines augment their flesh much like the Iron Hands. They do this to stave off the dreaded genetic curse known as the Red Thirst and view it as a sort of partial-cure. The only reason they name it thus, is due to the fact that the bionics tend to help remove the Astartes thrist for blood but causes the Black Rage to run much more rampant within their ranks. If the Black Rage takes a battle-brother then they are put in rooms designated as "Damnation". Within these dour and gloomy chambers it is pitch black and the infected battle-brothers are locked until the Death Company is once again called upon, or until they die on their own. The rest of the fortress-monastery is considered an armoury by other Chapters as each hallway has ammunition stores, bolters and other basic Astartes wargear mounted on the walls ready to resupply or arm battle-brothers in defence of the Iron Cage.

In the main hall there is a statue of the God-Emperor which is flanked by two statues of Astartes. Every other column holds a banner of the Chapter from each siege group. Before each banner is a torch that is lit before the Spirit Walker (Reclusiarch) leads them in prayer. The prayer can last for two hours before the battle-brothers are dismissed for one hour of free time for self-reflection before the coming battle. Most battle-brothers take this time to maintain their wargear and bionics while others work on their precision either with the bolter or blade. Chapter Servitors and Serfs run about the fortress-monastery making sure each bolter is in working at peak efficiency and each defence point is operational. The top of the Chapter's fortress-monastery is reserved for the "Machine Father", where the simple press of a button will deploy large amounts of Tarantula gun turrets into the courtyards and halls of the Iron Cage. Most, if not all Scions of Dorn Chapters feel uneasy about the Crimson Scorpion's fortress-monastery as it reminds them too much of the desperate battle of the original Iron Cage fortress of the Iron Warriors Traitor Legion. The only reason this monastery is named as such is because of the death trap that it represents for the foes of the Imperium.

Chapter Beliefs
The Crimson Scorpions believe that the God-Emperor is the true leader of Mankind. They also follow the Omnissiah with a fanatical rage as even the youngest battle-brothers have a good portion of themselves augmented with bionics as they are psycho-indoctrinated from the time of their induction that flesh is weak and that the machine is strong. These beliefs cause many conflicts and distrust amongst many other Adeptus Astartes Chapters who believe that the human form is perfect, as is, and something to aspire to, except for those Chapters who follow the same core beliefs as themselves. They also view Spirit Walkers as the gateway between the Emperor's light and damnation and will often mourn their passing.

Combat Doctrine
The Crimson Scorpions are a very siege-heavy Chapter considered one of the best in this field of warfare amongst the Adeptus Astartes. They primarily focus on this style of warfare as they have an abundance of siege equipment from the days of the Horus Heresy. The Crimson Scorpions way of war follows a very simple but effective set of general tactics. When a breach has been forced in the enemy defences it will initially be probed by veterans and infiltrated, then the gap will be pried open with firepower until a storming force can be unleashed. These storming forces are based around fast-moving heavy armor which can move instantly from relentless barrage to lightning-fast advance. Breaches are then widened until the defenses are shattered.

The Crimson Scorpions are also expert sappers, engineers and miners and have acquired a formidable siege train of specialist equipment over the centuries. This includes Termite tunnelers, a Leviathan transport, Drop Pods used for planetary landings and a large assortment of Imperial-built artillery. Additionally they have a number of Corvus assault pods which allow them to make use of any supporting Titans of the Collegia Titanica as siege towers.

The Crimsons Scorpions predilection for the art of the siege makes them naturally suited for this style of warfare. Their ability to identify weak points in an enemy's defences and relentless application of force enables them to reduce an enemy's fortifications to ruins. The Crimson Scorpions single-mindedness in battle does, however, come at a cost. Often the Chapter's refusal to accept that a foe's position cannot be cracked has on numerous occasions resulted in a greater number of casualties being suffered more than most Chapter would be willing to accept. Nevertheless, in the Crimson Scorpions' view, an enemy will be broken, no matter the cost. This stubbornness and tenaciousness in the face of overwhelming odds has garnered much respect and accolades from both Imperial commanders and other Space Marine Chapters alike.

The Crimsons Scorpiosn are also one of the pre-eminent masters of high-intesity void warfare amongst the Adeptus Astartes, and peerless in the spheres of boarding vessels, cleansing space hulks and close quarter ship-to-ship combat they thrive in deadly environments. To them the methods of taking a position, whether terrestrial or void-borne, are one and the same in principle, even if it is different in its application.

There are only four siege companies within the Chapter, with each one holding at most, 250 Space Marines. Each siege company will tend to have two strike cruisers under their command to carry their troops and provide orbital saturation bombardments with the exception of the Forge Master and Siege <aster. They command the Chapter's two battle-barges with a even heavier escort comrpised of Gladius Frigates.

Chapter Gene-Seed
The source of the Crimsons Scorpions' gene-seed comes directly from their progenitors, the Royal Scorpions. Originally, their forebear's gene-seed was an entirely new generation created in an attempt to breed out the dreaded twin genetic curses of the Red Thirst and Black Rage, but their creators proved fare less skilled in the genetic sciences than the Emperor Himself, and were not successful. Since their inception, the Crimson Scorpions' gene-seed has been modified slightly by the Chapter's Apotehcaries in order to ride themselves of the twin curses of Sanguinius' bloodline. It was decided that with the creation of the Crimson Scorpions that it would be given to Astartes obsessed with bionic augmentation in the faint hope that it would help stave off these genetic deficiencies. The modifications of their gene-seed and heavy bionic augmentation has helped to almost eradicate the effects of the Red Thirst, which appear almost non-existent in recent centuries, with only a 0.3% chance of showing up. However, the result of such heavy artificial augmentation has caused the curse of the Black Rage to run more rampant amongst the Chapter, although it is not to the extent of such Blood Angels Successor Chapters as the Flesh Tearers, but only time will tell.

Chapter Command

 * Machine Father - this rank is equivalent to a chapter master in other chapters and leads the most elite warriors in the ranks of the Crimson Scorpions. The machine father has a high chance of being placed into a dreadnought and given the alternative title "Venerated Father" but holds the same rank.
 * Forge Walker - they lead what is equivalent to companies into battle. They tend to either be in augmented terminator armor, or dreadnoughts. If they are in a dreadnought they will wield seismic hammers and other siege melee weapons to break through walls or smash their way through enemy formations.
 * Venerated Father - The same as the Machine Father but is placed into a dreadnought due to high augmentation and is seen as the peak of bonding with the machine spirit.
 * Siege Master - This is given to the most promising of the Forge Walkers as they are given even more vindicators and allowed to use more Wall Breakers into their siege force. After a few successful sieges they are allowed to use machines and war gear from the days of the horus heresy and great crusade.

Specialist Ranks

 * Ingozen - the apothecary of the chapter they are given this name from their homeworld native language meaning "machine healer" which is appropriate due to the high augmentation of the Crimson Scorpions.
 * Mind Reaper - this is the equivalent of the liberian and they specialize in shattering or polluting the mind of their foes, setting foes aflame, or summon up an ethereal scythe and swatting away squads of xenos and heretics in one fell swoop.
 * Spirit Walker - this is the equivalent of chaplin. They are named spirit walkers as they are usually present for any augmentation of marines. They also earn this name because they guide the marines spirits into the emperor's grace after a marine has fallen in battle or killed in other ways.
 * Poista - These marines are the equivalent of tech-marines in other chapters and have more understanding of machinery and are experts in fixing almost all armor that Crimson Marines field.

Specialist Formations

 * Damnation Barrage - This is only used in the Siege Master's wall breaker company. It comprises of ten Vindicators, two Decimation engines, one Hailstorm, and one Comet Strike. They are used to quickly break through enemy formations and decimate most fortifications before other forces reach them making it relatively safe.
 * Damnation Company - This is where the death company are sent to engage a breach in the enemy fortifications and are allowed to keep charging until the battle is over or they all fall in combat. Its rare for any more than five death company to be alive after the battle is won and are put down by bolter fire.
 * Wall Cleansers - This consist of six squads of wall breakers and four squads of Trench Cleaners. They will usually arrive in siege Rhinos charging into breaches in the enemy formations. Sometimes this formation is lead by a land raider crusader filled with more Wall Breakers.
 * Deadly Mist - This is a formation consisting of ten Reaper Talions, three Hailstorms, three Comet Strikes, and four gunships. The Hailstorms and Comet Strikes will load smoke and incendiary missiles and launch them at a enemy formation causing almost no visibility. Once the smoke is at its peak the Reaper Talions descend into the mist slaughtering the defenders as the Gunships make strafing runs at the enemy armor or fleeing infantry.
 * Reaper Cleansing - This is where the Head Mind Reaper and four other Mind Reapers assisted by Wall Breakers and Siegebreaker squads along side Predators and Siege Rhinos. The Mind Reapers will often employ powers only their chapter have or ignite their foes with fire.
 * The Ancient Rage - This formation consist of multiple dreadnoughts lead by a venerable dreadnought. They will usually consist of melee weapons and siege weaponry. The amount of dreadnought can range from three to five per Wall Breaker Company. The Forge Walkers are usually the head of this formation leading them to battle if they are in a dreadnought. If they are in terminator armor then they will leave it to the command of a venerable or a Mind Reaper dreadnought.

Modified Equipment and Wargear

 * Siege Rhinos - these are rhinos that have a expanded troop capacity, extra armor, dozer blades, and flamer turrets. Compared to basic rhinos they can carry up to 20 marines and can take more punishment compared to other chapter's rhinos.
 * Driller Rhinos - A smaller form of a rhino only carrying five rhinos as it carries more armor and instead of a dozer blade it boast a drill that is used to break down walls so it can create a access point for the marines aboard or near by into the enemy ranks.
 * Forge Rhinos - These rhinos come in after a beachhead in enemy fortifications is established and will replace any bionics lost in the fighting, reclame any wargear, and deploy Poista marines to fix any vehicles of the Crimson Marines that are damaged or could use some reinforcing. These rhinos also have an expanded capacity in order to work on bionics within the rhinos itself or store wargear to be repaired.
 * Medical Rhinos - These rhinos arrive at the same time as the Forge Rhinos with an expanded capacity to treat any wounded marines and carry them out of battle if they are too wounded to keep on fighting. They are usually the first to return to the Chapter's fleet along with the Forge Rhinos in order to preserve marine numbers and wargear.
 * Decimation Engine - These are land raiders that forfeit all troop capacity in order to boast a large cannon that can destroy most walls or heavy armor in one shot if not two. They will typically be in the backlines with the vindicator tanks as they will target the weakest or soften the strongest point in the enemy formations. These land raiders are only given to the Siege Master as he can put them to the most and greatest use.
 * Hailstorms - These are whirlwinds with bigger missile pods and usually have anti infantry missiles loaded primarily as they will shoot in a ark so it rains down a barrage of missiles onto enemy troops suppressing them.
 * Comet Strike - These are the same as the Hailstorms but have anti armor missiles or incendiary missiles loaded and will rain down a barrage of missiles onto enemy armor or fortifications.
 * Hellfire - These are only used for venerated dreadnoughts as its a cannon that charges up a large burst of melta before firing it much like a plasma cannon but at a shorter range. Due to the charge up the Hellfire needs constant upkeep but is still used as it can take down xenos and heretical engines fairly quickly compared to most weapons.
 * DreadScythe - These are Scythes that are made for Mind Reaper Dreadnoughts and are usually force weapons. Although it is rare for these weapons to be fielded against xenos and are only used when facing chaos.
 * Siege Shield - These shield are much akin to those used during the great crusade by the Iron warriors and provide great protection for astartes.

Marine Squad Names

 * Wall Breakers - This is given to squads of marines that specialize in taking on heavy fortifications, emplacements, or the walls of whoever they face. They usually use a combat shield with either a bolter, mace, or chain axe. They are experts in close quarters combat and will usually charge over a long distance if no specialized rhinos are available for them to arrive in.
 * Reaper Talons - These are assault marines who use jump packs and will usually come with lightning claws after wall breakers make a hole in the enemy fortification for them to arrive in and "attack the fleshy bits" of their foe. These squads are the only ones allowed to paint themselves in a dominate gunmetal color with crimson highlights. They also boast the rights of being the only squads able to dawn death symbols onto them such as bones, skulls, or pictures of death onto their armor. They are primarily used for terror and to rout enemy formations so that the chapter can continue to spear head the attack.
 * Siege Breakers - These are marines that will usually arrive in drop pods with multi meltas or lascannons alongside deathstorm drop pods devastating enemy formations and fortifications.
 * Machine Guard - They are marines usually dawning terminator armor and act as either bodyguards for the Machine Father, Venerated Father, or Forge Walkers. They are distributed evenly enough so each siege formation has at least ten. They will usually come in with thunder hammers and Storm shield, sometimes rarely they will use heavy flamers, assault cannons, and cyclone missiles. Usually the ones guarding the Machine Father or Venerated father will use both thunder hammer storm shield with the cyclone missiles. They will use the cyclone missiles only to target those that pose a deadly threat to the Machine Father or Venerated Father.
 * Trench Clearers - These are marines that will often only have close combat weapons with hand held flamers and charge in after Wall Breakers make a hole into formations clearing out any infantry opposition. Once this is over with they will try to reclaim any fallen brothers and load them into another specialized rhino.
 * Wall Smashers - These are dreadnoughts that specialize in siege warfare and are properly equipped to deal with siege warfare. The most common pattern of these dreadnoughts are Furioso, Mind Reaper Dreadnought, and Basic Dreadnoughts.

Chapter Recruitment
There is a level halfway in the spire that is uninhabited by anyone known as the dead zone. This is considered neutral ground and this is where the Crimson Scorpions reroute initiates from. Once every six months the chapter sends in a Spirit walker, Mind reaper, and a squad of Wall Breakers to choose from the many potential initiates in the dead zone. Out of the hundreds only a total of 37% is taken as the Spirit walker studies each one quickly only taking the healthy potential initiates. The rest are sent back to their homes to either wait for another chance or to try to make it on their own in the Underhive. They hardly recruit from the upper hive as it's rare for orphans or children from the upper hive to be at the dead zone.

Once the initiates are taken to the fortress monastery the Mind reaper, Spirit walker, and the head Ingozen check the initiates for any potential psykers or corruption. Once they are cleared and have no corruption they are put into the 'Forge Trial' as they are taken to below the monastery and have to make it from one end of a cave that glows red with fire, to the other end with ivory stone. This is done so the initiates prove they are willing to endure anything for their emperor. Only a few handfuls make it across the cave as others give out from heat exhaustion, claimed by a stray flame, or fall of the edge from being startled. After this they must climb a rope that is fed down to them where the next stage awaits them. This is where they enter a pitch black room with only their mind to guide them. The mind reapers project elusions into the room to test their mental strength. Most initiates after some time learn that it's an illusion and the room turns bright for them as the pitch black is also an illusion of the mind. Once their mind is clear of doubt they leave the room and face their final challenge. A squad of wall breakers stand at one side of the room armed with sparring swords and maces, there are plenty of sparring equipment that the initiate and can and has to face the wall breaker squads. They spar against them and if they survive their beat down they are welcomed into the ranks of the Crimson Scorpions and are ascended into astartes. Once they become astartes they Immediately become fully fledged battle brothers and fight alongside the rest of the chapter.

Combat Tactics
The chapter will usually follow a three step siege plan that has worked constantly worked for them rarely failing them. They will often strike of fire with cold calculated attacks almost seeming emotionless in battle as it will go deathly silent on vox channels unless an order is being issued.


 * Phase 1 - Phase one is where the marines get ready to begin their attack as their vindicators, Hailstorms, Comet Strikes, and other siege engines began firing into the enemy fortification and troops. As this goes on thunderhawk, gunships, and other aircraft will make strafing runs softening up enemy positions and going on to bombard places of importance to the enemy such as an ammo depot or a reinforcement convoy.
 * Phase 2 - Once there is a hole in the wall siege rhinos, Driller Rhinos, predators, baal predators, and bikers will charge into the breach sometimes lead by land raiders as once they make it inside they unload their deadly cargo of space marines as a violent and savage battle for the position ensues. The armor will tend to keep pushing as only a few Baal predators stay behind with two squads of wall breakers to establish a beachhead as they gather up the dead and wounded. The others will continue to hunt down the foe as Drop pods containing more marines, Reaper Talons, and dreadnoughts arrive at various points of the siege either assisting engaged battle brothers or cutting off reinforcements for the foe.
 * Phase 3 - This is the reclamation rite as the Forge and Medical Rhinos arrive at the beach head to repair tanks, armor, weapons, resupply, heal, give bionics, or reclame geneseed from fallen brothers. They will then start going to battle zones with the breech head force to keep reclaiming their fallen brothers and wargear.

Chapter Habits
The chapter will often practice siege situations both defending and attacking. They also tend to augment themselves to a point where they could be considered Iron Hand successors more than Royal Scorpions. They do this to stay off the red thirst and make sure that when it comes to a siege battle they are one of the more elite forces in battle. They also have a habit of impaling the leader of their foe with a banner of their chapter leaving it there on top of a pile of the fallen foe as a warning to those who wish to attack the imperium. This is also their trade mark as they have an abundance of siege company banners of who they belong to and how they mark which company has been where. The mechanicus who usually look for any technology and repair anything damaged for the imperium will often take the banners and give them back to the siege company that it came from.

There is also a side to the chapter which could damn them which no one knows about. They guard this secret well and refuse any outsiders to go onto certain ships and the deeper parts of the monastery which isn't listed in any records. They will often take the armor from fallen chaos warriors and try to cleanse the armor from any taint. If successful they will repaint it to their chapter colors and dawn it in battle. If they are unable to purify the armor and wargear however it is put into a special ship that is for all purposes a floating incinerator. They have a habit going after mark three and mark five pattern power armor trying to reclaim it for the emperor. They keep this a secret just incase it could damn them from the emperor's light.

Chapter Fleet

 * Scion of the Machine (Battle-Barge) - This vessel is used primarily by the Machine Father Reheal Dragonhammer (7 Gladius Frigates supporting)
 * Raziel's Fist (Battle-Barge) - This vessel is used by the Siege Master Ajax Stormhammer (7 Gladius Frigates supporting)
 * Scythe's Talon (Strike Cruiser) - This vessel is under the direct command of the Forge Walker Jogok Firewolf (Four Gladius Frigates Supporting)
 * Stone Wall (Strike Cruiser) - This vessel is directly under the command of the Forge Walker Dreadnought Jogok Firewolf (Four Gladius Frigates supporting)
 * 'Iron Will'' (Strike Cruiser) - This vessel is directly under the command of Forge Walker Bariel (Four Gladius Frigates Supporting)
 * Emperor's Resolve (Strike Cruiser) - This vessel is under the command of Forge Walker Bariel (lost in the warp. Escort also lost.)
 * Iron Blood (Strike Cruiser) - This vessel is under the command of Spirit Walker Sicarius Taririan (Destroyed during a recent World Eaters invasion).
 * Spirit Walker's Faith (Strike Cruiser) - This vessel is under the direct command of Spirit Walker Sicarius Taririan (Heavily damaged, only one Escort Gladius Frigate)

The Chapter also makes extensive use of Gladius Frigates and tend to arm them with anti-armour weapons.


 * Forge of the Damned (Specialist-Gladius Frigate) - This is a special Gladius that supports all fleets and it for all purposes a flying incinerator. This is where armor and wargear that can't be saved is put into and if the corrupt wargear and armor taints the servitors and chapter surfs there the ship is automatically targeted by Gladius Frigates as they can quickly chase it down and blow it up. When questioned about this ship the Crimson Scorpions say its to burn their fallen brothers as tradition, this however is a lie.

Chapter Colours
The chapter has a crimson red base with a black trim and gunmetal gray shoulders and highlights such as parts of the backpack and soft armor.

Chapter Badge
The Chapter Badge is a red coloured cog with a white scorpion centered within it. This is to symbolise that the Crimson Socrpions are descended from the machine spirit viewing it as the a way to pay respect to the Royal Scorpions as their genetic forebears, from whence their gene-seed comes from.

Notable Astartes

 * Reheal Dragonhammer - Current Forge Master of the Crimson Scorpions.
 * Ajax Stormhammer - Current Siege Master
 * Jogok Firewolf - Forge Walker
 * Bariel - Forge Walker
 * Taririan - Spirit Walker