Fixture of Dakka
Temple Prime
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Chapter Master Gorbachev of the Ice Dragons
Cost 335
ws bs s t w a i ld sv
5 5 4 4 4 3 4 10 2+ 4++ 5+ FNP
wargear
Artificer Armour
master crafted Melta pistol
Frag, Meltabombs, and Krak Grenades
Iron Halo
Master crafted AP1 Chain fist
Auspex Targeter
Augmetics (Grants 5+ FNP)
Auspex Targeter: The Targeter may only be used if the "In for the ride" rule is in use, in this case, the Targeter improves the ballistic skill of one weapon to Six.
Special Rules
Chapter master
Independent character
And They Shall Know No Fear
Eternal warrior
Armoured assault
Tank master
In for the ride
Chapter master: See codex space marines.
Armoured assault: Following in the steps of the Auroras, the Ice Dragons have considerably more armored vehicles and Dreadnought shells acquired following the discovery of a cache of unused shells from a horus heresy era supply depot; in their chapter than is standard for codex compliant chapters to engage in their famed and extremely devastating armored pushes. Predator tanks, Vindicators, Whirlwinds, and Dreadnoughts may be taken in squads of up to three.
Tank master: An master of armoured warfare, having studied both Space Marine and Imperial guard tank tactics extensively seeking to find a way to show that the vehicle arm of a space marine chapter can be just as deadly as the more famous infantry, Gorbachev has refined his chapter's already proud history of tank tactics to a razor sharp degree. Gorbachev may either outflank or bring in one unit of vehicles with the scouts rule.
In for the ride: Gorbachev may be used as the commander for any one predator, vindicator, whirlwind, land raider or Spartan assault tank, giving it his BS, the tank hunters and monster hunters USR, and an immunity to crew shaken results on armour penetration results. If the tank is lost, roll a d6, on a 2+ gorbachev emerges unharmed, on a 1 he is lost with no saves allowed.
Fluff: An Iron Hands descended chapter, the Ice Dragons express their love of the mechanical in a fondness for vehicles of all shapes and sizes, from aircraft to tanks to APCs, to them a Rhino or Predator tank is as much an honored part of the chapter as the marine himself and extensive (some would say excessive) care is taken for them, gaining them the mildly derisive nickname of the "Marines Immaculate" for their painstaking efforts in keeping their vehicles as well maintained as possible. Recruiting from a bitterly cold semi-civilized world known as Rodina which despite it's modern amenities, cities, and considerable industrial output, still has massive stretches of largely untamed wilderness where small communities eke out a living in a landscape filled with dangerous predators including the dreaded Saber-Tyrant or Jiralhanix.
Primarily recruiting from these hinterlands where survival depends on one's ability to keep the insidious threat of flesh freezing cold in the winter, miserable mud and rain that one can drown in during the spring and autumn, and baking summer heat along with highly unfriendly wild life, an ambull infestation that has to date proven impossible to remove, left over Tyranid bioforms from a failed attack by a splinter fleet of hive fleet Hydra over a century ago (this is by M42 mind you) who have grown to become a part of the ecosystem, and periodic assaults by the mysterious xenos known as the Slaugth who more often than not leave many of their hideous bioweapons on the planet, as if to test their monstrosities, the Ice Dragons have a good stock of hardy boys to forge into proud warriors.
Strangely, the Ice Dragons take a similar attitude towards their people as chapters such as the Salamanders and Ultramarines, and encourage their brothers to spend their somewhat greater (an entire hour!) amounts of free time with the civilian population to remind them of what they are fighting for. As the Ice Dragons are frequently called back to their home world whenever signs of the local Tyranid populace (which the Munitorium has "discouraged" them from purging as they are thought to be a useful aid for the training of the PDF) boiling over become apparent or to throw back Slaugth incursions, and more worryingly, Necrons and Eldar of many varieties, leading the Ordo xenos to believe that Rodina is riddled with webway gates.
During a particularly fearsome clash between Imperial forces, a Slaugth raiding group, a Tyranid "boil", and Dark Eldar slavers who emerged to try and claim the world's population, a great many were left displaced, orphaned and very much dead during the chaos. Working in tandem with the PDF and several imperial guard divisions and the local order of the sisters of battle deployed to keep the planet in Imperial hands, the Ice Dragons manage to force the xenos back, in a bloody battle that razed many towns and cost the lives of over three hundred million during the so called "Campaign of sorrow" for the loss of three entire companies and the gutting of many other Ice Dragon units in the midst of the slaughter at Rodina. But some survived, some through hiding, others through cleverness and bravery.
Gorbachev was one of these boys, selected for managing to survive deep behind enemy lines and having impressed brother captain Putin by showing valor against the vile Slaugth. Brought in, he proved himself to be a skillfull tank commander and warrior who eventually found himself as one of the land raider commanders of the Chapter, bringing ruin to enemy infantry and vehicle elements with his sacred armored death box. While not a techmarine, he was on good terms with those of his brothers who were close to the Omnissiah and could count on them to help him sanctify his vehicle in preparation for every battle against the foes of the Imperium. and following previous chapter master Suvorov's messy demise at the hands of the Slaugth lord known as Kay-uss, was elected as his replacement.
Having lost much of his body to an indirect hit from a Slaugth rot cannon, the chapter master is now heavily cybernetic, though he says this helps him get more in touch with the machine spirits of his chapter's vehicles. Recently, the chapter master has been engaged in actions against the advance of Hive Fleet Hydra, easily the largest of the new hive fleets which has only grown even more bloated following it's happy consumption of an entire Chaos held subsector. To many guardsmen, the sight of a mass of Icy blue and glacier indigo tanks bearing a Maroon dragon is a symbol of hope in the face of the tide of the never ending swarms of the Tyranids.
Ice Dragon Motto: The heroes ride over the field
Aaannndd
2nd Company Captain Krukov of the Ice Draons
Cost 315?
ws bs s t w a i ld sv
5 5 4 4 3 3 4 10 2+ 4++ 6+ FNP
wargear
Artificer Armour
Tank foe
Frag grenades.
Melta bomb
Iron Halo
Plasma pistol and master crafted power axe.
Jump pack
Light augmetics
(Optional for 25 points, must be bought) Jump pack
Tank foe: A prized meltagun taken from one of the earlier dark age of technology supply caches the Ice Dragons helped to reclaim for the Imperium at the cost of half of an entire company in a battle to stop the Rak'Gol from looting the place, this Meltagun has been a weapon handed down through many generations of ice Dragon 2nd company veterans. It has the following profile
Rng 18', S8 AP 1 Assault 2 Melta. On a roll of a six to wound, it automatically deals a second wound.
Light augmetics: Grants 6+ FNP
Special Rules
Independent character
And They Shall Know No Fear
Tank hunters
Monster hunter
Sky captain
Ace pilot
Fear no behemoth
Preferred enemy (Tyranids)
Sky captain: Bringing in the fury of the airborne arm of the Ice Dragons, Krukov's deployment usually heralds a much larger than normal wing of space marine aircraft about to bring ruin and woe to the foe. Krukov allows for Land Speeder Tempests, Stormravens, and Storm talons to be taken in squadrons of up to three.
Ace pilot: Most comfortable within the cockpit, Krukov has a noted preference for taking command of aircraft rather than deploying on foot, to the light mockery of some of his comrades. Krukov may be deployed inside of a flier or skimmer, which then uses his BS instead and gains the fighter ace and strafing run rule and a +1 bonus to jink saves along with tank and monster hunter. If shot down, roll a scatter dice to see how far away Krukov ejects and then roll a d6, on a 1, Krukov is removed from the game, on a 2-3, Krukov takes an unsaveable wound, on a 4-5 Krukov takes a saveable wound, on a 6 Krukov is unharmed.
Fear no behemoth: A long time expert on killing vehicles and monstrous creatures, Krukov has passed down his wisdom to his brothers in arms, keeping them steady and pointing out the best places to fire, Krukov confers tank and monster hunters to any squad (even vehicular) he is attached to and the squad may choose to pass or fail against any morale check forced by a monstrous creature or vehicle.
Preferred enemy (Tyranids): As the Ice Dragons are a part of the Frateris Nova; a coalition of fifteen space marine chapters dedicated to fighting the encroaching Tyranid swarm, and having long battled the xenos throughout his centuries of service, Krukov has developed a special hatred of the hive fleets, and the long struggle against Hive Fleet Hydra and other fleets has further embittered him. To him, there is no greater foe to the imperium than the Tyranids. And he has made it his mission to defend the people of the Imperium from the Hive mind's hunger.
Fluff: Copied from Gorbachev
Spoiler:
Krukov is a long standing fixture of the Ice Dragons, having served for three centuries. Like many other Ice Dragons, he prefers to deploy from the safety of a vehicle, particularly from a flier such as a Stormraven, thunderhawk, storm talon, or even a land raider tempest in a pinch. Due to the heavy preference for mechanized warfare in the Ice Dragons, he is quite used to being deployed to support vehicular assets of the Imperium and chasing away enemy fliers or clearing a path for them.
Assault marines and fliers are major fixtures of the second company and it's hangers on, as Ice dragon tactics focus on three groups of three companies acting in concert rather than independently as in other chapters, which while having the downside of making them only able to respond to three (or four if the 10th company is deployed en masse) threats at once at most, allows them a good deal of concentration of force. Attached to the second company are the 4th and 8th companies.
During a battle to contain a force from Hive Fleet Barghest, a moderately sized hive fleet that advanced in front of Hydra, Krukov lost his right arm and had to have a lung and a heart replaced after being shot down by a Flying hive tyrant whose rain of devourer worms fouled up his engines and sent his Storm Talon crashing to the ground. Due to a botched ejection, he was left vulnerable to the Tyrant's swooping strike, and the Tyrant's scythe tail and tusks tore into his body while he struggled to get his melta into position.
Only the intervention of an imperial guard vendetta squadron saved him from being the Hive Tyrant's next meal, and even then he had to go through much reconstruction. Later in the campaign against Barghest, where allied elements from the Knights of the Stars, Grey Consul, Harbingers of Terra, Brothers of Nox, and Fire winds chapters were deployed, along with extensive aid from the sisters of battle, Deathwatch, Eldar from the craftworld of Alaitoc who had arrived in the name of prophecy, Eldar corsairs coerced by their craftworld brothers, a fleet from the reptilian Sauitza Xenos empire who agreed to a hastily negotiated truce against the Tyranids, Pirate, Rogue Trader, and mercenary ships who aided out of either the demands of the Imperium or altruism, Skitarii, and countless regiments of the Imperial guard to defend the vital civilized world of Ural from the full force of Barghest, Krukov returned to the fray.
The battle against the Tyranids was costly, with even the massive fleet deployed by the Imperium being heavily strained in it's effort to stop the hundreds of hive ships barreling forward. Allowing himself only a minimal amount of rest, he deployed repeatedly to try and help clear the skies of the swarms of Gargoyles, Harpies, Harridans, Shrikes, Winged Tyrants, Sky slashers, and new more terrible airborne tyranid biomorphs such as airborne tyrant guards, winged zoanthropes, a hulking monstrosity loaded with spore bombs and wielding deadly devourers to ward off interceptors, flight capable modified tervigons, flying spore mines, stealthy airborne lictors, and even reports of the parasite of mortex.
The air battle was just as furious as the ground battle. With the sheer number of Tyranid fliers being so vast as to utterly block out the sun. The alliance of the Imperium, less than loyal elements of humanity, Eldar, Him-ral, and Hrud never fully trusted one another but in the face of the Hive fleet betrayal would be suicidial. Krukov flew again and again, always going in until his vehicle could no longer fire before returning to his ship, somtimes even having to eject due to Tyranid attack from the ground or above. But fight on he did. In space and in the atmosphere he relentlessly pushed forward.
Using the very tactics that broke Jormungandr, Kraken, Naga, and Behemoth, the alliance finally broke the back of the Tyranid fleet, disrupting the synapse web by targeting and destroying the hive ships while on the ground the leading dominatrix was cornered and slain after months of bloodshed. With all said and done, the Alliance broke apart to go their separate ways on uneasy ground, most of them having suffered heavy losses in the fighting.
Krukov emerged from the battle with an unrepentant loathing for the Tyranids, and he bears purity seals inscribed with the names of every fallen battle brother and attended the ceremony that honored the fallen. Many however, have begun to worry about his obsession with the Tyranids, he often makes mistakes, sloppy judgements, and brash decisions in his attempts to deal with the hive fleets, and his paranoia concerning genestealers is marked.
It is this blind, unreasoning hatred that has made him devote his life to ending the hive fleets, though it may just be his own end.
Ice Dragon Motto: The heroes ride over the field
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