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IL VI - Shadow Warriors


Chaplian Belphoron

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Legiones Astartes VI, Shadow Warriors


Numeration: Legio VI
Primogenitor: The Ash-Blooded
Cognomen: The Shadow Warriors
Observed Strategic Tendencies: Jump Pack Assault, Dusk Attacks, Heavy use of perscribed armements (Phosphex, and Rad Weapons), Close cordination with Imperial Army formations.
Noteworthy Domains: Keld’abe, Concord Dawn, Tal’Harran, and Kal’hibir Systems.
Allegiance: Traitoris Perdita


Legion History



















Legion Organization
The highest authority in the Legion is the Primarch, The Ash-Blooded, and His ruling Council made up of the Ver’gebuire (pro. ver-GEHB-ew-eeray, trans. Bodyguards or as Almost Fathers, close in role to the Mournival of the Luna Wolves), and the Alii’Aliit (pro. ahl-EE-ahl-eet, trans. Clan Council). The Alii’Aliit is made up of the thirteen Aliit’Alor (pro. ahl-EET-ahl-or trans. Chieftians) of the thirteen Aliite. Each of the Aliite are comprised of ten Akaan’ade (pro. ah-KAHN-ad-ay (pl.) trans. armies), each led by an Alor’ad (pro. ahl-OR-ad trans. captain). Each Akaan’ade is then divided into five great companies led by an Al’verde (pro. ahl-VEHRD-ay trans. commander) which is further divided into two companies. One of which is led by the Al’verde the other is led by a Ver’alor (pro. VEHR-ahl-or trans. Lieutenant) each of these companies is further divided into three platoons. Each platoon led by a Ruus’alor (pro. ryus-AHL-or trans. sergeant) finally the Platoons are devided into three squads lead by an Alor’uus, (pro. ahl-or-ews, trans. corporal). The 130 Akaan’ade also possess their own Specialists including but not limited to the Akaan’ade’s Forge and armoured forces (Baskaryc), Apothecarium and Chapliancy (Baar’ur) and Fleet (Tra’ade).
The Legion’s fighting strength is about one hundered and seventy-six thousand Astartes, which makes it a moderately sized Legion. However, this is mediocraty offset by the large number of Akaan’adiik (Children of War) a unique formation of unmodified humans who fufil role of rank and file soldiers in the legion.  The Akaan’adiik are remarkably well equipped, with even the lowest of them being equipped with carapace armour  made of a unique alloy of Iron, Carbon, and Adamantium, called Beskar fully capable of shrugging off bolter shells. This so called “black adamantium” is heavier than pure adamantium, and less hard, and more brittle, although it makes up for this disadvantage with its remarkable energy dissipation properties.
Legion Special Rules
Legiones Astartes: Units with this special rule may always attempt to regroup using their full Leadership value, regardless of casualites.
Relso’nare: Units with this special rule gain the Furious Charge and Crusader special rules, and must make a Sweeping Advance if able.
Beskargam: Models with this special rule reduce the strength of Shooting attacks from Volkite, Rad, And Las weapons by -1. In addition successful armour saves against Bolt weapons, Autoguns, Stubbers, and Rotorguns must be rerolled.
Dha Werda Verda: In games where a model with the Legiones Astartes: Shadow Warriors special rule is the warlord that player may choose to fight at dusk; if they choose do so on turns 1 and 2 all units on the table gain the stealth special rule. Edited by Chaplian Belphoron
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Seconded. It’s one thing to take inspiration from another source. It’s another thing to outright rip off. The former shows creativity as you combine old ideas into new ones. The latter is just laziness.
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The Shadow Warriors

 

The Shadow Warriors are the VIth Space Marine Legion. Under the Command of Rang Talyc, The Ash-Blooded, they have established themselves as a bold and controversial legion, striving to match the high standard they set for themselves. Bound by their strong commitment to mastering combat and an intense sense of community within the legion, the Warriors were always at the forefront of the Great Crusade. These commitments also came with downsides, as the Shadow Warriors put their community above all others, particularly non-Astartes, and within the legion individual Aliite had their own sense of community that promoted independent action. It was this independence that would lead the Shadow Warriors following a dark path that none of them could have predicted.


The Relso'nare

 

The Relso’nare is a code of six acts that define what it is to be Rang’ade, and are the central tenets of their society. This code is self-perpetuating and was directly responsible for ensuring the survival of the culture and society of Keld’abe long after the Breaking of Keld'abe and the exodus of the Rang’ade.  Rang’ade who do not or can not embrace and live according to these tenets are thought to lack Rang and are believed to be dar’Rang, a state of seperation from the soul of the people of Keld’abe which they find emotionally painful and shameful. These Six Acts are: Ke’juri bes’kor’gam (Wear Armour), Ke’jorhaa’i Rang Joha (Speak the Language of Ash), K’ara’novo aliit (Defend the Family), Ke’gaa’tayli Aliit bralir (Help the Clan to succeed), Ke’ba’juri sa Rang’ade (Raise Children to be one of the Rang’ade), Ke’shekemi haar Rang’alor (Rally to the cause of the Rang’alor).

Edited by TrajantheGreat
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Shadow Warriors - Adyrk’uur

 

The Adyrk’uur began as highly effective centurions in the battlefield, their skill with jump packs allowing them to dart from problem to problem. Other legions, when operating alongside the VIth, noticed these lone killers and the role was copied, creating the role of Moritat. The Moritats viewed mortals as suicidal and vicious in their fire-blackened and chem-scalded armour. The Adyrk’uur in turn kept their armour well-maintained in accordance with Ke’juri bes’kor’gam and did not view their tasks as suicidal.

Some within the legion speculated that the severe psychological toll on the veterans made them prefer the solitude of stalking the battlefield armed with their iconic dual pistols, and even their choice of rad weaponry. The Adyrk’uur are solitary hunters, choosing to remain in isolation even off the battlefield. Notorious for their lack of interation and outright refusal to interact with those outside the legion. By no means should this be taken as hatred as the Adyrk’uur still care greatly about their brothers and primarch. This coldness is merely their way of professionally undertaking their missions to protect the clan and the legion.

 

History

First created hastily during a desperate defence by the Saturnine Raptors during the Unification Wars, the original Adyrk’uur were veterans who used the pistols of their fallen battle-brothers to hold out even when they had run out of bolter rounds. By the time the Imperial Army reinforcements arrived, there were less than a handful of survivors, who were hailed by the legion as beacons of perseverance. Though offered commands by Mohammud al’Sayuf, the veterans showed little enthusiasm to command others, and were instead given great freedom of action on the battlefield, acting as units unto themselves.

As one of the many arms of the legion to see reform once reunited with their progenitor, the Adyrk'uur were spared drastic reshuffling thanks to Rang's personal appreciation for the group's tenacity. Though the tactics of their corp reflected some of Rang'ade tenents, the Primarch believed the strict application of Relso'nare would elevate them martially and culturally to new heights.

Throughout the days and weeks that followed senior Adyrk'urr were chosen and appointed as instructors and commanders over the solitary lot. Though somewhat forced an extensive suite of training would take place for those inducted members as their armouries filled. Previously limited to plasma and volkite pistols a swathe of energy pistols and specialist bolt ammunition was provided. The means to take down almost any foe was supplemented by harsh and unforgiving training regimes. Weak points and failings of the enemies of man were memorized and put to the test alongside tests for battlefield awareness.

Reflecting the Rang'da traditions, It was shocking for most that the a closely held tradition was challenged. With the new weaponry, the tactics and the new training came the implementation of Adyrk'uur teams consisting of 2 marines. While the previous isolationist attitude of the marines shouldn't be confused for a lack of camaraderie between marines, a change of doctrine to teams of two was a hard leap for a lot to make.

Through the next decade of campaigning and with the influx of new recruits into the legion from Rang'da the Adyrk'uur eventually settle into their new position. Seen as an elite specialist group within the legion they embody the Relso'nare well.

As part of the implementation of new culture and working in teams a mentor-student system. Seen as an extension of Ke'ba'juri sa Rang'ade (“Raise children to be one of the Rang'ade”) a pairing of a veteran Moritat and less experienced marine is used. Following the Rang'ade tenant a pairing is a long-term grouping. The veteran is expected to slowly nurture their student until they die, or the student has learned enough to be counted amongst the veteran ranks. As an adaptation of the 'team' that their Primarch once commanded they form it has allowed for many strong bonds to form between two marines as the Great Crusade rolled on.

In this way the Adyrk'urr has nurtured a plethora of combat styles honed over multiple generations of marine warfare, while at the same time being used as friendly competition between veterans. Bouts between students of rival masters or between those who have offended one another are encouraged as another method of honing their talents.

 

Wargear

With the advent of the new style of combat thanks to the changes made by Rang, the Adyrk'uur's previously small arsenal has been expanded widely to allow for diversity of style amongst their number. Thanks to the energy feed cables energy-based weapons can be fed from the marine's powerpack almost indefinitely. Weapons requiring ammo such as the bolt or melta weapons have a modified ammunition hopper attached under the powerpack and fed by power cables or ammunition feed belts. A Shadow Warrior Moritat can be armed with a pair or mixture of the following pistols:

  • Plasma

  • Volkite

  • Bolt

  • Inferno

 

In place of the pistols they can be armed with either one of these rifles:

  • Volkite

  • Bolter

 

The equipment of a Moritat is what helps keep them on the move and accurate even while surrounded by enemies, their standard equipment is as follows:

  • Jump Pack

  • Frag Grenades

  • Krak Grenades

 

If a marine is using bolter weaponry they are outfitted with an autoloader to allow them to switch between various types of ammunition relevant to their next target.

Edited by Darkcommander
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  • 2 weeks later...

Shadow Warriors - 'Ironhawk' Close Support Bomber

 

 

Introduction

As with many of the other variants of the Corsair Bomber, the members of the VIth Legion saw the long-range bomber as a blank canvas upon which they could paint their own doctrines. Accordingly, the Ironhawk was born from the rapid assault roots of the Keld'aban's, a screaming shadow that darkened the fate of the enemies of mankind.

 

History

In the Legion's history before Rang it was of note that they didn't take to the Corsair that well. Legion supplies were initially rejected, and even on the insistence of the Martian suppliers, only took in a third of the allotted shipment. This remained the standard with the Legion only taking in minimal amounts of shipments to replace the ones lost, that is, until Rang was found.

Understanding the shunning of long-range, high-altitude bombing as an unworthy form of combat it made sense then that the VIth would reject the bomber in any way possible. It would then, be included as part of his sweeping changes to the legion, that he would set consult with the Martian representatives on what to do.

Though the result of that conversation would take many years to come to fruition -even longer than his Legion's reformation- the Ironhawk would prove itself as the adaptation necessary to enhance their Kelda'aban warrior code. As part of it's debut the fortress-rafts of 2431, locally known as 'Buridunas' would soon shudder under their shadow.

Screaming down from the sky a simultaneous barrage of bombs, missiles and munitions would rain down on the battlements of the floating castles, cratering holes and sinking whole segments of the city in a fiery opening move. Immediately following such a tremendous cascade the sky above the raft-cities grew dark and the atmosphere wavered under the cry of the following blow. Ironhawks descended upon the city, breaking at the last second as the screaming horns of their triumph sounded. Now only a few dozen metres from the ground belly turrets opened fire, volkite blasts rippling over buildings, and towers alike, cooking dozens alive in the opening moments. The withering hail of fire however was merely a cover, as the belly of each Ironhawk yawed open and dozens of power-armoured visors glared at the city below. Jumping out of the passenger bay, an entire chapter of the Shadow Warriors blasted their way into the fortress's interior, jump packs blazing as they deftly moved from building to building, hunting down the inhabitants with extreme contempt.

After the felling of the great raft-fortresses, the Ironhawk was become officially adopted by the VIth. It had taken the significant prowess of Rang to show his sons that any form of warfare was viable, and couple be adapted to the Relso'nare.

 

Design

Given the talk between Rang and the Mechanicus adepts within his fleet, it is of no surprise that the resulting changes to the Corsair's chassis would be significant. While retaining some of the functionality of the original design the Ironhawk has been adapted, simplifying it in certain areas while others have been enhanced through the wonders of the Great Crusade.

The Ironhawk has had several major changes from the Corsair, the first and most major of which, is the bomb bay. Instead of the pair of bomb bays in the aircraft's belly, a single bay of the same size has been placed down the centreline of the aircraft. This central bay houses the main payload in the form of several dozen arming cages able to fit over half a company's worth of assault marines within. From here the marines will ride the Ironhawk in it's predatory descent onto a target before deploying onto the battlefield in a swarm of furious retribution. The arming cages themselves are individually fitted with several servitor-linked servo-arms to outfit the marines appropriately and help replace damaged armour sections once the marines return to their mother-craft.

The main purpose of the aircraft is still retained despite it's drastic alteration. On either side of the central troop bay like 2 smaller bomb bays, both roughly half the size of the originals found on the Corsair. In conjunction with 2 heavy wing-mounted pylons the Ironhawk manages to maintain the overall bombing capacity of it's forbear split over these 2 separate mounting points. Using this formidable destructive capacity the Ironhawk launches a host of munitions upon a target below before immediately going into a nose-dive to chase said munitions to the target. This hyper-aggressive method of combat-insertion lets the munitions act as a screen for the aircraft as they dive, distracting any enemy augurs with the sheer number and variety of munitions as they fall.

 

Armaments

    • 2 half-sized internal bays in the belly of the craft allowing for ordnance up to maximum limit of 17,000kg's (37,500lbs) each

    • 2 heavy wing-mounted pylons allowing for ordnance up to maximum limit of 17,000kg's (37,500lbs) each in various configurations detailed below:

      • 1x Anti-ship Torpedo

      • 5x (750kg/1650lb) Apocalypse Missiles mounted in rotary launcher assembly.

        9x (450kg/1000lb) Large Guided Plasma/Melta Bombs mounted on large bomb rack assembly.

      • 36x (112kg/250lb) High Explosive/Incendiary Bombs mounted on a bomb rack assembly.

 

Defensive Systems

It must be said that despite the novelty of the Shadow Warriors new mission parameters for the bomber, it was one of the only designs to specialise itself in such a way that it left a glaring gap in it's defences as a result. Thanks to the nature of it's new attack patterns, the defensive weapon turrets have been reconfigured. Where as before, the distribution of the weapons was moulded to provide maximum coverage, the Ironhawk has forgone this all together by housing all of their emplacements on the underside of the craft.

To support the assaulting troops in a role more suited to close-air-support aircraft the bomber's now glaring lack of anti-air capability has resulted in the VIth Legion providing mandatory fighter escorts to guarantee their safety in the skies. Though this speaks to the inter-operability of the various branches and their methods of warfare, it does mean that mobilising, maintenance and coordination have all become points of issue. Thanks to this dependency less Ironhawks can be deployed reliably, in some cases this barrier having given an enemy enough time to mobilise fully and make the task of compliance all the harder as a result.

For all the complaints of the design in the air however, as a close air support asset, the Ironhawk is exceptional. The wingtip turrets have had their autocannons swapped out for the bulkier muzzles of volkite sakers. Lancing out with deadly beams of energy, the sakers are particularly adept at destroying enemy infantry in droves, especially those caught off-guard by the sudden appearance of the bomber above their heads. To compliment the anti-infantry power of the volkite saker weapons, the chin and tail turrets have an adapted version of the avenger bolt cannon. As large and heavy weapons in of themselves , the avenger bolt cannons have been built into specially-mounted turrets allowing a vast range of movement with the bulk of the weapon within the turret itself. This method of mounting the weapon Allows the internal storage for the ammunition to be larger by comparison to the previously installed long-barrelled autocannons which is wholly necessary considering it's voracious rate of fire. While the cannons can be used in a limited anti-air capacity it can only engage at relatively short ranges, leaving it far better suited towards ground-support.

As with all aircraft, the use of flares and chaff is paramount to survive in the skies, but this turns out to be doubly-necessary for the Ironhawk considering it's aggressive use as close air support. Standard within all Corsair bombers and their Legionary variants each of the defensive turrets have an autoloading chaff launcher but it is on the belly of the Ironhawk where most of the countermeasures can be found. Protecting the troop bay is a unique array, lowering itself down from the roof a powerful augur-detection sensor pod constantly sweeps the surrounding area on the underside of the craft for threats. This aggressive machine-spirit is guided by the hand of the Defensive Systems Operator and linked to 3 separate munition-launching drums that can fire from both the underside and topside if necessary. Loaded with all manner of logis-engine-defying beacons, harno glitter-tape and and augur frequency jammers that can quickly and effectively counter any ground-based guided munitions fire.

These munitions would normally be reserved for their usual roles of distracting air-to-air and SAM missiles, but have been adapted to help in the new primary mission of the Ironhawk. Once in place above a city the aircraft releases a vast swathe of these countermeasure munitions, laying down a blanket over the city. Mixed in with the chaff is also a host of grenades, usually picked out depending on the mission, from frag, smoke, gas and even razorwire types synonymous with their use in the XVIth Legion. This stream of cover acts as both a defensive measure, making it harder to fire guided weapons and as a distraction from the hoards of Shadow Warriors deploying from the craft's belly.

 

Miscellaneous

In support of all these new functions and strategies a major refit has taken place, one may not be noticeable at first glance. Despite the loss of a bomb bay the Ironhawk is still heavier than it's original counterpart. This is in part due to the installation of anti-gravity plates. Mounted onto the skeletal structure of the craft itself, arrays of large anti-gravity plates -some as wide and long as a Nemean – poke through it's hull. Normally such a large craft wouldn't need to benefit from such technology, instead relying on plasma thrust to keep themselves in the air, but the Ironhawk is different in this regard.

Thanks to the newly established tactic of using the bomber as a troop transport and ground support platform, a challenge arose; How would marines disembark if the aircraft they were being transported in, was travelling faster than the speed of sound? To jump from such a position would see them wildly scattered at best, and left in uncontrollable free-fall at worst. The bomber itself could slow down to drop them off, but only so much so considering the weight and thrust needed to keep it in the air. The idea born of these two problems then, was chose anti-gravity as the solution. The massive plates would allow the craft to not only slow down, but almost hover thanks to the gravitic forces exerted and with the engine powered down to minimum thrust. This would allow them to not only drop off the marines, but subsequently support them with their weapons, even remaining on station above a city for hours if need be. Activated as the bomber almost impacts the ground in it's nose-dive, they press with immense force, slowing the fall significantly, sometimes at the cost of local architecture.

A final note on the Ironhawk doesn't actually pertain to any sort of technological marvel at it's disposal, but rather, a legion tradition. While the Ironhawk is busy plunging onto battlefields all across the galaxy, Keld'aban culture has followed suit with great presence.

On Keld'abe the various nomadic Aliite tribes would make frequent use of cavalry thanks in part to their abundance of lizard-like local fauna. These cavalry would mount a wind-powered machine called a 'Ne'tra Prudii' or 'Black Shadow' in Gothic. When sped up, this machine would create a great bass note, helping herd their livestock with short bursts of it's sound. It's second and most prominent feature however, was during battle. When faced with the psyker-covens and warp-tainted beasts of the plains a hoard of cavalrymen would be equipped with such devices, charging en-mass, they would create a thunderous, noise that would shake the ground with it's intensity stunning or even scaring off many an enemy before they had even charged their ranks.

It is this crossroads of psychological warfare and tradition that found it's way into the Shadow Warriors. Taken up by the various crews as a labour of love, they would collectively help to design and forge a special horn individual to each bomber. When diving as part of their new doctrine, the horns suck in great gouts of wind and produce vast bass howling noises akin to a giant roaring in anger. Having been used many times the accompaniment of a great howling noise, pre-launched bombs and the sight of a mighty bomber diving straight at an enemy has, in the same manner as their ancestors, scared many an enemy into inaction or even outright surrender. This embodiment of shock tactics is one of the reasons that the machines are so revered, with many of them considered masterworks of forging in their own right, much are akin to those mascots and lucky charms held in reverence amongst the mortal regiments as a symbol of tradition and honour.

 

Technical Specifications

Type: Orbital Bomber,

Vehicle Name: Ironhawk

Forge World of Origin: Magnos Omircron

Known Variants: N/A

Crew: Pilot, Co-Pilot, Bombardier, Defensive Systems Operator, Techmarine, 4x Slaved Weapons Servitors

Powerplant: Iota-Nominal Type Plasma Reactor

Empty Weight: 308 tonnes

Loaded Weight: 376 tonnes

Length: 64m

Wingspan: 76m

Height: 18m

Operational Ceiling: N/A

Cruise Speed: 1600kmh (994mph/Mach 1.29)

Max Speed: 1800kmh (1115mph/Mach 1.45)

Range: 84,000km (Before Plasma heat-bleed and coolant replacement needed)

Main Armament: 2x Bomb Bays & 2x Wing Pylons allowing up to 68,000kg's (150,000lbs) of ordnance

Secondary Armament: 2x Volkite Saker Turrets / 2x Avenger Bolt Cannon Turrets

Main Ammunition: See Corsair Armament

Secondary Ammunition: Reactor Powered / 7000 rounds

Armour

-Superstructure: 100mm

-Hull: 145mm

 

Notable Deliverance Bombers

Sire-Breaker - 9th Company, 7th Chapter

Dekuge- 23rd Company, 12th Chapter

Forrik's Talon - 37th Company, 2nd Chapter

Thunderer - 43rd Company, 9th Chapter

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Adyrk’uur

 

The Adyrk’uur began as highly effective centurions in the battlefield, their skill with jump packs allowing them to dart from problem to problem. Other legions, when operating alongside the VIth, noticed these lone killers and the role was copied, creating the role of Moritat. The Moritats of other legions were viewed as suicidal and vicious in their fire-blackened and chem-scalded armour. The Adyrk’uur, in contrast, kept their armour well-maintained in accordance with Ke’juri bes’kor’gam and did not view their tasks as suicidal.

 

Some within the legion speculated that the severe psychological toll on the veterans made them prefer the solitude of stalking the battlefield armed with their iconic dual pistols, and even their choice of rad weaponry. The Adyrk’uur are solitary hunters, choosing to remain in isolation even off the battlefield. Notorious for their lack of interation and outright refusal to interact with those outside the legion. By no means should this be taken as hatred as the Adyrk’uur still care greatly about their brothers and primarch. This coldness is merely their way of professionally  undertaking their missions to protect the clan and the legion.

 

History

First created hastily during a desperate defence by the Saturnine Raptors during the Unification Wars, the original Adyrk’uur were veterans who used the pistols of their fallen battle-brothers to hold out even when they had run out of bolter rounds. By the time the Imperial Army reinforcements arrived, there were less than a handful of survivors, who were hailed by the legion as beacons of perseverance. Though offered commands by Mohammud al’Sayuf, the veterans showed little enthusiasm to command others, and were instead given great freedom of action on the battlefield, acting as units unto themselves. 

 

As one of the many arms of the legion to see reform once reunited with their progenitor, the Adyrk'uur were spared drastic reshuffling thanks to Rang's personal appreciation for the group's tenacity. Though the tactics of their corp reflected some of Rang'ade tenets, the Primarch believed the strict application of Relso'nare would elevate them martially and culturally to new heights.

 

Throughout the days and weeks that followed senior Adyrk'urr were chosen and appointed as instructors and commanders over the solitary lot. Though somewhat forced an extensive suite of training would take place for those inducted members as their armouries filled. Previously limited to plasma and volkite pistols a swathe of energy pistols and specialist bolt ammunition was provided. The means to take down almost any foe was supplemented by harsh and unforgiving training regimes. Weak points and failings of the enemies of man were memorized and put to the test alongside tests for battlefield awareness.

 

Reflecting the Rang'ade traditions, It was shocking for most that the a closely held tradition was challenged. With the new weaponry, the tactics and the new training came the implementation of Adyrk'uur teams consisting of 2 marines. While the previous isolationist attitude of the marines shouldn't be confused for a lack of camaraderie between marines, a change of doctrine to teams of two was a hard leap for a lot to make.

 

Through the next decade of campaigning and with the influx of new recruits into the legion from Rang'da the Adyrk'uur eventually settle into their new position. Seen as an elite specialist group within the legion they embody the Relso'nare well.

 

As part of the implementation of new culture and working in teams a mentor-student system. Seen as an extension of Ke'ba'juri sa Rang'ade (“Raise children to be one of the Rang'ade”) a pairing of a veteran Moritat and less experienced marine is used. Following the Rang'ade tenant a pairing is a long-term grouping. The veteran is expected to slowly nurture their student until they die, or the student has learned enough to be counted amongst the veteran ranks. As an adaptation of the 'team' that their Primarch once commanded they form it has allowed for many strong bonds to form between two marines as the Great Crusade rolled on.

 

In this way the Adyrk'urr has nurtured a plethora of combat styles honed over multiple generations of marine warfare, while at the same time being used as friendly competition between veterans. Bouts between students of rival masters or between those who have offended one another are encouraged as another method of honing their talents.

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Beln'ykin Ka'ra, Aliit'alor of Clan Ka'ra

 

Beln'ykin Ka'ra is the Aliit'alor of Clan Ka'ra, the fourth Aliite of the Shadow Warriors, and a veteran of a great many decades of service by the time of the First Ruin in 011.M31. A tempered and decisive commander, Beln'ykin would be stationed in the primary Legion Fortress on Kel'dabe at the eve of the Iron Revenant's assault and would soon take a central role in the oncoming battle, finding his skills and experience direly tested by the First Ruin.

 

Beln'ykin was born on the ash-choked wastes of Kel'dabe, and would be picked as one of the first aspirants after The Ash-Blooded's discovery. He soon proved himself an adept and proficient tactician during the trials of induction and took to the creed of the Resol'nare with notable dogmatism. After over five decades of service in the Shadow Warriors, Beln'ykin would eventually make his way to the position of Aliit'alor of Clan Ka'ra and would set about making his mark upon its history. He reformed the Aliite into a highly effective shock assault unit, with a high degree of effectiveness in sudden surprise infantry assaults in both traditional zones of operation and zone mortalis/close range urban environments.

 

Beln'ykin is a calculating and intelligent, if hot-blooded and conservative, individual. Known for his skills both on the field and in command, but also prone to fits of rage which he does his best to keep under control. In combat he is a merciless fighter, known for using extremely brutal and effective attacks with a power sword and fist to rip and tear through his foes or blast them into flames with his customised Volkite Saeqia, which has been modified into utilising a energy pack system so he may choose to either unleash a volley of regular strength blasts or a handful of overcharged shots.

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