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Part 1: Origins and Combat Doctrine
Part 2: Campaigns and Battles
Part 3: Heroes of the Chapter



Part 4: Foes and Renegades

A. Foes:

The Orks of the Narisa system have always been the main foes of the Ice Claws chapter, as they are the very reason for its founding. While the chapter was formed with the express intent of guarding against a resurgent Waaaugh!, the Adeptes Astartes have never been able to fully eradicate the greenskins. While their efforts to contain the green tide have been largely successful, the ongoing conflict between the humans and the Orks has had some unintended side effects. In short, the Orks are learning.

Due to the nature of the ongoing war between the two races, a power shift is slowly happening in the Narisan Orky kultur. One Ork clan is slowly gaining more power and influence within the greenskin population on Forimos. The Blood Axes there are growing more numerous than the other clans, mainly because their tactics are the only ones that are proving to be at all effective. Evil Sunz paint their vehicles an eye-catching bright red and go racing straight toward enemy lines, and straight into enemy fire. Goffs charge headlong toward entrenched defenses, only to see the vast majority of them obliterated before getting anywhere close. Similarly, while the Snakebites have managed to turn some of the marginally more tractable beasts into warmounts, their choppas get nowhere nearer to hacking into human flesh than their Goff counterparts.


Only the Blood Axes, with their un-Orky ideas of ‘discipline’ and ‘tactics’ have had any real successes fighting off Space Marine incursions into ‘their’ jungles. The clan has come to (vaguely) understand the strategies the Astartes are using to keep the Orks in check, and they are beginning to turn the tables on the humans. Blood Axe Kommandoes have started laying occasional ambushes for scouts intruding near Ork camps, leading to some close-quarters fights between the two stealth forces. Stormboyz have also had limited success in using their rokkitpacks to launch themselves into Ice Claws and PDF emplacements, and putting some hurt to the humies.

An unusually cunning Blood Axe has taken the reigns of leadership among the Forimos Orks. Calling himself Bludfang, despite never having actually bitten a non-Ork foe, he was the first one to realize that the Ice Claws were targeting potential Ork leaders. He quickly removed himself to a hidden cave network in one of the most heavily forested mountains on the planet, to keep himself from becoming the Astartes’ next target. He has instructed his minions to keep an eye out for promising Meks, Weirdboyz, and Painboyz that he can use to help him prepare for his Waugh!. This usually involves warning the Oddboy in question about the threat of Space Marine assassination and the offer of safe haven in Bludfang’s caves, where they can continue their work. If this offer is refused, the would-be Warboss’ boyz just clobber their target over the head and drag him to Bludfang anyway. Bludfang’s ultimate goal is to develop tellyporta technology that will allow him to avoid the entrenched defenses of the humans entirely, and take them from behind. He knows such technology is possible, he can feel it in his Orky bones. He’ll continue ‘recruiting’ select Orks to his cause until the tellyporta is in his hands. As for the rest of the Ork clans, Bludfang is content to let the Space Marines continue to kill off other rivals for power while he dreams of conquest in secret. He knows that when the time comes, there will still be enough Orks in the jungles for him to lead in a new Wauugh!.

So far, the Ork that has come closest to Bludfang’s dream is the Mad Mek Machiko. He has managed to build a crude but functioning Shokk Attack Gun. In an amazing display of out-of-the-box thinking, Machiko avoided the problem of actually developing tellyporta technology by using the brains of three Weirdboyz as the spinny gubbins on his gun, admittedly without their consent. The brains are somehow able to harness Warp energies to create the portals that let the gun work. So far, the Shokk Attack Gun has only managed to put a number of Gretchin firmly in cavern walls and tree trunks, but Bludfang is so impressed by Machiko’s genius that he has given the Mad Mek permission to take as many Weirdboy brains as needed to improve his invention. Naturally, Weirdboyz have removed themselves to parts of the cave system as far away from Machiko as possible. It won’t save them.

A slightly different story has developed on Oris. Like on Forimos, the most direct-minded Orks on the ravaged Knight World tend to get themselves killed assaulting the Space Marines and PDF fortifications. But with the treasure-trove of wrecked vehicles, buildings, and other debris caused by the initial Waaaugh!, the Bad Moons and Deathskulls have risen to relative prominence. The Deathskulls loot to their hearts’ content, and sell their scrap and bits to the Bad Moons. This means that Oris Orks are the only greenskins in the system with a decent amount of vehicles and shootas to throw against Imperial forces. The nominal leader of the Orks on the planet is Boss Bigrukk of the Bad Moons. He’s managed to put together the flashiest, shootiest Stompa on the planet. He hasn’t risked it in battle yet though, wanting to make it even flashier and shootier before starting his much-anticipated rampage. Until then, he’s ordered his underlings to make constant small-scale assaults on Imperial positions to keep them busy while his meks work on his pride and joy.
B. Renegades

One of the Ice Claws’ most celebrated Assault Marines, Ventraal was renowned for his ability to be wherever he was needed. Any time there was a break in the line or a breach in the defenses, Ventraal and his squad would be there to hold back the Orks, to keep them from engaging his battle-brothers in the close-quarters combat they were ill equipped for. Armed with a thunder hammer and storm shield, Ventraal crushed thousands of greenskins and hundreds of Nobs. He was awarded Terminator honors after a particularly brutal battle that saw a strongpoint on Oris nearly overrun. A lucky shot from a Stompa had set off munitions stores and blown a defensive wall wide open. To prevent the Orks from capitalizing on the breach, Ventraal immediately commandeered an Ork Trukk and drove it straight into the Stompa, jumping away at the last moment from the resulting explosion. The confusion the blast caused bought the defenders enough time to reposition heavy weapons to cover the breach, while Ventraal went about dispatching any of the stunned and disoriented Orks he could reach before they recovered. Aside from earning his Crux Terminatus for single-handedly turning the tide of the battle, he was presented with two relics of the Chapter: the thunder hammer Cryofist and the storm-shield Glacius, both of which had been granted to the Ice Claws at their founding. However, soon after his elevation, his squadmates noticed a change in their battle-brother. In battle, Ventraal began to range farther and farther from the squads he was supposed to protect, in his zeal to bring battle the Orks. Reprimands for breaking combat discipline went unheeded. Soon, Ventraal went rogue, commandeering a gunship to the jungles of Forimos, and taking the prized wargear with him. There, he intends to hunt down the most ferocious Orks he can find and engage them in combat. Ventraal tells himself that he is still doing the work of the Imperium, but the bloodlust of Khorne has wormed its way into his soul, and his work is feeding blood to the Blood God, though he doesn’t consciously know it yet.

Mikkael was a member of a tactical squad assigned to the Ice Claws’ Third Company. Equipped with the squad’s meltagun, Mikkael was adept at reducing enemy infantry and vehicles alike to slag with the powerful blasts the weapon generated. As Third Company was a battle company sent to help Imperial forces in battles away from the Narisa system, Mikkael and his melta were instrumental in fights against all manner of xenos and heretics. Tau, Eldar, and even Necron warriors and vehicles were incinerated by his chosen weapon. To his enhanced senses, the scent of vaporized enemies was keenly detectable, and Mikkael became addicted to the odor of scorched bone and metal. The nuances of atomized human flesh compared to the various xenos races became intoxicating to Mikkael, who took to fighting without a helmet so he could better savor the scents. His will snapped during a months-long Warp trip from a far-flung battlefield back to Hibernatus. Deprived of the smells that he craved, Mikkael went mad, turning his melta gun on the ship’s crewmembers, and even his brother marines. Caught by surprise, many Ice Claws warriors and thralls were vaporized as Mikkael drank in the scents of their remains. With the power of Slaanesh now being keenly felt throughout the ship, the survivors quickly fell under the Chaos god’s sway. With a ship at his command, Mikkael and his new warband travel the galaxy indiscriminately, searching for new prey to vaporize and new sensations to revel in, to the greater glory of Slaanesh.

The task of studying the cracked emerald of Inruk fell to Manganate, a senior member of the Ice Claws Librarius. Eager to expand the chapter’s knowledge about how to fight the forces of Chaos, the Librarian fell to his assignment with a will. He soon discovered that the gem was etched all over with microscopic runes that resonated with the Warp. Manganate spent years trying to decipher them and unlock their secrets. After nearly two decades of work, he began to extract meaning from the glyphs, information that would break him. His years of study had created cracks in his psychic defenses as the Chaotic influences of the gem wore on him. As the secrets of the emerald revealed themselves to Manganate, the whispers of Tzeentch fused with his soul. He began seeing things that didn’t exist, and heard voices that no one else could. With other Librarians becoming concerned, Manganate took to studying the gem in solitude. On the 27th anniversary of Inruk’s death, Manganate emerged from his self-imposed isolation, appearing before his battle-brothers for the last time. He had replaced the gem as a capstone of his power-staff, with sorcerous energies leaking from the no-longer-cracked emerald. The symbol of Tzeentch was branded on his forehead. With a wave of his hand, a huge hole appeared in the walls of Hibernatus, and Manganate strode off into the ice storms before anyone could stop him. Tzeentch had found another servant to replace the one he lost to the Ice Claws…or perhaps this was what he intended all along.
 

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:I really like your fluff, i actually forgot that it was just made up, i almost felt like i was living it. you've got some good talent, you should really delve into the chapter more, and make a few special characters you can use on the tabletop and give them special stats and rules.
good job :biggrin:
 

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Discussion Starter #3
Thanks satanic ruin, and thanks for the rep! I don't know if you've read the first three parts of my fluff, they're linked at the top of this post and in my signature if you haven't. For some reason, I think my villains came out more interesting than my heroes though XD
 

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i read them all and saved the comments for this one. the villans always come out the best because they have no moral limits, you get to go crazy creating them then. you've got some good skills. create a few stats for a couple of hero's, but be careful not to create gods out of them, and then see if you can use them in your games as part of your force.
 
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