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Found 3 results

  1. So I've been trying to make the Malcador tanks a little bit better in the 41st Millennium. Here are the 3 variants I have cooked up, being the Malcador Assault Tank, Malcador Tank Commander and Malcador Siege Tank (that last name is a placeholder). Malcador Assault Tank Point Values Heavy Support Malcador Assault TankPoint Values Heavy Support Unit Models per Unit Points per Model (does not include wargear) Malcador Assault Tank 1 190 Malcador Assault Tank Damage Remaining W M BS A 10 – 18+ 10" 4 3 5 – 9 7" 5 D3 1 – 4 4" 6 1 NAME M WS BS S T W A Ld Sv Malcador Assault Tank * 6 * 7 8 18 * 8 3 A Malcador Assault Tank is a single model equipped with a Battle Cannon, a Heavy Bolter and two Heavy Stubbers. Weapon Range Type S AP D Abilities Autocannon 48" Heavy 2 7 -1 2 - Battle Cannon 72" Heavy D6 8 -2 D3 - Conqueror Battle Cannon 48" Heavy D6 8 -2 D3 - Eradicator Nova Cannon 36" Heavy D6 6 -2 D3 Units being attacked by this weapon do not get any bonuses to their saving throws for being in cover. Heavy Bolter 36" Heavy 3 5 -1 1 - Heavy Stubber 36" Heavy 3 4 0 1 - Hunter-Killer Missile 48" Heavy 1 8 -2 D6 A Hunter-Killer Missile can only be fired once per battle Lascannon 48" Heavy 1 9 -3 D6 - Storm Bolter 24" Rapid Fire 2 4 0 1 - Vanquisher Battle Cannon 72" Heavy 1 8 -3 D6 Roll two dice when inflicting damage with this weapon and discard the lowest result. Wargear Options This model may replace its Battle Cannon with a Conqueror Battle Cannon, Eradicator Nova Cannon or Vanquisher Battle Cannon This model may replace its Heavy Bolter with a Lascannon This model may replace its two heavy Stubbers for two Autocannons or two Lascannons This model may take a hunter-killer missile This model may take a storm bolter or heavy stubber Abilities Explodes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes and each unit within 2D6" suffers D6 mortal wounds. Assault Tank: This model does not suffer the penalty to hit rolls for moving and firing a Battle Cannon, Conqueror Battle Cannon, Eradicator Nova Cannon or Vanquisher Battle Cannon. Unreliable Engine: If this model is reduced to 8 wounds or less it loses the Assault Tank rule unless armed with a Conqueror Battle Cannon. Smoke launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle Faction Keywords IMPERIUM, ASTRA MILITARUM, <REGIMENT> Keywords VEHICLE, MALCADOR, MALCADOR ASSAULT TANK Assault Tank CommanderPoint Values Heavy Support Unit Models per Unit Points per Model (does not include wargear) Assault Tank Commander 1 235 Assault Tank Commander Damage Remaining W M BS A 10 - 18+ 10" 3 3 5 – 9 7" 4 D3 1 – 4 4" 5 1 NAME M WS BS S T W A Ld Sv Malcador Assault Tank * 6 * 7 8 18 * 8 3 An Assault Tank Commander is a single model. He rides to battle in the cupola of a Malcador Assault Tank, which is equipped with a Battle Cannon, a Heavy Bolter and two Heavy Stubbers. Weapon Range Type S AP D Abilities Autocannon 48" Heavy 2 7 -1 2 - Battle Cannon 72" Heavy D6 8 -2 D3 - Conqueror Battle Cannon 48" Heavy D6 8 -2 D3 - Eradicator Nova Cannon 36" Heavy D6 6 -2 D3 Units being attacked by this weapon do not get any bonuses to their saving throws for being in cover. Heavy Bolter 36" Heavy 3 5 -1 1 - Heavy Stubber 36" Heavy 3 4 0 1 - Hunter-Killer Missile 48" Heavy 1 8 -2 D6 A Hunter-Killer Missile can only be fired once per battle Lascannon 48" Heavy 1 9 -3 D6 - Storm Bolter 24" Rapid Fire 2 4 0 1 - Vanquisher Battle Cannon 72" Heavy 1 8 -3 D6 Roll two dice when inflicting damage with this weapon and discard the lowest result. Wargear Options This model may replace its Battle Cannon with a Conqueror Battle Cannon, Eradicator Nova Cannon or Vanquisher Battle Cannon This model may replace its Heavy Bolter with a Lascannon This model may replace its two heavy Stubbers for two Autocannons or two Lascannons This model may take a hunter-killer missile This model may take a storm bolter or heavy stubber Abilities Explodes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes and each unit within 2D6" suffers D6 mortal wounds. Assault Tank: This model does not suffer the penalty to hit rolls for moving and firing a Battle Cannon, Conqueror Battle Cannon, Eradicator Nova Cannon or Vanquisher Battle Cannon. Unreliable Engine: If this model is reduced to 8 wounds or less it loses the Assault Tank rule unless armed with a Conqueror Battle Cannon. Smoke launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle Tank Orders: This model can issue one order each turn to a friendly <REGIMENT> MALCADOR at the start of your Shooting phase. To issue a tank order, pick a target MALCADOR within 6” of this model and choose which order you wish to issue from the table on the right. Each MALCADOR can only be given a single order each turn. TANK ORDERS ORDER Full Throttle! Instead of shooting this phase the ordered model immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge this turn. Gunners, Kill on Sight! Re-roll hits rolls of 1 for the ordered model until the end of the phase. Strike and Shroud! This order can only be issued to a model that has not yet used its smoke launchers during the battle. The ordered model can shoot its weapons and use its smoke launchers during this phase. Faction Keywords IMPERIUM, ASTRA MILITARUM, <REGIMENT> Keywords CHARACTER, VEHICLE, MALCADOR, MALCADOR ASSAULT TANK, OFFICER, TANK COMMANDER Malcador Siege TankPoint Values Heavy Support Unit Models per Unit Points per Model (does not include wargear) Malcador Siege Tank 1 190 Malcador Siege Tank Damage Remaining W M BS A 10 - 18+ 10" 4 3 5 – 9 7" 5 D3 1 – 4 4" 6 1 NAME M WS BS S T W A Ld Sv Malcador Assault Tank * 6 * 7 8 18 * 8 3 A Malcador Assault Tank is a single model equipped with a Twin Lascannon, a Demolisher Cannon and two Heavy Stubbers. Weapon Range Type S AP D Abilities Autocannon 48" Heavy 2 7 -1 2 - Demolisher Cannon 24" Heavy D3 10 -3 D6 When attacking units with 5 or more models, change this weapon's type to Heavy D6. Executioner Plasma Cannon Standard Supercharge 36” 36” Heavy D6 Heavy D6 7 8 -3 -3 1 2 - For each hit roll of 1 the bearer suffers 1 mortal wound after all this weapon's shots have been resolved. Heavy Bolter 36" Heavy 3 5 -1 1 - Heavy Stubber 36" Heavy 3 4 0 1 - Hunter-Killer Missile 48" Heavy 1 8 -2 D6 A Hunter-Killer Missile can only be fired once per battle Lascannon 48" Heavy 1 9 -3 D6 - Storm Bolter 24" Rapid Fire 2 4 0 1 - Twin Lascannon 48" Heavy 2 9 -3 D6 - Wargear Options This model may replace its Twin Lascannon with a Executioner Plasma Cannon This model may replace its two heavy Stubbers for two Autocannons or two Lascannons This model may take a hunter-killer missile This model may take a storm bolter or heavy stubber Abilities Explodes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes and each unit within 2D6" suffers D6 mortal wounds. Assault Tank: This model does not suffer the penalty to hit rolls for moving and firing a Battle Cannon, Conqueror Battle Cannon, Eradicator Nova Cannon or Vanquisher Battle Cannon. Unreliable Engine: If this model is reduced to 8 wounds or less it loses the Assault Tank rule unless armed with a Conqueror Battle Cannon. Smoke launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle Faction Keywords IMPERIUM, ASTRA MILITARUM, <REGIMENT> Keywords VEHICLE, MALCADOR, MALCADOR ASSAULT TANK Naturally I broke the formatting...working on making it look like the nice word document that I have.
  2. Good morning all! Forgeworld is of course discontinuing many different legion upgrade kits, so naturally I have to grab some for my 40k Dark Angels and my 30k Sons of Horus. This also presented the prime opportunity to grab a Heavy Support choice for my fledgling Death Korps of Krieg army to work on after ETL has concluded at the end of the summer. A little background first: when I decided to build my Death Korp army, I made a decision to focus primarily on the aesthetic and feel of the faction over raw competitiveness, e.g. I would rather purchase Basilisk Artillery pieces over the mobile Basilisk tank. I know that this really hurts in terms of points and utility, but I figured that if I was going to sell all my earthly possessions to field a DKoK army I want my army to look impressive on the table and capture the grinding trench war aesthetic. So with that said, I have decided to purchase a Malcador tank over the Leman Russ for the above reason, but I am unsure of which variant to get. Furthermore, I am unsure of the best armament for each variant. The Defender's ability to put out 21 Heavy Bolter shots in addition to sporting a Demolisher cannon is incredible, but when I saw that the Annihilator variant could field twin lascannons and autocannon sponsons I also drooled a little bit. I freely admit that I am unfamiliar and uninitiated with Guard and the DKoK in general, as I primarily play Dark Angels, Death Guard, and a little bit of Ad Mech/Grey Knights. My meta really consists of playing against Imperial Guard, Chaos/World Eaters, and Space Marines. Thus I come to ya'll hat in hand to ask for advice on which Malcador to purchase and how to arm said Malcador, in addition to any experience either playing against one or fielding one in your own army that you might have. I know that traditionally I have approached problems like these through magnetization, so I was also curious as to whether any of ya'll have magnetized the Malcador and how feasible something like that would be. Thanks in advance for your time guys, and I wish you luck in the ETL! DKoK Units: * 1 x Death Korp Command Squad * 1 x Bits to Make Death Korp Tank Commander * 2 X Death Korp Infantry Units * 1 X Heavy Weapon Team (Heavy Bolter, Autocannon, Lascannon)
  3. The Terran Conclave When the last member of the War Council arrived on the surface of the Throneworld, the long awaited event began. Around 2,000 individuals would now collectively decide the fate of, not only of the Imperium, but of the galaxy. Due to the vagaries of Warp travel, a great deal had already been discussed by earlier arrivals. As such, while Malcador attempted to present each member of the War Council with equal standing, it did not take long to deduce that it wasn’t the case. In fact, it was doubtful it could ever be the case. Malcador, while more of an administrator than a warrior, benefited greatly from his close relationship with the Emperor. The fact that he opened the conclave and managed its proceedings were both subtle signs of his authority. The Questions Should we choose a replacement Emperor? If not, should we choose a regent? If not a single regent, should we establish a permanent ruling body? Any strategic change in regards to the Great Crusade? Should a new office be created to oversee the Imperial military separate from the potential regent? Any major changes to Imperial law/structure beneath the highest political office? The Factions Malcador - Although more concerned with the Emperor's absence, he will be a vocal voice for a proper bureaucratic system to replace the current ad hoc system. He himself does not want to become a regent, preferring to be the power behind the throne. However, if he cannot find a satisfactory replacement for the Emperor, he might reluctantly support a ruling council. Otherwise, he might feel he has to become regent to protect the Emperor's vision. Regardless, he supports the Great Crusade continuing as is. Kelbor-Hal and the Mechanicum Supremacists - This faction wants nothing less than to see Mars rise in prominence in the double-headed eagle empire. Unfortunately, they understand they have no hope of replacing the Emperor with Kelbor-Hal. Instead, they seek to prevent any one individual from replacing the Emperor, desiring a ruling council with Hal assured a position. Additionally, they want to re-open forbidden technological avenues and rewrite Imperial law to more favor the Mechanicum. Lord Militant Elveen and the Human Supremacists - Although accepting the Emperor's initial authority, this body wishes to replace the Primarchs and Malcador with mortal men, to shift power away from the immortals toward themselves. A number of dissenters and potential rebels hide within this faction. They would be happy with a ruling council that could weaken or outright exclude their political opponents. Should they come away unsatisfied from the Conclave, treachery will not be far behind. The Torch-Bearers - This faction has convinced themselves the Emperor will soon return. As such, they oppose any and all changes to the Imperium. Without the Emperor's guidance, they warn, only folly can ensue. The Successors - This faction believes it is necessary to appoint a regent to lead the Imperium until the Emperor's return. Outside of this one answer, their members range everywhere in regards to the Great Crusade's strategy and changes to Imperial law. This is one of the largest factions attending the Terran Conclave. The Council-Men - Believing no one individual, even a Primarch, could hope to match the Emperor's wisdom and power, this faction advocates the distribution of power among a group. This can range from simple, dual leadership all the way to turning each and every member of the War Council into a proper ruler. Many members of the Mechanicum can be found here who don't share Hal's zeal for Martian ascendancy. The Consolidators - While they could care less about who rules the Imperium, they are greatly concerned about the aims of the Great Crusade. They fear the loss of the Emperor's might might have crippled Imperial potential. They advocate all offensive operations be temporarily frozen to concentrate on holding the Imperium together through this time of transition. The Crusaders - Opposing the Consolidators, the Crusaders believed maintaining the Great Crusade's momentum was as important as it had ever been. They feared any pause would destroy humanity's one chance to make the galaxy safe for humanity. The loss of the Emperor was not crippling, they believed, since the Imperium could call upon the Primarchs to continue leading the war effort. The Primarchs Araphel - The First-Found claimed that as the eldest of the Primarchs, it was his right to become Regent and to continue leading the Great Crusade until the Emperor's return. It is with some irony that much of his priorities overlapped with Malcador's. However, the latter viewed Araphel as Regent with no small amount of apprehension. Romulus - Long a firm advocate of all things Imperial, Romulus was one of the more conservative members of his brotherhood. He was an emphatic voice for both Regent and to continue the Great Crusade as before. Little should change, in his opinion, other than who temporarily occupied the Emperor’s throne. Absalom - A controversial figure as ever, Absalom unsurprisingly argued for Regent and placed himself squarely in that position, as the natural choice he assured the others. He promised he would lead the Imperium to new greater heights for both crusade and empire. Theoderaf - Theoderaf was primarily concerned with diverting units to find the Emperor. Until the Emperor's return, he did not care what temporarily held power, even offering himself as a regent. On the Great Crusade, the Primarch was split, believing it practical to freeze offensive operations but wishing to continue them. Alexandros - Above all else, Alexandros' primary goal is to promote stability within the Imperium. Acutely aware of the weakness lurking beneath the surface, Alexandros does not care what form that stability comes in, so long as it does come. The Ash-Blooded - One of the rare voices advocating for a brand new emperor, the Ash-Blooded defended himself by warning that the Imperium had no means of knowing when (if) the Emperor would return. As such, it should prepare itself for the long-term instead of crafting a short-term plan. He was also one of the unapologetic supporters of the Legions. He believed it that the warriors who had sacrificed so much deserved to be more than a simple arm of the Imperial war machine. Finally, he feared the widespread chaos would allow further disturbances of the ethereal variety. He pushed for additional forces to contain what he deemed the 'psyker threat' and proposed additional restrictions upon pyskers of all stripes. Tenzin - Long known for his idealism, Tenzin would soon become a quick supporter of both Council and to benefit the citizens of the Imperium. He feared the consolidation of power into one individual and believed a ruling council would be more apt to command with wisdom. In regards to the citizenship, Tenzin had always been personally disgusted by the Feral Worlds and how many planets within the Imperium had been denied a chance to advance their technology. It was this oversight he sought to fix. Koschei - Long having marked himself an idealist, Koschei was perhaps the loudest voice of change within the Imperium. While others aimed to increase their own power, Koschei lead a push to limit the ad hoc aristocracy, declaring it necessary to enact reforms for the common people to enjoy. It was this viewpoint that lead him to arguing against emperor and regent. The only acceptable alternative in his mind was a ruling council without permanent members. He was also a strong proponent to halting the Great Crusade until the New Order was properly established. It was these views that made him an ally to the Consolidators and, surprisingly, of the Human Supremacists & the Mechanicum Supremacists. Lukas - The fiery Primarch of the Obsidian Guard became one of the loudest members of the Crusaders. Any attempt to halt Crusade operations he viewed as a betrayal. To facilitate this, he proposed, the Primarchs with representatives of other Imperial Institutions, should form a council to chart the course of the Imperium. The number of Councilors should always be an odd number to avoid stalemates with abstainment prohibited. All other matters could not grab his attention, making him a key opponent against both the Martian and Human Supremacists. He would also become a strong supporter of Malcador's proposed bureaucracy. The Horned One - Already a noted defender of the forgotten members of the Imperium, the Horned One did not allow the opportunity to fight on their behalf pass him. A vocal Councilman and reformist, he fought for the abhuman population among the Imperium even as he agreed to Hal's requests for additional respect and power be granted to the Mechanicum. However, he would not countenance Hal's arguments for previously banned technological branches, fearing the dangers within. Niklaas - Never a political animal, the Lord of the Fire Keepers watched the proceedings with frustration but ultimately did not establish any stances other than declaring the importance of establishing Imperial Juris throughout the galaxy. Aato - Resentful of being pulled away from campaign, Aato refused any and all factions. Cursing the politicking before his eyes, he was a neutral force in the Terran Conclave. Azus - The Ghost of the Sands seeks to replace the Emperor with a single individual of transhuman nature. In regards to the Great Crusade, he is in favor of consolidation and cares little for Imperial law. To the surprise of Kelbor-Hal, Azus would soon become known as a friend to the Mechanicum. Morrigar - The Lord of the Fifteenth was a vitriolic opponent to investing any one individual with the power of emperor or even a shadow of it. He would become an ally of Kelbor-Hal to a degree as he supported granting the Mechanicum additional power and undoing restrictions on research. Finally, he too recommended the Great Crusade be halted to focus on the empire's interior. Chui - Believing no individual was suited to replacing the Emperor, Chui instead fell back to the traditions of his homeworld. When deprived of a great leader, a council was summoned to serve. Thus, Chui supported the Councilmen. The Jade General - More of an observer for the initial stages of the Terran Conclave, he did push his support toward a council. [?] Caelum - Strong member of the Successors, though he had no personal desire to fill the office himself. Believing the Emperor's discovery to be of higher import, he saw regency as only a temporary office. Because of his belief that a great portion of the Imperial military needed to be re-tasked to find the Emperor, he advocated the Great Crusade continue but far less aggressively than before. Gustave - The consummate doctor, Gustave cared extremely little for the Conclave and even resented being pulled away from his work. His sole interest was in Koschei's popular reforms.
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