Jump to content

l - First Legion - The Iron Revenants


The Wolfguard

Recommended Posts

The Iron Revenants

 

Numeration: The First Legion, I.

 

Primogenitor: Araphel 'The Colossus' 

 

Cognomen (Prior): The Steel Blades

 

Observed Strategic Tendencies: General mix of tactics observed. Legion is very tactically organised and has employed many different forms of warfare in the past.

 

Noteworthy Domains: Segmentum Ultima, near the Ruinstorm.

 

Allegiance: Loyalist.

 

Symbols and Colours: The symbol of the Revenants is two bound chainlinks. Their colours are ceramite white, with the chapter markings on the shoulder pads along with their squad markings. The Primarch himself wears a sheer white armour prior to the Emperor disappearing. After his fight with The Ash-Blooded his armour, and the armour of the first chapter was stripped of paint, and instead now it is a gunmetal black.

 

Inspiration: As generalists they are not inspired by a certain culture. The Primarch and his personality can be seen as a mix of Perturabo/Mortarion without the sense of grandiose they have for themselves. The legion plays into the sense of paranoia and mistrust.

 

Legion Composition: The First Legion is made up of a dozen chapters, each split into a certain battlefield role. Each chapter has a specific battlefield role that they will be utilised for, whether this be siege breaking, destroyer, outriding, or any other operational capacity. Training throughout the legion is done on a chapter by chapter basis. For example, the third chapter, dedicated to siege breaking, is further split into 10 companies. These 10 companies will train amongst each other to become an effective force in and of themselves for siege breaking. The chapters will be split into terminators, bikes, siege weaponry and so on, just as any other legion may be, but their tactics and training will be specialised towards their combat role. The size of each chapter does vary depending upon the needs of the legion at the time, with Eleventh and Twelfth chapters acting as reserve who go through a more ‘generalised’ training. Along with these differences to other Legion’s, the First Legion also has a larger than usual amount of apothecaries broken down into the Companies.

 

  • “Chapter” - “Role” - “Breakdown”

  • First Chapter - Executioners (Anti heavy infantry/marines)

  • Second Chapter - Armoured Support (most tanks)

  • Third Chapter - Siege Breaking (a mix) 

  • Fourth Chapter - Planetary Assault (melee/short range)

  • Fifth Chapter - Destroyers (use of rad tech) 

  • Sixth Chapter - Void/Extremis Warfare (Void Hardened) 

  • Seventh Chapter - Fortification (defence, heavy weapons) 

  • Eighth Chapter - Outriders (scouts)

  • Ninth Chapter - Stealth Warfare (guerilla based stealth)

  • Tenth Chapter - [REDACTED] (xeno-tech, psionics, marine fighting)

  • Eleventh Chapter - Reserve

  • Twelfth Chapter - Reserve

 

Legion Tactics: Each chapter acts as a smaller independent force, with specific training and a specific battlefield role in mind. Often, when arriving upon a new planet to bring into the Imperium, the type of battlefield will be assessed. If the Legion does not have enough information about their targets, the Eighth chapter will be sent in to assess the situation. The Eighth are often known as the Vanguard, or the outriders chapter. They will relay as much information as possible back to the legion for dissemination and analysis. So that the Revenants can decide who the next wave will be. 

 

The waves are decided by what type of battlefield, or what type of warfare will be waged. If the target is within a fortress for example, the third chapter will be sent as the second wave, as they are trained as the siege breakers. From there the situation will be continually assessed, and further troops, supplies or waves sent down to the planet as required. Araphel is conservative in his efforts and will only send as many chapters as are required for the work done. If extra reinforcements are needed he will choose from the eleventh or twelfth chapter. If the fighting is especially brutal that is when he makes use of the first chapter to break the planet and force compliance.

 


For More Info: https://docs.google.com/document/d/17f38PM67lmCOdkk2bqBb-e8XKHA69IVTRI-bu3y5SQ4/edit?usp=sharing
 

Link to comment
Share on other sites

  • 5 months later...

Thaniel, First Captain

Praetor of the First, Equerry to the Colossus

 

Thaniel has served with the Primarch longer than any other living being. Thaniel was the one to turn the Primarch himself away from quashing the rebellions upon their home planet Khth’n, and to stop him from taking many innocent lives. Since this time, Thaniel has served in every conflict that Araphel has taken part in, many times at the Primarch’s side, and many times leading the legion himself to mighty effect. The real service history of Thaniel is not written down in any true records, with the First Captain often not taking credit for his own tactical genius. The genius of Thaniel is one that would be truly discovered during the heresy itself, leading the first chapter he has specialised in taking apart heavy infantry and even other marines in his own style of warfare, a warfare that during the heresy could strike terror into the heart of marines that do not understand what they are truly up against.

The First Captain makes use of a smaller version of the sagittae that his Primarch uses, a master crafted power fist with an inbuilt thunder coil harpoon launcher on the underneath. Thaniel will always have one of these upon himself with a mix of other weapons that can be seen in his off hand, this can range from plasma blasters, multi-meltas and other heavy weaponry that terminators can be seen with. Often, he will make use of a cyclone missile launcher to devastating effect.

Link to comment
Share on other sites

  • 4 months later...
  • 2 months later...

Doin some due diligence and chucking up some of the stuff from the Iron Revenants massive stockpile of wierd and wonderful weapons. While this is by no means the full list, and the list itself is still under construction, there are plenty of things adaptable to the various doctrines of the 1st Legion's chapters. Keep an eye on the Wiki page for any new updates: https://the-five-ruins.fandom.com/wiki/The_Midasian_Hoard

 

The Midasian Hoard

 

The First Legion is one of the few legions to see active duty from before the Great Crusade. Having been utilised during the Unification Wars upon Terra, it meant that the legion made great use of tech-wrights, many of which are still serving within the First Legion and are held in high regard. During these wars, multiple bases and stations were created for the First Legion to operate from. These bases were created near the thick of the fighting, heavily fortified and often filled with technology that was vital to the First Legion during the Crusades.

One such base was created within Skand, the Nordyc segment, where some of the bloodiest and most brutal fighting took place. The techno-barbarian’s within this area were well known for their human sacrifice and chaotic nature. The First Legion was the perfect fit to oppose such an enemy. Their tactical and honourable approach to combat was a stark contrast to the Thunder Warriors brutal slaughter, and as such the First made sure-footed progress to take back Skand. The Siege of Jutigran saw the Legion take over one of the Techno-Barbarian fortresses, and then from this location defend from hordes of the cultists. During their time within this fortress the Revenants brought in multiple weapons from other forward bases, and started to fortify their location. This position became advantageous to the First Legion, and became key to the Legion taking the Nordyc segment.

As fighting moved away from this base, it instead started to be used as a location to stock armament for the First. With many tanks, archeotech and other now lost technology stored ready for the Legion to use. One tech-write known as Midas, he helped to fortify this base and spent much of his time during the Unification Wars creating new unique weapons and maintaining technology brought into this base. Eventually a running joke started to spread between the Legion, the base became known as the Midasian Hoard. A name that started to irk the Tech-wright over time, especially with the discovery of the Mechanicum. To him, the name implied that the hoard was solely for keeping to himself, an act that Midas always believed was more akin to the way the Mechanicum would act

 

- First Chapter -

- Cataphractii Torrentia Variant Terminator Armour -

 

Wielded in the first days of the Great Crusade as a bastion of armour and firepower, the Iron Revenants have fielded the Torrentia as a measure to cut down vast swathes of enemies swarming the battlefield. While limiting the speed more than the armour does already, the ability to rely on more or varied weapons gives a legionary veteran frightening versatility.

 

History

As one of the many designs within The Midasian Hoard, the Iron Revenants have taken advantage of the abundance of Cataphractii armour forged for them during the beginning of the Great Crusade. Allowing several Skand tech-claves to make adjustments on a small batch sent back to them on Terra the modifications were relatively simple in creating the Torrentia variant.

To help during the early days of the Crusade, the Captains of the First Chapter were faced with a common problem amongst many legions; that their enemies were countless and they themselves numbered few. To offset this the First Chapter sought to even the score through a simple force multiplier, namely adding more weapons for any individual marine, and so the Torrentia was created.

Initial testing of the armour saw an individual Terminator-clad marine's combat potential skyrocket, as the amount of firepower brought to bear could mow down battalions of enemy troops within minutes. Even with the offset of reduced manoeuvrability the armour proved a pillar that, one rooted, could not be toppled.

Standard Legionary practice does have squads of Torrentia-armed marines moving in a leapfrog fashion, as several stay rooted covering the advance of their comrades, but they regularly have tactical squads acting as support. These tactical squads are charged with covering the more vulnerable rear of the terminators, dealing with flanking units and finding perfect positions from which to lay down withering barrages of fire.

 

Description

The chassis of the standard Cataphractii Terminator armour remains mostly the same, the only outward difference being the articulated arms and weapon systems extending from the rear of the torso armour. The major changes have been made internal to the suit, with the teleportation pack standard to most terminators having been replaced. In it's place are a set of control motors, ammunition storage boxes and a secondary targeting cogitator that link to the various arms and weapon systems mounted on the back.

The amount of articulated arms mounted on the rear of the armour varies slightly dependant on a individual marine's weaponry preference, but usually is limited to 2 with heavy bolters mounted on top. The heavier weapons require stronger support structures and mounting units, usually in the form of a mag-rail running from the top of the armoured head cowling to the centre of the back. This support allows the front of the weapon to be moved into place and magnetically locked to steady it while firing. Smaller weapons like bolter and pistol sized weapons can be mounted with a single arm, and move more independently at the cost of heavier firepower.

To round off the system are an extra set of targeting augurs, placed just above the helmet of the marine, inset into the outer rim of the chassis. Placed here the augurs give a commanding view allowing to cogitator to track and target enemies for the marine. This is to alleviate extra strain on the marine's black carapace link, letting the extra weapons prioritize and fire due to a set of pre-programmed parameters. In particular they are normally used to augment damage to a larger target, or take care of enemies trying to flank the marine. Direct control can be handed over at any time if need be to focus down tougher enemies. Due to the nature of the forward-facing augurs and limited arcs of fire of heavy weapons (thanks to the mag-rail mounts) the Torrentia can only effectively fire in a 270° arc when firing. While this does leave their rear exposed this deficiency is usually covered by appropriate squad formations or supporting troops to cover them.

While the inclusion of extra systems and ammunition weigh the already formidable bulk of terminator armour down slightly more, Torrentia tactics have evolved to adjust to this. As a grouped upgrade the Torrentia proves to be an adept anti-infantry powerhouse, relying on stability and sustained firepower to cut down the vast hordes of any who oppose the legion.

 

 

- Second Chapter -

-Oróion Citadel -

 

A bastion of might amongst the legion's armoured corps, the Oróion Citadel presents the adaptability and power of the First onto the battlefield ever since those halcyon days back on Terra. A superheavy among superheavies, the Oróion mounts weaponry best equated to those massive cannons Knight Houses employ, while providing support for those allies brave enough to roll into battle beside it. As the heavy guns and cannons obliterate their enemies the beast can easily repair and refit it's allied vehicles, all while under heavy fire. It is this combination that has seen the 1st Legion's armoured divisions simply roll over opposition, repairing the damage that does hit and shirking off the rest as if it was a gnat.

 

History

In the grand scale of the Legion's history there is little that match up to the particularly vicious campaigns they persecuted as a fledgling power during the Unification Wars. Terra was a vast and mighty place, and those barbaric warlords that had taken over during it's downfall had proven themselves worthy of their titles. In particular, the vicious Dracos of the Despot Dalmoth Kyn, master of Hy Brasil, raged against the golden enlightenment that the Emperor and his forces brought. It was on these rough plains, muddy forests and clustered hive cities that the Imperial Army and the 1st Legion first fought these great behemoths, and though little is left to remember the battle, the Legion bears a mark of respect to this day.

It seems that the voracious armoured elements of the Dracos had proven themselves worthy of the admiration of the tech-wrights of the First, for when the fighting was finished, many Citadel class tanks found their way into Imperial hands.

Though those battlefields are but a distant memory, and Hy Brasil another part in the glorious whole of the Imperium, the 1st Legion has seen to carry their ferocity to the stars with them. It is a shame then, that even the mighty 1st only have two of the mechanical behemoths left in their arsenal, the legion's particularly bloody origin before lord Araphel seeing many fall in an effort to secure victory. The remaining two are treated with great reverence and care, their systems and gears regularly maintained by legionary tech-wrights, keeping the gargantuan beast well serviced in reverence to those Terran memories. Now within the Second Chapter as part of the Primarch's restructuring, they operate as hulking fire platforms and support vehicles, a rolling bastion capable to killing and healing in near-equal measure.

 

Design

A monolith of a vehicle, the Oróion Citadel could even be classed as a small titan from it's size alone, coming up to the chest height of a Mars pattern Warhound, and twice it's length. With that much mass it is armoured and armed itself significantly, with thick armour plating on all sides it has been able to shrug off significant damage, despite lacking a void shield normally used for a vehicle of it's size. It's unique chassis is much different from normal superheavy tanks found within Imperial armouries, with the front half of the vehicle essentially one large sloped surface. The rear is a large block that is mostly hollow, with a set of large armoured doors that allow vehicles to enter and exit the repair bay.

Rather than the usual method of having tracks mounted within the chassis, the Oróion has 4 sets of large tracks on individual pods attached on either side of the chassis. Mounted on gyroscopic joints they can move independently giving the large vehicle an extra degree of mobility over rough terrain. Armoured as well as a superheavy tank themselves, each of the tracks are separate allowing for both easy replacement when damaged and redundancy should one or more of them be destroyed during combat. On occasion it has been shown that the superheavy can even operate on 2 sets of tracks alone.

While a slow moving vehicle the redundancy and heavily armoured nature has allowed them to survive some of the worst horrors the 1st Legion has faced. The reliability of such a monstrous platform has meant that from Terra to the farthest reaches of the crusade, the vehicle remains has changed little over the centuries of warfare it has experienced.

 

Armaments

While originally on Terra, the Hy Brasil Dracos had outfitted the Oróion with several formidable weapon systems, but even this was not enough for the 1st Legion as the threats the galaxy posed required nothing short of devastation. Many systems have been retrofitted or replaced while other have been kept in peak condition, but the superheavy tank has lost none of it's potency under the Revenants guiding hand.

 

Main Weapons

-2x Barbarosan Cannon

Seondary Weapons

-Twin-Linked Autocannons

-4x Omega Plasma Array

-2x Arcus Launcher

Tertiary Weapons

-8x Kheres Pattern Assault Cannon

 

Over the years within their armoury, the Iron Revenants changed the machine drastically from it's Terran counterpart, most notably would be it's Barbosan Cannon. Though initially mounted with a single devastating cannon the the loss of multiple Citadel class tanks left them with a surplus of the main weapon. The ingenuity of the Legion tech-wrights would lead to them adapting the single weapon turret into a dual setup, mounting a pair of Barbosan Cannons on either side of the main support and sighting array. Monstrously powerful things, the Barbosan Cannons are slug-launching weapons that rival some titan weapons in firepower. Esoteric motors and launcher slings accelerate the heavy slug to extreme speeds capable of sending shock-waves through any target that is hit. The sheer damage caused by the marine-sized slugs can crack layers of ferrocrete and adamantium with ease. Powerful enough to send shockwaves through the targets, causing miniature earthquake tremors or armour and foundations to shake and twist themselves into wreckage as a result.

While the original design was able to fire while moving, the Revenant refit has reduced the vehicle's tactical mobility as the twin cannons being fired requires the vehicle to be stationary.

Mounted themselves on a single rotating turret, the cannons have a slightly limited field of fire thanks to the sloping frontal armour. It is thanks to this peculiarity of design however, that the cannons can be aimed significantly higher that normal tanks, a peculiarity that commanders have been happy to exploit. Thanks to this the cannons can be used in a limited capacity as frontline artillery, supporting artillery barrages and assaults against fortifications with ease. There has been many a time that the guns of an enemy fortress have bounced pitifully off of the Citadel's armour while it's cannons have broken walls allowing troops and tanks to pour through the gap.

Internal to the tank itself are a pair of large ammunition feeds and loader clamps to move the ammunition into place, while the spare rounds are housed within their own armoured compartment to prevent cook-off should the Oróion's armour somehow be penetrated.

A secondary pair of twin-linked autocannons have also been mounted onto the turret to act as a coaxial weapon between the Barbosan Cannons firing also acting as backup guidance for the main weapons through the use of tracer rounds.

Living up to it's name 'Citadel' the tank wouldn't be complete without a set of weapons for air defence and it comes well equipped for the job. Though drawn from a particularly controversial project, a pair of Arcus Launchers have been added to it's arsenal. Mounted on top of the massive tank on individual plinths, they are given a full arc of fire around them and fire near-vertically to destroy any airborne target. Carrying a number of specialised missiles both heavy dropships and swarms of light craft can be killed with equal lethality, reloading from internal magazines that chain ammunition up to the turrets. Machine-spirits leave the turrets within the missiles themselves while extremely potent, are a point of contention between the 1st and the forces of the Mechanicum, meaning that any time a Oróion is fielded alongside the Martian sect it will usually draw the ire from those Magos present.

As part of the post-reunification refits several new weapons were fitted around the vehicle's, superstructure, compensating for some of the flaws pointed out by Araphel upon inspection of the Oróion Citadels. To fill this exposed niche each of the armoured tracks had a singular turret mounted on top of them for extra firepower. To save on space within the pods limited size, energy weapons were chosen, being fed from the main reactors by cables instead of having to give up more armour for local ammunition storage. As per their Primarch's request each turret was fitted with an Omega Plasma Array to give it incredible anti-vehicle capabilities, though each drew a significant amount of power for normal vehicles, the sheer size of the Oróion's plasma generators were more than enough to keep their appetite's fed. Able to rain down hails of plasma onto enemy vehicles or even produce a continuous plasma beam these secondary turrets allowed the Citadel to rely less on allied tanks for anti-vehicle support as it's main gun and chassis proved far too unwieldy to take on hordes of smaller tanks.

As a final element held over from it's time with the Hy Brasil Dracos, numerous sponson mounts and turrets are placed all over the vehicle, meant to cut down hordes infantry like wheat before a scythe. Initially mounted with a variety of scavenged and hoarded archeotech devices found on Terra, the tech-wrights of the First saw fit to replace these relics with more manageable weapons due to their complexity. Instead each has been fitted with a Kheres pattern assault cannon with their own individual ammunition feeds to keep them supplied. Placed strategically around the vehicle -with one on the side of each track pod, one mounted under the main Barbosan cannons and one mounted into the roof of the repair bay- they provide all-around defensive capabilities.

 

Control Systems

Such a behemoth would usually require a small forces of warfare officers and adjutants to effectively control, let alone coordinate a battlefield from, but the Citadel is no normal Imperial Army command vehicle. Crewed by a mixture of 1st Legionnaires, Legion serfs and tech-wrights from Sol their combined expertise allows for reams of battle-data to be parsed and fortifications felled all in the same command-cycle.

Nestled behind layers of armour and gun barrels is a small but complex suite of command thrones and data-screeds, it is here in the command room that the battle is orchestrated from a battlefield to even planetary level. A single Iron Revenant commander sits in the throne overseeing all of the outstations, with several techmarines seconded in sub-thrones. On the outer layer are several more thrones manned by legionary serfs feeding information and parsing battle-data into relevant sub-strings for their commanders. From these positions the many ebbs and flows of a battleplan can be brought together as the Oróion marches forward on enemy fortifications.

With the entire rear section dedicated to the repair bay it is no surprise then that it has it's own suite of protocols and controls to facilitate it's function. In a small control room located at the rear of the bay it holds a commanding view above the deck and walkways overlooking them. This is a mixture of control systems as the rear half has a bank of consoles that are used for controlling the assault cannon stations pockmarked around the Oróion's chassis. Alongside this the central holotable can be converted as a backup command station should the primary one become compromised or destroyed.

In terms of normal operation the senior tech-wrights and support staff all work and are commanded from this overlook, including the gantries above. From here vehicular damage can be categorized, and prioritized for the repair crews below, replacing sponson mounts or even whole slabs of adamantium armour.

 

Defensive Systems

As would be the Imperial standard for many millennia to come, titan-class war machines and others of a similar size would usually mount one or even multiple void shields, it is a curiosity to most then when they find out that the Oróion Citadel doesn't mount any at all. While an oddity among those of it's weight class, it has a particularly good reason for this perceived lack of defence, namely it's armour. A confusing and complex thing even the tech-wrights of Terra seem to have trouble pinpointing the exact nature of how the armour works, simply admitting that even some of the wonders from the Golden Age of Technology escape their minds too. It should also be noted that the idea of mounting void shields has been considered, but it would require such a large investment in space that it would severely cut down on both the repair capacity of the rear bay and the range of the vehicle thanks to the extra power needed that. It was determined to be unnecessary.

What is known is that it is the layout that helps it withstand the enormous firepower that not of only the legions on Terra, but the myriad of xenos weaponry as well. There are 2 distinct layers of metals that protect the vehicle, armour directly attached to the chassis and a secondary layer placed over the top of that. This would simply be a case of super-hardened materials that had since been lost within the last few millennia, but the real trick is what's between these two layers. In thousands of small pockets indented on the first layer of armour an unknown gelatinous substance with a membranous outer layer covering them up. With the secondary layer of armour mounted over the top they act as an elastic buffer when the outer layer is hit, transferring kinetic and energy-based blasts into the pockets as heat with an alarming efficiency. After a certain amount of energy is stored within this liquid it then 'bleeds' the energy out as vapour, seemingly 'sweating' it away into the atmosphere and cooling the substance once.

This bizarre method of reducing incoming damage has been noted by Legion and Imperial authorities. Having to fight the beasts during the Unification Wars several methods of bringing the beasts down were devised with subsequent countermeasures being installed during their major refit thanks to Araphel. As of yet neither Tech-Wrights nor Mechanicus have been able to make any strides in learning about the nature of the metal or the gel, but are still being currently studied thanks to leftover parts from lost machines during the early Crusade.

Although entirely optional there is a final element that can be added to protect the vehicle even more, namely infantry emplacements. Thanks to the large flat top of the Oróion -only obstructed by the twin Arcus Launcher pylons- it can have several pre-fab ceramite bunkers and barricades mounted to allow a small infantry force to garrison it. Working as a deterrent to any would-be boarders or to add their on firepower to the Citadel's own arsenal, focusing on smaller groups of enemies. The force itself is usually a mixture of Astartes and legion serf militia with various heavy weapons emplacements and ammunition storage. The bunkers and barricades have also been augmented with leftover metal from previously wrecked Oróion's to ensure that they can withstand the onslaught and keep their charges intact.

 

Miscellaneous

Central to the secondary mission of the Oróion Citadel is the repair bay, filled with all manner of processing and manufacturing wonders that allow the dedicated crews to strip away slagged armour and wiring and get it back into the fight in record time.

Thanks to the extensive space within the rear of the vehicle the repair bay has a number of technological wonders that help support their efforts. Small molecular stations can modify and create specialised parts that might otherwise take weeks to acquire, storage bays along the side are filled with all manner of armour plating that can be used to replace destroyed vehicle shells. With the help of overhead gantries and large servoarms vehicles and materials can be positioned appropriately and expedite the repair process even further.

Tech-wrights and support staff work quickly to diagnose the specific damage done as vehicles are brought in, prioritizing the damage done while cross-referencing what stores they have at their disposal. Even if a Predator Tank can't be fully repaired it will be brought back to working order enough that it can get back onto the battlefield to win the day.

It has also been observed that a limited amount of self-repairs can be accomplished by the support staff teams, occasionally venturing from their safe haven within the repair bay to work on damaged elements of the Citadel. While this is obviously dangerous work it is considered vital that the mobile fortress remain in peak condition, a sentiment learned from the many other Oróion's lost since the Iron Revenants left Terra.

 

 

Technical Specifications

Type: Superheavy, Support Vehicle

Vehicle Name: Oróion Citadel

Forge World of Origin: N/A

Known Patterns: N/A

Crew: 1 Astartes Commander, 2 Drivers, 6 Gunners, 4 Loaders, 12 Maintenance Staff, 2 Medicae Staff, 10 Astartes Guards

Powerplant: 2x CL104 Proma-Burn Generators

Weight: 845 tonnes (Unloaded)

Length: 31.5m

Height: 10.9m

Width: 12.2m

Ground Clearance: 1.8m

Range: 910km

Max Speed:

On Road: 23km/h (14mph)

Off Road: 16km/h (10mph)

Main Armament: 2x Barbosan Cannon

Traverse: 110°

Elevation: -15°/+35°

Secondary Armament: 4x Omega Plasma Array

Tertiary Armament: 2x Arcus Launcher

Quaternary Armament: 8x Kheres Pattern Assault Cannon

Main Ammunition: 44 Rounds

Secondary Ammunition: Infinite (In conjunction with vehicle generators)

Tertiary Ammunition: 260 Missiles (Variable Payload)

Quaternary Ammunition: 8000 Rounds (Per turret)

Armour:

Hull: 246mm

Superstructure: 217mm

Turret: 180mm

Transport Capacity: Up to 40 Marines, 2 Rhinos or 1 Land Raider

 

 

- Second Chapter -

- Warhorse Charges-

 

A simple design in relation to the many dark secrets of the 1st Legion, the Warhorse charges of the Second Chapter are a natural evolution of armoured vehicle tactics. Tactically the idea of driving up to the enemy blindly would normally earn scoffs from any commander, the relative speed of astartes vehicles combined with their shock-troop tactics synchronize particularly well. Able to be mounted on a variety of vehicles and dozer-blades the charges have blow apart many formations and created breeches in fortifications that have won the day a dozen times over.

While there have been some after-action reports of the sheer explosive force of the charge almost rocking vehicles over this has been dismissed as a fringe effect far outweighed by the tactical advantage gained.

 

Design

A deceptively simple mix of both krak and frag munitions, the complexity of their construction and placement are what gives them a decidedly devastating punch on the battlefield.

Laid out on a large rectangular mounting plate, the frag charged are arranged in a box shape on the outer edges, as well as a cross that splits the plat into 4 separate sections. Within each of the four quadrants are sets of krak munitions, with a final, single melta-charge in the centre of the cross.

The mixture of munitions is designed to be able to kill a variety of enemies in one single swoop, or to break open fortifications with a earth-shaking explosion. A major part of the system itself is the hardened armaplas plating covering the charges. As the premature detonation of the whole array would defeat the purpose of mounting it, the charges are placed in small inset alcoves of the baseplate and covered over with a hardened armaplas layer that will protect them from enemy fire. This also adds to the considerable amount of shrapnel launched outward when it is eventually detonated.

 

 

- Third Chapter -

- Wyvrün Plates -

 

Of the relics found within the armouries of the Third Chapter of the Iron Revenants, the Wyvrün Plates have the illustrious reputation as both one of the best protective features as the Chapter's most colourful.

 

Description

Hidden amongst the blue clouds of Neptune, the Concorde between Iron Revenants, The Imperium at large and those remaining Tech-Claves holds strong. Deep within the clouds amongst the horrible pressures are the once xenos-infested mines. Long cleared out since the beginning of the Great Crusade thanks to the First Legion, it is now home to those mysterious ranks of specialists working outside the Mechanicum's vantage. Pulling up strange, iridescent metals they are quick to spirit away for further use.

As an item they are relatively simple in design, but the application is where they shine most, able to be mounted on almost any power armour mark, dreadnoughts, and even vehicles should they have enough, they are a versatile and powerful defensive measure. Equal if not slightly tougher than standard ceramite, the plates themselves are simple, small, multi-coloured metal blocks, their main feature however, comes from their ability to absorb and dissipate heat. Able to take a frightening amount of energy-based weapons fire and rapidly absorb the it, a single plate is able to withstand a sustained 30-lasgun barrage for half a Terran-standard hour before reaching melting point. It is no wonder then that they have been extremely effective for the Third Chapter in their siege-breaking efforts. With a set of Wyvrün plates xeno strongholds, rebel hideouts and traitor bases have been stormed with relative ease, a shining captain or squad leading the charge and batting aside any resistance.

While one plate is powerful in and of itself the trick to maximising it's capabilities lies in it's application to a subject. Moulded to be slightly thicker at one end, they are layered on top of one another from head to toe, with small insert sections cut out for those trickier armour elements. A marine clad in full Wyvrün Plate will be rather bulky, both in appearance and in motion. Seen as an easy trade-off the standard Third Chapter outfitting is to have a marine covered in a full set of plates. Counted amongst it's design is also the ability to easily switch out or add new plates, whether damaged or lost on the battlefield. The relative ease with which replacements can be bolted or glued into place means that should a few plates be needed they can easily be made battle-ready in minimal time. Where this is not possible due to lack of resources or time to mount them, several plates are usually placed along the outer forearms, stomach area and gorget of the marine in question. With this layout most of the problem areas with Mk3 and 4 power are solved, with the forearm plates able to act as a small shield against ranged and melee attacks.

Thanks to the colourful nature of the metal, and its propensity to dissipate heat as steam, the plates and those that use them have also earned a nickname amongst the Third as 'Technicolour Targets'. Standing out distinctly from the shimmer of the metal along with the heat haze after enduring fire they are easily recognizable amongst humanity's enemies as a sign of importance, and so, by virtue, draw more fire. Though this has been brought up as a potential flaw by the Tech-Claves the First have dismissed the notion of painting over the metal, quoted as saying:

“It wouldn't be doing it's job properly if they didn't fire are it. Leave it be”

 

Ever since their use has continued, helping lead thunderous charges into the breach across the galaxy, and would do for millennia afterwards.

Edited by Darkcommander
Link to comment
Share on other sites

  • 4 months later...

Araphel, the Colossus

 

Araphel is the Primarch of the First Legion, the Iron Revenants. He remained a stubborn loyalist during the Five Ruins and was a stern believer in the need for a Regent in the Emperor’s place. Araphel is a man of few words, and through his leadership the Revenants have become a terrifying force of nature, with a generalist style of warfare which is purposefully rigid in its nature. Often characterised by his paranoid nature, the Primarch kept the majority of his brothers at arms' length, recognising the Primarchs' for what they were, simple weapons of warfare. Araphel would come to play a key part in the initiation of the Five Ruins, being the catalyst for the Breaking of Keld’abe.

 

Araphel's pod had landed on Khth'n, a planet that had known war since being settled upon by mankind. Having landed in the Northern hemisphere he was inducted into a Cult known as the Titan's of Khth'n and before he could read or write he was used as a cog for their war machine. Armoured in a powered exoskeleton, given rudimentary but effective weaponry he was unleashed upon the insurrectionists of the planet, told how they had destroyed the peace of Khth'n and needed to be stopped. Araphel learnt as much as he could from his mentors, learnt how to wage war, about their beliefs, and what he was fighting for. Eventually he was put in control of vast legions of warmachines to help with the cause and the insurrectionists were all but eradicated.

It was during one of his missions into a hive city that he met Thaniel, who would later go on to be the First Captain of his legion. It may have been fate that stopped the Primarch striking him down where he stood, but as Thaniel stood protecting a family, Araphel could not help but hesitate. The insurrectionists captured the Primarch and brought him in. Explaining the truth of it and how the Titan's of Khth'n had forced slaves into the mines, forced them to build the machines for them.

The truth of it all ignited a fire within Araphel's hearts.

The Primarch went upon a rampage, this time fighting for the insurrectionists he had vowed to destroy. However, this time, his campaign would fail. After one fateful battle, the Primarch finally tasted defeat, his forces broken and retreating, the Titan's offered peace to the people of Khth'n in return for the Primarch being handed over.

They obeyed.

Araphel was betrayed. Handed back to the Titan's who took him in, tortured him and experimented upon himself. As a warning to the people of Khth'n he was chained up upon the parapets of the forges, tortured daily, the birds of prey feasting upon his guts with only the primarch's resilience and willpower keeping him alive.

It was like this that the Emperor found him, and Araphel remembers the shame of being seen like this daily.


https://the-five-ruins.fandom.com/wiki/Araphel

Link to comment
Share on other sites

  • 1 month later...

Arlo of Khth'n, Master of the Fourth Chapter

 

Given the unique organization of the First Legion, each Master commands what is essentially a pocket Legion. Every one of the ten Chapter Masters is expected to act as an authority to himself and must endure Araphel's relentless scrutiny to achieve one of these coveted commands but also to maintain it. Arlo of Khth’n is one of the youngest Masters to be granted this position of power with less than a century of service to his name. He has attained this prestige with a skill and flair for assault which has spawned an envious number of victories which require attention.

 

Arlo is rightfully proud of his accomplishment and has not allowed his promotion to stagnate his ambition or abilities. Since taking control of the Fourth Chapter, Arlo has ruthlessly refined and tested the 'Star-Breakers' against every foe, both human and xeno. While the First Legion can be a sombre, reserved lot, Arlo has gone out of his way to involve the Fourth Chapter in joint campaigns with the Star Lords and Sky Reavers.

 

It is perhaps because of this habit of seeking external input that has led to a streak of independence in the young Master. Often, Arlo has given orders that will narrowly dance on the edge of insubordination and clashed with his Primarch's darker instincts. Arlo has claimed he has never violated the spirit of his orders, even if his execution may not have matched the letter of them. In this scenario, Master Arlo's youth has served as a blessing and a curse. The exacting nature of the Colossus has not reacted well to disagreement, but Arlo's age has allowed cooler heads to advise Araphel on a longer path of discipline. Thus far, Arlo has managed to dance well on the line between favour and ruin in the eyes of his Primarch.

 

The Keld'abe Purge threatens to undo all of that careful manipulation. Arlo, for all of his ambition, is appalled by his orders, but the Colossus is in no mood for negotiation. Worse, it is Arlo who must lead the initial invasion. The Legions' eyes are on him as he must order the impossible: the murder of his cousins.

Link to comment
Share on other sites

  • 3 weeks later...

Icarus Kallus, Master of the Fleet, Captain of the Titan’s Gaol, Chapter Master of the Sixth Chapter

 

To facilitate the interstellar conquests of the First Legion a fleet was required and every fleet required an admiral to guide it. For the Iron Revenants this was Icarus Kallus, an experienced void commander who acknowledged no equals outside of the Primarchs. An arrogant attitude to be sure but one earned by the metal carcasses of a thousand fleets.

 

His origins lie in the Jovian Moons, raised aboard ships and stations he was accustomed to void travel and hardship in equal measure. It is no surprise then that he was an ideal candidate for Astartes training and augmentation. His meteoric rise began when the frigate he was aboard was attacked during transit to join the rest of the First Legion by Ork Freebootas. The Captain of his company and many of sergeants gave their lives to defend the new recruits leaving Icarus to rally his brothers to not only retake their ship but counterboard and plant charges in the Greenskin vessel’s reactors.

 

For his valor and leadership he was promoted to Sergeant and kept aboard ships given the natural affinity for them. Over the latter half of the great Crusade he ascended the Legion hierarchy until gaining the attention of the Primarch Araphel named him Master of the Sixth Chapter, the Revenants’ void warfare specialists, and made him the Legion’s Master of the Fleet.

 

Icarus flourished in his position of authority, wielding battle groups with the same precision as a duelist with his blade. He would put his skills to devastating use in the heavens over Keld’abe at the dawn of the Ruins.

Link to comment
Share on other sites

The Fourth Chapter

 

Although Araphel required each of his chapters to be able to fight against any foe, it did not prevent these 10,000 marine units from adopting a certain strategic preference. Due in no small part to Ikarion, the first chapter master to ever command, the Fourth Chapter developed a predilection for orbital assaults. This initial foundation would be honoured and strengthened by Ikarion's successors to the point the Fourth became synonymous with its chosen specialty by the time of the First Ruin. 

 

As such, its unit roster favoured assault marine squads over and above tactical and breacher squads. To compensate for the lack of mobility for the latter squads, the Fourth Chapter mandated every unit not equipped with jump packs must possess a designated drop pod, and Fourth Chapter ships possessed more battle barges than their sister-Chapters as a result. The Fourth boasted over-strength supplies of terminator suits, jetbikes, land speeders, and thunderhawks but eschewed artillery pieces, land raiders, and even super-heavy tanks. Instead, heavy support relied on a combination of a strong air support wing and drop podding heavy support infantry. This prevented the necessary speed the Fourth Chapter required, but if an enemy could successfully weather the initial assault and possessed sufficient anti-infantry weapons, the situation could shift hard against the Iron Revenants. 

 

On the eve before the Breaking, not one Revenant had expected combat the next day, let alone against their trusted cousins. Thus, Arlo and his command staff went unperturbed the Fourth operated at less than full strength. Casualties in the Duboko Suppression had left the Fourth Chapter standing at 8,587 legionaries, divided haphazardly between nineteen battalions. (One unlucky battalion had been wiped out.) When the Araphel's order came to attack and then assault Keld'abe, there was a rush to reinforce the Fourth with additional units before launch. This would provide a strain.

Link to comment
Share on other sites

  • 6 months later...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.