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About Brother Ikwa SumantraVoid Wyrms Chapter History Spoiler:
The Void Wyrms were created during the 38th Millenium as a means to prevent Eldar pirate fleets from destabilizing the Ultima Segmentum's Barack sector, which were raiding several forge and agri-worlds for slaves and (it is presumed) raw materials for their Alien vessels. They were given the world of Cavarrus as their home world, the poisonous layers of fungal jungles beneath its radiation-blasted surface a key environment in their training as well as providing an adequate defence from invasion.
Despite this, the Void Wyrms were nearly destroyed when the Ork Waaaaagh! Skalptoof made its way into the Cavarrus system, launching several roks down onto the inhabited worlds of nearby systems. The Void Wyrms had retaliated with brutal counterstrikes which resulted in the Orks launching their own assaults against the Wyrms' homeworld. Many of the ships in the Wyrms' fleet were destroyed in that time, and the crashing of the Ork space hulk onto the surface above the chapter's fortress monastery was referred to as the Aprophas Crush. The impact of the hulk sent violent quakes throughout the tunnels beneath the surface, causing massive cave ins and the opening of new fissures, one of which swallowed the Void Wyrms' fortress monastery whole! It took nearly a full century to dig beneath the rubble of the cave-ins to find the shattered remains of their home, and while many of the chambers within were destroyed, the stasis-locked gene-seed bank was preserved. The Void Wyrms were thus forced to relocate from their monastery and build a new fortress, which in a twist of local irony is called Shoorai (shoh-oh-RAH-ee). There they have rebuilt themselves and have launched various campaigns against Alien-infested systems, their cold hatred of Xenos evident with the steady rythm of their deadly bolter-fire.
The surface of Cavarrus is an uninhabitable expanse of craters, dunes, and subarctic glaciers, frozen in time due to a lack of atmospheric pressure and harmful radiation. As such, the tribal inhabitants exist in subterranean tunnel-cities where the oxygen levels are dense enough to be breathable. The depths of the planet are a labyrinth of fissures, tunnels, cave networks, rivers, waterfalls, crystal deposits, magma flows, and various other geological occurrences, making any full map of the planet's honeycomb structure impossible. The majority of plant life within the planet's crust consists of large fungal jungles, some the size of hive-cities found on other worlds, where spores and poisonous gases float freely through the air, and phosphorescent gelatinous fluids ooze to the cave floor in a toxic sea of slime. The few species that dwell within this labyrinth are mostly insectile in evolution. Worms, centipedes, large spiders, beetles and flying horrors that prey upon one another and the toxic fungus of the depths, most having sturdy exoskeletal plates reinforced with endoskeletons. The most dangerous predator however are the Night Dragons, long serpentile beasts that dig vast tunnels below the surface and can swallow a land raider whole. Also, there are rumors of surviving ork tribes that occasionally raid the local settlements, providing the Void Wyrms with an ideal opponent to train new recruits against. One of the most valuable resources to the Chapter of this world are the Cavarrus Crystals, a naturally toxic crystal similar to the kind used in Eldar Splinter rifles that forms deep within the planet, and can be shaped to strength equal to ceramite steel and a sharpness just shy of mono-molecular. It is used for both the casing of their fragmentary Cloudburst bolter rounds, and also in the blades of many of the Chapter's close combat weapons. Surprisingly, this crystal seems to grow in certain ways even after refining, thus making it ideal for maintenance. Rumor has it that the blade of the current Chapter Master is the same that was used by the legendary Master Mudiwa, which was broken off in the chest of the ork Warboss Snakclaw, and has grown back over a millenium to its original shape. Combat Doctrine: The Void Wyrms are adept tunnel-fighters and close quarters specialists, owing to their subterranean homeworld origins they are quite at home in the dark, stinking sewers of hive cities, genestealer cult-burrows, and ship-born boarding attacks. Also, due no doubt in part by the toxic nature of their homeworld's flora, bio/chemical warfare is quite common with the chapter, utilizing toxic gases in place of normal smoke grenades made of fungal spore clouds that quickly clog unprotected lungs and sinuses before charging in. Besides normal explosive rounds, the Void Wyrms use special Cloudburst ammunition, which is made of local Cavarrus crystal which shatters upon impact, spraying out shards of toxic crystal that can quickly eat through flesh and flak armour, and also causes auspex sensor disruption when it hangs in the air. The two preferred special weapons of the Wyrms are flamers and meltaguns, both useful for dealing with opponents in close quarters, while the meltagun is also useful for burrowing new passageways underground. They have a natural sense of direction, as well as a uncanny ability to tell the structural stability of a structure or tunnel simply by instinct. Organization: The Void Wyrms follow the codex astartes in form, keeping to ten-man squads and ten companies, although the nature of their home means that their vehicle base is much lower than other chapters, as is the number of heavy weapons. One of the largest deviations in their wargear is the use of burrowing drop pods to dig below the surface before deploying, allowing the marines within to avoid most surface-based defences as they attack from below. Also, the Void Wyrms' usage of biological weaponry demands that each squad retains a medical specialist, usually the sargeant himself. This results in an above-average survival rate for the marines in combat, but also demands a much higher ability to command from the squad leaders, as they must tend to their charges as well as lead them into the fray. Beliefs: The Void Wyrms worship the Emperor as a deliverer from horror and frailty, referring to him as the Lightbringer, whose guidance acts as the beacon of hope for the populace of Cavarrus as well as the marines themselves. Psykers are feared and loathed amongst the locals of Cavarrus, and the Void Wyrms are no different. That is because most of the life on Cavarrus, including the fungus, seems to react negatively to psychic emanations, causing the massive jungles to shake violently whenever a psyker uses his curse, which can cause clouds of toxic gases to surge through tunnels, even reaching as far as the tribal cities in cleaner areas. As such, the Void Wyrms disdain the use of Librarians and Astropathica psykers, instead using the Techmarines of their chapter to record the chapter's history and deeds into plaques of adamantium, some with script so small that it needs a magnifier to read properly. Since the Aprophas Crush, this has been the standard means to inscribe permanent records, although some of the fancier means utilize Cavarrus crystal and other local gemstones to inlay records and murals into armour plating or plaques. All astropathic communications are routed through a station known as the Worm's Tongue in a lagrange point, then are sent via vox to Cavarrus. As a side note, most Void Wyrms seem to have a distinct feeling of ill luck when fighting under open sky, and if they must do so they prefer to do it at night. Heraldry and Colors: The main color of the Void Wyrms' armour is a dark blue-black akin to a beetle's shell, with royal blue highlights and trim. This normally makes them look dark and bleak, yet the armors usually have varying shades of ultraviolet sensitive paints to decorate their heraldry, allowing both ostentation and stealth. Individual companies add another shade of blue to their belts to designate themselves, as well as keeping their own heraldic crest on a small icon looped into the belt. This makes for easy identification of the fallen as well as letting the marines have a tangible record of their own deeds. Sternguard veterans also put stripes on their greaves, although this can only be seen clearly in the ultraviolet spectrum, which Void Wyrms see as easily as normal vision with their helmets' auto-senses. Geneseed: The majority of records belonging to the Void Wyrms chapter were lost during the Aprophas Crush, which occured little more than two centuries after the chapter's founding. However, it is obvious from observation that the geneseed of the chapter has undergone relatively minor mutations since its beginnings, most noticably in the Betcher's Gland, the Occulobe, the Oolitic Kidney, and Multilung. Every marine in the Chapter shares hollow elongated fangs as a result of the Betcher's gland mutation, which means that instead of simply having poisonous saliva, the Void Wyrms instead have a venomous bite that can kill as readily as any injected poison. The occulobe is a little larger than normal, making the irises and pupils of the eyes larger by comparison, leaving almost no whites to their eyes. Finally, the oolitic kidney and multi-lung's mutations allow the marine to survive toxic environments that would poison even other marines. Studies made by the Adeptus Terra have shown that most of these mutations are actually adaptations that occur due to the environment of the Chapter's homeworld, rather than any genetic fault. Only the Betcher's gland mutation seems to be a genetic predisposition, though a stable one, and thus is overlooked the same way that the Space Wolves' own fangs are overlooked. Battlecry: The Void Wyrms' most common battlecry is "From Dragons below! To Stars above!" is most often said when charging into an enemy-held warren or structure, and is meant to commemorate the souls of those who fall in battle to the Emperor. It also has cultural significance to the chapter, reminding them of those few veterans who had survived the plunge of their fortress monastery into the deep, and dug their way up to meet the crews who drilled downwards to them after the Aprophas Crush, as it commemorates their bravery and unceasing belief in their comrades and the Emperor that they would not be abandoned. Void Wyrms Chapter Info Spoiler:
Chapter: Void Wyrms
Founded: 38th Millenia, prior to the Great Cull of 020.M37 Why Founded: Standing Force Progenitor: Unknown Genestock Purity: A new Generation Characteristics: Flexible Combat Doctrine (+2 Wounds, +5 to any stat (Per)) Founding Fathers: Chief Apothecary Durai slew a Daemon Prince of Chaos during the Invasion of Plexus. Chapter Master Vinay who rammed a Chaos warship and drove it back into the warp, is believed to still be alive. Chapter Master Sanjit boarded and raided an Eldar craftworld in order to take the Heart of Rubix, supposedly poisonous to demons, in order to forge the Honor Blades of Sanjit. The Eldar despise him for this action. Chapter Trapping: Fungal Spore. This small chunk of psychically sensitive fungus is kept inside a sealed cube attached to the belt which vibrates whenever strong psychic phenomena is around. Treat the fungus as having the Psyniscience skill with a score of 20. Consulting it is a Half-action. Home World: Death World
Stats Spoiler:
Weapons Skill 60
Ballistic Skill 55 Strength 40 (60 with armor) Toughness 40 Agility 60 (75 with armor) Intelligence 65 Perception 50 Willpower 50 Fellowship 50 Initiative Mod 7 Gear Spoiler:
Astartes Bolt Pistol 3 Astartes Frag grenades 3 Astartes Krak grenades Astartes Combat knife Repair cement Reductor Narthecium Astartes bolter with Fire selector Chapter Trapping: Fungal Spore. This small chunk of psychically sensitive fungus is kept inside a sealed cube attached to the belt which vibrates whenever strong psychic phenomena is around. Treat the fungus as having the Psyniscience skill with a score of 20. Consulting it is a Half-action. Astartes Mk 6 Corvus Power Armor
Signature Wargear Spoiler:
Wrath of the Abyss Astartes Stalker bolter w/ Fire Selector. Deepwyrm's Fang
This particular sword is one handed down to Ikwa by his Chapter Master in recognition of his efforts. It is a short blade just longer than the Apothecary's forearm, but the formation of the crystal ensures that its edge is always sharp enough to cut through ceramite,
Persona Spoiler:
Strong-willed and even-tempered, Sumantra is one who does not like to waste effort on fruitless endeavors often, taking the time to gauge the possible consequences of his actions before deciding a course. He is dutiful in watching over his brothers, and has shown to be considerate of other forces' men as well, attending to those who needed it when and if time allowed, resulting in good relations between various Imperial Guard regiments, Adeptus Sororitas covens, and the Chapter.
Why was he selected for the Deathwatch:
What does the Deathwatch mean to him:
What he Desires:
What do you hate:
Skills and Talents Spoiler:
Awareness+20 Per 95 (+15 Autosenses, +10 Heightened Senses) Chem Use +10 Int 75 Ciphers (Xenos Markings)+10 Int 75 Climb +10 Str 70 (+20 armor) Command Fel 50 Demolition Int 65 Dodge Agi 75 (+15 armor) Common Lore (Astartes) Int 65 Common Lore (Deathwatch) Int 65 Common Lore (Imperium) Int 65 Common Lore (War) Int 65 Common Lore Imperial Guard Int 65 Ciphers (Chapter Runes) Int 65 Concealment +20 Agi 95 (+15 armor) (No penalties due to armor) Demolition Int 65 Drive (Ground Vehicles) Agi 75 (+15 armor) Forbidden Lore (Xenos) Int 65 Intimidate Fel 50 Interrogation +20 Fel 70 Literacy Int 65 Medicae+10 Int 75 (+20 Narthecium on Marines) Navigation (Surface) Int 65 Scholastic Lore (Codex) Int 65 Scholastic Lore (Chymistry) +10 Int 75 Search Per 50 Silent Move +20 Agi 95 (+15 armor) (No penalties due to armor) Speak Language (High Gothic) Int 65 Speak Language (Low Gothic) Int 65 Speak Language (Eldar) Int 65 Swim +10 Str 70 Survival Int 65 Tactics (Recon and Stealth)+20 Int 85 Tech-Use Int 65 Tracking Int 65 Ambidexterous
EXP spent Spoiler:
Signature Wargear Stalker bolter 500xp, Tech-Use 500 exp, Survival 300 exp, Search 400 exp, Sound Constitution x2 1000 exp, Awareness +10 300 exp, Demolition 400 exp, Awareness +20 800 exp, Silent Move +10 300 exp, Concealment +10 300 exp, Rapid Reload 300 exp, Hunter of Aliens 1000exp, Resistance Heat 300 exp, Resistance Cold 300exp, Hatred Dark Eldar 400 exp, Interrogation +10 200exp, Ciphers (Xenos Markings) 200 exp, Interrogation +20 200 exp, Hatred Tyranids 500 exp, Ciphers Xenos Markings +10 400 exp, Chem Use 400 exp, Autosanguine 500exp, Resistance Poisons 500exp, Chem Use +10 400exp, Medicae +10 400exp, Lore Scholastic Chymistry 200exp, Concealment +20 300exp, Silent Move +20 300 exp, Guerilla Training 400exp, Tactics Recon and Stealth +10 300exp, Tactics Recon and Stealth +20 300exp, Signature Wargear (Cavarrus Crystal sword) 500exp, Hard Target 500 exp, Hip Shooting 400exp, Signature Wargear Master (Cavarrus crystal sword) 1000 exp, Command 300 exp, Demolition 400 exp, Swim 200 exp, Rapid Reaction 500 exp, Speak Language Eldar 200 exp, Climb +10 400 exp, Swim +10 200 exp, Common Lore Imperial Guard 200 exp, Sure Strike 600 exp, Scholastic Lore Chymistry +10 200 exp, Total Recall 500 exp, Medicae +20 600 exp
Characteristic upgrades: 7100exp
Solo and Squad Mode abilities Spoiler:
Solo Mode ability: May reroll failed Concealment and Move Silently tests.
Squad Mode Attack ability: Tactical Finesse: Full Action; Cost 3; Sustained. While in effect, the battle brother and those in support range may make on Melee or Ranged attack as a Half-Action (Ranged may only be made using single shot rate of fire) and then may make a half move. Characters benefiting from this may disengage from opponents in melee without penalty. Squad Mode Defence ability: Courage under Fire. Free Action; Cost 0; Not Sustained; When used, the Battle brother and those in support range of him may immediately recover from being Pinned.
Deed: Spoiler:
Canis Salient Stealth Operations: Talented Silent Move, +10 Kill markers and +1 Reknown for every completed assassination and stealth based objective. Demeanour: Calculating Requisition: Spoiler:
Attack and Defence Bonuses: Spoiler:
Hard Target gives -20 to opponents' BS tests when I charge or run.
+10 to attacks vs Dark Eldar and Tyranids. Test Agility to avoid being surprised. |