Chaos Space Marines – Dreadclaw Drop Pod
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6

Dreadclaw Drop Pod

NoNAME  M WS BS S T W A Ld Sv Base
115
Dreadclaw Drop Pod (base: Use model)
1
115
Dreadclaw Drop Pod
12" 4+ - 6 6 9 4 8 3+ Use model
A Dreadclaw Drop Pod is equipped with: blade struts; thermal jets.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Blade struts
Blade struts
Melee
Melee
x2
-4
3
-
OTHER WARGEAR
ABILITIES 
Thermal jets
After the bearer has moved, you can select one unit the bearer moved across and roll one D6, subtracting 2 from the roll if that unit has the CHARACTER keyword: on a 2-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds.
Thermal jets
After the bearer has moved, you can select one unit the bearer moved across and roll one D6, subtracting 2 from the roll if that unit has the CHARACTER keyword: on a 2-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds.
ABILITIES
ABILITIES
Armour of Contempt
Drop Pod Assault: During deployment, you must set up this unit high in the skies instead of setting it up on the battlefield, but neither it, nor any units embarked within it, are counted towards any limits that the mission you are playing places on the maximum number of Reinforcement units you can have in your army. In the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. Any units embarked within this transport can immediately disembark after it has been set up on the battlefield for the first time, and if they do so, they must be set up more than 9" away from any enemy models.
Hover Transport: Distances are measured to and from either this model’s hull or its base, whichever is the closest.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound.
TRANSPORT
TRANSPORT
This model has one of the following transport capacities:
• 10 INFANTRY models. Each JUMP PACK or TERMINATOR model takes up the space of 2 models and each CULT OF DESTRUCTION model takes up the space of 3 models.
• 1 CHAOS CONTEMPTOR DREADNOUGHT model.
• 1 HELBRUTE model.
FACTION KEYWORDS: CHAOS, <MARK OF CHAOS>, HERETIC ASTARTES,
KEYWORDS: VEHICLE, TRANSPORT, FLY, DREADCLAW DROP POD

Datasheet-related Stratagems

WILD FURY1CP
World Eaters – Battle Tactic Stratagem

Sheer aggression can cut through even the thickest armour.

Use this Stratagem in the Fight phase, when a WORLD EATERS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.
KILL! MAIM! BURN!1CP
World Eaters – Battle Tactic Stratagem

Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn!

Use this Stratagem in the Fight phase, before a WORLD EATERS unit from your army consolidates. Until the end of the phase, each time a model in that unit makes a consolidation move, it can move an additional 3".
CRUEL BLADESMEN2CP
Emperor’s Children – Battle Tactic Stratagem

Fulgrim's scions are renowned for their bladecraft, toying with their inferiors while preparing an exquisite, penetrating thrust.

Use this Stratagem in the Fight phase, when an EMPEROR’S CHILDREN unit from your army is selected to fight. Until the end of the phase, each time a HERETIC ASTARTES model in that unit makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
BITTER ENMITY1CP
Iron Warriors – Battle Tactic Stratagem

The Legion’s contempt for the Imperial Fists runs deep, unleashed in a surge of violent atrocity whenever they clash with Dorn’s sons.

Use this Stratagem in the Fight phase, when an IRON WARRIORS unit from your army is selected to fight. Until the end of the phase, each time a HERETIC ASTARTES model in that unit makes a melee attack against an IMPERIAL FISTS unit, or against a unit that is a successor Chapter of the Imperial Fists, you can re-roll the hit roll and you can re-roll the wound roll.
VENGEANCE FOR MONARCHIA1CP
Word Bearers – Battle Tactic Stratagem

Never will the outrage in beloved Monarchia be forgiven; the idols toppled there by Guillimans sons will be reforged from their bones.

Use this Stratagem in the Fight phase, when a WORD BEARERS unit from your army is selected to fight. Until the end of the phase, each time a HERETIC ASTARTES model in that unit makes a melee attack against an ULTRAMARINES unit, or against a unit that is a successor Chapter of the Ultramarines, you can re-roll the hit roll and you can re-roll wound roll.
FLAY THEM ALIVE1CP
Night Lords – Epic Deed Stratagem

Death does not always follow defeat. To the enemy’s most influential champions, the Night Lords reveal their most sadistic talents, the victims’ chilling screams broadcast to erode their allies’ mettle.

Use this Stratagem in the Fight phase, when the enemy WARLORD is destroyed by a melee attack made by a NIGHT LORDS HERETIC ASTARTES model from your army. Until the end of the battle, each time a Combat Attrition test is taken for an enemy unit, subtract 1 from that Combat Attrition test.
TAKEN ALIVE1CP
Creations of Bile – Epic Deed Stratagem

To be snatched away for experimentation by Fabius Bile and his followers is an altogether nightmarish fate.

Use this Stratagem in the Fight phase, when the enemy WARLORD is destroyed by a melee attack made by a CREATIONS OF BILE model from your army. Until the end of the battle:
  • Subtract 1 from the Leadership characteristic of every model in your opponent’s army.
  • Your opponent cannot use the Insane Bravery Stratagem.
  • Your opponent cannot use any rules to re-roll a Morale test.
DEADLY AMBUSH2CP
Alpha Legion – Strategic Ploy Stratagem

The Hydra knows all. Accessing scan-feeds from hidden Legion ships, interpreting the whispers of warp gheists or acting on data from embedded traitors, few esoteric incursions are unexpected by the Alpha Legion.

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one enemy unit that was set up on the battlefield as Reinforcements this phase. Until the end of your next turn, each time an ALPHA LEGION model from your army makes an attack against that unit, add 1 to that attack’s hit roll.
SABOTAGED ARMOURY1-3CP
Alpha Legion – Strategic Ploy Stratagem

Alpha Legion agents and saboteurs infiltrate enemy targets long before the foe join the battle.

Use this Stratagem in any phase, when an enemy VEHICLE model is destroyed. If there are any ALPHA LEGION units from your army on the battlefield, your opponent does not roll to see if that model explodes: it does so automatically (if that model is affected by a rule that says it never explodes, ignore both that rule and this Stratagem and roll to see if it explodes as normal). If that model has a Wounds characteristic of 9 or less, this Stratagem costs 1CP; if that model has a Wounds characteristic of 10-19, this Stratagem costs 2CP; otherwise, it costs 3CP.
VEILED AGENDA1CP
Alpha Legion – Strategic Ploy Stratagem

The ploys and machinations of the Alpha Legion are ineffable to outsiders, the heretics' foes kept guessing or else deliberately fed contradictory disinformation.

Use this Stratagem after selecting secondary objectives or Agendas, if your army contains any units with the ALPHA LEGION keyword. Do not reveal one of your selections to your opponent. The first time you score victory points or experience points for that secondary objective or Agenda, reveal it to your opponent. Note that you must still make a record of your selection. We recommend writing this down and concealing it until revealed. You can only use this Stratagem once.
UNDERHAND SCHEMING1CP
Night Lords – Strategic Ploy Stratagem

The honourable fight is a laughable concept to the Night Lords, who employ darting strikes, feigned retreats and all manner of dirty tactics to win the battle.

Use this Stratagem at the start of your Charge phase. Select one NIGHT LORDS unit from your army. Until the end of the phase, that unit is eligible to declare a charge in a turn in which it Fell Back.
SCORN OF SORCERY1CP
World Eaters – Strategic Ploy Stratagem

Like the god they worship, the warriors of the World Eaters despise psykers and their trickery, and the sheer force of their hatred can sever sorcerous powers.

Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch attempt is made (if any). If that enemy PSYKER unit is within 24" of any WORLD EATERS units from your army, roll one D6: on a 4+, that psychic power is denied.
BLOOD FOR THE BLOOD GOD!2CP
World Eaters – Strategic Ploy Stratagem

When blood rains, the warriors of the World Eaters are fearless.

Use this Stratagem in the Fight phase, when an enemy unit is destroyed by a melee attack made by a WORLD EATERS model from your army. Until the end of the turn, each time a Morale test is taken for a WORLD EATERS unit from your army, it is automatically passed.
RAID SUPPLY LINES2CP
Red Corsairs – Strategic Ploy Stratagem

Daring pre-emptive strikes against the enemy’s supply lines and rearguard ensure that their reinforcements are either diverted or delayed by logistical anarchy.

Use this Stratagem at the start of the Reinforcements step of your opponent’s Movement phase, if a RED CORSAIRS WARLORD from your army is on the battlefield. If it is the first or the second battle round, you can select one of your opponent’s Strategic Reserves or Reinforcements units. That unit cannot arrive on the battlefield this phase for any reason, even if it has another rule that states it always arrives on the battlefield during a specific battle round (e.g. Drop Pod Assault). You can only use this Stratagem once.
UNRELENTING ONSLAUGHT2CP
Black Legion – Strategic Ploy Stratagem

The Black Legion let nothing stand in their way.

Use this Stratagem in your Movement phase, when you select a BLACK LEGION unit from your army to move. Until the start your next Movement phase:
  • That unit can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls.
  • That unit is eligible to shoot and declare a charge, even if it Falls Back this turn.
VOX SCREAM2CP
Night Lords – Wargear Stratagem

Hideous screams of an aggressive techno-virus infiltrate the communication systems of the target, temporarily rendering it incapable of command.

Use this Stratagem at the end of your Movement phase. Select one enemy unit within 12" of a NIGHT LORDS unit from your army. Until the start of your next Movement phase, that unit loses all of its aura abilities. You can only use this Stratagem once.
HEXAGRAMMATIC WARD1CP
Word Bearers – Wargear Stratagem

Diabolical wards of protection can turn aside the enemy’s blows.

Use this Stratagem in any phase, when an attack is allocated to a WORD BEARERS model from your army. The Damage characteristic of that attack is changed to 0. You can only use this Stratagem once, unless you are playing a Strike Force or Onslaught battle (in which cases, you can use this Stratagem twice).
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The CELESTIAN SACRESANTS keyword is used in the following Adepta Sororitas datasheets:

The NEMESIS DREADKNIGHT keyword is used in the following Grey Knights datasheets:

Heavy Support
Armour of Contempt
Each time an attack is allocated to an ASTRA MILITARUM VEHICLE, ADEPTUS ASTARTES, SANCTIC ASTARTES, HERETIC ASTARTES or ADEPTA SORORITAS model, worsen the Armour Penetration characteristic of that attack by 1.
This rule does not apply to any of the following:
  • Models equipped with a storm shield, a relic shield or a combat shield (or a Relic that replaces one of these shields).
  • Models with either the Sacresant Shield or Force Shielding ability (CELESTIAN SACRESANT and NEMESIS DREADKNIGHT units).
  • Models that are under the effects of any other rule that worsens or reduces the Armour Penetration characteristic of an attack.

The keyword is used in the following Chaos Space Marines datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
INSANE BRAVERY2CP
Core Stratagem
Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Army List
Datasheets collated
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.

The JUMP PACK keyword is used in the following Chaos Space Marines datasheets:


– if equipped with the Jump pack this unit gains the JUMP PACK keyword.

The CULT OF DESTRUCTION keyword is used in the following Chaos Space Marines datasheets:

Heavy Support

This datasheet has Fast Attack Battlefield Role. Full list of Chaos Space Marines units sharing same Battlefield Role follows:

Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.

Blade struts used in the following datasheets:

Reinforcement Units
If a unit is ever added to a Battle-forged army during the battle, it is never considered to be part of a Detachment. This means that it never costs CPs to include them in your army but they will never benefit from any Detachment abilities.

  • Units added to your army during the battle are never part of a Detachment.

The , CHAOS and CONTEMPTOR DREADNOUGHT keywords are used in the following Chaos Space Marines datasheets:

© Vyacheslav Maltsev 2013-2022