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Epic 40K & Space Marine Index
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Adeptus Titanicus & Titan Legions Index

Epic 40K

Epic 40K - 1997

Issue Article
WD 206 Preview
WD 216 Miniatures - Imperial Guard
The Imperial Guard: Rules
Painting Tanks - Epic 40K
The Scourging of Lammas: Battle Report - Imperial Guard vs. Eldar

New Releases

  • Imperial Chimera
  • Griffon
  • Hydra
  • Bombard
WD 217 Mail Order Only - Epic 40K Drop Pods
Tactica Imperialis: Imperial Guard Tactics
New Releases - Leman Russ, Demolisher, Shadowsword, Deathstrike
WD 218 The Coming of the Great Devourer: Scenarios based on Codex Tyranid
WD 222 Green is Meaner!: Ork Tactics
WD 223 Blood Reavers: Chaos Army
WD 224 Lords of Battle: Titan Tactics
CJ 20

Epic 40,000 - The Director's Cut: Combined Arms Rule

  • Armor cover for Infrantry
  • Infantry support to Armor

Squat Armies

  • The Brotherhoods
  • Vehicles
  • Artillery
  • Air Wing
  • War Engines
    • Colossus
    • Cyclops
  • Land Trains
  • Squat Stronghold Army List
    • Squat Stronghold Detachment
    • Squat Artillery Detachment
    • Squat Super Heavy Detachment
    • Squat Tunnelers Detachment
    • Squat Land Train Detachment
    • Guild Airwing
    • Squat Stronghold Lord
CJ 21

Adeptus Mechanicus Detachments: Skitarii Tech-Guard of the Forge Worlds

  • Hypaspists: Infantry
  • Sagitarii: Heavy Weapons
  • Cataphracts: Tanks
  • Ballisterai: Artillery
  • Praetorians: Biologically and Bionically Enhanced Warriors

Machines of Destruction: Titan Upgrades

  • Carapace and Head Mounts
  • Carapace Landing Pad
  • Carapace Multi-Lasers
  • Fire Control Centre
  • Rubble Claws
  • Weapon Heads
  • Weapon Head formerly known as 'Deathstrike (Centerline Cannon)'
  • Other Ideas
CJ 25 For the Emperor!: Imperial Tactics in Epic 40,000
CJ 27 Children of the Kraken: Genestealer Cults

Adeptus Titanicus

Adeptus Titanicus - January 1989

Space Marine, 1st Edition

Related Links

The EPICentre

Issue Article
WD 108 'Eavy Metal: Adeptus Titanicus Titans & Banners
WD 109 Adeptus Titanicus Release Ad
Land Raider!: Vehicle Rules
  • Armoured Vehicles: Land Raiders, Rhinos, etc.
  • Light Vehicles: Imperial Land Speeders, Bikes, Robots, etc.
  • Dreadnoughts
Reavers and Warhounds:
  • Reaver Class Battle Titan: Vandal, Hun, Goth
  • Warhound Class Scout Titan: Mastiff, Wolf
  • Errata: Adeptus Titanicus Rulebook
WD 110 Space Marine!: Rules for Infantry
Eldar:
  • Eldar Phantom Class Titans: Shade & Spectre Variants
  • Eldar Vehicles
    • Walkers: Dreadnoughts, Spirit Warriors, War Walker
    • Jet Bikes
    • Mobile Field Artillery
WD 111 Chain Fist!: Advanced Close Combat for Titans

Craters

  • Crater Sizes
  • Setting Up
  • The Movement Phase
  • The Combat Phase
  • Types
    • Hot Mud
    • Lava
    • Noxious Gas
    • Smoke
    • Flashpoint
    • Radiation Hotspot
  • Creating Craters
    • Reactor Meltdown
'Eavy Metal: Adeptus Titanicus
WD 112 Conqueror!: Robots
WD 114 Death Blow!: Advanced Damage Rules
WD 115 Space Marine: 1st Edition Preview
WD 116 Epic Battle Damage System: Large Battles
Imperial Vehicles
  • Armoured Vehicles
    • Predator
    • Vindicator
    • Tunneling Vehicles
      • The Termite
      • The Imperial Mole
    • Devices for Armoured Vehicles
  • Imperial Data Cards: Codex Titanicus Updates for Data Cards in WD 110
  • Light Vehicles
    • Skimmers
    • Field Artillery
    • New Weapons
  • Orks
  • Gargants
  • Ork Data Cards
  • Vehicles and Walkers
    • Skimmers
    • Field Artillery
    • New Weapons
  • WD 117 Codex Titanicus: Preview
    WD 120 War Griffons: Colour Schemes & Markings
    War Machines
  • Imperial
    • Glaive
    • Manticore
    • Falchion
    • Gorgon
    • Basilisk
    • Bombard
    • Hellbore
  • Ork: Big Battle Wagon
  • Eldar: Tempest
  • WD 123

    War Machines: Updated Vehicle Stats

    • Imperium
      • Baneblade
      • Manticore
      • Shadowsword
      • Gorgon
      • Basilisk
      • Bombard
      • Leman Russ
      • Predator
      • Rhino
      • Land Raider
      • Vindicator
      • Termite
      • Whirlwind
      • Imperial Mole
      • Hellobore Heavy Mole
      • Capitol Imperialis
    • Orks
      • Gutrippa
      • Bonecruncha
      • Spleenrippa
      • Skullhamma
    • Eldar
      • Tempest
    WD 124 Epic Imperial Guard
  • Special Rules
  • Imperial Guard Detachments
  • Making Imperial Guard Stands
  • Codex Titanicus Errata
    Epic Scale Ork Battlewagons
    WD 125 Epic Imperial Guard: How to Design Imperial Guard Regiments
    WD 126 Epic Space Marines: How to Design Space Marine Regiments in the Horus Heresy
  • Using the Marine Army List
  • The Battleforce
  • Special Rules
  • Epic Space Marine Army List
  • Epic Space Marine Templates and Counters
  • Sample Marine Regiment: 3rd Regiment of the Valedictors Chapter (See Battle Report in WD 136)
  • Regimental Organizations of the Founding Chapters
    • The Space Wolves
    • The Blood Angels
    • The Dark Angels
    • The Ultramarines
  • Knights (by Andy Chambers, excerpted from WD 126)

    Knights are fast-moving powerful war machines, thirty to forty feet tall and controlled by a single warrior, that fight on the battlefields of the Horus Heresy in the service of both Eldar and Human armies. Recruited from feral worlds where lesser versions of these machines are used to herd mighty Megasaurs, Knights take to the field of war alongside other members of their noble families. With their devastating visor-mounted psychic and shock lances, the mere gaze of a Knight can bring death to its enemies.

    THE BIRTH OF THE ELDAR KNIGHTS
    Long before the Dark Age of Technology, numerous barren as planets were visited by Eldar seed ships. These inhospitable worlds were prepared for the long process of terraforming and then seeded with the essential ingredients to sustain of life. The Eldar plan was to create new worlds to colonize in thousands of years time. These worlds were known to the Eldar as Lilaethan or Maiden Worlds.

    As their civilisation neared its collapse, a number of Eldar groups denounced the easy decadence offered by Chaos and abandoned the homeworlds in a series of migrations they called the Exodus, referring to themselves as Exodites. These groups travelled far away and colonized the Lilaethan, determined to escape the terrible fall of their a race that they had foreseen. On their arrival, the Exodites split into individual clans each led by a warrior elite.

    Those who joined the Exodus came from all levels of Eldar society but were united in their determination and powerful will to survive. The Exodites were a group which had long been aware of the dangers of indulgence and hedonism; by choice, they selected worlds where their life would be hard so as to avoid the trap of sloth. To a great extent, this suppressed the natural Eldar character of intense emotion and intellect, and did indeed save them from the Fall. Among the Exodites, the intensity of the Eldar nature is expressed as a powerful loyalty to their individual clans and a strong determination to achieve their objectives.

    The struggle for survival on these worlds was indeed grim. To enable them to deal with the harsh conditions, the Exodites converted the sleek war machines they had brought with them into tall walkers which they piloted across their new planets, tending the virgin worlds. The ruling warrior Elite gradually developed a system of status and honour which brought about the society now known as the Eldar Knights. Dwelling in tall keeps, the Knights strove to hasten the planets' evolution and bring life and order out of the primeval maelstrom.

    After the Eldar Fall, the craftworlds sought out the colonists to offer them a place on board. The Exodites coldly told their craftworld brethren that they preferred to stay where life was simple if harsh, and the dangers were obvious. Though the craftworlds and Exodite colonies trade with one another, the Exodites still maintain that the easy lifestyle on the craftworlds is dangerously close to that which brought the downfall of their race.

    In order to produce the food necessary to trade with the craftworlds, the oceans of the planets were seeded with algae to form vast floating weed beds. These weed beds and the lush vegetation of the primitive jungles provided nourishment for docile brontosaurus-like herd beasts called Megasaurs created by the Knights through cloning and genetic engineering. The Megasaurs in turn provided protein-rich food for the craftworlds. The herds were shepherded by the Knights in their machine-bodies, protecting the Megasaurs from predators and moving them from place to place to feed. On occasion, the Knights of different clans would clash over watering rights or border disputes, though combat took an almost ritualised form intended more to hone the Knights' skills than bring about bloodshed.

    THE COMING OF MEN
    During the Dark Age of Technology, scouts from Earth travelled far through the galaxy seeking planets to be used as agricultural worlds to provide food for the huge hiveworlds of Humanity. They copied the farming techniques used by the Eldar Knights already living on some of the worlds discovered. In a period referred to by the Exodites as The Coming of Men, the Eldar and Human colonists clashed in a series of bloody wars as the Eldar Knights sought to protect their homes from the interlopers.

    When these planets were cut off in the Age of Strife, they became feral worlds. A warrior aristocracy grew up on the Human worlds, mimicking the lifestyle of the Eldar clans. On many worlds, the Eldar clans resurged to win back the lands they had lost and settled into a pattern of battling and raiding both against the Humans and each other. The wealth of the noble Human houses and Eldar clans was based on their herds and much herd-raiding went on. The herds were greatly reduced in size, but, as the only readily available food source, were just as important.

    While the Eldar shared their duties equally throughout the clan, the Human nobility enforced a feudal system on those below them. A sub-class of Drovers looked after the herds, as the nobles would not soil their hands with such work. The Drovers' walkers were not, by law, armed with weapons even though they lived in constant danger from raiders and predators. This ensured that the Drovers had to rely on the Knights of the nobility for protection and nullified any chance of revolt.

    As well as the nobles, each house could field large numbers of men at arms, either mounted on horses or on foot. These were equipped much like Planetary Defence Force and Imperial Guard units elsewhere in the Imperium, though with not nearly as many heavy weapons. When the nobles grew too old to carry on fighting in the harry and slash of raiding or the swirling melee of battle they would give their armour to their eldest son and take instead the armour of a Warden. Wardens formed the steadiest element within the noble houses, usually found defending the keep or protecting the Drovers.

    On many of the worlds, groups of artificers and technicians became the most important of the nobles' subjects. They initially simply maintained the Knights for the nobles but soon learnt to speak with one voice, threatening to withdraw their services from any Lord who failed to take heed. They styled themselves as a priesthood for the half forgotten mysteries of technology and were called Sacristans. As their power grew, they arbitrated between the different houses to ensure they did not wipe one another out in bitter feuds. The ever-present dangers of their worlds meant the Knights could not survive wars of attrition and genocide, and this necessitated the use of chivalric values to settle disputes. Eventually the Sacristans on many worlds ritualised the virtues of Honour, Duty and Valour and passed on these traditions from generation to generation. With the acceptance of these values the nobles became known as The Chivalry.

    In addition to the threat posed by hostile houses, the Chivalry had to fight constant battles against swift Carnosaurs which preyed upon the herds. Hunting the Carnosaurs honed their fighting skills to a deadly art, preparing them for the periods of violent warp activity which created monstrous mutated beasts. When such a beast was sighted, all the Chivalry would go on quests to seek out and destroy the creature before it tainted the land.

    THE REDISCOVERY
    Thousands of years later, the planets were brought back into the Imperium. When Rogue Trader Jeffers rediscovered the agriworlds he referred to their inhabitants as Knights, pointing out their many Knightly virtues as he emphasised the worlds' value to the Empire both as a massive food resource and as a source of born and bred warriors. The Administratum agreed with Jeffers' findings and quickly set about rediscovering the rest of the long-lost agriworlds. To their delight, they found that two in three of the originally settled worlds were still occupied by Humans working along very similar social lines. The remaining worlds were either occupied by both Eldar and Human Knights or held exclusively by clans of Eldar Knights with strong links to the craftworlds, trading natural raw materials for technology.

    Often, a Knight world would be affiliated to a Titan forgeworld, producing food for it, while the Sacristans would come under the control of the Adeptus Mechanicus. Other Knight worlds were left with a large degree of autonomy, required only to produce food and obey the call to arms when given.

    The Imperial Cult was introduced in such a way that the Chivalry could be called on by the Empire to enter a crusade. Old rivalries forgotten, the Knights (especially younger ones) would form family units to fight with Titan Orders or the Imperial Guard.

    Young Knights sometimes don't have their own armour, but train on that of their father. When fighting in a crusade they are given their own armour, built on a Titan forgeworld. Once they return home they are able to keep the armour and form their own house.

    Thus units of Knights are often fielded by Titan Orders and the Imperial Guard. During the Horus Heresy, Knights fought on both sides - many of the agriworlds declared allegiance to Warmaster Horus and were only brought back into the Imperium after decades, even centuries, of terrible armed struggle.

    Knights usually fight as single units from each house which means they are usually seen in large groups. After a period of time on crusade, the Chivalry can return home, well-rewarded with loot and new armour. Normally the Wardens stay on the homeworld to protect the keep but occasionally they have taken the field when required, more than compensating for their age with stoic tenacity.

    In some cases, Knights bring units of men-at-arms with them. These are re-equipped by the Order or Regiment, often having their horses replaced with bikes. They act in close support of the Knight formations and as scouts for the Order.

    KNIGHT SUITS
    Knight suits are similar to Titans in that they are controlled through a direct mind link. Imperial Titans are imprinted with a feral personality, which must be dominated by the Princeps in order to control the machine. The Titan's personality is there to handle all the mundane tasks in operating such a machine, like balancing and walking, leaving the Princeps free to concentrate on more important things.

    Eldar Knight suits contain a spirit stone which supplies the personality for the machine. When linked to the lone Eldar pilot, this lends Eldar Knights a fluid grace lacked by Human Knights. The spirit stones in Eldar Knights are often ancient artefacts dating back to the time of the Fall and contain the the souls of many long dead heroes. When an Eldar Knight links with his suit, he exchanges a portion of his consciousness with those in the stone. This makes Eldar Knights strange characters often speaking in archaic tongues and referring to past ages with unnerving familiarity.

    Human Knight suits do not have a permanently imprinted personality. Instead the Knight sits in a throne, which is imprinted with aspects of his own personality. The throne is plugged in to the armoured Knight suit and may be transferred from one Knight suit to another, though this is a rare occurrence usually only undertaken if the old suit is damaged beyond repair or the Knight wishes to become a Warden, passing on his old Knight suit to a younger relation. Imprinting your personality on a throne is a lengthy, sometimes dangerous, business. It has become a rite of passage for young nobles - this is how they become an adult. When he is old enough, a noble son who wishes to become a Squire undertakes a vigil in the family's chapel or sacristy, remaining seated in the throne throughout the long night. He is surrounded by the ancient thrones and battle banners of his forefathers which are kept in the sacristy, reminding him of the long traditions of honour and chivalry he is expected to maintain. The imprinting process tends to exaggerate dominant aspects of the young noble's personality, especially with regard to the way he is feeling during his vigil. If he is scared, the personality imprint will always be scared, making the suit difficult to control in combat. If the noble is angry with someone (say a brother who made fun of the noble before his vigil) the personality imprint will always hate that person, even if the noble has got over it.

    When a noble dies, his throne retains some of his character. Nobody else can use it to control the suit until they have overlaid their personality onto the throne. It is still possible, however, to communicate with the personalities in the throne. Thus they are often kept and placed in the family's sacristy, a direct link with the ancestors of a noble house. It is the height of dishonour to deny a family the opportunity to salvage the thrones of Knights who have fallen in battle and the family will go to any lengths to get them back.

    Note that the unarmed suits used by herdsmen are not controlled in the same way. They have a simple mind-link like that used on a Dreadnought. This makes them slow, lumbering machines when compared to the sleek thoroughbreds used by the nobles. The Sentinel walker used by the Imperial Guard is in fact a copy of the tried and tested Drover suit adapted for combat with the addition of basic armament.

    Though there are, many different designs of Knight suit, a common feature to all except Warden suits is the lance. The lance is a short ranged area weapon developed from devices used for herding Megasaurs. To affect the dull nervous systems of Megasaurs, lances needed to be very powerful. The war lances used by Knights in battle discharge all their tremendous power in a single cataclysmic blast, making them a weapon much feared by their opponents. The lance is always mounted in the Knights' visor, a practice that has given Knights a reputation of being able to kill with a single glance.

    Knights are rapidly-moving war machines, able to advance swiftly across the battlefield, deploying their heavy firepower to devastating effect. They are frequently used to forge ahead of the main formation to spearhead an attack or secure an important position. During a battle, these highly-mobile hard-hitting units may be ordered to make flanking attacks, out-manoeuvring slower-moving enemy forces, and can be quickly redeployed whenever a new or unexpected threat is posed.

    There are three levels of status for Knights: Squire, Knight and Lord (Wardens of this status are known as Seneschals).

    FORMATIONS
    All Knights are organized into detachments of three or more machines. The Knights in each detachment belong to a single noble house, though it's possible that a large house may be represented by more than one detachment. In major battles it is not unknown for large houses to field up to thirty kinsmen, although six to eight is more usual. Though many of the houses have blood-ties extending back hundreds of years, there is much lingering distrust between the numerous houses. Thus, if Knights are fighting on both sides in a battle, all the Knights fighting together on one side will be allied or related houses battling out a bloodfeud against age-old enemies.

    Human Knights are always fielded in detachments containing only one class of Knight. It is traditional for each household to use either Knight Paladins or Knight Lancers rather than a mix of the two, although large houses often fight with both classes in separate detachments. All the truly great noble houses, legendary names such as Hawkwood, Beaumaris, Arundel, Mortimer and Warwick, have the resources to call on Knights of any class: Paladins, Lancers and the stern, unflinching Wardens. Lesser families may only have a few Knight suits of a single class, worn by the finest of their warriors.

    Eldar clans, on the other hand, frequently use a combination of two or three classes within the same detachment and aren't subject to the same restrictions as the Human households. The most common mix in Eldar detachments is Fire Gale and Towering Destroyer classes; if the detachment also includes Bright Stallion Knights, it means the Stallions can't make use of their superior speed.

    HERALDRY
    Eldar from the Lilaethan or Maiden Worlds paint their Knights in the clan's colours. Clan motifs and runes are added to both the Knight and its banners according to individual taste. The motifs of the Exodite clans are based on animals, each of which has a deep spiritual significance within the clan that uses it. The rank of the Eldar is shown by a strict colouring code: Lords have silver heads, Knights have bronze heads and Squires have gold heads.

    Each of the Imperial noble houses that field Knights have a livery of two colours. They use these, with adapted Imperial heraldry, to denote rank. Squires use the basic livery colour (usually the colour that is dominant on the household's banner). Knights use the basic colour halved with the secondary colour, and Lords use the two colours in a quartered pattern. The actual areas painted in different colours varies from house to house and between the different designs of Knight, but the basic pattern is always retained. Wardens are usually coloured all white, with a single panel in their household colours in a pattern appropriate to their rank. Emblems on the war machines and their banners are adapted from the main household banners. These banners usually show a heroic ancestor in battle with a mythological monster as their central image. Campaign banners and emblems are often added while the Knights are on crusade with Imperial forces.

    WD 127

    Squats: How to design a Squat War Host

    • Organization
    • Designing a War Host
      • Organization Templates
        • War Host
        • Brotherhood
        • Expeditionary Force
      • Detachment Counters
      • Filling the Organization Templates
    • Battleforces
      • Using a Battleforce
      • Allies
    • The Squat Army List
      • Squat Infantry and Vehicles
    • Special Rules
      • The Warlord and Hearthguard
      • The Grand Marshal and Staff
    WD 128

    Orks: How to design an Ork Horde in Epic Scale

    • Clans
      • Goffs
      • Bad Moons
      • Death Skulls
      • Evil Sunz
      • Snake-Bites
      • Blood-Axes
    • Designing the Ork Horde
      • Organization Templates
      • Mob Counters
      • Filling the Organization Templates
      • Using the Army List
      • Using the Horde
      • Allies
    • Special Rules
      • Warbands and Warbosses
      • Being Out of Command
      • The Warboss
      • The Warlord
      • Mekaniaks
      • Malfunctions
      • The Kult of Speed
      • Mercenaries
      • Captured Equipment
    • New Infantry and Vehicles
      • Wildboyz
      • Boar Boyz
      • Gretchin
      • Boyz
      • Traktor Beam
      • Stompers
      • Slasher Gargants
    • Ork Army List
    • Burzuruk's Bad Boyz: Sample Ork Horde
    • Tactics
    WD 130 Praetorians: Rules for Capitol Imperialis & Hellbore
    WD 131 Epic Realm of Chaos (Part 1): Army List (Part 2 in WD 132)
    WD 132

    Epic Realm of Chaos (Part 2): Daemons and Their Conjuration (Part 1 in WD 131)

    • Greater and Lesser Daemons
    • Summoning
    • Formations
    • Sequence of Play
    • Orders
    • The Instability Test
    • Panic Tests
    • Daemons in Combat
    • Khorne
      • Bloodthirsters
      • Bloodletters
      • Fleshhounds
    • Slaanesh
      • Keepers of Secrets
      • Daemonettes
      • Fiends
    • Tzeentch
      • Lords of Change
      • Flamers
      • Pink Horrors
    • Daemon Princes
    • Nurgle
      • Great Unclean Ones
      • Plaguebearers
      • Beasts of Nurgle
      • Nurglings
    • Summoning Template
    WD 133 Titan Expansions
    • New Warlord Titan Weapons and Equipment
    • New Titan Rules
      • Psychological Effects of Titans
      • Morale Table
      • Titan Close Combat Weapons versus Buildings
      • Titans Using Indirect Fire
    • New Close Combat Weapons
      • Power Ram
      • Battle Claw
      • Energy Whip
      • Wrecker
      • Power Saw
      • Chaos Titan Tails
    • New Weapons
      • Light Support Missiles
      • Demolisher Missile
      • Barrage Missile
      • Harpoon Missile
      • Carapace Mounted Multi-Lasers
      • Trident
    • New Equipment
      • Centre Line Weapon Mounts
      • Rubble Claws
      • Carapace Landing Pad
      • Devotional Bell
      • Corvus Assault Pod
    • New Titan Heads
      • Close Combat Head
      • Weapon Head
      • Courvus Assault Head
      • Command Head
      • Custodian Head: Psychic Attack Amplifier
      • Chaos Titan Heads
    • 'Eavy Metal: Slaanesh vs. Orks
    WD 136 An Epic Battle: Battle Report - Space Marine Valedictors (from WD 126) vs. Orks

    Space Marine 2nd
    Titan Legions

    Space Marine, 2nd Edition - 1991

    Titan Legions - September 1994

    Useful Links:

    Issue Article
    WD 141 Space Marine: Preview
    WD 142 A Guide to Painting your Epic Scale Forces
    Titan Weapons
    • Imperial Titan Weapons
      • Barrage Missile Launcher
      • Battle Claw
      • Carapace Landing Pad
      • Carapace Multi-Lasers
      • Chaos Energy Whip
      • Chaos Titan Tails
      • Corvus Assault Pod
      • Deathstrike Cannon
      • Fire Control Centres
      • Harpoon Missile
      • Plasma Blastgun
      • Power Ram
      • Power Saw
      • Turbo-Laser Destructor
      • Vulcan Mega-Bolter
      • Warp Missile
      • Wrecker
      • Inferno Gun
        • Inferno Gun Template
      • New Titan Heads
        • Close Combat
        • Weapon Head
      • Trident
    • Imperial Titan Weapon Data
    • Reaver Titan
    • Imperial Titan Damage Tables
    • Gargant Weapons
      • Battle Cannon Head
      • Battle Cannon Turret
      • Gatling Cannon
      • Gork & Mork Heads
      • Gutbuster Cannon
        • Ball Rounds
        • Chainshot
        • High Explosive
      • Observation Turret
      • Ripper Fist
      • Scorcher Turret
      • Slasha Attack Gun
      • Snapper
    • Ork Gargant Weapon Data
    • Great Gargant
    • Ork Gargant Damage Tables
    • Reaver and Gargant Data Cards
    WD 143 Stompers!
    • Stompers: Orks
    • Ork Dreadnoughts
    • Chaos Androids
    • Eldar Wraithguard
    • Eldar Dreadnought
    • Shokk Attack Gun: Orks
    • Mole Mortar
    • Space Marine Dreadnoughts
    • Grey Knights
    • Chaos Dreadnoughts
    • Space Marine Data Cards
    (Eldar) Alaitoc Craftworld vs. The Blood Angels: Battle Report
    (See Epic Forces article in WD 144 for new Eldar vehicle rules)
    'Eavy Metal: Epic Eldar Vehicles from Alaitoc Craftworld vs. The Blood Angels Battle Report
    • The Warp Hunters
    • The Prism Cannon
    • The Wave Serpents
    • The Avatar
    • The Eldar Dreadnoughts
    • Mike McVey's Eldar Titan (Phantom)
    Armies of the Imperium: Imperial Guard Colour Schemes
    • The Codex Astartes
    • The Regiment
    • Painting Details
    • Codex Colours
    • Camouflage
    • Markings
      • Company Markings
      • Squadron Markings
    • Flags and Coversions
    • Leman Russ Company
    • Campaign Badges
    • Super Heavy Battletanks
    • Artillery
    • Shadow Sword Super-Heavy Battle Tank
    • Baneblade Super Heavy Tank
    • Storm Hammer Super Heavy Tank
    • Gorgon Close Assault Vehicle
    • Space Marine Data Cards
    WD 144 Assault!: New rules for attack and defence scenarios in Space Marine
    • Rules
      • Hidden Set Up
      • Dug-in Counters
    • Attack and Defence Tactics in Space Marine
      • Defence Strategies
      • Defence in Depth
      • Channelling
      • Attack Strategies
      • In Conclusion
    • Space Marine Fortification Cards
      • Razor Wire
      • Entrenchments
      • Minefields
      • Bunkers
      • Stronghold
    • Markers & Counters
      • Hidden Set-up and Dug-in Counters
      • Minefields and Razor Wire (Markers)
    Modelling Workshop: Epic Fortifications
    • Introduction
      • Tools and Materials
      • Safety First
    • Trenches, Redoubts and Fortifications
    • Painting
    • Bunkers
    • Razor Wire
    • Minefields
    • Templates
    Epic Forces:
    • Eldar vehicles from Alaitoc Craftworld vs. The Blood Angels Battle Report in WD 143
      • Warp Hunter
      • Wave Serpent
      • Deathstalker Prism Cannon
    • Armies of the Imperium
      • Imperial Hellbore: Tunneller
      • The Mole: Tunneller
      • The Termite: Tunneller
      • (Space Marine) Drop Pods
      • The Leviathan: Mobile Command Centre
      • Data Cards
    'Eavy Metal: Epic Vehicles and Titans
    • Imperial Guard Army
      • Hellbore
      • Termite Assault Unit
      • Leviathan
    • Slasher Gargant: Goff Clan Slasha Gargant
    • Warhounds: Imperial Iron Skulls Warhound Titans
    Titan Data Sheets:
    • Eldar Titans
      • Eldar Holo Field
      • Eldar Titan Weapons
        • Power Fist
        • Heat Lance
        • The Psychic Lance
        • Tremor-Cannon
        • Distortion Cannon
        • Pulsar
        • Wing Weapons
      • Eldar Phantom Titan
    • Ork Slasher Gargant
    • Imperial Warhound Scout
    WD 145 'Eavy Metal: Mike McVey's tips on painting new Epic releases
    • Eldar War Walkers: Alaitoc Craftworld
    • Imperial Fighting Vehicles
      • Deathstrike Missile Launchers
      • Gorgon
      • Squadron of Hellhound Firethrowers
      • Mk II Predator
      • Leman Russ Battle Tank
      • Rapier Battery
    WD 147 Eldar Avatar and War Walker

    The Eldar Craftworlds: Colour Schemes

    • Iyanden
    • Ulthwe
    • Alaitoc
    • Saim-Hann
    • Biel-Tan
    WD 148

    Daemons and Chaos War Machines

    • Daemons
      • Horrors of Tzeentch
      • Flamers of Tzeentch
      • Plaguebearers of Nurgle
      • Beasts of Nurgle
      • Bloodletters of Khorne
      • Fleshhounds of Khorne
      • Fiends of Slaanesh
      • Daemonettes of Slaanesh
    • Renegade Army Cards
    • 'Eavy Metal
    • Daemon Engines of Khorne
      • Tower of Skulls
      • Death Dealer
      • Cauldron of Blood
      • Lord of Battle - Greater Daemon of Khorne
    WD 149

    Epic Ork Vehicles

    • Gibletgrinda Battle Fortress
    • Nobz Warbikes
    • Braincrusha
    • Evil Sunz Bowelburna
    • Evil Sunz Gobsmasha
    • Evil Sunz Spleenrippa
    • Bonecruncha and Bonebreaka
    • Skullhamma Battle Fortress
    • 'Eavy Metal
      • Goff Warboss and Stompers
      • Goff Braincrushas
      • Deathskulls Clan
      • Goff Gutrippas
      • Bad Moon Great Gargant
      • Deathskull Gibletgrinda
      • Goff Lungburstas
      • Blood Axe Clan
    WD 150

    Epic Ork Vehicles

    • Scorcher
    • Snakebite Squiggoth
    • Wartrack
    • Hop Splat Gun
    • 'Eavy Metal
    • Mekboy Pulsa Rokkit
    • Orc Damage Templates
    • Squig Katapult

    'Eavy Metal: Epic Daemons

    • Magnus the Red: Primarch of Tzeentch
    • Lord of Change
    • Keeper of Secrets
    • Fulgrim: Primarch of Slaanesh
    • Great Unclean One
    • Mortarion: Primarch of Nurgle
    • Bloodthirster
    • Angron: Primarch of Khorne
    WD 151

    Mekboyz And Squats

    • Orks
      • Mekboy Speedsta
      • Bubble Chukka Speedsta
      • Lifta-Droppa Speedsta
      • Mekboy Dragster
    • Squats
      • The Land Train
      • Iron Eagle Attack Gyrocopter
    WD 152

    Commissar Yarrick and Warlord Ghazghkull Mag Uruk Thraka

    • Ghazghkull Mag Uruk Thrakam, Mighty Ork Warlord and Leader of the Waaargh!
      • Ghazghkull in Warhammer 40,000
      • Makari, Ghazghkull's Banner Bearer
      • Ghazghkull's Battlewagon and Retinue
      • Ghazghkull in Space Marine
    • Commissar Yarrick, Defender of Hades Hive and Hero of the Imperium
    • 'Eavy Metal: Imperial Commissar Yarrick and Ork Warlord Ghazghkull Mag Uruk Thrakam
      • Commissar Yarrick
      • Warlord Ghazghkull
      • Banners
    WD 154 The Battle for Golgotha: Battle Report - Orks vs. Squats
    WD 156 Chaos at Kadavah: Battle Report - Imperium Blood Angels Space Marines vs. Chaos Horde
    WD 158 Ragnar Blackmane, Njal Storm Caller & Ulrik The Slayer in Space Marine: Space Wolves
    WD 159

    Daemon Engines of Tzeentch

    • The Silver Towers of Tzeentch
    • Doom Wing
    • Fire Lord
    WD 160

    The Assault on Barbarius: Battle Report - Imperial Guard vs. Eldar

    WD 161

    Gargants: Orks

    • Background
      • Gargant Big Mobs
      • The Great Gargant Datacard
      • Power Fields
      • Battle Damage
      • Fires
      • Great Gargant Fire Arcs
    • Gargant Weapons
      • Da Gaze of Gork
      • Gutbuster Mega-Cannon
      • Magnum Mega-Cannon
      • Super Lifta-Droppa
      • Observation Turret
      • Scorcher Turret
    • 'Eavy Metal: Ork Great Gargant
    • Great Gargant Damage Tables
    • Great Gargant: Data Sheet
    • Ork Gargant Special Cards
    WD 164

    Daemon Engines of Khorne

    • The Blood Reaper
    • Brass Scorpion
    • Doom Blaster

    The Banelord: Chaos Titan of Khorne

    • Banelord Weapons
      • Bloodletter Battlehead
      • Hellstrike Cannon
      • Havoc Missile Rack
      • Doomfist
      • Chaos Titan Tail of Khorne
    WD 168 Bloodbath on Centius Prime: Battle Report - Chaos vs. Orks
    WD 170 Squat Cyclops

    Epic Eldar Armies

    • Space Marine Armies
    • Create an Army
    • Psychic Powers
    • Titans
    • Aspect Warriors
    • Support Cards
    • Psychic Attacks
    • Defensive Strategies
    • Eldar Tactics
    WD 171

    Chaos Armies

    • Creating a Chaos Army
    • Khorne and Tzeentch
    • Slaanesh and Nurgle
    • Chaos Cards
    • Chaos Followers
    • Chaos Space Marines
    • War Machines
    • Tzeentch Flyers
    • Daemon Engines of Khorne
    • Cannons of Khorne
    • Chaos Titans
    • Lord of Battles
    • Chaos Army Tactics
    • Greater Daemons
    • Fire Support
    WD 172

    Blood and Fire (Listed in Contents as Fire and Blood): Scenarios

    • Introduction
    • Rescue Operation
    • A Bridge Too Far
    • The Flank Attack
    • Capture and Hold
    • Breakout
    WD 173

    Questions & Answers

    • Chaos
    • Eldar
    • Titans
    • Close Combat
    WD 175 Questions and Answers 2
    WD 177

    Know your Foe: Tactics

    • Know your Enemy!
    • Space Marines
    • Imperial Guard
    • Orks
    • Eldar
    • Chaos
    • Squats
    Titan Legions: Preview
    WD 178 Into the Maelstrom: Review

    The Titan Legions (by Rick Priestley, excerpted from WD 178)

    THE ADEPTUS MECHANICUS

    There are no towers as high as the spires of Mars, no cities greater than the hives of Mars, and no men more devoted to the pursuit of knowledge than the Tech-Priests of Mars.

    Mars is the greatest and most populous world in the entirety of the galaxy-spanning Imperium. Sprawling hives climb miles into the Martian sky and their foundations delve deep into the planet's core. Orbital factories circle its globe, their ceaseless industry forming a glowing halo around the red planet.

    Above the equator vast space docks float in geo-stationary orbit, for this is the home of the mightiest fleet in the Imperium, the Battlefleet Solar. Untold billions of human souls live on the ancient world. They are the people of the Cult Mechanicus and the devoted servants of its technarcane Machine God.

    Mars is the homeworld of the Tech-Priests, the ruling class of the Cult Mechanicus. Throughout the galaxy there are many other worlds that belong to the Tech-Priests, planets whose people also form part of this huge and powerful organisation. These other planets are called Forge Worlds, and though none are as ancient or as powerful as Mars, each has its hives and its factories, its industries and its cavernous temples to the Machine God.

    Each Forge World is a colony of the Tech-Priests, controlled by its own Techno-Magi and responsible for its own affairs. However, the ultimate loyalty of all the cult members is to the Cult Mechanicus itself, and to its masters on the planet Mars.

    THE BIRTH OF THE CULT MECHANICUS

    The Cult of the Machine God began many thousands of years ago, before the birth of the Imperium, during the time known as the Age of Strife. The events that triggered the Age of Strife must forever remain a mystery, but very likely the increasing turmoil in warp space was one of the most influential factors. Only by means of the ethereal realm of warp space can interstellar space travel take place. Erratic disturbances in warp space, called warp storms, make it almost impossible for spacecraft to travel between star systems. During the Age of Strife, the warp storms became frequent and more intense, spreading throughout the galaxy until space travel became next to impossible. Individual solar systems became isolated and many human colonies hitherto dependent upon interstellar contact were lost. Societies collapsed, anarchy prevailed, and the old civilisation of mankind passed away forever.

    During the Age of Strife the Earth could no longer acquire sufficient food or resources to accommodate its people. Without access to the wider galaxy the homeworld could not survive. Untold billions died as a result of war and starvation. The planet soon became a battleground where rival warlords fought over the ruins of a once great civilisation. All of Earth's ancient knowledge was lost and its cities destroyed. The planet became little more than a desert where its people were reduced to the level of brute savages fighting over the scarce land and water that remained.

    On Mars the process of disintegration began as it did on Earth, but because of the unique conditions on Mars events were to develop entirely differently. Because of lack of maintenance the planet's atmospheric radiation shields soon disintegrated. Solar radiation poured onto the surface, destroying the fragile ecosystem and wiping out sparse vegetation which had taken millennia to cultivate. Plagues caused by high radiation levels slew most of the population. Of those who survived most became deranged by sickness, many turned into mutant zombies or gibbering cannibals. The destruction of the entire planet seemed likely. However, this was not to be, for a new idea began to spread amongst the people, a religion of survival - the Cult Mechanicus dedicated to the Machine God.

    The devotees of the Machine God sought out the now scattered technology needed to rebuild temporary radiation shelters. The cult demanded absolute devotion from its followers, for only by selfless dedication and often personal sacrifice could machines be recovered or the planet saved. Under the direction of their Tech-Priest leaders, the cultists set about restoring order to the world. They built shelters to protect themselves from the radiation storms, and oxygen generators and food processing machines to enable them to live behind the enclosed shielding.

    There were few shelters even for the Tech-Priests and none for unbelievers. Marauders and mutant raiders tried to force their way inside the hurriedly constructed buildings. Many of the cultists died defending their shelters and some early shelters were destroyed, but the survivors emerged all the stronger and more determined. The people interpreted their survival in the face of tremendous odds as vindication of the Cult Mechanicus. Their resolve and devotion to the cult became unshakeable.

    Whilst rival warlords battled over the remnants of Earth the Tech-Priests rebuilt Mars in the image of their inhuman god. On red sand there rose the first temples of the Machine God and the people came to worship at the High Altar of Technology.

    The Tech-Priests scoured the ruins of Mars for surviving machinery which they enshrined within the Temple of All Knowledge. Within the temple's plasteel shell shining pistons held the vaulted roof almost a mile above. The shafts of each piston were so constructed that they moved to raise and lower the roof, altering its acoustic properties to accentuate the hymns of praise sung to the Machine God.

    The High Altar within took the form of a vast database containing the whole knowledge of the Tech-Priests. Even today every new discovery is dedicated to this altar. Every temple on Mars and throughout the Forge Worlds is connected to the High Altar by means of a living Transmat link, a psychic Servitor whose mind co-joins all altars of the Cult Mechanicus into one holy machine entity.

    THE TITAN LEGIONS

    When the Tech-Priests built their first temples and restored order to Mars they also laid the basis for the military arm of the Cult Mechanicus, the Titan Legions. They created weapons capable of functioning in the hostile environment of their planet. The vast fighting machines they built were Titans. Since that time the Titan Legions have formed the backbone of the armies of the Cult Mechanicus. Now, as part of the Imperium, they serve the Emperor.

    Of all the galaxy's fighting machines none can match the sheer size and power of a Titan. The largest Titans bristle with weaponed turrets and carry potent guns capable of destroying entire formations of enemy troops. Inside the Titan's armoured shell countless crew busy themselves with their duties. Some operate the throbbing engines that propel the machine enabling it to walk over the battlefield. Others direct its potent weapons of destruction, guiding its turrets and aiming its lethal missiles. A Titan is a ponderous battleship of the land. A machine of such a size and complexity that it is accompanied by infantry and tanks so that it can deliver its substantial firepower in the most effective way. Some Titans carry troops into battle, their towering leg sections form mighty bastions from which squads of troops attack the enemy.

    The construction of a Titan takes many years. Centuries of endeavour lie behind a single machine. The largest and oldest Titans of all are held to contain a spark of the Machine God's divinity. They have a holiness invested in them by virtue of their antiquity and technical complexity. The Tech-Priests deck the Titans with banners proclaiming their divine nature. On the eve of battle they anoint the machines with holy oil and perform the Mass of the Cult Mechanicus before the entire legion. The sacred names of the Titans are chanted amidst readings from the Manual Technicanum. To the Tech-Priests a Titan is more than a fighting machine it is an aspect of the Machine God, a holy and worshipful creation of Technology. To serve aboard a Titan is to serve the Machine God in person. This is the greatest service that a mere mortal can perform.

    THE FORGE WORLDS

    When the Cult Mechanicus restored order to Mars its leaders looked to Earth and beyond, hoping to find remnants of human knowledge on other worlds. The Tech- Priests were appalled at the destruction on Earth and judged there was nothing worth saving. Instead they turned their attention to the wider galaxy. However, their spacecraft were unable to break through the warp storms that raged throughout the galaxy, isolating the Sol system and many others besides.

    The Tech-Priests studied the warp barrier for many centuries, observing the nature of the warp storms and the energy patterns within them. After many lifetimes they were able to predict when the storms were at their weakest, and made preparations for an expedition beyond the solar system. At last an opportune moment came, the warp storms abated, and a massive fleet set out from Mars. The spacecraft of the Cult Mechanicus carried an entire Titan Legion onboard as well as thousands of Servitors and Tech-Priests to form the seeds of a new colony.

    After a few short days the warp storms regained strength once again and all contact was lost with the fleet. The Tech-Priests waited for a sign from their Machine God, and faithfully started to prepare another expedition.

    Over the next thousand years many Titan Legions were built and launched into the void. Some were lost or destroyed, but others were successful in their mission. Throughout the galaxy new colonies of the Cult Mechanicus were founded, each a replica of Mars with its temples and hives, its factories and its hierarchy of Tech- Priests. Each new world was protected by its Titan Legion. These new worlds were called Forge Worlds.

    Whilst the storms persisted the Tech-Priests of Mars could only guess how many of their space fleets had survived passage through the tumultuous warp. During moments of relative calm broken messages were down-loaded into the High Altar in the Temple of Knowledge, fleeting reports from the Forge Worlds, data from recovered machines, conformations of new discoveries or desperate pleas for help. But there was little the Tech-Priests of Mars could do to aid individual worlds, and it was not until the time of the Great Crusade in the Age of the Imperium that the Forge Worlds were to be finally united with Mars.

    THE KNIGHT WORLDS

    The Tech-Priests' spacefleets found an anarchic galaxy where the ancient confederacy of interdependent human planets no longer existed. They discovered that the Eldar too were facing social degeneration. Many had taken to the worship of the Dark Gods of Chaos, and everywhere the Eldar worlds were falling into ruin. Some Eldar had already chosen to abandon their home worlds and set up new colonies of Exodites untainted by the evil of Chaos. The Tech-Priests also found that wild Ork warbands rampaged throughout the galaxy, looting and destroying, causing unrest everywhere.

    The human worlds discovered by the Tech-Priests retained little of their old technology. They had devolved into feudal states ruled by aristocratic nobles who welcomed the Tech-Priests as long awaited saviours. The Tech- Priests settled amongst these feudal empires, or Knight Worlds, choosing planets that were mineral rich where they could rebuild their industries. They established contacts with the Knights, trading with their worlds and investigating the ancient ruins where surviving technology could still sometimes be found. The Knights provided manpower and security against enemies such as marauding Orks and land-hungry Eldar Exodites. In return the Tech- Priests provided technical expertise and help rebuilding their planets.

    Over the millennia the Forge Worlds became powerful and the Knight Worlds flourished under their wing. The Tech- Priests and Knights became mutually dependent and each Forge World became the hub of an empire consisting of a Forge World and its surrounding Knight Worlds. The Knights learned much from the Tech-Priests and their societies were gradually transformed into technically sophisticated cultures. Many of the Forge Worlds were successful in maintaining sporadic contact with each other, and the Tech-Priests' obsession with knowledge ensured that discoveries on one world were down-loaded to altars throughout the galaxy.

    The most important innovation that the Tech-Priests brought to the Knight Worlds were the fighting machines also called Knights. These machines were one-man versions of a Titan, much smaller and less powerful than a real Titan, but far better suited to the mobile style of warfare prevalent amongst the nobility of the Knight Worlds.

    Today these Knights fight alongside the Titans and form a reserve of troops which can be called up into the Titan Legions when required. Each machine is piloted by a noble of the Knight Worlds, a Knight warrior within a Knight machine, for these worlds have maintained their feudal societies over the millennia. Indeed, the acquisition of technology enabled the warrior nobility to strengthen its position of power on their worlds

    THE AGE OF THE IMPERIUM

    It is now ten thousand years since the Age of the Imperium began. It was in that distant time that the warp storms finally ended with a single massive storm of unbelievable destructive power. The warp is formed from psychic energies which affect the minds of psychically sensitive mortals. As a result of the final collapse of the storms many humans were killed as a psychic shock wave spread throughout the galaxy.

    The Eldar worlds were at the centre of this shock wave, spelling the end of planet-bound Eldar civilisation. Some Eldar escaped by means of massive space arks called Craftworlds. The Eldar Exodites who had already distanced themselves from the hub of their civilisation also survived.

    Other Exodites arrived amongst the Knight Worlds looking for worlds to settle, seeking out planets seeded by their ancestors thousands of years previously. Many of these worlds were already settled by the Knights and wars broke out throughout the Knight Worlds as Eldar tried to oust the Knights. The Forge Worlds and Knights managed to repel the Eldar invaders in most cases, but they could not prevent the Exodites settling nearby. Over the following centuries the Exodites and Knights would fight many long and arduous wars.

    On Earth the lifting of the warp storms signalled the beginning of an age of rebuilding and resurgence. From the battling warlords of Earth emerged one far-sighted visionary, a man of mysterious origins whose knowledge of past technologies astounded all who spoke to him. History does not recall his name only the title he came to assume in later years - the Emperor. This great leader united the warring people of Earth and prepared the way for the reconquest of the galaxy by his Space Marine Legions.

    On Mars the Emperor was recognised as the long-awaited Omnissiah of cult legend. A frenzy of popular uprising swept through the entire Cult Mechanicus as word spread of his coming. When the Emperor arrived on Mars he was hailed as the Machine God Incarnate and the Tech-Priests and Techno-Magi alike came to acknowledge his leadership and marvel at the technical secrets at his command.

    Not all amongst the Cult Mechanicus were happy with this turn of events. Many of the senior Magi resented the disturbance in the status quo threatening, as it did, their own power base. A few of these malcontents led a rebellion and seized the Temple of All Knowledge from where they called the faithful to war against the Emperor.

    The conflict that followed was short and bloody, and ended in the defeat of the reactionaries and triumph of the Emperor's followers. Mars and Earth were reunited after millennia of separate development.

    THE GREAT CRUSADE

    With the massive human resources of Earth and the colossal technical power of Mars the Emperor began the re-conquest of the galaxy. This mighty enterprise is known as the Great Crusade and it lasted for two hundred years. The Emperor's forces spread out from the Sol system, searching for surviving human worlds and driving out alien usurpers. Many long forgotten planets were liberated during the Great Crusade and many worlds were settled anew. Gradually the Imperium expanded throughout the galaxy.

    Forge Worlds throughout the galaxy were able to establish secure communications with Mars following the end of the warp storms. Many Forge Worlds were able to contact the High Altar of Knowledge, and many technical advances and discoveries were spread as a result. The position of Mars and the Cult Mechanicus as the leader of the Forge Worlds was reaffirmed and spacecraft began to travel between the worlds regularly.

    Many Forge Worlds found themselves at war with alien invaders, especially Orks, now that space travel was viable once again. Although the Forge Worlds were able to help each other to some degree, they were everywhere forced onto the defensive. Some Forge Worlds were destroyed and many of the Knight Worlds were devastated. As the Great Crusade advanced it was able to free the Forge Worlds from these attacks. The liberation of the Forge Worlds was a great advantage to the Imperium, because their considerable military might could be added to that of the Great Crusade itself.

    As the Emperor's forces pushed further and further into the galaxy, the Forge Worlds were able to supply arms and equipment, weapons, spacecraft and other munitions to the advancing armies. Titan Legions from the Forge Worlds joined the Space Marines to extend the borders of the Imperium still further.

    As the Great Crusade reached the edges of the galaxy the Cult Mechanicus founded new Forge Worlds to act as forward supply bases. These new planets soon grew and established their own Titan Legions. Surrounding planets were colonised from the Knight Worlds, replicating the long-established pattern on the other Forge Worlds.

    THE HORUS HERESY

    As the Great Crusade reached ever outwards, encompassing almost the whole galaxy, a new and unthinkable threat emerged to challenge the re-emergence of humanity. This was the rebellion known to later ages as the Horns Heresy. The revolt was led by Warmaster Horus, the greatest of the Emperor's generals, his most trusted lieutenant, and the most powerful of all the Primarchs. The rebellion began far out on the eastern fringes of the galaxy, and took hold amongst the Space Marine and Titan Legions serving under Horus.

    It is unclear how Horus managed to turn his armies against the Emperor, but he was a skilled and persuasive leader who commanded immense personal loyalty amongst his troops. In all probability there were few who even questioned his orders, and later, when the true power behind the revolt was revealed, it was too late. At the very beginning none guessed that behind the Warmaster' s plans lay something altogether more sinister. Unknown to anyone, Horns had thrown in his lot with the Dark Gods of Chaos. All who followed him would be as damned as he.

    This is not the place to describe at length the fierce battles of the Horns Heresy. The galaxy was torn asunder as Space Marines fought Space Marines and Titans battled Titans. Horus' strategy was to move against the Emperor directly, attacking Earth with as much speed and as many troops as he could muster. Earth's defences were weak and reinforcements were weeks behind Horus' fleet. In the final event the war was to be won by the Emperor, but only at the cost of his own life as he battled Horus in personal combat aboard the Warmaster' s own battleship. From that day forth the Emperor has lived only as a spirit sustained by psychic energies, his lifeforce inhabiting a corpse held together by stasis fields.

    The majority of Horus' forces were scattered following his defeat. The rebel Space Marine and Titan Legions fled into the Eye of Terror, a zone of what is known as Chaos Space. Here the twin dimensions of the warp and reality overlap, and the ethereal realm of Chaos co-exists with the material realm of men. In this vast region of space there are worlds inhabited by daemons and their minions, and it was amongst these worlds that the traitors made their home.

    Outside the laws of time and space the Eye of Terror has preserved the remnants of Horus' armies to this day. Space Marine warriors who fought against the Emperor live there still, emerging at points past, present and future to harass the forces of the Imperium. Titans that took part in the Heresy can also be found in the Eye of Terror on worlds ruled by dark and corrupted Tech-Priests whose hellish visions of techno-madness have created societies where men are slaves to daemon-possessed machines which hunger for mortal blood.

    THE ASCENDANCY OF THE HIGH LORDS

    Following the defeat of Warmaster Horus the Imperium of Mankind was re-established afresh. The organisational basis for the Imperium of the 41st Millennium was laid down in the years following the Emperor's incarceration. At that time Imperial organisations were instated in forms which have endured broadly unchanged for ten thousand years. Institutions created by the Emperor to serve his Great Crusade became the ruling bodies of the sprawling empire. Their chiefs became the most powerful men the galaxy has ever known. These individuals are the High Lords of Terra, a conclave which includes the chief military and administrative officials of the Imperium.

    The new ruling body of the Imperium was known as the Adeptus Terra, the Adepts of Earth, a term which included not only the High Lords but all the organisations under their control. From this time the term Adeptus was formally adopted as the title for all officials of the Imperium. During the Great Crusade and Horus Heresy the Cult Mechanicus had taken part in all the triumphs and failures of the Imperium. Now the Techno-magi prepared to play their role in the rebuilding process too.

    To establish their place amongst the new rulers of the Imperium the Cult Mechanicus became the Adeptus Mechanicus, and its cult leaders became High Lords of Terra. Over the following millennia the people of Earth and Mars would march forward together, welded into one mighty Imperium, yet distinctly different societies with their own governments and institutions.

    THE ADEPTUS MECHANICUS

    It is now the forty-first millennium. The Emperor has endured for ten thousand years, his living spirit continues to guide the fate of mankind though his body is rank with decay. On the world of Mars the Techno-Magi celebrate the rites of the Machine God and his divine manifestation the undying Emperor. Throughout the Imperium there are countless Forge Worlds devoted to the pursuit of knowledge. The Titan Legions and the Tech-Guard armies of the Adeptus Mechanicus protect and expand the territories of the Machine God. In conjunction with the Space Marines and Imperial Guard, they form the fighting armies of the Imperium, the most potent force in the galaxy.

    The Forge Worlds and Knight Worlds remain fiercely loyal to their Martian masters. Their industry and their tithes are to the Adeptus Mechanicus and the Techno-Magi of the Cult Mechanicus. Where other human worlds in the Imperium are part of the feudal empire controlled by the Administratum of the Adeptus Terra on Earth, the Adeptus Mechanicus retains direct ownership of its own territories. Thus the Forge Worlds and the Knight Worlds owe no obligations to the Adepts of Earth. They raise no regiments for the Imperial Guard and they pay no tithes to the treasury. They are not answerable to the Adeptus Terra but to the Adeptus Mechanicus. Only the Inquisition has jurisdiction in their territories, and there are no worlds in the Imperium where those warriors of righteousness may not walk freely.

    Legions

    • Legio Ordo Sinister
    • Legio Destructor: The Beasts of Steel
    • Leigo Mortis: Death Heads - Traitor Legion
    • Legio Metalica: Iron Skulls
    WD 179

    Titan Legions: Epic Miniatures

    • 'Eavy Metal: Forces of the Imperium
      • Manticore Battery
      • Hydra Battery
      • Basilisk Battery
      • Stormblade Super Heavy Battle Tank Company
      • Shadowsword, Baneblade and Stormhammer Super Heavy Battle Tanks
    • 'Eavy Metal: Legio Ignatum
      • Reaver Titan
      • Warhound Titans
    • 'Eavy Metal: Eldar
      • Warlock Titan
      • Warlock Troop Stand and Falcon
      • Firestorm
      • Doomweaver Squadron
      • Nightwing Squadron
    • 'Eavy Metal: Orks
      • Goff Gargant Big Mob
      • Mekboy Gargant
      • Mekboy Pulsa Rockets
      • Stompers
    Inferno: Battle Report of alternate scenario for Gehenna Campaign from Fires of Gehenna scenario booklet in Titan Legions - Imperium Legio Metialic vs. Ork Waaagh! Hargluk (Follow-up Stomp an' Smash! Battle Report in WD 188)
    WD 180

    Fists of Death: Titans Tactics

    • Overall Strategy
    • If the Weapon Fits...
    • The Weapons
    • Titan Killing
    • Battle Group Variants
    • Historical Battle Groups
    • Reaver Battle Groups
    • Warhound Detachments
    • Warhound 'Hunter' Detachment
    • Individual Titans
    • Equipping your Models
    • 'Eavy Metal
      • Forces of the Imperium
      • Squat Forces
    • 'Eavy Metal
      • Orks
      • Chaos
    WD 181

    Imperator Titan: Tactics

    • The Walking Arsenal
    • Plasma Annihilator
    • Hellstorm Cannon
    • Main Battery
    • Secondary Weapons
    • Gun Towers
    • Defence Laser
    • Bolters
    • 'Eavy Metal: Legio Metalica - Emperor Titans
    • Titan Missions
    • Engage and Destroy
    • Delaying Action
    • Take and Hold
    • Bliztkrieg
    • Capture
    • Combined Actions
    • Troops and Tanks
    • Returning the Favour
    • Protecting an Imperator Titan
    • 'Eavy Metal
      • Orks
      • Chaos

    Space Marine Razorbacks

    • History
    • Battle Tactics
    • Army Cards
    • 'Eavy Metal: Imperial Knights
      • Knight Paladin Detachment
      • Knight Lancer Detachment
      • Knight Castellan Detachment
    WD 182

    Waaagh Da Orks!: Mega-Gargant Tactics

    • 'Eavy Metal: Ork Mega-Gargant
    • Q&A
    • Lotsa Big Gunz!: Ork Mega-Gargant Weapons Summary
    • 'Eavy Metal
      • Orks
      • Chaos
    • Mega Weapons
    • Big Lobba
    • Weirdboy Tower
    • Krooz Missulls
    • Mekboy Weapons
    • Deth Ray
    • Super Lifta Droppa
    • Da Uvver Kannons
    • Skullcrusha Mega-Cannon
    • Gun Decks
    • Turrets
    • Krusher Arm
    • What's da Plan?
    • Trash da Burg
    • Stompfest
    • Trash dat Shak!
    • Grabbit!
    • Stomp an' Smash
    • It's Stompin' Time!
    • Oi! 'Elp me Out!
    • Wot you Waitin' Fer?

    Knight Households

    • The Knight Worlds
    • Types of Knights
    • Knight Households in Battle
    • Army Cards
    WD 183

    Epic Hive War: Tyranids Supplement - Review

    • Epic Games System
    • Until Now...
    • Tyranid Forces
    • 'Eavy Metal: (Epic) Tyranid Broods
    • 'Eavy Metal: Epic Tyranids and Chaos
    • Bio-Warfare
    • Bio-Titans
    • Tyranids on the Battlefield
    • The Hive Mind
    WD 184

    Abomination!: Battle Report - Imperials vs. Tyranids

    • 'Eavy Metal: Eldar
    • 'Eavy Metal: Tyranid Broods
    WD 185

    Chimera Assault!

    • Chimera Assault Troop Carriers
    • Chimerax: Autocannon
    • Chimedon: Battle Cannon
    • Chimerro: Hunter Missile
    • New Army Cards
    WD 186

    Eldar Revenant Scout Titans

    • Eldar Titans
    • Scout Titans
    • The Yarant Wars
    • Eldar Attack
    • Revenant Scout Titan Special Rules
      • Holo Fields
      • Jump Jets
      • Weapons
      • Pulse Lasers
      • Special Rules
      • Scatter Laser
      • Missile Launcher
    WD 187

    Imperial Airpower

    • The Rediscovery of Flight
    • Airborne Assault
    • Organisation
    • The Thunderbolt Fighter
    • Marauder Fighter-Bomber
    • Thunderbolt and Marauder Epic Army Cards
    WD 188

    Plague Engines of Nurgle: Chaos

    • The Army of Nurgle
    • Cavalcade of Pestilence
    • Tide of Despair
    • Plauge Tower
      • Boarding Actions
    • Contagion Plague Engine
    • Army Cards
    Stomp an' Smash!: Battle Report that continues alternate history to Gehenna Campaign from Fires of Gehenna scenario booklet in Titan Legions that was started in Inferno! Battle Report of WD 179 - Imperium Legio Metalica vs. Godratz' Ork Horde
    WD 190

    Slaanesh War Machines: Chaos

    • The Battle of Molech
    • House Devine
    • Daemon Knights
      • Special Rules
        • Glamour of Slaanesh
        • Psychic Saving Throw
      • Hell-Strider
      • Hell-Scourge
      • Hell-Knight
    • Chaos Titans
      • Glamour of Slaanesh
      • The Subjugator
        • Psi-Pulse
        • Hell Claws
      • The Questor
        • Weapons
    • 'Eavy Metal: Slaanesh Daemon Knights and Titans
    • Epic Army Cards
    • Slaanesh Scout Titans
    • Questor and Subjugator Scout Titan Damage Tables
    WD 191

    Ordinatus: Imperium

    • The Adeptus Mechanicus
    • Centurio Ordinatus
    • Special Rules
    • Dispersion Field
    • Golgotha
      • Hellfire Missiles
    • Armageddon
      • Nova Cannon: Insert Template and Plasma Power Counters
    • Mars
      • Sonic Disruptor
    • Insert: Epic Army Cards
    WD 192

    Death from Above: Epic Flyer Tactics

    • Air Attack
    • Escort and Engage
    • Escort Missions
    • Move and Fire
    • Search and Destroy
    • Suppression Attacks
    • Deep Strikes
    • Air Superiority
    • Tools for the Job
    • Chaos Forces
    • Eldar
    • Orks
    • Tyranids
    • Imperial
    • Squats
    • A Final Word
    WD 193

    Unsung Heroes: Infantry Tactics

    • Infantry Invasion
    • Troop Types
    • Close Assault
    • Tactical Troops
    • Heavy Weapons
    • Combined Operations
    • Special Troops
    • Scouts
    • Special Characters
    • Commanders
    • Forward Men!
    WD 194

    Modelling Workshop: Abominatus, Despoiler of Worlds - Epic Khorne Imperator Titan Conversion

    Tyranid Assault!: Tyranid Tactics

    • Epic Hive War
    • Total Annihilation
    • Wipe Out
    • The Swarm
    • Instinctive Behaviour
    • Lightning Assault
    • Reaching the Target
    • Flying Beasts
    • Mycetic Spores
    • Synapse Creatures
    • Protecting your Commanders
    • Extermination
    WD 195

    Ancient Writings: Scenario Inspirations

    • Loot Fiction
    • Plunder History
    • Epic: The Attack on Virlath
    WD 196

    Mission Briefing: Mission-Oriented Objective Counters

    • Take and Hold
    • Assault
    • Capture
    • Rescue
    • Cleanse
    • Bombard
    WD 197 Reign of Fire!: Battle Report - Orks vs. Blood Angels (Uses Objective Counters in WD 196)
    WD 198

    Honour and Glory: Veteran Regiments

    • Battle for Catachan: Scenario
      • The Blood Slaughterers
      • Catachan Devils
    • Other Examples
      • Krueger's Heroes, Leman Russ Tank Squadron
      • Scythes of the Emperor, Terminator Detachment
    CJ 1 Random Space Marine Armies with scenarios
    Knights: Fast Moving War Machines
    CJ 2 Storm the Breach: Urban Conflicts
    CJ 3 Inner Force: Expanded Psychic System
    CJ 4 The Power Within: Psykers for "Inner Force: Expanded Psychic System" in CJ 3
    • Space Wolf Rune Priests
    • Adeptus Psyker
    • Chaos Magi: Nurgle, Slaanesh, Tzeentch
    Snakebite Cyber-Wyvern
    • Creating a Snakebite Cyber-Wyvern: Modelling
    • Snakebite Painboy Cyber-Wyvern Squadron
    • Snakebite RuntHerd Cyber-Wyvern Squadron
    CJ 5 Epic Special Characters
    • Mad Doc Grotsnik: Ork Painboy
    • Da Dreadmob: Kaptin Irongutz Freebooterz
    • Enjuneer Bignailz: Ork Mekboy
    • Blood Axe Kommandos: Orks
    • Ork Weirdboy Warphead
    • Squat Ancestor Lord