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| Issue |
Article |
| WD 169 |
Adeptus Arbites (by Andy Chambers, excerpted from WD 169)
The Adeptus Arbites are the keepers of the Imperium's laws and
watchdogs of the far-flung empire of humanity. The Imperium is
an organisation where rebellion and defiance of the Imperial will
are Crimes Against Humanity. The Arbitrators are the grim and
uncompromising reminder of the Imperium's presence which no planetary
governor can ignore. They cannot be bought off or threatened or
corrupted or negotiated with. Indeed the Adeptus Arbites goes
to a great lengths to ensure that those recruited into their ranks
do not serve on their own homeworlds nor anywhere within a dozen
light years of home. They do not communicate with the citizenry
unless absolutely necessary and only leave their great fortress-precincts
on official business.
Should a planet revolt against the Imperium the Arbitrators will
be the first to go into battle against the traitors. More often
than not a rebellious governor will order the destruction of the
Adeptus Arbites precinct on his planet as his first treachery
and a great battle will break out between rebel planetary defence
forces and the besieged Arbites. The one-sided struggle of a few
hundred against an entire world should not last long and the result
would seem inevitable but the Judges are well trained in their
task and always ready.
During the rebellion of Ichar IV the Arbitrators held their precinct
for twenty seven days before finally escaping via a secret tunnel
and capturing four of the hive's power generators. These they
held for a further six days before destroying them as the last
of the judge's positions was overrun. When the Ultramarines Chapter
of Space Marines arrived to crush the rebellion they found twenty
percent of the planets ground defences inoperative and successfully
staged a drop directly into the core hive, shortening the whole
campaign by two months.
In truth the Arbitrators need only to hold out until their astropath
has transmitted a message summoning help. Mobile fleets of Arbitrators
stand in constant readiness to answer the call of their precincts
and bring retribution upon the transgressors of the Emperors laws.
Beyond them the entire might of the Imperium can be called upon
with Space Marine Chapters and the Imperial Guard prepared to
quell the fiercest rebellion.
Equally the Arbitrators stand ready to fight against the foes
of humanity in the case of Genestealer infestation, Chaos incursion
or alien attack. The well armed and rigorously trained Arbitrators
make excellent troops and Squads of Judges can add vital backbone
to the planetary defence forces. It is ironic that planetary governors
who may have plotted against the Imperium for years are always
the first to squeal for help when the Orks arrive.
ARBITES TROOPS ON THE BATTLEFIELD
The forces of the Adeptus Arbites are deliberately better equipped
than those of either Planetary Defence forces or the Imperial
Guard to discourage attack. Every Arbitrator is equipped with
a complete suit of carapace armour. All Arbitrators also carry
a bolt pistol as their standard side arm.
Beyond this basic equipment the specific armament of Arbitrator
squads varies according to their mission. The most common armament
for patrol groups, execution teams and snatch squads is either
standard boltguns or the specially designed Arbites Combat Shotgun.
Arbites shock troops are frequently deployed as heavy assault
troops and carry the much feared Power maul and Suppression shield.
One member of the five man Arbitrator squad is usually armed
with a special weapon drawn from the extensive precinct armouries.
The most common choice is a grenade launcher as this offers the
greatest tactical flexibility. Arbites squads also have access
to a range of special grenade types such as photon flash, scare
and choke, which are invaluable for crowd suppression and the
capture of criminals, these have also proved very potent against
poorly equipped opponents such as Orks and Gretchin, Chaos cultists
and Genestealer broodbrothers.
Because of their heavy armour and (if armed with Arbites Combat
Shotguns) their potent short ranged firepower Arbites squads are
most useful at short ranges in dense terrain, either attacking
enemy held positions or defending key points. They excel in street
fighting where their small squad size enables them to make best
use of available cover. Arbites squads are very hard to shift
at the best of times and they can fight off the fiercest assaults
with sufficient heavy weapons support.
- The Arbites Combat Shotgun
- Characters
- Squads
- Adeptus Arbites Wargear List
|
| WD 189 |
Vindicare Imperial Assassin (by Andy Chambers, excerpted
from WD 189)
Across the galaxy, self-proclaimed prophets preach falsehoods
and heresy, and power-crazed dissidents and rabble rousers exhort
the ignorant masses to rebellion against the Imperium. These crimes
obviously cannot be tolerated by the loyal followers of the Emperor...
OFFICIO ASSASSINORUM
Ruling the galaxy-spanning Imperium of mankind requires absolute
authority, and this needs to be reinforced by the use of absolute
power. In its crudest form, power means armies of warriors, war
machines and spacecraft, but it can be applied in many subtler
ways to achieve the desired end. Coercion, bribery, threats, blackmail
and murder are all weapons in the armoury of those that rule.
To this end, the Imperium has developed several institutions to
study, perfect and exploit these weapons to their fullest. Such
ancient institutions trace their history back to the Great Crusade
and the very birth of the Imperium. One such organisation is the
Officio Assassinorum.
The Officio Assassinorum, or Office of Assassins, is one of the
most secretive organisations in the Imperium. Its hidden Grand
Master is one of the High Lords of Terra, the cabal of awesomely
powerful individuals whose every decision affects untold billions
of people and immense tracts of the Imperium. Only the High Lords
themselves can sanction the deployment of the Assassins, for fear
that their own weapons may be used against them. It is said that
in the distant past the Grand Masters used Assassins to further
their own ends, and a reign of terror clutched even the High Lords
themselves. In the anarchic Wars of Vindication the Grand Master
himself fell to the Assassin's knife. Thereafter, the High Lords
took special care to control the Officio Assassinorum so that
only traitors and heretics need fear it today.
THE ART OF DEATH
Individual Assassins begin their training in early childhood
when they are chosen from the progeny of Deathworlds, feral societies
and the most dangerous hive-cities of the Imperium. Training starts
even as the ships return to Earth, with the Officio instructors
testing their prospective pupils mercilessly. The weak and foolish
are weeded out before they even board the ships, and as they journey
to Terra the wilful and cowardly are excised in tests of determination
and enforced discipline. The recruits must survive on limited
food or air for days at a time. They must constantly fight each
other in armed and unarmed combat, in conditions of total darkness
or blinding light, zero-G or crushing weight, stifling heat or
freezing cold.
By the time of their arrival there may be only a tenth of the
prospective Assassins left, or sometimes none at all if the instructors
deem every recruit to be unworthy.
On arrival at Earth the new recruits are divided amongst the
hidden temples of the Officio Assassinorum. Their training becomes
ever more rigorous as the temples test each candidate to his or
her utmost limits. Days are spent battling with bone-wrenching
exercise engines, fighting in deadly bouts or mastering specialist
weaponry and techniques. Each temple has its own ancient ways
and mysteries, each specialises in a different aspect of the art
of murder. Thus, when the High Lords of Terra select their tools
of death from the lethal disciples of the secretive Officio Assassinorum,
they are assured of only the most finely honed and efficient living
weapons.
VINDICARE TEMPLE
The Vindicare temple of Assassins specialises in vengeance and
revenge killings. Vindicare Assassins practice callous, unfeeling
destruction which eliminates the target with contemptuous ease.
They aim to bring inglorious death to the enemies of the Emperor
with a sniper's bullet, and have elevated the skills of the marksman
to an art form. To complement this, the Vindicare temple emphasises
stealth and evasion techniques as well as weapons training. One
of the temple's maxims is that a clean kill can only be made from
an excellent firing position, and Vindicare Assassins have been
known to occupy a position overlooking their target for days before
finally taking their shot.
The skills of the Vindicare temple are commonly used to slay
those who use mob rule and rousing oratory, replying to sedition
with the seemingly divine retribution of an invisible, untraceable
sniper. Many false messiahs have fallen with a Vindicare bullet
through their brains as they preached their credo. Rebellious
politicians and revolutionary leaders who speak out against the
wisdom of the Imperium constantly fear being cut down on the rostrum.
When such charismatic figures die at the hands of a faceless servant
of the Emperor, their followers soon become disillusioned and
fearful. In this way, many heresies have been stopped with a single
shot.
Vindicare Assassins are always in great demand to support Imperial
forces on the battlefields of the war-torn galaxy. Overly successful
alien commanders and dangerously powerful psykers often fall beneath
the cross hairs of the Vindicare. In one celebrated (but carefully
concealed) incident, a massed Eldar assault in the Lammas campaign
was halted by a lone Vindicare Assassin hiding in a ruined habtower.
The tower enjoyed a commanding view of the surrounding terrain,
so that time and again the Eldar advance was stalled by a hail
of deadly fire which slew Exarchs, Warlocks and support weapon
crews in quick succession. Eventually the Eldar called in their
Scouts to clear the tower, but when they entered it they found
it deserted and empty.
- Imperial Agents Army List
- Special Rules
- Wargear
- Wargear Cards
- Exitus Weapons
- Exitus Ammunition
- Stealth Suit
- Spy Mask
|
| WD 190 |
Callidus Imperial Assassin (by Ian Pickstock, excerpted
from WD 190)
Hidden cult leaders and rebel lords plan, scheme and plot against
the Imperium, never realising that death waits for them amongst
their loyal followers. Rarely do they suspect the trusted lieutenant
or the harmless courtesan that ends their miserable existence,
but such is the way of the Assassins of the Callidus temple.
OFFICIO ASSASSINORUM
The Officio Assassinorum is considered, by the few individuals
who are even aware of its existence, to be the ultimate tool of
destruction and diplomacy. In an Imperium that spans an entire
galaxy, there are many who believe that they can defy its authority.
Some simply crave for independence away from the Imperial cult,
the Ecclesiarchy and a galaxy seemingly ruled by twelve faceless
figures in the name of a lifeless Emperor. Others have fallen
under the domination of Genestealers or been seduced by the promises
of Chaos. This is the Assassin's battleground - the misguided
and the ambitious, the foolish and the perverted, all must be
purged for the greater good of humanity. No heretics can be allowed
to stand against the Imperium or their foul thoughts would spread
across the galaxy like a cankerous infection in the greatest civilisation
mankind has ever known. Planetary rulers across the Imperium must
understand that abuse of their power will result in them facing
the justice of the sword and gun. Some may be able to avoid the
judiciaries of the Adeptus Arbites, fewer still may be able to
face off against the Imperial Guard and the Adeptus Astartes,
but let it be known that none can stand against the Officio Assassinorum!
CALLIDUS TEMPLE
The Callidus temple is the most subtle of the ancient hidden
temples of the Officio Assassinorum, specialising in the artful
deception of the enemies of the Imperium.
The methods of the Callidus temple are those of utmost cunning
and subtlety. They are often used on missions where overt interference
by the Imperium will upset the intricate balance of power maintained
by the High Lords of Terra. The Callidus Assassin is the ultimate
tool against the over-ambitious who use diplomacy, bribes and
corruption to further their position. Such individuals play a
dangerous game in the corridors of power, making a mockery of
the Imperium whilst appearing to do no wrong.
The techniques that the Callidus temple use to bring down a target
are many and diverse, and can go far beyond that of simply killing
the perpetrator. The Callidus temple undertake many covert operations
which may involve an Assassin infiltrating an enemy civilisation
for months or even years. Their aim is to get close to the chosen
target, so that they can carry out their mission. This could range
from simply influencing important decisions to eliminating the
target at a key moment.
To achieve their exacting tasks the Callidus temple specialise
in the use and development of the shape-altering drug Polymorphine.
An injection of Polymorphine allows a trained Callidus Assassin
to completely change their appearance. Under the influence of
Polymorphine, the user's body undergoes dramatic changes and only
a fully trained individual is able to keep these changes under
control. Essentially, at a cellular level, the bonds that hold
the flesh, bone and nerve cells together are broken down by the
Polymorphine drug, allowing the user a brief period to literally
rearrange their cell structure. They can lengthen bones, stretch
skin, change the size and shape of their muscles, convert protein
cells to fat cells and vice versa. Once the Polymorphine drug
has done its work the cells re-establish their bonds and the trained
Assassin will now be changed into a new form until another injection
of the Polymorphine drug allows the Assassin to re-assume their
original shape or change to that of another.
All the Assassins of the Callidus temple are trained in the use
of Polymorphine. With Polymorphine alone a Callidus Assassin may
masquerade as any human being they may choose, from a beautiful
young woman to a crippled old man. However, in addition the Medicus
Adepts of the Imperium have developed a range of surgical implants
to allow Callidus Assassins to mimic members of alien races, like
Orks and Eldar. The implants consist of flexi-cartilage and hardened
synskin, similar to that used in the black carapace of Space Marines.
When the Assassin is in normal form these implants lie dormant
under their flesh and within their bones. It is only when Polymorphine
is injected that these implants react to stimulants within the
drug and transform into the genetically encoded shapes that allow
the Assassin to restructure their body into the grotesque and
hunched form of an Ork, or the lithe and graceful body of an Eldar.
The most startling and horrific of these implants are those that
allow a Callidus Assassin to transform themselves into the totally
alien form of a Genestealer Hybrid!
Whilst using Polymorphine an Assassin must have complete control
of their body as well as total empathy with the subject they are
attempting to replicate. The high level of discipline required
by the complex, ritualised forms of combat also helps the Assassin
achieve the inner calm and total concentration required. Over
the centuries, the Masters of the Callidus temple have learnt
that the female body and psyche is better able to implement these
changes, and by and large the female novitiates make better chameleons
than the men.
Callidus Assassins undergo years of rigorous training to use
Polymorphine and become one of the living weapons of the Callidus
temple. As part of this training, the Callidus temple practises
innumerable ancient and secret martial arts. These arts train
the Assassin in many deadly forms of combat, against which even
a battle-trained foe would be hard pressed to find a suitable
defence. A Callidus Assassin must move among the enemy as one
of them, so choice of weaponry is always limited and in some cases
the Assassin may be forced to fight barehanded. Even so a Callidus
Assassin is just as deadly unarmed as when carrying the lethal
but easily concealed weaponry used by the Callidus Temple.
On the battlefield, Callidus Assassins are landed behind enemy
lines, where they use their cunning and stealth to infiltrate
the enemy army. Usually this is done by eliminating individuals
and taking their place. By disguising themselves with the recently
deceased's armour and wargear and using Polymorphine to change
their body, the Callidus Assassin can assume the identity of almost
anyone in the enemy force. Using this technique the Callidus Assassin
can get close to enemy commanders or powerful psykers, influencing
their strategy and finally killing them when the opportunity arises.
- Imperial Agents Army List
- Wargear
- C'tan Phase Sword
- Neural Shredder
- Polymorphine
- Poison Blades
|
| WD 191 |
Callidus Imperial Assassin (by Ian Pickstock, excerpted
from WD 191)
OFFICIO ASSASSINORUM
The Officio Assassinorum is one of the most ancient and secret
organisations within the Imperium. It is answerable only to the
High Lords of Terra, one of whom is the Grand Master of Assassins
himself. The Officio Assassinorum is divided into many different
temples, each of which practises and perfects its own special
methods of assassination. There are many such temples, some of
which are known and others that remain completely secret. An example
of this is the Culexus temple with its horrifying psychic assassins.
By contrast, the methods of the Eversor temple are neither subtle
nor concealed and their Assassins are known and feared across
the galaxy.
The Eversor is possibly the most gruesome of the many temples
of the Officio Assassinorum. The Eversor specialise in shock and
terror tactics, instilling fear of Imperial retribution into the
hearts and minds of all who hold positions of power. Eversor Assassins
are primarily used against rebel governors who have plans to move
against the Imperium with a large armed force of renegades. Rather
than meet this threat with a huge and costly war that will use
up precious resources and probably leave whole planets ravaged,
the High Lords will sanction the use of an Eversor Assassin. An
Eversor rarely has just a single target. His mission will be to
rip the heart out of the rebel operation, wreaking havoc and destruction.
Such brutality ensures that the renegades are totally cleansed
and that no would-be successors may take over. The enemy are utterly
destroyed forever by the Eversor's unstoppable attack.
EVERSOR TEMPLE
In order to fulfil these gruelling objectives, the Eversor temple
trains its Assassins to be utterly ruthless and completely dedicated
to the Imperium. Using specialised knowledge of genetics and human
biology, every single Eversor Assassin is engineered to be a super-human
killing machine, their bodies driven beyond normal human capabilities
by genetic alterations and advanced bionics. In addition, the
Eversor temple has developed a range of combat drugs to alter
the Assassin's state of mind to that of a psychopath, and push
his bio-enhanced body to its absolute limit.
Each Eversor Assassin develops hyper-immuno systems to counter
the toxins in the many drugs used by the temple. However, a large
number of the drugs are also highly addictive. Without them the
Assassin will almost certainly die, with them the Assassin is
turned into an unstoppable killing machine. The inevitable result
of this is that the Assassin becomes addicted to the killing itself!
The only way they can be kept under control is to keep the Eversor
Assassins in cryo-suspension until they are required for a mission.
Each Eversor Assassin is stored in a cryo-crypt on board one of
the many secret spaceships that the Eversor temple have scattered
across the Imperium. These ships maintain a constant state of
alert, waiting only for orders from the High Lords of Terra to
unleash their deadly cargoes.
When an Eversor is selected for a mission he is transferred from
the cryo-crypt to a special drop pod, where neuro links feed the
details of the mission to him while he remains in cryosuspension.
The pod is launched at the target planet, as remote links with
the space-ship reanimate the Assassin and ready his finely-tuned
body with all he needs to complete the mission. When the pod impacts,
the Assassin will be fully awake and ready to begin his grim task.
He will be totally unaware of the time spent in cryo-suspension
- he might have spent years or even centuries in a frozen state,
but to the assassin the time gap between the end of the last mission
and the start of the next will be mere moments. He will be psyched
up and ready to satiate his desire to slaughter the enemies of
the Imperium. Cutting a swathe of destruction through the heart
of the enemy, the Eversor's assault is so swift and ruthless that
his foes are rarely aware that they are under attack until the
doors of their sanctuary are torn off their hinges - by which
time it's far too late!
BIO-KILLERS
Recruits for the Eversor temple are invariably chosen from the
youngest of the available novitiates. This is because only a body
which isn't fully developed is able to accept the many genetic
alterations that the novitiate will undergo. The process of becoming
an Eversor Assassin is arduous and long, the extensive testing,
genetic manipulation and drugs turning each Assassin into a living,
breathing experiment. At first, results from training exercises
are assessed to determine which alterations would be most suitable.
After that the real experiments begin...
The masters of the Eversor temple and the Medicus Adepts are
constantly developing and adapting a special programme of genetics,
bioimplants and chemical boosters to enhance the Assassin's body
far beyond what a normal human could achieve. The Medicus Adepts
make the most of these adaptations when an Assassin is chosen
for the Eversor temple.
The novitiate Assassin undergoes endo-skeletal restructuring,
increasing his stamina and aerobic performance and allowing him
to fight for days without tiring or the need for rest. Muscular
hypertrophy enables the Assassin to explode in a fury of hyperactivity,
speeding up his cerebral functions and combat reflexes. In order
to cope with these changes the Assassin is given a second heart.
Not only does this give the Assassin extra survivability should
one heart be damaged in combat, but when the Assassin is really
driving his body to the limits, both hearts can kick in. This
ensures that he can maintain the excessively high heart-rate demanded
by his enhanced biochemical body, without seizing up.
If the trainee's body survives all of the implants and modifications
then the novitiate's cerebral cortex is also enhanced. The brain
is fitted with genetically coded lobo-chips. These chips amplify
the Assassin's state of mind, turning a mere dislike for the enemy
into raging hatred, or the wish to serve the Imperium into determination
to complete his mission at any cost. Adrenal ducts are implanted,
speeding up the brain's higher functions, and allowing the Assassin
to make complex calculations and tactical decisions in seconds.
The adrenal ducts are also able to feed the brain, allowing the
Assassin to work briefly in a hard vacuum.
The process of turning a normal human being into a bio-enhanced
killing machine is not without its dangers. Many Assassins have
died on the operating table or, more often, from some unforeseen
side-effect of their many complex bio-enhancements. A lot of the
side effects are known to the Medicus Adepts and can be countered
by glandular implants that constantly feed the necessary counter-active
agents into the Assassin. However, every Eversor Assassin is fatally
flawed by his inability to totally stabilise his body. Whilst
the Eversor lives he can keep everything under control using his
hyper-immuno system and advanced cerebral cortex. These enable
him to constantly re-immunise himself and maintain safe levels
and combinations of chemicals within his body. However, should
the Assassin's hearts stop or his brain fail, the chemical concoctions
inside him will react at a rapidly accelerating rate. As the dead
Assassin's control over his body deteriorates, he spontaneously
combusts with quite horrifyingly explosive results!Imperial Agents
Army List
- Imperial Agents Army List
- Special Rules
- Wargear: Insert Cards
- Eversor Combat Drugs
- Executor Pistol
- Neuto-Gauntlet
- Sentinel Array
|
| Issue |
Article |
| WD 179 |
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 187 |
Imperial Airpower
- The Rediscovery of Flight
- Airborne Assault
- Organisation
- The Thunderbolt Fighter
- Marauder Fighter-Bomber
- Thunderbolt and Marauder Epic Army Cards
|
| WD 188 |
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 191 |
Ordinatus: Imperium
- The Adeptus Mechanicus
- Centurio Ordinatus
- Special Rules
- Dispersion Field
- Golgotha
- Armageddon
- Nova Cannon: Insert Template and Plasma Power Counters
- Mars
- Insert: Epic Army Cards
|
|
CJ 15 |
The Kalamata Conflict:
An Historical Epic Campaign
- Background
- The Discovery of Kalamata
- An Improbably Peace
- The Warnings of War
- The Attack on Deltrana Hive
- The Final Battle
- Scenarios: Eldar vs. Imperial Forces
- Scenario 1 - The Attack on
Deltrana Hive
Campaign: Titan Repairs
- Scenario 2 - Battle for the
Spaceport
Campaign: If Eldar win, campaign ends in Eldar Victory
- Scenario 3 - The Final Battle
|
|