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| Issue |
Article |
| WD 109 |
The Imperial Guard: (excerpted from WD 109)
Captain Worlak grunted with satisfaction as the gates of the
fortress were blown to atoms and J Company advanced on the Traitor's
position. Horren's assault platoon gunned their jump packs and
flew forward into the gateway. It would all be over soon.
Worlak rubbed one band over his stubbled chin, automatically
tracing the zigzag scars that were the mark of a Warrior of the
Kratch. He bad feared that his 42nd Vorgarn would be assigned
to some other duties because they were raised from the same homeworld
as the traitor 38th, and had made sure that his superiors knew
of the hereditary blood-feud between the Kratch of the 42nd and
the Tarsh of the 38th. He had written long dispatches pleading
for the duty of stamping the 38th out - to eradicate this stain
upon the honour of the homeworld, to make a centuries-old cultural
enmity serve the Imperial cause, and as many other arguments as
be could muster
He did not, of course, mention his strongest reason - that the
traitors of the 38th were led by Tarsh Mardik. Cultural enmities
between units were accepted as natural, but personal vendettas
between commanders could interfere with judgement, and were sternly
discouraged.
A huge explosion announced that the citadel was taken, and Worlak
burled his jetcycle up and forward, puncbing the comm into life
as be did so. He had to find out.
"Horren. What news?"
"We have the command bunker, Captain."
"And?"
"We have saved the one you wish."
"Good. You will be rewarded."
"We are rewarded already, Captain trezny." Horren used the Kratch
word for a leader of warriors, with the highest honorific suffix.
The Imperium was all but forgotten - this was a Vorgarn affair,
and Horren was a Kratch warrior who was very happy with his leadership.
The screams which could be beard in the background bore out his
words.
Worlak strode into the wreckage of the command centre to find
the traitor commander chained up, away from the bodies of his
men. He paled visibly as Worlak took off his visored helmet, revealing
the empty socket of his right eye.
"You!"
"Yes, Tarsb Mardik. Me." He stripped off his uniform jacket,
and at his signal one of his men unchained the captive. The others
bad begun to spread out into a loose circle around the two.
"It's been a long time, eh, Mardik?" Worlen drew the silver
handled Kratch bunting knife from his boot. "What must it be -
twenty-five years, Terra standard? I expect you'll almost have
forgotten by now. But I never forgot. I have this empty socket
to remind me." He dropped the knife on the floor of the bunker
and backed away until the knife was exactly halfway between the
two of them.
"You owe me an eye, Tarsh Mardik. And I've come to collect."
Simultaneously, the two men lunged forward for the knife.
INTRODUCTION
The Imperium is vast, and wars are constantly raging throughout
the galaxy. Rebellions flare up and are crushed; Orks, Tyranids
and other alien races attack on a thousand fronts; heretic prophets
rise to brief glory and are destroyed; new worlds are discovered,
claimed for the Imperium, and pacified. At times, it seems, the
whole universe is at war.
Indeed, as far as the line troopers of the Imperial Guard are
concerned, the whole universe is at war. The Imperial Guard makes
up the vast bulk of the Imperial military machine; recruited from
the planetary defence forces of the Imperium's millions of worlds,
it is a huge military force of Humans and Abhumans.
No one man knows the true size of the Imperial Guard, and only
the huge Codex Exercitus, maintained on Terra by the highest ranks
of the Administratum, contains the necessary data for such a calculation.
There are some guesses and rumours - some say that if the whole
of the Imperial Guard were paraded shoulder-to-shoulder they would
cover the entire planetary surfaces of such-and-such a system,
or stretch from Terra to such-and-such a star. The only thing
known for certain is that the Imperial Guard is unimaginably vast.
Because of its enormous size, the Imperial Guard is also an
incredibly diverse organisation. To define the configuration of
every company and platoon, to describe every variation in troop
organisation, equipment and tactics, would require a work many
times the size of this one and the lifetimes of many scribes beside
your servant who writes this. Of necessity, then, we must confine
ourselves to standard-issue equipment, common troop types and
conventional tactics.
An unofficial, but very common practice, amongst units of the Guard
is the adoption of Battle Badges. These riveted circular metal plates
are sold to Guardsman by their officers after major wars and battles
The Battle Badge simply has the name of the action and date stamped
onto it. The troopers are proud to display such records of their
battles and the badges are fixed to helmets and body armour even
taking precedence over official unit Insignia.
IMPERIAL GUARD REGIMENTS
The major unit of the Imperial Guard is the Regiment. Precise numbers
vary, but most Imperial Guard Regiments are raised with a strength
of 2,000-6,000 men. Each regiment is raised from a single homeworld,
and the Imperial Guard trooper regards himself as belonging first
and foremost to the Regiment rather than the Army to which it is
assigned at its raising.
Regiments are identified by the name of their homeworld, and
a number - for example, the 8th Necromunda Regiment is the eighth
Regiment of the Imperial Guard to have been raised from the hive
world of Necromunda at a particular raising. Regiments are often
given unofficial names by their commanders; thus, the 8th Necromunda
Regiment call themselves 'The Spiders', and use the symbol of
a spider as an unofficial emblem. Their commander, Colonel Raeven
Mortz, even goes so far as to keep one of the deadly Necromundan
Greenback spiders as a pet and mascot.
COMPANIES
Regiments are divided into companies, which can vary widely in their
size and composition. The company is the major tactical unit of
the Imperial Guard. The heart of a company is composed of a varying
number of platoons, and various specialist units and machines are
attached to the company as need, availability and individual preference
dictate - robots, vehicles, support weapons, ally contingents and
the like.
PLATOONS
The Codex Exercitus gives the standard configuration of an Imperial
Guard Platoon as a Command Section and up to four squads. A Command
Section consists of an Officer (normally either a Captain or a Lieutenant),
a number of specialist troops such as a Medic, a Commissars, an
Orderly who may carry the platoon's standard, and perhaps an attached
group of Sanctioned Psykers, in addition to rank-and-file Guardsmen.
A squad consists of one Sergeant and nine Guardsmen, and is always
attached to a Command Section. Imperial Guard squads always act
as part of a platoon.
RECRUITMENT
Each of the populated worlds of the Imperium has its own planetary
defence force, raised from among its population. The lex imperla
de munimenta publica lays down that each planet shall raise and
maintain a planetary defence force, and a further Imperial decree
provides that these planetary defence forces shall provide recruits
for the Imperial Guard.
Recruitment for the Imperial Guard creams off the elite of the
planetary defence forces, according to a series of quotas set
by the Administratum. Using a complex system of probability computations
and battle forecasts backed up by the Imperial Tarot, the Administratum
issues a requirement for troops, which is passed down to the Imperial
Commanders of individual planets. The Imperial Commander can then
formulate his population control policy for the next generation
around the Administratum's requirement for Imperial Guard troops
and his own requirements for labour.
Quotas are normally set each generation, but in times of great
need, the Administratum may require a planet to supply two or
more raisings from a single generation. During the wars of the
Horus Heresy, for example, Necromunda was required to provide
dozens of separate raisings, supplying the Guard with hundreds
of millions of troops in total. Many hive worlds suffered similar
burdens, while at the other end of the scale, many agricultural
and feral worlds were almost entirely stripped of their meagre
populations, and had to be left for several generations in order
for their populations to recover.
Among the planetary defence forces, it is considered a great
honour to be chosen for recruitment into the Imperial Guard. Many
young hopefuls, especially on hive worlds and factory planets,
flock to the planetary defence force in the hope of being found
worthy of the Imperial Guard - their only chance of escape from
their claustrophobic homeworlds.
Methods of recruitment vary according to the world involved.
On hive worlds such as Necromunda, it is common to draft entire
street gangs into the planetary defence force - in effect, to
legitimise their activities and give them formal control of an
area. The most successful of these - and some are so successful
as to threaten the long- term stability of a wide area - are drafted
as complete platoons or companies into the Imperial Guard. On
feral and mediaeval worlds, the planetary defence force is recruited
from the warrior caste by a series of trials and ordeals, and
given names such as the Knights of the Star Lord or the Eagle
Warriors. The greatest of these, chosen again by trial, may join
the Warriors from the Stars when their great ships come out of
the sky. Some feral-world warriors will commit ritual suicide
if they fail to meet recruitment criteria.
Skinner felt good. Electricity seemed to come up through the street
and flow through his body The Blood Rats were ranged out to right
and left of him, and people were keeping off the street. Their street.
Just like the old days.
It hardly felt any different - the old feeling was still there
Even after eighteen months in the belly of a spaceship in basic
training. Even though they were now officially the Second Platoon,
F Company, 23rd Vintor Regiment, Imperial Guard. Even though Rubblebead
was toting a missile launcher in place of his home-made bombs.
Even the uniforms were a good omen. A hundred- to-one shot,
minimum. Owing to local dyestuff supplies in the Hoptor system,
the uniforms were a rusty brown. The colour of dried blood. The
colours of the Blood Rats.
Hoptor IV was a borne from borne. And the Blood Rats bad some
fresh turf to carve themselves out.
Particularly on feral worlds, the taking of scalps, ears, and other
trophies is encouraged as an index of martial prowess. Trophy-taking
is also common among hive world gangs, which are similar in many
cultural respects to the tribal warbands of pre-gunpowder feral
worlds. On Necromunda, for example, many gangs take the smallest
finger of the right hand as a trophy. Trophies are all-important
proof of martial prowess, and thus of worthiness to join the Imperial
Guard.
An Imperial Guard Regiment is recruited from a single planet
at a single raising. The Regiment is shipped to its posting after
it is raised, but does not receive replacements for losses. Because
of the vastness of the Imperium, and its huge Human population,
it is rare for the transport of personnel to justify the huge
costs, risks and time-lags involved. However, in many Regiments
the Guardsmen's offspring are brought up within the Regiment,
and are recruited when they come of age. Until that time, they
perform menial and support duties, and may fight as a probitor
unit alongside the rest of the Regiment, being fully inducted
into the Regiment when they have proved themselves in battle.
Because of the lack of ongoing recruitment, it is common for
Regiments to become severely depleted, and it is thought that
a great many Imperial Guard Regiments are currently at less than
half their founding strength. In some cases, such as the 22/4
Valeria, two or more Regiments serving on a world may be combined
to form a new Regiment, which is given the name of the base world
if its parent Regiments came from different homeworlds.
TRAINING AND DEPLOYMENT
Recruits to the Imperial Guard are already partially trained by
virtue of their service with the planetary defence forces from which
they are recruited. Advanced training, weapon cross-training and
various drills take place during the long voyage from the Regiment's
homeworld to their posting. Since it is Imperial policy to post
Imperial Guard units well away from their homeworld in order to
minimise the risk of revolt, these voyages can take months or even
years. By the time an Imperial Guard unit arrives at its destination,
it is a highly-trained and cohesive force, ready for almost any
eventuality.
The Imperial Guard is most often deployed into war zones or
on planets where a garrison is required. Garrison postings are
seldom the easy tasks they may seem, for often an Imperial Guard
garrison has to conquer a world, or recapture it from Orks or
other aliens, before they can garrison it. Less common postings
include attachment to the entourage of a Rogue Trader, and posting
to a Titan Order as Secutor support troops.
A successful Regiment can look forward to being granted the
overlordship of the planet to which they are posted. If the planet
remains peaceful and meets all its quotas, the Regimental Commander
may in time be rewarded with the title of Imperial Commander and
the governorship of the planet, while substantial land grants
maybe made to Guard veterans who retire from active service due
to old age. In due course of time, the Regiment will become a
hereditary nobility, almost indistinguishable from the now-peaceful
native population. The descendants of the original garrison may
well be recruited, first into the planetary defence force, and
then into the Imperial Guard Regiments that are raised there.
Occasionally, the powers and responsibilities of office may
corrupt a Regimental Commander who is appointed Governor of his
garrison planet, and he may be tempted to rebel, as in the case
of the 3rd Vorradion Regiment on Bradur IV. In such cases, Imperial
justice is swift and total - less than a hundred days after the
rebellion began, the governor's palace was assaulted by the Space
Marines of 3 Company, Legio Astartes Blood Drinkers, with orders
to take no prisoners and accept no surrender terms.
SUPPLY
A Regiment is supplied with weapons and other equipment at its foundation,
and a Regimental Commander may request equipment from the Administratum
for a particular task. However, since these requests can take some
time to process and are by no means certain to be approved, many
Regiments will take over factories and workshops on the world to
which they are assigned.
Uniforms are supplied at the foundation, but are not replaced
thereafter; it is the responsibility of the Regimental Commander
to arrange the supply of such items, and in an old-established
Regiment it is common for uniforms to vary from platoon to platoon.
The basic pattern of the uniform will remain the same, as laid
down by Imperial regulations, but its colour and material will
vary according to what is available at the time. Thus, for example,
a Regimental Commander may requisition a batch of material from
a factory on the Regiment's posting world, and if only blue material
is available, then the replacement uniforms will be blue.
TROOP TYPES
The Imperial Guard incorporates troops of many types and races.
In addition to the standard, general-purpose tactical platoon, a
wide range of individuals and units see service with the Imperial
Guard.
ADEPTUS MECHANICUS
The Imperial Guard's equipment is serviced directly by the Adeptus
Mechanicus and their Servitors. The Adeptus Mechanicus personnel
and Servitors are directly responsible for the Guard's vehicles
and are the custodians of all the Guard's support weaponry and equipment.
Servitors
Servitors are Humans modified by the Adeptus Mechanicus, with
the sole purpose of operating machinery. They are selected from
various sources - the Penal Batallions, planetary reformatories,
captured rebel forces and other sources of unwanted manpower -
and then brain-scrubbed, physically adapted if necessary, and
given intensive biochem and training. The result is less than
Human, but has vastly enhanced mechanical capabilities. Servitors
are able to operate their machines without thought, by instinctive
response resulting from their intensive training and modification,
and a single Servitor can perform the functions of two normal
crewmen.
COMMISSARS
On the battlefield, Commissars accompany the highest- ranking officers
in an Imperial Guard force, encouraging bravery and devotion to
the Imperial cause, and ensure that cowardice and vacillation are
punished and their effects on the force minimised. Away from the
battlefield, Commissars act as priests and advisors, conducting
rituals, giving instruction and performing other duties to ensure
firm adherence to the Imperial cult. This does not necessarily mean
that the religious or ritualistic practices of a platoon's cultural
origins are forbidden. On the contrary, the Commissars are skilled
at adapting such rites and making them an 'official' part of the
Imperial Cult.
SANCTIONED PSYKERS
Not all psykers are killed out of hand or shipped to Terra for absorption
by the Emperor. Sanctioned Psykers are often attached to Command
Sections of Imperial Guard platoons. These individuals have often
led a bizarre life as fugitives, hidden by friends or tribal groups
and always in fear of their lives. Consequently, they may manifest
considerable eccentricity in their dress and behaviour. They are
often afflicted with mutations, an enlarged cranium being particularly
characteristic.
ASSAULT PLATOONS
Some platoons are specially trained for close combat; recruits from
feral and hive worlds are particularly renowned for their ferocity
in hand-to-hand fighting. These troops are drawn from the most ferocious
and brutal feral-world tribes and hive-world gangs, and take great
pride in their fearsome reputation. Ritual scars, facial mutilations
and other identity marks characteristic of their homeworld culture
are common - as they are throughout the Imperial Guard - and some
assault troops invent their own platoon markings in addition, to
add to their barbaric and fearsome appearance. The taking of scalps,
ears and other trophies is common.
ROUGH RIDERS
On many undeveloped frontier worlds, with no properly developed
communication system, the Imperium has found that horses provide
the most viable form of transport. horses have been bred continuously
since the early days of expansion into space for this very reason.
Imperial Guard units from frontier worlds which have an equestrian
military culture are often used more or less permanently as mounted
scouts and foragers. These platoons of horse-mounted Guardsmen are
known as Rough Riders.
Rough Rider units are sometimes issued with a nine-foot hunting
lance whose head bears a shaped explosive charge. These are used
for hunting big game on Feral Worlds - the quarry is driven to
bay by troopers acting as beaters, and the officers draw lots
to decide who will dispatch it with the lance - but they are also
used by the Guard in battle. Rough Rider Lancers have proved particularly
effective against riotous mobs and massed hordes of Gretchins
and similar opponents; they can sometimes even produce a better
result against heavier, power-armoured troops than the standard-issue
lasgun of the Imperial Guard.
BEASTMEN
The Beastman breed of Abhuman is becoming increasingly common on
the frontiers of the Empire, and sometimes whole planetary groups
are populated by Beastmen. What they lack in intelligence, Beastmen
make up in aggression and determination. They commonly have a simple
but fierce devotion to the Imperial cult, fired by a desperate wish
to atone for their sin of being born mutants by doing the Emperor's
will on the battlefield. For Beastmen, the Emperor is portrayed
as vengeful and proud, demanding tribute in the flesh and blood
of his enemies. The borderline between this crude form of Emperor
worship and the Chaos cult of Khorne is thin, and the Beastmen's
limited intellect mean that some inevitably cross over to Chaos.
"Beastman bad. Bad Beastman. Dirty. Emperor no like. Beastman love
Emperor. Give blood to Emperor Give beads to Emperor Say sorry."
- Packmaster Grasht, attached to 7 Company, 14th Gratanor Regiment
OGRYNS
Ogryns are large, powerfully-built Abhumans, thought to be descended
from Humans marooned on prison planets long ago. They are valuable
troops because of their strength, brutality and childlike devotion
to the Imperial cult. However, their limited intellect can make
them frighteningly unpredictable and erratic. Ogryn squads must
be led by Ogryn leaders, who have received brain- enhancement surgery.
Owing to their size and basic intelligence, Ogryns are normally
equipped with weapons that have been designed specifically for
them - mainly low-technology weapons and primitive armour. Grenades
must be specially made for the Ogryns' large hands, and take the
form of large metal cylinders with a ring-pull detonator at one
end. Ogryn leaders are often equipped with a weapon they have
dubbed the Ripper Gun, a simple but effective drum-fed, large-
calibre auto-shotgun firing canister scatter-shot.
RATLINGS
Halflings, the smallest Abhuman breed, are known by a variety of
names throughout the Imperium, but the name that has passed into
common usage within the bulk of the Imperial Guard is Ratlings.
They are used mainly as snipers, and are not subject to the otherwise
rigid platoon structures. they may operate as independent squads.
PENAL BATTALIONS
The Penal Battalions are drawn from Imperial Guard and planetary
defence force troops who have committed capital crimes, and had
their sentences commuted to life service. There are a great many
capital crimes, so the supply of potential troops for the Penal
Battalions is never-ending.
New troops have their heads shaved and tattooed with the unit
insignia, and explosive slave-collars are put around their necks.
The collars are a disciplinary device rather than a means of turning
the troops into Human Bombs - the blast is directed inwards, and
will have little effect on anyone standing even a few feet away.
The collars are controlled by the Adeptus Mechanicus personnel
accompanying the force, and are detonated sparingly, when discipline
needs to be enforced without destroying the troops' morale.
Penal Battalions are a part of the regular fighting force of
the Imperial Guard, and a commander who regards Penal Battalion
troops merely as cannon-fodder and uses them wastefully is liable
to end up in a Penal Battalion himself.
"There are those who undervalue the Penal Battalions. But they should
consider this: should a man who has wronged the Emperor be allowed
to wrong him further?For each man executed is a man who can no longer
serve, and to fail in service to the Emperor is the greatest of
sins."
- Leman Russ, Meditations on Imperial Command, Book XXI
HUMAN BOMBS
The troops sentenced to service in the Penal Battalions are there
for life, and must live under a tremendous burden of guilt; for
not only have they committed crimes, but in so doing they have betrayed
the Emperor.
However, the Emperor in his mercy has ordained that Penal Battalion
troops should have the opportunity to repent and atone for their
crimes - hence, the Human Bombs.
Any Penal Legion trooper may volunteer for service as a Human
Bomb. In addition to his normal equipment, he is fitted with an
explosive harness. The moment he dons the harness, he is absolved
by the Emperor and the burden of his guilt is lifted. He also
has a chance of freedom, for some of the harnesses are rigged
not to explode - if he survives the battle, he is absolved and
free.
|
| WD 110 |
Ogryns: (by Ivan Weeds and Graeme Davis, excerpted from
WD 110)
OGRYNS IN THE IMPERIUM
Ogryns are among the largest and most powerful of the Abhuman breeds
yet discovered - only the Minotaurs, a strain of giant Beastman,
can match them for sheer destructive power. The bulk of Ogryn worlds
were originally prison planets, and when these worlds were brought
back within the Imperium after the Age of Strife, the harsh planetary
conditions were found to have wrought a particular pattern of changes
upon the inhabitants.
Obviously, those planets which are selected for use as prison
worlds have no better use to the Imperium; they are generally
barren, and lacking in native food species. They are harsh environments,
and those who survive there must be unusually resilient.
EVOLUTION AND PHYSIOLOGY
Ogryns evolved on planets with harsh environments, little food,
and some hostile life-forms of animal and lower intelligence. The
physical traits displayed by Ogryns are a direct response to environmental
demands.
Firstly, their size and strength. Ogryns are generally half
as tall again as the average Human. They are more heavily built,
even in proportional terms, with a muscle mass to height ratio
almost twice that of a Human. Their bones are heavy, and their
skin is thick, with few sensory nerves.
This build is largely a response to hostile native life-forms;
the Ogryn has become large enough to fight most native predators
and win, using the improvised and primitive weapons which are
the only defence available on a prison planet. It also suits the
Ogryn for a predatory role, relying on size and strength to overcome
prey.
Secondly, their digestive system. In response to the generally
barren nature of their home planets, Ogryns have developed a digestive
system which is capable of deriving nutrition from almost any
organic substance. Their capacity for eating - far in excess of
that of a normal Human - derives from the need to eat everything
available when food is found, and store it against the long fast
until more food is discovered.
Finally, their intelligence. On their home planets, the constant
struggle to survive and find food leaves no time for any other
activity, and the Ogryn brain has undergone a degree of atrophy.
They are often thought of as stupid by normal Humans, and indeed
their intelligence and reasoning capacity is lower. However, their
brains are attuned to survival - fighting and eating - to such
a perfect degree that, on their own terms, there are few races
in the known galaxy that can match them.
APPEARANCE
The basic appearance of an Ogryn is that of an oversized and coarsely-formed
Human. They stand 2.5-3 metres tall, and are very heavily built
by Human standards. Limbs are short and heavy, and hands are large
and clumsy-looking.
Ogryns have large heads - the thick bone of the skull often
makes them look disproportionately large by Human standards -
with heavy, prominent jaws. It is common for the lower canine
teeth to grow into protruding tusks. Fighting is natural to Ogryns,
and even the friendly altercations they have among themselves
can lead to minor injuries. Ogryns are almost always heavily scarred,
and broken teeth are common.
There is some variation on the basic Ogryn physique, according
to homeworld. Ogryns from the planet Skraag (Imperial designation
Beta-Entebes III) tend to be taller and rangier than other Ogryns,
with a distinct yellow-brown tinge to their skin owing to the
high concentration of volcanic sulphur dust in the atmosphere;
they are also renowned for their highly distinctive smell. On
the other hand, Ogryns from Ugglob (Imperial designation Dranno
IV) are shorter and stockier, with larger heads. The high humidity
of this planet's atmosphere has led to Ugglob Ogryns developing
an astonishing range of warts and other fungal disorders.
The majority of Ogryns cultivate an appearance which is in keeping
with the mediaeval level of technology of their homeworlds; skins,
coarse cloth and chain mail armour are common, as is the practice
of body-painting, tattooing, and ritual scarring. Hair varies
in coarseness and colour, and many Ogryns are completely bald.
Those who are chosen to lead Ogryn squads in the Imperial Guard
often adopt military styles, with short hair, heavy boots and
fatigue-style trousers. Some will have their unit badge tattooed
onto their chests, along with victory and devotional symbols,
such as Imperial eagles, skulls and crude copies of other Imperial
insignia. Like other Imperial Guard troops, Ogryns are enthusiastic
collectors of battle badges, but lacking helmets they often attach
them directly to the thick bone of their skulls.
Ogryns have scant regard for hygiene by normal Human standards,
and the phrase 'downwind of an Ogryn' is widely used to describe
atmospheric contamination and other malodours. Most Ogryns are
infested with parasites of various types and sizes, and certain
species are actively cultivated as pets and emergency food stores.
Some of these parasites are very large - the Scorathian Armpit
Louse, for example, is the size of a Terran rat, and is bred and
traded among the Ugglob Ogryns and others with whom they come
into contact. Races and fights involving these creatures are a
common off-duty pursuit, with up to a day's rations being bet
on the outcome.
The Ogryns have been known to produce mutants - although some
argue that they are mutants to begin with. On the basis of Imperial
studies to date, the probability and extent of mutation appears
to be almost exactly the same as that for normal Humans. It is
rare in the extreme for an Ogryn to develop psychic powers.
OGRYNS AND THE IMPERIAL CULT
While the finer points of the Imperial cult probably escape most
Ogryns, their devotion to the Emperor is beyond question. Ogryns
in the Imperial Guard, in particular, have an almost childlike faith
in the Emperor, perceiving him as an all-knowing, omnipresent force
who watches their every move on the battlefield, handing down orders
personally through the chain of command. The highest praise to an
Ogryn is to tell him that the Emperor is pleased with him. Coupled
with their natural love of fighting and contempt for pain and danger,
this faith in the Emperor makes Imperial Guard Ogryns capable of
apparently insane acts of bravery.
During the wars of the Horns Heresy, Ogryns served to great
effect in the Imperial Guard forces of both sides. From the records
that are still available, it seems that those who fought for Horus
had been told that they were fighting for the Emperor, and that
the Loyalists were in fact traitors.
Ogryns are particularly impressed by the Commissars of the Imperial
Guard, whom they regard as being in constant touch with the Emperor
himself. An Ogryn will always show a Commissar the utmost respect,
enquiring endlessly about what the Emperor thought of various
things the Ogryn has done and even offering the Commissar his
own ration to gain favour.
While the Commissars normally confine their attention to the
Human officers of an imperial Guard force, there have been occasions,
in forces with a particularly strong Ogryn presence, when an Ogryn
platoon has had a Commissar of its own. The presence of a Commissar
will inspire Ogryns to outstanding acts of reckless courage and
self-sacrifice - after all, as they reason, if they have a Commissar
with them, then the Emperor must be watching them even harder
than usual.
Some Imperial Guard Commissars have made a speciality of dealing
with Ogryns, and have come to understand their psychology and
motivations as much as any normal Human ever can. These so-called
Ogryn Commissars' are sometimes regarded with disdain and suspicion
by their fellows, who are suspicious of the Ogryn outlooks and
mannerisms that they have acquired from their close contact with
these huge Abhumans.
OGRYNS IN IMPERIAL SERVICE
Like other Abhuman breeds, Ogryns have been taken into the service
of the Imperium, finding niches where their natural talents and
tendencies may be put to the best use. In the case of Ogryns, this
is almost exclusively in the Imperial Guard.
The Imperial Guard
Every inhabited world in the Imperium has to provide troops for
the Imperial Guard, and the Ogryn homeworlds are no exception.
Indeed, the lure of regular rations and adventure on worlds whose
climates are seldom harsher than home is enough to keep millions
of Ogryns flocking to join the Guard.
Ogryns generally prove to have an ideal temperament for service
in the Imperial Guard. They keep to themselves for the most part,
although they have a great respect for officers - and particularly
Commissars - whom they see as close to the beloved Emperor. Ogryns
have little in common with the other strains of Abhuman, but will
co-operate with all other parts of the Imperial Guard. They can
respect Beastmen for their ferocity and Squats for their hardiness,
although they are never shy to point out their own superiority
in both departments. Ogryns have mixed feelings about Ratlings;
sniping is the lowest and most worthless form of warfare to the
Ogryn mind, but on the other hand it can pay to keep on good terms
with the supply and quartermaster staff, where many Ratlings serve.
Organisation
Ogryns do not follow the usual Imperial Guard practice of raising
a whole Regiment from a single homeworld. Instead, they are attached
to Guard Regiments of normal Humans, according to Administratum
instructions. Imperial Guard Ogryn troops are invariably organised
into squads of five, and all the Ogryn squads in an Imperial Guard
Company are put in the field together, in the same way as a platoon
of normal Human troops.
Each Ogryn squad has a Sergeant-Ogryn leader, who has been subjected
to Adeptus Mechanicus brain-enhancement biochem, or BONE treatment
(Biochemical Ogryn Neural Enhancement). Ogryn leaders are known
as BONEheads, a title which they bear with considerable pride.
BONEheads are able to be educated to a limited degree in small-unit
tactics and the operation of equipment such as communicators and
weapons like the ripper gun.
Within the Guard, Ogryns are restricted to their own squads,
and do not normally rise above the rank of Sergeant. Even with
BONE treatment, their minds are not suited to command of a force
larger than a squad. Ogryns are sometimes modified into Servitors
by the Adeptus Mechanicus, for tasks where their size is an advantage.
Equipment
Ogryns in the Imperial Guard are normally armed with the same
primitive weapons that they use on their homeworlds. Large crushing
and cleaving weapons such as maces, axes and even tree-trunk clubs
are common.
They are trained in the use of grenades, but the normal grenade
types are too small for their large, clumsy hands. Instead, they
are issued with a specially-designed Ogryn frag grenade, which
takes the form of a metal cylinder six to eight inchçs long and
two to three inches in diameter, with a ring-pull arming mechanism
at one end.
BONEheads may be issued with the Fragmentation Autogun (Ogryn),
universally known as the Ripper Gun. This is a drum-fed, large-bore
automatic shotgun firing heavy shot. Its limited range is no great
disadvantage given the Ogryn preference for close assaults, and
at short ranges its effects are devastating.
Armour varies widely. In general, the supply of advanced armour
types in Ogryn sizes is limited, and most Imperial Guard Ogryns
wear primitive armour brought with them from their homeworld.
This is a mixture of chain, plate, and the hides of exceptionally
resilient homeworld creatures, such as the Armidiliian Plate Lizard.
Limited supplies of Ogryn-sized flak and mesh armour are available
to some Imperial Guard Regiments, and this is generally issued
only to BONEheads.
On the whole, Ogryns show a preference for armour which leaves
the arms free to deliver 'a good, solid belt'.
Vehicles
For the most part, Ogryn platoons do not use vehicles, owing to
their large size and incomplete grasp of technology. However,
BONEheads do have the degree of intelligence required to drive
a Rhino APC, and some units of the Imperial Guard have specially
converted open-top Rhinos for transporting Ogryn squads.
Standards
Although they do not have Command Sections like other Guard troops,
Ogryns often adopt unofficial standards of their own. These are
usually carried by the Sergeant-Ogryn leading the platoon - and
sometimes all the Ogryns in the platoon are fitted with back-banners.
Banner designs vary widely. As well as copies of regimental standards,
Ogryn banners may feature an image of the Emperor, portrayed as
an Imperial Guard Commissar - a natural symbol of authority to
the Ogryn mind. They also use tribal designs from their homeworlds.
In addition to their standards, Ogryns often mark successful
battles or individual kills with tattoos, usually based on the
symbols of their homeworld tribe. These may be simple stripes
of colour, or small skulls, usually on the face or arms.
Service Outside the Imperial Guard
The vast bulk of Ogryns in Imperial service belong to the Imperial
Guard, but it is not unknown for them to serve in other capacities.
Like other Imperial Guard troops, Ogryns can be seconded to the
entourage of a Rogue Trader, wearing a tabard bearing the Rogue
Trader's colours and emblem in addition to their normal clothing
and armour.
On some Imperial worlds, Ogryns are drafted into the Adeptus
Arbites, since their strength, ferocity and imposing bulk make
them effective on a psychological level as well as in actual conflict.
Often in such cases the mere presence of Ogryns can prevent trouble
or bring it swiftly to an end.
Planetary governors and other dignitaries sometimes employ Ogryns
as bodyguards, having found that a squad of these huge Abhumans
at one's shoulder can add a certain amount of authority to one's
commands. Certain Inquisitors, too, will travel with Ogryn servants;
these individuals will normally have received BONE treatment.
RENEGADE OGRYNS
It is known, but rare, for Ogryns to take the field against the
Imperium. The use of Ogryns by Imperial Guard units serving Horns
has already been mentioned, and on rare occasions Ogryns will serve
with pirate or rebel forces. Once Ogryns have been recruited into
the Imperial Guard, however, their basic training and indoctrination
fills them with a simple but unshakeable faith in the Emperor, and
revolt is practically unknown. |
| WD 110 |
'Eavy Metal: Quick Methods for Painting Imperial Guard
Squads |
| WD 111 |
Rough Riders and Whiteshields: (by Graeme Davis, excerpted
from WD 111)
The Imperial Guard draws on many different worlds and many different
cultures for its troops: some are feral worlds, knowing only the
axe and spear; others fight their wars with lasgun and bolter.
This diversity brings a wide range of customs and rituals into
the Guard and various unusual types of warrior. Among these are
the Rough Riders, horse-mounted Guardsmen armed with powerful
explosive lances, and Whiteshields, young inexperienced warriors
courageously trying to prove their valour.
ROUGH RIDERS
There are many worlds in the Imperium where the horse is still widely
used. Not all of these are feral or mediaeval worlds. Some, like
Avar III, have a privileged class which spends a great deal of time
on horseback, whiling away their leisured hours with equestrian
sports and hunting. Others, like New Klondike, have rough terrain
and low native fuel resources, which make the horse a more practical
form of transport than a motorised vehicle.
Even among the feral and mediaeval worlds, there is an enormous
range of cultural types which may give rise to elite cavalry forces.
There are the outriders of nomadic herding cultures, as on Dolgan
IV and Temujin's World; there are mounted raiders such as the
Horse Lodges of Cochise and the kozaki of Novgorod; and there
are formalised horse-warrior aristocracies such as the Holy Orders
of Avalon and the badokai of Epsilon Tokugawa III.
Common to all these planets with diverse cultures and customs
is their equestrian elite, a warrior class that has accumulated
generations of experience and tactical wisdom in the use of cavalry
on the battlefield. These horse-warriors are always subject to
close inspection by the Imperium, and they are frequently drafted
by the Imperial Guard when a regiment is raised from their homeworld.
On the more advanced worlds, cavalry units are always incorporated
into the Planetary Defence Force and it is from this that the
Guard recruits. On some of the more primitive worlds, the Guard
recruits directly from tribes and clans of horse-warriors - legends
and great epics are born at these times, and tales of undying
heroes joining the Star Riders to battle on the Fields of the
Night are commonplace.
The bond between a rider and his mount is not easily broken,
and the horse-warriors are not recruited merely for their courage
or skill at arms. The Guard does not overlook their specialised
skills, and riders are always accompanied by their mounts when
they are drafted into a regiment. After retraining with the weapons
and tactics of the Imperium, these horse-warriors are formed into
mounted platoons, universally known as Rough Riders.
TRAINING
During the long period of transit to their regiment's posting, Rough
Riders are trained in the use of Imperial Guard weapons and tactics,
just like their infantry counterparts. They are also trained in
the use of the Imperial Guard hunting lance with its shaped-explosive
head, and in advanced cavalry techniques. Imperial Guard transit
ships are large enough to provide extensive training areas even
for mounted units, as well as the stabling and accommodation needed
for the horses and their riders.
It is not only the riders who learn new skills - their mounts
are given biochem treatment and extensive training to prepare
them for modem battlefield conditions. Once they arrive at the
combat zone, months or years after leaving the familiar terrain
of their homeworld, Rough Rider horses will not panic under fire,
or shy away from unusual sights and smells such as Orks and Dreadnoughts.
Over the cratered terrain of a battlefield that has suffered
a heavy bombardment, horses have often proved superior to motorbikes
or armoured vehicles. A platoon of skilled Rough Riders can be
an effective assault and skirmishing force, able to move rapidly
over the broken ground, and equally able to climb steep slopes
as to gallop along narrow ravines. And when they finally confront
the enemy, Rough Riders can charge into the opposing lines with
their explosive lances, quickly changing to lasguns and laspistols
after the initial onslaught.
CUSTOMS AND RITUALS
Like other members of the Imperial Guard, Rough Riders retain many
of the customs of their homeworlds. The use of tattoos, ritual scarring,
unofficial uniforms and tribal symbols is widespread amongst the
Riders, and many platoons retain the pennants of their old tribe
or unit, flying them from their lances below an official Guard banner.
The horses of the Rough Riders are freeze-marked on the rump
with Imperial Guard insignia: the freezing brand painlessly destroys
the pigmentation of the hair and leaves a permanent mark in the
shape of a stylised eagle surrounding the head of a horse. Many
horses also retain the brands and markings they carried before
recruitment to the Guard; among some of the Riders drawn from
more barbaric cultures it is even the custom to ritually scar
or tattoo the mount along with its rider, leaving raised welts
or colourful markings to commemorate the platoon's most heroic
actions.
In many regiments, the officers of the Rough Riders are drawn
from a long-established ruling elite. Despite their recruitment
into the Guard and their official ranks, these nobles are regarded
by both themselves and the other troops of the regiment as natural
leaders, able to command the service and respect of their homeworld
inferiors beyond the call of duty. It is common for these noble
Riders to pass their leisure time in the hunt, using infantrymen
as beaters to flush out the exotic wildlife of the planets on
which they are stationed. Their training and the use of explosive
lances hardly makes for a fair competition between hunter and
hunted, and it is usually considered poor sportsmanship to arm
the lance unless the prey is especially large and ferocious.
Other customs are upheld even on the battlefield, and the Guard
may condone unusual tactics by Rough Rider platoons if the skills
of their homeworlds are shown to be effective against the Imperium's
foes. The most common Rough Rider tactic is to charge the enemy
with explsoive lances, switching to lasguns or laspistols once
the platoon have made their initial breakthrough. Some Rough Riders,
especially those who were accustomed to fighting with cavalry
sabres, prefer to arm themselves with chainswords, slashing fiercely
to either side as they contact the enemy. Other units tend to
standoff, firing at their opponents with lasguns, often galloping
past and making themselves hard targets to hit. Whatever their
tactics, the mobility and speed of Rough Riders always make them
a potent force on the battlefield, able to spearhead an attack
as easily as run a flanking manoeuvre, thus keeping enemy commanders
on their toes watching for unexpected attacks by the mounted Guardsmen.
WHITESHIELDS
When the youngsters come of age - the precise age varies according
to the regiment's homeworld culture - they began their training
as Guardsmen. During their training period they are officially designated
as probitors; in practice, they are given names from the regiment's
homeworld culture, such as Cadets, Probationers or Gun Babies. But
by far the most common name for probitors, especially in regiments
from feral or mediaeval homeworlds, is Whiteshields. On these worlds,
the young warriors carry shields with no markings - not until they
have proved themselves in battle can they claim the right to display
the tribe's colours or the heraldry of their fathers. This practice
has been continued in the Guard, and all probitors have blank insignia:
they show neither regimental, company nor platoon symbols until
they earn the right on the battlefield.
In most regiments, recruitment to the Whiteshields represents
the first phase of the youngsters' passage into adulthood, and
is accompanied by appropriate rituals from the regiment's home
culture. Whiteshields continue to perform menial and support duties,
but combat training takes up an increasing proportion of their
time, until they are judged to be ready for action. Finally, they
get a chance to prove their mettle in combat and to demonstrate
that they are worthy of becoming true warriors in the Guard.
Regiments of the Imperial Guard are generally posted to combat
zones immense distances from their homeworlds, and it is rarely
practical to recruit from the homeworld to make up for combat
losses. The Guard therefore uses various other methods of bringing
regiments up to strength, depending on the circumstances: amalgamating
depleted regiments into a single fighting force is common practice,
especially when the regiments are being constantly transported
to new battle zones. Regiments that are left to garrison a world
they have conquered, on the other hand, recruit from local sources
- the most common method (and by far the safest on hostile planets)
is to draft the sons of the regiment into the Guard when they
come of age.
The children fathered by members of an Imperial Guard regiment
are usually brought up completely within the regiment itself.
It acts as a kind of extended family, infusing the youngsters
with the culture of the homeworld they have never seen, and assigns
them menial and support duties which would otherwise eat into
the regiment's fighting strength.
RITES OF PASSAGE
It is often observed that Whiteshields work faster, train harder
and fight more fiercely than most experienced Guardsmen. For a Whiteshield,
passing from probitor to true Guardsman is far more than a simple
promotion: it is their entry into adulthood - this gives them the
status and respect due a Guardsman and, most important, the right
to bear the regimental insignia and the ritual markings of a warrior.
When a Whiteshield takes to the battlefield, he is driven by
a desire to prove his courage and skills that borders on the fanatical.
Whiteshields are fearless in the face of enemies that older, and
wiser, Guardsmen treat with caution. For a Whiteshield, failure
to win his colours is a terrible blow - showing cowardice is unforgivable,
and an honourable death is certainly to be preferred to the dishonour
and ridicule heaped upon the weak-hearted.
Whiteshields serve alongside the other squads in their regiment,
distinguished only by their bravery and the white badges and helmet
stripes on their uniforms. Each Whiteshield squad has an experienced
sergeant to guide it through training and in its first battles.
The squads are usually put into a normal platoon to learn from
the example of the troopers around them - occasionally a company
will form up a platoon solely of Whiteshield squads, trusting
that their courage will compensate for lack of experience.
Every man in the regiment who could stand was in the assembly ball.
Yarren stood at rigid attention in front of the dais, along with
the other two survivors of the WhiteshieIds. His body felt like
one huge bullet-bole, and he was dizzy from loss of blood, but elation
forced everything else to the back of his mind. He hardly heard
Colonel Tarvit's words.
"...Because of Probitor Yarren's courage and quick thinking
and the dedication of the Whiteshields following his example,
the 0rk spearhead was destroyed. It is my judgement that the Whiteshields
have proved themselves worthy of full Guard status. I order that
the survivors be assigned to One Platoon to replace losses, and
the others buried with full regimental honours. Does any man here
know of any reason why this order should not be carried out?
Silence.
"Then let it be done. The Colonel's orderly came forward and
removed the blank white badges from the chests of the three Whiteshields.
Yarren found himself holding his breath as the Regimental colours
were affixed to his flak tunic.
"When they are judged to be fit, these three men shall receive
the scars they won today And Guardsman Yarren shall be inducted
Into the High Eagle Lodge, under my own Patronage.
The ball resounded with cheering as the three were led away
to the med-bay. Yarren thought of the rituals of full manhood
that awaited him, and of the mysteries of the High Eagle Lodge
most respected of the regiment's warrior lodges. He had proved
himself today.
But now be was tired. More tired than be bad ever been.
Only those who distinguish themselves in battle are allowed to become
Guardsmen proper. Some regiments merely demand that a Whiteshield
take part in a battle without giving way to fear. Many only accept
those who have drawn blood or killed an enemy, sometimes requiring
the young warrior to collect a trophy to prove his claims: an opponent's
back banner or weapon perhaps, or a more gruesome and bloody memento
taken from the body of a fallen enemy.
At the end of his training, after he has shown his skill, a
Whiteshield is ceremonially awarded his colours: his blank, white
badge is replaced with the regimental number and the colours of
his platoon; he takes the shoulder motif of his company, and the
helmet markings of the squad to which he is assigned. More important
than this, however, are the unofficial rituals in which the new
Guardsmen is welcomed by his fellows into the regiment. These
rituals are taken from the regiment's homeworld culture and vary
widely throughout the Guard; tattoos and ritual scars are common
and receiving these marks without a cry of pain is as much a test
of the youngster's courage as his bravery on the battlefield.
At last the Whiteshield emerges from his training as a full
member of the Guard, wearing his scars and tattoos with as much
pride as the uniform of his regiment, ready to return to the battlefield
with his new experience and, perhaps, a little more caution.
|
| WD 113 |
The Pacification of Flotis III: D Company of 7th Mordion
Imperial Guard Regiment |
| Sentinel: Imperial Guard Walker |
| WD 115 |
Commissar Training Squads: (by Nigel Stillman and Sean
Masterson, excerpted from WD 115)
The Schola Progenium teach and train orphans of Imperial Officials
until they are ready to become Cadet Commissars. As such, their
training continues on the galaxy's battlegrounds where they are
formed into special squads. Fighting alongside Imperial Guard
units, they are completely devoted servants of the Emperor whose
loyalty and bravery know no bounds.
It is the duty of the Commissars in the Imperial Guard to maintain
the highest standards of discipline and inspire the troops by
their own example. They have the power of absolution in order
to restore the morale of the troops at critical moments on the
battlefield. Commissars are both feared and respected. They do
not often need to exercise their powers because their presence
among the troops is enough to instil devotion and confidence.
It is important that Commissars remain aloof from ordinary troops
in the Imperial Guard. Commissars need to exercise authority over
ordinary officers, often in front of the officer's own unit. The
Commissar must be seen as representative of the Emperor and thus
a superior authority to any officer. Furthermore, a Commissar
is required to deal with troops from many different tribal and
racial origins, so cannot be associated with any particular group
himself. Consequently, the origins and recruitment of Commissars
is of vital importance to their efficient exercise of discipline.
Devotion to the Imperial cause, sound judgement, unshakable
resolve and honour are the qualities required in a Commissar.
Personnel selected to become Cadet Commissars are drawn from schools
run by Missionaries of the Ministorum. There are many such schools
throughout the Imperium, known as Schola Progenium. Here, orphans
of Imperial Officials who gave their lives in the service of the
Emperor are educated by the Missionaries. They soon learn to regard
the Emperor as their spiritual father and build a strong personal
devotion to the Imperial cause. Their sole ambition is to serve
the Imperium and Humanity in some way, and the special qualities
of their education make them well suited for service in the Imperial
Guard or the Inquisition as Cadet Commissars.
CADET COMMISSARS
The Commissar-General of an Imperial Guard Regiment selects the
most promising recruits from those recommended to him by the schools
of the Ministorum. After basic Imperial Guard training these become
Cadet Commissars and proceed to special training for their demanding
responsibilities as Commissars. The best way to achieve this is
for the Cadets to be instructed under battlefield conditions.
For a Cadet Commissar to learn how to function according to
his vocation, he must understand the nature of the troops for
whose morale and spiritual welfare he is accountable. "You cannot
teach in theory what has to be practised in a storm of energy
beams, was how Commissar-General Obin Heethe summed up the need
for Cadet Commissars to live, fight and if necessary die alongside
the troops they were supposed to inspire. For this reason, Cadet
Commissars use the same standard weapon as Imperial Guardsmen,
the lasgun. This training forms the basis of much of the respect
accorded to Commissars by Guardsmen, for they know that only those
Cadets who have shown bravery and devotion in the face of enemy
fire are selected.
For an experienced Commissar, there is no greater recognition
of his service to the Emperor than to be deemed worthy of instructing
a new generation of Commissars.
Commissar Training Squad
The Commissar-General is the senior Commissar of the regiment with
the longest service and most extensive campaign experience. He assigns
Commissars to Imperial Guard officers according to his judgement
of the battlefield situation or the character of the Imperial Guard
Officers in question. Cadet Commissars are allocated to Commissar
Training Squads by the Commissar-General of an Imperial Guard regiment.
These squad members are identified by a blue uniform trim and Cadet
badge.
The Commissar-General assigns one of his Commissars to take
the regiment's Cadets and form a tactical unit in its own right,
known as the Commissar Training Squad. The unit is made up of
one Commissar and nine Cadet Commissars. The Commissar Training
Squad accompanies Imperial Guard forces into battle and takes
part in some of the fiercest fighting.
The training of a Cadet Commissar has no fixed duration. A Cadet
qualifies as a full Commissar on the judgement of the Commissar-General.
He will be awarded his Commissar status as soon as he is deemed
worthy of it by his actions. This provides great inspiration to
the other Cadets on the battlefield. The new Commissar can then
be allocated Commissarial duties in his own right. Commissar Training
Squads are highly motivated fighting units, respected by all other
troops in the Imperial Guard. Any Imperial Guard force accompanied
by such squads will consider itself fortunate and probably destined
for victory.
When a Commissar decides that a Cadet has failed in his duty,
but has not shown cowardice or insubordination, the Cadet is relieved
of his position and duties. Commissar Cadets who fail their training
can often get a commission in a penal battalion. Others volunteer
for service in a Rogue Trader entourage. Sometimes, their destiny
will be decided by the Commissar-General or Commissar under whom
the ex-Cadet trained.
|
| WD 152 |
Commissar Yarrick and Warlord Ghazghkull Mag Uruk Thraka
- Commissar Yarrick, Defender of Hades Hive and Hero of the
Imperium
- Commissar Yarrick in Warhammer 40,000
- 'Eavy Metal: Imperial Commissar
Yarrick and Ork Warlord Ghazghkull Mag Uruk Thrakam
- Commissar Yarrick
- Banners
|
| Issue |
Article |
| WD 178 |
The Leman Russ: Imperial Battle Tank
- Data Card
- 'Eavy Metal: Leman Russ - Imperial Battle Tank
- Vehicle Cards
|
| The Mailed Fist: Vehicle Tactics, Primarily Imperial Guard
Tanks |
| WD 180 |
Catachan Jungle Fighters (by Ian Pickstock, excerpted
from WD 180)
Trained from birth to kill, the Catachan Jungle Fighters are
one of the most famous and feared regiments in the service of
the Emperor.
REGIMENTS OF THE IMPERIAL GUARD
The Imperial Guard is the military arm of the Imperium, the largest
fighting force in the galaxy and the most powerful army of all
time. Across the far-flung battlefields of the forty-first millennia
the Imperial Guard struggles against alien invaders, rebellious
planetary lords, and the savagery of nature. The Imperial Guard
is not really a single army but many armies, each recruited for
a specific campaign or war.
Each army is comprised of many regiments. Each regiment comes
from a single world and is recruited by the Lord of that world
as part of his Imperial obligations. When the Emperor calls the
Imperium to war, every planet must provide a regiment to fight
for the human cause. From all over the galaxy different regiments
join together to fight side-by-side. An army often contains regiments
from very different worlds: vast industrial hive worlds, arid
sulphur deserts, and steaming jungles. Not all warriors are suited
to every battlefield. Troopers from the claustrophobic hives of
Necromunda would quickly perish amidst the jungles of Catachan,
for example.
Wherever possible, regiments are raised from worlds similar to
their intended theatre of operation. However, this is not always
possible, and troops from quite different planets often find themselves
mixed together on a battle front. During the course of a war,
individual squads are often seconded to neighbouring regiments,
thrown forwards amongst warriors from another world to bolster
a weak spot in the defences or to reinforce an attack. Often regiments
are so depleted by casualties that squads of different origin
are reformed into a single regiment, forming a polyglot force
from many different worlds.
CATACHAN
Man has lived upon Catachan longer than Imperial records can
recall. The scout probes of the first colonists found a planet
which looked deceptively green and fertile from the safety of
orbit. When the giant colony ships crash landed the pioneers inside
awoke from cryogenic slumber to find themselves marooned upon
one of the most inhospitable places in the galaxy. Catachan is
a Death World, perhaps the most notorious and dangerous of all
the Death Worlds in the Imperium. Its jungles are home to some
of the most predatory animals and plants every encountered by
man. The first settlers survived by the merest chance, holed-up
inside the wreckage of their spacecraft, besieged by the living
jungle around them. Undoubtedly many died. Only the hardiest,
quickest and luckiest ever survive on a Death World.
The planet's few scattered settlements are fortresses surrounded
by barren bedrock where the soil has been blasted bare to provide
clear lines of fire. Even so, buildings never last long on Catachan.
Lichens soon take root upon any surface, secreting a potent acid
which crumbles even the most solidly constructed defences. Strangle
Vines creep a hundred metres in a single night, and their constricting
grip can crush a plasteel bunker or smash a tank like an eggshell.
The people of Catachan must constantly build and rebuild. Wherever
they construct their settlements the jungles grow more densely
and become increasingly aggressive. The wild creatures of Catachan
gather to repel the invaders. It is as if the whole planet were
determined to rid itself of human intrusion, just as the immune
system of a man might react to some invasive virus. Sooner or
later humans must abandon their homes and resettle on another
site, beginning their struggle against the jungle afresh.
The people of this unique world are moulded by a life of constant
battle. Children learn to shoot before they can walk. Only those
who can shoot fast and straight ever reach adulthood. Outside
the fragile domes a world wars against its human inhabitants,
vicious creatures like the Catachan Devil lie waiting for the
unwary. Every plant and every animal on Catachan is inimical to
human life. Every creature is a carnivore. Every plant is poisonous.
Some plants secrete a deadly pollen which saturates the air and
invades filter systems. Other types of vegetation release sticky
sap which holds a creature fast and slowly dissolves its flesh.
A few large trees even emit poisons into the ground water, killing
surrounding plants and creating a slimy acid bog which entraps
anything foolish enough to venture near.
The native creatures are even more dangerous than the plants.
The multi-legged Catachan Devil with its segmented body and snapping
jaws is as big as a tank and capable of battling even the notorious
Shambling Mamorphs of the volcano lands. Few humans grow old on
Catachan, and those that survive the longest retain an instinct
for self-preservation unrivalled anywhere in the galaxy.
THE CATACHAN REGIMENT
Like all the worlds in the Imperium, Catachan is required to
provide troops for the Imperial Guard. The people of Catachan
live amongst dense and dangerous jungles which are altogether
alien to most of the hive-dwelling citizens of the Imperium's
larger planets. When it comes to jungle fighting the Catachan
Regiment has no equal and the Imperial Guard recognises their
supremacy in this type of warfare.
During the jungle wars on Epsion Octarius, the Catachan Regiment
survived for nearly forty days amidst Crotalid infested mangrove
swamps before reaching the Ork Gargant construction site of Grubnak's
Drops. On that occasion the savagery of the jungle fighters so
impressed the Deathskull Ork Warlord that he ordered his Gargants
to be painted in green jungle stripes with red bandanas, in imitation
of the Catachan Jungle Fighter's uniform. Whether he did this
out of respect for his enemies or in the hope that some of the
Jungle Fighter's skills would rub off on his Gargant fighting
machines is uncertain.
Jungle Fighters wear the green combat gear that is everyday costume
for the people of Catachan. Their clothing is completely suited
to fast moving warfare amidst steaming jungles. Combined with
the red bandana, this rough but practical costume passes as the
regiment's uniform.
- 'Eavy Metal: The Jungle Fighters of Catachan
- The Weapons Team Rule
- Catachan Jungle Fighters: Squads
- 'Eavy Metal: Space Marine Land Speeder
- 'Eavy Metal: Space Marine Chaplans
|
| WD 181 |
Rough Riders of Attila (by Rick Priestley, excerpted from
WD 181)
Like the cavalry of old, the Rough Riders strike fear into the
hearts of their foe as they charge across the battlefield, deadly
hunting lances at the ready. Even those who survive this explosive
charge cannot escape the cleansing sweep of the Rough Riders'
chainswords.
ATTILA
The world of Attila is somewhat smaller than Earth and has a
single continent which covers almost half its surface. The centre
of this massive land mass is prone to such extremes of temperature
that it remains uninhabited, a baking desert in the summer which
becomes a sub-zero sea of sand and snow over winter. Between the
Death Lands of the continental centre and the coasts is a belt
of rich savannah thousands of miles deep and punctuated with mountain
chains, mighty inland lakes, and vast rivers. Only towards the
coastal edges does the grassland give way to verdant forests,
encircling the entire continent with a thin arboreal band.
Humans colonised Attila many thousands of years ago and must
have adopted the nomadic life almost immediately. The original
landing site of Khanasan has grown into the only city on the whole
planet. The bustling metropolis is a gathering place for the tribes
of Attila and the centre of its government. As for the bulk of
the population, they are nomads who subsist from their herds of
Ovigors. These are gigantic shaggy and savage animals native to
the world of Attila. Their rich flesh and dark blood form the
basic subsistence diet of the tribes. When the summer comes, the
Attilans drive their herds towards the heart of the continent,
following the spring thaw and new grown pasture. In winter, they
retreat towards the outer grasslands abutting the coasts, and
here their animals find enough grazing to keep them alive until
the year's turn.
ATTILAN ROUGH RIDERS
The Imperium recruits some of the most ferocious mounted warriors
from this barbaric world. Attilan regiments of Imperial Guard
Rough Riders have fought all over the galaxy in many different
theatres of war. On worlds thousand of light years from Attila
the image of the scarred tribesman resplendent in his crude furs
and bedecked with beads and rings is as familiar as it is frightening.
The Attilans' warrior prowess is founded upon a tradition of
fighting amongst themselves, for the tribes of Attila respect
only power and a King must be prepared to demonstrate his might
to doubting rivals. When a lord of the Attilans defeats an enemy
he cuts off the beaten man's head and his artificers turn the
skull into a drinking cup as a permanent symbol of his victory.
A tribal chieftain may have many such skulls, bound with ornately
carved gold or inlaid with silver, embellished with rubies and
sapphires of immense worth. The King of Khanasan and Lord of Attila
is the most mighty of all, acknowledged as the King of a Thousand
Skulls!
The Attilans are said to be born in the saddle, for they are
amongst the greatest horsemen in the galaxy. The horses they prefer
are thick-set beasts, ill-tempered and likely to bite or kick
anyone unwise enough to give them the chance to do so. The riders
depend upon their horses a great deal, and value them more highly
than gold. In adversity a warrior will draw off some of the animals
blood and drink it to sustain himself. In this way Attilans can
live without food or water for many days, enabling them to operate
deep behind enemy lines without supplies.
Characteristic features of an Attilan warrior are the scars that
he bears upon his cheeks, long knife cuts of white tissue which
stand out against his weather beaten skin. These marks are cut
into his cheeks as a young man, and ashes from the camp fire are
rubbed into the wounds so that they leave deep and prominent scars.
Attilans tend to wear their hair in long, unkempt braids, or
long and matted. They do not wash themselves or clean their clothes,
believing that to do so would affront the spirits of water with
which they superstitiously people their land. This tradition has
proven hard to break, despite considerable effort on the part
of the Adeptus Ministorum preachers in the barely tolerated mission
in Khanasan. Indeed, it is sometimes said that the stench of the
Attilan is as powerful a weapon as his hunting lance!
|
| WD 182 |
Cadian Shock Troops (by Rick Priestley, excerpted
from WD 182)
Steeped in the blood of countless skirmishes with the forces
of Chaos, the Cadian Shock Troops are the finest warriors from
an embattled planet. With grim determination they stand ready
to face any threat to the Imperium.
THE IMPERIUM
The Imperium of Mankind extends over almost the entire galaxy,
yet the actual number of planetary systems ruled by man is incredibly
few compared to the vast size of the galaxy as a whole. Although
humanity is the most powerful of all the known races it is still
fragile. Mankind's hold on its Empire is precarious and even its
survival as a species must remain in doubt. Human worlds are scattered
broadly throughout space, their original settlement following
the fickle tides of warp space. These currents can carry a spacecraft
thousand of light years but they are rarely predictable or stable.
As a result, the worlds of the Imperium are both diverse and
independent. Some worlds are covered with steaming jungle, others
are sheathed with ice, some are deserts and others nothing but
endless ocean. Whatever their physical geography, each world is
a realm within the Imperium, its loyalties and duties are to the
Emperor, but its responsibilities are to itself. Each planet must
protect itself, raise warriors for its defence, and maintain fortresses
and orbital stations to fend off attack from space. Furthermore
each world must be prepared to send its own troops to join the
ranks of the Imperial Guard, to fight hundreds of thousands of
light years from home as part of the armies of the Imperium itself.
CADIA
Cadia is just one world amongst many thousands in the Imperium,
but it has a special and honoured place in the history of mankind.
Cadia stands upon the edge of the Eye of Terror within a narrow
corridor of stable space called the Cadian Gate. This forms the
one and only predictable passage between the Chaos infested Daemon
Worlds of the Eye of Terror and Earth. There are other routes
but these are less stable, inherently unpredictable paths that
will scatter fleets through time and space. No battlefleet of
any size can rely upon these unstable passages, but must pass
through the Cadian Gate. Cadia is therefore one of the most strategically
important planets of the galaxy, and its defence is vital to the
survival of the Imperium.
CHAOS RAIDERS
On several occasions the forces of Chaos have moved against Cadia
and raging battles have been fought in the deeps of space, beyond
the Ninth Planet of Cadia, amongst the rings of Rouran and even
on Cadia itself. A large part of the Imperial fleet is stationed
at Cadia or nearby. Such huge battles are rare, but the constant
intrusion of Chaos raiding craft is commonplace. Chaos Space Marines
make frequent forays onto the surface of Cadia, and must be hunted
down and destroyed before they can entrench themselves.
As recently as five years ago, a large force of Chaos Space Marines
penetrated the defences of Cadia undetected, and went into hiding
in the uplands of the Dorac Alps. Unknown to the Cadians, these
troops dug themselves in and established a formidable fortress.
Soon they were joined by reinforcements and their forces increased
until a large army was ready to attack. Fortunately, the Chaos
Space Marines were detected when a ship carrying more raiders
was intercepted in orbit. The Cadians' own defence troops were
able to contain the invaders and eventually defeat them. Such
incidents are not rare by any means, and the Cadians have developed
a powerful army which is expert at rooting out and destroying
the intruders.
THE CADIAN SHOCK TROOPS
The most powerful fighting formations of the Cadian forces are
called Shock Troops. They are chosen from the fastest moving and
hardest-fighting of the Cadians. As all Cadians must train in
the defence forces, all the best fighters are quickly identified
and inducted for further training. When Chaos raiders are discovered
the Shock Troops are sent to hunt them down, and only if the force
is particularly large or well equipped will the Cadians send for
help. Even the Space Marines that have come to destroy especially
large Chaos forces have found the Cadians impressive and powerful
allies.
The Cadians manufacture excellent weaponry and other military
equipment. The world itself is heavily industrialised and has
many large cities with highly skilled populations. This is reflected
in the Cadians' armament and wargear, which is made in uniform
patterns and camouflaged in a manner most suited to the mixed
terrain of the Cadian wilderness.
- 'Eavy Metal: Cadian Shock Troops
- The Weapons Team Rule
- Splitting Squads
- Cadian Shock Troops
|
| WD 182 |
Commissar Yarrick (by Jervis Johnson, excerpted from WD
182)
Unmistakable on the battlefield with his huge battle claw, Commissar
Yarrick strikes terror into the hearts of his Ork enemies. Through
his boundless faith in the Emperor he has survived wounds that
would kill another man and many think he is invincible.
One of the most dangerous periods of the Imperium's history was
during the Waaagh led by Ork Warboss Ghazghkull Thraka. In 40,941
Ghazghkull launched a massive campaign of destruction, which began
with the bloody invasion of Armageddon. Ghazghkull's massive armies
smashed aside all opposition on this Imperial Hive World until
an assault force, led by Warboss Ugulhard, ran into Commissar
Yarrick and the defenders of Hades Hive.
Commissar Yarrick was an old man when Ghazghkull Thraka attacked
Armageddon and the siege of Hades Hive began. He had a long career
of distinguished service in the Planetary Defence Force behind
him and was scheduled for retirement at the Feast of the Ascension.
Yarrick had a reputation for being utterly loyal to the Imperium
and an inspiring leader of men. In his youth he had learned the
language of the Orks from a captured Ork raider and he was an
expert on the way the Ork mind worked. A better leader than Herman
Von Strab - Imperial Overlord of Armageddon - would have paid
more attention to what he said, but instead Von Strab grew angry
with the old man for daring to contradict his views of what the
Orks planned to do and banished him to Hades Hive. As it turned
out this was one of the few wise decisions that Von Strab made
during the campaign...
The Ork attack on Armageddon Secundus shattered the Imperial
front line and destroyed most of the Imperial army. Everywhere
Imperial forces were in retreat, and hive after hive fell. But
then the Orks reached Hades Hive, and here Commissar Yarrick supervised
the defences. The siege of Hades Hive began with a mammoth Ork
assault led by Warlord Ugulhard of the Snakebites clan. Outnumbered
three to one, the Imperial defenders were beaten back, and everywhere
ferocious and bloody hand-to-hand fights took place between the
Orks and Humans.
At this vit4l moment Ugulhard and Yarrick met. With a mighty
roar the Ork Warboss threw himself at Yarrick, his battle claw
snickered and snapped, and Yarrick' s right arm was torn off at
the elbow. But Ugulhard's bellow of triumph quickly turned to
a scream of horror. Ignoring pain so intense that any normal man
would have passed out instantly, Yarrick swung his chainsword
and with one slice lopped off Ugulhard's head. The Ork's body
stood upright for a moment, fountaining green blood, and then
crashed to the ground. Yarrick calmly bent down, pulled the power
claw from the Ork's body, and held it aloft in triumph. For a
moment a hush fell over the battlefield. Then with a huge cheer
the Imperial troops charged at the stunned Orks and hurled them
back. Only once he was sure that Hades was safe did Yarrick allow
himself to pass out.
The events of that day gave Yarrick a terrifying reputation among
the Orks, and he was to become one of the very few Humans that
ever inspired fear (or something like fear) in that warlike and
brutal race. It was a commonly held Ork belief that Yarrick could
not be killed, and that he had the 'evil eye' which could kill
an Ork with a glance. Yarrick understood Ork psychology well,
and played on these primitive fears. He kept Ugulhard' s battle
claw and had it specially modified so that he could use it. Whenever
he entered battle he wore the battle claw, and it quickly became
a symbol that inspired fear in the Ork attackers and steadfastness
in the Imperial defenders. He even had his own left eye plucked
out and replaced with a special bionic implant that could fire
a powerful pulse of laser energy. If the Orks thought he had the
evil eye then, by the Emperor, an evil eye he would have!
For six months the defenders of Hades Hive held out. Who knows
what feats of heroism and horror took place in that place, at
that time? Those who survived do not talk much about it, save
to praise the bravery of Yarrick. In those dark days he seemed
to be everywhere, raising the spirits of a people with his own
unquenchable belief in ultimate victory. Amazingly he welded together
a army capable of standing off the invaders. The time that they
bought with their blood allowed fresh Imperial forces, including
three Chapters of Space Marines, to arrive and turn the tide against
the Orks. Even as the final assault on Hades began, a relief force
headed by the Salamanders, Blood Angels and Ultramarines raced
in an effort to relieve the hive. But tragically, as the Space
Marines broke through the Ork lines, Hades fell. Commissar Yarrick
was one of the few survivors. His shattered body was found in
the ruins, dozens of Ork bodies heaped at his feet.
It took Yarrick many months to recover from his wounds, and by
the time he had done so the Battle For Armageddon was over. At
last he was able to retire, and for a brief period he was able
to find some peace tending the small garden that was the only
luxury he allowed himself. Even so, he was deeply troubled by
the memories of what had happened at Hades Hive, and nearly every
night he woke screaming from nightmares spawned by those terrible
times. But then the news of Ghazghkull's survival reached him.
It is said that the look of fury and hatred that crossed his face
was so terrible that the messenger cowered and grovelled before
him, fearing for his own life. But Yarrick's hatred was reserved
for one being, and one only: Ghazghkull. Spinning on his heel
he ordered his valet to bring his famous black uniform and battle
claw. Yarrick was coming out of retirement, and he would not rest
until he had avenged the brave defenders of Hades Hive by spilling
the life blood of Ghazghkull Thraka...
|
| WD 182 |
Blood and Fire (Listed in Contents as A Gathering of
Might): Battle Report - Ultramarines
and Imperial Guard vs. Ghazghkull's Orks |
| WD 183 |
Ice Warriors of Valhalla (by Rick Priestley, excerpted
from WD 183)
Raised on a frozen and desolate homeworld, the Ice Warriors of
Valhalla have a long and glorious history of victories against
the Orks and other enemies of the Imperium. Famed as one of the
toughest regiments of the Imperial Guard, these grim and tenacious
warriors never retreat and never surrender.
VALHALLA
The planet of Valhalla was once a temperate paradise of forests
and broad fertile plains. There is no record of its settlement,
but legends recall a world ripe for colonisation and development.
Its people spread across the world and prospered. The planet's
main land masses were distributed more or less evenly, one centred
at the northern pole and the other at the south. The equatorial
regions themselves were dominated by a huge warm ocean eleven
thousand miles wide.
Approximately ten thousand years ago Valhalla was struck by a
comet of immense size and weight. The planet's defence lasers
poured shot after shot into the comet. This did nothing more than
break off several smaller fragments of what proved to be virtually
solid iron. A mile wide fragment struck the northern continent
causing massive earthquakes and destruction, but the main comet
body landed in the sea.
At first the confusion and devastation made it hard to gauge
the full effect of the strike. The boiling seas, clouds of vapour
and pall of dust cut off the light. Temperatures plunged to freezing
over the whole planet. Even more significantly, the impact had
knocked the whole world from its orbit. For ten years Valhalla
spun eccentrically until it finally settled some fifteen million
miles further from its sun. By then the planet was a very different
place indeed.
ICE WORLD
Valhalla had become a frozen world of ice. The survivors of the
disaster found themselves pushed further and further towards the
equatorial oceans as glaciers engulfed the polar continents. Eventually,
there was no more land left, and they were forced to live upon
the ice itself. Though 99% of all life had been destroyed the
people struggled through, building their cities deep inside the
ice, beneath the glaciers and upon the frozen ocean. What little
life remained they carefully cultivated, growing nutrient slimes
and algae in vats heated by thermal stills.
Fate had dealt the world a cruel blow but had not finished with
Valhalla. Just as the threat of starvation seemed to be receding,
another and equally dangerous foe appeared. Orks came in their
thousands, their damaged spacefleet blown upon the winds of the
warp to the ice world. Finding little to sustain even their undemanding
appetites, the Orks launched themselves upon the Valhallan's with
a ferocity sharpened by hunger. It was a fight for survival, the
Orks were marooned and the only food on the whole planet lay inside
the cities of the Valhallans - the precious organic cultures and
the inhabitants themselves!
A DESPERATE STRUGGLE
The fighting raged throughout the sub-glacial cities of the Valhallans.
The thermal stills which rose above the ice were easy targets
for the Orks, but the green-skinned creatures plunged downwards
instead, into the heart of the ice cities. The fighting raged
through the galleries and tunnels of Valhalla. The defenders knew
every inch of their frozen domain, every gallery and shaft, and
they made good use of their familiarity in each encounter. As
the Orks fought inward they found themselves constantly ambushed,
or led unwittingly into dead ends where tunnels would be collapsed
behind them.
By the sixth week of fighting the Orks reached the main food
chamber with its hundreds of nutrient slime vats. Almost half
the Orks had been killed, but the remainder were every bit as
determined as ever. The scent of the bubbling green slime assailed
their keen nostrils and they licked their scaly lips in anticipation.
The Valhallans prepared to put up a final resistance. If the chamber
was captured they'd starve within a week. Every man, woman and
child that could carry a gun crowded into the chamber and its
surrounding galleries. The battle would decide which race would
survive on Valhalla.
THE FINAL BATTLE
The Orks attacked in a great mass. The green-skinned warriors
were maddened with hunger and no longer seemed capable of rational
thought. If the attack had been better planned it might have succeeded,
but as it was the Orks were repelled though at great cost. Almost
half the defenders were slain or hurt. The Orks retreated and
prepared for another rush.
The second attack came in two simultaneous thrusts. The first
was repelled easily but this proved to be nothing more than a
feint. The second was directed against a small side-chamber, part
of the nutrient packaging plant that adjoined the main production
vats. The pack' aging plant eventually fell to the Orks, its defenders
dead at their posts after exacting a heavy toll amongst the enemy.
From their newly won position the Orks rapidly moved reinforcements
forwards. The humans found themselves in a crossfire, and were
soon forced to give ground in the main chamber itself. The Orks
were amongst the huge vats. These were pits hewn into the ground
and filled with the sticky green algal slime. The raised sides
of the pits provided cover for attacker and defender alike. The
fighting intensified as the Orks struggled forward, pit by pit,
and the humans gradually retreated or fell at their places.
VICTORY!
After three hours the Orks had lost half their number but had
forced the Valhallans back against the ice wall. The defenders'
prospects looked pretty grim as they prepared for a fresh assault,
determined to sell their lives as dearly as possible. As the Orks
rose as one and howled their battle cry, a mighty explosion tore
through the cavern. Ice pillars toppled and fell into the nutrient
pools, and the floor heaved and broke under the Orks' feet. The
Valhahlans rose in their turn and with an almighty scream fell
upon their attackers. The Orks broke in confusion as fiery machines
smashed through the floor, and the cavern swam in a mixture of
slime and green ichor.
The Valhallans had won the day because their stiff resistance
gave their engineers time to bore an ice shaft under the cavern
floor. At the vital moment the old ice burners, industrial machines
used to form the sub-glacial chambers themselves, had been allowed
to burst through and run amok amongst the Orks. The intensely
hot burners, carried by their own high pressure steam, had terrified
the Orks. Those who did not run were badly burned or melted, and
those who escaped were cut down by the vengeful Valhallans.
Though the planet of Valhalla is no longer a populous or affluent
world, the Valhallans are famous throughout the galaxy. After
destroying the Orks on their own world, regiments of Valhallans
joined with other Imperial Guard to rid many worlds of the Ork
invaders. Always the Valhallans fought with the same grim determination
which they displayed in the ice cities of their homeworld. In
battle their courage and tenacity earned them the respect of other
regiments from all over the Imperium.
- 'Eavy Metal: Ice Warriors of Valhalla
- 'Eavy Metal: Imperial Guard
- Imperial Guard Mortar
- Firing the Mortar
- Scatter and Hits: Rolling to Hit
- Ice Warriors of Valhalla: Squads
|
| WD 184 |
Imperial Guard Veterans
- Veterans
- Veterans in Battle
- Veteran Abilities
|
| WD 184 |
Mordian Iron Guard (by Rick Priestley, excerpted from
WD 184)
The Iron Guard are the champions of the Tetrarchy of Mordian,
standing between the planet's continued survival and anarchy and
destruction. Resplendant in their distinctive bright uniforms,
they are instantly recognisable and form a loyal bastion against
the encroachment of Chaos.
TREACHERY!
In the long and sinister annals of the Inquisition there are
many tales of treachery and horror, of the destruction of worlds
and the triumph of man's greed and foolishness. It is a record
of human weakness and the power of the Dark Gods of Chaos.
Yet amongst that record of lost planets and mortal defeat there
are a few stories of human victory rare cases where the daemonic
army of Chaos has been turned aside at the moment of success and
driven back into the void from which it came. One such place is
Mordian - the World of Eternal Night.
MORDIAN
The Mordian day is the same length as the Mordian year, the small
planet turning upon its axis once each time it completes a circle
of its sun. As a consequence, one side of Mordian is constantly
burned by the fierce heat of the sun, whilst the other side lies
in eternal darkness. The scorched side is lifeless and barren,
a desert of splintered rock and canyons where mighty armies clashed
during the Age of Apostasy thousands of years ago. On Mordian,
all life is on the dark side.
The slow revolution of Mordian does little to stir its thick
atmosphere, so the weather is constantly hot and still with no
natural breezes to move the oppressive air. In the sultry darkness
the Mordians go about their daily lives. Ancient and ruinous cities
sprawl across the planet's dark surface. Pyramidal, multi-levelled
towers reach for the sky and rise like mountains towards space.
Hundreds of millions of people exist upon a land surface barely
one tenth the size of Earth.
Mordian is a world that seethes with people, a crowded and dark
world whose rulers, the Tetrarchs of Mordian, must fight a constant
battle against anarchy. Only the most careful husbanding of Mordian's
resources keeps its massive population alive. All food, all clothing,
all essential resources and supplies are strictly controlled and
rationed. This enables the Mordians to survive albeit with the
utmost effort and in considerable impoverishment.
Such harsh and demanding conditions naturally breed discontent.
Few people really understand the predicament they or their planet
is in. Others care nothing for their fellow men and seek only
to accrue personal wealth and power regardless of consequences.
In the decaying, multi-levelled cities crime is rife. Gangsters
and criminal warlords rule an underworld where life is cheap and
where the desperate are merely pawns to be expended as their masters
please.
THE IRON GUARD
The Mordian Iron Guard stands between order and anarchy. They
are the champions of the Tetrarchy of Mordian, uniformed in bright
colours and fiercely loyal to their cause. Their enemies are all
those who would divert the scant resources of Mordian or threaten
its continued existence. They fight a constant battle against
the criminal warlords of the undercity, insane gangs of cannibals,
and misguided rabblerousers who would sooner see universal destruction
than endure the sacrifice necessary for the survival of the world.
The Iron Guard are ruthless in pursuit of their enemies. Their
discipline is legendary and their training is as rigorous as possible.
All who fight in the Iron Guard understand full well the horror
that would engulf their world if they were to fail in their duty.
Their loyalty and determination is all that keeps Mordian from
plague, starvation and savagery.
THE CONSPIRACY OF CHAOS
The greatest threat to Mordian came one hot summer. The stifling
heat was unusual even for Mordian. The planet seethed with unrest.
Beneath the streets brooded a secret conspiracy that posed a threat
far greater than any seen before. In the depths met a dark conclave,
a group of men who knew the extent of Mordian's wealth and wanted
it for themselves. Away from the sight of saner citizens they
made their incantations and called upon the Dark Gods of Chaos.
A spell was begun. It is impossible to say how much innocent
blood was spilled to fuel their sorcery, or what sinister pledges
were made to their dark masters. Those that cast the spell sought
only personal power. Their lust knew no bounds. They would destroy
the planet itself if they had to. They cared no more for its teeming
millions than did the Chaos Gods.
The summer grew hotter as the spell neared its completion. Many
strange things were reported in the capital. The cannibal mobs
and criminal gangs were restless. Men saw winged monsters hovering
in the city lights. People disappeared without trace.
A SKY OF FLAMES
At last the spell was complete and suddenly the world shook as
its sky erupted into flame, and from the flame came the Warlords
of Chaos itself. From the Eye of Terror distorted and ugly spacecraft
soared into the Mordian skies to rain fire and destruction upon
the world. Chaos Space Marines poured into the city slaying all
around in a great and bloody sacrifice to their gods. Daemons
stalked the burning towers and hunted the souls of those that
fled from the devastation below.
From their dark hiding places the servants of Chaos crawled to
bathe in the fire and terror of their world, confident of their
master's favour now that their work was done.
CHAOS WAR
As the sky exploded into flame the Tetrarchs of Mordian ordered
their Astropaths to send psychic calls for help. The power of
Chaos was so strong that the Astropaths' minds melted with the
effort. It was impossible for anyone to say whether the messages
got through or if help was on its way.
Meanwhile, the Iron Guard fought a gallant resistance against
the daemonic assault. Whilst lesser men fled in terror before
the might of Chaos the Iron Guard stood their ground, pouring
volley after volley into the enemy ranks. At last the Iron Guard
Captains were forced to give the order to withdraw. Though their
men would stand until the end they could achieve little against
the hordes that opposed them. Reluctantly the Iron Guard regrouped
around the capital, abandoning the rest of the planet to the enemy.
Whilst the forces of Chaos rampaged throughout Mordian the Iron
Guard prepared the capital's defences. Every building became a
fortress, every tower a strongpoint, and every street and plaza
a killing-zone for the Iron Guard's carefully sighted weapons.
At the centre lay the Tetrarchal Palace itself, from which the
defence of the capital was co-ordinated.
When the attack began the Iron Guard was well prepared. Chaos
Space Marines fell before their well disciplined fire as shot
after shot struck their ranks. Channelled into well prepared fire
traps the Chaos Marines were easily repelled, but far greater
and more potent foes followed upon their heels.
ATTACK FROM THE DEPTHS
From the sewers and service ducts poured an army of those who
had sold their souls to the Dark Gods. Clad in rags and armed
with no more than iron bars and lengths of chain they threw themselves
upon the defenders. Driven by their insane devotion to Chaos they
cared little if they lived or died, and thousands were cut down
by the devastating weapons of the Iron Guard. Nonetheless, this
attack from an unexpected source left the defenders unprepared
for the next assault.
The forces of Chaos moved upon the Iron Guard with purpose. Daemons
and Chaos Marines advanced as one. Bloodthirsters of Khorne roared
a great challenge to chill mortal blood. Keepers of Secrets stalked
the battlefield, slaying those that dared to look upon them with
a withering glare. Whirling Horrors skipped and chattered in an
eerie blur of incandescant power. It was a terrifying sight, yet
the Iron Guard held firm before the onslaught though many paid
the ultimate price for their devotion.
Street by street, building by building, the Iron Guard fell back
into the heart of the city. Their lines drew tighter but refused
to break, as attack after attack was repulsed. When losses grew
too heavy to endure, or as positions were outflanked and became
untenable, the Iron Guard withdrew to another line, always preserving
what they could of their men and weapons. It was a battle fought
with all the tactical brilliance and discipline the best Imperial
troops could hope for. Yet it was a battle the Mordians could
not win. Eventually they would have nowhere left to retreat to.
THE BATTLE FOR THE PALACE
At last the Iron Guard took position around the Tetrarchal Palace
itself, the last strongpoint on the whole world. Behind hastily
constructed defences the infantry waited for the inevitable attack.
From the towers and ceremonial balconies the barrels of lascannons
and other heavy weapons glinted in the light of the burning sky.
Suddenly the horde of Chaos was upon them, screaming and bellowing
in its might. Greater Daemons of Nurgle strode clumsily amongst
their minions, rising above them four or five times the height
of a man, giants and lords of their foul kind.
The bloated daemons shuffled forward, putrid innards spilling
over the ground, nauseous gasses bubbling from rents and tears
in their leathery flesh. Beside them were the Chaos Space Marines
of that pestilential God, their armour green and rancid with decay,
their rank bodies stiff with disease. Before them came a black
cloud of flies which buzzed about the Iron Guard, crawling into
eyes and ears, and filling their mouths with black hairy bodies.
The Iron Guard's lasguns spat a volley of death into the screaming
horde. Again the lasguns cracked with a single voice, as the Captains
ordered shot after shot into the vile mass. From the Tetrarchal
Palace came the chatter of autocannons, the angry scream of boltguns,
and the piercing shriek of lascannons. With mechanical precision
the weapon crews loaded and fired, loaded and fired, never stopping
for one moment or breaking their routine. Deamon gore ran like
a foul river in the once white square, but as one beast fell another
twice as hideous marched over its body towards the Iron Guard's
position.
The Captains ordered their men back to the Palace steps and formed
a firing line. Their discipline intact, the Iron Guard prepared
for a single volley before the forces of Chaos fell upon them.
Their final moment had come, though there were few left now to
witness their inevitable defeat.
THE TIDE IS TURNED
Little could the defenders of Mordian know of the power or purposes
of Chaos. How could they imagine, as the hordes of Chaos advanced
upon them, that the Chaos gods' hold upon Mordian was but a tenuous
one. The spell that brought them to mortal space and imbued the
flesh of their servants with physical energy was almost spent.
The fires that burned in the sky were growing dim and the bellows
of daemons echoed shallowly in the air.
As the Iron Guard watched, their enemies dissolved before their
eyes. The sky darkened to its customary blackness. In the dark
the guiding lights of Imperial spacecraft glittered amongst the
stars. The Iron Guard had won not just a battle, but the most
precious thing of all - time. From beyond the orbit of Mordian
Imperial psykers had wrought a counter spell to break the hold
of Chaos. Whilst the Iron Guard fought upon the planet, a separate
battle of wills had raged between mortals and gods. Only the Iron
Guard's heroic resistance had given the psykers enough time to
work their mystical abilities before the planet was won for Chaos
for all time.
- Imperial Guard Lascannon
- Mordian Iron Guard: Squads
|
| WD 185 |
Tallaran Desert Raiders (by Rick Priestley, excerpted
from WD 185)
Tallarn is a harsh planet, with endless sulphurous deserts and
constant raging sandstorms. It was the site of the largest tank
battle fought during the Horus Heresy, the grave of thousands
of Chaos heretics, and the home of some of the hardiest warriors
in the Imperial Guard - the Tallarn Desert Raiders.
TALLARN
The world of Tallarn was once a fertile planet bathed in the
gentle orange light of its twin suns. Oceans, plains and lush
jungles covered its surface, and its people prospered. All of
this ended during the Horns Heresy.
CHAOS ATTACK!
In a devastating surprise attack, the Iron Warriors Chaos Space
Marines struck the planet. Thousands of virus bombs rained down
on Tallarn and all who could ran to the enviro-shelters deep beneath
the surface. As they hid, safe from the devastating bio-infestation,
the deadly coils of DNA mutated as they were programmed to do.
Animals, plants, even insects died as the virus did its work,
destroying the planet's ecosystem and leaving an empty shell.
After seven weeks of isolation the virus had run its course and
the remaining people of Tallarn emerged upon the surface. They
found a world covered with the acrid slime of plants and corpses
not yet decayed - for the world was still sterile without even
bacteria to aid the decomposition of its dead. The Iron Warriors
sent their task force to repossess the world for the Dark Gods
of Chaos. From underground bunkers the Tallarn forces emerged
to do battle with the invaders. Soon, reinforcements from both
sides arrived, rival space fleets bringing vast armies to fight
over the worthless remnants of the dead planet.
The Battle of Tallarn raged for many months and was the largest
armoured conflict of the Horns Heresy. Outbreaks of viral infection
from rogue DNA residue made it almost impossible for infantry
to operate outside of their protective shelters. The battle was
finally decided by armies of tanks. When the fighting ended the
empty, putrid wastes of Tallarn were littered with the wreckage
of more than a million shattered vehicles.
A HOLLOW VICTORY
Chaos was driven from Tallarn at great cost, yet for all the
millions that died there seemed little gained from the fight.
The planet was destroyed and rendered useless for large scale
habitation, industry or agriculture. The armies of the Imperium
might well have given up Tallarn had their commanders realised
the extent of the devastation, but once the armies were in motion
there was no going back.
At the time the Chaos attack made little sense. It seemed insane
that even the fickle Gods of Chaos should expend such energy fighting
over a devastated world of no particular strategic significance.
But in the aftermath of the Horns Heresy their were few left to
ponder such questions. Amongst the evils of the time it was just
another demonstration of the random destruction of Chaos.
TALLARN SURVIVES
Within a thousand years of the Horns Heresy Tallarn evolved into
a very different world from the prosperous planet of former times.
Deserts of sulphurous sand stretched from pole to pole and all
water disappeared except for a thin residue in the atmosphere.
No vegetation remained on the surface exposed to the blistering,
wind-blown sands. All that grew was the carefully husbanded crops
of the Tallarn themselves, sheltered in their protective horticultural
domes.
The surviving Tallarn now lived in domed towns or in natural
caverns hollowed out in the planet's rock. Fierce winds drove
the Tallam into their shelters, corrosive sulphur storms made
all travel risky, and eventually a system of tunnels was built
to facilitate travel beneath the surface.
Above their settlements the Tallarn built vapour traps to catch
water from the thin atmosphere. These tall towers still stand
above their domes to this day, and all the water they use is caught
by these cunning devices and channelled into subterranean holding
tanks.
A SECRET UNCOVERED
During the construction of an arterial tunnel, Tallarn miners
struck an outcrop of hard black rock. They were unable to penetrate
through this strange substance which was quite unlike any other
they had encountered. After some days they decided to divert their
tunnel to go around it. As they did so they discovered something
very strange. At first it seemed like a natural formation, but
soon they realised they had uncovered a deliberate construction.
The initial excavations revealed a huge wall of the strange black
rock carved over its entire surface with weird entwined figures.
The figures were human sized yet not entirely human, possessing
a grace and beauty which rendered their grotesquely inscribed
cavorting all the more perverse. Giant earth movers were brought
in to dig out the layer of sulphur sand in which the wall was
buried, and bit by bit it was slowly and painstakingly exposed
to the daylight.
The Tallarn soon discovered the wall was not straight but curved,
in fact part of a huge circle. Carefully their most skilled technicians
worked to uncover the entire thing, a huge ring-shaped mound almost
half a mile across.
THE DANGER AWAKES
It was not until the whole circle was exposed that the disaster
happened. With a blast of power the circle screamed and writhed,
its inert form turned suddenly to moaning flesh. Where before
there had been carvings now there were the creatures themselves,
Eldar creatures, yet twisted with an uncanny evil, locked together
by some sorcerous bond into a sickening embrace of depraved passion.
Within the circle itself, blackness boiled and stars wheeled
- stars that belonged in another part of the galaxy altogether.
THE DARK LIBRARY
In the Dark Library of the Eldar a custodian shivered as he felt
an unaccustomed surge of power. Adrift from time and space his
mind searched the endless strands of probabilities and found the
thread that led to Tallarn. After so long it had been discovered:
the Cursus of Alganar, legend of evil from before the Fall, vortex
of unimaginable power, one of the three mythical Gateways of the
Gods.
His mind shifted into synchronicity with the Farseers of his
race, tracing the paths that linked his mind to the Craftworlds
of the Eldar. When that knowledge touched the Farseers the Avatars
of Khaine would wake. And Khaine would recognise the work of his
ancient destroyer Slaanesh - Bane of the Eldar, Prince of the
Chaos Gods.
ELDAR ATTACK
The Eldar struck from the skies without warning or explanation.
To the Tallarn it was an unwarranted act of aggression. Little
could they imagine that the fate of the entire Eldar race was
bound up with their strange discovery. To the Eldar there was
no time for explanation or discussion. They couldn't know whether
the Tallam were in league with Chaos or whether the fierce desert
people were unwitting pawns in the Dark Gods' game. As far as
they were concerned the only option was to attack, to destroy
the Cursus if they could before it was too late.
The Tallarn fought back with characteristic ferocity. Years of
living upon the burning sulphur deserts had honed them into resilient
fighters. To the Eldar the deserts were an unknown quantity. Even
the hardy Aspect Warriors died under the heat of the sun, whilst
the Eldar Guardians fell to the lightning raids of the human fighters.
But the Eldar did not give up. They could not afford to abandon
their attack. The survival of the galaxy depended on it.
THE DARK GODS AWAKE
But it was already too late. The gateway that was the Cursus
grew in power by the minute. Its screams and wails filled the
desert as the dark light brightened and fluxed within its core.
Lights and stars swirled and clashed, fountains of spinning incandescence
spat into the night sky. The laughter of gods rebounded across
the sulphur dunes and Eldar and humans alike shuddered in terror.
From the Cursus poured the minions of Chaos. There were things
indescribable to men. Things that awakened primal terrors in Eldar
hearts - horrors of slime and flame that cackled and bounded into
battle, transparent bodies of pure energy dividing and reuniting
in a cascade of colours, vile fleshy things that pulsed with inner
power and sucked at the air with poisonous lips, long-legged abominations
that bore slender and elegant creatures upon their backs, beautiful
and yet sickening to look upon. It was as if all the daemons of
hell had fallen upon Tallarn. They had.
THE BATTLE FOR THE CURSUS
The human commander called a truce and hurried to the Eldar lines
where the alien Seers sat waiting. Knowledge had finally opened
their eyes. The Runestones lay cast upon the desert floor. Hope
in union was predicted. Division would lead to damnation, darkness
and death. With their fates so clearly predicted, the Eldar and
Tallarn joined forces.
The two races fell back before the Chaos onslaught. Many were
caught and destroyed in the early confusion, but the Chaos advance
was slowed by the merciless hit and run tactics of the desert
raiders. Humans led Eldar jet-bike riders into the attack, and
soon the Tallarn and Eldar were able to regroup.
As the daemon hordes advanced beyond the Cursus their power waned,
as if they were dependant upon its proximity for their power.
And so it was, for the tendrils of Chaos though long are very
tenuous, and only blood-letting and victory can sustain the link
between the Dark Gods and their minions.
CHAOS DEFEATED
With skill and cunning the Tallarn drew out the Chaos battle
lines. Choosing their targets carefully the Tallarn launched one
attack after another, always retreating before the Chaos hordes
could turn to meet their fire. It was a tactic calculated to drain
the power of the horde, and it worked better than even the wily
sons of the sulphur desert could have hoped.
The Eldar Seers saw the runes change, saw the opportunity develop.
The daemons were fading fast, their glittering bodies growing
ever more transparent, their cries ever weaker. Now was the time
to hit them hard.
With a furious charge the Eldar and Tallarn threw their remaining
strength against the gibbering horde. It was a last effort that
would result in absolute victory or utter defeat. The Chaos hordes
shuddered and the bodies of the daemons seemed to fade and dull.
The crackle of energy died and the spark of life vaporised into
the oily air.
Many lay dead, human and Eldar, gored by monstrous claws, crushed
by the sensual caress of a poisoned tongue, or torn apart by razor
sharp teeth. Many Eldar waystones were collected from the field,
and many Tallarn taken back to their domes to surrender the water
from their bodies to the hydrotanks. But it was victory nonetheless.
THE CURSUS
Once the Eldar had departed in peace, and the people of both
races had exchanged their promises of friendship, the Tallarn
returned to the Cursus. They found the black stone cold and lifeless
once more, just as it was when they had first uncovered it. However,
they knew now that the stone was not dead but merely sleeping,
awaiting its time again, waiting for the call of its evil masters.
The Tallarn buried the Cursus beneath the sulphur sands once
more and placed within its circle the mysterious devices that
the Eldar had given them for that purpose. Then they sealed the
surface with plascrete and turned their backs upon it.
- Tallarn Desert Raiders: Squads
|
| WD 186 |
Imperial Chimera: Imperial Guard
- The Chimera
- Origins
- Mobile Firepower
- Battle Strategy
- Chimera Assault
- Blitzkrieg
- Reserves
- Barrage
- Transport
- Weapons
- Frag Defenders
- Army List - Support Section
- 'Eavy Metal: Imperial Chimera
- Datafax
|
|
Ratling Snipers: Imperial Guard
- Mutants
- Halflings
- Special Rules
- Needle Sniper Rifle
- Special Rules
- Ratling Scouts: Squads
- 'Eavy Metal: Ratling Snipers
|
| WD 187 |
Leman Russ Demolisher: Imperial Guard
- The Forges of Mars
- The Demolisher Siege Tank
- Construction and Armour
- Deadly Weapons
- 'Eavy Metal
- A Leman Russ Demolisher of the Seventh Atrian Regiment
- A Leman Russ Demolisher covers the advance of a squad
of Cadian Shock Troops
- 'Eavy Metal: Space Marine Characters
- Battle Tactics
- Unstoppable Assault
- Resolute Defence
- The Imperial Guard
- Blitzkrieg
- Barrage
- Reserves
- Frag Defenders
- Army List - Support Section
- Datafax
|
| WD 189 |
Imperial Griffon: Imperial Guard
- The Griffon
- Heavy Mortar
- Firing the Heavy Mortar
- Rolling to Hit
- Direct Fire
- Shell Types
- Frag Shells
- Melta Shells
- Inferno Shells
- Inferno Hit Table
- Fire Test Table
- Blitzkrieg
- Reserves
- Barrage
- Griffon and Blast Markers
- Army List - Support Section
- Datafax
|
| The Great Devourer!: Battle Report - Imperial Guard &
Eldar Alliance vs. Tyranids |
| WD 190 |
Follow Me, Men!: Codex Imperial Guard Preview
|
| WD 191 |
Legions of Steel: Imperial Guard Tanks Tactics |
|
Tyranid Invasion: GW Campaign
of Ichar IV Defense by Ultramarines,
Imperial Guard and Eldar
|
| WD 193 |
Pyromania!: Imperial Guard Hellhound |
| WD 194 |
Ker-Boom!: Imperial Guard Basilisk
- Earthshaker Artillary Gun
|
| WD 195 |
That's an Order!: Imperial Guard
- The Imperial Command
- Command Squads
- Command HQ
- Captain Chenkov of Valhalla
- Captain Al'rahem of Tallarn
|
| WD 197 |
Incoming!: Imperial Guard Artillery
- Preliminary Barrage
- Comm-Links
- Calling Down Fire
- Barrage
|
| WD 198 |
Storm Troopers: Imperial Guard Elites
- Veterans
- Toolin' Up
- Offensive Footing
- Crazed
- Freedom Fighters
- Grizzled
- Dead Eye Shots
- Guerrillas
- Hardened Fighters
- Slick Crew
- Stealthy
- Street Fighters
- Tank Hunters
- Hotshot Lasgun and Laspistol
|
| WD 200 |
Faith in the Emporer: Army Design
- A Bit of a Gripe: Abusive Armies
- Staying True...: Balancing Army Lists with Background
- The Devout: Themed Armies for Campaigns and Scenarios
- Tank Companies (See Heretic Battle Report in WD 187)
- Storm Trooper Platoons
- An Ambush Scnario: Imperial Guard Stromtroopers vs.
Orks
|
| CJ 15 |
Armoured Fighting Vehicles:
Imperial Guard Conversions
- Imperial Guard Armoured Fighting
Vehicles (AFV): Background
- Centaur AFV
- Minotaur AFV
|
| Issue |
Article |
| CJ 47 |
Tank Aces of the Imperial Guard: Captain Obadiah Schfeer
(Forge World)
- The Varolian Steel Dogs: Armour Company
- Steel Dog Alpha: Obadiah's Leman Russ Vanquisher
|
| CJ 49 |
Tank Aces of the Imperial Guard: Colonel 'Snake' Stranski
- 'Blood and Thunder': The Cadian 114th Mechanized Infantry
Regiment
|
| Issue |
Article |
|
White Dwarf 316 |
Index Imperialis: Firstborn Sons of Vostroya
The secrets of the Vostroyan Firstborn
regiment revealed! |
| Issue |
Article |
| WD 143 |
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 152 |
Commissar Yarrick and Warlord Ghazghkull Mag Uruk Thraka
- 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
- Banners
|
| WD 160 |
The Assault on Barbarius: Battle Report - Imperial Guard
vs. Eldar |
|