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Legiones Astartes
| Issue |
Article |
| WD 98 |
Chapter Approved:
The Origin of Legiones Astartes (by Rick Priestly, excerpted
from WD 98)
Exactly what are Space Marines? Flesh and bone inside powered
armour perhaps, but can they be human - or are they something
new? While Index Astartes describes facts and legends about the
marines, including unit badges, special organisation, and details
of current leaders and characters. It doesn't deal with the questions
of why and how these warriors exist. As that series continues
we'll learn more about the structure, relationships and histories
of the Legiones Astartes. But this month's chapter approved file
examines their origins as we go back... Way back... To a war fought
long ago, and a fortress-laboratory far beneath the earth.
The visitors waited in the elevator capsule whilst hidden pumps
silently adjusted the temperature, humidity and pressure. When
the doors opened there would be no sudden draught. No breeze to
alter the constant thirty-one point seven degrees in the subterranean
vault. In laboratory nine, the most stable environment on earth,
chance had long since been eradicated.
Inside the laboratory, Dr Devam Outek and his staff shuffled
nervously as machines made final miniscule adjustments to the
capsule's oxygen content. In a moment they would be in the presence
of the man who had planned and guided their work through five
generations of human endeavour.
The visitors, sealed in their pristine suits, barely heard the
doors move aside to reveal the shadowy world of red and yellow
light. The technicians and scientists bowed as their visitors
stepped from the lift.
'My emperor,' intoned Dr Outek.
'Dr Outek. Phase nineteen is complete?'
The scientist straightened stiffly. 'Oh yes,' he said, 'a pretty
baby... Very pretty indeed.'
THE ORIGIN OF THE LEGIONES ASTARTES
The Legiones Astartes (Space Marines) were instrumental in the early
wars that put the lmperium on the galactic map. At the end of the
Age of Strife, Earth was a single sovereign planet which had only
recently become free of volatile warp-storms. With the sudden dispersal
of these storms, it became possible once again for spacecraft to
travel to and from Earth. Earth's forces had carved out an Empire
that stretched almost half-way across the galaxy within two hundred
years. This was the First Crusade.
Research and development leading to the creation of the Space
Marines was undertaken in the thirtieth millennium immediately
prior to the beginning of the First Crusade. This work was conducted
in the superbly equipped laboratories built deep inside the planet
Earth. The objective of the program was to create a caste of warrior
elites, characterised by super-human strength and unflinching
loyalty.
These new warriors were organised into their own special units
called 'chapters'. Those chapters created at the time of the First
Crusade are known as Chapters of the First Founding. There were
originally 20 of these, but only 7 survive in forty first millennium.
Since the First Founding there have been twenty five other occasions
when the Emperor has felt it necessary to create new chapters.
The most recent Twenty Sixth Founding was in the year 738 of the
current millennium.
'...And here,' continued Dr Outek, 'we have five of the phase
eleven zygotes. The eldest has now been functioning uninterrupted
for fourteen years.' The doctor gestured towards the row of glowing
incubators containing several varieties of organic components
in clear bubbling baths.
'You call the organs zygotes?'
'Yes - our geneticists create the single germ cell for each
new organ. Every cell takes years of work as you know. At that
stage we can store the cells indefinitely in the zero-room as
gene-seed. Inside the incubator we can activate and control the
growth process. The cell divides, multiplies, and eventually grows
into a whole organ. Until the organ is ready for implant. we refer
to it as a zygote.'
The doctor led the party along the long row of glass cases,
past incubators labelled with the names of the strange organs.
He stopped before a large door emblazoned with the Imperial Eagle
and the stark sign 'Security Zone One'.
'Now,' announced the doctor. 'Now you'll see what all this flesh
and gristle really amounts to!'
GENE-SEED AND ZYGOTES
There are nineteen varieties of gene-seed corresponding to the nineteen
different super-human organs which are surgically implanted into
the Space Marine.
Most chapters have existed for thousands of years. During that
time, gene-seed belonging to some chapters has mutated. This has
resulted in changes in the exact nature of the artificially cultured
organs. Such changes may sometimes make an implant useless. In
other circumstances changes in an organ might reduce its effectiveness,
or cause new and strange effects. Whatever the result, it will
affect the entire chapter - all Space Marines belonging to a chapter
share implants cultured from the same original gene-seed.
As well as mutant implants, many chapters have lost one or more
types of gene-seed due to accident, genetic failure, or some other
cause. Very few chapters therefore possess all nineteen implants.
All possess the carapace implant (phase 19). It is this implant
which marks a Space Marine for what he is - irrespective of other
implants, training or psycho-surgery
IMPLANTS
The nineteen organs created by the ancient technicians of the Emperor
are described below. Each of these organs is extremely complicated
and because many of the organs only work properly when another organ
is present, the removal or mutation of one organ may affect the
exact functioning of the others. For these reasons, implants must
be constantly monitored, and many Marines have to undergo corrective
surgery or chemo-therapy to re-balance their metabolisms.
Phase 1 - Secondary Heart. The simplest and most self sufficient
implant. The secondary heart is capable of boosting the blood
supply or maintaining full life functions even with the destruction
of the recipient's original heart. The phase 1 implant enables
Marines to survive low oxygen concentrations and traumatic injury.
Phase 2 - Ossmodula. This is a tubular shaped or whose small
size belies its complex structure. The ossmodula monitors and
secretes hormones affecting epiphiseal fusion and ossification
of the skeleton. At the same time, the specially engineered hormones
encourage the forming bones to absorb ceramic based chemicals
administered in the Marine's diet. Two years following implantation,
this will have caused considerable strengthening of the long-bones,
extreme ossification of the chest cavity (caused by growth of
the ribs forming a solid mass of inter-laced bone plates) and
a general increase in the size of the recipient's skeleton.
Phase 3 - Biscopea. This organ is implanted into the chest cavity.
it is small, approximately circular and, like the Ossmodula, its
primary action is hormonal. The presence of the biscopea stimulates
muscle growth throughout the body.
Phase 4 - Haemastamen. This tiny organ is implanted into a main
blood vessel. The haemastamen serves two purposes. It monitors
and to some degree controls the phase 2 and 3 implants. The organ
also alters the constituent make-up of the recipient's blood.
As a result, Marine blood is considerably more efficient than
ordinary human blood, as it has to be when you consider the extra
biological hardware a Marine carries inside him!
Phase 5 - Larraman's Organ. This is a liver shaped, dark, fleshy
organ about the size of a golf-ball. It is implanted into the
chest cavity along with a complicated array of blood vessels.
The organ generates and stores special 'larraman cells'. If the
recipient is wounded, these cells are released into the blood
stream. They latch onto leucocytes in the blood and are transported
to the site of a wound. Once in contact with air the larraman
cells form a skin substitute of instant scar tissue, staunching
the flow of blood and protecting any exposed wound area.
Phase 6 - Catalepsean Node. This brain implant is usually inserted
Into the back of the skull via a hole drilled into the occipital
bone. The pea-sized organ influences the circadian rhythms of
sleep and the body's response to sleep deprivation. Normally,
a Marine sleeps like any normal man, but if deprived of sleep,
the catalepsean node 'cuts in'. A man implanted with the node
is capable of sleeping and remaining awake at the same time by
switching off areas of the brain sequentially. This process cannot
replace normal sleep entirely but increases a Marine's survivability
by allowing perception of the environment whilst resting.
Phase 7 - Preomnor. The preomnor is a large implant which fits
into the chest cavity. It is a pre-digestive stomach which allows
the Marine to eat a variety of otherwise poisonous or indigestible
materials. No actual digestion takes place in the preomnor. Individual
sensory tubes assess potential poisons and neutralise them or,
where necessary, isolate the preomnor from the rest of the digestive
tract.
Phase 8 - Omophagea. This is a complicated implant. It really
becomes part of the brain, but is actually situated within the
spinal cord between the cervical and thoracic vertebrae. Four
nerve sheaths called neuroclea are implanted between the spine
and the preomnoral stomach wall. The omophagea is designed to
absorb genetic material generated in animal tissue as a function
of memory experience or innate ability. This endows the Marine
with an unusual survival trait. He can actually learn by eating.
If a Marine eats a part of a creature, he will absorb some of
the memories of that creature. This can be very useful in an alien
environment. Incidentally it is the presence of this organ which
has created the various flesh and blood drinking rituals for which
the Marines are famous, as well as giving the names to chapters
such as the Blood Drinkers, Flesh Tearers etc.
Phase 9 - Multi-lung. This is another large implant. The multi-lung,
or 'third' lung, is a tubular grey organ. Blood is pumped through
the organ via connecting vessels grafted onto the recipient's
pulmonary system. Atmosphere is taken in by means of a sphincter
located in the trachea. In toxic atmospheres, an associated sphincter
muscle closes the trachea and restricts normal breathing, thus
protecting the lungs. The multi-lung is able to absorb oxygen
from poorly oxygenated or poisonous air. Most importantly, it
is able to do this without suffering damage thanks to its own
efficient toxin dispersal, neutralisation and regeneration systems.
Phase 10 - Occulobe. This small slug-like organ sits at the
base of the brain. It provides the hormonal and genetic stimuli
which enable a Marine's eyes to respond to optic-therapy. The
occulobe does not itself improve a Marine's eyesight, but it allows
technicians to make adjustments to the growth patterns of the
eye and the light-receptive retinal cells. An adult Marine has
far better eyesight than a normal human, and can see in low light
conditions almost as well as in daylight.
Phase 11 - Lyman's Ear. The organ enables a Marine to consciously
enhance and even filter certain types of background noise. Not
only is hearing improved, but a Marine cannot become dizzy or
nauseous as a result of extreme disorientation. Lyman's ear is
externally indistinguishable from a normal human ear.
Phase 12 - Sus-an Membrane. This flat, circular organ is implanted
over the top of the exposed brain. It then grows into the brain
tissue until completely merged. The organ is ineffective without
subsequent chemical therapy and training. However, a properly
tutored Marine may then enter into a state of suspended animation.
This may be a conscious action, or may happen automatically in
the event of extreme physical trauma. In this condition a Marine
may survive for many years, even if bearing otherwise fatal injuries.
Only appropriate chemical therapy and auto-suggestion can revive
a Marine from this state - a Marine cannot revive himself. The
longest known period of de-animation followed by successful re-animation
is 567 years in the case of brother Silas Err of the Dark Angels
(d. 321 M.27).
Phase 13 - The melanochrome, or melanochromic organ, is hemispherical
and black. It functions in an indirect and extremely complicated
manner. It monitors radiation levels and types bombarding the
skin, and if necessary sets off chemical reactions to darken the
skin to protect it from ultraviolet exposure. It also provides
limited protection from other forms of radiation.
Phase 14 - Oolitic Kidney. This red-brown and heart shaped organ
improves and modifies the Marine's circulatory system enabling
other implants to function effectively. The oolitic kidney also
filters blood extremely efficiently and quickly. The secondary
heart and oolitic kidney are able to act together, performing
an emergency detoxification program in which the Marine is rendered
unconscious as his blood is circulated at high speed. This enables
a Marine to survive poisons and gases which are otherwise too
much for even the multi-lung to cope with.
Phase 15 - Neuroglottis. Although the preonmor protects a Marine
from digesting anything too deadly, the neuroglottis enables him
to assess a potential food by taste. The organ is implanted into
the back of the mouth. By chewing, or simply by tasting, a Marine
can detect a wide variety of natural poisons, some chemicals and
even the distinctive odours of some creatures. To some degree
a Marine is also able to track a target by taste alone.
Phase 16 - Mucranoid. This small organ is implanted in the lower
intestine where its hormonal secretions are absorbed by the colon.
These secretions initiate a modification of the sweat glands.
This modification normally makes no difference to the Marine until
activated by appropriate chemo-therapy. As a result of this treatment
the Marine sweats an oily, naturally cleansing substance which
coats the skin. This protects the Marine against extremes of temperature
and even offers a slight degree of protection in vacuum. Mucranoid
themo-therapy is standard procedure on long space voyages and
when fighting in vacuum or near vacuum.
Phase 17 - Betcher's Gland. Two of these identical glands are
implanted, either into the lower lip, alongside the salivary glands
or into the hard palette. Betcher's gland works in a similar way
to the poison gland of venomous reptiles by synthesising and storing
deadly poison. Marines are rendered immune to this poison by virtue
of the gland's presence. The gland allows the Marine to spit a
blinding contact poison. The poison is also highly acidic and
corrosive. A Marine imprisoned behind iron bars could easily chew
his way out given an hour or so.
Phase 18 - Progenoids. There are two of these glands, one situated
in the neck, the other deep within the chest cavity. These glands
are important to the survival of the Marine's chapter. Each organ
grows within the Marine, absorbing hormonal stimuli and genetic
material from the other implants. After five years the neck gland
is mature and ready for removal. After ten years the chest gland
becomes mature and is also ready for removal. A gland may be removed
anytime after it has matured.
These glands represent a chapter's only source of gene-seed.
When mature, each gland contains a single gene-seed corresponding
to each zygote implanted into the recipient Marine. Once removed
by surgery, the progenoid must be carefully prepared, its individual
gene-seeds checked for mutation, and sound gene-seeds stored.
Gene-seeds can be stored Indefinitely under suitable conditions.
Phase 19 - Black Carapace. This is the last and the most distinctive
implant. It looks like a film of black plastic when it's growing
in the tanks. This Is removed from its culture-solution and cut
into sheets which are implanted directly beneath the skin of the
Marine's torso. Within a few hours the tissue expands, hardens
on the outside, and sends invasive neural bundles deep inside
the Marine. After several months the carapace will have fully
matured and the recipient is then fitted with neural sensors and
transfusion points cut into the hardened carapace. These artificial
'plug-in' points mesh with features integral to the powered armour,
such as the monitoring, medicinal and maintenance units. Without
the benefit of a black carapace a Space Marine's armour is relatively
useless.
VARIATIONS BETWEEN CHAPTERS
Each organ serves a specific function as outlined above. Although
a chapter's Apothecaries and surgeons are able to perform the necessary
implant operations, they do not necessarily understand the exact
functioning of each organ. The processes involved are incredibly
ancient. Procedures are handed down from generation to generation,
becoming increasingly ritualised and misinterpreted. For these reasons,
the efficiency of each organ differs from chapter to chapter, depending
on the condition of that chapter's gene-seeds and the degree of
debasement of its surgical procedures. In some chapters, mutation
of gene-seed, poor surgical procedure, or inadequate post-operative
conditioning, has twisted the functioning of implants. For example,
the omophagea gene-seed of the Blooddrinkers has mutated so that
all Blooddrinkers have an unnatural craving for blood. In some chapters
individual organs are either useless or absent altogether.
REPRODUCING ZYGOTES
Gene-seed can only be obtained by removing one or both progenoid
organs from a living (or very recently deceased) Marine. The whole
purpose of the progenoid organ is to provide gene-seed to enable
the chapter to continue. It is not possible to create a zygote in
any other way. Each chapter's stock of gene-seed is there fore unique
to itself. Gene-seed has a great deal of religious significance
to a chapter, representing its identity and future. Without gene-seed
a chapter has no future. The extinction of a type of gene-seed means
that a zygote has been lost forever. The extinction of a phase 18
or 19 gene-seed would effectively mean an end to a chapter.
As each Marine has only two progenoid glands, the rate at which
a chapter can create new Marines is restricted. It may take many
years for a chapter to rebuild itself after heavy losses. Gene-seed
is often rendered useless if a Marine is exposed to high radiation
levels or other forms of genetic disturbance. The efficiency of
different chapters' progenoid gene-seed also varies, and some
chapters are able to make up their numbers faster than others.
FOUNDING NEW CHAPTERS
According to their charter, each chapter is obliged to send 5% of
its genetic material to the Adeptus Mechanicus on Earth. This 'tithe'
has two purposes. Firstly, it enables the Adeptus Mechanicus to
monitor the health of each Marine chapter. Secondly it enables the
Adeptus Mechanicus to store gene-seed with a view to founding new
chapters.
A new chapter cannot be founded overnight. A single suitable
gene-seed must be selected for each zygote. Zygotes are then grown
in culture and implanted into human test-slaves. These test slaves
must be biologically compatible and free from mutation. Test-slaves
spend their entire lives bound in static experimental capsules.
Although conscious they are completely immobile, serving as little
more than mediums within which the various zygotes can develop.
From the original slave come two progenoids, which are implanted
within two more slaves, from which come four progenoids and so
on. It takes about 55 years of constant reproduction to produce
1000 healthy sets of organs. These must be officially sanctioned
by the Master of the Adeptus Mechanicus and then by the Emperor
himself. Only the Emperor can give permission for the creation
of a new chapter.
RECRUITMENT AND INITIATION
The various implants cause vital changes in a Marine's physique
and mental state. Many of these changes are controlled by natural
hormonal secretions and growth patterns. Implants may not prove
effective, or may not become frilly functional, if they are carried
out once the recipient has reached certain stages of natural development.
It is therefore inevitable that recruits must be reasonably young.
Tissue compatibility is also essential, otherwise organs may fail
to develop properly.
The third consideration is mental suitability. The catalepsean
node, occulobe, and sus-an membrane will only develop to a useable
condition under the stimulus of hypnotic-suggestion. A recruit
must therefore be susceptible to this particular treatment.
These considerations mean that only a small proportion of people
can become Space Marines. They must be male because zygotes are
keyed to male hormones and tissue types, hence the need for tissue
compatibility tests and psychological screening. If these tests
prove successful a candidate becomes a neophyte. With the completion
of organ implantation and attendant chemical and hypnotic training,
the subject becomes an initiate. An initiate receives training
before joining the ranks as a full brother. A Marine usually joins
the ranks between the ages of 16-18. Pressures during wartime
may accelerate the process.
STAGES IN MARINE INITIATION
| IMPLANT |
AGE RANGE FOR
IMPLANTATION |
NOTES |
| PHASE 1 SECONDARY HEART |
10-14 YEARS |
PHASES 1-3 CAN BE INTRODUCED AT THE SAME TIME |
| PHASE 2 OSSMODULA |
10-12 YEARS |
| PHASE 3 BISCOPEA |
10-12 YEARS |
| PHASE 4 HAEMASTAMEN |
12-14 YEARS |
PHASES 4-5 CAN BE INTRODUCED AT THE SAME TIME |
| PHASE 5 LARRAMAN'S ORGAN |
12-13 YEARS |
| PHASE 6 CATALEPSEAN NODE |
14-17 YEARS |
HYPNOTHERAPY BEGINS |
| PHASE 7 PREOMNOR |
14-16 YEARS |
PHASES 7-9 ARE USUALLY INTRODUCED SIMULTANEOUSLY |
| PHASE 8 OMOPHAGEA |
14-16 YEARS |
| PHASE 9 MULTI-LUNG |
14-16 YEARS |
| PHASE 10 OCCULOBE |
14-16 YEARS |
| PHASE 11 LYMAN'S EAR |
14-16 YEARS |
| PHASE 12 SUS-AN MEMBRANE |
15-16 YEARS |
| PHASE 13 MELANOCHROME |
15-16 YEARS |
| PHASE 14 OOLITIC KIDNEY |
15-16 YEARS |
PHASES 14-15 MAY BE INTRODUCED AT THE SAME
TIME |
| PHASE 15 NEUROGLOTTIS |
15-16 YEARS |
| PHASE 16 MUCRANOID |
16 YEARS |
| PHASE 17 BETCHER'S GLAND |
16-17 YEARS |
| PHASE 18 PROGENOIDS |
16-18 YEARS |
| PHASE 19 CARAPACE |
16-18 YEARS |
FINAL IMPLANT |
THE RISKS
Although the chapters are careful to select only the most suitable
candidates, not all neophytes survive to become initiates. This
is due in part to the degeneration of knowledge amongst the individual
chapters that makes screening procedures less effective than they
once were. Nor are operational methods entirely satisfactory in
some cases. In many chapters implant surgery is heavily ritualised,
and is often accompanied by scarring, incantation, periods of prayer,
fasting and all sorts of mystical practices which compromise medical
efficiency. For example, the Spacewolves, phase 17 implant is accompanied
by the withdrawal of the initiate's canine teeth and their replacement
with longer canines. The chapter regards the additional surgery
as part of the initiation ceremony.
If an implant fails to develop properly it is likely that a
Marine's metabolism will become badly out of synchronisation.
He may fall into a catatonic state or suffer bouts of hyperactivity
In either event, he will probably die.
Those unfortunates that do not die almost invariably suffer
mental damage, degenerating into homicidal maniacs or gibbering
idiots. However, when a chapter is at full strength these misfits
may be put out of their misery. If the chapter is short of Marines
they are often allowed to live, and may be placed within their
own special units. Those who display uncontrollably psychotic
tendencies can be recruited into suicide assault squads, or as
suicide bombers.
Some chapters deliberately foster such creatures, even going
so far as to implant deformed zygotes into some initiates. This
is very dangerous, and the practice is discouraged by Imperial
edict. But old traditions die hard.
PSYCHO-CHEMICAL AND OTHER CONDITIONING
Implantation goes hand-in-hand with chemical treatment, psychological
conditioning and sub-conscious hypnotherapy. All of these are essential
If the Marine is to develop properly.
Chemical Treatment - Until his initiation, a Marine must
submit to constant tests and examinations. The newly implanted
organs must be monitored very carefully imbalances corrected,
and any sign of maldevelopment treated. This chemical treatment
is reduced after completion of the initiation process, but it
never ends. Marines undergo periodic treatment for the rest of
their lives in order to maintain a stable metabolism. This is
why their power armour suits contain monitoring equipment and
drug dispensers.
Hypnotherapy - As the super-enhanced body grows, the
recipient must learn how to use his new skills. Some of the implants,
specifically the phase 6 and 10 implants, can only function once
correct hypnotherapy has been administered. Hypnotherapy is not
always as effective as chemical treatment, but it can have substantial
results. If a Marine can be taught how to control his own metabolism,
his dependence on drugs is lessened. The process is undertaken
in a machine called a hypnomat. Marines are placed in a state
of hypnosis and subjected to visual and aural mages in order to
awaken their minds to their unconscious metabolic processes.
Training - Physical training stimulates the implants
and allows them to be tested for effectiveness.
Indoctrination - a Marine is more than a human with extraordinary
powers. Marines have extraordinary minds as well! Just as their
bodies receive 19 separate implants, so their minds are altered
to release the latent powers within. These mental powers are,
if anything, more extraordinary than even the physical powers
described above. For example, a Marine can control his senses
and nervous system to a remarkable degree, and can consequently
endure pain that would kill an ordinary man. A Marine can also
think and react at lightning speeds. Memory training is an important
part of the indoctrination too. Some Marines develop photographic
memories. Obviously, Marines vary in intelligence as do other
men, and their individual mental abilities vary in degree.
|
| WD 98 |
Index Astartes: The Mentor Legion (by Bryan Ansell, Alan
Merrett & Paul Cockburn, excerpted from WD 98)
INTRODUCTION
Commander Isiah studied the group of Marines at the far end of the
great hall, their garish armour oddly fitting the gaily coloured
light which poured through the stained glass arch of the chapel
windows. They were deep in conversation and oblivious to his entrance.
Isiah walked forward and one of the five looked up.
'Ah, Commander Isiah, we were expecting you.' The five closed
their conversation and faced the Commander, two of them grinning
broadly, the others stern-faced and tight-lipped. Isiah tried
hard not to be irritated by the lack of manners the five displayed,
and the rather incourteous greeting he had received.
'You arrived early and I've been . . .detained,' he hissed.
'Well we're here now and would like to get started immediately,
unless you've other plans?' The question was rhetorical. They
all knew that Isiah wanted to get them onto Golance quickly.
'A shuttle has been fuelled and is awaiting you at port 6A.'
'That won't be needed Commander. We have our own transport.
Just tell us where you want us to fight, we can handle the rest.'
Isiah was more than sure that they could. He'd been sure that
they could handle the problem on Golance ever since he received
news of the thought transmit. His Chapter was at its lowest ebb,
unable after countless attacks, to rid the planet below of the
pestilent Eldar scum who had gained control of the planet's secret
arsenal. Already 350 men and officers of the Flesheaters Chapter
of Space Marines had died at the hands of those vile, outlawed
aliens. The arrival of these five warriors could soon change the
course of the war, for they had been sent to him by the Mentor
Legion in a deal that was eminently fair and honourable; Isiah
receiving five soldiers of unparalleled skill for the course of
this war, in return for simply giving them the experience of a
real fight.
'I'd like you to join 8th Company on the Ashenplain of Rox and
co-ordinate a full-scale assault on the arsenal's northern entrance.
You'll have full air support and 115 fresh men. The aliens have
concentrated their defences south of the plain and I'll be personally
directing diversionary attacks against these.'
'Thank you Commander. Shall we be started?'
THE MENTOR LEGION
The Mentors are a relatively new Chapter. Formed in the Twenty-Sixth
Founding, during the middle part of the current millennium, they
received the number 888. This previously belonged to the Star Scorpions
Chapter. The latter were a Chapter of the Twenty Fifth Founding
and had the dual misfortune of producing redundant gene-seed and
being utterly devastated by Warp entities when the Chapter's Fleet
became trapped in Warp-space. The exact fate of the Scorpions is
not known. However, the Emperor decreed that the chapter be considered
dead.
The redundant gene-seed hampered Imperial efforts to rebuild
the Scorpions Legion and eventually the Bio-engineers and Chem-architects
of the Adeptus Mechanicus were forced to concede defeat. For a
time it seemed that the number 888 would never be raised again,
but some years later, a new Founding in the offing persuaded the
Priesthood to revisit the chapter regalia. Thus the Mentors were
born. They received the uniforms and number of the extinct chapter
but instead of the redundant seed, they were given an entirely
new generation of genetic material collated from the storage banks
of the Earth laboratories.
The new chapter is highly unusual and their modus operandi is
quite different from that of the bulk of the Legiones Astartes.
The Mentors have an extraordinary capacity for learning, particularly
of matters military. The chapter's main pursuit is therefore one
of perfecting the fusion between science and art of war, and military
technology. They do not engage in campaigns or wars as other chapters
do, but instead 'loan' squads of Marines to other Imperial military
bodies. Squads of Mentors may be found fighting alongside the
Imperial Army or even other chapters throughout the galaxy.
The Chapter is roughly organised in much the same fashion as
the Ultra-Marines. However the bulk of the chapter are never seen,
the location of their headquarters and Monastery-Retreat being
an absolute secret. Only the very highest strata of the Priesthood
are aware of its exact location. Here the Mentors perform their
rigorous training and disciplining. The massed ranks of the chapter
are exhaustively trained in the art of war and in the use of Imperial
military hardware, both old and new - the Chapter acting as a
test bed for the latest Imperial technology. While a large proportion
of the chapter is permanently based at their secret HQ, the balance
of the chapter are sent out on missions, including the elite Brethren.
The basic rationale behind squad loaning is that the Mentors
are able to extract the maximum amount of information regarding
the fighting prowess and techniques of just about any Imperial
military organisation. 'Loaned' squads returning to chapter HQ
bring with them an invaluable record which is without parallel
in the galaxy. The chapters and armies to whom these squads are
sent benefit from having these superior warriors join them for
a campaign or battle. An extra benefit to the Mentors is that
they are also able to claim and maintain an honourable record
of real combat experience. Even in the short period of the Chapter's
existence, they have amassed an enviable Roll of Honour.
Another facet of the Mentors is the development and training
of the chapter's Elite Cadre. It was originally envisaged that
this would perform a number of important semi-military roles,
from counter-terror operations to complex undercover missions.
They would be the Imperium's ultimate human warriors, capable
of dealing with any threat outside a normal chapter's area of
expertise. This aim has not been fully realised as yet, but the
Mentor Elite Cadre are even now amongst the very best that the
Imperium can offer. They too are sent out to aid other Imperial
military units in the pursuit of galactic security. The Elite
Cadre are also frequently called upon by the Inquisition who recognise
their superior skill at arms.
At any given time, the Mentors are likely to have as many as
25 Tactical squads out on-loan to other commands, and there are
usually at least 10 squads of the Mentor Elite Cadre on missions.
The rest of the chapter remains hidden, forever engrossed in the
training and experimentation program.
Any army unit or chapter may include a single squad of the Mentor
Chapter in their battle orders. This squad can be either one of
the rank and file Mentor Tactical squads or may be a group of
Mentor Elite Cadre.
MENTOR CHAPTER SQUAD COMPOSITION
The following units are all typical examples of squads sent out
to other armies by the Mentors. The chapter itself will never put
into battle. These units will only ever be found serving under other
commands.
RANK AND FILE SQUADS
These are organised around the archetypal Imperial system of the
ten man squad. In addition, they uphold the tradition of splitting
into two groups of five men each when in battle. There is no Sergeant
in the Mentor squad, as each man holds the same rank and any of
the ten may be nominated the leader (or two leaders, if the squad
splits into battle units of five).
ELITE CADRE
The Elite Cadre of the Mentor Chapter are the most advanced warriors
of their kind in the galaxy. There are two ways Marine or Army commanders
can employ them on the battlefield. First the cadre element may
simply be used as a powerful squad, gaining the benefits of the
Targeting-Web facility and other special equipment; alternatively,
the models may become leaders for other units. The latter is preferred
by Army Commanders as the Elite Cadre make especially good leaders
for units of normal warriors.
Each member of the Elite Cadre has the profile of a Marine Minor
Hero. This represents the adaptability of the chapter's advanced
training techniques. The models also have the powerful Targetting-Web,
Timewarper, and Shift Field (see below) available to them, and
all models are armed with Mentor Bolt guns. The Timewarper and
Shift Field are individually carried items and must be assigned
to particular models. These items can be used to enhance any unit
joined by the Mentor carrying them.
|
| WD 101 |
Index Astartes: From The Imperial History Archive - The Badab
War (by Rick Priestley, excerpted from WD 101)
THE BADAB WAR
In 901.M41, as a result of Lufgt Huron's apparent mental destabilisation,
the Master of the Tiger Claws and Lord of Badab attacked and destroyed
an Imperial investigation fleet as it entered orbit around Badab.
Huron's action can be understood with the benefit of hindsight.
The Adeptus Mechanicus had long complained of the Tiger Claws' tardiness
in submitting gene-seed for routine analysis, whilst the chapter
had amassed a huge debt in planetary tithes stretching back over
a hundred and fifty years. And when the Imperium moved against its
wayward chapter, a full scale rebellion was initiated, the most
serious of its kind since the end of the Fourth Quadrant Rebellion
in 780.M41.
The Tyrant of Badab, as Commander Huron is known in Imperial
histories, was a power-hungry and ambitious individual who should
never have risen to power within a Marine Chapter. He was plainly
a dangerous individual, able in many respects but lacking the
absolute dedication to humanity vital in a Lord of the Imperium.
It will never be known for sure, but current hypotheses suggest
that the Commander was either an alien shapechanger, or otherwise
subject to alien domination of a most unnatural kind. A sudden
and unexpected manifestation of psychic powers may lie at the
heart of the matter.
By 903 three other chapters, the Mantis Warriors, Executioners
and Lamenters had joined the rebellion. Imperial shipping was
attacked, and a ship belonging to the Fire Hawks Chapter was captured
by the Mantis Warriors in 904. The Fire Hawks immediately retaliated,
and soon five whole chapters were involved in the fighting. The
Emperor recalled the Marines Errant from the Eastern Fringes,
but they quickly found themselves fully occupied protecting Imperial
ships in transit.
In 906 two more loyal Marine units, the Red Scorpions and the
Minotaurs, had been brought in, and the threat to Imperial shipping
was more or less quashed. In 907 the Red Scorpions and Fire Hawks
were recalled to their normal service duties in the galactic east,
and two more chapters, the Novamarines and Howling Griffons were
committed to space-lane duties.
Meanwhile, the Star Phantoms began the task of besieging Badab
whilst two other chapters were drafted in to investigate the worlds
occupied by the Mantis Warriors and Executioners. The Lamenters
were caught in an ambush by the Minotaurs in 908 and eventually
surrendered after bloody ship-to-ship fighting. This came as a
great blow to the Tyrant, and the rest of the war consisted almost
entirely of close sieges. The uprising came to an end in 912 with
the fall of Badab and final defeat of the Tiger Claws. Before
the war was over, The Exorcists, Fire Angels, Salamanders, Space
Sharks and Sons of Medusa all became involved for short periods
of time; chapters replacing other chapters as pressures elsewhere
necessitated their re-deployment.
With the rebellion over, The Mantis Legion, Executioners and
Lamenters were granted the Emperor's forgiveness, subject to undertaking
a hundred year crusade. The homeworlds of the Mantis Legion and
Executioners were forfeited to the Space Sharks and Star Phantoms
for their part in the war. The other legions received salvage
rights to spacecraft and a proportion of the booty. The Tiger
Claws were all but destroyed. Only a contingent of about two hunded
fought their way through the Exorcists' blockade and escaped into
deep space. They have not been heard of since. Of the fate of
Imperial Commander Lufgt Huron, Master of the Tiger Claws and
Tyrant of Badab, nothing is known.
|
| WD 102 |
Index Astartes: Medics (by Rick Priestley and Graeme Davis,
excerpted from WD 102)
MEDICS
The Marines tensed as they heard the faint hut unmistakable sound
of an approaching Mole Mortar shell. Battle-brother Draeg was already
moving before the earth began to bulge upwards - hurling himself
flat onto the rising shell before his brothers even saw it. He was
only fully aware of his action when his world exploded in white
flame that hurled him down into darkness.
It was the feel of cold air on his face and the acrid smell
of burnt flesh that revived him to a dim awareness. He struggled
to ignore the pain of his shattered body and made his remaining
eye focus on the figure that knelt beside him.
'Your wounds are too grave, brother.' He heard the Medic speak,
as though from a great distance. 'Do you desire the Emperors Peace?'
The Medic raised the carnifex, and Draeg was dimly aware of the
click as the bolt was drawn back into the firing position. With
what remained of his life. Draeg tried to speak. The Medic seemed
to understand.
'The others? They are whole, Brother. You saved them. Your name
is entered in the Book of Honour.'
Draeg nodded weakly. and closed his eye. His gene seed would
return to the Chapter.
All Marines pick up a certain amount of medical knowledge during
the course of their initiation into the Chapter, but only those
who show an aptitude for such knowledge are chosen to study the
sacred rites with the Chapter's surgeons. It must be stressed
that Field Medics are primarily soldiers whose duties have been
expanded to include the practise of medicine, rather than specialist
surgeons who have been given military training. Such individuals
are first and foremost warriors, and greatly honoured ones at
that. Only champions and heroes are ever initiated into the ways
of the Apothacarion - such is the importance of their duties.
For it is the Medics who must maintain the bodies of their comrades,
in a similar way to that in which members of the Adeptus Mechanicus
service and maintain support equipment and vehicles. Without the
selfless devotions of its Medics, the fighting forces of the Imperium
would soon be eroded to the point where they were incapable of
fulfilling their duties.
The duty of the Medic, my Brethren, is a sacred one. We embody
the Emperors divine will and his holy purpose. We bring death
and we bring life. Let those true to Humanity's cause give thank
for our work. Let the impure bow down before our swords.
Extract from an address on the completion of Medic training
attributed to Surgeon-Commander Grigor Markhava. Widely distributed
as an exemplary text after his heroic death during the storming
of the Bourne slave-pits on Gabin 240 (2150982 .M41) when he gave
his own blood to save the life of Lieutenant Commander Anders
Belman at the height of the fighting.
It is possible that a casualty's injuries maybe so severe that
he will succumb to them irrespective of the treatment available.
In these cases, the Medic has the solemn duty of administering
"the Emperor's Peace" - euthanasia - to those warriors who deserve
it. The Medic's medi-pack includes a special humane-killer for
this task, called a carnifex - a solid spring-loaded piston of
metal. This is applied to the sufferer's temple, its powerful
spring hurling the piston through the Marine's brain and killing
him instantly. Any Marine suffering from a critical head or body
wound may be despatched in this way if the player wishes (only
the medic on the spot can judge whether a Marine is going to survive
his wounds). The Medic achieves this automatically once in contact
with the sufferer.
Another vitally important duty which the Medic must perform
is the recovery of Progenoid glands from fallen battle brothers.
As explained in White Dwarf 98, the recovery of the gene seed
encoded within these glands is vitally important to a Chapter's
survival and prosperity. Progenoids may be recovered at the same
time that the carnifex is used.
Do not fail your Brothers. Though their bodies die, their spirit
must return to the Chapter. That is your charge.
- Medic Credo
In Nostra Mantis - Progenies Futura
There was a slight sucking sound as the Progenoid was removed.
'Rejoice, Brother.' whispered the Medic. 'Your gene seed returns
to the Chapter.'
Medics in the Army are no less honoured than their Marine counterparts.
They are not concerned, of course, with the recovery of progenoid
glands, and their training is somewhat less sophisticated, since
their patients do not have the enhanced physiology of Marines.
Nevertheless, they are always both heroic fighters and dedicated
servants of their division. In recognition of the value of their
services, Army Medics are often seconded to the Administratum
after 20 years service.
In addition to their medical duties, all Medics participate
fully in combat, fighting to the best of their considerable abilities.
They always operate as independent characters and are never attached
to squads.
Marine Medics are often armed with chain swords and bolt guns
or pistols, while those in the Army usually carry laspistols and
chainswords. This is in addition to the standard equipment carried
by the rest of the force with which they fight. All medics carry
a standard medi-pack to allow them to perform the rites of diagnosis,
and to administer drugs such as frenzon, etc.
The Medic ran the Medi-Pack's sensor over what remained of the
Marine's leg.
+ + + EXTENSIVE FLESH LOSS + + + ARTERY SEVERED+ + + RETRIEVABLE
A fine probe slid smoothly from the pack, piercing the flesh
just above the wound. The pumping blood turned from red, through
orange to yellow, forming a crust which covered the wound completely.
The crust hardened rapidly as the probe withdrew.
+ + + REPAIR COMPLETED + + +
To increase their mobility, Medics are often equipped with jump
packs, or mounted on bikes. Additionally, the ubiquitous Rhino
AFV is commonly fitted out as a mobile field medical station where
more severe wounds may be treated. Such vehicles are, of course,
clearly marked with the Imperial Medical symbol.
Regulation Battledress for Marine Medics is all white, apart
from the helmet which retains appropriate Chapter colours, and
the right shoulder pad bears the medical symbol. Some Chapters,
however, use variations on this theme, e.g., Iron Hand Medics
wear the normal Chapter colours - apart from the right arm, shoulder
and medic- pack.
|
| WD 108 |
Chaplains and Commissars (by Bryan Ansell, Nigel Stillman
and Mike Brunton, excerpted from WD 108)
CHAPLAINS OF THE IMPERIUM
Each fortress-monastery of the Legiones Astartes, or space barge
(for the space-dwelling Chapters of Marines), has a chamber known
as the Reclusiam. It is here that the cult ceremonies and rituals
are performed in the presence of the entire Chapter. These are carried
out under the guidance of the Reclusiarch and his superior, the
Master of Sanctity, who is the spiritual head of the Chapter.
While each Chapter follows the tenets of the Imperial Cult,
individual Chapters have extended the Cult to include ceremonies
which have relevance only to their own members. For example, reverence
for Primarchs is widespread amongst the Legiones Astartes. These
are the heroes of each Chapter, who fell in battle and upheld
the honour and traditions of the Legiones Astartes in a particularly
notable fashion. The Chapter's collection of Primarch relics and
war-gear is entombed in the Chapter catacombs, placed upon sepulchres
or hung in the Reclusiam.
The importance of faith to Marines is further reinforced in
the Company Chapels. All ten companies within each Chapter have
their own Chapel where Marines can observe the rites of the Chapter
and those special to their own company. Here the worship is supervised
by one of the Reclusiarch's subordinate Chaplains. It is the Chaplains,
living and fighting alongside their battle-brothers, who are responsible
for the spiritual health of the companies.
LEGIONES ASTARTES CHAPLAINS
Chaplains are well-versed in all matters of the Chapter's cult,
having spent many years studying the battle liturgies and scriptures
stored in the Chapter library. This study includes memorising all
the rites of their Chapter and company. This knowledge is also put
to practical use. Chaplains are responsible for the spiritual care,
discipline and faith of the brothers in their companies. Young recruits
must also be monitored and indoctrinated as they progress towards
becoming full battle-brothers.
In battle Chaplains are frequently found where the fighting
is fiercest. They can be found chanting the Chapter's battle creeds,
ministering to the fallen and granting absolution to the dead.
They are also Space Marines, which means that they fight with
as much savagery as any of their brothers.
Chaplains are drawn from the ranks, although only Marines who
have earned both Merit and Devout badges are considered for a
Chaplaincy. These awards may be displayed as actual badges, or
for example as diagonal stripes painted across the right shoulder
pad.
As a first step, a Marine is singled out to aid the Chaplain
of his company as a Novice (or Initiate - the terms are almost
interchangeable). Duties often involve little more than helping
during company rituals, but deep study of the liturgies under
a Chaplain's personal tuition is also necessary.
Should a Chaplaincy fall vacant, the most advanced and promising
of the Initiates is sent to the Solitarium. This small cell is
situated in a secluded part of the monastery and here the Initiate
meditates and fasts for a time. He may be left there for up to
a week, while his investiture by the Reclusiarch and the Master
of Sanctity is prepared. Then, in front of the whole Chapter,
he is formally given his symbols of office and presented to the
company who are now under his spiritual guidance. At this point
the new Chaplain takes the name of his predecessor.
When a Chaplain is killed in battle a formal ceremony often
has to wait. The senior Initiate immediately takes the helmet
and shoulder pads of the Chaplain and dons them. From the moment
he puts on the old Chaplain's war-gear he has full authority as
one of the Chapter's spiritual leaders. He is formally invested
as a new Chaplain only when the battle is won and the dead are
absolved.
CHAPLAINS IN BATTLE
Chaplains are a puritanical and sometimes eccentric group. Their
religious zeal has a strong practical slant, as befits a warrior.
They fight alongside their battle-brothers, reciting extracts from
the Chapter's Creed and Liturgies. Indeed, their dedication adds
considerably to the fearsome reputation of the Marines. Their inspirational
sayings and constant exhortations harden the determination of every
Marine to serve the Emperor and relive the former glories of the
Chapter Primarchs.
The bond between Marines and their Chaplains is a strong one.
Chaplains preside over their indoctrination as recruits; they
teach loyalty to the Chapter, reinforce its precepts through rituals
and ceremonies and perform inspiring acts of valour upon the field
of battle.
As our bodies are armoured with Adamantium, our souls are protected
with our loyalty. As our halters are charged with death for the
Emperor's enemies, our thoughts are charged with his wisdom. As
our ranks advance, so does our devotion, for are we not Marines?
Are we not the chosen of the Emperor, his loyal servants unto death?
- Chaplain Fergus NiIs
An address to the defenders of Portrein
TYPICAL CHAPLAIN UNIFORM VARIATIONS
Black is the official colour for Chaplains' armour. However, over
millennia, chapters often incorporate their colours and insignia
onto the uniform, resulting in wide variations from the basic colour
scheme. Many of these changes come about as a result of a Chaplain
repairing his armour from available resources while on a campaign.
Some modifications are adopted permanently. Hybrid uniforms can
also appear if the Chaplain dons archaic power armour kept as a
primarchal relic. Of course, apart from the organisations they belong
to, Chaplains themselves have a long lifespan, so there is plenty
of time for them to stamp their own personality on their armour.
The examples below provide guidelines that you can experiment with
when painting up your Chaplains.
| Chapter |
Helmet |
Torso |
Legs |
Arms |
| Crimson Fists |
Black skull |
Black |
Black |
Shoulder pads in Chapter colours |
| Space Wolves |
Black skull |
Black |
Chapter colours |
Skull* shoulder & insignia pads |
| Howling Griffons |
Black skull |
Black |
Chapter colours |
Skull* shoulder & insignia pads |
| Novamarines |
Black skull |
Black |
Chapter colours |
Skull* shoulder & insignia & elbow pads |
| Dark Angels |
Skull* |
Black |
Black |
Skull* shoulder pads |
| White Scars |
Grey |
Grey |
Grey |
Skull* shoulder & elbow pads |
| Silver Skulls |
Silver |
Black |
Black |
Silver shoulder pads |
| Iron Hands |
Black |
Black |
Black |
Skull & dagger motif on right shoulder pad |
* Unless painted black or in chapter colours, skull masks are white
or ivory
Armour and Appearance
Marine Chaplains wear a variant type of standard issue Marine armour.
A Chaplain can appear stylised and archaic when compared to his
fellow Marines, which makes him stand out and act as a focus for
his brethren.
Some or all of a Chaplain's armour is painted black. A skull
insignia usually adorns the right shoulder and this is often displayed
on both pads. Skulls can also be repeated throughout a Chaplain's
uniform. Skull-shaped helmets are common, and the upper chest
armour or even the whole of the body armour may be cast in the
shape of a skull. Skull-shaped groin-guards are also not unknown.
Chaplains are also marked by one or more Primarchal battle relics
which are worn or carried into battle. A single gauntlet from
the armour of a Chapter hero passes on a little of the Primarch's
fortitude and faith to the Chaplain.
Formal regalia includes a staff of office called the crozius,
which is used during Chapter ceremonies. Many Chaplains carry
them into battle, a visible sign that battle is the highest ritual
in the Chapter's devotional calendar. The crozius normally bears
the Imperial eagle or a skull motif at its tip. The most ancient
of these staffs is the rare crozius arcanum; a staff made from
an alien relic which contains a neuro-disruptor in the haft. Chaplains
are also marked by a Rosarius, a gorget or amulet worn about the
neck. This bears the image of the Imperial Eagle and is the 'soul's
armour' of the Chaplain.
Initiates usually wear standard Marine armour. However, the
helmets, right shoulder pads and right arms of their armour are
painted black rather than in the Chapter's formal colours. The
black shoulder pad replaces the previous Devout markings which
were shown there - once declared as an Initiate, the Marine's
devotion needs no further advertisement.
Armament and Equipment
The Imperial Marine Codex lists the standard equipment of a Marine
Chaplain as:
Powered armour with communicator, respirator and auto-senses
Knife or combat accessory
Bolt Pistol
Frag Grenades
Bolt Gun
Plasma Pistol
Power Sword
Conversion Field
Chaplains may also be equipped with Chainswords. Some Chapters
allow their Chaplains to carry a variety of close combat and heavy
weaponry as well as grenades.
IMPERIAL GUARD COMMISSARS
Marines are motivated and religious troops. Their Chaplains are
respected, and inspire devotion to the Emperor by word and example.
The Imperial Guard, however, is less certain in its utter devotion
to the Emperor. The tasks of Chaplains, therefore, are allied
to a need to impose authority and maintain discipline. These duties
are carried out by the Commissars of the Imperial Guard, who instil
loyalty and motivation into the troops in their care. It is the
Commissars who must increase the troops' awareness of Imperial
ideals, who must disseminate the wisdom of the Imperium to the
ranks and who must maintain discipline.
The Commissars are grim, authoritarian figures. Unlike Marine
Chaplains who view the spiritual welfare of the brethren as important,
Commissars have a practical turn of mind. They are often found
to have neglected the religious indoctrination of troops, while
pursuing important, but secondary, disciplinary matters.
Commissars must be vigilant at all times for signs of moral
weakness in the troops: he must watch the enlisted men and officers
for signs that devotion is lacking, and he must watch for the
signs that show the presence of a latent psyker. This vigilance
is backed by powers of summary discipline. With the power to execute
those found wanting, the Commissar can, by fear alone, instil
new vigour and devotion in the troops under his care. On more
than one occasion broken Guard units, in ignominious flight from
the battle, have been rallied by the prompt action of their Commissar.
Similarly, weak and inadequate officers, or those who have simply
lost the will to win, have been summarily chastised by Imperial
Guard Commissars.
Marine Chaplains take it upon themselves to scrutinise and judge
the performance of Commissars when they have the opportunity.
The assignment of a Guard unit to a Marine battle-zone often gives
Chaplains just such a chance. The Commissar under examination
may even welcome the attention if the Imperial Guard troops are
under stress, as it confirms his authority.
Armour and Appearance
Commissars wear a uniform cut in the same style as regular Imperial
Guard officers. Over the top of their Guard uniform, Commissars
often wear heavy black double- breasted greatcoats; in addition,
they wear black peaked caps displaying their skull symbols. In place
of any Guard or regimental insignia, Commissars have skull-shaped
badges and belt buckles.
Armament and Equipment
Considerable individuality is often displayed by Commissars in
their choice of weaponry and other equipment. Most have a Laspistol
and a Conversion Field and carry either a Lasgun or a Chainsword.
Some use Powergloves.
CHAPLAINS, COMMISSARS AND VEHICLES
A Chaplain or Commissar will often be needed at many points on the
battlefield. He must serve as a inspiration for squads, check on
the purity of action of those in his care and carry out a hundred
other duties.
Units frequently assign Rhinos or Land Raiders to their Chaplains
and Commissars to allow them swift and safe passage. Where possible
these vehicles are painted in the Chaplaincy colours of black
and marked by skull insignia, although line vehicles in the Chapter
or unit colours are also issued.
|
| WD 109 |
Terminator Squads (excerpted from WD 109,
also see WD 112)
TERMINATOR ARMOUR
The Powered Armour of the Legiones Astartes is among the finest
protection ever developed for use in war. In his armour, a Marine
can function in almost any environment and need have little fear
of injury. The basic design is so successful that Marine armour
has barely changed since the First Founding. It is, however, not
the only equipment and armour available to the Astartes Chapters.
A need for even heavier armour became apparent long ago to the
Adeptus Chapters. Certain situations virtually demanded its use:
ship-to-ship actions, tunnel clearances, Hive-world combat, all
required that very concentrated firepower be brought to bear in
confined spaces. Dreadnoughts were unsuitable for use In such
places; their cumbersome size merely added to the problem.
After some false starts, the basic outline design for Marine
Terminator Armour, a form of exo-armour, evolved. Drawing on both
Powered Armour and Dreadnought technologies, Terminator Armour
attempts to combine the best of both. Several designs evolved
in parallel from the forge-worlds of the Adeptus Mechanicus and
the armouries of the Marines. Often bearing little physical resemblance
to each other these different Exo-armour suits have much in common.
Massively armoured, sealed against any external conditions and
incorporating their own armament, Terminator Armour designs proved
their worth from the first. Like Powered Armour, the suits were
equipped with fibre-bundle muscles and imposed few movement restrictions
upon the wearer.
Terminator Armour also incorporates many more auxiliary systems
than normal Marine armour. The armour's sensorium, based upon
tendril sensors, links directly into the wearer's own awareness.
The sensorium allows the wearer to use a vast number of scanners
and detectors without conscious thought. Sensoriums can also be
linked together, allowing every squad member to see exactly the
same view of the battle as his comrades.
In addition to its formidable protective value, Terminator Armour
has its own built-in weaponry: a Storm Bolter and a Powerglove.
The Storm Bolter is a multi-chambered, short- barrelled development
of the trusty standard bolter already used by the Legiones Astartes.
It shoots at a faster rate than the original weapon, allowing
it to lay down a curtain of fire. It is also quite short, partly
because it is built into the exo-armour, making it an ideal dose
combat weapon. Such a combination in a single weapon has proven
useful, to say the least. The Powerglove is already standard issue
in many Chapters, and needs needs little work to adapt it to exo-armour.
Some Marine tacticians and scholars have criticised the design
of the suit and its weaponry for lacking a heavy punch at extended
ranges. Given its primary function in boarding, close assault
and clearance actions, such arguments have carried little weight.
Exo-armour has been been included in the armouries of many Chapters
who have recognised its worth.
Most Marine chapters maintain some Terminator suits in their
armouries, and train some squads in their use. Some adaptive surgery
for the sensorium interface is also necessary. However, Terminator
Armour is not used by these Marines as a matter of course, but
issued as and when required. Conventionally armoured Marines,
for example, would not be expected to clear the densely-packed
corridors of a Hive World. Their task would be to form a cordon,
while Terminator Squads in exo-armour carried out the clearance.
The Thule Decimation of 728.M40 is one of the most noteworthy
examples of the use of Terminator Armour. Six entire companies
of Grey Knights (an elite Chapter that is unusual in having all
of its Marines trained and adapted for Exo-armour) were equipped
with Terminator Armour, including suits that had been requisitioned
from five other Chapters. The assault was mounted with such haste
that there was no time for repainting the suits. The Grey Knights
were forced to attack in the colours of six different Chapters
and, apparently faced by six Chapters of Marines, the defenders
surrendered within three hours. One in ten on the planetoid city
were subsequently executed for their part in the rebellion.
The Ultramarines' crusade against the Tyranid hive-fleet Behemoth
also included several important actions by Terminator Squads.
These included the first breach in the fleet's outer hull, and
the subsequent destruction of the vats and nest chambers.
Armed and armoured in Terminator Suits, properly trained Marines
can take on almost any foe and prevail. Exo-armour in itself is,
of course, only half the story: without the devotion and skill
of a Marine, it would be as nothing.
|
WD 112 |
Terminator: Tactical Dreadnought Armour - Background & Rules
for Terminator
Squad (Also see WD 109) |
| WD 114 |
Grey Knight Terminator Squads (by Rick Priestley and Paul
Murphy, excerpted from WD 114)
The Grey Knight Chapter of the Legiones Astartes serves as the
fighting arm of the Ordo Malleus, the secret Daemon-hunting elite
of the Inquisition. This article describes the Chapter's Terminator
Squads and their fearsome Nemesis Force Weapon.
Alone of all the Marine Chapters, the Grey Knights possess full
knowledge of the terror of Chaos. Designated Chapter 666, they
are the Chamber Militant of the Ordo Malleus, and the Grand Master
of the Grey Knights is traditionally a member of the Inquisition.
The Knights are among the most faithful of the Emperor's servants,
fully the match of the Inquisition in their zeal to defeat those
who would overthrow the Imperium and steal the souls of Mankind.
Their bodies are rigorously trained to withstand great pain and
fear. Their minds are disciplined by the thousand rituals of detestation
to face the worst horrors of the warp without flinching. And their
hearts are strengthened by the Emperor's faith.
Grey Knight Marines are specially screened to exclude all but
the strongest and most resilient psykers. Most Knights have no
psychic ability at all, and thus are relatively safe from daemonic
possession. Some, however, are extremely potent psykers, judged
strong and pure enough to pit their powers against creatures from
the warp. Equipped with Nemesis Force Weapons and protected by
Tactical Dreadnought Armour, these elite warriors can hope to
oppose even the Greater Daemons of Chaos.
The Grey Knight psykers are trained to work in small, extremely
mobile strike forces, typically in squads of five men each. These
squads, and the necessary support and transport units, are deployed
at strategic locations throughout the Imperium, ready to move
rapidly to any planet facing daemonic invasion.
Grey Knight Terminator Squads may be stationed in the field
for decades at a time. And though to many the Chapter's homeworld
is but a distant memory, it is every Knight's most cherished wish
is to be buried in the chapel beneath the beloved fortress-monastery.
GREY KNIGHT TERMINATOR ARMOUR
The Grey Knights' Terminator suits are highly ornamented. They
are heavily embossed, in an almost baroque style, with the standard
Terminator symbol on the left shoulder and right knee, and the
Grey Knights' distinctive badge (a sword through a tome) on the
right shoulder and left knee. Each Knight goes into combat with
a copy of the Chapter's sacred book of battle rituals, the Libra
Daemonicus, in a special ceramite case on his breastplate. Purity
seals are prominently displayed on his legs and thighs, signs
that he is uncontaminated by the slightest taint of Chaos.
Each Suit is equipped with a psychic hood, similar to those on
the Aegis suits worn by Librarian Marines. The hoods offer the
Knights excellent protection against psychic attack.
THE NEMESIS WEAPON
The Nemesis Force Weapon is the standard armament of the Grey
Knight Terminator Squads. This halberd-like weapon is a more sophisticated
and powerful version of the force sword. Each Nemesis is uniquely
built to match the psychic field of its bearer, enhancing his
hand-to-hand combat abilities far beyond those of an ordinary
Marine. In addition, the Nemesis contains a compact bolter, cunningly
built into the haft of the weapon.
CLOSE COMBAT
The Nemesis is a highly effective close combat weapon. It has
the same abilities as a force sword.
PSI-POINT STORAGE
The Nemesis also has the ability to store psychic power.
PSYCHIC BLAST
The Nemesis can be used as a focus for a Psychic Blast.
Though exceedingly powerful, the Psychic Blast is a weapon of
last resort. The mental strain of launching the Blast is tremendous,
and afflicts the Knight with severe mental agony.
CONVENTIONAL WEAPONRY
The Nemesis incorporates a short-range, limited-ammunition bolter
in the weapon's haft. As technological attacks have full effect
against daemonic creatures, this gives the Knight important ranged
combat capabilities against the forces of Chaos. The bolter holds
3 bolts, which can be fired individually or all at once.
The bolter can be fired in close combat (in addition to any other
close combat attacks), but counts as a normal bolter in all other
respects.
|
| WD 129 |
Space Marine Armour (by Rick Priestley, excerpted from
WD 129)
Most humans who have any contact with Space Marines will know
and recognise the most common types of Space Marine armour quite
readily. However, there are other older types which remain in
service to this day and which are very different in their design.
Some Space Marine Chapters use only a single type of armour while
others make use of several different types.
Many of the older variants have special associations for particular
Chapters and may be worn by ceremonial guards or by elite units
for example. Other Space Marine Chapters are less formal in their
use of armour, mixing various types into their fighting units
with little or no regard for conformity. The degree of uniformity
within a Space Marine Chapter varies a great deal from Chapter
to Chapter and is often determined by historical precedent or
tradition.
The initial evolution of Space Marines and their armour occurred
during the long period of Earth's isolation that preceded the
rise of the Imperium and which later became known as the Age of
Strife.
The Age of Strife lasted from approximately the 26th millennium
to the beginning of 31st (i.e. roughly from 25000 AD to 30000
AD - further references to dates are given in terms of millennia).
During these five thousand years the ancient pan-galactic human
civilisation of the past broke down and was replaced by many thousands
of local civilisations based around either a single solar system
or, occasionally, a small duster of nearby stars. The reason this
happened is that warp travel (the means by which spacecraft travel
throughout the galaxy) became dangerous and eventually impossible
due to colossal disturbances in the fabric of the warp. These
disturbances, known as warp storms, were caused by the growth
of the Chaos Power Slaanesh.
During the Age of Strife Earth and the other planets of the
Terran solar system were unable to communicate with other human
worlds, but maintained contact with each other. For much of this
period the government of Earth held sway over the entire system,
at other times Mars and the Moon were dominant.
For much of the time the different worlds found themselves at
war. During the 28th millennium Earth government broke down completely
and the planet divided into dozens of inter-warring nations. After
two and a half thousand years of continuous warfare little remained
of the once sophisticated civilisation of the past. The planet
had become a battleground fought over by techno-barbarian warlords
and their warrior hordes. This was a dark time for the people
of Earth: a time dominated by brutal rulers like Kalagann of Ursh,
Cardinal Tang, and the most infamous of all, the half-mad half-genius
Narthan Dume Tyrant of the Panpacific Empire. It was against this
background of techno-barbaric warfare that the first Space Marines
were created and the first Space Marine Armour type developed.
FORMATIVE MARINE ARMOUR
This first type of armour is now often referred to as 'Mark 1'.
In fact this is the sort of armour worn by the technobarbarian warriors
that dominated the Earth. When the Emperor began his conquest of
the planet his retinue was equipped and armed in the same way as
the troops of other warlords. The first Space Marines formed part
of that retinue and were equipped with the same sort of armour as
other warriors of the time.
The thunder-bolt and lightning emblem on the breastplate of
this suit was the personal badge of the Emperor in those days,
predating the Imperial eagle which only became the symbol of the
Imperium much later. This emblem gives the suit its other common
name - Thunder Armour.
This is not really a single enclosing suit and offers no atmospheric
protection or life-support facilities - all of these being unnecessary
while fighting was restricted to Earth. The helmet and the top
plume are fairly typical, but these early suits were manufactured
on an entirely local basis and their exact designs were often
a matter of personal taste. The main part of the armour is the
massive powered torso which encloses the chest and arms. Beneath
the armoured chest plate coiled energy cables transmit power into
the arms, effectively multiplying the wearer's fighting abilities
three or four times over. During this period most fighting consisted
of close combat, warriors preferring to grapple with each other
rather than use long range weapons - the power of a warrior's
chest and arms was therefore of paramount importance.
The warrior's legs are not power armoured at all but enclosed
in tough padded breeches. In the example shown the warrior wears
armoured greaves and armoured boots. These were not standard by
any means, but were worn by many of the better equipped warriors
and were common amongst the early Space Marines. The warrior wears
a backpack which provides his suit with power - most of its bulk
is taken up by a cooling mechanism meant to prevent the power
unit from overheating.
Warriors equipped in this way fought during all the Emperor's
wars on Earth, and also on the Moon and Mars which have Earth-type
atmospheres. Mark 1 armour is unlikely to be seen on the 41st
millennium battlefield but ceremonial units are sometimes equipped
in this way.
MARK 2
Once the Terran system was secure and the process of rebuilding
firmly in hand, the galactic conquest could begin. Even before the
warp storms and the Age of Strife ended, the Emperor started to
make provisions for his Great Crusade. Part of these plans included
the reequipping of the Space Marine armies with a far more sophisticated
fighting suit.
With its advanced technology the newly conquered planet of Mars
became the centre for munitions development. New types of armour
were produced in great numbers in the Martian factories under
the direction of the Adeptus Mechanicus, the ruling class of Tech-priests
installed to administrate its affairs on behalf of the Emperor.
This enabled the entire Space Marine Corps to be re-equipped.
The new type of armour was the Crusade Suit, which became soon
became known as Mark 2 armour while the old style became Mark
1 retrospectively. The armour is totally enclosed and life-sustaining,
and so suitable for fighting on alien worlds as well as in deep
space. It is arranged into articulated hoop-shaped plates for
ease of movement and these now cover die legs as well as the chest.
The additional energy cabling required to operate the leg armour
can be seen in the example illustration while the chest coils
are enclosed by armoured plates. The old armour had deliberately
placed these coils on the outside to help keep the armour cool,
but more efficient coolers in the Mark 2 did away with this necessity.
The back pack retains the old shape but is now much more efficient
and contains all the extra equipment needed to maintain life-support,
air recycling, fluid recovery, and the various automatical medical
functions which have remained common to Space Marine armour ever
since.
The helmet is now fitted with automatic sensory devices developed
in the Martian workshops. These consist of exterior sensors which
gather visual and audio stimuli from the immediate environment
- effectively functioning as eyes and ears. The information gathered
in this way is processed by a computer brain and then transmitted
directly into the wearer's mind by a neural connector. The practical
result for the wearer is that he appears to see and hear quite
normally, but he can also see infra-red and ultra-violet light,
and hear a wider range of sound frequencies. The wearer is also
able to selectively enhance a visual image or sound should he
wish.
If exposed to blinding lights or deafening noises, the computer
processor acts as a safety valve and dampens down the stimuli
preventing damage to the Space Marine. This sort of armour was
used throughout the Great Crusade. Many maintain that it is the
most efficient of all Space Marine armours, although its overlapping
plates are notoriously difficult to repair. Actual examples of
this amour, much repaired and carefully maintained, are still
used in small numbers by many Space Marine Chapters.
MARK 3
The Mark 3 armour variant dates from the inner-galactic wars between
the Emperor's forces and the inhabitants of worlds close to the
galactic core, which included many of the Squat Homeworlds, not
all of which were entirely pleased to find themselves the object
of galactic reconquest. Mark 3 armour was never intended to replace
Mark 2, but to provide an optional heavy armour type suitable for
fighting on board spacecraft and in tunnel complexes. High casualties
suffered during early battles had shown the need for such armour.
Mark 3 therefore placed considerable emphasis on frontal protection,
while the rear armoured plates were lightened to compensate. This
armour was reckoned ideal where cover was minimal and combat was
a matter of frontal assault.
The suit itself is a highly modified Mark 2 with the addition
of fixed armour plates to the body and limbs and a new heavy armoured
helmet. The sloping plates of this helmet were intended to deflect
shot to the left and right, and was to inspire the Mark 4 and
6 helmet designs. No Space Marine forces were ever equipped solely
with this mark although many modern Chapters still use Mark 3
armour for boarding actions and tunnel fighting.
While a successful solution to a specific need, Mark 3 armour
is too clumsy and uncomfortable for everyday use. As the most
visually brutal of all Marine armour, it is sometimes used as
a basic uniform for ceremonial guards. Mark 3 armour is sometimes
called the Iron Suit or Armorum Ferrum in recognition of its great
strength.
MARK 4
The Great Crusade lasted for approximately 200 years at the end
of which came a period of political consolidation. The Space Marines
were now scattered far and wide throughout the galaxy, many serving
as garrisons rather than as campaigning armies, and their size was
scaled down to reflect this new role. Much of the equipment of the
past was rapidly wearing out, including the old Mark 2 and 3 armour
suits produced on Mars. While some Marine Chapters chose to continue
local production and maintenance, the Martian factory hives of the
Adeptus Mechanicus set about producing a new variant. This was to
be the Mark 4 or Imperial Maximus Suit.
The main change was to abandon the separate abutting plates
in favour of larger inflexible armour casings incorporating the
flexible joints originally developed for the Mark 3. The result
was only marginally less mobile than the earlier type and considerably
easier to produce and maintain. Technical secrets uncovered on
newly conquered worlds enabled the Martians to develop a more
efficient armour, improving the quality of protection and reducing
the weight of the suit at the same time. Improved armouring of
the power cables enabled the main arm and chest supply to be safely
relocated on the exterior of the armour, while use of new material
also allowed the size and number of cables to be reduced.
The helmet is an entirely new type, the basic shape inspired
by the sweeping front of the Mark 3. In earlier armour the helmet
is fixed and the wearer's head is free to move inside. In Mark
4 and later versions the helmet is not fixed but moves with the
wearer's head. This facility reflects the constructors' increasing
experience with neural connector gear and the use of new materials
which flooded into the Martian workshops as the Great Crusade
progressed. Mark 4 armour was designed to be the ultimate and
final type of Space Marine armour, able to offer the best protection
in a variety of conditions. The Martian factories were turned
over to its production and many of the Space Marine armies were
entirely or partially re-equipped.
MARK 5
The general issue of Mark 4 armour was only half complete when the
Horus Heresy broke out. This threw the entire program of supply
into turmoil. In fact many of the most recently supplied Chapters
were to turn against the Imperium while many loyal Chapters were
forced to continue with older variants, and the confusion was considerable.
The Space Marine armourers (Techmarines and Artificers) had hardly
got used to the new armour and many were as yet unable to maintain
it properly let alone duplicate it as was originally intended.
With the Mark 4 newly in service the need for large numbers
of spares had not been anticipated, so that suits quickly became
unusable due to quite minor battle damage. It was soon found that
the new and rather specialised materials used in the construction
of the Mark 4 were unavailable locally and this increasingly became
a problem as Chapters moved from battle-zone to battle-zone. The
Imperial forces were soon forced into a fall-back position. Production
of Mark 4 armoured ceased, and a new type of armour was designed
almost literally over-night. This was the Mark 5 or Heresy Suit.
The Mark 5 used as many pre-Mark 4 components as possible. Large
stocks of these existed and the Marine Artificers were already
familiar with their application. Once supplies of the new materials
used in the Mark 4 armour dried up it became necessary to re-use
older substances. In the illustration the lighter chest, arm and
leg cabling of the Mark 4 has been replaced by older and heavier
style cabling made from more readily available materials. However
the cables are now exposed because they are too bulky to fit under
the new style chest plate. This was to prove, a consistent weak
spot in the design leading to the fitment of all kinds of improvised
chest armour.
A distinguishing feature of the Mark 5 armour were the heavily
studded armour plates. This was an attempt to reinforce the Mark
4 pattern plates when inferior materials were used due to lack
of the proper supplies. An extra skin plate was fitted around
the armour using molecular bonding studs. The extra weight was
considerable, especially if a further chest plate had been added,
leading increased pressure for energy from the power pack. As
a result the wearer either had to turn up the power output ad
suffer intolerable heat build-up, or leave the power apply as
it was and accept reduced power levels.
The helmet type illustrated is a spin-off from the development
program, an early type of preproduction helmet, sharing the same
type of auto-sense components as contemporary Terminator suits.
Being something of an improvised stop-gap, it is common for Mark
5 suits to vary a great deal. Where Mark 4 helmets, armoured plates
and cabling were available these were often used.
Despite its inauspicious origin the Mark 5 armour proved remarkably
durable and equally importantly it was easy to produce and maintain.
Huge quantities were shipped out to Space Marine Chapters during
the Heresy, including to Chapters which subsequently went over
to Horus. As Horus's own supply position became tenuous Mark 5
suits were scavenged from fallen enemies and used by his forces.
After the Heresy most of the Mark 5 suits were broken up or dismantled
to provide spares. Few Chapters maintain examples of the design,
preferring perhaps to forget the dark days of the Heresy. Renegade
Space Marine Chapters may still be equipped with this armour.
MARK 6
At the same time as production of Mark 4 armour ceased, work began
on a long term development program to replace the Mark 4 with a
more durable type. The Mark 5, or Corvus Suit, was only ever perceived
as a stop-gap design. The weapon development workshops on Mars began
to experiment with a mixture of new and old technology, making the
newer materials more durable where possible.
A notable feature of the resulting armour types (Marks 6 and
7) is the provision of dual technology circuits. These permit
relatively rare or sophisticated functions to be temporarily replaced
or repaired using common or very simple technology. Although development
was incomplete the new armour was rushed into production while
the forces of Horns advanced throughout the Terran solar system.
Hastily equipped Space Marines wore the new style Mark 6 armour
into battle while the development laboratories were disassembled
and prepared for transfer to Earth. During the Martian campaign
forces of Horus eventually overran the production facilities for
Space Marine armour and soon began to manufacture new suits for
their own use. Consignments were distributed to other forces elsewhere
in the galaxy so that this new type of armour became quite widespread.
Distinguishing features of the Mark 6 armour are its relatively
clean appearance due to rehousing the main power cables under
the armour plates. The exterior chest and arm cables are duplicated
under the chest plate and automatically isolated from the main
system if damaged - thus providing a failsafe and overcoming the
vulnerability of the Mark 5. The helmet is an improved version
of the Mark 4 rather than a new type, although a new type was
under development and was to be used on the Mark 7. The left shoulder
armour retains the same construction method as the earlier Mark
5 and for the same reasons. Where supplies of material were short
it is the right side of the warrior which needs to be better protected
while he fires his weapon, thus the left side could be most easily
replaced by slightly less effective plates. The need to economise
in this way was very real at the time. Later the studded pad became
associated with the Terran campaign and the final heroism of the
Space Marines so that it became a traditional emblem of those
days.
MARK 7
While the final battle for Mars was underway the Imperium, realising
that the planet would eventually fall, set about duplicating the
munition production lines back on Earth. The armour development
teams from Mars were transferred wholesale to continue the development
program and incorporate their latest work into a new armour type.
As Horus's forces finally overcame the defenders of Mars new Mark
7 armoured suits started to reach the Space Marines on Earth and
the Moon. Mark 7 represents the fulfilment of the new design program
which was really only half complete in the Mark 6. In fact, so effective
was the Mark 6 that both types continued in service thereafter and
many Chapters chose to continue with their old armour rather than
adopt Mark 7.
The main improvement is the newly designed chest plastron which
covers the chest and arm cabling. This bears the eagle device
and gives the armour its common name of Armorum Impetor or Eagle
Armour. The other main difference is the abandonment of the studded
right shoulder piece and the substitution of the new helmet for
the old Mark 4 derived model. Improvements were made to the knee
joint articulation, but this modification had already been incorporated
into many of the later Mark 6 suits. On the whole it is fair to
say that Mark 7 represents the final development of Mark 6 and
that the two sets of armour have a great deal in common. Parts
from one are readily interchangeable with parts from another,
so that a Mark 7 helmet will fit a Mark 6 suit and vice versa.
CHAPTER VARIANTS
The 7 basic marks of Space Marine armour were all developed up to
and during the period of the Horus Heresy. During the production
history of each mark various improvements were incorporated in the
light of field experience. Thus there is a certain variation even
within each mark although this is usually limited to the types of
material used rather than to stylistic changes.
Following the end of the Heresy much in the Imperium changed,
including the organisation and number of the Space Marine Chapters.
Whereas up until this time there had only been twenty Chapters,
henceforth the huge pre-Heresy forces were to be broken up into
many smaller Chapters. The new Chapters that were founded were
equipped with whatever suitable armour and weaponry was available.
For the most part the armour used was either Mark 6 or 7, but
with a fair sprinkling of older types.
Since that time each Chapter has largely taken over the production
of its own equipment. That is not to say that every Chapter produces
every single item of hardware that it uses. Some Chapters trade
items with other Space Marine Chapters, or they commission work
from local fabricators. This latter option is especially common
where chapters hold the governorship of the world they live on
- in which case the planet is effectively owned by the chapter
and its resources can be organised by the Space Marines as they
wish. In other Space Marine Chapters supplies are purchased through
the Adeptus Mechanicus.
MARINE ARTIFICERS
Within each Chapter Space Marine armour is maintained by skilled
Marine Artificers. These are not Space Marines, but highly trained
and dedicated servants who spend their entire lives working for
the Chapter. Artificers are just one of the many types of 'civilian'
servants who work for their Space Marine Masters. In some Chapters
these Artificers traditionally work together in a single huge workshop
and their products are distributed amongst the Space Marine chapter
as a whole. In other Chapters individual Artificers are the personal
servants of either a Squad of 10 Marines or an individual officer.
These Artificers are very proud of their Space Marine masters, considering
the status and reputation of their unit or officer to be of the
utmost Importance. In their turn the Space Marines are equally proud
of the Artificers whose fine workmanship adorns their armour and
weapons. Over the history of a Chapter especially talented Artificers
become famous and justly celebrated, and examples of their work
are much sought after.
In many Chapters it is traditional for Artificers to come from
special families, and for fathers to pass on their skills and
position to their sons. In other Chapters the position is open
to all, but involves a long period of apprenticeship to an older
Aitificer.
The Artificer's job is to decorate and maintain the Chapter's
armour and weapons. In fact, the Chapter also is Engineers and
Techmarines whose role is to manufacture much of the equipment,
so the Artificers are involved more with decoration, engraving,
customising and modifying the basic equipment. For example, when
a Space Marine earns a combat honour it is the Artificers who
make the honour badges and fasten them on to the Marine's armour.
Similarly, the Artificers make rank badges, long service badges
and other marks of distinction that are used by their Chapter.
Older types of armour are associated with the past history of
many Chapters and often with the deeds of heroic individuals.
Artificers will carefully hunt down examples of ancient armour
to use as the raw material on which they can engrave honour marks
or purely decorative features. Such pieces will be lovingly restored,
often plated with silver or gold, and then painstakingly engraved
with naturalistic scenes, abstract designs or Chapter badges.
A piece of armour that can be shown to have belonged to an old
Chapter hero is valued above all others. As successful Space Marine
Officers are often presented with ancient pieces of armour, a
single armoured plate or helmet might have a long and famous history
and could have belonged to a whole succession of Space Marine
heroes and been worked on by many famous Artificers.
INDIVIDUALISED ARMOUR
As well as resurrecting old pieces of armour for notable Space Marines,
the Artificers also decorate new armour and modify armour to suit
particular individuals. Only Space Marines earning some kind of
reward or honour would be given such items. As a result of their
efforts over the many thousand years the Chapter has been in existence,
it is quite common to find suits which combine elements of the different
marks as well as quite unique suits which have customised armoured
plates or helmets.
Some Chapters reserve such armour for special individuals, officers,
or high ranking commanders. There is no fixed rule on this, it
is a matter of Chapter tradition and preference how such armour
is used. However, it is generally the case that very high ranking
officials inherit special suits of armour, which they may then
combine with their own existing suits so that their individual
honours or personal pieces of armour are retained when they are
appointed to a new position.
TOUGHNESS INCREASE
TACTICAL SQUAD COLOUR SCHEMES
- Marines of the First Company
- Ultramarines
- Blood Angels
- Dark Angels
|
WD 159 |
Space Marine & Eldar Scouts |
| Issue |
Article |
| WD 166 |
Space Marines: Codex Imperialis Extract - Legions of Adeptus
Astartes
- Chapters
- Origins
- The First Founding
- Founding Chapters
- Chapter Organisation
- Fighting Units
- The Physique of a Space Marine
- Special Marines
- Techmarines
- Librarians
- Apothecaries
- Chaplains
- The Primarchs
- 'Eavy Metal: Dark Angel Space Marines Tactical Squad
- Space Marines Army List
- Space Marines
- Techmarine
- Servitors
- Chaplains
- Apothecary
- Librarian
- Space Marine Scouts
|
| WD 167 |
Space Marine Dreadnoughts (by Andy Chambers, excerpted
from WD 167)
Dreadnoughts are huge fighting machines which stand two or three
times the height of a man and weigh several tons. As they stride
into battle, incoming fire spatters like rain off their thick
ceramite hide, fiery death roars from the myriad of weapons mounted
on their towering hulls and their great metal arms crush and smash
through anything in their path. No serious assault can begin without
a wave of Dreadnoughts to first drive a wedge through the enemy's
defences.
Dreadnoughts are often mistaken for robots or very large armoured
fighting suits. In fact they are similar in design to both and
yet the same as neither. Dreadnoughts are quite unique because
each one contains a single sentient creature whose nervous system
is permanently interfaced with the electro-fibre bundles and magna-coils
which form the machine's 'muscles', enabling it to walk and balance
with the ease of a living creature. It is a sentient creature
that stares out through the machine's crystal lenses and which
motivates the machine's metal limbs. Once a creature is interred
inside Dreadnought armour it cannot leave its metal womb and still
survive; it is destined for a life of endless battle until its
walking tomb is destroyed.
The Space Marine Dreadnoughts are possibly the most ancient Dreadnought
design, with some machines dating back tens of thousands of years
to the Age of Strife. Dreadnoughts are complex machines, requiring
special materials and skills to construct and all Space Marine
Dreadnoughts are revered in themselves because the art of their
construction is almost lost. The operator of each Space Marine
Dreadnought is not an ordinary Space Marine, he is one of the
Old Ones - a heroic Space Marine warrior mortally wounded in battle
long ago and given the honour of continuing to serve the Emperor
as a deathless, living Dreadnought. The Old One's body lies curled
in a foetal position inside the Dreadnought's shell with his nervous
system linked directly to the machine's systems. In this way the
Old One is reborn into a body of metal which has become his sarcophagus.
The memories of some of the Old Ones may extend back tens of
centuries to the founding of their Chapter and its earliest history.
Thus they are revered by the other Space Marines not just as potent
warriors but also as ageless forebears and as a living embodiment
of battles fought long ago. The Dreadnoughts that still survive
are carefully maintained and repaired when necessary. If a Space
Marine Dreadnought is destroyed in action the Space Marines will
fight with righteous anger to retrieve the shell so that they
may lay its occupant to rest in the Chapter's mausoleum. The Dreadnought
armour itself will be repaired and prepared for another dying
Space Marine who will become an Old One to future generations.
Like most Dreadnoughts, Space Marine Dreadnoughts have variable
configuration weapon mounts on their arms. This facilitates easy
conversion of the Dreadnought to a number of different weapon
fits according to different tactical situations. The weapons mounted
on the Space Marine Dreadnought are superficially similar to heavy
weapons carried by Space Marines or Space Marine Terminators.
However, Dreadnought weapon systems are superior in a number of
ways because of their sturdier construction, increased ammunition
capacity and improved targeting systems. These improvements are
partially subsumed into the Space Marine Dreadnought's ballistic
skill and its ability to move and fire heavy weapons, but in addition
to these the following special rules apply to Space Marine Dreadnought
weapons.
Assault Cannon and Storm Bolter
The most frequent causes of jams for sustained fire weapons like
assault cannon and storm bolters are faulty ammunition, overheating
components or empty magazines. The Space Marine Dreadnought features
a large ammo hopper holding many thousands of rounds of ammunition
for its sustained fire weapons. This is combined with a liquid
nitrogen cooling system and a flexible powered ammo feed which
literally pushes rounds into the weapon and extracts any dud rounds
before they can block the breach.
Missile Launcher
Though some older Space Marine Dreadnoughts carry a normal missile
launcher, most have been upgraded to carry a specialist salvo-firing
launcher capable of launching up to three missiles simultaneously.
Unfortunately, the launcher has a slightly temperamental guidance
system which occasionally locks on to only some, or none, of the
extra designated targets. However, the masters of the Space Marine
Chapters generally consider the extra firepower supplied by the
launcher a worthwhile trade off.
Multi-Melta
A normal melta weapon fires a fairly tight stream of energy which
strikes the target and instantly super heats it to a point where
it vapourises explosively. The Space Marine Dreadnought mounts
a multi-melta with a variable focus, allowing it to broaden the
energy beam. This sacrifices range and power to burn a wider area
more thoroughly. This is particularly useful when fighting at
close quarters against large groups of troops.
Twin Lascannon
A common Space Marine Dreadnought weapon is a twin lascannon
mount for destroying vehicles and fortifications at long range.
The twin lascannon weapon system features a sophisticated scanning
system which can separate and identify the different components
of a target. This system allows the Dreadnought to adjust its
aim with pinpoint accuracy to strike the desired component.
Power Fist
Power fists mounted on Space Marine Dreadnoughts incorporate
extra power servos so that they can grip and then rotate to tear
pieces off the target. This is most useful for ripping apart vehicles,
inflicting catastrophic damage on the component attacked.
- 'Eavy Metal: Blood Angels Space Marine Dreadnought
- 'Eavy Metal: Space Marine Predator
- 'Eavy Metal: Space Marine Blood Angel Devastators
- 'Eavy Metal: Blood Angels Space Marine Death Company
- Space Marine Dreadnought Datafax
- Space Marine Predator Datafax
|
| Bridge of Death: Battle Report - Space Marines (Blood Angels
and Ultramarines) vs. Orks |
| WD 168 |
Assault Squads: Space Marines
- 'Eavy Metal: Ultramarines Space Marine Assault Squad
|
| WD 174 |
The Razorback (by Rick Priestley, excerpted from WD 174)
The Razorback is a Rhino variant designed to speed into battle
escorting other Rhinos and squads of Space Marines. As it smashes
through the enemy lines, a turret mounted lascannon blasts apart
enemy Dreadnoughts and tanks, while twin plasma guns fire gouts
of flaming death. After neutralising hostile armour, the Razorback
can then deploy a combat squad of Space Marines to mop up any
survivors and secure the area.
The Space Marine Rhino is one of the most common vehicles in the
armouries of the Imperium. Wherever Imperial forces clash with
their enemies their commanders call upon Rhinos to carry their
troops to the battlefront rapidly and in relative safety. Unfortunately,
these vehicles are vulnerable to enemy heavy weapons as the Rhino
is only armed with boltguns and often has difficulty rooting out
these support units.
The weapon forges of the Adeptus Mechanicus have several Standard
Template Constructs (STCs) for variants of the standard Rhino
APC chassis. Many STCs have been lost over the millennia and the
Adeptus Mechanicus constantly hunts down knowledge of long lost
STC databanks. Of the few Rhino variants that remain, each one
fills a specific purpose on the battlefield, such as providing
artillery support, or mounting a close range demolition cannon.
One of the most successful variants is the Razorback. As far
as the Adeptus Mechanicus is concerned the Razorback is a relatively
new addition to the armies of the Imperium. The STC for the Razorback
was recovered about five millennia ago by the Chief Artisan Tilvius.
Tilvius led a quest in the 36th millennia after the Inquisition
uncovered rumours of an actual working STC databank. Tilvius'
quest scoured the far reaches of the galaxy, he checked planet
after planet, questioning everyone from planetary governors to
the lowliest menials, Tilvius left no stone unturned. Tilvius
never found the STC databank, he returned to Mars after three
centuries of searching, an old man who wanted to see the red sands
of his homeworld once more before he died. But his quest did recover
several of the much sought after STC print outs. For the most
part they were simple machines and factory tools, but the undoubted
jewel in Tilvius' collection, the crowning achievement of Tilvius'
quest was the recovering of the STC for the Razorback. After initial
trials by the Adeptus Mechanicus proved it successful, the Razorback
was immediately put into production by Forge Worlds all over the
Imperium and is now standard issue for all Space Marine Chapters.
The Razorback is used in a fire support role, escorting Rhinos,
or units of Space Marines. The Razorback has a turret mounting
for a tank-busting lascannon and twin linked plasma guns. Once
the Razorback is in position the Rhinos can deploy their Space
Marines into cover. Then the Rhinos withdraw whilst the Razorback
remains to provide vital heavy weapon support and cover the Rhinos
retreat. The turret-mounted lascannon can deal with any enemy
vehicles or Dreadnoughts, while the plasma guns prevent enemy
infantry and light vehicles from straying too close. With the
ability to carry five Space Marines, the Razorback can be used
as a mobile command centre or simply to carry a combat squad to
the front line.
- 'Eavy Metal: Space Marine Razorback
- Data Card
|
| WD 177 |
The Yellow Jackets: GD '94 Space
Marine Chapter Design Competition Winner
|
| WD 180 |
A Bitter Harvest: Battle Report - Orks
vs. Howling Griffons Space Marines
|
| WD 181 |
Space Marine Terminators: Tactical Dreadnought Armour
|
| WD 182 |
Space Marine Dreadnoughts
- Dreadnoughts
- Old Ones
- An Eternity of War
- Dreadnought Weapons
- Sustained Fire Weapons
- Power Fists
- 'Eavy Metal Space Marine Dreadnoughts: Badges & Banners
- Data Card
|
| WD 185 |
Space Marine Whirlwind: Rhino Variant
- Fast Support
- Lethal Firepower
- Whirlwind Multi-Launcher: Fragmentation Missiles
- Indirect Fire
- Army List - Support Section
- 'Eavy Metal
- Lord Macragge, Master of the Ultramarines
- Techmarines
- 'Eavy Metal: Space Marine Company Standard Bearer
- Datafax
|
| WD 197 |
For They Shall Know No Fear: Developing a Space Marine
Chapter
- Genesis
- Baptism
- 1994 GD Competition: White Panthers
- 1995 GD Competition: The Falcons
- Chapter Symbol
- Colour Schemes
- Crusade Armies
- Army Badges
- Crusade Badge
- Become an Inquisitor: Founding Legions
- Iron Hands
- Permanently Scarred: Survivors of Second Tyrannic War
with Hive Fleet Kraken
- Salamanders
- Special Characters
- Specialisation
|
| Issue |
Article |
|
Citadel Journal 45 |
Space Marine Archive
- Characters
- Armour Variants
- Terminators
- New Terminator Rule: 5+ Invulnerable Save
- Grey Knight Terminators: Chapter Approved Rules
- Shoulder Pads and Accessories
|
| Space Marine Name Generator |
| Hele's Last Stand: Scenario for Space Marine Defenders |
|
Genesis of a Chapter: Space Marines
- How to Create a Chapter
- Shadow Falcons Chapter
|
| Issue |
Article |
|
White Dwarf 297 |
And They Shall Know No Fear:
A preview of the revised Codex: Space Marines. |
|
White Dwarf 298 |
Creating a Space Marine Chapter:
Some guidelines for designing your own Space Marine Chapter. |
|
White Dwarf 303 |
Index Astartes: Deep Strike:
A close look at the history of Terminators and Tactical
Dreadnought armor. |
| Issue |
Article |
|
White Dwarf 181 |
Space Marine Razorbacks
- History
- Battle Tactics
- Army Cards
|
|