UA Military: An overview(Work in progress, long thread.)

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Underwater Asylum
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UA Military: An overview(Work in progress, long thread.)

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

OGRYNS IN THE IMPERIUM
Ogryns are among the largest and most powerful of the Abhuman breeds yet discovered - only the Minotaurs, a strain of giant Beastman, can match them for sheer destructive power. The bulk of Ogryn worlds were originally prison planets, and when these worlds were brought back within the Imperium after the Age of Strife, the harsh planetary conditions were found to have wrought a particular pattern of changes upon the inhabitants.
Obviously, those planets which are selected for use as prison worlds have no better use to the Imperium; they are generally barren, and lacking in native food species. They are harsh environments, and those who survive there must be unusually resilient.
EVOLUTION AND PHYSIOLOGY
Ogryns evolved on planets with harsh environments, little food, and some hostile life-forms of animal and lower intelligence. The physical traits displayed by Ogryns are a direct response to environmental demands.
Firstly, their size and strength. Ogryns are generally half as tall again as the average Human. They are more heavily built, even in proportional terms, with a muscle mass to height ratio almost twice that of a Human. Their bones are heavy, and their skin is thick, with few sensory nerves.
This build is largely a response to hostile native life-forms; the Ogryn has become large enough to fight most native predators and win, using the improvised and primitive weapons which are the only defence available on a prison planet. It also suits the Ogryn for a predatory role, relying on size and strength to overcome prey.
Secondly, their digestive system. In response to the generally barren nature of their home planets, Ogryns have developed a digestive system which is capable of deriving nutrition from almost any organic substance. Their capacity for eating - far in excess of that of a normal Human - derives from the need to eat everything available when food is found, and store it against the long fast until more food is discovered.
Finally, their intelligence. On their home planets, the constant struggle to survive and find food leaves no time for any other activity, and the Ogryn brain has undergone a degree of atrophy. They are often thought of as stupid by normal Humans, and indeed their intelligence and reasoning capacity is lower. However, their brains are attuned to survival - fighting and eating - to such a perfect degree that, on their own terms, there are few races in the known galaxy that can match them.
APPEARANCE
The basic appearance of an Ogryn is that of an oversized and coarsely-formed Human. They stand 2.5-3 metres tall, and are very heavily built by Human standards. Limbs are short and heavy, and hands are large and clumsy-looking.
Ogryns have large heads - the thick bone of the skull often makes them look disproportionately large by Human standards - with heavy, prominent jaws. It is common for the lower canine teeth to grow into protruding tusks. Fighting is natural to Ogryns, and even the friendly altercations they have among themselves can lead to minor injuries. Ogryns are almost always heavily scarred, and broken teeth are common.
There is some variation on the basic Ogryn physique, according to homeworld. Ogryns from the planet Skraag (Imperial designation Beta-Entebes III) tend to be taller and rangier than other Ogryns, with a distinct yellow-brown tinge to their skin owing to the high concentration of volcanic sulphur dust in the atmosphere; they are also renowned for their highly distinctive smell. On the other hand, Ogryns from Ugglob (Imperial designation Dranno IV) are shorter and stockier, with larger heads. The high humidity of this planet's atmosphere has led to Ugglob Ogryns developing an astonishing range of warts and other fungal disorders.
The majority of Ogryns cultivate an appearance which is in keeping with the mediaeval level of technology of their homeworlds; skins, coarse cloth and chain mail armour are common, as is the practice of body-painting, tattooing, and ritual scarring. Hair varies in coarseness and colour, and many Ogryns are completely bald. Those who are chosen to lead Ogryn squads in the Imperial Guard often adopt military styles, with short hair, heavy boots and fatigue-style trousers. Some will have their unit badge tattooed onto their chests, along with victory and devotional symbols, such as Imperial eagles, skulls and crude copies of other Imperial insignia. Like other Imperial Guard troops, Ogryns are enthusiastic collectors of battle badges, but lacking helmets they often attach them directly to the thick bone of their skulls.
Ogryns have scant regard for hygiene by normal Human standards, and the phrase 'downwind of an Ogryn' is widely used to describe atmospheric contamination and other malodours. Most Ogryns are infested with parasites of various types and sizes, and certain species are actively cultivated as pets and emergency food stores. Some of these parasites are very large - the Scorathian Armpit Louse, for example, is the size of a Terran rat, and is bred and traded among the Ugglob Ogryns and others with whom they come into contact. Races and fights involving these creatures are a common off-duty pursuit, with up to a day's rations being bet on the outcome.
The Ogryns have been known to produce mutants - although some argue that they are mutants to begin with. On the basis of Imperial studies to date, the probability and extent of mutation appears to be almost exactly the same as that for normal Humans. It is rare in the extreme for an Ogryn to develop psychic powers.
OGRYNS AND THE IMPERIAL CULT
While the finer points of the Imperial cult probably escape most Ogryns, their devotion to the Emperor is beyond question. Ogryns in the Imperial Guard, in particular, have an almost childlike faith in the Emperor, perceiving him as an all-knowing, omnipresent force who watches their every move on the battlefield, handing down orders personally through the chain of command. The highest praise to an Ogryn is to tell him that the Emperor is pleased with him. Coupled with their natural love of fighting and contempt for pain and danger, this faith in the Emperor makes Imperial Guard Ogryns capable of apparently insane acts of bravery.
During the wars of the Horns Heresy, Ogryns served to great effect in the Imperial Guard forces of both sides. From the records that are still available, it seems that those who fought for Horus had been told that they were fighting for the Emperor, and that the Loyalists were in fact traitors.
Ogryns are particularly impressed by the Commissars of the Imperial Guard, whom they regard as being in constant touch with the Emperor himself. An Ogryn will always show a Commissar the utmost respect, enquiring endlessly about what the Emperor thought of various things the Ogryn has done and even offering the Commissar his own ration to gain favour.
While the Commissars normally confine their attention to the Human officers of an imperial Guard force, there have been occasions, in forces with a particularly strong Ogryn presence, when an Ogryn platoon has had a Commissar of its own. The presence of a Commissar will inspire Ogryns to outstanding acts of reckless courage and self-sacrifice - after all, as they reason, if they have a Commissar with them, then the Emperor must be watching them even harder than usual.
Some Imperial Guard Commissars have made a speciality of dealing with Ogryns, and have come to understand their psychology and motivations as much as any normal Human ever can. These so-called Ogryn Commissars' are sometimes regarded with disdain and suspicion by their fellows, who are suspicious of the Ogryn outlooks and mannerisms that they have acquired from their close contact with these huge Abhumans.
OGRYNS IN IMPERIAL SERVICE
Like other Abhuman breeds, Ogryns have been taken into the service of the Imperium, finding niches where their natural talents and tendencies may be put to the best use. In the case of Ogryns, this is almost exclusively in the Imperial Guard.
The Imperial Guard
Every inhabited world in the Imperium has to provide troops for the Imperial Guard, and the Ogryn homeworlds are no exception. Indeed, the lure of regular rations and adventure on worlds whose climates are seldom harsher than home is enough to keep millions of Ogryns flocking to join the Guard.
Ogryns generally prove to have an ideal temperament for service in the Imperial Guard. They keep to themselves for the most part, although they have a great respect for officers - and particularly Commissars - whom they see as close to the beloved Emperor. Ogryns have little in common with the other strains of Abhuman, but will co-operate with all other parts of the Imperial Guard. They can respect Beastmen for their ferocity and Squats for their hardiness, although they are never shy to point out their own superiority in both departments. Ogryns have mixed feelings about Ratlings; sniping is the lowest and most worthless form of warfare to the Ogryn mind, but on the other hand it can pay to keep on good terms with the supply and quartermaster staff, where many Ratlings serve.
Organisation
Ogryns do not follow the usual Imperial Guard practice of raising a whole Regiment from a single homeworld. Instead, they are attached to Guard Regiments of normal Humans, according to Administratum instructions. Imperial Guard Ogryn troops are invariably organised into squads of five, and all the Ogryn squads in an Imperial Guard Company are put in the field together, in the same way as a platoon of normal Human troops.
Each Ogryn squad has a Sergeant-Ogryn leader, who has been subjected to Adeptus Mechanicus brain-enhancement biochem, or BONE treatment (Biochemical Ogryn Neural Enhancement). Ogryn leaders are known as BONEheads, a title which they bear with considerable pride. BONEheads are able to be educated to a limited degree in small-unit tactics and the operation of equipment such as communicators and weapons like the ripper gun.
Within the Guard, Ogryns are restricted to their own squads, and do not normally rise above the rank of Sergeant. Even with BONE treatment, their minds are not suited to command of a force larger than a squad. Ogryns are sometimes modified into Servitors by the Adeptus Mechanicus, for tasks where their size is an advantage.
Equipment
Ogryns in the Imperial Guard are normally armed with the same primitive weapons that they use on their homeworlds. Large crushing and cleaving weapons such as maces, axes and even tree-trunk clubs are common.
They are trained in the use of grenades, but the normal grenade types are too small for their large, clumsy hands. Instead, they are issued with a specially-designed Ogryn frag grenade, which takes the form of a metal cylinder six to eight inchçs long and two to three inches in diameter, with a ring-pull arming mechanism at one end.
BONEheads may be issued with the Fragmentation Autogun (Ogryn), universally known as the Ripper Gun. This is a drum-fed, large-bore automatic shotgun firing heavy shot. Its limited range is no great disadvantage given the Ogryn preference for close assaults, and at short ranges its effects are devastating.
Armour varies widely. In general, the supply of advanced armour types in Ogryn sizes is limited, and most Imperial Guard Ogryns wear primitive armour brought with them from their homeworld. This is a mixture of chain, plate, and the hides of exceptionally resilient homeworld creatures, such as the Armidiliian Plate Lizard. Limited supplies of Ogryn-sized flak and mesh armour are available to some Imperial Guard Regiments, and this is generally issued only to BONEheads.
On the whole, Ogryns show a preference for armour which leaves the arms free to deliver 'a good, solid belt'.
Vehicles
For the most part, Ogryn platoons do not use vehicles, owing to their large size and incomplete grasp of technology. However, BONEheads do have the degree of intelligence required to drive a Rhino APC, and some units of the Imperial Guard have specially converted open-top Rhinos for transporting Ogryn squads.
Standards
Although they do not have Command Sections like other Guard troops, Ogryns often adopt unofficial standards of their own. These are usually carried by the Sergeant-Ogryn leading the platoon - and sometimes all the Ogryns in the platoon are fitted with back-banners. Banner designs vary widely. As well as copies of regimental standards, Ogryn banners may feature an image of the Emperor, portrayed as an Imperial Guard Commissar - a natural symbol of authority to the Ogryn mind. They also use tribal designs from their homeworlds.
In addition to their standards, Ogryns often mark successful battles or individual kills with tattoos, usually based on the symbols of their homeworld tribe. These may be simple stripes of colour, or small skulls, usually on the face or arms.
Service Outside the Imperial Guard
The vast bulk of Ogryns in Imperial service belong to the Imperial Guard, but it is not unknown for them to serve in other capacities. Like other Imperial Guard troops, Ogryns can be seconded to the entourage of a Rogue Trader, wearing a tabard bearing the Rogue Trader's colours and emblem in addition to their normal clothing and armour.
On some Imperial worlds, Ogryns are drafted into the Adeptus Arbites, since their strength, ferocity and imposing bulk make them effective on a psychological level as well as in actual conflict. Often in such cases the mere presence of Ogryns can prevent trouble or bring it swiftly to an end.
Planetary governors and other dignitaries sometimes employ Ogryns as bodyguards, having found that a squad of these huge Abhumans at one's shoulder can add a certain amount of authority to one's commands. Certain Inquisitors, too, will travel with Ogryn servants; these individuals will normally have received BONE treatment.
RENEGADE OGRYNS
It is known, but rare, for Ogryns to take the field against the Imperium. The use of Ogryns by Imperial Guard units serving Horns has already been mentioned, and on rare occasions Ogryns will serve with pirate or rebel forces. Once Ogryns have been recruited into the Imperial Guard, however, their basic training and indoctrination fills them with a simple but unshakeable faith in the Emperor, and revolt is practically unknown.
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 Molyno'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 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 superspace 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 were known as Ion Storms.
During the Age of Strife Molyno and the other planets of the Gaem solar system were unable to communicate with other worlds, but maintained contact with each other. For much of this period the government of Molyno held sway over the entire system, at other times Gaem III and II were dominant.
For much of the time the different worlds found themselves at war. During the 28th millennium Molyno 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 Molyno: 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 Molyno. 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 Molyno, and also on Gaem II and III which have Molyno-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 Gaem 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 Gaem II became the centre for munitions development. New types of armour were produced in great numbers in the 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 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 Gaem III. While some Marine Chapters chose to continue local production and maintenance, the 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 Mechanists 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 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 Gaem III 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 Gaem 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 toMolyno. During the Gaem 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 Gaem 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 Gaem III was underway the Imperium, realising that the planet would eventually fall, set about duplicating the munition production lines back on Molyno. The armour development teams from Gaem III 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 Gaem III new Mark 7 armoured suits started to reach the Space Marines on Molyno and Gaem II. 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.
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Underwater Asylum
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Post by Underwater Asylum »

Captain Worlak grunted with satisfaction as the gates of the fortress were blown to atoms and J Company advanced on the Traitor's position. Horren's assault platoon gunned their jump packs and flew forward into the gateway. It would all be over soon.

Worlak rubbed one band over his stubbled chin, automatically tracing the zigzag scars that were the mark of a Warrior of the Kratch. He bad feared that his 42nd Vorgarn would be assigned to some other duties because they were raised from the same homeworld as the traitor 38th, and had made sure that his superiors knew of the hereditary blood-feud between the Kratch of the 42nd and the Tarsh of the 38th. He had written long dispatches pleading for the duty of stamping the 38th out - to eradicate this stain upon the honour of the homeworld, to make a centuries-old cultural enmity serve the Imperial cause, and as many other arguments as be could muster

He did not, of course, mention his strongest reason - that the traitors of the 38th were led by Tarsh Mardik. Cultural enmities between units were accepted as natural, but personal vendettas between commanders could interfere with judgement, and were sternly discouraged.

A huge explosion announced that the citadel was taken, and Worlak burled his jetcycle up and forward, punching the comm into life as be did so. He had to find out.

"Horren. What news?"

"We have the command bunker, Captain."

"And?"

"We have saved the one you wish."

"Good. You will be rewarded."

"We are rewarded already, Captain Trezny." Horren used the Kratch word for a leader of warriors, with the highest honorific suffix. The Imperium was all but forgotten - this was a Vorgarn affair, and Horren was a Kratch warrior who was very happy with his leadership. The screams which could be beard in the background bore out his words.

Worlak strode into the wreckage of the command centre to find the traitor commander chained up, away from the bodies of his men. He paled visibly as Worlak took off his visored helmet, revealing the empty socket of his right eye.

"You!"

"Yes, Tarsb Mardik. Me." He stripped off his uniform jacket, and at his signal one of his men unchained the captive. The others bad begun to spread out into a loose circle around the two.

"It's been a long time, eh, Mardik?" Worlen drew the silver handled Kratch hunting knife from his boot. "What must it be - twenty-five years, Terra standard? I expect you'll almost have forgotten by now. But I never forgot. I have this empty socket to remind me." He dropped the knife on the floor of the bunker and backed away until the knife was exactly halfway between the two of them.

"You owe me an eye, Tarsh Mardik. And I've come to collect."

Simultaneously, the two men lunged forward for the knife.

INTRODUCTION
The Imperium is vast, and wars are constantly raging throughout the galaxy. Rebellions flare up and are crushed; Orks, Tyranids and other alien races attack on a thousand fronts; heretic prophets rise to brief glory and are destroyed; new worlds are discovered, claimed for the Imperium, and pacified. At times, it seems, the whole universe is at war.

Indeed, as far as the line troopers of the Imperial Guard are concerned, the whole universe is at war. The Imperial Guard makes up the vast bulk of the Imperial military machine; recruited from the planetary defence forces of the Imperium's millions of worlds, it is a huge military force of Humans and Aliens.

No one man knows the true size of the Imperial Guard, and only the huge Codex Exercitus, maintained on Terra by the highest ranks of the Administratum, contains the necessary data for such a calculation. There are some guesses and rumours - some say that if the whole of the Imperial Guard were paraded shoulder-to-shoulder they would cover the entire planetary surfaces of such-and-such a system, or stretch from Terra to such-and-such a star. The only thing known for certain is that the Imperial Guard is unimaginably vast.

Because of its enormous size, the Imperial Guard is also an incredibly diverse organisation. To define the configuration of every company and platoon, to describe every variation in troop organisation, equipment and tactics, would require a work many times the size of this one and the lifetimes of many scribes beside your servant who writes this. Of necessity, then, we must confine ourselves to standard-issue equipment, common troop types and conventional tactics.


An unofficial, but very common practice, amongst units of the Guard is the adoption of Battle Badges. These riveted circular metal plates are sold to Guardsman by their officers after major wars and battles The Battle Badge simply has the name of the action and date stamped onto it. The troopers are proud to display such records of their battles and the badges are fixed to helmets and body armour even taking precedence over official unit Insignia.

IMPERIAL GUARD REGIMENTS
The major unit of the Imperial Guard is the Regiment. Precise numbers vary, but most Imperial Guard Regiments are raised with a strength of 2,000-6,000 men. Each regiment is raised from a single homeworld, and the Imperial Guard trooper regards himself as belonging first and foremost to the Regiment rather than the Army to which it is assigned at its raising.

Regiments are identified by the name of their homeworld, and a number - for example, the 8th Necromunda Regiment is the eighth Regiment of the Imperial Guard to have been raised from the hive world of Necromunda at a particular raising. Regiments are often given unofficial names by their commanders; thus, the 8th Necromunda Regiment call themselves 'The Spiders', and use the symbol of a spider as an unofficial emblem. Their commander, Colonel Raeven Mortz, even goes so far as to keep one of the deadly Necromundan Greenback spiders as a pet and mascot.

COMPANIES
Regiments are divided into companies, which can vary widely in their size and composition. The company is the major tactical unit of the Imperial Guard. The heart of a company is composed of a varying number of platoons, and various specialist units and machines are attached to the company as need, availability and individual preference dictate - robots, vehicles, support weapons, ally contingents and the like.

PLATOONS
The Codex Exercitus gives the standard configuration of an Imperial Guard Platoon as a Command Section and up to four squads. A Command Section consists of an Officer (normally either a Captain or a Lieutenant), a number of specialist troops such as a Medic, a Commissars, an Orderly who may carry the platoon's standard, and perhaps an attached group of Sanctioned Psykers, in addition to rank-and-file Guardsmen. A squad consists of one Sergeant and nine Guardsmen, and is always attached to a Command Section. Imperial Guard squads always act as part of a platoon.

RECRUITMENT
Each of the populated worlds of the Imperium has its own planetary defence force, raised from among its population. The lex imperla de munimenta publica lays down that each planet shall raise and maintain a planetary defence force, and a further Imperial decree provides that these planetary defence forces shall provide recruits for the Imperial Guard.

Recruitment for the Imperial Guard creams off the elite of the planetary defence forces, according to a series of quotas set by the Administratum. Using a complex system of probability computations and battle forecasts backed up by the Imperial Tarot, the Administratum issues a requirement for troops, which is passed down to the Imperial Commanders of individual planets. The Imperial Commander can then formulate his population control policy for the next generation around the Administratum's requirement for Imperial Guard troops and his own requirements for labour.

Quotas are normally set each generation, but in times of great need, the Administratum may require a planet to supply two or more raisings from a single generation. During the wars of the Horus Heresy, for example, Necromunda was required to provide dozens of separate raisings, supplying the Guard with hundreds of millions of troops in total. Many hive worlds suffered similar burdens, while at the other end of the scale, many agricultural and feral worlds were almost entirely stripped of their meagre populations, and had to be left for several generations in order for their populations to recover.

Among the planetary defence forces, it is considered a great honour to be chosen for recruitment into the Imperial Guard. Many young hopefuls, especially on hive worlds and factory planets, flock to the planetary defence force in the hope of being found worthy of the Imperial Guard - their only chance of escape from their claustrophobic homeworlds.

Methods of recruitment vary according to the world involved. On hive worlds such as Necromunda, it is common to draft entire street gangs into the planetary defence force - in effect, to legitimise their activities and give them formal control of an area. The most successful of these - and some are so successful as to threaten the long- term stability of a wide area - are drafted as complete platoons or companies into the Imperial Guard. On feral and mediaeval worlds, the planetary defence force is recruited from the warrior caste by a series of trials and ordeals, and given names such as the Knights of the Star Lord or the Eagle Warriors. The greatest of these, chosen again by trial, may join the Warriors from the Stars when their great ships come out of the sky. Some feral-world warriors will commit ritual suicide if they fail to meet recruitment criteria.


Skinner felt good. Electricity seemed to come up through the street and flow through his body The Blood Rats were ranged out to right and left of him, and people were keeping off the street. Their street. Just like the old days.

It hardly felt any different - the old feeling was still there Even after eighteen months in the belly of a spaceship in basic training. Even though they were now officially the Second Platoon, F Company, 23rd Vintor Regiment, Imperial Guard. Even though Rubblebead was toting a missile launcher in place of his home-made bombs.

Even the uniforms were a good omen. A hundred- to-one shot, minimum. Owing to local dyestuff supplies in the Hoptor system, the uniforms were a rusty brown. The colour of dried blood. The colours of the Blood Rats.

Hoptor IV was a borne from borne. And the Blood Rats had some fresh turf to carve themselves out.


Particularly on feral worlds, the taking of scalps, ears, and other trophies is encouraged as an index of martial prowess. Trophy-taking is also common among hive world gangs, which are similar in many cultural respects to the tribal warbands of pre-gunpowder feral worlds. On Necromunda, for example, many gangs take the smallest finger of the right hand as a trophy. Trophies are all-important proof of martial prowess, and thus of worthiness to join the Imperial Guard.

An Imperial Guard Regiment is recruited from a single planet at a single raising. The Regiment is shipped to its posting after it is raised, but does not receive replacements for losses. Because of the vastness of the Imperium, and its huge population, it is rare for the transport of personnel to justify the huge costs, risks and time-lags involved. However, in many Regiments the Guardsmen's offspring are brought up within the Regiment, and are recruited when they come of age. Until that time, they perform menial and support duties, and may fight as a probitor unit alongside the rest of the Regiment, being fully inducted into the Regiment when they have proved themselves in battle.

Because of the lack of ongoing recruitment, it is common for Regiments to become severely depleted, and it is thought that a great many Imperial Guard Regiments are currently at less than half their founding strength. In some cases, such as the 22/4 Valeria, two or more Regiments serving on a world may be combined to form a new Regiment, which is given the name of the base world if its parent Regiments came from different homeworlds.

TRAINING AND DEPLOYMENT
Recruits to the Imperial Guard are already partially trained by virtue of their service with the planetary defence forces from which they are recruited. Advanced training, weapon cross-training and various drills take place during the long voyage from the Regiment's homeworld to their posting. Since it is Imperial policy to post Imperial Guard units well away from their homeworld in order to minimise the risk of revolt, these voyages can take months or even years. By the time an Imperial Guard unit arrives at its destination, it is a highly-trained and cohesive force, ready for almost any eventuality.

The Imperial Guard is most often deployed into war zones or on planets where a garrison is required. Garrison postings are seldom the easy tasks they may seem, for often an Imperial Guard garrison has to conquer a world, or recapture it from Orks or other aliens, before they can garrison it. Less common postings include attachment to the entourage of a Rogue Trader, and posting to a Titan Order as Secutor support troops.

A successful Regiment can look forward to being granted the overlordship of the planet to which they are posted. If the planet remains peaceful and meets all its quotas, the Regimental Commander may in time be rewarded with the title of Imperial Commander and the governorship of the planet, while substantial land grants maybe made to Guard veterans who retire from active service due to old age. In due course of time, the Regiment will become a hereditary nobility, almost indistinguishable from the now-peaceful native population. The descendants of the original garrison may well be recruited, first into the planetary defence force, and then into the Imperial Guard Regiments that are raised there.

Occasionally, the powers and responsibilities of office may corrupt a Regimental Commander who is appointed Governor of his garrison planet, and he may be tempted to rebel, as in the case of the 3rd Vorradion Regiment on Bradur IV. In such cases, Imperial justice is swift and total - less than a hundred days after the rebellion began, the governor's palace was assaulted by the Space Marines of 3 Company, Legio Astartes Blood Drinkers, with orders to take no prisoners and accept no surrender terms.

SUPPLY
A Regiment is supplied with weapons and other equipment at its foundation, and a Regimental Commander may request equipment from the Administratum for a particular task. However, since these requests can take some time to process and are by no means certain to be approved, many Regiments will take over factories and workshops on the world to which they are assigned.

Uniforms are supplied at the foundation, but are not replaced thereafter; it is the responsibility of the Regimental Commander to arrange the supply of such items, and in an old-established Regiment it is common for uniforms to vary from platoon to platoon. The basic pattern of the uniform will remain the same, as laid down by Imperial regulations, but its colour and material will vary according to what is available at the time. Thus, for example, a Regimental Commander may requisition a batch of material from a factory on the Regiment's posting world, and if only blue material is available, then the replacement uniforms will be blue.

TROOP TYPES
The Imperial Guard incorporates troops of many types and races. In addition to the standard, general-purpose tactical platoon, a wide range of individuals and units see service with the Imperial Guard.

ADEPTUS MECHANICUS
The Imperial Guard's equipment is serviced directly by the Adeptus Mechanicus and their Servitors. The Adeptus Mechanicus personnel and Servitors are directly responsible for the Guard's vehicles and are the custodians of all the Guard's support weaponry and equipment.

Servitors
Servitors are humans modified by the Adeptus Mechanicus, with the sole purpose of operating machinery. They are selected from various sources - the Penal Batallions, planetary reformatories, captured rebel forces and other sources of unwanted manpower - and then brain-scrubbed, physically adapted if necessary, and given intensive biochem and training. The result is less than human, but has vastly enhanced mechanical capabilities. Servitors are able to operate their machines without thought, by instinctive response resulting from their intensive training and modification, and a single Servitor can perform the functions of two normal crewmen.

COMMISSARS
On the battlefield, Commissars accompany the highest- ranking officers in an Imperial Guard force, encouraging bravery and devotion to the Imperial cause, and ensure that cowardice and vacillation are punished and their effects on the force minimised. Away from the battlefield, Commissars act as priests and advisors, conducting rituals, giving instruction and performing other duties to ensure firm adherence to the Imperial law. This does not necessarily mean that the religious or ritualistic practices of a platoon's cultural origins are forbidden. On the contrary, the Commissars are skilled at adapting such rites and making them an 'official' part of the Imperial Cult.

SANCTIONED PSYKERS
Not all psykers are killed out of hand or shipped to Molyno for training. Sanctioned Psykers are often attached to Command Sections of Imperial Guard platoons. These individuals have often led a bizarre life as fugitives, hidden by friends or tribal groups and always in fear of their lives. Consequently, they may manifest considerable eccentricity in their dress and behaviour. They are often afflicted with mutations, an enlarged cranium being particularly characteristic.

ASSAULT PLATOONS
Some platoons are specially trained for close combat; recruits from feral and hive worlds are particularly renowned for their ferocity in hand-to-hand fighting. These troops are drawn from the most ferocious and brutal feral-world tribes and hive-world gangs, and take great pride in their fearsome reputation. Ritual scars, facial mutilations and other identity marks characteristic of their homeworld culture are common - as they are throughout the Imperial Guard - and some assault troops invent their own platoon markings in addition, to add to their barbaric and fearsome appearance. The taking of scalps, ears and other trophies is common.

ROUGH RIDERS
On many undeveloped frontier worlds, with no properly developed communication system, the Imperium has found that horses provide the most viable form of transport. horses have been bred continuously since the early days of expansion into space for this very reason. Imperial Guard units from frontier worlds which have an equestrian military culture are often used more or less permanently as mounted scouts and foragers. These platoons of horse-mounted Guardsmen are known as Rough Riders.

Rough Rider units are sometimes issued with a nine-foot hunting lance whose head bears a shaped explosive charge. These are used for hunting big game on Feral Worlds - the quarry is driven to bay by troopers acting as beaters, and the officers draw lots to decide who will dispatch it with the lance - but they are also used by the Guard in battle. Rough Rider Lancers have proved particularly effective against riotous mobs and massed hordes of Gretchins and similar opponents; they can sometimes even produce a better result against heavier, power-armoured troops than the standard-issue lasgun of the Imperial Guard.

BEASTMEN
The Beastman breed of Abhuman is becoming increasingly common on the frontiers of the Empire, and sometimes whole planetary groups are populated by Beastmen. What they lack in intelligence, Beastmen make up in aggression and determination. They commonly have a simple but fierce devotion to the Imperial cult, fired by a desperate wish to atone for their sin of being born mutants by doing the Emperor's will on the battlefield. For Beastmen, the Emperor is portrayed as vengeful and proud, demanding tribute in the flesh and blood of his enemies. The borderline between this crude form of Emperor worship and the Chaos cult of Khorne is thin, and the Beastmen's limited intellect mean that some inevitably cross over to Chaos.

"Beastman bad. Bad Beastman. Dirty. Emperor no like. Beastman love Emperor. Give blood to Emperor Give heads to Emperor Say sorry."
- Packmaster Grasht, attached to 7 Company, 14th Gratanor Regiment

OGRYNS
Ogryns are large, powerfully-built Abhumans, thought to be descended from Humans marooned on prison planets long ago. They are valuable troops because of their strength, brutality and childlike devotion to the Imperial cult. However, their limited intellect can make them frighteningly unpredictable and erratic. Ogryn squads must be led by Ogryn leaders, who have received brain- enhancement surgery.

Owing to their size and basic intelligence, Ogryns are normally equipped with weapons that have been designed specifically for them - mainly low-technology weapons and primitive armour. Grenades must be specially made for the Ogryns' large hands, and take the form of large metal cylinders with a ring-pull detonator at one end. Ogryn leaders are often equipped with a weapon they have dubbed the Ripper Gun, a simple but effective drum-fed, large- calibre auto-shotgun firing canister scatter-shot.

RATLINGS
Halflings, the smallest Abhuman breed, are known by a variety of names throughout the Imperium, but the name that has passed into common usage within the bulk of the Imperial Guard is Ratlings. They are used mainly as snipers, and are not subject to the otherwise rigid platoon structures. they may operate as independent squads.

PENAL BATTALIONS
The Penal Battalions are drawn from Imperial Guard and planetary defence force troops who have committed capital crimes, and had their sentences commuted to life service. There are a great many capital crimes, so the supply of potential troops for the Penal Battalions is never-ending.

New troops have their heads shaved and tattooed with the unit insignia, and explosive slave-collars are put around their necks. The collars are a disciplinary device rather than a means of turning the troops into Human Bombs - the blast is directed inwards, and will have little effect on anyone standing even a few feet away. The collars are controlled by the Adeptus Mechanicus personnel accompanying the force, and are detonated sparingly, when discipline needs to be enforced without destroying the troops' morale.

Penal Battalions are a part of the regular fighting force of the Imperial Guard, and a commander who regards Penal Battalion troops merely as cannon-fodder and uses them wastefully is liable to end up in a Penal Battalion himself.


"There are those who undervalue the Penal Battalions. But they should consider this: should a man who has wronged the Emperor be allowed to wrong him further?For each man executed is a man who can no longer serve, and to fail in service to the Emperor is the greatest of sins."
- Leman Russ, Meditations on Imperial Command, Book XXI

HUMAN BOMBS
The troops sentenced to service in the Penal Battalions are there for life, and must live under a tremendous burden of guilt; for not only have they committed crimes, but in so doing they have betrayed the Emperor.

However, the Emperor in his mercy has ordained that Penal Battalion troops should have the opportunity to repent and atone for their crimes - hence, the Human Bombs.

Any Penal Legion trooper, mainly humans, may volunteer for service as a Human Bomb. In addition to his normal equipment, he is fitted with an explosive harness. The moment he dons the harness, he is absolved by the Emperor and the burden of his guilt is lifted. He also has a chance of freedom, for some of the harnesses are rigged not to explode - if he survives the battle, he is absolved and free.
Leader of the SCC. I also command a legion of monkeys.
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