Armies of the Imperium (1991) Chaos Lore

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SPECIAL SPACE MARINE COMMAND UNITS

Purge Psyker.
The Librarian can use this power to destroy an enemy psyker within 50cm. Purge Psyker can be used to attack an Eldar Warlock, Ork Weirdboy, another Librarian, or other living psyker but not a daemon, Chaos Android, Eldar Wraithguard or Eldar Dreadnought. Basically, Purge Psyker will affect anything not affected by Destroy Daemon and vice versa. Choose a visible target within 50cm and roll 2D6 to represent the strength of the Librarian’s psychic power. The enemy psyker rolls 1D6. If the Librarian's score is higher the enemy psyker is destroyed. If the enemy's score is higher there is no effect unless the score is twice that of the Librarian in which case the Librarian is destroyed by psychic feedback. If the scores are equal both players roll again.

Mind Blast.
The Librarian projects a blast of psychic energy which shreds the mind of living creatures. Choose a target within 25cm and roll a D6. On the roll of a 4, 5 or 6 the target is hit. No armour saving roll is allowed against a Mind Blast. A Mind Blast can be directed against a vehicle with a live crew and has the same effect as a normal hit - it is assumed the crew are slain and the vehicle wrecked. The Mind Blast can also be used against a Titan’s crew, in which case a D6 roll of 4 or more is required to penetrate any shields. If its shields are penetrated the Titan automatically sustains a hit to the head, representing damage to the crew. Work out damage to the head by rolling on the damage chart as normal. A Mind Blast has no effect on Robots as they obviously have no mind, nor on daemons or any daemon-like troops which are not flesh and blood living creatures. A list of the latter is given in the Destroy Daemon attack (below).

Destroy Daemon.
The Librarian unleashes a potent bolt of energy which focuses onto the nearest daemon. The bolt has a maximum range of 25cm and automatically strikes the nearest visible daemon stand or greater daemon. Destroy Daemon works against Eldar Avatars, as well as Wraithguard and Eldar Dreadnoughts, both of which contain the spirit of a dead Eldar. Destroy Daemon is also effective against Chaos Androids which contain a bound daemon. The Librarian player rolls 2D6 to represent his psychic power. The target piece rolls 1D6 if it is a daemon stand or Chaos Android, 2D6 for Wraithguard or Eldar Dreadnought, and 3D6 if it is a Greater Daemon or Avatar. If the Librarian's score is higher the daemon is destroyed. If the daemon’s score is higher then there is no effect unless the daemon’s score is twice that of the Librarian in which case the Librarian is destroyed by psychic feedback. If both scores are equal then the players roll again.


GREY KNIGHTS
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The Grey Knights are the most extraordinary Space Marine Chapter of all. Their secret headquarters is believed to be situated on an outer planet of the solar system, possibly Titan, but only the Inquisition knows its whereabouts for certain. The Grey Knights are daemonhunters, recruited because of their latent psychic talents or extreme psychic resistance, and their role is to provide the Inquisition with a potent fighting arm anywhere in the galaxy. The very existence of daemons and the Chaos Powers is not widely acknowledged outside the Inquisition, as to do so could cause universal fear and terror that would serve the purposes of Chaos only too well. Combat troops are generally kept away from daemonic forces, as few men who encounter these horrors face-to-face survive with their sanity intact. Ordinary Space Marines are too valuable to expose to such horror, although for those unfortunate enough to do so there is the prospect of selective memory removing surgery to ease the pain. Grey Knights are made of tougher stuff, men whose natural resistance protects them from daemonic presence or whose own psychic powers enable them to fight back.

Grey Knights are only deployed against daemonic forces as they are too valuable to risk against conventional enemy. Grey Knights may therefore only be used if you are fighting against a Chaos army. Note that the Grey Knight card is available as a Space Marine and an Imperial Guard support unit. This is indicated on the card by the Space Marine eagle symbol and the Imperial Guard skull. Grey Knights wear steel or brass-coloured Terminator armour and carry a variety of close combat and distance weapons including psychic weapons such as force swords and the nemesis weapon. The Grey Knights have a fleet of fast warp ships and the best astro-navigators that the Inquisition can supply. When they arrive at the battle zone they use teleporters to transport down onto the surface or into the heart of enemy spacecraft.


A Grey Knight stand consists of five Terminator models, and four stands make up a detachment. A Grey Knight detachment may be deployed as normal at the start of the battle or it can be teleported down during any subsequent movement phase. To teleport the detachment nominate a landing point and roll the scatter dice. If the dice shows the teleporter is on target place one stand on the nominated point and the remaining three stands within 6cm of it. If the scatter dice indicates a scatter move the landing point 2D6cm in the direction shown and position the first stand in the place indicated, then place the remaining three stands within 6cm as before. Grey Knights are not affected by the normal morale roll taken when daemons attack, though they are affected by other morale rolls as normal. Grey Knights do not suffer any to hit penalties for shooting at daemons or close combat penalties for fighting against them. If attacked by a psychic power, such as an Eldar Warlock’s psychic attack, a Weirdboy psychic bolt, or a spell from a Greater Daemon, then a Grey Knight stand has a psychic saving throw to represent its psychic resilience. Roll a D6, and on the score of a 4, 5 or 6 the stand is unaffected.

Grey Knights wear Terminator armour which is incredibly thick as well as affording a reasonable degree of mobility. This combines the two advantages of infantry and vehicles, and makes Terminators relatively difficult targets. At long range they are quite small and easily concealed behind localised cover or folds in the ground, while at short range their thick armour protects them from all but the more powerful weapons. To represent this Terminators have an armour saving throw of 6 on a D6 — almost all other infantry stands have no saving throw. Furthermore, because part of their save represents their small size and ability to move quickly, the save never drops below 6 - even if hit by a Volcano Cannon, Tempest Laser or other powerful weapon.
 
INQUISITORS

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Inquisitors belong to the organisation known as the Inquisition, and are probably the most important agents of the Imperium. The Inquisition is answerable to no-one but itself. Its purpose is to root out the moral and physical corruption of Chaos and to uncover the secret enemies of mankind. Inquisitors travel the galaxy and often find themselves embroiled in the bloodiest battles. Respected and held in awe by all humans, Inquisitors are naturally enough feared and hated by mankind’s enemies. The Inquisitor fights alongside a small group of followers making up a single troop stand. These do not have to be specific models, as Inquisitors adopt whatever style of dress is appropriate, so you can make up an Inquisitor stand using whatever oddments you have at hand.

The Inquisitor stand is counted as a command unit and so never requires orders but always moves as if on charge orders and shoots as if on first fire orders. As a command unit the Inquisitor never tests morale. The inspirational powers of the Inquisitor are phenomenal, and any Imperial unit within 25cm of the Inquisitor stand will automatically pass any morale test. Inquisitors do not suffer any of the usual close combat penalties for fighting against daemons, and are also very resistant to psychic attacks. If attacked by a psychic power, such as an Eldar Warlock’s psychic attack, an Ork Weirdboy’s psychic bolt, or a spell from a Greater Daemon, then an Inquisitor stand has a psychic saving throw to represent its psychic resilience, Roll a D6, and on a score of 4, 5 or 6 the stand is unaffected.

Inquisitors and their followers often have special weapons and armour. They sometimes wear Terminator armour, or they might have experimental force fields or even ancient and incredibly rare alien devices. They also carry unusual or unique weapons which are awesomely powerful. To represent this, Inquisitors have an armour saving throw of 4, 5 or 6 on a D6. This is unusual because almost all other infantry stands have no saving throw. Furthermore, because of the special nature of their armour, as well as the benefit of small size and agility, the save never drops below 4, 5 or 6, so even a hit from a Volcano Cannon, Tempest Laser or other powerful weapon can be saved on a4 or more.
 
LIBRARIAN

Every Space Marine Chapter has powerful psykers called Librarians. These potent warriors use their psychic abilities to support their brother Space Marines on the battlefield. Librarians are particularly useful when fighting other psychically powerful creatures including daemons and some Eldar spirit-stone powered fighting machines.
 
THE ULTRAMARINES

The Ultramarines are the best example of an orthodox Space Marine Chapter. Ten thousand years ago, following the end of the Horus Heresy, the original Space Marine Legions were substantially reorganised to form the Space Marine Chapters we know today. A new code of organisation and operational methods called the Codex Astartes was drawn up by the Adeptus Terra. This sought to define standard organisations and uniform details as well as providing the ultimate reference work on strategy and tactics. Over the millennia most of the Chapters have evolved variations on the details laid down by the Codex Astartes. Some have changed quite radically so that their organisation and operating procedures bear almost no resemblance to the textbook. The Ultramarines however have retained every detail of the Codex Astartes intact and have become famous for their rigid adherance to its ancient orthodoxy. This means the Chapter is a very good place to start, as all other Chapter organisations represent developments of the Codex Astartes or complete revisions of it.


BLOOD ANGELS


The Blood Angels were one of the original Space Marine Legions, whose genetic implants were cloned from their leaders — super-human warriors called Primarchs. The Blood Angel’s Primarch, Sanguinius, was able to fly thanks to long hawk-like wings that grew from his back. At the climax of the Horus Heresy Sanguinius sacrificed his life to earn the Emperor time to hunt down and destroy Horus in person. Though the Emperor triumphed, his injuries were so terrible that he was confined to lifesupport stasis ever since. The body of Sanguinius was also placed in stasis and cells from it are still used to create the genetic implants for every Blood Angel Space Marine. All other Chapters use genetic material from Space Marines to produce implants, but the Blood Angels are incapable of this and rely on cells drawn from the body of their Primarch. This has a particular effect upon the minds of the Chapter as a whole, which manifests itself as the Death Company.

The genetic material of Sanguinius is still saturated with his last moments of desperate sacrifice, and fleeting memories of that conflict continually break through into the consciousness of every Blood Angel Space Marine. These ghostly memories are partly pacified by the ceremonies and peculiar blood rituals for which the Chapter is famous. However, many Blood Angels succumb to the overwhelming emotions of their Primarch’s final moments. When this happens, as it is prone to do on the eve of battle, a Blood Angel’s overwhelming impulse is to seek death. So desperate and irresistible is this impulse that the individual loses all touch with reality and becomes fearless to the point of madness. Blood Angels who are taken by this death frenzy prior to battle join together in a special unit called the Death Company.


SPACE WOLVES


The three Chapters described above differ from each other only in detail. They use mostly the same cards, and only the Dark Angels are forbidden from using any specific cards (Terminators and Veterans as these are represented by the Deathwing). The Space Wolves are completely different and are a very good example of just how individual a Space Marine Chapter can be. Like the other Chapters the Space Wolves were reorganised after the Horus Heresy according to the Codex Astartes. However, their Primarch, the famous Leman Russ, was never conventional and the Chapter soon adapted to suit its leader’s fierce warrior mentality. The Space Wolves Chapter is divided into twelve Great Companies each led by a mighty warrior called a Wolf Lord. Each Great Company has its own lands and its own base called a Lair.

Space Wolf Scouts who have proven their worth in battle “Earned their claws” as the Space Wolves say) are ready to join one of the Great Companies. To determine which of the Great Companies they will join, and as a final demonstration of their readiness, groups of Scouts visit the Great Wolf, Lord Fenris, Master and Ruler of all the Space Wolves. The Great Wolf sets each group a task, usually to raid the Lair of one of the Great Companies and capture some special item of worth such as a war trophy. The young Wolf Scouts must infiltrate the Great Company's Lair and capture their target. No weapons are used and all fighting is conducted by unarmed combat. Space Marines are exceptionally strong so injuries are common although death blows and any deliberate attempt to maim are strictly avoided. If the Wolf Scouts successfully complete their task they will be allowed to join the ranks of the Great Company whose trophy they have captured.

Each Great Company consists of the Wolf Lord himself who always fights alongside his Wolf Guard — the bravest and best of his fighters. This core of elite troops forms the command unit for the Great Company. Wolf Guard have the option to fight as Wolf Guard Terminators. The remaining Space Wolves are divided into three types: Grey Hunters, Blood Claws, and Long Fangs. All of these favour close quarter fighting over fighting at a distance, although the Long Fangs carry a higher proportion of heavy weapons than the others. The three types reflect the seniority and fighting prowess of the Space Marine. Initially he will join the Great Company as a lightly armed, mobile Blood Claw. After a few years of combat experience he joins the main warrior band the Grey Hunters. If he is sufficiently successful he will be invited to fight alongside his master as a Wolf Guard, otherwise his advancing age and experience will earn him a respected place amongst the Long Fangs. As Space Wolves actually have fangs their title reflects a physical reality as well as their battlefield potency.
 
IMPERIAL GUARD COLOUR SCHEMES

Following the dark days of the Horus Heresy, when Space Marines fought fellow Space Marines and the whole Imperium was torn by conflict, the victorious commanders of the Emperor sat down together to draw up a new galactic order. They laid the foundations upon which the Imperium of the 41st millennium is built. In particular, and after a great deal of discussion, they produced the great tome of ancient military wisdom known as the Codex Astartes.

THE CODEX ASTARTES
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Many of the most brilliant minds of the age contributed to the Codex Astartes. It describes not only methods of fighting wars, but also deals with such diverse elements as organising troops, establishing supply lines, clothing and feeding troops, subterfuge and espionage, and of course, countless tactics and ploys to confound the opposing commander. With such brilliant minds as the Space Marine Primarchs Leman Russ and El’jonson offering sagely advice, as well as the practical wisdom of the great Imperial Guard commander General Tybour, the Codex Astartes has always been regarded as an essential part of every young officer's education. Every Imperial officer is familiar with its contents, and its many precepts and ideas form the basis for much lively debate. The book remains fresh and valid ten thousand years after it was written.

This is because it is presented as a series of discussions and ideas by the most advanced military thinkers of its day, not as a strict code of practice soon to become out of date. Much of its content is contradictory or inconclusive, tepresenting different aspects of military practice, and this is what makes the volume an eternal source of inspiration to military commanders whatever their personal inclinations. The Imperial Guard is a vast fighting force and its leaders vary in ability from the most talented genius to the dullest functionary. The teachings of the Codex Astartes provide a minimum standard, enabling the least able to command in an effective if uninspired way. Of course an able commander may rise above this level, and the best commander knows exactly when to apply the ancient wisdom of the Codex and when to literally throw the book away. Such commanders are rare but over such a vast span of time there have been many names to brighten the annals of Imperial history: Foch, Born Tahal, Castrokali, and many other heroes of the Imperium.

The Codex Astartes has much to say on the subjects of troop organisation, uniforms, colour schemes, and camouflage. Such things are important because only a well ordered and enthusiastic force can fight at its best. Naturally there are practical details to consider such as the best type camouflage to provide the best chance of avoiding enemy fire, unit markings to enable commanders to see where troops are, and banners for leaders so that troops under their command can identify their officers.

The following sections illustrates organisational and other markings used by the Imperial Guard and are taken from examples described in the Codex Astartes. The colour schemes and camouflage details provide sufficient combinations of colour and pattern to afford protection in almost any fighting environment. Although these are the most common colours and schemes, they are not the only ones by any means, as it is up to the commander to decide on the overall schemes for the force. Of course, in practice troops often have to make do with vehicles hastily painted, or even equipment transferred from another warzone and already painted a certain way. Some Guard regiments have traditional, famous and immediately recognisable schemes of their own which are completely different to those shown. This variety enables the ambitious painter free rein to invent new schemes, just as confident battlefield commanders do.

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SPACE MARINE DREADNOUGHTS

Dreadnoughts are huge fighting machines almost three times the height of a man. Although they could be mistaken for robots or even extra-ordinarily large armoured fighting suits in fact they are quite unique. The Dreadnought’s operator is not an ordinary Space Marine but one of the Old Ones — a Space Marine mortally wounded in battle many years ago. Rather than letting him die he has been implanted inside the Dreadnought, his nervous system connected into the machine. The Space Marine himself survives only as a tightly curled and shrivelled organic component deep inside the Dreadnought which is at once his reborn body and his tomb, Once installed, the Space Marine can never leave the Dreadnought. He loses all sensation from his body and relies completely upon the artificial senses of the machine.

Dreadnoughts are often very ancient, sometimes many thousands of years old, with memories which stretch back to the early days of the Chapter's history. They are revered by the other Space Marines not just as potent warriors but also as ageless forebears and as the living embodiments of battles fought long ago. Dreadnoughts are difficult to build and many of the secrets of their construction were lost after the Horus Heresy. There are therefore relatively few of them in each Chapter and those that survive are carefully maintained and repaired when necessary. If a Dreadnought’s occupant is killed in action then the Dreadnought is refurbished and prepared for another Space Marine.

Dreadnoughts are large machines and relatively cumbersome as a result. They have the same movement restrictions and penalties as vehicles. See the Terrain Chart on the Space Marine summary sheet for details of these restrictions. Dreadnoughts can be armed with a variety of weapons such as auto-cannons, chainsaws, heavy bolters, and many more. They are especially powerful hand-to-hand fighters.