Book of the Astronomicon (1988), Warhammer Siege (1988), Warhammer Compendium (1989) Chaos / Heresy Lore

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Book of the Astronomican

So, what does the future hold for WH40K? Well, there are many new model releases planned for 1988, including the first plastic vehicles and some more plastic boxed sets. There are no less than three forthcoming books featuring WH4OK material, including the long-awaited Realm of Chaos and Warhammer Siege. The first all-WH40K supplement is currently in progress, and will hopefully be out in the latter half of 1988. This is the spaceship combat game, including special boarding action rules, ship-to-ship combat, and the full low- down on Imperial ships and fleet organisation. And we have other plans, too... but you'll just have to wait and see what they are.

Best Wishes
Rick Priestley

The Horus Heresy Is reckoned by many to rate as the greatest single disaster ever suffered by the Imperium. The specific details of the heresy are known only to the Emperor, but Is broader history is the stuff of popular legend. According to one version of the tale, Horus was once the most trusted servant of the Emperor, But In his heart there dwelt a hidden evil, and he became seduced by this evil, and came to nurture demons and other forces of destruction. Horus marched upon Earth with a third part of the hosts of the Imperium which he had seduced to his purpose. For seven days and seven nights the hosts battled until the Emperor caught Horus by the heel and cast him to the Eye of Terror and with him the third part of the hosts of the Imperium.

Listen closely Brothers, for my life's breath is all but spent. There shall come a time far from now when our chapter itself is dying, even as I now am dying, and our foes shall gather to destroy us. Then my children, I shall listen for your call from whatever realms of death hold me, and come I shall no-matter what laws of life and death forbid. At the end I will be there. For the final battle. For the Wolftime.

Last Words of Commander Leman Russ Founder of the Spacewolves.
 
Warhammer Siege


Hopping Mad

A plot to spread Chaos in the Imperium has been discovered; the ringleader is a Commander on a mediaeval world. An Imperial force is dispatched to capture him alive, but first they must storm a castle manned by ill-equipped but numerous planetary natives loyal to the Commander. For ill-understood genetic reasons, the natives are all able to move as if wearing a jump pack.


Nameless Horrors

In the equatorial jungles of Nashes World, a coven has taken control of an ancient temple, and is summoning all manner of warp-entities, warp creatures and other psychic monsters. The coven members have only a few pistols with which to protect themselves, but they are only expecting to have to deal with the local primitives, Now, however, the planet's governor, Imperial Commander Gulfroot Gym-gam, has located the fortress and is about to teleport an assault force of his personal guard into the area.



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Warhammer Compendium


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CAPTAIN'S SHOULDER BADGE:

made from stone, incoporating fragments of the Emperor's armour. At the climax of Jed an attack upon the Warmasters bunker with the Imperial Fist Marine Chapter and an elite unit of the Adeptus Custodes. During the fierce fighting the Emperor came face to face with Horus, who, in the battle that resulted seriously wounded the Emperor. The Warmaster was only prevented from taking the Emperor's life by the timely intervention of a squad of Imperial Fists in terminator armour. The squad cut their way through walls and scaled doors to reach the Emperor's side and launched an unexpected counter-attack om the Warmaster. Distracted by their appearance, Horus was off his guard long enough for the Emperor to press forward and kill him. Although weak. the Emperor was still able to order that his armour be taken off and melted down, and that the pieces be made into badges that all Marine Captains attached to Terminator squads should wear in recognition of the service performed in the defeat of Horus.
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The Scouring of Ralgor VIL.

In this famous action, Guardsmen of “F’ Company of the 9th Necromundian Regiment (24th Imperial Army Corps) - supported by Titans of the Fire Wasps Order - turned back a counter attack from Rebel forces on the captured city of Flijghof. The Officer on the far left wears a Commander's gold breastplate emblazoned with an Imperial Eagle device. He is accompanied by a Commissar, whose extreme devotion and long service is indicated by the skulls on his collar. The large banner on the right is ‘F’ Company's honour banner, carried ~as is traditional - by members of the Ist Platoon. It bears the scrolls of no less than five actions for which the Company was highly commended. The central figure is an image of Ollanius Pius, the Guardsman who is supposed to have given his life by interposing his body between Horus and the Emperor during the assault on the Imperial Palace. He is now regarded as something of a saint by the Guard, and on occasions is even prayed to as. an intercessionary figure. The other large banner is that of the 2nd Platoon - identified by its two-colour field, The smaller banners denote the Guardmen’s various tribal origins on the Necromunda Hiveworld. In this instance, the reference is to the Death Blades gang from which these troops were recruited. Many of the Guards have customised their battlegear with Death Blade symbols -note the backs of the troopers in the right foreground, the patches on the forearms of those immediately behind them, and the kill banner on the weapon of another. ' The Command Section of the Ist Platoon (identified by their yellow helmet stripes and flag symbols) is leading the platoon on the left flank, while the centre is held by the same platoon’s Support Squads (identified by a blue helmet stripe and a support squad helmet symbol).

The bulk of the troops beyond these squads is comprised of the 2nd Platoon - indicated by the presence of their platoon banner. Note how the tiger-stripe battledress of some of these troops differs from the standard issue Codex grey. It would not be unusual, in fact, for battledress colours to vary between squads in the same platoon. This is due to a number of factors, not least being the fact that individual guardsmen must take responsibility for replacing their own uniforms and equipment once their initial issue has become worn or damaged. Similarly, individual Commanders are responsible for the overall standards and details of battle drill.


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 Horus Heresy, Ogryns served to great effect in the Imperial Guard forces ofboth sides. Fromthe records that are still available, it seems that those whoo fought for Horus had been told that they were fighting, for the Emperor, and that the Loyalists were in fact traitors.


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 Horus 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.

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D Company, 7th Mordion Regiment, Uniforms:

The Pacification of Flotis III was the 7th Mordion’s first action after their raising, so here the regiment are still equipped with their official Guard issue uniforms. However, some troopers have already begun to add extra unofficial insignia, mainly drawing on the symbols of their old Hive World gang, the Night Rippers. The raised fist holding a serrated dagger or sword was originally a symbol of defiance - it has now become a symbol of victory, worn as proudly as ever. It is usually shown as black, with a red lining down the teeth of the woe the colours of night and blood - and painted or stitched onto the back of a G 's flak jacket. In some cases, the symbol is simplified into a black circle with a black line pointing up and to the left; underneath the first line, a wavy red line is added to indicate the bloody serrated edge of the weapon. The Assault Platoon have taken this image a stage further, and wear facial tattoos of red and black lines painted on their cheeks or forehead. This colour scheme is also picked out by other aspects of the regiment's dress - for example, black and red striped bandanas, black or red cuffs, red company and rank markings, red honour badges on their black helmets, and so on.
One of the most popular motifs is to line the official black flak jacket with crimson (taken from the red linings the gang wore inside their leathers on the Hive World); this is said to show that in the darkness, blood will flow - it also taken to mean that even in the most difficult of situations one should take heart and act with valour, D Company's official Guard banners have been adapted slightly and the usual image of Ollanius Pius (the Guardsman who sacrificed his life to save the Emperor from the rebel Horus) replaced by that of Mabagon Jhume. Mabagon Jhume was the leader of the rebellion on Mordion and the first of the rebels to be executed by Commander Varren ‘as a scapegoat for the gang's actions. Each platoon also flies an unofficial banner with the Night Rippers’ fist and blade symbol, echoed by the larger and more detailed renderings of the same symbol on the company’s Rhinos and Sentinels. The Rough Riders Platoon fly the Night Rippers’ symbol on the pennants attached to their hunting lances - in their case the fist and blade are black only, set on a red background, These colours are carried through to the red horse blankets beneath their saddles, each of which shows a fist and a blade on the right haunch and a ‘D’ for the company on the left.
 
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THUDD GUN

There have been few major inventions or disruptive social changes over the ten thousand years of the Imperium’s history. In an empire of a million worlds, style and fashion are only incidental forces amidst the endless variety of human culture and civilisation. And the arms and armour of the Imperium changes very little. Thudd Guns are recorded fighting inside the Imperial Palace during the Horus Heresy, defending strategic corridors against elements of the Treacher Legions attempting to storm the Emperor's inner sanctum. Three thousand years later, the First Tyrannic wars saw Thudd Guns used to defend Imperial settlements against the ravages of the Tyrannids. In the current millennium Thudd guns have helped support attacks on Badab, during the Fourth Quadrant Rebellion, and in a thousand other battles and minor conflicts. The weapon's simplicity and effectiveness have ensured its long and distinguished lifespan. The Adeptus Mechanicus call these weapons Quad-launchers, referring to their quadruple barrels. However, the troops always call the machines Thudd Guns, because of the distinctive thud. .thud..thud..thud noise made when a salvo of its high explosive ammunition is fired. The shells are fed into each barrel from four separate magazines, giving a very high fire rate and area of effect. Not only is the ammunition feed automatic, but the Thudd Gun is also self-mobile thanks to small robotic tractor unit. A single crewman aims and fires the gun, and directs its movement. As Thudd Guns are uncomplicated weapons, they may be controlled by any figure if the original crewman is killed.
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Legio Cybernetica

The Adeptus Mechanicus is divided into many sub-branches and divisions. Each specialises in one of the myriad areas of the technical arcana. The Legio Cybernetica is one of the oldest parts of the Adeptus Mechanicus. Its records stretch back almost unbroken to the very first days of the Imperium and, it’s assumed, to the times before the Imperium. The Legio has along history, and its members regard themselves as an elite. The Legio is responsible for the care and construction of all Robots throughout the Imperium. Robots may be used by all kinds of Army and Marine forces, but they are always under the Legio’s final control. Indeed, many of the Adepts of the Legio have been killed while taking part in military operations. The Legio continues to serve, aware of its value as a fighting force, even in the face of 90% plus casualties. The Legio is organised into several thousand cohorts, although only a percentage of these is ever active at any one time. Each cohort is in turn organised into maniples of three, four or five Robots plus a Legion tech-adept. The number of maniples in a cohort varies, but is rarely more than 100. However, a cohort is usually spread across an entire Marine force of several Chapters or a single Army. Battles involving more than 4 or 5 maniples are rare. This is not to say that they have never occurred - during the Horus Heresy in particular large numbers of Robots were committed by both sides in an effort to minimise human casualties until a decisive final battle could be fought.

Each maniple is virtually a self-contained unit. The (typically) four units are managed on the battlefield by a single tech-adept. He has little more to do than give the Robot’s their final programs and then monitor their progress. He is, however, also charged with making sure that a damaged Robot (which could be dangerous to its own side) is destroyed as quickly as possible. Each Robot carries a self-destruct system which can be detonated by remote control should its programming fail in some way. Although rarely present on the battlefield (if they can help it) there are also a number of other, lesser tech-adepts who perform all maintenance and repair functions for the maniple. Their services are also highly sought after for other purposes. It is said that a tech-adept of the Legio is worth his weight in spares and can repair virtually any item of Imperial equipment. Legio cohorts are occasionally attached to campaigning Marine Chapters, such as during Operation Carthage (the Second Pacification of Isstvan V). When the Desert Lions Chapter took the planet’s defence forts they were preceeded by a complete Legio Cohort of Robots. The Robots had been programmed to advance in an apparently mindless fashion, and proved easy targets for the defenders. However, the Desert Lions used the opportunity to map out the defenders’ fire-plans and blind spots. In the Lions’ ensuing assault only seven Marines were lost. All the surviving Robots were inducted into the Chapter as honorary members as a mark of respect. ’ The Inquisition has also put Cohorts of the Legio to good use. Robots are, by their very natures, utterly incorruptible. Their preprogrammed, non-biological natures make them the perfect troops to use against mutants and other contaminated populations. The terror value of Robots when used against unprepared and underarmed troops has not gone unnoticed by the Inquisition. This, combined with their unflagging loyalty, has made them valued additions to the Inquisition’s armoury. Cohorts attached to the Inquisition are usually staffed by technician-Inquisitors rather than Legio Adepts. Robots may be pure and incorruptible; men are not.

This was proven during the Horus Heresy, when many Legio Cohorts rebelled under the leadership of Warmaster Horus. The Cohorts had been placed under the Warmaster’s command in preparation for a new crusade. When Horus commanded his forces to move against the Emperor, the Legio Cohorts at his disposal were among those to obey. In the subsequent fighting many more of the Adeptus Mechanicus joined Horus and his rebels, but this did not alter the fact that parts of the Legio had been the first to declare for the Warmaster. Following the defeat of the Heresy and the banishment of the Traitor Legions, the dishonoured Legio Cohorts also fled into the Eye of Terror, where they remain to this day. Since the defeat of Horus the Legio Cybernetica has pledged itself anew to the Imperium. Its members now take binding oaths of loyalty more terrible than any Marine Chapter oaths. Over the millennia they have regained the respect and admiration of the rest of the Adeptus Mechanicus, the Imperial Guard, and the Adeptus Astartes. Legio maniples require less transport space than standard military units (Robots can be carried in open space without harm), less life support and food (Robots neither eat nor drink) and less battlefield support (Robots usually carry their own heavy weapons). Many Robots use standard armaments, reducing the need for specialised supplies, and can interchange parts with Dreadnoughts. All this makes them extremely popular with practical military commanders.

Some of the older Cybernetica cohorts claim that their Robotic troops date, in part at least, back to the First Crusade of the Imperium and earlier. These claims may have some validity, as Robots are often cannabalised to provide parts for their damaged brethren. Given the lifespans of Imperial technologies when maintained, such claims become reasonable. It is indeed possible that one Robot’s leg, or Power Field or cortex has been in almost constant use for more than ten thousand years. Like a Dreadnought, a Robot is the product of the many advanced technologies which have produced its armoured shell, its artificial muscle and nerve bundles, its cortex, power plant, weapons control systems, equipment interfaces and cortex. The Mechanicus Weapon-shops turn out many Robots to the age-old designs held in the memory banks. Castellan and Crusader pattern Robots, for example, are known to have fought on both sides during the Horus Heresy. The designs have remained virtually unchanged since that time, with perhaps only minor cosmetic variations.
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Imperial Army Recruitment

Each of the populated worlds of the Imperium has its own planetary defence force, raised from among its population. The lex imperia 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.
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Squats and Chaos

‘To the shame of the Squat race, there are many strongholds and Brotherhoods who have sided with Chaos: During the wars of the Horus Heresy, Squat forces fought on both side, and inevitably some fell prey to the corruption of Chaos. Like the other followers of Horus, these have now largely been banished to the Eye of Terror, but there are always rumours of isolated groups of Chaos Squat raiders in various parts of the Imperium. It has even been rumoured that some of the strongholds which were lost to the warpstorms in the Age of Isolation may have survived, their horribly-mutated inhabitants raiding into the Imperium from time to time.
 
Harlequins

The Harlequins (Eldar: Ritlietann) are a uniquely Eldar social and military institution - a caste of fighters and entertainers who exist beyond conventional Eldar social structure. They owe no allegiance to any craft-world or other Eldar community and travel amongst Eldar - and other races - at will. The Harlequins see no distinction between art and war, and their outlook can best be explained by reference to the legend of the Fall of the Eldar; one of their self-appointed duties is to keep this legend alive through their performances. The central figure of Harlequin belief is the Cegorach - the Great Harlequin, also known as the Great Fool, the First Fool or the Laughing god. According to legend, this deity survived the Fall because his mocking nature distanced him from the corruption and decadence that became Slaanesh. The Great Harlequin is the only authority that the Harlequins recognise. There are stories about Harlequins and other Eldar who have met the Laughing god in the guise of a Harlequin without realising his identity until afterwards. Harlequins travel constantly, presenting entertainments based on Eldar tradition and centred on the body of lore which has sprung up around the Laughing god, They have been known to stage their dance-dramas for Humans and other non-Eldar, since they believe that the Fall of the Eldar holds a lesson from which all races may benefit.


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Solitaires (arebennian) are outside the masque, and roam the universe alone, occasionally joining a masque for a single performance or battle as the fancy takes them. They are the only Harlequins who can play the role of Slaanesh in the great Harlequin masterwork known as The Dance; various stories exist of other Harlequins who have tried, and been driven mad by the experience. They almost always fight as individuals. Among the Eldar it is said that Solitaires are Harlequins who have been touched directly by the Great Harlequin, and have his insight into the fall of the race and the nature of the universe. A Solitaire may live unknown among Eldar (or even members of another race) for years or decades, and there are many rumours and folk-tales telling of Eldar who have met a Solitaire, and realised later that this was the Great Harlequin himself. Solitaires represent the very pinnacle of the Harlequin ideal, and are formidable foes.
 
The message flashed around the craft-world at the speed ., of thought. All normal functions were suspended, and Q) every Eldar on Saim-Hann came to the talaclu hall. Even the Ancestors in the Infinity Matrix watched through the craft-world’s internal sensors. At least once in their fives, every Eldar should witness The Dance - the greatest of the Harlequins’ works, retelling the story of the fall of the Old Race - and keep the lessons of the Fall alive in the spirits of the survivors. But The Dance is rarely performed, since the key part cannot be danced by any member of a masque. Only the mystic Solitaires - those touched by the Laughing god himself, who pass unrecognised as whim or design moves them - only these may dance the part of Slaanesh.

The nine troupers bounded into the centre of the stage, their dathedi suits projecting a weaving pattern of colours as they danced the part of the Old Race. The four Warlocks took up positions around the outside: emotions were monitored, amplified and returned by their equipment as the Eldar lived the fall of their ancestors: felt their joys, their prides, their petty rivalries and their driving passions. Three Avatars danced the parts of the Fallen gods, leaping, cartwheeling and somersaulting around and among the dancers of the Old Race.

The dancers of the Old Race became wilder, their passions stronger and their joys more extreme, more menacing. They came together like a whirlpool, and broke upon something unseen - hurled back as the Solitaire leaped into view, somersaulting from his unseen entrance to the centre of the dancers.

An involuntary shock ran through the audience at the sight of the allegorical figure of the Chaos god Slaanesh. His suit projected a constantly-writhing mass of figures in attitudes of decadent pleasure.

From behind Slaanesh, seven figures appeared one by one to mingle with the Old Race. First came the four Mimes, passing their sensual and disturbing movements to the other dancers as the Daemons they represented had spread the corruption of Slaanesh. One by one, the dancers of the Old Race began to project the pattern of writhing figures on their suits. Next came three dark figures; the Death Jesters’ suits displayed skeletons as they leaped and slew, dragging the inert forms of the Fallen () gods to the feet of Slaanesh. As the last fell, a psychic scream from the Warlocks echoed through the minds of the audience. It shifted and writhed like the patterns on the dancers’ suits, gradually coalescing into a chilling, gibbering laugh of madness. corruption and depravity.

But in the laugh there was another voice. A clearer laugh, an ironic laugh. A laugh which laughs because it chooses not to weep.

Then, at one side of the stage, the High Avatar entered. y v His suit projected the ever-shifting multicoloured lozenges of the Laughing god as he strolled casually onstage, still laughing at the cosmic folly of the Fallen. He looked at the triumphant form of Slaanesh atop the mound of writhing dancers, and he laughed. He looked at the Mime-Daemons and the Death Jesters as they bore down upon him. And he laughed.


For a moment, he could not be seen among the press of Slaanesh’s minions, but with a cry he flew above their heads, tumbling in flight to land facing them. As they tumed he leaped again: two figures dropped as he touched them, and five more clawed the empty air as he somersaulted across the stage.

His laugh now was one of glee as he leaped and tumbled, evading the hunters and turning now and then to strike back. He picked up the body of a Death Jester and hurled it at the figure of Slaanesh. who reeled slightly at the impact. With a wild cry the Great Harlequin leaped forward, pulled a single dancer from the feet of Slaanesh, and withdrew, At his touch. the writhing figures on the dancer's suit dissolved into the lozenge pattern, and the dancer also began to laugh as he danced the dance of the Harlequin. The two of them put the remaining Daemons to flight, and as last fell, Slaanesh joined the battle.

The confrontation between Slaanesh and the Great Harlequin seemed to go on for ever. Other dancers melted from the stage as the two figures leaped. cartwheeled and somersaulted around cach other. Slowly, in the background, the Mime-Daemons and the Harlequin troupers took up the dance, reflecting the movements of the two principals in perfect unison.

The Dance ended abruptly. with the struggle unresolved. It was indeed the Dance Without End. The hall was quiet. The dancers left the stage. The audience sat stunned.
 
Before the rise of the Imperium or even the emergence of Mankind into the galaxy, the Eldar had established a mighty civilisation that spanned many planetary systems. Their huge citiships and craft-worlds, vast ornate palaces floating between star systems, traded new knowledge and goods. Learning, enlightenment and reason flourished. The Eldar enriched the galaxy and looked for new worlds to make their own and new challenges to meet. One challenge they took up was the complete mastery of warp gate technology. The Eldar adopted, refined and perfected the ancient Slann knowledge of the warp and its movements. They established a network of wormhole tunnels through warp space, linking gates aboard their craft-worlds, planets and smaller spaceships. It was possible for an Eldar to walk from one planet to another, across hundreds or thousands of light years of real space. The warp-gates bound the Eldar together as a single civilisation, stretching across space and, it was theorised, backwards and forwards in time. The Eldar, fearful of the consequences, never experimented with the temporal aspect of the warp-gates.

Their studies did, however, bring them an understanding of the link between the warp and psychic power. In making this conceptual leap the Eldar also discovered the power of Chaos, in all its seductive glory. The Eldar, for all their apparent culture, had never encountered its like. Some turned from the warp with disgust when the corrupting nature of Chaos and its effects on reality became evident, but others responded with new vigour. The manifestations of Chaos - insanity, wickedness, and depravity - spread like wildfire through the Eldar, and was carried further by tainted individuals with access to the warp-gates. In the space of a single generation, the Eldar paused in their quest for enlightenment and chose the darker path into the service of Chaos. Eldar who remained untouched by Chaos, retreated to the citiships and the larger craft-worlds. The insanity of Chaos had no foothold or appeal aboard the vast ships. The warp gates to the infected Eldar worlds were closed and locked. The citiships were absorbed into the larger craft-worlds, and all drifted into the depths of space, lifeboats and seedpods of civilisation.

The rest of their race sank wholeheartedly into the dark worship of the Chaos gods. A racial madness had taken hold throughout Eldar space, and the insanity had only one end. In a mindless psychic orgy every Eldar planet perished in a single night. The death screams of the Eldar echoed across the warp. On every planet Eldar corpses twitched in the mindless dance of Chaos and crumbled to dust, Worlds were laid waste in moments. The Eldar race were sucked into the warp. The dead Eldar, however, were not gone. Their spirits had merged with the warp in a horrifying manner. Their death shout became a howl of joy and release. Slaanesh, the Lord of Pleasure, god of unbridled depravity, was born from the dark side of the Eldar nature. The psychic pain of the Eldar’s racial death and Slaanesh’s birth convulsed the warp; the warp storms around Earth were blown away, and warpspace itself rippled into new patterns.

The last of the Eldar drifted into the long night between the stars. The racial memory of their former glory and nobility sustained them, while the downfall of the race filled them with bitterness. They had come face-to-face with their darkest desires and had been found wanting. For them, Mankind is a reminder of what happened long ago. Humanity is treading the same path towards the darkness of Chaos, a crude mirror of the Eldar’s own disgrace. They are burdened by racial shame for the weakness of their failed ancestors. The bright, hopeful universe is a place of stark, gibbering horror, and the Eldar fell when confronted with this truth. Surviving Eldar have grown since then, accepting and holding in check the Chaos that lurks within their hearts, a delicate balancing act that they seem to have mastered at last. Mankind rushes towards the fate of the Eldar, but without the ability to preserve itself in any form. All the signs are there to be read: humanity’s moral leprosy of Chaos worship, its rising number of emergent psykers, its lust for universal power, and its fragile, failing Emperor...

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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.


Harlequins and Ordo Malleus

When an Imperial Guard force faces an enemy force which includes Daemons or Possessees, the force commander may seek the specialist help of the Ordo Malleus. The feared Eldar Harlequins, too, may deign to join a non-Eldar force if it fights against Chaos. If the Guard’s enemy contains Daemons or Possessees, 25% of the army's points value may be spent on either Ordo Malleus or Harlequin allies.

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Squats on the Battlefield

Squat forces may be found on the battlefield in a number of circumstances. They may be serving with Imperial Guard forces or the forces of a Rogue Trader, to take part in an Imperial conflict as part of their Home Worlds’ tithe of service to the Imperium. As well as using single Brotherhoods to fight alongside other Human and Abhuman troops, the Imperium uses complete Squat armies to impose its will. Squats may be fighting on their own account, defending their stronghold or taking part in an inter-League dispute or other local conflict - given the volatile temperament of most Squats, it is not unusual for Brotherhoods of adjacent strongholds to go to war, fighting for territory, mineral wealth or over some slight to the honour of the stronghold. They may have been hired out by their Lord as a mercenary force to serve in some foreign conflict, although they will not generally serve alongside Orkoids or Eldar unless they have turned to Chaos. Squat mercenaries can also be found serving with Imperial forces, or with other Squats - it is traditional for Lords to hire their forces back and forth to serve in each others’ conflicts. They may have been sent out as Reavers by their Lord, or may have taken to buccaneering of their own accord. Regardless of the circumstances, the Brotherhod organisation remains the same. There are four main troop types in any Squat force: the Hearthguard, the Brotherhood, the Engineers Guild and Living Ancestors.
Traitor Squats

Traitor Squats are regarded with disdain and loathing by other Squats for bringing shame on the whole of the proud Squat kindred. Squats may be converted into Traitor Squats serving one of the Chaos Powers by simply applying the following provisions to the standard Squat list. Profiles Due to their association with Chaos and its degenerating influence on the otherwise impeccable Squat mentality, Traitor Squats suffer reduced characteristics. Leadership, Intelligence, Cool and Will Power are all reduced by -1. These reduced characteristics are not optional and profiles given in the lists should be amended accordingly for all Traitor Squats. An amended Traitor Squat basic profile is given below.
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The Black Library

Much of the Eldar’s ancient knowledge and culture was lost during the flight from Chaos. The craft-worlds became the sole repository of Eldar wisdom, and this fragmented as the Eldar nations drifted apart. Craft-worlds were lost over the millennia, and knowledge vanished with them. A single source of Eldar knowledge has remained untouched and inviolate since the Fall. Aboard a dark craft-world, far beyond the boundaries of the Imperium, is the Black Library of Chaos. Here are collected all the tomes, books and codices describing the Eldar studies of the warp. The forbidden lore of the Black Library describes the blandishments, influences, forms, creatures, perils, promises and horrors of Chaos. Enclosed within a nearly impenetrable psychic barrier, the Black Library is watched and maintained by its Guardian Scribes; they collate and transcribe the knowledge of the Library, a task that they have carried since the Fall of the Eldar. They also maintain a hawk-like watch over their charges, the books; dreadful repositories of secret powers and must be monitored at all times. The existence of the Library is known to only a few, and entry is allowed to even fewer individuals, The Library’s ‘mind’ defends itself against the weak who would misuse its knowledge by refusing entry to all except those who have acknowledged and tempered the Chaos within themselves. The immature, who are still vulnerable to the promises and seductions of Chaos, find that they are unable to pass through its gateway. As a result few have seen within the Library or read any of its books. Only two groups come and go at will: the Human Illuminati and the Solitaires of the Eldar Harlequins. The Guardian-scribes rarely leave once they have entered.
 
CHAPLAINS OF THE IMPERIUM

Each fortress-monastery of the Legiones Astartes, or space barge (for the space-dwelling Chapters of Marines), has a chamber known as the Reclzsiam. It is here that the cult ceremonies and rituals are performed in the presence of the entire Chapter. These are carried out under the guidance of the Reclusiarch and his superior, the Master of Sanctity, who is the spiritual head of the Chapter. While each Chapter follows the tenets of the Imperial Cult, individual Chapters have extended the Cult to include ceremonies which have relevance only to their own members. For example, reverence for Primarchs is widespread amongst the Legiones Astartes. These are the heroes of each Chapter, who fell in battle and upheld the honour and traditions of the Legiones Astartes in a particularly notable fashion. The Chapter’s collection of Primarch relics and war-gear is entombed in the Chapter catacombs, placed upon sepulchres or hung in the Reclusiam. The importance of faith to Marines is further reinforced in the Company Chapels. All ten companies within each Chapter have their own Chapel where Marines can observe the rites of the Chapter and those special to their own company. Here the worship is supervised by one of the Reclusiarch’s subordinate Chapiatns. It is the Chaplains, living and fighting alongside their battle-brothers, who are responsible for the spiritual health of the companies.
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LEGIONES ASTARTES CHAPLAINS

Chaplains are well-versed in all matters of the Chapter’s cult, having spent many years studying the battle liturgies and scriptures stored in the Chapter library. This study includes memorising all the rites of their Chapter and company. This knowledge is also put to practical use. Chaplains are responsible for the spiritual care, discipline and faith of the brothers in their companies. Young recruits must also be monitored and indoctrinated as they progress towards becoming full battle-brothers. In battle Chaplains are frequently found where the fighting is fiercest. They can be found chanting the Chapter’s battle creeds, ministering to the fallen and granting absolution to the dead. They are also Space Marines, which means that they fight with as much savagery as any of their brothers. Chaplains are drawn from the ranks, although only Marines who have earned both Merit and Devout badges are considered for a Chaplaincy. These awards may be displayed as actual badges, or for example as diagonal stripes painted across the right shoulder pad. As a first step, a Marine is singled out to aid the Chaplain of his company as a Novice (or Initiate - the terms are almost interchangeable). Duties often involve little more than helping during company rituals, but deep study of the liturgies under a Chaplain’s personal tuition is also necessary.

CHAPLAINS IN BATTLE

Chaplains are a puritanical and sometimes eccentric group. Their religious zeal has a strong practical slant, as befits a warrior. They fight alongside their battle-brothers, reciting extracts from the Chapter’s Creed and Liturgies. Indeed, their dedication adds considerably to the fearsome reputation of the Marines. Their inspirational sayings and constant exhortations harden the determination of every Marine to serve the Emperor and relive the former glories of the Chapter Primarchs.
 
Armour and Appearance

Marine Chaplains wear a variant type of standard issue Marine armour. A Chaplain can appear stylised and archaic when compared to his fellow Marines, which makes him stand out and act as a focus for his brethren. Some or all of a Chaplain’s armour is painted black. A skull insignia usually adorns the right shoulder and this is often displayed on both pads. Skulls can also be repeated throughout a Chaplain’s uniform. Skull-shaped helmets are common, and the upper chest armour or even the whole of the body armour may be cast in the shape of a skull. Skull-shaped| groin-guards are also not unknown. Chaplains are also marked by one or more Primarchal battle relics which are worn or carried into battle. A single gauntlet from the armour of a Chapter hero passes on a little of the Primarch’s fortitude and faith to the Chaplain.

Formal regalia includes a staff of office called the crozius, which is used during Chapter ceremonies. Many Chaplains carry them into battle, a visible sign that battle is the highest ritual in the Chapter’s devotional calendar. The crozius normally bears the Imperial eagle or a skull motif at its tip. The most ancient of these staffs is the rare crozlus arcanum, astaff made from an alien relic which contains a neuro-disruptor in the haft. Chaplains are also marked by a Rosarius, a gorget or amulet worn about the neck. This bears the image of the Imperial Eagle and is the ‘soul’s armour’ of the Chaplain. Initiates usually wear standard Marine armour. However, the helmets, right shoulder pads and right arms of their armour are painted black rather than in the Chapter’s formal colours, The black shoulder pad replaces the previous Deyout markings which were shown there - once declared as an Initiate, the Marine’s devotion needs no further advertisement.

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TYPICAL CHAPLAIN UNIFORM VARIATIONS

Black is the official colour for Chaplains’ armour. However, over millennia, chapters often incorporate their colours and insignia onto the uniform, resulting in wide variations from the basic colour scheme. Many of these changes come about as a result of a Chaplain repairing his armour from available resources while on a campaign. Some modifications are adopted permanently. Hybrid uniforms can also appear if the Chaplain dons archaic power armour kept as a primarchal relic. Of course, apart from the organisations they belong to, Chaplains themselves have along lifespan, so there is plenty of time for them to stamp their own personality on their armour. The examples below provide guidelines that you can experiment with when painting up your Chaplains.
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Medics

All Marines pick up a certain amount of medical knowledge during the course of their initiation into the Chapter, but only those who show an aptitude for such knowledge are chosen to study the sacred rites with the Chapter's surgeons. It must be stressed that Field Medics are primarily soldiers whose duties have been expanded to include the practise of medicine, rather than specialist surgeons who have been given military training. Such individuals are first and foremost warriors, and greatly honoured ones at that. Only champions and heroes are ever initiated into the ways of the Apothacarion - such is the importance of their duties. For it is the Medics who must maintain the bodies of their comrades, in a similar way to that in which members of the Adeptus Mechanicus service and maintain support equipment and vehicles, Without the selfless devotions of its Medics, the fighting forces of the Imperium would soon be eroded to the point where they were incapable of fulfilling their duties.
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Itis possible that a casualty’s injuries may be so severe that he will succumb to them irrespective of the treatment available. In these cases, the Medic has the solemn duty of administering ‘‘the Emperor's Peace’’ - euthanasia - to those warriors who deserve it. The Medic’s medi-pack includes a special humane-killer for this task, called a carnifex - a solid spring-loaded piston of metal. This is applied to the sufferer’s temple, its powerful spring hurling the piston through the Marine's brain and killing him instantly. Any Marine suffering from a critical head or body wound (see Survivability, below) may be despatched in this way if the player wishes (only the medic on the spot can judge whether a Marine is going to survive his wounds). The Medic achieves this automatically once in contact with the sufferer, Another vitally important duty which the medic must perform is the recovery of the Progenoid glands from fallen battle brothers. The recovery of the gene seed encoded within these glands is vitally important to a Chapter’s survival and prosperity. Progenoids may be récovered at the same time that the carnifex is used, permitting the player to salvage the model's points value.
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Marine Medics are often armed with chain swords and bolt guns or pistols, while those in the Army usually carry laspistols and chainswords. This is in addition to the standard equipment carried by the rest of the force with which they fight. All medics carry a standard medi-pack to allow them to perform the rites of diagnosis, and to administer drugs such as frenzon, etc.
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Tvincrease their mobility, Medics are often equipped with jump packs, or mounted on bikes. Additionally, the ubiquitous Rhino AFV is commonly fitted out as a mobile field medical station where more severe wounds may be treated. Such vehicles are, of course, clearly marked with the Imperial Medical symbol. Regulation Battledress for Marine Medics is all white, apart from the helmet which retains appropriate Chapter colours, and the right shoulder pad bears the medical symbol. Some Chapters, however, use variations on this theme; eg, Iron Hand Medics wear the normal Chapter colours - apart from the right arm, shoulder and medic- pack. Screenshot_1048.pngScreenshot_1053.pngScreenshot_1054.png


Marine Progenoid Recovery

Every Space Marine carries two implants, called progenoids buried deep within his chest cavity. These unique organs are necessary components of the surgical processes which create new Space Marines. These organs are so important, that one of the tasks of a Marine Medic is to remove them from a dead comrade. Ifa Marine Medic reaches a dead comrade within 1 turn of his demise, the progenoids can be removed using a special device shaped somewhat like an apple corer. Many Marines carry marker tattoos on their chest and lower neck for this purpose.
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EXACTLY WHAT ARE SPACE MARINES? FLESH AND BONE INSIDE POWERED ARMOUR PERHAPS, BUT CAN THEY BE HUMAN - OR ARE THEY SOMETHING NEW? WHILE INDEX ASTARTES DESCRIBES FACTS AND LEGENDS ABOUT THE MARINES, INCLUDING UNIT BADGES, SPECIAL ORGANISATION, AND DETAILS OF CURRENT LEADERS AND CHARACTERS, IT DOESN'T DEAL WITH THE QUESTIONS OF WHY AND HOW THESE WARRIORS EXIST. AS THAT SERIES CONTINUES WE'LL LEARN MORE ABOUT THE STRUCTURE, RELATIONSHIPS AND HISTORIES OF THE LEGIONES ASTARTES. BUT THIS MONTH'S CHAPTER APPROVED FILE EXAMINES THEIR ORIGINS AS WE GD BACK... WAY BACK... TO A WAR FOUGHT LONG AGO, AND A FORTRESS-LABDORATORY FAR BENEATH THE EARTH.

THE VISITORS WAITED IN THE ELEVATOR CAPSULE WHILST HIDDEN PUMPS SILENTLY ADJUSTED THE TEMPERATURE, HUMIDITY AND PRESSURE. WHEN THE DOORS OPENED THERE WOULD BE NO SUDDEN DRAUGHT, NO BREEZE TO ALTER THE CONSTANT THIRTY-ONE POINT SEVEN DEGREES IN THE SUBTERRANEAN VAULT. IN LASORATORY NINE, THE MOST STABLE ENVIRONMENT ON EARTH, CHANCE HAD LONG SINCE BEEN ERADICATED.

INSIDE THE LABORATORY, DR DEVAM OUTEK AND HIS STAFF SHUFFLED NERVOUSLY AS MACHINES MADE FINAL MINISCULE ADJUSTMENTS TO THE CAPSULE’S OXYGEN CONTENT. IN A MOMENT THEY WOULD BE IN THE PRESENCE OF THE MAN WHO HAD PLANNED AND GUIDED THEIR WORK THROUGH FIVE GENERATIONS OF HUMAN ENDEAVOUR.

THE VISITORS, SEALED IN THEIR PRISTINE SUITS, BARELY HEARD THE DOORS MOVE ASIDE TO REVEAL THE SHADOWY WORLD OF RED AND YELLOW LIGHT. THE TECHNICIANS AND SCIENTISTS BOWED AS THEIR VISITORS STEPPED FROM THE LIFT.

'MY EMPEROR’, INTONED DR OUTEK.

‘DR OUTEK. PHASE NINETEEN (5 COMPLETE?’

THE SCIENTIST STRAIGHTENED STIFFLY. "OH YES,’ HE SAID, 'A PRETTY BABY... VERY PRETTY INDEED.’



THE ORIGIN OF THE LEGIONES ASTARTES

The Legiones Astartes (Space Marines) were instrumental in the early wars that put the Imperium on the galactic map. At the end of the Age of Strife, Earth was a single sovereign planet which had only recently become free of volatile warp-storms. With the sudden dispersal of these storms, it became possible once again for spacecraft to travel to and from Earth. Earth’s forces had carved out an Empire that stretched almost half-way across the galaxy within two hundred years. This was the First Crusade. Research and development leading to the creation of the Space Marines was undertaken in the thirtieth millennium immediately prior to the beginning of the First Crusade. This work was conducted in the superbly equipped laboratories built deep inside the planet Earth. The objective of the program was to create a caste of warrior elites, characterised by super-human strength and unflinching loyalty. These new warriors were organised into their own special units called ‘chapters’. Those chapters created at the time of the First Crusade are known as Chapters of the First Founding. There were originally 20 of these, but only 7 survive in forty first millennium. Since the First Founding there have been twenty five other occasions when the Emperor has felt it necessary to create new chapters. The most recent Twenty Sixth Founding was in the year 738 of the current millennium.

‘, And here,’ continued Dr Outok, ‘we have five of the phase eleven zygotes. The eldest has now been functioning uninterupted for fourteen years.’ The doctor gestured towards the row of glowing incubators containing several varieties of organic components in clear, bubbling baths.

‘You call the organs zygotes?’

‘Yes - our geneticists create the single germ cell for each new organ. Every cell takes years of work as you know. At that stage we can store the cells indefinitely in the zero-room as gene-seed. Inside the incubater we can activate and control the growth process. The cell divides, multiplies, and eventually grows into a whole organ. Until the organ is ready for implant, we refer to it as a zygote.’

The doctor led the party along the long row of glass cases, past incubators labelled with the names of the strange organs. He stopped before a large door emblazoned with the Imperial Eagle and the stark sign ‘Security Zone One’.

‘Now,’ announced the doctor. ‘Now you'll see what all this flesh and gristle really amounts to!’
 
GENE-SEED AND ZYGOTES

There are nineteen varieties of gene-seed corresponding to the nineteen different super-human organs which are surgically implanted into the Space Marine. Most chapters have existed for thousands of years. During that time, gene-seed belonging to some chapters has mutated. This has resulted in changes in the exact nature of the artificially cultured organs. Such changes may sometimes make an implant useless. In other circumstances changes in an organ might reduce its effectiveness, or cause new and strange effects. Whatever the result, it will affect the entire chapter - all Space Marines belonging to a chapter share implants cultured from the same original gene-seed. As well as mutant implants, many chapters have lost one or more types of gene-seed due to accident, genetic failure, or some other cause. Very few chapters therefore possess all nineteen implants. Allpossess the carapace implant (phase 19). It is this implant which marks a Space Marine for what he is - irrespective of other implants, training or psycho-surgery.
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IMPLANTS

The nineteen organs created by the ancient technicians of the Emperor are described below. Each of these organs is extremely complicated and because many of the organs only work properly when another organ is present, the removal or mutation of one organ may affect the exact functioning of the others. For these reasons, implants must be constantly monitored, and many Marines have to undergo corrective surgery or chemo-therapy to re-balance their metabolisms.

Phase 1 - Secondary Heart. The simplest and most self sufficient implant. The secondary heart is capable of boosting the blood supply or maintaining full life functions even with the destruction of the recipient's original heart. The phase 1 implant enables Marines to survive low oxygen concentrations and traumatic injury.

Phase 2 - Ossmodula. This is a tubular shaped organ whose small size belies its complex structure. The ossmedula monitors and secretes hormones affecting epiphiseal fusion and ossification of the skeleton. At the same time, the specially engineered hormones encourage the forming bones to absorb ceramic based chemicals administered in the Marine's diet. Two years following implantation, this will have caused considerable strengthening of the long-bones, extreme ossification of the chest cavity (caused by growth of the ribs forming a solid mass of inter-laced bone plates) and a general increase in the size of the recipient’s skeleton.

Phase 3 - Biscopea. This organ is implanted into the chest cavity. It is small, approximately circular and, like the Ossmodula, its primary action is hormonal. The presence of the biscopea stimulates muscle growth throughout the body.

Phase 4 - Haemastamen. This tiny organ is implanted into a main blood vessel. The haemastamen serves two purposes. It monitors and to some degree controls the phase 2 and 3 implants. The organ also alters the constituent make-up of the recipient’s blood. As a tesult, Marine blood is considerably more efficient than ordinary human blood, as it has to be when you consider the extra biological hardware a Marine carries inside him!

Phase 5 - Larraman’s Organ. This is a liver shaped, dark, fleshy organ about the size of a golf-ball. It is implanted into the chest cavity along with a complicated array of blood vessels. The organ generates and stores special ‘larraman cells’. If the recipient is wounded, these cells are released into the blood stream. They latch onto leucocytes in the blood and are transported to the site of a wound. Once in contact with air, the larraman cells form a skin substitute of instant scar tissue, staunching the flow of blood and protecting any exposed wound area.
 
Phase 6 - Catalepsean Node. This brain implant is usually inserted into the back of the skull via a hole drilled into the occipital bone. The pea-sized organ influences the circadian rhythms of sleep and the body’s response to sleep deprivation. Normally, a Marine sleeps like any normal man, but if deprived of sleep, the catalepsian node ‘cuts in’. A man implanted with the node is capable of sleeping and remaining awake at the same time by ‘switching off’ areas of the brain sequentially. This process cannot replace normal sleep entirely, but increases a Marine's survivability by allowing perception of the environment whilst resting.

Phase 7 - Preomnor. The preomnor is a large implant which fits into the chest cavity. It is a pre-digestive stomach which allows the Marine to eat a variety of otherwise poisonous or indigestible materials. No actual digestion takes place in the preomnor. Individual sensory tubes assess potential poisons and neutralise them or, where necessary, isolate the preomnor from the rest of the digestive tract.

Phase 8 - Omophagea. This is a complicated implant. It really becomes part of the brain, but is actually situated within the spinal cord between the cervical and thoracic vertibrae. Four nerve sheaths called neuroclea are implanted between the spine and the preomnoral stomach wall. The omophagea is designed to absorb genetic material generated in animal tissue as a function of memory, experience or innate ability. This endows the Marine with an unusual survival trait. He can actually learn by eating. Ifa Marine eats a part ofa creature, he will absorb some of the memories of that creature. This can be very useful in an alien environment. Incidentally, it is the presence of this organ which has created the various flesh and blood drinking rituals for which the Marines are famous, as well as giving the names to chapters such as the Blood Drinkers, Flesh Tearers etc.

Phase 9 - Multi-lung, This is another large implant. The multi-lung, or ‘third’ lung, is a tubular grey organ. Blood is pumped through the organ via connecting vessels grafted onto the recipient's pulmonary system. Atmosphere is taken in by means of a sphincter located in the trachea. In toxic atmospheres, an associated sphincter muscle closes the trachea and restricts normal breathing, thus protecting the lungs. The multi-lung is able to absorb oxygen from poorly oxygenated or poisonous air. Most importantly, it is able to do this without suffering damage thanks to its own efficient toxin dispersal, neutralisation and regeneration systems.

Phase 10 - Occulobe. This small slug-like organ sits at the base of the brain: It provides the hormonal and genetic stimuli which enable a Marine's eyes to respond to optic-therapy. The occulobe does not itself improve a Marine’s eyesight, but it allows technicians to make adjustments to the growth patterns of the eye and the light-receptive retinal cells. An adult Marine has far better eyesight than a normal human, and can see in low light conditions almost as well as in daylight.

Phase 11 - Lyman's Ear. The organ enables a Marine to consciously enhance and even filter certain types of background noise. Not only is hearing improved, but a Marine cannot become dizzy or nauseous as a result of extreme disorientation. Lyman’s ear is externally indistinguishable from a normal human ear.

Phase 12 - Sus-an Membrane. This flat, circular organ is implanted over the top of the exposed brain. It then grows into the brain tissue until completely merged. The organ is ineffective without subsequent chemical therapy and training. However, a properly tutored Marine may then enter into a state of suspended animation. This may be a conscious action, or may happen automatically in the event of extreme physical trauma. In this condition a Marine may survive for many years, even if bearing otherwise fatal injuries. Only appropriate chemical theapy and auto-suggestion can revive a Marine from this state - a Marine cannot revive himself. The longest known period of de-animation followed by successful re-animation is 567 years in the case of brother Silas Err of the Dark Angels (d. 321 M.27).

Phase 13 - The melanochrome, or melanochromic organ, is hemispherical and black, It functions in an indirect and extremely complicated manner. It monitors radiation levels and types bombarding the skin, and if necessary, sets off chemical reactions to darken the skin to protect it from ultraviolet exposure. It also provides limited protection from other forms of radiation.
 
Phase 14 - Oolitic Kidney. This red-brown and heart shaped organ improves and modifies the Marine's circulatory system enabling other implants to function effectively. The oolitic kidney also filters blood extremely efficiently and quickly. The secondary heart and oolitic kidney are able to act together, performing an emergency detoxification program in which the Marine is rendered unconscious as his blood is circulated at high speed. This enables a Marine to survive poisons and gases which are otherwise too much for even the multi-lung to cope with.

Phase 15 - Neuroglottis. Although the preomnor protects a Marine from digesting anything too deadly, the neuroglottis enables him to assess a potential food by taste. The organ is implanted into the back of the mouth. By chewing, or simply by tasting, a Marine can detect a wide variety of natural poisons, some chemicals and even the distinctive odours of some creatures. To some degree a Marine is also able to track a target by taste alone.

Phase 16 - Mucranoid. This small organ is implanted in the lower intestine where its hormonal secretions are absorbed by the colon. These secretions initiate a modification of the sweat glands. This modification normally makes no difference to the Marine until activated by appropriate chemo-therapy. As a result of this treatment the Marine sweats an oily, naturally cleansing substance which coats the skin. This protects the Marine against extremes of temperature and even offers a slight degree of protection in vacuum. Mucranoid themo-therapy is standard procedure on long space voyages and when fighting in vacuum or near vacuum.

Phase 17 - Betcher's Gland. Two of these identical glands are implanted, either into the lower lip, alongside the salivary glands or into the hard palette. Betcher's gland works in a similar way to the poison gland of venomous reptiles by synthesising and storing deadly poison. Marines are rendered immune to this poison by virtue of the gland’s presence. The gland allows the Marine to spit a blinding contact poison. The poison is also highly acidic and corrosive. A Marine imprisoned behind iron bars could easily chew his way out given an hour or so.

Phase 18 - Progenoids. There are two of these glands, one situated in the neck, the other deep within the chest cavity. These glands are important to the survival of the Marine's chapter. Each organ grows within the Marine, absorbing hormonal stimuli and genetic material from the other implants. After five years the neck gland is mature and ready for removal. After ten years the chest gland becomes mature and is also ready for removal. A gland may be removed anytime after it has matured.

These glands represent a chapter's only source of gene-seed. When mature, each gland contains a single gene-seed corresponding to each zygote implanted into the recipient Marine. Once removed by surgery, the progenoid must be carefully prepared, its individual gene-seeds checked for mutation, and sound gene-seeds stored. Gene-seeds can be stored indefinitely under suitable conditions.


Phase 19 - Black Carapace. This is the last and the most distinctive implant. It looks like a film of black plastic when it’s growing in the tanks. This is removed from its culture-solution and cut into sheets which are implanted directly beneath the skin of the Marine's torso. Within a few hours the tissue expands, hardens on the outside, and sends invasive neural bundles deep inside the Marine. After several months the carapace will have fully matured and the recipient is then fitted with neural sensors and transfusion points cut into the hardened carapace. These artificial ‘plug-in’ points mesh with features integral to the powered armour, such as the monitoring, medicinal and maintenance units. Without the benefit of a black calapace a Space Marine's armour is relatively useless.
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VARIATIONS BETWEEN CHAPTERS

Each organ serves a specific function as outlined above. Although a chapter's Apothacaries and surgeons are able to perform the necessary implant operations, they do not necessarily understand the exact functioning of each organ. The processes involved are incredibly ancient. Procedures are handed down from generation to generation, becoming increasingly ritualised and misinterpreted. For these reasons, the efficiency of each organ differs from chapter to chapter, depending on the condition of that chapter's gene-seeds and the degree of debasement of its surgical procedures. In some chapters, mutation of gene-seed, poor surgical procedure, or inadequate post-operative conditioning, has twisted the functioning of implants. For example, the omophagea gene-seed of the Blooddrinkers has mutated so that all Blooddrinkers have an unnatural craving for blood. In some chapters individual organs are either useless or absent altogether.
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REPRODUCING ZYGOTES

Gene-seed can only be obtained by removing one or both progenoid organs from a living (or very recently deceased) Marine. The whole purpose of the progenoid organ is to provide gene-seed to enable the chapter to continue. It is not possible to create a zygote in any other way. Each chapter's stock of gene-seed is therefore unique to itself. Gene-seed has a great deal of religious significance to a chapter, representing its identity and future. Without gene-seed a chapter has no future. The extinction of a type of gene-seed means that a zygote has been lost forever. The extinction of a phase 18 or 19 gene-seed would effectively mean an end to a chapter. As each Marine has only two progenoid glands, the rate at which a chapter can create new Marines is restricted. It may take many years for a chapter to rebuild itself after heavy losses. Gene-seed is often rendered useless if a Marine is exposed to high radiation levels or other forms of genetic disturbance. The efficiency of different chapiers' progenoid gene-seed also varies, and some chapters are able to make up their numbers faster than others.

FOUNDING NEW CHAPTERS

According to their charter, each chapter is obliged to send 5% of its genetic material to the Adeptus Mechanicus on Earth. This ‘tithe’ has two purposes. Firstly, it enables the Adeptus Mechanicus to monitor the health of each Marine chapter. Secondly, it enables the Adeptus Mechanicus to store gene-seed with a view to founding new chapters. Anew chapter cannot be founded overnight. A single suitable geneseed must be selected for each zygote. Zygotes are then grown in culture and implanted into human test-slaves. These test slaves must be biologically compatible and free from mutation. Test-slaves spend their entire lives bound in static experimental capsules. Although conscious they are completely immobile, serving as little more than mediums within which the various zygotes can develop. From the original slave come two progenoids, which are implanted within two more slaves, from which come four progenoids and so on. It takes about 55 years of constant reproduction to produce 1000 healthy sets of organs. These must be officially sanctioned by the Master of the Adeptus Mechanicus and then by the Emperor himself. Only the Emperor can give permission for the creation of a new chapter.

RECRUITMENT AND INITIATION

The various implants cause vital changes in a Marine's physique and mental state. Many of these changes are controlled by natural hormonal secretions and growth patterns. Implants may not prove effective, or may not become fully functional, if they are carried out once the recipient has reached certain stages of natural development. It is therefore inevitable that recruits must be reasonably young. Tissue compatibility is also essential, otherwise organs may fail to develop properly. The third consideration is mental suitability. The catalepsean node, occulobe, and sus-an membrane will only develop to a useable condition under the stimulus of hypnotic-suggestion. A recruit must therefore be susceptible to this particular treatment. These considerations mean that only a small proportion of people can become Space Marines. They must be male because zygotes are keyed to male hormones and tissue types, hence the need for tissue compatibility tests and psychological screening. If these tests prove successful a candidate becomes a neophyte. With the completion of organ implantation and attendent chemical and hypnotic training, the subject becomes an initiate. An initiate receives training before joining the ranks as a full brother. A Marine usually joins the ranks between the ages of 16-18, Pressures during wartime may accelerate the process.
 
THE RISKS

Although the chapters are careful to select only the most suitable candidates, not all neophytes survive to become initiates. This is due in part to the degeneration of knowledge amongst the individual chapters that makes screening procedures less effective than they once were. Nor are operational methods entirely satisfactory in some cases. In many chapters implant surgery is heavily ritualised, and is often accompanied by scarring, incantation, periods of prayer, fasting and all sorts of mystical practices which compromise medical efficiency. For example, the Spacewolves, phase 17 implant is accompanied by the withdrawal of the initiate's canine teeth and their replacement with longer canines. The chapter regards the additional surgery as part of the initiation ceremony. If an implant fails to develop properly, it is likely that a Marine’s metabolism will become badly out of synchronisation. He may fall into a catatonic state or suffer bouts of hyperactivity. In either event, he will probably die. Those unfortunates that do not die almost invariably suffer mental damage, degenerating into homicidal maniacs or gibbering idiots.

However, when a chapter is at full strength these misfits may be put out of their misery. If the chapter is short of Marines they are often allowed to live, and may be placed within their own specia units. Those who display uncontrollably psychotic tendencies cat be recruited into suicide assault squads, or as suicide bombers. Some chapters deliberately foster such creatures, even going so fa as to implant deformed zygotes into some initiates. This is ver dangerous, and the practice is discouraged by Imperial edict. Bu old traditons die hard.

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PSYCHO-CHEMICAL AND OTHER CONDITIONING

Implantation goes hand-in-hand with chemical treatment, psychological conditioning and sub-conscious hypnotherapy. All of these are essential if the Marine is to develop properly.

Chemical Treatment - Until his initiation, a Marine must submit to constant tests and examinations. The newly implanted organs must be monitored very carefully, imbalances corrected, and any sign of maldevelopment treated. This chemical treatment is reduced after completion of the initation process, but it never ends. Marines undergo periodic treatment for the rest of their lives in order to maintain a stable metabolism. This is why their power armour suits contain monitoring equipment and drug dispensors.

Hypnotherapy - As the super-enhanced body grows, the recipient must learn how to use his new skills. Some of the implants, specifically the phase 6 and 10 implants, can only function once correct hypnotherapy has been administered. Hypnotherapy is not always as effective as chemical treatment, but it can have substantial results. Ifa Marine can be taught how to control his own metabolism, his dependence on drugs is lessened. The process is undertaken in a machine called a hypnomat. Marines are placed in a state of hypnosis and subjected to visual and aural images in order to awaken their minds to their unconscious metabolic processes.

Training - Physical training stimulates the implants and allows them to be tested for effectiveness.

Indoctrination - a Marine is more than a human with extraordinary powers. Marines have extraordinary minds as well! Just as their bodies receive 19 separate implants, so their minds are altered to telease the latent powers within. These mental powers are, if anything, more extraordinary than even the physical powers described above. For example, a Marine can control his senses and nervous system to a remarkable degree, and can consequently endure pain that would kill an ordinary man. A Marine can also think and react at lightning speeds. Memory training is an important part of the indoctrination too. Some Marines develop photographic memories. Obviously, Marines vary in intelligence as do other men, and their individual mental abilities vary in degree.