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Imperial Space Marines

+++Space Marines+++

The Space Marines are the product of genetic engineering, intensive training, biochemical alteration and implant surgery which takes them to the limits of Human development and beyond. A Space Marine can survive terrible wounds, heal with superhuman speed, and perform incredible feats of strength and endurance. A Marine is genetically related to all the other members of his Chapter, since each Marine carries some genetic material from the Chapter's founder, or Primarch - one of a small group of super-humans created by the Emperor and his scientists. In numerical terms, the Space Marines are a small force compared to the countless billions of Imperial citizens, but their superhuman ability and fearsome reputation makes them worth many times their number in conventional troops. They are held in awe throughout the Imperium. Each Space Marine Chapter is a fully self-sufficient fighting force, with its own space fleet and machine pools as well as support and technical personnel. The Techmarines are trained by the Adeptus Mechanicus, and can repair almost any piece of military equipment, from a bolter to a spaceship. A Chapter's fleet is its home, providing accommodation, training facilities, machine shops, armories, shuttle silos, chapels, a mausoleum and every other facility the Chapter requires. The fleet travels endlessly through the galaxy; task forces split off from it for individual missions or campaigns, and rejoin the fleet when the mission is accomplished. The Chapter provides for all a Marine's needs. Tradition and ritual are of great importance, with as much emphasis on moral welfare as on physical training and combat skills. The Chapter is a Marine's family; all other ties of blood and loyalty are renounced. A Space Marine is devoted to the Emperor, to his Chapter, and to the craft of war; these things are his entire life. Each Chapter is headed by an Imperial Commander - during the Horus Heresy, most of the Commanders were Primarchs. In addition to their support and technical personnel, a Chapter contains tens of thousands of Marines (Note that after the Heresy new Chapters were formed with far smaller complements so that no Commanders would ever wield the same power as Horus). Space Marines may be recognized by their distinctive powered armor - which includes air and blood purifiers, drug injectors and communications equipment. Neuroplastic fiber-bundles replicate and amplify the wearer's movements, so that powered armor is no more cumbersome to wear then a normal suit of clothes. Each Chapter has its own colors and insignia, which are used on its armor and vehicles as well as on the flags and banners which are often carried into battle. It also has its own particular rituals and traditions. The Space Wolves, for instance, have a completely different Litany of Combat then the Ultramarines. Even the most basic activities, such as weapons checks and maintenance routines are turned into rituals; a Marine's every action must express his devotion to his Chapter. In the earliest stages of the Horus Heresy, the Space Marines who sided with the Warmaster kept to the original colors and rituals of their Chapters. Later on, however - particularly after the death of Horus and the withdrawal from the Sol system - this began to change. The litanies proclaiming devotion to the Emperor had already been dropped, and they were replaced with declarations of allegiance to Horus. As the feral world cults introduced by Horus spread throughout the Traitor Chapters, most Chapter rituals changed beyond recognition. Insignia and colors also began to change; most common was the replacement of imperial insignia with the Eye of Horus or with symbols from the feral cults. Some Traitor Marines went so far as to re-paint their armor in new colors. +++History of the+++ +++Space Marines+++

INTRODUCTION

The Legiones Astartes is known always as the Space Marine, it comprises 1000 independent fighting units called Chapters, each of roughly 1000 fighting troops. Each Chapter has its own Commander, one of whom holds the title of Master of Marines. Each Commander is subject to the orders of top-ranking members of the priesthood - but only in a general, non-military sense. So, whilst a Commander may receive orders to destroy a target, the means to be employed are left to the Commander - his only duty is to succeed! The Space Marines represent the Imperium's main strike-force of mobile warriors, ready to travel anywhere at any time. Amongst men and aliens alike they are popularly called Angels of Death.

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.

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 tlhe exact nature of the artificially cultured organs. Such changes, may sometimes make an implant useless. In other circumstances changes in an organ might reduce its effectiveness, or cause new and strange effects. Whatever the result, it will affect the entire chapter - all Space Marines belonging to a chapter share implants cultured from the same original gene-seed. As well as mutant implants, many chapters have lost one or more types of gene-seed due to accident, genetic failure, or some other cause. Very few chapters therefore possess all nineteen implants. All possess the carapace implant (phase 19). It is this implant which marks a Space Marine for what he is - irrespective of other implants, training or psycho-surgery.

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.

REPRODUCING

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 chapters' progenoid gene-seed also varies, and some chapters are able to make up their numbers faster than others. According to their charter, each chapter is obliged to send 5% of its genetic material to the Adeptus Mechanicus on Earth. This 'tithe' has two purposes. Firstly, it enables the Adeptus Mechanicus to monitor the health of each Marine chapter. Secondly, it enables the Adeptus mechanicus to store gene-seed with a view to founding new chapters. A new chapter cannot be founded overnight. A single suitable gene- seed must be selected for each zygote. Zygotes are then grown in culture and implanted into human test slaves. These test slaves must be biologically compatible and free from mutation. Test-slaves spend their entire lives bound in static experimental capsides. 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 progenolds 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 attendant chemical and hypnotic training, the subject becomes an initiate. An initiate receives training before joining the ranks as a full brother. A Marine usually joins the ranks between the ages of 16-18. Pressures during wartime may accelerate the process.

THE RISKS

Althrough the chapters are careful to select only the most suitable candidates, not all neophytes survive to become initiates. This is in part to the degeneration of knowledge amongst the individual chapters that makes screening procedures less effective than they were. Nor are operational methods entirely satisfactory in some cases. In many chapters implant surgery is heavfiy ritualised, and often accompanied by scarring, incantation, periods of prayer, and all sorts of mystical practices which compromise medical efficiency. For example, the Spacewolves, phase 17 implant is acompanied 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 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 degenerating into homicidal maniacs or gibbering idiots. However, when a chapter is at full strength these misfits may be put out of their misery. If the chapter is short of Marines they are often allowed to live, and may be placed within their own special units. Those who display uncontrollably psychotic tendencies can be recruited into suicide assault squads, or as suicide bombers. Some chapters deliberately foster such creatures, even going so far as to implant deformed zygotes into some initiates. This is very dangerous, and the practice is discouraged by Imperial edict. But old traditions die hard.

PSYCHO-CHEMICAL AND OTHER CONDITIONING

Implantation goes hand-in-hand with chemical treatment, psychological conditioning and subconscious 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 careully, imbalances corrected, and any sign of maldevelopment treated. This chemical treatment is reduced after completion of the irritation process, but it never ends. Marines undergo periodic treatment for the rest of their lives in order to maintain a stable metabolism. This is why their power armour suits contain monitoring equipment and drug dispensers. Hypnotherapy - As the super-enhanced body grows, the recipient must learn how to use his new skills. Some of the implants, specifically the phase 6 and 10 implants, can only function once correct hypnotherapy has been administered. Hypnotherapy is not always as effective as chemical treatment, but it can have substantial results. If a Marine can be taught how to control his own metabolism, his dependence on drugs is lessened. The process is undertaken in a machine called a hypnomat. Marines are placed in a state of hypnosis and subjected to visual and aural 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 release the latent powers within. These mental powers are, if anything, more extraordinary than even the physical powers described above. For example, a Marine can control his senses and nervous sysem 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.

+++The Founding Legions+++

No. Chapter Title Primarch Notes

1 Dark Angels Lion El' Jonson

2 *All known records expunged from library - order origination unknown*

3 Emperor's Children Fulgrim (Excommunicate Traitoris)

4 Iron Warriors Perturabo (Excommunicate Traitoris)

5 White Scars Jaghatai Khan

6 Space Wolves Leman Russ

7 Imperial Fists Rogal Dorn

8 Night Lords Konrad Curze/Night Haunter (Excommunicate Traitoris)

9 Blood Angels Sanguinius

10 Iron Hands Ferrus Manus

11 *All known records expunged from library - order origination unknown*

12 World Eaters Angron (Excommunicate Traitoris)

13 Ultramarines Roboute Guilliman

14 Death Guard Mortarion (Excommunicate Traitoris)

15 Thousand Sons Magnus the Red (Excommunicate Traitoris)

16 Lunar Wolves Horus (Excommunicate Traitoris)

17 Word Bearers Lorgar (Excommunicate Traitoris)

18 Salamanders Vulkan

19 Raven Guard Corax

20 Alpha Legion Alpharius (Excommunicate Traitoris)

+++The Primarchs+++

The Emperor never made the mistake of underestimating the threat of Chaos, and in order to meet that threat he put the best scientific brains on Earth to work. Weapons and spacecraft poured out of the Martian factories to bolster beleaguered forces throughout the galaxy. The Emperor's most long-sighted plan to counter the insidious influences of the Chaos Powers was the creation of the Primarchs: genetically engineered super-humans with god-like powers. The Emperor's intention was to create a whole race of super-humans from the genetic blueprint of the Primarchs. By making them loyal and strong he hoped that they would prove immune to the malign psychic influences of Chaos. The Primarchs were to be shining examples of humans free from the taint of corruption. The energy of the uncorrupted warp would flow through them as it flowed through the Emperor himself, invigorating them and conferring special powers such as were possessed by the shamans of old. Unfortunately, things did not go quite according to plan. Despite the Emperor's best attempts to shield the project from the penetrating eyes of the Chaos Powers they still managed to learn of it. The Primarchs were still in their foetal stage, growing in special amniotic tanks, when the Chaos Powers combined their energies to spirit them away in an unexpectedly bold move. Even for the Chaos Powers this kidnapping represented a colossal expenditure of energy. The Primarchs were sucked through the warp and scattered on separate human worlds in distant parts of the galaxy. The Chaos Powers did not have the resources to kill the Primarchs, but they did the next best thing which was to hide them from the Emperor. They were to remain hidden until after the wakening of Slaanesh.

THE SPACE MARINES

The Emperor had lost the Primarchs and the first action of his renewed war against the Chaos Powers. The Primarchs could not be recreated and even if this were possible there was not time to do it. The birth pangs of Slaanesh grew louder and louder as the time of his waking grew near. The Emperor evolved another plan. Using genetic material which had been imprinted from the Primarchs into laboratory golems, some of their qualities could be reproduced as discrete biological organs. By implanting these organs into a young growing body a person with some of the qualities of the Primarchs could be created. In this way the first Space Marine Chapters were founded. Each Chapter utilised genetic material derived from one of the Primarchs.

THE GREAT CRUSADE

By the time that the warp storms were ended, the Space Marines and other Imperial forces were ready to being their reconquest of the galaxy. The forces of Chaos were already strong, and many human worlds had been taken over by Chaos Cultists or other aliens. It was a long hard struggle, but with every victory the Imperium grew stronger as new warriors joined the Great Crusade. The initial conquests concentrated in areas where the Primarchs had been hidden. Using his psychic powers the Emperor gradually located and found each of his original creations and united them with the Space Marine Chapters created form their genetic imprints. They seemed none the worse for their brush with Chaos, having grown up to be great leaders and warriors among the local human populations. In fact this appearance of normality was to prove deceptive, for some of the Primarchs had become tainted by their early contact with Chaos. With the help of the Primarchs the Great Crusade swept across the galaxy. Humanity rose to the task of rebuilding its ancient heritage, and everywhere the alien oppressor was defeated and driven out. Chaos retreated to its own realms, to the zones of warp-real space overlap such as the Eye of Terror.

+++The Creation of+++

+++a Space Marine+++

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. Whatever the result, it will affect the entire chapter -- all Space Marines belonging to a chapter share implants cultured from the same original gene-seed. As well as mutant implants, many chapters have lost one or more types of gene-seed due to accident, genetic failure, or some other cause. Very few chapters therefore possess all nineteen implants. All possess the carapace implant (phase 19). It is this implant which marks a Space Marine for what he is, irrespective of other implants, training or psycho-surgery.

Implants The nineteen organs created by the ancient technicians of the Emperor are described below. Each of these organs is extremely complicated and because many of the organs only work properly when another organ is present, the removal or mutation of one organ may affect the 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 metabolism.

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 ossmodula monitors and secretes hormones affecting epiphiseal fusion and ossification of the skeleton. At the same time, the specially engineered hormones encourage the forming bones to absorb ceramic based chemicals administered in the Marine's diet. Two years following implantation, this will have caused considerable strengthening of the long bones, extreme ossificaiton of the chest cavity (caused by growth of the ribs forming a solid mass of inter-laced bone plates) and a general increase in the size of the recipient's skeleton.

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

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

Phase 5 -- Larraman's Organ. This is a liver shaped, dark, fleshy organ about the size of a golf ball. It is implanted into the chest cavity along with a complicated array of blood vessels. The organ generates and stores special 'larraman cells'. If the recipient is wounded, these cells are released into the blood stream. They latch onto leucocytes in the blood and are transported to the site of a wound. Once in contact with air, the larraman cells form a skin substitute of instant scar tissue, staunching the flow of blood and protecting any exposed wound area.

Phase 6 -- Catalepsean Node. This brain implant is usually inserted into the back of the skull via a hole drilled into the occipital bone. The pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. Normally, a Marine sleeps like any normal man, but if deprived of sleep, the catalepsean node 'cuts in'. A man implanted with the node is capable of sleeping and remaining awake at the same time by 'switching off' areas of the brain sequentially. This process cannot replace normal sleep entirely, but increases a Marine's survivability by allowing perception of the environment whilst resting.

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

Phase 8 -- Omophagea. This is a complicated implant. It really becomes part of the brain, but is actually situated within the spinal cord between the cervical and thoracic vertebrae. Four nerve sheaths called neuroclea are implanted between the spine and the preomnoral stomach wall. The omophagea is designed to absorb genetic material generated in animal tissue as a function of memory, experience or innate ability. This endows the Marine with an unusual survival trait: he can actually learn by eating. If a Marine eats part of a creature, he will absorb some of the memories of that creature. This can be very useful in an alien environment. Incidentally, it is the presence of this organ which has created the various flesh eating 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, buts 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. This organ enables a Marine to consciously enhance and even filter certain types of background noise. Not only is hearing improved, but a Marine cannot become dizzy or nauseous as a result of extreme disorientation. Lyman's ear is externally indistinguishable from a normal human ear.

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

Phase 13 -- The melanochrome, or melanochromatic 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 is 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 Marine4 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 chemo-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 any time after it has matured. These glands represent a chapter's only source of gene-seed. When mature, each gland contains a single gene-seed corresponding to each zygote implanted into the recipient Marine. Once removed by surgery, the progenoid must be carefully prepared, its individual gene-seeds checked for mutation, and sound gene-seeds stored. Gene-seeds can be stored indefinitely under suitable conditions.

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

+++Space Marine Armour+++

Most humans who have any contact with Space Marines will know and recognise the most common types of Space Marine armour quite readily. However, there are other older types which remain in service to this day and which are very different in their design. Some Space Marine Chapters use only a single type of armour while others make use of several different types. Many of the older variants have special associations for particular Chapters and may be worn by ceremonial guards or by elite units For example. Other Space Marine Chapters are less formal in their use of armour, mixing various types into their fighting units with little or no regard for conformity. The degree of uniformity within a Space Marine Chapter varies a great deal from Chapter to Chapter and is often determined by historical precedent or tradition. The initial evolution of Space Marines and their armour occurred during the long period of Earth's isolation that preceded the rise of the Imperium and which later became known as the Age of Strife. The Age of Strife lasted From approximately the 26th millennium to the beginning of 31st ( ie roughly from 25000 AD to 30000 AD - further references to dates are given in terms of millennia). During these five thousand years the ancient pan-galactic human civilisation of the past broke down and was replaced by many thousands of local civilisations based around either a single solar system or, occasionally, a small cluster of nearby stars. The reason this happened is that warp travel (the means by which spacecraft travel throughout the galaxy) became dangerous and eventually impossible due to colossal disturbances in the fabric of the warp. These disturbances, known as warp storms, were caused by the growth of the Chaos Power Slaanesh - a thorough discussion of which appears elsewhere in this volume, along with a description of the Fall of the Eldar. During the Age of Strife Earth and the other planets of the Terran solar system were unable to communicate with other human worlds, but maintained contact with each other. For much of this period the government of Earth held sway over the entire system, at other times Mars and the Moon were dominant. For much of the time the different worlds found themselves at war. During the 28th millennium Earth government broke down completely and the planet divided into dozens of inter-warring nations. After two and a half thousand years of continuous warfare little remained of the once sophisticated civilisation of the past. The planet had become a battleground fought over by techno-barbarian warlords and their warrior hordes. This was a dark time for the people of Earth: a time dominated by brutal rulers like Kalagann of Ursh, Cardinal Tang, and the most infamous of all, the half-mad half-genius Narthan Dume Tyrant of the Panpacific Empire. It was against this background of techno-barbaric warfare that the first Space Marines were created and the first Space Marine Armour type developed.

FORMATIVE MARINE ARMOUR

This first type of armour is now often referred to as 'Mark 1'. In fact this is the sort of armour worn by the techno- barbarian warriors that dominated the Earth. When the Emperor began his conquest of the planet his retinue was equipped and armed in the same way as the troops of other warlords. The first Space Marines formed part of that retinue and were equipped with the same sort of armour as other warriors of the time. The thunder-bolt and lightning emblem on the breastplate of this suit was the personal badge of the Emperor in those days, predating the Imperial eagle which only became the symbol of the Imperium much later. This emblem gives the suit its other common name - Thunder Armour. This is not really a single enclosing suit and offers no atmospheric protection or life-support facilities - all of these being unnecessary while fighting was restricted to Earth. The helmet and the top plume are fairly typical, but these early suits were manufactured on an entirely local basis and their exact designs were often a matter of personal taste. The main part of the armour is the massive powered torso which encloses the chest and arms. Beneath the armoured chest plate coiled energy cables transmit power into the arms, effectively multiplying the wearer's fighting abilities three or four times over. During this period most fighting consisted of close combat, warriors preferring to grapple with each other rather than use long range weapons - the power of a warrior's chest and arms was therefore of paramount importance. The warrior's legs are not power armoured at all but enclosed in tough padded breeches. In the example shown the warrior wears armoured greives and armoured boots. These were not standard by any means, but were worn by many of the better equipped warriors and were common amongst the early Space Marines. The warrior wears a backpack which provides his suit with power - most of its bulk is taken up by a cooling mechanism meant to prevent the power unit from overheating. Warriors equipped in this way fought during all the Emperor's wars on Earth, and also on the Moon and Mars which have Earth-type atmospheres. Mark 1 armour is unlikely to be seen on the 41st millennium battlefield but ceremonial units are sometimes equipped in this way.

MARK 2

Once the Terran system was secure and the process of rebuilding firmly in band, the galactic conquest could begin. Even before the warp storms and the Age of Strife ended, the Emperor started to make provisions for his Great Crusade. Part of these plans included the re- equipping of the Space Marine armies with a far more sophisticated fighting suit. With its advanced technology the newly conquered planet of Mars became the centre for munitions development. New types of armour were produced in great numbers in the Martian factories under the direction of the Adeptus Mechanicus, the ruling class of Tech- priests installed to administrate its affairs on behalf of the Emperor. This enabled the entire Space Marine Corps to be re-equipped. The new type of armour was the Crusade Suit, which became soon became known as Mark 2 armour while the old style became Mark 1 retrospectively. The armour is totally enclosed and life-sustaining, and so suitable for fighting on alien worlds as well as in deep space. It is arranged into articulated hoop-shaped plates for ease of movement and these now cover the legs as well as the chest. The additional energy cabling required to operate the leg armour can be seen in the example illustration while the chest coils are enclosed by armoured plates. The old armour had deliberately placed these coils on the outside to help keep the armour cool, but more efficient coolers in the Mark 2 did away with this necessity. The back pack retains the old shape but is now much more efficient and contains all the extra equipment needed to maintain life-support, air recycling, fluid recovery, and the various automatical medical Functions which have remained common to Space Marine armour ever since. The helmet is now fitted with automatic sensory devices developed in the Martian workshops. These consist of exterior sensors which gather visual and audio stimuli from the immediate environment - effectively functioning as eyes and ears. The information gathered in this way is processed by a computer brain and then transmitted directly into the wearer's mind by a neural connector. The practical result for the wearer is that he appears to see and hear quite normally, but he can also see infra-red and ultra-violet light, and hear a wider range of sound frequencies. The wearer is also able to selectively enhance a visual image or sound should he wish. If exposed to blinding lights or deafening noises, the computer processor acts as a safety valve and dampens down the stimuli preventing damage to the Space Marine. This sort of armour was used throughout the Great Crusade. Many maintain that it is the most efficient of all Space Marine armours, although its overlapping plates are notoriously difficult to repair. Actual examples of this armour, much repaired and carefully maintained, are still used in small numbers by many Space Marine Chapters.

MARK 3

The Mark 3 armour variant dates from the inner-galactic wars between the Emperor's forces and the inhabitants of worlds close to the galactic core, which included many of the Squat Homeworlds, not all of which were entirely pleased to find themselves the object of galactic reconquest. Mark 3 armour was never intended to replace Mark 2, but to Provide an optional heavy armour type suitable for fighting on board spacecraft and in tunnel complexes. High casualties suffered during early battles had shown the need for such armour. Mark 3 therefore placed considerable emphasis on frontal protection, while the rear armoured plates were lightened to compensate. This armour was reckoned ideal where cover was minimal and combat was a matter of frontal assault. The suit itself is a highly modified Mark 2 with the addition of fixed armour plates to the body and limbs and a new heavy armoured helmet. The sloping plates of this helmet were intended to deflect shot to the left and right, and was to inspire the Mark 4 and 6 helmet designs. No Space Marine forces were ever equipped solely with this mark although many modern Chapters still use Mark 3 armour for boarding actions and tunnel fighting. While a successful solution to a specific need, Mark 3 armour is too clumsy and uncomfortable for everyday use. As the most visually brutal of all Marine armour, it is sometimes used as a basic uniform for ceremonial guards. Mark 3 armour is sometimes called the Iron Suit or Armorum Ferrum in recognition of its great strength.

MARK 4

The Great Crusade lasted for approximately 200 years at the end of which came a period of political consolidation. The Space Marines were now scattered far and wide throughout the galaxy, many serving as garrisons rather than as campaigning armies, and their size was scaled down to reflect this new role. Much of the equipment of the past was rapidly wearing out, including the old Mark 2 and 3 armour suits produced on Mars. While some Marine Chapters chose to continue local production and maintenance, the Martian factory hives of the Adeptus Mechanicus set about producing a new variant. This was to be the Mark 4 or Imperial Maximus Suit. The main change was to abandon the separate abutting plates in favour of larger inflexible armour casings incorporating the flexible joints originally developed for the Mark 3. The result was only marginally less mobile than the earlier type and considerably easier to produce and maintain. Technical secrets uncovered on newly conquered worlds enabled the Martians to develop a more efficient armour, improving the quality of protection and reducing the weight of the suit at the same time. Improved armouring of the power cables enabled the main arm and chest supply to be safely relocated on the exterior of the armour, while use of new material also allowed the size and number of cables to be reduced. The helmet is an entirely new type, the basic shape inspired by the sweeping front of the Mark 3. In earlier armour the helmet is fixed and the wearer's bead is free to move inside. In Mark 4 and later versions the helmet is not fixed but moves with the wearer's head. This facility reflects the constructors' increasing experience with neural connector gear and the use of new materials which flooded into the Martian workshops as the Great Crusade progressed. Mark 4 armour was designed to be the ultimate and final type of Space Marine armour, able to offer the best protection in a variety of conditions. The Martian factories were turned over to its production and many of the Space Marine armies were entirely or partially re-equipped.

MARK 5

The general issue of Mark 4 armour was only half complete when the Horus Heresy broke out. This threw the entire program of supply into turmoil. In fact many of the most recently supplied Chapters were to turn against the Imperium while many loyal Chapters were forced to continue with older variants, and the confusion was considerable. The Space Marine armourers Techmarines and Artificers) had hardly got used to the new armour and many were as yet unable to maintain it properly let alone duplicate it as was originally intended. With the Mark 4 newly in service the need for large numbers of spares had not been anticipated, so that suits quickly became unusable due to quite minor battle damage. It was soon found that the new and rather specialised materials used in the construction of the Mark 4 were unavailable locally and this increasingly became a problem as Chapters moved from battle-zone to battle- zone. The Imperial forces were soon forced into a fall- back position. Production of Mark 4 armoured ceased, and a new type of armour was designed almost literally over-night. This was the Mark 5 or Heresy Suit. The Mark 5 used as many pre-Mark 4 components as possible. Large stocks of these existed and the Marine Artificers were already familiar with their application. Once supplies of the new materials used in the Mark 4 armour dried up it became necessary to re-use older substances. In the illustration the lighter chest, arm and leg cabling of the Mark 4 has been replaced by older and heavier style cabling made from more readily available materials. However the cables are now exposed because they are too bulky to fit under the new style chest plate. This was to prove a consistent weak spot in the design leading to the fitment of all kinds of improvised chest armour. A distinguishing feature of the Mark 5 armour were the heavily studded armour plates. This was an attempt to reinforce the Mark 4 pattern plates when inferior materials were used due to lack of the proper supplies. An extra skin plate was fitted around the armour using molecular bonding studs. The extra weight was considerable, especially if a further chest plate had been added, leading to increased pressure For energy from the power pack. As a result the wearer either had to turn up the power output and suffer intolerable heat build-up, or leave the power supply as it was and accept reduced power levels. The helmet type illustrated is a spin-off from the Terminator development program, an early type of pre- production helmet, sharing the same type of auto-sense components as contemporary Terminator suits. Being something of an improvised stop-gap, it is common for Mark 5 suits to vary a great deal. Where Mark 4 helmets, armoured plates and cabling were available these were often used. Despite its inauspicious origin the Mark 5 armour proved remarkably durable and equally importantly it was easy to produce and maintain. Huge quantities were shipped out to Space Marine Chapters during the Heresy, including to Chapters which subsequently went over to Horus. As Horus's own supply position became tenuous Mark 5 suits were scavenged from fallen enemies and used by his forces. After the Heresy most of the Mark 5 suits were broken up or dismantled to Provide spares. Few Chapters maintain examples of the design, preferring perhaps to forget the dark days of the Heresy. Renegade Space Marine Chapters may still be equipped with this armour.

MARK 6

At the same time as production of Mark 4 armour ceased, work began on a long term development program to replace the Mark 4 with a more durable type. The Mark 5, or Corvus Suit, was only ever perceived as a stopgap design. The weapon development workshops on Mars began to experiment with a mixture of new and old technology, making the newer materials more durable where possible. A notable feature of the resulting armour types (Marks 6 and 7) is the provision of dual technology circuits. These permit relatively rare or sophisticated functions to be temporarily replaced or repaired using common or very simple technology. Although development was incomplete the new armour was rushed into production while the forces of Horus advanced throughout the Terran solar system. Hastily equipped Space Marines wore the new style Mark 6 armour into battle while the development laboratories were disassembled and prepared for transfer to Earth. During the Martian campaign forces of Horus eventually overran the production facilities for Space Marine armour and soon began to manufacture new suits for their own use. Consignments were distributed to other forces elsewhere in the galaxy so that this new type of armour became quite widespread. Distinguishing features of the Mark 6 armour are its relatively clean appearance due to rehousing the main power cables under the armour plates. The exterior chest and arm cables are duplicated under the chest plate and automatically isolated from the main system if damaged - thus providing a failsafe and overcoming the vulnerability of the Mark 5. The helmet is an improved version of the Mark 4 rather than a new type, although a new type was under development and was to be used on the Mark 7. The left shoulder armour retains the same construction method as the earlier Mark 5 and for the same reasons. Where supplies of material were short it is the right side of the warrior which needs to be better protected while he fires his weapon, thus the left side could be most easily replaced by slightly less effective plates. The need to economise in this way was very real at the time. Later the studded pad became associated with the Terran campaign and the final heroism of the Space Marines so that it became a traditional emblem of those days.

MARK 7

While the final battle for Mars was underway the Imperium, realizing that the planet would eventually fall, set about duplicating the munition production lines back on Earth. The armour development teams from Mars were transferred wholesale to continue the development program and incorporate their latest work into a new armour type. As Horus's forces finally overcame the defenders of Mars new Mark 7 armoured suits started to reach the Space Marines on Earth and the Moon. Mark 7 represents the fulfillment of the new design program which was really only half complete in the Mark 6. In fact, so effective was the Mark 6 that both types continued in service thereafter and many Chapters chose to continue with their old armour rather than adopt Mark 7. The main improvement is the newly designed chest plastron which covers the chest and arm cabling. This bears the eagle device and gives the armour its common name of Armorum Impetor or Eagle Armour. The other main difference is the abandonment of the studded right shoulder piece and the substitution of the new helmet for the old Mark 4 derived model. Improvements were made to the knee joint articulation, but this modification had already been incorporated into many of the later Mark 6 suits. On the whole it is Fair to say that Mark 7 represents the final development of Mark 6 and that the two sets of armour have a great deal in common. Parts from one are readily interchangeable with parts from another, so that a Mark 7 helmet will fit a Mark 6 suit and vice versa.

CHAPTER VARIANTS

The 7 basic marks of Space Marine armour were all developed up to and during the period of the Horus Heresy. During the production history of each mark various improvements were incorporated in the light of field experience. Thus there is a certain variation even within each mark although this is usually limited to the types of material used rather than to stylistic changes. Following the end of the Heresy much in the Imperium changed, including the organization and number of the Space Marine Chapters. Whereas up until this time there had only been twenty Chapters, henceforth the huge pre- Heresy forces were to be broken up into many smaller Chapters. The new Chapters that were founded were equipped with whatever suitable armour and weaponry was available. For the most part the armour used was either Mark 6 or 7, but with a fair sprinkling of older types. Since that time each Chapter has largely taken over the production of its own equipment. That is not to say that every Chapter produces every single item of hardware that it uses. Some Chapters trade items with other Space Marine Chapters, or they commission work from local fabricators. This latter option is especially common where Chapters hold the governorship of the world they live on - in which case the planet is effectively owned by the Chapter and its resources can be organized by the Space Marines as they wish. In other Space Marine Chapters supplies are purchased through the Adeptus Mechanicus.

MARINE ARTIFICERS

Within each Chapter Space Marine armour is maintained by skilled Marine Artificers, These are not Space Marines, but highly trained and dedicated servants who spend their entire lives working for the Chapter, Artificers are just one of the many types of 'civilian' servants who work for their Space Marine Masters. In some Chapters these Artificers traditionally work together in a single huge workshop and their products are distributed amongst the Space Marine Chapter as a whole. In other Chapters individual Artificers are the personal servants of either a Squad of 10 Marines or an individual officer. These Artificers are very proud of their Space Marine masters, considering the status and reputation of their unit or officer to be of the utmost importance. In their turn the Space Marines are equally proud of the Artificers whose fine workmanship adorns their armour and weapons. Over the history of a Chapter especially talented Artificers become famous and justly celebrated, and examples of their work are much sought after. In many Chapters it is traditional for Artificers to come from special families, and for fathers to pass on their skills and position to their sons. In other Chapters the position is open to all, but involves a long period of apprenticeship to an older Artificer. The Artificer's job is to decorate and maintain the Chapter's armour and weapons. In fact, the Chapter also has Engineers and Techmarines whose role is to manufacture much of the equipment, so the Artificers are involved more with decoration, engraving, customizing and modifying the basic equipment. For example, when a Space Marine earns a combat honour it is the Artificers who make the honour badges and fasten them on to the Marine's armour. Similarly, the Artificers make rank badges, long service badges and other marks of distinction that are used by their Chapter. Older types of armour are associated with the past history of many Chapters and often with the deeds of heroic individuals. Artificers will carefully hunt down examples of ancient armour-to use as the raw material on which they can engrave honour marks or purely decorative features. Such pieces will be lovingly restored, often plated with silver or gold, and then painstakingly engraved with naturalistic scenes, abstract designs or Chapter badges. A piece of armour that can be shown to have belonged to an old Chapter hero is valued above all others. As successful Space Marine Officers are often presented with ancient pieces of armour, a single armoured plate or helmet might have a long and famous history and could have belonged to a whole succession of Space Marine heroes and been worked on by many famous Artificers.

INDIVIDUALISED ARMOUR

As well as resurrecting old pieces of armour for notable Space Marines, the Artificers also decorate new armour and modify armour to suit particular individuals. Only Space Marines earning some kind of reward or honour would be given such items. As a result of their efforts over the many thousand years the Chapter has been in existence, it is quite common to find suits which combine elements of the different marks as well as quite unique suits which have customized armoured plates or helmets. Some Chapter reserve such armour for special individuals, officers, or high ranking commanders. There is no fixed rule on this, it is a matter of Chapter tradition and preference how such armour is used. However, it is generally the case that very high ranking officials inherit special suits of armour, which they may then combine with their own existing suits so that their individual honours or personal pieces of armour are retained when they are appointed to a new position.

+++Space Marine Armament+++

Space Marines have access to the full range of Imperial weaponry and equipment. Their training and biochemical engineering ensure that they are natural masters with any type of weapon, from rocks and sticks of feral world savages to the sophisticated needlers and neuro-disruptors favored by spies and assassins. For nearly all their combat duties however, they use standard weapons mixes, relying on a narrow range of favored general purpose weapons. The standard Space Marine weapon is the bolt gun, or bolter. This is a light, rapid-fire weapon, firing a hail of small-caliber explosive shells. Bolter shells generally use mass-reactive fuses, so that they explode after penetrating the target, rather then upon impact: this makes the bolter a highly effective anti-personnel weapon. The main close assault weapon is the bolt pistol, a smaller version of the bolter that works on identical principles. While it lacks the range of the larger bolt gun, its handier pistol configuration makes it ideally suited for close fighting. Other favored close assault weapons include the power glove and the chainsword, both of which are most commonly issued to officers leading assault troops. The power glove is a scaled-up metal gauntlet surrounded by an energy field which gives it the strength to punch through armor and even steel bulkheads. The chainsword is as it sounds - a sword-like weapon whose edges are fitted with a loop of moving blades. The Space Marines also use a wide range of support weapons, of which the most common are heavy bolters, melta-guns, plasma guns, las-cannons and missile launchers. The heavy bolter is a larger version of the bolt gun, which can lay down a curtain of fire across a wide area. While its firepower against personnel targets is devastating, its shells are too light to harm armored vehicles. Also known as the melter or fusion gun, the melta-gun is a heat weapon, whose short range is balanced by its effectiveness against both infantry and vehicles. A small scale controlled fusion reaction inside the weapon's firing chamber causes it to project a blast of heat so intense that metal or plastic can be melted almost instantly. The plasma gun fires small packets of superheated gas plasma. Like the melta-gun, its killing power helps make up for its short range and it is equally effective against infantry and armored vehicles. The las-cannon, or laser cannon, is a favorite anti-vehicle weapon, with a long range and sufficient punch to knock out a Land Raider. As well as being a popular infantry weapon, it is often mounted on vehicles. The missile launchers rival the las-cannon as the most popular infantry weapon. Its variety of loads makes it equally effective against vehicles and infantry, and its range is equal to that of a las-cannon.

+++Space Marine+++

+++Armoured Vehicles+++

The Space Marines are not purely an infantry force; they command a wide variety of fighting vehicles, ranging from one-man jetcycles to orbital artillery platforms. The Land Raider is the main armored fighting vehicle of the Space Marines. Thousands of these tanks are in action on both sides in the Horus Heresy, and they are produced in large numbers by the Adeptus Mechanicus in both camps. Its sturdy frame is equipped with heavy ceramite armor, and its four las-cannon give it a devastating punch in almost any direction. It's anti-personnel weaponry consists of two heavy bolters. In addition to its roll as an armored fighting vehicle, the Land Raider can carry up to ten Marines into battle; it is very popular as a heavily-armed transport. The Rhino armored personnel carrier is one of a family of armored vehicles that are widely used throughout the Imperium. The Rhino is the most common of these designs, and is the standard Space Marine personnel carrier and armored transport. It is more lightly armed and armored then the Land Raider, but like a Land Raider it can carry up to ten troops. The Whirlwind missile carrier is one of several Rhino variants. It is more or less identical to the original chassis, but the original bolter armament is augmented by a turret-mounted multi-launcher, giving the Whirlwind a powerful support capacity.

+++Land Raider+++

From the beginning of time, man has believed that the stars control his fate. Through their movements, people have seen future events and intimations of the will of their gods. In the forty-first millennium, billions still watch the sky fearfully, searching for a portent of doom. But in this time, they have reason to fear. From the stars come ships, some to trade, many to wage war. Most feared of all are the ships of the Legiones Astartes, gravid with their cargo of death - the Land Raiders of the Space Marines, bursting upon the unsuspecting, roaring like thunder, burning all before them. The Space Marines are rightly feared by ordinary folk, for their presence signifies death as surely as the plague bells of Phobos. The images of the Space Marines and the Land Raider Battle Tank are forever meshed in the popular imagination. In some cultures, the vehicles are portrayed as Chariots of Destruction ridden upon the solar winds by the Angels of Death, poised throughout the galaxy, ready to crush the serpent of Chaos.

MAN, MYSTICISM AND MECHANICS

Mysticism is an important part of everyday life in the Imperium. A twentieth century man might recognise in the Land Raider nothing more than a huge battle tank, a mere engine of war. But the men of the forty-first millennium are wiser. They know that every Land Raider has its own spirit, and its own destiny. Whether a Land Raider is built in the Martian weapom-shops of the Adeptus Mechanicus or in the armouries of the Space Marines, its purity and spiritual welfare are given as much attention at every stage of construction as its mechanical aspects. A wildcat (or other locally-obtainable predator sacrificed within its ceramite framework. Armoured panels are inscribed with runes of protection as they are reverently bolted in place. Components are checked and blessed before assembly. As each Land Raider grinds towards the end or the production line, preparations are made for the Ceremony of Commission. Land Raiders are delivered to the Space Marines, the Imperial Guard, the Inquisition, the Adeptus Arbites, to certain Rogue Traders and to other, more secret and obscure Imperial bodies. Space Marine Land Raiders are handed over to a Techmarines. or Frater Astrotechnicus to use the proper title. In other cases, it will be accompanied to its new home by an Adeptus Mechanicus Technomat - a human machine programmed with the knowledge required to service his charge. For many technicians, the commission represents the culmination of years of training; learning how to divine the runes of engineering, memorising the liturgy of maintenance, and studying the routine of service. If a Marine Land Raider should be lost, its Techmarine offers prayers of mourning for its spirit. If a Techmarine is slain, his Land Raider must be reconstructed by one of his technical brethren. In the field, this is often done simply by taking a ring bearing the vehicle's serial runes from the dead Techmarine, and the full reconstruction takes place later.

THE LAND RAIDER IN BATTLE

The Land Raider is ideally suited to the style of warfare favoured by Space Marines. Like the Marines themselves, the vehicle is capable of fighting in almost any environment. The Land Raider also offers protection and transport for a squad of troops, as well as carrying many of their supplies and back- up equipment. On Death Worlds and in other harsh environments, the Land Raider becomes a vital life-support as well as a fighting machine. In battle, the squad normally disembark, leaving the Land Raider and its Techmarine crew to fight independently. Its adaptability allows it to fight in a variety of roles. Where appropriate, a single Land Raider or a small group will be sent forward with troops in order to provide covering fire and support. On other occasions, Land Raiders from several companies, are brought together into huge armoured formations, ready to do battle with enemy vehicles or defences.

LAND RAIDER CAMO SCHEMES

Marines are warriors of a wholly practical devotional order Whilst their endless liturgies and prayer may appear, to the uninitiated, to be men superstition, they serve an important and real function. For example, while preserving the accumulated experience of millennia, the doctrinal lore of camouflage schemes is not so dogmatic as to prevent the adoption of appropriate or innovative colours and patterns where appropriate. So while there are innumerable official or approved colour schemes, there are also many which have been evolved by individual chapters to meet their particular requirements in certain situations. Some Marine chapters adhere rigidly to the traditional patterns. The chapter of the Red Scorpions not only sticks strictly to the lore of camouflage handed down from their original founding and embodied in the Codex Imperialis, but views any deviance from this practice as tantamount to heresy. This his led to the Red Scorpions actually refusing to fight alongside other Marine chapters on a number of occasions - one of the reasons why they were mostly confined to space lane duties during the Badab War. The Commanders of the Imperial Guard are less stringent about such things than Marines, and will sometimes design their own schemes for a specific campaign. Wherever they may be serving, Land Raiders may sometimes appear garish in comparison to the camouflage schemes evolved for use in the limited range of combat environments offered by twentieth-century Earth. A Land Raider camouflaged for use in the spectacular cobalt chromate deserts of Galen V, for instance, would be highly conspicuous in a yellow-brown silicone oxide desert beneath Earth's yellow sun. Many schemes show no attempt at camouflage as such, but consist of solid heraldic colours proclaiming the identity of the occupants as surely as the shield of a medieval knight. Indeed, there are some Marine chapters whose tradition actually forbids the use of camouflage on the grounds that "the colours of cowardice'' are Wholly inappropriate to a true warrior. This attitude, although by no means rare amongst the Legiones Astartes, is not officially recognised and is not embodied within the ancient Codex Imperialis. Most strange of all are the fully Pictorial designs painted onto Land Raiders both by Marines and by the Imperial Guard. These take the form of actual paintings of battle scenes or of famous events in the history of the unit concerned. Although this is a spectacular example of vehicle decoration, machines rarely enter the battle zone wearing such lavish paint schemes.

+++Space Marine Librarians+++

The growing number of psykers within the Imperium is seen by some as the next evolutionary step for Mankind. However, these are the very early, tentative stages, for such an advancement will take countless generations to fully evolve, and the powers of the psyker are not yet refined. Psychic ability is both the greatest boon to Mankind and its most dangerous threat. Without psykers, the entire system of interstellar communication and travel would cease to exist, consequently resulting in the fall of the Imperium. Lacking these powers, the Imperium would become nothing more than a series of scattered and isolated systems. Warp travel is only made possible for Humanity with the guiding light of the Astronomican, a psychic beam stretching 70,000 light years across space from its source on Terra. The pure psychic energy needed for this great undertaking is created by the combined `voice' of ten thousand specially trained psykers, a soul draining labour that exhausts their lifeforce within months, leaving them little more than shrivelled husks. This `voice' is focused and directed by the immortal Emperor, who projects the pure psychic energy into the galaxy. This beacon is vital to the specially trained and psychically attuned Navigators, who require it in order for them to have any possibility of steering a safe path through the turbulent and inconsistent non-reality of warp space. Those of particular strength of mind, if discovered when young, may be nurtured so that their abilities can benefit Mankind in such ways. The psykers schooled by the Scholastica Psykana generally operate within a particular specialised area, whether it be as Astropaths, trained for interstellar communication within the Adeptus Astra Telepathica, or as Navigators within the Adeptus Astionomica. The Librarians of the Adeptus Astartes, however, fulfil a much more varied and combat oriented role, and as such they are chosen from amongst those of exceptional ability and skill. Those with psychic ability draw their power from the turbulent realm of the warp, also known as the Ether, the Immaterium or the Empyrean, as recorded in the Scriptorum Arcanum. This alternate dimension is a twisted reflection of the known physical world, a horrific and constantly shifting domain that defies the accepted laws of the material universe, inhabited by malevolent and predatory astral creatures. When a psyker uses his power, he opens a gateway between the two realms, drawing energy from the warp into himself. If a psyker is unprepared or inexperienced he may inadvertently attract the attentions of daemons, drawing them to him like moths to a flame. According to the codices of the enigmatic, daemon hunting Ordo Malleus, these warp entities are capable of traversing the link the psyker has formed between the two dimensions, assaulting his mind, ripping the very soul from his body and dragging it screaming to an existence of eternal torture within the warp. As such, the twisted realm of the warp is sometimes referred to as the Sea of Souls. A particularly powerful daemon may attempt to force its way into the physical realm by overwhelming the body of the hapless psyker, and from there endeavour to inflict as much psychic and physical suffering as possible on the material world. Those with a limited degree of psychic ability, but who lack the strength of will to fully control it, are one of the most dangerous forces threatening the Imperium, and they are hunted down without remorse by the Inquisition. As a matter of course, the number of minds considered dangerous far outweigh those that are embraced by the Imperium. Some of those condemned are transported to Terra aboard one of the Black Ships, where their sacrifice may benefit all of Mankind. It is said that their life-force is fed to the insatiable needs of the undying Emperor in order to sustain him, enabling his glorious light to remain indefinitely within the physical realm. Indeed, to be born with psychic ability is a terrible curse, and many attempt to hide their powers from detection. Without the correct training, a psyker teeters on the brink of eternal damnation. Entire planetary systems have been brought under daemonic dominion, creating hellish worlds of tortured slaves, due to a single psyker lacking the mental discipline to not use his gifts.

Space Marine Librarians

Space Marine Librarians are amongst the most potent of all Mankind's psykers, highly talented and trained to the highest levels. A highly trained Librarian can manipulate the energy of the warp in extraordinary ways, and with spectacular effect. The Librarians train their minds and bodies constantly to reinforce their willpower, for the danger involved is great. While the Chapter Apothecaries test the physical gene-structure of potential Space Marines, the Librarians are responsible for testing their psychic ability and willpower. They do this to seek out and nurture those who show talent, but more importantly to weed out those who possess some ability whose untrained minds would endanger the entire Chapter. Those initiates displaying the required psychic talent and willpower are inducted into the Librarium, where they commence their intensive years of study and development in conjunction with the strict training of their brother Space Marines. These initiates are recruited from a variety of sources, depending on the means and position of the Space Marine home world or Chapter-Fortress. Some Chapters recruit their Librarians solely from amongst those chosen as potential Space Marines, while other Chapters select their number from amongst the most talented and disciplined of young Primaris Psykers of the Scholastica Psykana. The need for vigilance is never treated lightly, and the Librarians of every Chapter routinely engage the minds of its Space Marines in order to ensure their purity. They are meticulous in their record keeping, chronicling any discovered deviancy for future reference. Space Marines who have been exposed to particular psychic strain and trauma, such as through contact with alien horrors or the warping influence of Chaos, must undergo a series of strict screening and cleansing rituals conducted by the Librarians in order to confirm the integrity of the precious gene-seed. For the Space Marines, gene-seed is the Chapter's life-blood, the most invaluable of possessions, and must be kept pure at all costs. Any trace of perversion or corruption within the gene-seed must be eradicated utterly if the Chapter is to survive. The Librarium of the Chapter is typically an ancient and immense structure, housing the collective knowledge that the Chapter has acquired over the millennia. Scribes work ceaselessly within its walls, labouring to duplicate the older texts as they are gradually destroyed by time. The Librarians of the Chapter are charged with the upkeep of the Librarium, and it is their responsibility to maintain its integrity. Only they know the full wonders and horrors that are contained within the ancient vellum pages, deeds both heroic and heinous. Thousand year-old tomes, bound in cracked and faded leather, sit side by side with newer works in an immense and ever expanding collection. Indeed, the Librarium is often enlarged as time passes in order for it to be able to house the perpetually increasing number of volumes held within. Imperial envoys tell fantastical stories of the rare and ancient arcane technologies that reside within a Librarium's hallowed walls, great humming data repositories that store unfathomable amounts of information. The Librarium will often include an archaic catalogue containing countless data crystals, each crystal holding a lifetime of accumulated wisdom. Many Librariums contain a smaller inner Librarius, where the mast dangerous and heretical texts are kept. This area is accessible to only a select few of the Chapter's Chief Librarians, as befits the dangerous and blasphemous nature of the texts. Merely glancing at the twisted pages of these dangerous volumes would send most men spiralling deep into insanity, and they can only be viewed under the most controlled conditions and with careful preparations of the mind. The various official ranks within the Librarians' order serve to describe the particular functions that they perform within the Chapter and within the Librarium itself. The lowest of the battlefield ranks is the Lexicanium, whose job it is to act as record keepers, creating the initial reports that are to be added to the Librarium. These summary accounts chronicle the history of the Chapter, varying in nature from campaign and battle details to the beliefs and philosophies of the Chapter. The next rank of Librarian is that of Codicier, awarded to the older, more experienced Space Marines who critically evaluate the reports of the Lexicaniums, finalising their form for inclusion in the Librarium. The Epistolary stands a level higher still, and is one of those typically turned to when the need arises for psychic communication. This power can be used to project the mind of the Librarian across warp space itself if necessary. This is a similar ability to that used by the Astropaths of the Adeptus Astra Telepathica, who are relatively common throughout the Imperium. However, such is the strength of will of the Librarians that they have no need to undertake the tortuous ritual of Soul Binding that the Astropaths must endure. More commonly, the Epistolary is used to communicate over shorter distances, coordinating attacks and relaying battle orders. The Chief Librarians are the highest ranking members of their order, and their mastery and control of the mystic arts is awesome to behold. The Chapter and its commanders rely heavily on the council of these most powerful of psykers and, acting within their role as advisors, the Librarians have countless centuries of experience at their disposal. Through a combination of wisdom and considerable psychic powers of premonition, the advice of the Chief Librarians is greatly respected within the Chapter. On the battlefield, however, is where their abilities truly come to the fore, as their overwhelming psychic powers devastate the armies and defences of their enemies, rending them apart with pure force of will. The tactical worth of the Librarians is tremendous. The psychic shockwave and turbulence that is created as a ship moves in and out of warp space can be felt by them, and so the actions of an enemy can be effectively anticipated and countered. They are the equal in battlefield prowess of any other Space Marine, and the devastating psychic powers that they wield will often tip the balance in the Chapter's favour in a close fought conflict. The psychic abilities of the Librarians are utilised in various form on the battlefield. Most directly, the Librarian can channel the power of the warp through his body, striking at the enemy with devastating blasts c' concentrated energy. With their powers of prescience, they can sense and predict the movements of the enemy, providing a distinct tactical advantage. Messages and communications can be relayed using the Librarian's considerable psychic powers, and .these types of communications have the advantage over more physical forms, such as comet-links, of being completely undetectable to all but the most powerful of psykers.

Arcane Equipment

There is a myriad array of equipment that the Librarians of the Adeptus Astartes make use of to amplify and focus their already considerable psychic powers. The variety of these arcane items is so great that it makes a general classification of them impossible, and their use varies amongst the t different Chapters, as well as being dependent on the personal °, preferences of individual Librarians. Some favour the use of the Emperor's Tarot in predicting the twisting paths of the future, a tool used for divination throughout the Imperium. The psychic hood is an intricately designed helmet, fitted with an array of psychically conductive wires and crystals, which is often used by a Chapter's Librarians. This helmet serves to amplify the psyker's abilities, enabling him to disrupt the flow and manipulation of the warp by others. As such, it is an effective counter to the psychic abilities of rogue and alien psykers. Ritually purified force weapons are utilised by the majority of Librarians. They come in a variety of forms, most generally appearing as swords and axes. Psychically attuned to the mind of its wielder, the force weapon is a potent armament that the psyker uses as a conduit through which his power is channelled. Coiling psychic energy flows around the crystalline matrices etched into the weapon, released on impact in an explosive display of power. The weapons have a colossal force when utilised against creatures of the warp, which are particularly vulnerable to attacks made with the same form of energy that makes up their own warp-spawned forms.

+++The Cursed Founding (21st)+++

The Twenty First Founding was the largest since the Second Founding. It took place sometime immediately before the Age of Apostasy, a time of Civil war which divided and almost destroyed the Imperium. The new Chapters were dogged by bad luck right from the start. Several disappeared mysteriously whilst in action or in warp space. Every surviving Chapter of the founding is affected by spontaneous genetic mutation of its gene-seed. As a result the Chapters have gradually dwindled in size as their inability to raise and induct recruits means that battle casualties cannot be replaced. Worse still, some Chapters have developed genetic idiosyncrasies, mutations which strain the tolerance of the Inquisition and threaten the Chapter's survival. Few Chapters have suffered as ignominious an end as the Flame Falcons whose spontaneous and extreme physical corruption turned them into a race no longer human or sane. The Chapter was declared Excommunicate and driven from its home world of Lethe by the Grey Knights.

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